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*** SPOILERS ****
I'm almost through reading Out of the Abyss and I'm psyched to run it. At least the first half. There are two broad areas where I'm wondering what thoughts/ideas other DMs have.
1) "Random" encounters in Underdark
A lot of time will be spent traveling in Underdark, and not only will there be random encounters, but it seems the intent is for these random encounters to provide some (much?) of the XP needed to gain the levels that in turn will be needed to tackle later chapters.
Anybody given any thought to some more detailed side-adventures, to make it more than just random, meaningless fights. Seems to me this is an opportunity flesh out the adventure some and add more color. Maybe we need a repository of mini-adventures to intersperse though their travels, especially for those who find themselves a bit behind the XP curve.
2) Followers
The one thing I'm wary about is the potential troupe of NPCs that will be following the heroes around, especially in the 2nd half of the adventure. There are a couple of good suggestions for how to manage the horde, but beyond simply bookkeeping I could see some players being turned off by the idea of adventuring in a large group.
On the other hand, many of the fights will be extremely challenging without some meaningful support, so just leaving all those NPCs behind isn't really an option.
One partial alternative that occurred to me is to not use the templates in the back of the Monster Manual ("Spy" "Archmage" "Thug", etc.) and instead use actual classes for the NPCs, and have them scale in level with the heroes. That way fewer would be needed.
Thoughts?
I'm almost through reading Out of the Abyss and I'm psyched to run it. At least the first half. There are two broad areas where I'm wondering what thoughts/ideas other DMs have.
1) "Random" encounters in Underdark
A lot of time will be spent traveling in Underdark, and not only will there be random encounters, but it seems the intent is for these random encounters to provide some (much?) of the XP needed to gain the levels that in turn will be needed to tackle later chapters.
Anybody given any thought to some more detailed side-adventures, to make it more than just random, meaningless fights. Seems to me this is an opportunity flesh out the adventure some and add more color. Maybe we need a repository of mini-adventures to intersperse though their travels, especially for those who find themselves a bit behind the XP curve.
2) Followers
The one thing I'm wary about is the potential troupe of NPCs that will be following the heroes around, especially in the 2nd half of the adventure. There are a couple of good suggestions for how to manage the horde, but beyond simply bookkeeping I could see some players being turned off by the idea of adventuring in a large group.
On the other hand, many of the fights will be extremely challenging without some meaningful support, so just leaving all those NPCs behind isn't really an option.
One partial alternative that occurred to me is to not use the templates in the back of the Monster Manual ("Spy" "Archmage" "Thug", etc.) and instead use actual classes for the NPCs, and have them scale in level with the heroes. That way fewer would be needed.
Thoughts?