Just started reading through this, with an eye towards working it into the campaign. So far, it seems like a mostly seamless transition from the current adventure I'm running.
Has anyone played the current adaptation from Yawning Portal?
The stumbling block is that it's written for a party of 4-5 11th level chatacters- and my party is a group of 7 8th level characters, and a 5th level Druid they picked up along the way. Thus, how much tinkering will I need to do to avoid a TPK, or just royally hacking the giants off- and unleashing them on the world around them?
A bit more about this group:
they were rolled up using a modified system designed to produce powerful characters, and tend to punch well above their weight. They are a good mix of abilities, heavy on martial and arcane magic.
a Half Orc Barbarian (Storm something or other- from Xanathars)
a human Eldritch Knight (who doesn't cast much)
a Dwarf Paladin (Clangeddin Silverbeard)
a Human Twilight Cleric of Selune
an Elf Thief
a Gnome Storm Sorceror
a Human Abjurer
Human Druid (circle of the land)
All but the Druid have some sort of magical weapon, and all have AC enhancing magic, thanks to some 2nd Ed modules FULL of wizards equipped with bracers of defense, rings of protection, etal. For the same reason, the Abjurer's spellbooks are BULGING with spells, lol.
I haven't read far enough to know if the lack of 5th level spells, 3x attacks per round, +4 proficiency bonus, and extra features will be a serious problem or not. The Cleric does have a scroll of Revivify for emergencies.
One other option: I could also glom some bits and pieces from the 5E Giants super adventure to boost their XP before running this. And they still have the lower level of the current dungeon to complete (which at minimum would boost the Druid up closer to the rest).
So what am I getting myself into here? Thanks, all!
Has anyone played the current adaptation from Yawning Portal?
The stumbling block is that it's written for a party of 4-5 11th level chatacters- and my party is a group of 7 8th level characters, and a 5th level Druid they picked up along the way. Thus, how much tinkering will I need to do to avoid a TPK, or just royally hacking the giants off- and unleashing them on the world around them?
A bit more about this group:
they were rolled up using a modified system designed to produce powerful characters, and tend to punch well above their weight. They are a good mix of abilities, heavy on martial and arcane magic.
a Half Orc Barbarian (Storm something or other- from Xanathars)
a human Eldritch Knight (who doesn't cast much)
a Dwarf Paladin (Clangeddin Silverbeard)
a Human Twilight Cleric of Selune
an Elf Thief
a Gnome Storm Sorceror
a Human Abjurer
Human Druid (circle of the land)
All but the Druid have some sort of magical weapon, and all have AC enhancing magic, thanks to some 2nd Ed modules FULL of wizards equipped with bracers of defense, rings of protection, etal. For the same reason, the Abjurer's spellbooks are BULGING with spells, lol.
I haven't read far enough to know if the lack of 5th level spells, 3x attacks per round, +4 proficiency bonus, and extra features will be a serious problem or not. The Cleric does have a scroll of Revivify for emergencies.
One other option: I could also glom some bits and pieces from the 5E Giants super adventure to boost their XP before running this. And they still have the lower level of the current dungeon to complete (which at minimum would boost the Druid up closer to the rest).
So what am I getting myself into here? Thanks, all!






