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Goodman's Dungeon Crawl Classics - Which Are Best?
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<blockquote data-quote="HandofMystra" data-source="post: 2855842" data-attributes="member: 40754"><p><strong>Lost Vault</strong></p><p></p><p>(</p><p> I am running Lost Vault (3.0 version). I agree with most of your criticisms. I am adding traps (they are kobolds after all). In fact, the party had to flee and it gives me an in-game reason for the Koblolds to make traps against surface invasions. </p><p>There is an additional backstory problem, the kobolds are both supposed to have been around as a well-known annoyance, but they also are a party that was enslaved by derro, escaped from the derro and then got hooked by the Outer Gods thing. It is too bad, because if the kobolds had been surface raiders they might have known Common, but I cannot believe that former underdark slaves know Common.</p><p> There are also some monster level problems which, I hope, are 3.0 vs 3.5 problems (IF these are solved in teh 3.5 version let me know and I will get it). The orge is CR 1 and the derro pair are also CR 1. This is my first DMing so I missed the ogre being so weak. I am going to have someone in the village tell the party that the ogre was stronger before he transformed (I can't let the noobs I am dming for think that ogres are CR1 or they will get in trouble later). I am going to up the derro to CR 5 and stash some antitoxin around on the level before. Further, if the derro flee up the river, do I really want a level 2 party running into a derro outpost. </p><p> I disagree with #4, my party let a kobold slip away on the first level and warned all the kobolds (maybe he should have had an "accident" before he could warn the other kobolds but these noobs who have been playing WoW wanted to skin the kobolds that they just killed rather than chasing the fleeing one). So there has been plenty of action (a DM averted TPK) up front.</p></blockquote><p></p>
[QUOTE="HandofMystra, post: 2855842, member: 40754"] [b]Lost Vault[/b] ( I am running Lost Vault (3.0 version). I agree with most of your criticisms. I am adding traps (they are kobolds after all). In fact, the party had to flee and it gives me an in-game reason for the Koblolds to make traps against surface invasions. There is an additional backstory problem, the kobolds are both supposed to have been around as a well-known annoyance, but they also are a party that was enslaved by derro, escaped from the derro and then got hooked by the Outer Gods thing. It is too bad, because if the kobolds had been surface raiders they might have known Common, but I cannot believe that former underdark slaves know Common. There are also some monster level problems which, I hope, are 3.0 vs 3.5 problems (IF these are solved in teh 3.5 version let me know and I will get it). The orge is CR 1 and the derro pair are also CR 1. This is my first DMing so I missed the ogre being so weak. I am going to have someone in the village tell the party that the ogre was stronger before he transformed (I can't let the noobs I am dming for think that ogres are CR1 or they will get in trouble later). I am going to up the derro to CR 5 and stash some antitoxin around on the level before. Further, if the derro flee up the river, do I really want a level 2 party running into a derro outpost. I disagree with #4, my party let a kobold slip away on the first level and warned all the kobolds (maybe he should have had an "accident" before he could warn the other kobolds but these noobs who have been playing WoW wanted to skin the kobolds that they just killed rather than chasing the fleeing one). So there has been plenty of action (a DM averted TPK) up front. [/QUOTE]
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