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<blockquote data-quote="DMCF" data-source="post: 6715681" data-attributes="member: 6790388"><p>I guess that isn't quite true. In truth they got to level 2. I had several reasons for starting OotA @ level 3 (1 & 2 for a few).</p><p></p><p>Since we were playing Harried I needed a transition to OotA. I ambushed them with a CR 8 drow Priestess and all the Elites in a tavern at the Stop. It was supposed to be a steam roll (and it was) to show them the power of their captors.</p><p></p><p>There was great RP throughout the session. We played for at least 3 hours and they managed to down one of the elites (albeit by a roll of 1 on my part). They basically managing to hit Juran (Insert Disfigurement!) in the face with a hand axe. They then lined up so that I crit failed a poisoned bolt into him from another Drow. I was so impressed with how everything lined up with the book that I credited them 300xp and XP for the elite Drow they took down. </p><p></p><p>We have around 22(?) sessions to get through an adventure and Harried took 3, Bridge to OotA took the 4th session. Most of the character introductions are done and NPCs will be handled during travel. Still, I want them to start out a little higher to make up for lost time. </p><p></p><p>Another big reason is that I tune XP gains to my players. Some are pure combat. This group is very heavily RP and sometimes we go for 3-4 hours without a single battle. Thus, I feel we need to move the story along. Many battles become easier but it gives that "Rampage through the dungeon" feel with just enough upsets that will knock a few players out. This balance seems to work as I had a near TPK in PotA that was totally one Goliath's fault. The party exonerated me from any blame but the fact that they can make those mistakes has me feeling this is a good balance.</p></blockquote><p></p>
[QUOTE="DMCF, post: 6715681, member: 6790388"] I guess that isn't quite true. In truth they got to level 2. I had several reasons for starting OotA @ level 3 (1 & 2 for a few). Since we were playing Harried I needed a transition to OotA. I ambushed them with a CR 8 drow Priestess and all the Elites in a tavern at the Stop. It was supposed to be a steam roll (and it was) to show them the power of their captors. There was great RP throughout the session. We played for at least 3 hours and they managed to down one of the elites (albeit by a roll of 1 on my part). They basically managing to hit Juran (Insert Disfigurement!) in the face with a hand axe. They then lined up so that I crit failed a poisoned bolt into him from another Drow. I was so impressed with how everything lined up with the book that I credited them 300xp and XP for the elite Drow they took down. We have around 22(?) sessions to get through an adventure and Harried took 3, Bridge to OotA took the 4th session. Most of the character introductions are done and NPCs will be handled during travel. Still, I want them to start out a little higher to make up for lost time. Another big reason is that I tune XP gains to my players. Some are pure combat. This group is very heavily RP and sometimes we go for 3-4 hours without a single battle. Thus, I feel we need to move the story along. Many battles become easier but it gives that "Rampage through the dungeon" feel with just enough upsets that will knock a few players out. This balance seems to work as I had a near TPK in PotA that was totally one Goliath's fault. The party exonerated me from any blame but the fact that they can make those mistakes has me feeling this is a good balance. [/QUOTE]
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