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CM 1 Test of the Warlords and other Companion modules
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<blockquote data-quote="Cerebral Paladin" data-source="post: 4469841" data-attributes="member: 3448"><p>Yeah, I'm thinking that I'll start the players at right around 9th or 10th. The frost giants should be scary, but also within the range of what the players can fight (at least if they are clever). I may tone down the numbers a little, or make sure they split up-- an army of thousands of giants may be too much of a threat in 3e. But hundreds should still work. </p><p></p><p>9th or 10th is also convenient because it means that Raise Dead and Revivify are available for the random deaths in combat sorts of things, but that assassinations that require a Resurrection can still take out (or at least require serious work to get a Res) a character.</p><p></p><p>It sounds like CM3 is the must-buy if I run this campaign.</p><p></p><p>Thanks Triskaidekaphobia for the M1 reference. I happen to have that one (for little apparent reason). It does have some useful stuff, but a lot of it is, as you say, a wee bit beyond the scope of a Norwold campaign. <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=":)" /> I read that as a deliberate transition from Companion to Master level play-- it starts off with Companion style, domain and mass combat stuff in the region of the PCs' dominions, but then it leaps into outer planar weirdness and focuses on conflicts among Immortals, which I think of as the core of Master-level gameplay as conceived of by TSR.</p></blockquote><p></p>
[QUOTE="Cerebral Paladin, post: 4469841, member: 3448"] Yeah, I'm thinking that I'll start the players at right around 9th or 10th. The frost giants should be scary, but also within the range of what the players can fight (at least if they are clever). I may tone down the numbers a little, or make sure they split up-- an army of thousands of giants may be too much of a threat in 3e. But hundreds should still work. 9th or 10th is also convenient because it means that Raise Dead and Revivify are available for the random deaths in combat sorts of things, but that assassinations that require a Resurrection can still take out (or at least require serious work to get a Res) a character. It sounds like CM3 is the must-buy if I run this campaign. Thanks Triskaidekaphobia for the M1 reference. I happen to have that one (for little apparent reason). It does have some useful stuff, but a lot of it is, as you say, a wee bit beyond the scope of a Norwold campaign. :) I read that as a deliberate transition from Companion to Master level play-- it starts off with Companion style, domain and mass combat stuff in the region of the PCs' dominions, but then it leaps into outer planar weirdness and focuses on conflicts among Immortals, which I think of as the core of Master-level gameplay as conceived of by TSR. [/QUOTE]
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