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First Session of HotDQ - WOW, what a meatgrinder
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<blockquote data-quote="Thank Dog" data-source="post: 6391517" data-attributes="member: 6780250"><p>Prisoners can be combined with Sanctuary or Save the Mill, giving at the very least 1 hour free for a short rest. But you're right, I had actually misread that to mean "1 hour of real time", as Encounters/Expeditions tend to have certain allotments of time given them and my first reading of the adventure was the Encounters supplement (11 hours before I had to run the first scenario, lol).</p><p></p><p>Still, given the following, I really don't think it <em>has</em> to be as lethal as people are claiming that it is:</p><p></p><p></p><ul> <li data-xf-list-type="ul">The cultists are mostly mercenaries who assume the PC's are also mercenaries unless given a reason not to.</li> <li data-xf-list-type="ul">PC's have to fail two Stealth checks with a DC of 10 as a group before even being noticed by cultists.</li> <li data-xf-list-type="ul">The PC's can use the Old Tunnel and walk down the stream to bypass all the cultists entirely in order to get to various locations.</li> <li data-xf-list-type="ul">You can take at least one short rest in-between missions and still be able to do every mission.</li> <li data-xf-list-type="ul">You do not <em>have</em> to do every mission.</li> <li data-xf-list-type="ul">The kobolds and cultists all have low AC & hit points.</li> </ul><p></p><p>At the end of the day, I'm not saying it's not a potentially lethal scenario, however I am saying that I think some people are overstating how deadly it is. Aside from giving one extra short rest to the home group I've run through it, they did OK without any special allowances. Other groups haven't faired so well. We've seen (and I've read elsewhere) of groups that have blasted through it and who've TPK'd. All in all, I think that says it's a module with a highly variable rate of success and failure. What can I say other than I'm ok with that?</p></blockquote><p></p>
[QUOTE="Thank Dog, post: 6391517, member: 6780250"] Prisoners can be combined with Sanctuary or Save the Mill, giving at the very least 1 hour free for a short rest. But you're right, I had actually misread that to mean "1 hour of real time", as Encounters/Expeditions tend to have certain allotments of time given them and my first reading of the adventure was the Encounters supplement (11 hours before I had to run the first scenario, lol). Still, given the following, I really don't think it [I]has[/I] to be as lethal as people are claiming that it is: [LIST] [*]The cultists are mostly mercenaries who assume the PC's are also mercenaries unless given a reason not to. [*]PC's have to fail two Stealth checks with a DC of 10 as a group before even being noticed by cultists. [*]The PC's can use the Old Tunnel and walk down the stream to bypass all the cultists entirely in order to get to various locations. [*]You can take at least one short rest in-between missions and still be able to do every mission. [*]You do not [I]have[/I] to do every mission. [*]The kobolds and cultists all have low AC & hit points. [/LIST] At the end of the day, I'm not saying it's not a potentially lethal scenario, however I am saying that I think some people are overstating how deadly it is. Aside from giving one extra short rest to the home group I've run through it, they did OK without any special allowances. Other groups haven't faired so well. We've seen (and I've read elsewhere) of groups that have blasted through it and who've TPK'd. All in all, I think that says it's a module with a highly variable rate of success and failure. What can I say other than I'm ok with that? [/QUOTE]
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