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<blockquote data-quote="Unwise" data-source="post: 5833701" data-attributes="member: 98008"><p>I could be wrong, but I think the math in the modules improves as the game goes on. By the end most of the monsters are custom made or from MM3, so the math seems pretty decent.</p><p> </p><p>[MENTION=6681949]mcmillan[/MENTION] had a similar experience to most groups I think. It is fair to say that many groups will:</p><p>A) Get bored with the length of Rescue at Riverroar</p><p>B) Expect awesome Helms Deep scenes from Bordrin's Watch and be disappointed if they don't get to participate in them. This is a shame as the last fight in that module is great.</p><p>C) Leave the second they have had a look at what is on the other side of the portal to the Shadowfell. Then call in a bunch of guards to sort it out.</p><p>D) Be at least a bit suspicious of Bram Ironfell sending them away for a month on an unrelated job (Lost Mines). A portion of PCs will feel they should not do it at this vital time, if they do it might be from feeling railroaded.</p><p>E) Den of the Devourer has no real purpose to the plot either. The bit at the end is very important, but really does not fit there very well anyway. You could just move that to any other place that makes more sense.</p><p> </p><p>All of these things make for a fine campaign, but require the GM to foresee these things happening and have alternative adventures plotted out.</p><p> </p><p>In my case, I did the following to address those points:</p><p>1) Simply removed the undead from the first adventure, along with all the gnomes and wererats that really should not have been there in the first place. This led to some empty areas, which suited me well.</p><p>2) I designed a simple castle wall defence, the map was very easy. I added in a few seige towers storming the place which PCs could fight their way into and sabotage. Included a few skill challenges to organise rookie militia.</p><p>3) The PCs reported the portal, the city guards swoop in and take some bad guys captive. The bad guys spill the beans about a secret fort in the mountains. The PCs investigate and I get to just use the maps and most encounters from the original adventure anyway.</p><p>4) The PCs find a note written in the Shadowfell dialect of common, telling Bram Ironfell to reopen that mine, as the special silver it produces will be needed. This makes the PCs suspicious, so they want to investigate and don't just feel they are being put out of hte picture for a while. In my game, the Silver Sword is missing some parts and needs a special silver to reforge it.</p><p>5) I ran Den of the Devourer almost as is, but just made it a side adventure. The PCs find the gnolls have the Shadowfell weapons, which tied it in 'accidently'. I skipped the last scene. Instead, in another short side adventure, they reclaim a lost temple of Bahumut and the High Altar is used free the swords power.</p><p> </p><p>One last thing, the adventure path assumes that either players are very slow witted or GMs are terrible, as in the final heroic tier adventure there is a "dun dun dun!!!!" reveal, that the bad guy that the PCs have been tracking down since level 2 or so is in fact....a bad guy! I get the feeling this is a product of having different authors.</p></blockquote><p></p>
[QUOTE="Unwise, post: 5833701, member: 98008"] I could be wrong, but I think the math in the modules improves as the game goes on. By the end most of the monsters are custom made or from MM3, so the math seems pretty decent. [MENTION=6681949]mcmillan[/MENTION] had a similar experience to most groups I think. It is fair to say that many groups will: A) Get bored with the length of Rescue at Riverroar B) Expect awesome Helms Deep scenes from Bordrin's Watch and be disappointed if they don't get to participate in them. This is a shame as the last fight in that module is great. C) Leave the second they have had a look at what is on the other side of the portal to the Shadowfell. Then call in a bunch of guards to sort it out. D) Be at least a bit suspicious of Bram Ironfell sending them away for a month on an unrelated job (Lost Mines). A portion of PCs will feel they should not do it at this vital time, if they do it might be from feeling railroaded. E) Den of the Devourer has no real purpose to the plot either. The bit at the end is very important, but really does not fit there very well anyway. You could just move that to any other place that makes more sense. All of these things make for a fine campaign, but require the GM to foresee these things happening and have alternative adventures plotted out. In my case, I did the following to address those points: 1) Simply removed the undead from the first adventure, along with all the gnomes and wererats that really should not have been there in the first place. This led to some empty areas, which suited me well. 2) I designed a simple castle wall defence, the map was very easy. I added in a few seige towers storming the place which PCs could fight their way into and sabotage. Included a few skill challenges to organise rookie militia. 3) The PCs reported the portal, the city guards swoop in and take some bad guys captive. The bad guys spill the beans about a secret fort in the mountains. The PCs investigate and I get to just use the maps and most encounters from the original adventure anyway. 4) The PCs find a note written in the Shadowfell dialect of common, telling Bram Ironfell to reopen that mine, as the special silver it produces will be needed. This makes the PCs suspicious, so they want to investigate and don't just feel they are being put out of hte picture for a while. In my game, the Silver Sword is missing some parts and needs a special silver to reforge it. 5) I ran Den of the Devourer almost as is, but just made it a side adventure. The PCs find the gnolls have the Shadowfell weapons, which tied it in 'accidently'. I skipped the last scene. Instead, in another short side adventure, they reclaim a lost temple of Bahumut and the High Altar is used free the swords power. One last thing, the adventure path assumes that either players are very slow witted or GMs are terrible, as in the final heroic tier adventure there is a "dun dun dun!!!!" reveal, that the bad guy that the PCs have been tracking down since level 2 or so is in fact....a bad guy! I get the feeling this is a product of having different authors. [/QUOTE]
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