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Dear bloody god: Calystrx (Threats to Nentir Vale Preview)
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<blockquote data-quote="Riastlin" data-source="post: 5587257" data-attributes="member: 94022"><p>******* Spoiler Alert *******</p><p></p><p>To be fair, there were a few factors that lead to this being as tough as it was for our group. For starters, we botched the skill challenge near the end and so had to fight our way through the keep. Secondly, my rune priest is the main healer, which is to say, we don't have a very good main healer (though Shield the Fallen is awesome for a runepriest). This, more than anything, is probably what lead to the depletion of our surges as there just wasn't anything to boost our surge values so to speak (runepriests don't get bonus HP to their encounter heal until level 6). Finally, our group doesn't always use the most optimal tactics, preferring the choice yields the most smiles/laughs etc. over a "just better, but not as amusing" option. (My runepriest is currently out-damaging the ranger for instance). </p><p></p><p>All that being said, it was still a great adventure. We really didn't do a great job in working through it and as a result struggled mightily at the end (which we should have in my opinion). A group with a little bit more luck, and slightly better tactics/options should definitely be able to get through it without too much trouble -- though all the monsters to my knowledge, use the new damage values, so there'll always be a risk should the dice go cold.</p><p></p><p>As for my campaign, I'm not sure when I'll use Cal. The party is currently level 12 and in the Shadowfell (not the most logical place to find Cal). The current plot has several options for where they can go next so I'm pretty much going to wait for them to go somewhere that it would make sense for Cal to appear and adjust her initial level accordingly. </p><p></p><p>As for the campaign in general, the basic premise is that an extremely powerful primordial is starting to awaken. During the Dawn War, it took 6 gods acting together and wielding a powerful artifact to defeat the primordial but even then they could not kill it, merely imprison its heart. Now the seals protecting the heart are breaking as someone is trying to free the heart which can then be used either a) to awaken the primordial or b) as a powerful weapon in its own right. </p><p></p><p>That's the Cliff's Notes version but I don't want to derail the thread too much. I've been toying with the idea of starting up a DM commentary thread for the campaign but not sure if it would a) generate enough interest and b) be able to be updated regularly enough to remain interesting. Will see though. My thoughts for Cal are to not necessarily make her part of any of the factions, but rather just a recurring nemesis that pops up every now and then (think Q from TNG). Of course, if she becomes powerful enough, then she can definitely become a major player in the campaign one way or another, maybe seeking the Heart for her own use, or playing a major role in one of the factions, etc. Not entirely sure yet.</p></blockquote><p></p>
[QUOTE="Riastlin, post: 5587257, member: 94022"] ******* Spoiler Alert ******* To be fair, there were a few factors that lead to this being as tough as it was for our group. For starters, we botched the skill challenge near the end and so had to fight our way through the keep. Secondly, my rune priest is the main healer, which is to say, we don't have a very good main healer (though Shield the Fallen is awesome for a runepriest). This, more than anything, is probably what lead to the depletion of our surges as there just wasn't anything to boost our surge values so to speak (runepriests don't get bonus HP to their encounter heal until level 6). Finally, our group doesn't always use the most optimal tactics, preferring the choice yields the most smiles/laughs etc. over a "just better, but not as amusing" option. (My runepriest is currently out-damaging the ranger for instance). All that being said, it was still a great adventure. We really didn't do a great job in working through it and as a result struggled mightily at the end (which we should have in my opinion). A group with a little bit more luck, and slightly better tactics/options should definitely be able to get through it without too much trouble -- though all the monsters to my knowledge, use the new damage values, so there'll always be a risk should the dice go cold. As for my campaign, I'm not sure when I'll use Cal. The party is currently level 12 and in the Shadowfell (not the most logical place to find Cal). The current plot has several options for where they can go next so I'm pretty much going to wait for them to go somewhere that it would make sense for Cal to appear and adjust her initial level accordingly. As for the campaign in general, the basic premise is that an extremely powerful primordial is starting to awaken. During the Dawn War, it took 6 gods acting together and wielding a powerful artifact to defeat the primordial but even then they could not kill it, merely imprison its heart. Now the seals protecting the heart are breaking as someone is trying to free the heart which can then be used either a) to awaken the primordial or b) as a powerful weapon in its own right. That's the Cliff's Notes version but I don't want to derail the thread too much. I've been toying with the idea of starting up a DM commentary thread for the campaign but not sure if it would a) generate enough interest and b) be able to be updated regularly enough to remain interesting. Will see though. My thoughts for Cal are to not necessarily make her part of any of the factions, but rather just a recurring nemesis that pops up every now and then (think Q from TNG). Of course, if she becomes powerful enough, then she can definitely become a major player in the campaign one way or another, maybe seeking the Heart for her own use, or playing a major role in one of the factions, etc. Not entirely sure yet. [/QUOTE]
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