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Classic module campaign with an interesting conundrum
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<blockquote data-quote="JohnBrown" data-source="post: 1675425" data-attributes="member: 2243"><p>Talath,</p><p></p><p>I am currently doing something similar to what you are proposing. I wouldn't worry about Lolth at this point. You characters have a LONG way to go before they encounter her. By the time your characters get close, you will better be able to judge what your party is capable of handling. Be aware, there are some inherent problems in running the GDQ modules in 3.5:</p><p></p><p>Problem 1. Most of those adventures (at least G1-2-3) were intended for 6 to 8 characters. If you convert them straight out of the MM, your party is going to need to be the same size. Otherwise, they are likely to just get creamed unless they are very high level. G1 in in particular. </p><p></p><p>The group I DM for consists of six people (2 fighter/paladins, 1 paladin, 1 cleric, 1 sorcerer, 1 arcane archer) They were all 10th level when they hit G1. However, before they assaulted the place they took a lot of time scouting the place out first (clairvoyance, etc.). Even well armed with information, the battles were still touch and go.</p><p></p><p>I recommend the following to anyone wanting to run this adventure "straight":</p><p></p><p>A. Figure the giant stats without arms or armor (at least for the character's first foray). The giants are at home after all and not expecting the assault.</p><p></p><p>B. Don't play the giants very smart (at least at first). Not that hill giants are all that brilliant to begin with, but as long the party doesn't do anything really stupid, don't trap them to get slaughtered. If they want to escape to try a later assault, let them.</p><p></p><p>When my group went through it, on the party's first foray, I had the giants attack with non-subdual damage unarmed attacks ( -4 off their attack rolls). This reduced the amount of damage they inflicted and reduced their chance to hit, which really made a difference between dead characters and severely injured characters. By the time they retired to their little base-camp, the party had inflicted enough losses on the giants so that they could deal with the armed, and now cunning survivors.</p><p></p><p>Once they completed G1 they had earned enough experience that I could run G2 and G3 pretty much "straight". Although I used the Epic level handbook version of Eclavdra in G3.</p><p></p><p></p><p>Problem 2. After you they get done with the giants, your party will likely blow through most of the D modules without much trouble. With a couple of exceptions, most those encounters rely on large numbers of "small" creatures. Unfortunately your characters will be 14+ level and even large numbers of trogs, bugbears and low-level drow just aren't that challenging to such a party. While good encounters for getting rid of your party's excess resources, your players won't be all that happy with the experience they earn (which will be zero a surprisingly large amount of the time).</p><p></p><p>Only a gross mishandling of the Kuo-toa by my party has made this interesting so far. They still managed to defeat them, however. They were nearly side-tracked from their "mission" chasing after the survivors. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>My party is currently trying to figure out how to get into the Egg of Lolth and are all 16th-17th level. I plan on using a "pumped up" version of the aspect of Lolth from the Miniatures Handbook for that particular encounter.</p><p></p><p>By the time they get to the end of Q1 they should all be 20+ level and I will be better able judge what to use then. I hoping to use the avatar stats though. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Anyway, I hope this helps,</p><p></p><p>John</p></blockquote><p></p>
[QUOTE="JohnBrown, post: 1675425, member: 2243"] Talath, I am currently doing something similar to what you are proposing. I wouldn't worry about Lolth at this point. You characters have a LONG way to go before they encounter her. By the time your characters get close, you will better be able to judge what your party is capable of handling. Be aware, there are some inherent problems in running the GDQ modules in 3.5: Problem 1. Most of those adventures (at least G1-2-3) were intended for 6 to 8 characters. If you convert them straight out of the MM, your party is going to need to be the same size. Otherwise, they are likely to just get creamed unless they are very high level. G1 in in particular. The group I DM for consists of six people (2 fighter/paladins, 1 paladin, 1 cleric, 1 sorcerer, 1 arcane archer) They were all 10th level when they hit G1. However, before they assaulted the place they took a lot of time scouting the place out first (clairvoyance, etc.). Even well armed with information, the battles were still touch and go. I recommend the following to anyone wanting to run this adventure "straight": A. Figure the giant stats without arms or armor (at least for the character's first foray). The giants are at home after all and not expecting the assault. B. Don't play the giants very smart (at least at first). Not that hill giants are all that brilliant to begin with, but as long the party doesn't do anything really stupid, don't trap them to get slaughtered. If they want to escape to try a later assault, let them. When my group went through it, on the party's first foray, I had the giants attack with non-subdual damage unarmed attacks ( -4 off their attack rolls). This reduced the amount of damage they inflicted and reduced their chance to hit, which really made a difference between dead characters and severely injured characters. By the time they retired to their little base-camp, the party had inflicted enough losses on the giants so that they could deal with the armed, and now cunning survivors. Once they completed G1 they had earned enough experience that I could run G2 and G3 pretty much "straight". Although I used the Epic level handbook version of Eclavdra in G3. Problem 2. After you they get done with the giants, your party will likely blow through most of the D modules without much trouble. With a couple of exceptions, most those encounters rely on large numbers of "small" creatures. Unfortunately your characters will be 14+ level and even large numbers of trogs, bugbears and low-level drow just aren't that challenging to such a party. While good encounters for getting rid of your party's excess resources, your players won't be all that happy with the experience they earn (which will be zero a surprisingly large amount of the time). Only a gross mishandling of the Kuo-toa by my party has made this interesting so far. They still managed to defeat them, however. They were nearly side-tracked from their "mission" chasing after the survivors. :) My party is currently trying to figure out how to get into the Egg of Lolth and are all 16th-17th level. I plan on using a "pumped up" version of the aspect of Lolth from the Miniatures Handbook for that particular encounter. By the time they get to the end of Q1 they should all be 20+ level and I will be better able judge what to use then. I hoping to use the avatar stats though. :) Anyway, I hope this helps, John [/QUOTE]
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