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Death Dealer Adventure?
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<blockquote data-quote="Daern" data-source="post: 5110786" data-attributes="member: 81800"><p>I just ran through I think 2/3 of the module tonight in a mega-session. I handed out pre-gens and kept a stack of extras because we used the full Deathdealer Crit rules and I expected some deaths. Despite many many crits, I did not kill any characters. Oh well. </p><p>My comments are this: The scenario is an extremely linear "railroad", and so it requires alot of DM momentum and evocation. Since there aren't many actual choices I think it works best to just propel the game forward and make use of all the rad flavor text. It's a slightly different type of scenario, so my players were into it. I think it also helped that the monsters were easy and the DCs were low. If the didn't have a choice to do it, why make it frustrating?</p><p></p><p>The Defense of Cascada pass was really cool. Fighting the unwinnable battle was rad. The ruined keep is a great design, though I wish I had studied it a little closer before hand. It was fun to do a fast exploration of the keep with players putting together ideas for how to stop/slow down the approaching horde. It required some very interesting and fun choices and obliged on character to spend the majority of the encounter doing anything but battling. They ended up splitting up to defend the two towers and I made dropping the portcullis and raising the drawbridge both mini skill challenges... ending with the party riding an impromptu zip line across the chasm to escape.</p><p></p><p>Overall, I'd totally run the Cascada defense again. Good stuff.</p></blockquote><p></p>
[QUOTE="Daern, post: 5110786, member: 81800"] I just ran through I think 2/3 of the module tonight in a mega-session. I handed out pre-gens and kept a stack of extras because we used the full Deathdealer Crit rules and I expected some deaths. Despite many many crits, I did not kill any characters. Oh well. My comments are this: The scenario is an extremely linear "railroad", and so it requires alot of DM momentum and evocation. Since there aren't many actual choices I think it works best to just propel the game forward and make use of all the rad flavor text. It's a slightly different type of scenario, so my players were into it. I think it also helped that the monsters were easy and the DCs were low. If the didn't have a choice to do it, why make it frustrating? The Defense of Cascada pass was really cool. Fighting the unwinnable battle was rad. The ruined keep is a great design, though I wish I had studied it a little closer before hand. It was fun to do a fast exploration of the keep with players putting together ideas for how to stop/slow down the approaching horde. It required some very interesting and fun choices and obliged on character to spend the majority of the encounter doing anything but battling. They ended up splitting up to defend the two towers and I made dropping the portcullis and raising the drawbridge both mini skill challenges... ending with the party riding an impromptu zip line across the chasm to escape. Overall, I'd totally run the Cascada defense again. Good stuff. [/QUOTE]
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