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Castle Caldwell and Beyond - your experiences?
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<blockquote data-quote="Connorsrpg" data-source="post: 6371681" data-attributes="member: 19265"><p>Not a lot of love for Castle Caldwell. I have run the first part (often inc pt2) in the distant past. What I do remember though, is that it was easy to get going. Simple hook. Simple location. Let's go!</p><p></p><p>Which is why I chose it for my son and his mates who wanted me to run a 5E game for them this weekend. So, I sorted through many modules and Dungeon mags that morning and went with CC...b/c it is easy.</p><p></p><p>I started them in town, a merchant slamming down coins on a table in a tavern offering anyone willing to clean out his newly purchased castle the money. Good way to bring PCs that don't know each other together.</p><p></p><p>I modified things as I went. The original is terrible regarding the 'population' of the place. I tried to treat it more as a living dungeon and tried to make most encs make sense. I did this on the fly, so I didn't use all encs. The PCs explored the front, centre and left side.</p><p></p><p>All ground floor Int encs were kobolds. (I may have kept the visiting cultists, but didn't get to them). The wolves were howling from the start. They were the kobolds' pets. One 'trader' was there. Dead.</p><p></p><p>I allowed the 'knock' spell to open the locked door. Didn't see a need for rubish about spells you have taken for a reason not working?</p><p></p><p>Doppleganger looked 'similar' to a PC, in that he was a fellow half-elf. It managed to distract the half-elf when the rest of the group were talking to two mad wizards (I named Rigby & Bigby <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> - Another enc that seemed odd. Why were they there? I said studying the magical energies under the place).</p><p></p><p>Doppelganger KOed half-elf, but others sussed it out, killed it and then went and woke up half-elf.</p><p></p><p>Went into caverns, where I had zombie workers/miners still performing their tasks (instead of human berserkers or something)?</p><p></p><p>Then a nothic emerged. (Instead of thouls). I went with this due to the mad wizards here, when it clicked with me that nothics are mad/lost mages. When the PCs attacked it, the two wizards came to its rescue, attacking the party. The nothic was Zigby - probably another brother/mad wizard companion.</p><p></p><p>The PCs were 3rd level. We had 4 with little to no healing. They had a blast. Liked the mad wizards (fun using names I did not have to think about on the fly b/c these guys have no idea who Bigby et al are <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />). We finished with the wizards and nothic defeated and 1 PC killed.</p><p></p><p>A bad module, but one that is easy to adapt (which I did on the fly) and get moving quickly. If ran as written it would be completely unreasonable 9esp all those different groups/encs living right next to each other).</p><p></p><p>Funny, how I decided on this and just happened to stumble on this thread. Cheers, C</p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 6371681, member: 19265"] Not a lot of love for Castle Caldwell. I have run the first part (often inc pt2) in the distant past. What I do remember though, is that it was easy to get going. Simple hook. Simple location. Let's go! Which is why I chose it for my son and his mates who wanted me to run a 5E game for them this weekend. So, I sorted through many modules and Dungeon mags that morning and went with CC...b/c it is easy. I started them in town, a merchant slamming down coins on a table in a tavern offering anyone willing to clean out his newly purchased castle the money. Good way to bring PCs that don't know each other together. I modified things as I went. The original is terrible regarding the 'population' of the place. I tried to treat it more as a living dungeon and tried to make most encs make sense. I did this on the fly, so I didn't use all encs. The PCs explored the front, centre and left side. All ground floor Int encs were kobolds. (I may have kept the visiting cultists, but didn't get to them). The wolves were howling from the start. They were the kobolds' pets. One 'trader' was there. Dead. I allowed the 'knock' spell to open the locked door. Didn't see a need for rubish about spells you have taken for a reason not working? Doppleganger looked 'similar' to a PC, in that he was a fellow half-elf. It managed to distract the half-elf when the rest of the group were talking to two mad wizards (I named Rigby & Bigby ;) - Another enc that seemed odd. Why were they there? I said studying the magical energies under the place). Doppelganger KOed half-elf, but others sussed it out, killed it and then went and woke up half-elf. Went into caverns, where I had zombie workers/miners still performing their tasks (instead of human berserkers or something)? Then a nothic emerged. (Instead of thouls). I went with this due to the mad wizards here, when it clicked with me that nothics are mad/lost mages. When the PCs attacked it, the two wizards came to its rescue, attacking the party. The nothic was Zigby - probably another brother/mad wizard companion. The PCs were 3rd level. We had 4 with little to no healing. They had a blast. Liked the mad wizards (fun using names I did not have to think about on the fly b/c these guys have no idea who Bigby et al are ;)). We finished with the wizards and nothic defeated and 1 PC killed. A bad module, but one that is easy to adapt (which I did on the fly) and get moving quickly. If ran as written it would be completely unreasonable 9esp all those different groups/encs living right next to each other). Funny, how I decided on this and just happened to stumble on this thread. Cheers, C [/QUOTE]
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