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AoW, What do I need to know to DM it?
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<blockquote data-quote="Celebrim" data-source="post: 3237505" data-attributes="member: 4937"><p>I'm a sucker for a good map. In a dungeon, the map is your 'plot'. (Outside of a dungeon, the plot is your 'map'.) Cairn had one of the best maps of all time. It's not as good as I6, but its really good. And yes, it does a little of everything. I'd really love to run this module to see how it compares to 'Sunless Citadel', which is another favorite of mine.</p><p></p><p></p><p></p><p>Run right, it'll definate divide the real men from the munchkins.</p><p></p><p></p><p></p><p>It hardly feels fair to criticize a module I've not DMed or played, but I've been playing for more than two decades now and I think I know what works and what doesn't. To be honest, I don't like anything from Chapter 2 to Chapter 5. The Gladiator chapter seems the best concieved, but I have misgivings about how well it will actually play in practice. Chapter 6-8 seem like they might play out interesting, but while 9-11 have alot of impressive opponents they seem like they'd get boring after a while. How many collosal creatures with 400 or more hitpoints can you really make exciting? The saving grace of the last part may be that [spoiler]the giants may provide some interesting RP oppurtunities as a change of pace, although the fundamental lack of anything to comprimise on probably dooms that route eventually[/spoiler].</p><p></p><p>Personally, I would want a bit more politics, armies, and sense of impending apocalypse in my finale (since they've been building up to it for a while). I think for example 'Red Hand of Doom' does a better job with its finale.</p><p></p><p></p><p></p><p>I don't know about that, but there are a few fights were it seems like the best tactic is throw as many save or die effects as possible at the BBEM and hope the DM misses a throw. Some of that stuff is just WAAAAYYYYY too big to go toe to toe with.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3237505, member: 4937"] I'm a sucker for a good map. In a dungeon, the map is your 'plot'. (Outside of a dungeon, the plot is your 'map'.) Cairn had one of the best maps of all time. It's not as good as I6, but its really good. And yes, it does a little of everything. I'd really love to run this module to see how it compares to 'Sunless Citadel', which is another favorite of mine. Run right, it'll definate divide the real men from the munchkins. It hardly feels fair to criticize a module I've not DMed or played, but I've been playing for more than two decades now and I think I know what works and what doesn't. To be honest, I don't like anything from Chapter 2 to Chapter 5. The Gladiator chapter seems the best concieved, but I have misgivings about how well it will actually play in practice. Chapter 6-8 seem like they might play out interesting, but while 9-11 have alot of impressive opponents they seem like they'd get boring after a while. How many collosal creatures with 400 or more hitpoints can you really make exciting? The saving grace of the last part may be that [spoiler]the giants may provide some interesting RP oppurtunities as a change of pace, although the fundamental lack of anything to comprimise on probably dooms that route eventually[/spoiler]. Personally, I would want a bit more politics, armies, and sense of impending apocalypse in my finale (since they've been building up to it for a while). I think for example 'Red Hand of Doom' does a better job with its finale. I don't know about that, but there are a few fights were it seems like the best tactic is throw as many save or die effects as possible at the BBEM and hope the DM misses a throw. Some of that stuff is just WAAAAYYYYY too big to go toe to toe with. [/QUOTE]
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