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EN5ider #500 - Vault of Splintered Souls Megadungeon Preview
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<blockquote data-quote="Mike Myler" data-source="post: 8950843" data-attributes="member: 6726030"><p>I would start with the <a href="https://www.patreon.com/posts/business-of-2793240" target="_blank"><em>Business of Emotion</em></a> (2nd–3rd level), get them a level on the way up to the northern coast (probably run <a href="https://www.patreon.com/posts/47503838" target="_blank"><em>Devils in the Details</em></a> or <a href="https://www.patreon.com/posts/65328147/" target="_blank"><em>Trollguts</em></a> [this would be choice because it foreshadows stuff on the megadungeon's first floor] in Northminster or maybe <a href="https://www.patreon.com/posts/64965182/" target="_blank"><em>Town of the Dead</em></a> somewhere in the wilderness), then do <a href="https://www.patreon.com/posts/76085389" target="_blank"><em>Dragon Turtle Surgery</em></a> (4th–6th level) put the vault's plot seed in Swellgate.</p><p></p><p>When they have bested the megadungeon I'd pop them back into Holdenshire in the middle of Act II in <em>To Smite A Fiend</em> (which is the <a href="https://www.patreon.com/posts/54973811/" target="_blank">third PDF there</a>; have Araqiel show up after the vault's finale on behalf of the Angelic Fane), <a href="https://www.patreon.com/posts/56210693/" target="_blank">finish that out</a>, then complete the campaign with the elemental mini-adventures in <a href="https://www.patreon.com/posts/73914387/" target="_blank">Ostinad</a>, <a href="https://www.patreon.com/posts/74280569" target="_blank">Laskia</a>, the <a href="https://www.patreon.com/posts/75557028/" target="_blank">Hinterlands</a>, and finally the <a href="https://www.patreon.com/posts/75790812/" target="_blank">Southern Peaks</a>.</p><p></p><p>If they're still keen on Elissar adventuring at that point, maybe <a href="https://www.patreon.com/posts/67904236" target="_blank"><em>Revenge of the Green Dragon</em></a> for a fun romp to close it all out.</p><p></p><p></p><p>By the time my party finished the dungeon they were plumb out of attunement slots (some stuff went unused!) so I wouldn't overly worry about that. Might do OK starting at 5th level, provided they are smart about their dungeon delving, but if they are prone to foolish antics and foolhardy tactics they will very much miss the extra hit die when they're on the second floor.</p><p></p><p>Edit: Dropping the +bonuses to hit/damage on magical weapons likely won't unbalance things much, but having them just be able to deal <em>magical</em> damage is a factor in the design for some of the monsters along the way so magical weapons are found inside the vault. The warrior PCs will be very hard pressed if they can't deal magical weapon damage, so at the very least I would leave the weapons being magical (just nothing past that for a grittier and tougher experience).</p></blockquote><p></p>
[QUOTE="Mike Myler, post: 8950843, member: 6726030"] I would start with the [URL='https://www.patreon.com/posts/business-of-2793240'][I]Business of Emotion[/I][/URL] (2nd–3rd level), get them a level on the way up to the northern coast (probably run [URL='https://www.patreon.com/posts/47503838'][I]Devils in the Details[/I][/URL] or [URL='https://www.patreon.com/posts/65328147/'][I]Trollguts[/I][/URL] [this would be choice because it foreshadows stuff on the megadungeon's first floor] in Northminster or maybe [URL='https://www.patreon.com/posts/64965182/'][I]Town of the Dead[/I][/URL] somewhere in the wilderness), then do [URL='https://www.patreon.com/posts/76085389'][I]Dragon Turtle Surgery[/I][/URL] (4th–6th level) put the vault's plot seed in Swellgate. When they have bested the megadungeon I'd pop them back into Holdenshire in the middle of Act II in [I]To Smite A Fiend[/I] (which is the [URL='https://www.patreon.com/posts/54973811/']third PDF there[/URL]; have Araqiel show up after the vault's finale on behalf of the Angelic Fane), [URL='https://www.patreon.com/posts/56210693/']finish that out[/URL], then complete the campaign with the elemental mini-adventures in [URL='https://www.patreon.com/posts/73914387/']Ostinad[/URL], [URL='https://www.patreon.com/posts/74280569']Laskia[/URL], the [URL='https://www.patreon.com/posts/75557028/']Hinterlands[/URL], and finally the [URL='https://www.patreon.com/posts/75790812/']Southern Peaks[/URL]. If they're still keen on Elissar adventuring at that point, maybe [URL='https://www.patreon.com/posts/67904236'][I]Revenge of the Green Dragon[/I][/URL] for a fun romp to close it all out. By the time my party finished the dungeon they were plumb out of attunement slots (some stuff went unused!) so I wouldn't overly worry about that. Might do OK starting at 5th level, provided they are smart about their dungeon delving, but if they are prone to foolish antics and foolhardy tactics they will very much miss the extra hit die when they're on the second floor. Edit: Dropping the +bonuses to hit/damage on magical weapons likely won't unbalance things much, but having them just be able to deal [I]magical[/I] damage is a factor in the design for some of the monsters along the way so magical weapons are found inside the vault. The warrior PCs will be very hard pressed if they can't deal magical weapon damage, so at the very least I would leave the weapons being magical (just nothing past that for a grittier and tougher experience). [/QUOTE]
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