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Cauldroun/Shackled path Dungeon series?
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<blockquote data-quote="Big Jake" data-source="post: 1634408" data-attributes="member: 19203"><p>Here's some suggestions for specific adventures:</p><p></p><p><strong>Life's Bazaar</strong></p><p></p><p>Give the players a copy of the Player's Handout #2: Map of Jzadirune. If they don't find it rumaging through Keygan's stuff, he could volunteer the information. I had one party with the map, and the second one without it. The second party floundered around a lot, and we spent (wasted) a lot of time mapping on the go. A lot has changed since the map was made, so the map gives away no secrets, and it really helps move the game along.</p><p></p><p>As mentioned above, parts of this adventure can move rather quickly. You may want to give your players some extra healing capabilties to make sure they can heal up before the last big fight. I simply gave a wand of cure light wounds to the party's druid.</p><p></p><p>Don't rush through the city adventuring. Let your players get a feel for their surroundings.</p><p></p><p>And to get them ready for some future encounters:</p><p></p><p>If you have a paladin in the group, make sure he becomes fast friends with Alek Tercival. Alek can confide in another paladin, and the group can learn early on of his motives. Since Alek is only a 4th level paladin as a 9th level character, your paladin will quickly become a higher level paladin. At the point, Alek may open up and confess his admiration of the devotion that your player has shown, and speak of his feelings of inadequacy. (Alek hasn't really been gaining levels slower than others, but he needs more xp to level as a paladin because of his five levels of aristocrat.)</p><p></p><p>The more that your players understand the NPCs that they will meet, the better prepared they will be when called upon to help. My players spent a great deal of time on the first adventures making sure they were well paid for their services, but when they found out that Alek was in trouble, they left as soon as they could to help. After they were well out of town, I pointed out that they weren't being paid, and the did a collective "oh, yeah."</p><p></p><p><strong>Flood Season</strong></p><p></p><p>Most importantly, here are the locations of the missing wands:</p><p></p><p>1-K24, Skaven has one in his possesion</p><p>2-K25, behind the false back of the book case</p><p>3-K33, in the harpoon spider's lair</p><p>4,5,6-K36, either with Triel on in her treasure chest</p><p>7-K41, in the pit trap</p><p>8-K56, with the quasit</p><p></p><p>Your character will more than likely NOT find all of the wands. That's okay, because the town doesn't necessarily need all of them, but less than four could cause fatigue and worry with the clerics in town.</p><p></p><p>My first group didn't kill Skaven (he escpaed) or the harpoon spider, so they missed those two, but they found the rest. The second group didn't encounter the quasit or make there way into room K25, but got the rest.</p><p></p><p>Both groups fell into the pit trap and found that wand. Both groups lost a PC to Skaven's phantasmal killer.</p><p></p><p>Second: before you start the adventure (going to the Lucky Monkey) encourage the PCs to participate in some tournaments during the Flood Festival: swimming contests, fencing, bardic performance duels, etc. I used some rules in City Works (by Mike Mearls, published by Fantasy Flight Games) to run several events, and award xp for participation, and a bonus if they win any competition.</p></blockquote><p></p>
[QUOTE="Big Jake, post: 1634408, member: 19203"] Here's some suggestions for specific adventures: [B]Life's Bazaar[/B] Give the players a copy of the Player's Handout #2: Map of Jzadirune. If they don't find it rumaging through Keygan's stuff, he could volunteer the information. I had one party with the map, and the second one without it. The second party floundered around a lot, and we spent (wasted) a lot of time mapping on the go. A lot has changed since the map was made, so the map gives away no secrets, and it really helps move the game along. As mentioned above, parts of this adventure can move rather quickly. You may want to give your players some extra healing capabilties to make sure they can heal up before the last big fight. I simply gave a wand of cure light wounds to the party's druid. Don't rush through the city adventuring. Let your players get a feel for their surroundings. And to get them ready for some future encounters: If you have a paladin in the group, make sure he becomes fast friends with Alek Tercival. Alek can confide in another paladin, and the group can learn early on of his motives. Since Alek is only a 4th level paladin as a 9th level character, your paladin will quickly become a higher level paladin. At the point, Alek may open up and confess his admiration of the devotion that your player has shown, and speak of his feelings of inadequacy. (Alek hasn't really been gaining levels slower than others, but he needs more xp to level as a paladin because of his five levels of aristocrat.) The more that your players understand the NPCs that they will meet, the better prepared they will be when called upon to help. My players spent a great deal of time on the first adventures making sure they were well paid for their services, but when they found out that Alek was in trouble, they left as soon as they could to help. After they were well out of town, I pointed out that they weren't being paid, and the did a collective "oh, yeah." [B]Flood Season[/B] Most importantly, here are the locations of the missing wands: 1-K24, Skaven has one in his possesion 2-K25, behind the false back of the book case 3-K33, in the harpoon spider's lair 4,5,6-K36, either with Triel on in her treasure chest 7-K41, in the pit trap 8-K56, with the quasit Your character will more than likely NOT find all of the wands. That's okay, because the town doesn't necessarily need all of them, but less than four could cause fatigue and worry with the clerics in town. My first group didn't kill Skaven (he escpaed) or the harpoon spider, so they missed those two, but they found the rest. The second group didn't encounter the quasit or make there way into room K25, but got the rest. Both groups fell into the pit trap and found that wand. Both groups lost a PC to Skaven's phantasmal killer. Second: before you start the adventure (going to the Lucky Monkey) encourage the PCs to participate in some tournaments during the Flood Festival: swimming contests, fencing, bardic performance duels, etc. I used some rules in City Works (by Mike Mearls, published by Fantasy Flight Games) to run several events, and award xp for participation, and a bonus if they win any competition. [/QUOTE]
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