My players kind of took a very direct approach to this adventure. They travelled to Varnhold, found the clues, spoke to the centaurs and then went immideatly for Vordakais island. To me this is a very reasonable approach, and this is how I would have done it, had I been a player. I mean, they need to save lives, so hiking around solving side quests would be a strange thing to do, don't you think?
So whats the problem then? Well, the characters are too low level to take on Vordakai (two level 7 and one level 8 iirc). They found the back door, and it was very close to a TPK when they faced the soul eaters and the piscodaemon. They do, however, wish to push on, since they fear that the villagers of Varnhold are in need of immideate rescuing. I admire this, and I do not want to punish their heroism. Neither do I wish for them to take a "break" from the dungeon just to stroll around and kill lower CR monsters in the wilderness, just to get XP - that would just be




storytelling. There's a great feel to the adventure at this moment, and I don't want to destroy that. Neither do I wish for a TPK, since it would mean the end of a great campaign.
So, should I just tune down Vordakai, or do you guys have any better advice?
So whats the problem then? Well, the characters are too low level to take on Vordakai (two level 7 and one level 8 iirc). They found the back door, and it was very close to a TPK when they faced the soul eaters and the piscodaemon. They do, however, wish to push on, since they fear that the villagers of Varnhold are in need of immideate rescuing. I admire this, and I do not want to punish their heroism. Neither do I wish for them to take a "break" from the dungeon just to stroll around and kill lower CR monsters in the wilderness, just to get XP - that would just be






So, should I just tune down Vordakai, or do you guys have any better advice?