Has anyone used AU for RTTTOEE?

Laslo Tremaine said:
I have to agree with Plane Sailing, I'm running the module right now, and would say that we are 1/3 of the way through the copper ridge mines... Man-O-man what a slog.

The players seem to be enjoying themselves, but they are approaching it as a tactical scenario generator, not a roleplaying setting...

There's a bunch of room for roleplaying in the adventure if the player and DM are so inclined. It does take a fair amount of familiarity with the material to be able to run those sorts of sessions, though, running it straight out of the book will be more of a hack-and-slash experience.
 

log in or register to remove this ad

It's a good idea to check into Monte's boards, as they have a few threads about errata and FAQs for RttToEE.
 

Plane Sailing said:
I'd be inclined to not bother. I've got it, run quite a bit of it but it was boooorrrrinng. Far too much of it was just room after room of creatures that didn't seem to have any way in or out and would fight to the death. Very little effort seemed to have gone into "dungeon ecology" and there were far too many save or die things for my liking.
That's definitely a fair criticism of the middle part of the module, but on the other hand these interstial enemies can easily be eliminated (mostly that's what I did) or changed to something that makes more sense. With little impact on the rest of it.

And as said in one of the sidebars, the current situation in the middle area is just a "snapshot". Yes some of the groups would fight to the death, and you can make the dungeon come alive by having them do so and not just hanging around wiating for the PCs to show up.

There is a lot of save or die, especially at the end. But with the changes in death ward for 3.5 (if you use the 3.5 conversion available) save-or-die spells are a lot less scary.

The best thing about the module IMHO is the active online community on Monte's boards that are always ready to help people brainstorm.
 
Last edited:

Remove ads

Top