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Help! Running B10: Night’s Dark Terror
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<blockquote data-quote="Cthulhudrew" data-source="post: 3272746" data-attributes="member: 4090"><p>It's a great module- well, mini-campaign anyway, but I will definitely echo Lanefan's comments regarding mortality rates. The last time I ran that module, my group ended up not finishing it after nearly half of their party died on the island in the Lake of Lost Dreams. (A big part of the problem was that they had a dwarf-cleric from Gaz6, and they have no turn undead ability, so that pretty well did them in).</p><p></p><p>As I see it, there are really two main sections to the module, with a bridging section. The goblin attack on Sukiskyn in the beginning can be its own adventure from start to end, as it's pretty straightforward and it is pretty involved (that combat alone took quite some time). </p><p></p><p>The other main part is the Lost Valley, which, again, can be an adventure (or even mini-campaign) of its own. The rest, as I see it, is pretty much just bridging the two, using the Iron Ring as the link (pun not intended, but appropriate). There is a lot of that middle section you can cut out, as it's largely just investigative.</p><p></p><p>What you propose sounds fairly good- start in Xitaqa, move to Threshold, then on to the Lost Valley. You've also got some wiggle room built in in case Golthar gets killed (as they have a ready made NPC to fill his shoes in such a circumstance). </p><p></p><p>If you go with this route, though, I'd make the Iron Ring have more of a presence in the Lost Valley than they currently do, as their role is pretty much the impetus of the module, but they disappear once the secret of the valley becomes clear (post-Threshold). Since you're cutting out the setup, you might want to play them up post-Threshold for adventure continuity. Maybe they've stirred up the Traldar or Hutaaka, or are somehow involved with Kartoeba (freeing it or trying to control it).</p><p></p><p>You could probably cut out the gnoll attacks on the way to the valley, if you really want to fit things into a smaller session.</p></blockquote><p></p>
[QUOTE="Cthulhudrew, post: 3272746, member: 4090"] It's a great module- well, mini-campaign anyway, but I will definitely echo Lanefan's comments regarding mortality rates. The last time I ran that module, my group ended up not finishing it after nearly half of their party died on the island in the Lake of Lost Dreams. (A big part of the problem was that they had a dwarf-cleric from Gaz6, and they have no turn undead ability, so that pretty well did them in). As I see it, there are really two main sections to the module, with a bridging section. The goblin attack on Sukiskyn in the beginning can be its own adventure from start to end, as it's pretty straightforward and it is pretty involved (that combat alone took quite some time). The other main part is the Lost Valley, which, again, can be an adventure (or even mini-campaign) of its own. The rest, as I see it, is pretty much just bridging the two, using the Iron Ring as the link (pun not intended, but appropriate). There is a lot of that middle section you can cut out, as it's largely just investigative. What you propose sounds fairly good- start in Xitaqa, move to Threshold, then on to the Lost Valley. You've also got some wiggle room built in in case Golthar gets killed (as they have a ready made NPC to fill his shoes in such a circumstance). If you go with this route, though, I'd make the Iron Ring have more of a presence in the Lost Valley than they currently do, as their role is pretty much the impetus of the module, but they disappear once the secret of the valley becomes clear (post-Threshold). Since you're cutting out the setup, you might want to play them up post-Threshold for adventure continuity. Maybe they've stirred up the Traldar or Hutaaka, or are somehow involved with Kartoeba (freeing it or trying to control it). You could probably cut out the gnoll attacks on the way to the valley, if you really want to fit things into a smaller session. [/QUOTE]
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