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Have you played or run Paizo's Adventure Paths?
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<blockquote data-quote="Lonely Tylenol" data-source="post: 3776668" data-attributes="member: 18549"><p>I've run through the Age of Worms once to the end of Hall of Harsh reflections, and then the group broke up for various reasons. I'm now starting it again. The first time I ran the adventures, I used the "scaling the adventure" sidebars to compensate for having a party of 6 characters. My experiences are:</p><p></p><p>Whispering Cairn: my favourite adventure in Dungeon ever. With the excellent dungeon crawl and the Diamond Lake backdrop, it feels like you could start thirty different campaigns off that one adventure. I love running this adventure. Scaling went smoothly.</p><p></p><p>Three Faces of Evil: I made it work, but it took some doing. Part of the problem is that once you're in the dungeon, you can't really leave, so the various enemies don't come looking for you when you wipe out their neighbours, or else you'd run out of resources. I think what someone said about this being a 4th edition-style adventure is true. It seems to be designed for a party that doesn't have to stop to rest after every second or third encounter. Fortunately, I'm playtesting some house rules that should play right to that, so we'll see how it goes. Scaling not so great. The extra levels on the enemy spellcasters made those fights last a little longer, since they had more ways of keeping the PCs from thrashing them. Also, putting extra power on the martial characters seemed to really turn them into killing machines.</p><p></p><p>Encounter at Blackwall Keep: I actually like the way that the PCs get a chance to clean the clocks of a horde of slightly-too-weak enemies at about the level they get access to Fireball, etc., in a situation in which the PCs have a terrain advantage. Then they fight the same enemies in a situation where the enemies have the advantage. Scaling a little wonky, but successful.</p><p></p><p>Hall of Harsh Reflections: The proposed plot is kinda loopy. Lots of good fights, though. Invisible Stalkers FTW. The first boss battle was anticlimactic. The PCs just dispelled his crap and walked all over him. Next time I'm giving him some minions, just to get in the way for a few rounds. Second boss wasn't as scary as I had hoped, but still a pain in the butt. I seem to have been playing with a group optimized to hose enemy spellcasters. Scaling went sort of well. Probably not really worth the effort in the end.</p></blockquote><p></p>
[QUOTE="Lonely Tylenol, post: 3776668, member: 18549"] I've run through the Age of Worms once to the end of Hall of Harsh reflections, and then the group broke up for various reasons. I'm now starting it again. The first time I ran the adventures, I used the "scaling the adventure" sidebars to compensate for having a party of 6 characters. My experiences are: Whispering Cairn: my favourite adventure in Dungeon ever. With the excellent dungeon crawl and the Diamond Lake backdrop, it feels like you could start thirty different campaigns off that one adventure. I love running this adventure. Scaling went smoothly. Three Faces of Evil: I made it work, but it took some doing. Part of the problem is that once you're in the dungeon, you can't really leave, so the various enemies don't come looking for you when you wipe out their neighbours, or else you'd run out of resources. I think what someone said about this being a 4th edition-style adventure is true. It seems to be designed for a party that doesn't have to stop to rest after every second or third encounter. Fortunately, I'm playtesting some house rules that should play right to that, so we'll see how it goes. Scaling not so great. The extra levels on the enemy spellcasters made those fights last a little longer, since they had more ways of keeping the PCs from thrashing them. Also, putting extra power on the martial characters seemed to really turn them into killing machines. Encounter at Blackwall Keep: I actually like the way that the PCs get a chance to clean the clocks of a horde of slightly-too-weak enemies at about the level they get access to Fireball, etc., in a situation in which the PCs have a terrain advantage. Then they fight the same enemies in a situation where the enemies have the advantage. Scaling a little wonky, but successful. Hall of Harsh Reflections: The proposed plot is kinda loopy. Lots of good fights, though. Invisible Stalkers FTW. The first boss battle was anticlimactic. The PCs just dispelled his crap and walked all over him. Next time I'm giving him some minions, just to get in the way for a few rounds. Second boss wasn't as scary as I had hoped, but still a pain in the butt. I seem to have been playing with a group optimized to hose enemy spellcasters. Scaling went sort of well. Probably not really worth the effort in the end. [/QUOTE]
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