Nemesis Destiny
Adventurer
I'm about to start a new campaign set in my homebrew world, and I want to adapt the Reavers of Harkenwold adventure that came in the DM Kit, as I think it works well for what I had in mind for the first few levels.
Obviously, I'm changing the details to fit my setting better, and I'll be expanding on or changing completely several of the NPC / faction backstories to make it less arbitrary. All of that is beside the point.
I would like to know, from others who have run this adventure, what its pitfalls are. The module reads well enough, but that doesn't always tell the whole story.
Where did your group run into problems?
How did you solve them?
Are there points of the adventure that just didn't work or 'flow' well?
The only things I'm doing that differ from the module's expectations (besides some houserules that should not affect the module much), are that the party is probably not yet going to be level 2 when they arrive, but they're also a six-PC group. The other major change is that I'm using Inherent Bonuses.
Any help or pointers would be greatly appreciated.
Obviously, I'm changing the details to fit my setting better, and I'll be expanding on or changing completely several of the NPC / faction backstories to make it less arbitrary. All of that is beside the point.
I would like to know, from others who have run this adventure, what its pitfalls are. The module reads well enough, but that doesn't always tell the whole story.
Where did your group run into problems?
How did you solve them?
Are there points of the adventure that just didn't work or 'flow' well?
The only things I'm doing that differ from the module's expectations (besides some houserules that should not affect the module much), are that the party is probably not yet going to be level 2 when they arrive, but they're also a six-PC group. The other major change is that I'm using Inherent Bonuses.
Any help or pointers would be greatly appreciated.