I ran this adventure a couple of weeks ago, and it's going to be an adventure we'll be running as part of PAX Aus. To call the adventure problematic puts it mildly, but the scheduling for the convention was decided on a while back before we saw the adventure.
Why is it such a problem? Well, here's the structure:
[sblock]* Party is asked to investigate disappearances of non-humans
* Party discover that halflings and other non-humans are being arrested by the Red Plumes
* Party are arrested by Red Plumes (potential combat - which the party are expected to lose)
* Party taken to arena. On the way, they meet a couple of minor NPCs with minor RPG potential.
* Party arrive at arena. They're imprisoned and given an elf to role-play with. (Very minor). No chance to escape
* The group are involved in a really big combat (really needs miniatures to run well).
* The group are involved in a smaller combat
* The adventure ends.
It feels very railroaded, and then there's the capture by the Red Plumes. There's also a lack of information about the state of Hillsfar in the adventure - there's a riot that appears to come out of nowhere. Really, the problems in Hillsfar need to be emphasized more in the interactions beforehand.[/sblock]
The adventure ran short for each of the three tables at my FLGS when we ran it (running to 2 to 2.5 hours each). The role-playing involved is pretty slight and, although there are a few interesting background features about the region revealed, little is particularly pertinent to the adventure.
[sblock]The capture by the Red Plumes is entirely heavy-handed. And I hope you don't have a group of 1st levels playing this, because they'll be slaughtered in the arena by the quippers. [/sblock]
(Oh, wait... it's likely we will? Uh oh!)
Errata and suggestion for the adventure by various AL people can be found here: https://docs.google.com/document/d/1g6wYyw972Thm0J2_wvOTDcdzmE02VLW6vfz7ttNIH_A/edit
So, any suggestions for running the module or slightly altering it to improve it?
I'm very tempted to add an encounter with a band of goblins to the beginning of the adventure, just to give new players a first taste of D&D combat, instead of just throwing them in the deep end with the arena battle as their first experience.
Cheers!
Why is it such a problem? Well, here's the structure:
[sblock]* Party is asked to investigate disappearances of non-humans
* Party discover that halflings and other non-humans are being arrested by the Red Plumes
* Party are arrested by Red Plumes (potential combat - which the party are expected to lose)
* Party taken to arena. On the way, they meet a couple of minor NPCs with minor RPG potential.
* Party arrive at arena. They're imprisoned and given an elf to role-play with. (Very minor). No chance to escape
* The group are involved in a really big combat (really needs miniatures to run well).
* The group are involved in a smaller combat
* The adventure ends.
It feels very railroaded, and then there's the capture by the Red Plumes. There's also a lack of information about the state of Hillsfar in the adventure - there's a riot that appears to come out of nowhere. Really, the problems in Hillsfar need to be emphasized more in the interactions beforehand.[/sblock]
The adventure ran short for each of the three tables at my FLGS when we ran it (running to 2 to 2.5 hours each). The role-playing involved is pretty slight and, although there are a few interesting background features about the region revealed, little is particularly pertinent to the adventure.
[sblock]The capture by the Red Plumes is entirely heavy-handed. And I hope you don't have a group of 1st levels playing this, because they'll be slaughtered in the arena by the quippers. [/sblock]
(Oh, wait... it's likely we will? Uh oh!)
Errata and suggestion for the adventure by various AL people can be found here: https://docs.google.com/document/d/1g6wYyw972Thm0J2_wvOTDcdzmE02VLW6vfz7ttNIH_A/edit
So, any suggestions for running the module or slightly altering it to improve it?
I'm very tempted to add an encounter with a band of goblins to the beginning of the adventure, just to give new players a first taste of D&D combat, instead of just throwing them in the deep end with the arena battle as their first experience.
Cheers!
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