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Any Experiences with Trouble at Durbenford?
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<blockquote data-quote="Wulf Ratbane" data-source="post: 2001455" data-attributes="member: 94"><p>Here's what I am doing.</p><p></p><p><strong>1st through 5th/6th-- The Lost City of Barakus. </strong></p><p></p><p>I can't recommend this one enough. If you are starting your campaign at 1st level, <em>get this one.</em>.</p><p></p><p>Like TaD, it's a big hardcover. It has a fully developed town/home base, a wilderness, and a huge dungeon. There are side quests <em>galore</em> and plenty to do-- though my own group has pretty much just stuck to the dungeon.</p><p></p><p>This is a VERY deadly module. There are lots of places where, if the PCs don't play smart, they're going to die. Probably even TPK. (I like this, for what it's worth, and it's a common element to Necromancer Games' modules).</p><p></p><p>If you want an idea of what it's like in play, you can find snippets in pogre's Zandyrium Story Hour.</p><p></p><p><strong>5th through 8th/9th-- The Vault of Larin Karr</strong></p><p></p><p>Another great adventure with lots of plot hooks, a single setting (though, like, three small towns), plus the wilderness, plus the Underdark, plus the legendary Vault itself. </p><p></p><p>My players are still 4th level, however, stuck in LCoB... so no play notes for you. If I had one complaint about VoLK so far, it's that it's filthy with dragons. (At least two.)</p><p></p><p>There's a teaser in LCoB where the party sees a dragon flying north overhead-- in my campaign, it will be the selfsame dragon from VoLK moving in.</p><p></p><p><strong>8th through 14th/15th-- Trouble at Durbenford</strong></p><p></p><p>I own this, as part of this grand campaign I'm trying to link together, but have not read very far into it so far. I will say this: I'm not really into the whole "drug ring" aspect of the adventure. Just not what I'm looking for in heroic fantasy, really. If I can find a way to remove the drug angle from this adventure entirely, I will.</p><p></p><p></p><p></p><p>I use a spreadsheet to track experience, and I've just started toying with an extra step in my XP calculations. All experience points awarded are divided by (4 / # sessions played at that character level). So when I sit down to play, if it's the first time the PCs have played since they level up, the divisor is (4/1), meaning they earn 1/4 XP for that evening.</p><p></p><p>The next time we sit down to play, the divisor is (4/2), meaning they earn 1/2 XP.</p><p></p><p>The next time we play, (4/3), meaning they earn 3/4 XP.</p><p></p><p>The next time we play, they earn (4/4), or full XP. (I cap the progression here.)</p><p></p><p>These actual calculations are unknown to the players (as I'm sure they'd find a way to push off the big battles to Session 4 every time!) but ensures they level up at a rate commensurate with their little newbie hearts' desires.</p><p></p><p>Wulf</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 2001455, member: 94"] Here's what I am doing. [b]1st through 5th/6th-- The Lost City of Barakus. [/b] I can't recommend this one enough. If you are starting your campaign at 1st level, [i]get this one.[/i]. Like TaD, it's a big hardcover. It has a fully developed town/home base, a wilderness, and a huge dungeon. There are side quests [i]galore[/i] and plenty to do-- though my own group has pretty much just stuck to the dungeon. This is a VERY deadly module. There are lots of places where, if the PCs don't play smart, they're going to die. Probably even TPK. (I like this, for what it's worth, and it's a common element to Necromancer Games' modules). If you want an idea of what it's like in play, you can find snippets in pogre's Zandyrium Story Hour. [b]5th through 8th/9th-- The Vault of Larin Karr[/b] Another great adventure with lots of plot hooks, a single setting (though, like, three small towns), plus the wilderness, plus the Underdark, plus the legendary Vault itself. My players are still 4th level, however, stuck in LCoB... so no play notes for you. If I had one complaint about VoLK so far, it's that it's filthy with dragons. (At least two.) There's a teaser in LCoB where the party sees a dragon flying north overhead-- in my campaign, it will be the selfsame dragon from VoLK moving in. [b]8th through 14th/15th-- Trouble at Durbenford[/b] I own this, as part of this grand campaign I'm trying to link together, but have not read very far into it so far. I will say this: I'm not really into the whole "drug ring" aspect of the adventure. Just not what I'm looking for in heroic fantasy, really. If I can find a way to remove the drug angle from this adventure entirely, I will. I use a spreadsheet to track experience, and I've just started toying with an extra step in my XP calculations. All experience points awarded are divided by (4 / # sessions played at that character level). So when I sit down to play, if it's the first time the PCs have played since they level up, the divisor is (4/1), meaning they earn 1/4 XP for that evening. The next time we sit down to play, the divisor is (4/2), meaning they earn 1/2 XP. The next time we play, (4/3), meaning they earn 3/4 XP. The next time we play, they earn (4/4), or full XP. (I cap the progression here.) These actual calculations are unknown to the players (as I'm sure they'd find a way to push off the big battles to Session 4 every time!) but ensures they level up at a rate commensurate with their little newbie hearts' desires. Wulf [/QUOTE]
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