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D&D Expeditions: DDEX3-2 Shackles of Blood (spoilers)
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<blockquote data-quote="MerricB" data-source="post: 6733879" data-attributes="member: 3586"><p><strong>Running Part 1:</strong></p><p>[sblock]<strong>Adventure Structure</strong></p><p>Things can get a bit complicated here. Speaking with my review-hat on, there's an attempt here to allow players a lot of agency, but eventually end up with them being captured. Which I dislike intensely. Don't mind agency, do mind the specifics of how the capturing occurs.</p><p></p><p>This section begins with the party reaching the farms and (possibly) learning things about what happened to the halflings. They then either follow the Red Plumes or get led by Deriel into an ambush. If they follow the Red Plumes, they have a chance to rescue the halflings or be captured. If they rescue the halflings, then you have to find a way to capture then. If they follow Deriel, the either escape the Red Plumes (and possibly then make their way to their camp) or they get captured. </p><p></p><p>When considering play in a limited time-slot, this isn't really to be desired. Either it is over very quickly, or it takes forever to run. You'll be fine at home, but in a convention you don't have the time to play with. The capturing is made worse by the Red Plumes having entirely too low attack bonuses: a +3 to hit is not good enough against AC 18+, which even 1st level characters can have.</p><p></p><p>(This structure also explains why the adventure can run very short. There's not that much adventure except for the awesome arena fight later. But this section can go by in a flash as well if the party surrender...)</p><p></p><p><strong>A potential modification</strong></p><p><em>This modification is problematic. It changes some of the structure of the adventure. I'd be very wary of using it.</em></p><p>Have Deriel lead the group to the halflings. They're guarded by an insufficient Red Plume force. The party rescue the halflings, only to have Deriel slip away before the combat and alert the Red Plumes. An overwhelming force then captures the party (no combat, just say "you're then captured and put in carts").</p><p></p><p>In a home game, I'd have no problem with this modification. In an AL game? Not so good.</p><p></p><p><strong>Things to watch out for</strong></p><p>Timing. The thing which makes Shackles of Blood awesome is the arena battle (and its follow-up). It can run long. Spending 90 minutes on this section may be too long, and it could easily run to that if you end up with two big battles against the Red Plumes. (Unlikely, but possible).</p><p></p><p>My preferred way to handle this section is to do a lot of early role-playing to set the scene amongst the farmers, then have any confrontation with the Red Plumes end very quickly with the players surrendering. I am not adverse to just saying "You lose and are captured" if that is all the timing will permit. Or "At this point, fifth more Red Plumes come over the hillside. You are overcome."[/sblock]</p><p></p><p>Anyone else have further thoughts on running this section?</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 6733879, member: 3586"] [b]Running Part 1:[/b] [sblock][b]Adventure Structure[/b] Things can get a bit complicated here. Speaking with my review-hat on, there's an attempt here to allow players a lot of agency, but eventually end up with them being captured. Which I dislike intensely. Don't mind agency, do mind the specifics of how the capturing occurs. This section begins with the party reaching the farms and (possibly) learning things about what happened to the halflings. They then either follow the Red Plumes or get led by Deriel into an ambush. If they follow the Red Plumes, they have a chance to rescue the halflings or be captured. If they rescue the halflings, then you have to find a way to capture then. If they follow Deriel, the either escape the Red Plumes (and possibly then make their way to their camp) or they get captured. When considering play in a limited time-slot, this isn't really to be desired. Either it is over very quickly, or it takes forever to run. You'll be fine at home, but in a convention you don't have the time to play with. The capturing is made worse by the Red Plumes having entirely too low attack bonuses: a +3 to hit is not good enough against AC 18+, which even 1st level characters can have. (This structure also explains why the adventure can run very short. There's not that much adventure except for the awesome arena fight later. But this section can go by in a flash as well if the party surrender...) [b]A potential modification[/b] [i]This modification is problematic. It changes some of the structure of the adventure. I'd be very wary of using it.[/i] Have Deriel lead the group to the halflings. They're guarded by an insufficient Red Plume force. The party rescue the halflings, only to have Deriel slip away before the combat and alert the Red Plumes. An overwhelming force then captures the party (no combat, just say "you're then captured and put in carts"). In a home game, I'd have no problem with this modification. In an AL game? Not so good. [b]Things to watch out for[/b] Timing. The thing which makes Shackles of Blood awesome is the arena battle (and its follow-up). It can run long. Spending 90 minutes on this section may be too long, and it could easily run to that if you end up with two big battles against the Red Plumes. (Unlikely, but possible). My preferred way to handle this section is to do a lot of early role-playing to set the scene amongst the farmers, then have any confrontation with the Red Plumes end very quickly with the players surrendering. I am not adverse to just saying "You lose and are captured" if that is all the timing will permit. Or "At this point, fifth more Red Plumes come over the hillside. You are overcome."[/sblock] Anyone else have further thoughts on running this section? Cheers! [/QUOTE]
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