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Best 1st level adventure out there
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<blockquote data-quote="Treebore" data-source="post: 1340660" data-attributes="member: 10177"><p>I agree.</p><p></p><p>About Crucible. My group was very good at starting encounters at range as using their bow attacks. The closest they came to dying was at the tower when they were rushed by 15 orcs and then flanked by the priest and his henchman. Three went down to their negatives and two more were in single digits (party of 9, counting the 3 NPC's provided by the module). I could have killed the whole party if i had the ogre and his 9 or 10 orcs come out of the N/E tower. I decided that if i was him I would run, since by the time he became aware of what was happening the party had killed all but 3 of the enemy and were still looking pretty good, meaning since 4 of the 6 still standing looked pretty much untouched. So i had them run off while the party was still distracted. After all, his boss wasn't in a position to pay him anymore.</p><p></p><p>They easily handled the Ettin, well, it was painful, but no one went unconcious thanks to judicious healing spells. The Manticore and Owlbear encounters were tough as well, especially since i had beefed them up a little to account for a party of 6. I could have had another TPK with the Manticore mommy and her babies, but again, I had the babies run since mommy was killed and one of the babies was down to 1 HP. The other was unharmed. With some good rolls I could have taken what remained of the badly injured party down. But I opted for what i thought was more likely. One of the Manticores even got away.</p><p></p><p>Crucible is a good module. It can be very linear, but I went with the flow on everything "outside" of what was written in the module and we all had a blast.</p><p></p><p>The others mentioned are good as well. Especially if you go with the flow instead of sticking to only what is written.</p></blockquote><p></p>
[QUOTE="Treebore, post: 1340660, member: 10177"] I agree. About Crucible. My group was very good at starting encounters at range as using their bow attacks. The closest they came to dying was at the tower when they were rushed by 15 orcs and then flanked by the priest and his henchman. Three went down to their negatives and two more were in single digits (party of 9, counting the 3 NPC's provided by the module). I could have killed the whole party if i had the ogre and his 9 or 10 orcs come out of the N/E tower. I decided that if i was him I would run, since by the time he became aware of what was happening the party had killed all but 3 of the enemy and were still looking pretty good, meaning since 4 of the 6 still standing looked pretty much untouched. So i had them run off while the party was still distracted. After all, his boss wasn't in a position to pay him anymore. They easily handled the Ettin, well, it was painful, but no one went unconcious thanks to judicious healing spells. The Manticore and Owlbear encounters were tough as well, especially since i had beefed them up a little to account for a party of 6. I could have had another TPK with the Manticore mommy and her babies, but again, I had the babies run since mommy was killed and one of the babies was down to 1 HP. The other was unharmed. With some good rolls I could have taken what remained of the badly injured party down. But I opted for what i thought was more likely. One of the Manticores even got away. Crucible is a good module. It can be very linear, but I went with the flow on everything "outside" of what was written in the module and we all had a blast. The others mentioned are good as well. Especially if you go with the flow instead of sticking to only what is written. [/QUOTE]
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