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DM Questions for Reavers of Harkenwold veterans
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<blockquote data-quote="Nemesis Destiny" data-source="post: 5455512" data-attributes="member: 98255"><p>I know the encounter you mean. It's the one in Yisarn's Lair. I'm completely redesigning that entire branch of the story to better suit both my world and what's going on in the campaign. Glimmerweb Spider is getting the axe. Good catch though; that looks like it has potential to be a long irritating whiff-fest.</p><p></p><p>Funny you should mention wraiths... that was one of the things I was going to replace it with. I will be sure to use the newer wraith if I do and avoid any annoying "weakened + insubstantial" shennanigans.</p><p></p><p>I like your ideas for modifying the big battle. Especially the big minion fight; I may use that. I may change more things about that fight, but I'll cross that bridge when I come to it, no pun intended. I know what you mean about the maps getting 'old' fast; there is not enough variety.</p><p></p><p>I will have to bear those ideas in mind. I plan to have a totally different resolution to the end of the module, and I think my players would find the Dar NPC annoying if played as suggested, so that part may not happen. I am also less concerned about the escape of Big Red; he's playing second fiddle in my version to a mysterious lurking malefactor that has ties to another campaign I ran in the same region of the world that I'm placing Harkenwold in.</p><p></p><p>That said, thanks for the suggestions and replies; keep 'em coming.</p><p></p><p>Also, did either of you (or anyone else) find that at times it was hard to figure out what to do next? I find it obvious, but I know what is in the module, so I am concerned that my players might not connect the dots right away. They're veteran gamers (each have 10+ years at the table), for the most part, so I don't think they'll have much trouble figuring out where to go and whatnot, but I'd like to hear if anyone else had problems like that.</p></blockquote><p></p>
[QUOTE="Nemesis Destiny, post: 5455512, member: 98255"] I know the encounter you mean. It's the one in Yisarn's Lair. I'm completely redesigning that entire branch of the story to better suit both my world and what's going on in the campaign. Glimmerweb Spider is getting the axe. Good catch though; that looks like it has potential to be a long irritating whiff-fest. Funny you should mention wraiths... that was one of the things I was going to replace it with. I will be sure to use the newer wraith if I do and avoid any annoying "weakened + insubstantial" shennanigans. I like your ideas for modifying the big battle. Especially the big minion fight; I may use that. I may change more things about that fight, but I'll cross that bridge when I come to it, no pun intended. I know what you mean about the maps getting 'old' fast; there is not enough variety. I will have to bear those ideas in mind. I plan to have a totally different resolution to the end of the module, and I think my players would find the Dar NPC annoying if played as suggested, so that part may not happen. I am also less concerned about the escape of Big Red; he's playing second fiddle in my version to a mysterious lurking malefactor that has ties to another campaign I ran in the same region of the world that I'm placing Harkenwold in. That said, thanks for the suggestions and replies; keep 'em coming. Also, did either of you (or anyone else) find that at times it was hard to figure out what to do next? I find it obvious, but I know what is in the module, so I am concerned that my players might not connect the dots right away. They're veteran gamers (each have 10+ years at the table), for the most part, so I don't think they'll have much trouble figuring out where to go and whatnot, but I'd like to hear if anyone else had problems like that. [/QUOTE]
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