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How Did I Survive AD&D? Fudging and Railroads, Apparently
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<blockquote data-quote="Voadam" data-source="post: 9468137" data-attributes="member: 2209"><p>I ran a long term 2e Ravenoft campaign and used this module as the capstone, as part of the Conjunction series of modules, and as a final send off to turn the world from 2e to 3e over 20 years ago.</p><p></p><p>I heavily modified it for my campaign and do not remember a bunch of the stuff you mention but I do remember some cool different [SPOILER="evil factions"]weretiger outsiders, Kali priestess secret police, and Arijani Dark Lord[/SPOILER] with a neat backstory that came out in the game and I was able to tie stuff into a player plot involving [SPOILER="the god"]Shiva[/SPOILER] that had been building for years. The climax fight was huge and fun. I really enjoyed the specific domain setting's atmospherics.</p><p></p><p>I think the way I ran it and suggest running it is to use the railroad parts as planned plot points and general order of things but don't force it, particularly the mists. The adventure plot does not need to run on the specific one track planned railroad to work well. The one shot weapon is easily deflected with a simple monk deflect arrows trick, or as mentioned the stoneskin spell. I vaguely remember the super weapon having to be wielded in melee to pull off the killing blow after shooting it and it being deflected. I don't remember it being a one shot kill but that might have been something I changed for my campaign to instead be simply necessary to give a true killing blow after an epic back and forth beat down while the PCs knew he would be effectively immortal and return without the weapon to finish him.</p><p></p><p>In my opinion Ravenloft had both the best and worst modules in 2e, running from hugely cool atmospherics of great investigative pulpy atmospheric D&D to terrible no agency railroads that went against a bunch of the Ravenloft spirit that I enjoyed.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9468137, member: 2209"] I ran a long term 2e Ravenoft campaign and used this module as the capstone, as part of the Conjunction series of modules, and as a final send off to turn the world from 2e to 3e over 20 years ago. I heavily modified it for my campaign and do not remember a bunch of the stuff you mention but I do remember some cool different [SPOILER="evil factions"]weretiger outsiders, Kali priestess secret police, and Arijani Dark Lord[/SPOILER] with a neat backstory that came out in the game and I was able to tie stuff into a player plot involving [SPOILER="the god"]Shiva[/SPOILER] that had been building for years. The climax fight was huge and fun. I really enjoyed the specific domain setting's atmospherics. I think the way I ran it and suggest running it is to use the railroad parts as planned plot points and general order of things but don't force it, particularly the mists. The adventure plot does not need to run on the specific one track planned railroad to work well. The one shot weapon is easily deflected with a simple monk deflect arrows trick, or as mentioned the stoneskin spell. I vaguely remember the super weapon having to be wielded in melee to pull off the killing blow after shooting it and it being deflected. I don't remember it being a one shot kill but that might have been something I changed for my campaign to instead be simply necessary to give a true killing blow after an epic back and forth beat down while the PCs knew he would be effectively immortal and return without the weapon to finish him. In my opinion Ravenloft had both the best and worst modules in 2e, running from hugely cool atmospherics of great investigative pulpy atmospheric D&D to terrible no agency railroads that went against a bunch of the Ravenloft spirit that I enjoyed. [/QUOTE]
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