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Bloodstone Pass - your experiences?
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<blockquote data-quote="ruleslawyer" data-source="post: 1700997" data-attributes="member: 1757"><p>Played these, loved 'em, but rewrote the heck out of them (as is basically <em>de rigeur</em> with high-level modules anyway). As kilamanjaro hinted (and I realized basically right away), PCs of this level don't play well with armies of 1st-level mooks. So, I made sure to tangle up the PCs in serious high-level combat while running the mass combat separately. (I used the 2e Battlesystem rules, BTW; they are VERY wonky, and I imagine that were I using something like Fields of Blood or Cry Havoc!, things would've gone much more smoothly.) </p><p></p><p>The modules, though, were lots of fun. I ran 'em as an excuse to reintroduce every long-time foe of the PCs; since said PCs had done a wonderful job of ticking off the drow in my GDQ series run, I ran H1-4 as a Lolth-sponsored incursion of giants, goblinoids, bandits, and undead led by a human cleric of Lolth (a living blasphemy from the PCs' perspective!) and backed by my new and improved Witch-King, an old foe of the PCs from (the 1e) <em>Lords of Darkness</em> named, conveniently enough, Alokkair the <em>Wizard-King</em>. </p><p></p><p>For H2, I had my PCs descend to a small drow community below the Mines (instead of the duergar village scripted therein); that was a lot of fun, as I'd thoroughly scared my players of the Underdark in GDQ1-7, and this was their first encounter with the svirfneblin beyond that with the charmed one in D3; as such, they were inclined to shoot first and ask questions later, and negotiating a mutual support agreement became very tricky. (They had a great diversionary tactic for their assault on the Temple, though; underground lake + <em>tsunami</em> = fun!)</p><p></p><p>H3 was good, and involved a war on three fronts, all connected by permanent teleport pads (Bloodstone, home to three PCs; Daggerford, home to one; and Wheloon, Cormyr, home to the remaining two) and brought together PCs from two different campaigns (the Bloodstone PCs, who had run through H1-2, and the Cormyr/Daggerford PCs, who were semi-retired). The only disappointment was the Assassin's Run, which turned out to be a cakewalk for my (six 16th-19th level) PCs. </p><p></p><p>For H4, my PCs went to the Demonweb Pits instead of Orcus's lair. It worked out nicely; the adventure took place The campaign ended in the deaths of two PCs and one henchperson (er, cohort) and resulted in the characters stealing the Egg of Lolth (my replacement macguffin) and taking it to Arvandor to be sanctified by the combined might of the Seldarine, causing it to sprout two trees (one for planting in Daggerford, one in Bloodstone) which kept out all drow, demons, and undead forevermore. Fun stuff.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 1700997, member: 1757"] Played these, loved 'em, but rewrote the heck out of them (as is basically [i]de rigeur[/i] with high-level modules anyway). As kilamanjaro hinted (and I realized basically right away), PCs of this level don't play well with armies of 1st-level mooks. So, I made sure to tangle up the PCs in serious high-level combat while running the mass combat separately. (I used the 2e Battlesystem rules, BTW; they are VERY wonky, and I imagine that were I using something like Fields of Blood or Cry Havoc!, things would've gone much more smoothly.) The modules, though, were lots of fun. I ran 'em as an excuse to reintroduce every long-time foe of the PCs; since said PCs had done a wonderful job of ticking off the drow in my GDQ series run, I ran H1-4 as a Lolth-sponsored incursion of giants, goblinoids, bandits, and undead led by a human cleric of Lolth (a living blasphemy from the PCs' perspective!) and backed by my new and improved Witch-King, an old foe of the PCs from (the 1e) [i]Lords of Darkness[/i] named, conveniently enough, Alokkair the [i]Wizard-King[/i]. For H2, I had my PCs descend to a small drow community below the Mines (instead of the duergar village scripted therein); that was a lot of fun, as I'd thoroughly scared my players of the Underdark in GDQ1-7, and this was their first encounter with the svirfneblin beyond that with the charmed one in D3; as such, they were inclined to shoot first and ask questions later, and negotiating a mutual support agreement became very tricky. (They had a great diversionary tactic for their assault on the Temple, though; underground lake + [i]tsunami[/i] = fun!) H3 was good, and involved a war on three fronts, all connected by permanent teleport pads (Bloodstone, home to three PCs; Daggerford, home to one; and Wheloon, Cormyr, home to the remaining two) and brought together PCs from two different campaigns (the Bloodstone PCs, who had run through H1-2, and the Cormyr/Daggerford PCs, who were semi-retired). The only disappointment was the Assassin's Run, which turned out to be a cakewalk for my (six 16th-19th level) PCs. For H4, my PCs went to the Demonweb Pits instead of Orcus's lair. It worked out nicely; the adventure took place The campaign ended in the deaths of two PCs and one henchperson (er, cohort) and resulted in the characters stealing the Egg of Lolth (my replacement macguffin) and taking it to Arvandor to be sanctified by the combined might of the Seldarine, causing it to sprout two trees (one for planting in Daggerford, one in Bloodstone) which kept out all drow, demons, and undead forevermore. Fun stuff. [/QUOTE]
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