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Fire Forest recap - online game
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<blockquote data-quote="OnlineDM" data-source="post: 5400078" data-attributes="member: 90804"><p>If I were to run this adventure again, here is what I would change (and some of these are changes I actually did make as I ran it, which I would do again the same way):</p><p></p><p>Cut out the goblin/bat encounter and the elf village wandering creatures encounter. They add very little. Keep the collapsing bridge encounter, though.</p><p></p><p>Program in the appearance of the random fire forest events - the cinder clouds and so on. I never remembered to roll for them. Pick a battle and say, "Okay, event X happens at the end of round 2" or whatever.</p><p></p><p>Mix up the reagents - mushrooms and flint seemed to work well. Also, have the A Cool Cave ledger found here.</p><p></p><p>Move the dryad children closer to the lake so that rounds of movement make sense (it shouldn't take three full rounds of running to get from point A to point B).</p><p></p><p>Clarify that the PCs can stand in the grass in the dryad's grove - otherwise, how can they get to the children?</p><p></p><p>Make the encounter with Indomitability's wall of fire and fiery bucks/stags scarier. Probably add another bad guy.</p><p></p><p>Consider adding another ghast outside the willow shrine - the PCs were really scared of him.</p><p></p><p>Make the eladrin the shrine a spirit who was magically teleported there when it was too late.</p><p></p><p>Get specific about when Fey Save happens. I had it happen after the party had already crossed the bridge and was heading back toward the river - I think that's the right place for it.</p><p></p><p>Either give the PCs a reason to go see Nelle or just get rid of Nelle (as I did).</p><p></p><p>Don't bother going back to Khadral a second time, unless the PCs are just curious about how he's recuperating.</p><p></p><p>If the PCs decide to fight Gwenvere instead of talking to her, have her be accompanied by a bunch of semi-aquatic allies rather than fighting by herself (she's not enough to even come close to challenging a level 6 party).</p><p></p><p>Have Papuvin be willing to lend the PCs some rowboats to go see Gwenvere (instead of walking around the lake) if they like. These can also be used to go near to Indomitability.</p><p></p><p>Have Papuvin offer each PC a leaf from a precious plant that he has grown in his spring-fed cave: The leaf will let someone who eats it breathe underwater for a time. This is useful for going after the ogres and Indomitability.</p><p></p><p>Add a third water ogre.</p><p></p><p>Give Indomitability an extra action at 10 + his initiative roll. He can make a Hurl or Fiery Hooves attack with this action (I think letting him Trample here might be too strong), or shake off a condition like daze / stun / dominate. Also let him shake off one of those conditions at the end of his normal turn.</p></blockquote><p></p>
[QUOTE="OnlineDM, post: 5400078, member: 90804"] If I were to run this adventure again, here is what I would change (and some of these are changes I actually did make as I ran it, which I would do again the same way): Cut out the goblin/bat encounter and the elf village wandering creatures encounter. They add very little. Keep the collapsing bridge encounter, though. Program in the appearance of the random fire forest events - the cinder clouds and so on. I never remembered to roll for them. Pick a battle and say, "Okay, event X happens at the end of round 2" or whatever. Mix up the reagents - mushrooms and flint seemed to work well. Also, have the A Cool Cave ledger found here. Move the dryad children closer to the lake so that rounds of movement make sense (it shouldn't take three full rounds of running to get from point A to point B). Clarify that the PCs can stand in the grass in the dryad's grove - otherwise, how can they get to the children? Make the encounter with Indomitability's wall of fire and fiery bucks/stags scarier. Probably add another bad guy. Consider adding another ghast outside the willow shrine - the PCs were really scared of him. Make the eladrin the shrine a spirit who was magically teleported there when it was too late. Get specific about when Fey Save happens. I had it happen after the party had already crossed the bridge and was heading back toward the river - I think that's the right place for it. Either give the PCs a reason to go see Nelle or just get rid of Nelle (as I did). Don't bother going back to Khadral a second time, unless the PCs are just curious about how he's recuperating. If the PCs decide to fight Gwenvere instead of talking to her, have her be accompanied by a bunch of semi-aquatic allies rather than fighting by herself (she's not enough to even come close to challenging a level 6 party). Have Papuvin be willing to lend the PCs some rowboats to go see Gwenvere (instead of walking around the lake) if they like. These can also be used to go near to Indomitability. Have Papuvin offer each PC a leaf from a precious plant that he has grown in his spring-fed cave: The leaf will let someone who eats it breathe underwater for a time. This is useful for going after the ogres and Indomitability. Add a third water ogre. Give Indomitability an extra action at 10 + his initiative roll. He can make a Hurl or Fiery Hooves attack with this action (I think letting him Trample here might be too strong), or shake off a condition like daze / stun / dominate. Also let him shake off one of those conditions at the end of his normal turn. [/QUOTE]
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