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Durn's War of Fire and Ice Campaign Discussion
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<blockquote data-quote="Daern" data-source="post: 5113064" data-attributes="member: 81800"><p>This was an adventure that started out fairly straight forward and turned out to be really complicated. My players are still scratching their heads and some want to backtrack to try to put the pieces together. They suspect the Eladrin, but aren't sure. </p><p></p><p>I think the mod could use a bit of simplification. Its sort of a railroad wherein the options get a little muddled. I think I would make the Eladrin involvement a little more obvious and maybe skip a couple of early encounters on the road. The party skipped a bunch of encounters in the middle by choice. They were not interested in back tracking the goblin cave, and honestly I wasn't either.</p><p>The set pieces with Khadral were really neat encounters but, on review, felt a bit like a side quest.</p><p></p><p>I think having the solos at the end be skirmishers and controllers is a little weak, but mostly I played the monsters poorly. Solos and elites are complicated! I recommend redesigning them so that you are extra familiar with the monsters.</p><p></p><p>I still think its a really great and inspiring module, but there are a ton of little plot details that are hidden in various places in the text that I think sort of doing a DM's outline of everything and really trying to work it out for yourself ahead of time would help... </p><p>I guess its just an Advanced Dungeons and Dragons game!</p><p></p><p>The campaign is looking forward to a return to civilization!</p></blockquote><p></p>
[QUOTE="Daern, post: 5113064, member: 81800"] This was an adventure that started out fairly straight forward and turned out to be really complicated. My players are still scratching their heads and some want to backtrack to try to put the pieces together. They suspect the Eladrin, but aren't sure. I think the mod could use a bit of simplification. Its sort of a railroad wherein the options get a little muddled. I think I would make the Eladrin involvement a little more obvious and maybe skip a couple of early encounters on the road. The party skipped a bunch of encounters in the middle by choice. They were not interested in back tracking the goblin cave, and honestly I wasn't either. The set pieces with Khadral were really neat encounters but, on review, felt a bit like a side quest. I think having the solos at the end be skirmishers and controllers is a little weak, but mostly I played the monsters poorly. Solos and elites are complicated! I recommend redesigning them so that you are extra familiar with the monsters. I still think its a really great and inspiring module, but there are a ton of little plot details that are hidden in various places in the text that I think sort of doing a DM's outline of everything and really trying to work it out for yourself ahead of time would help... I guess its just an Advanced Dungeons and Dragons game! The campaign is looking forward to a return to civilization! [/QUOTE]
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