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General Tabletop Discussion
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Freeport: Impressions and caveats?
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<blockquote data-quote="Morrow" data-source="post: 2608223" data-attributes="member: 301"><p>The Freeport trilogy is fantastic. My group just arrived at Black Dog's caves last night. Orryn is right, the trilogy does involve a lot of investigation. I ran the three adventures one after another, the party was 3rd level at the start of <em>Death</em>, 4th level at the beginning of <em>Terror</em>, and 5th level by the time we began <em>Madness</em>. I wonder if that wasn't a mistake. It made for serveral back-to-back evenings of lots of investigation and not much combat. Be prepared to provide some subtle guidance when the party gets off track. My group has made it very clear- detective work is fun, bumbling around all night not knowing what to do is not, and they don't mind a little push in the right direction if it helps them get back to the fun.</p><p></p><p>In Terror my group made excellent issue of <em>detect thoughts </em> and an <em>elixir of truth </em> that the party cleric crafted. I ended up doing a little scrambing when they got information faster than the module assumed they would, but I just cut a couple encounters that they had rendered obselete and it all came together very well.</p><p></p><p>In terms of encounters that put you in danger of slaughtering the party, I suspect the climax of Terror could be nasty, although my group did fine. My group went to the lighthouse early and encountered gibbering mouther at 4th level. If I had been a little more on the ball that could have been the end of them. I expect the Temple of Yig will be very challenging for most parties. Mine has a 5th level cleric with a 17 Charisma and Extra Turning and Improved Turning, so I'm not too worried.</p><p></p><p>Morrow</p></blockquote><p></p>
[QUOTE="Morrow, post: 2608223, member: 301"] The Freeport trilogy is fantastic. My group just arrived at Black Dog's caves last night. Orryn is right, the trilogy does involve a lot of investigation. I ran the three adventures one after another, the party was 3rd level at the start of [I]Death[/I], 4th level at the beginning of [I]Terror[/I], and 5th level by the time we began [I]Madness[/I]. I wonder if that wasn't a mistake. It made for serveral back-to-back evenings of lots of investigation and not much combat. Be prepared to provide some subtle guidance when the party gets off track. My group has made it very clear- detective work is fun, bumbling around all night not knowing what to do is not, and they don't mind a little push in the right direction if it helps them get back to the fun. In Terror my group made excellent issue of [I]detect thoughts [/I] and an [I]elixir of truth [/I] that the party cleric crafted. I ended up doing a little scrambing when they got information faster than the module assumed they would, but I just cut a couple encounters that they had rendered obselete and it all came together very well. In terms of encounters that put you in danger of slaughtering the party, I suspect the climax of Terror could be nasty, although my group did fine. My group went to the lighthouse early and encountered gibbering mouther at 4th level. If I had been a little more on the ball that could have been the end of them. I expect the Temple of Yig will be very challenging for most parties. Mine has a 5th level cleric with a 17 Charisma and Extra Turning and Improved Turning, so I'm not too worried. Morrow [/QUOTE]
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