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DM wants to abandon RttToEE...(spoilers) - long
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<blockquote data-quote="Zarrock God of Evil" data-source="post: 912925" data-attributes="member: 2025"><p>Well it boosting RttToEE with MORE encounters can really kill the adventure fast. </p><p></p><p>I've been running a tight schedule RttToEE campaign since february (we have to finish it by late June). The adventure was pretty balanced between mystery, intrigue and fighting until the CRM (though there's been some very nice interaction - the PCs working for the Water Temple, one infiltrating the Fire Temple for several sessions and even a bit of mindwars with the Outer Fane). I use boosted encounters that can be found on a RttToEE fansite because my players were hard to challenge by the CRM as written - the character's were just tough and I had to adjust. </p><p></p><p>Anyway, there's more than enough killing in this adventure and I'm kicking myself for having included to many random encounters at the beginning of the adventure (the party consists of 5 11th level characters and only the Fire Temple remains in the CRM) since it has since taken away valuable time and jaded some players a bit with endless fights. Scaling the encounters in the CRM to be more challenging for higher level characters is no problem - but adding more encounters (or more monsters to each encounter) is quite likely pushing the envelope of the adventure for all players (even hardened hack'n'slashers I suspect). </p><p></p><p>I'm looking forward for the showdown with the Outer Fane, though, as the PCs have had quite a lot of foreboding about the power of the Fane and the ruthlessness of its High Priest. It should bring a breath of fresh air into the module again <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> (just as the CRM were initially when the players had only experienced the limited wonders of Nulb, the Moathouse, Rastor and the ToEE). </p><p></p><p>-Zarrock</p></blockquote><p></p>
[QUOTE="Zarrock God of Evil, post: 912925, member: 2025"] Well it boosting RttToEE with MORE encounters can really kill the adventure fast. I've been running a tight schedule RttToEE campaign since february (we have to finish it by late June). The adventure was pretty balanced between mystery, intrigue and fighting until the CRM (though there's been some very nice interaction - the PCs working for the Water Temple, one infiltrating the Fire Temple for several sessions and even a bit of mindwars with the Outer Fane). I use boosted encounters that can be found on a RttToEE fansite because my players were hard to challenge by the CRM as written - the character's were just tough and I had to adjust. Anyway, there's more than enough killing in this adventure and I'm kicking myself for having included to many random encounters at the beginning of the adventure (the party consists of 5 11th level characters and only the Fire Temple remains in the CRM) since it has since taken away valuable time and jaded some players a bit with endless fights. Scaling the encounters in the CRM to be more challenging for higher level characters is no problem - but adding more encounters (or more monsters to each encounter) is quite likely pushing the envelope of the adventure for all players (even hardened hack'n'slashers I suspect). I'm looking forward for the showdown with the Outer Fane, though, as the PCs have had quite a lot of foreboding about the power of the Fane and the ruthlessness of its High Priest. It should bring a breath of fresh air into the module again :) (just as the CRM were initially when the players had only experienced the limited wonders of Nulb, the Moathouse, Rastor and the ToEE). -Zarrock [/QUOTE]
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