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<blockquote data-quote="ccs" data-source="post: 8221429" data-attributes="member: 6803664"><p>Deadly. Two (of three) PCs died. Both to random encounters - before reaching the "adventure site".</p><p>And it was the players own fault.</p><p></p><p>I'm running a 5e version of Ravenloft II: House on Gryphon Hill.</p><p>In this adventure the alchemist Strahd has built a mad science device & has been experimenting with separating the good/evil from mens souls.... Yeah, it hasn't gone well. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>As with the original, the party treks about searching for several items/clues/info & then solves the problem.</p><p>They've accomplished several of the steps. All clues keep pointing them to the abandonned House on Gryphon Hill. They (rightfully) assume it's haunted. They'd <em>like</em> to attack it during the day....</p><p>But during the day they keep running about the town/countryside etc as they try & coral body/soulswapped villagers/monsters and trying to solve the problem in various other means (all destined to fail because there comes a point where villains must be confronted).</p><p></p><p>Now this adventure has a progression track where, over several days/nights more & more villagers are turned into monsters, the plot thickens, and the problem generally worsens. You're supposed to solve it before the end of the track....</p><p>The players have noticed things are getting harder & harder. And more dangerous.</p><p> </p><p>This past session, day 4/5, saw them run into some tough opposition around lunchtime, resulting in them taking a long rest.</p><p>Then, that <em>evening</em>, full of HP & spells they FINALLY head out to Gryphon Hill....</p><p>And they tell me a most perplexing plan. They intend to dwadle along all night long & arrive in the morning. When the sun is up.</p><p>What???</p><p>So the PLAN is to spend as long as humanly possible walking down the haunted roads - because you don't want to face a haunted house at night. ??? ....</p><p><span style="font-size: 10px">{I'm thinking to myself: why not stay holed up in town, leave at breakfast time, & make haste?}</span></p><p><span style="font-size: 15px">Now like with many 1e modules it provides a wandering monster chart(s) and instructions on how often to roll on them. They generally presume a normal rate of travel.</span></p><p><span style="font-size: 15px">I HAD been planning on reducing the # of checks on the assumption the PCs were making haste towards Gryphon Hill.</span></p><p><span style="font-size: 15px">Not any more. Now the # of checks just went waaay up. At least triple as they're intending to spend 8+ hours covering about 1/2 as many miles.</span></p><p><span style="font-size: 15px">En-route they meet a banshee - who damned near kills two of them.</span></p><p><span style="font-size: 15px">A wraith - who succeeds in killing the elf paladin. </span></p><p><span style="font-size: 15px">At this point the other two decide to turn around and make haste back to the village priest - in hopes of rezzing the paladin. Even making haste this trek will take considerable time.</span></p><p><span style="font-size: 15px">So I reduce the # of checks down to my make haste plan.</span></p><p><span style="font-size: 15px">Within sight of the town they run into a bodak. Wich kills the wizard.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">And so, as the sun rises weakly on the dawn of the 5th day, our Fighter/warlock hauling two dead companions bangs on the door of the town priest.</span></p><p><span style="font-size: 15px"></span></p><p><span style="font-size: 15px">I think Mordentshire is doomed.</span></p></blockquote><p></p>
[QUOTE="ccs, post: 8221429, member: 6803664"] Deadly. Two (of three) PCs died. Both to random encounters - before reaching the "adventure site". And it was the players own fault. I'm running a 5e version of Ravenloft II: House on Gryphon Hill. In this adventure the alchemist Strahd has built a mad science device & has been experimenting with separating the good/evil from mens souls.... Yeah, it hasn't gone well. :) As with the original, the party treks about searching for several items/clues/info & then solves the problem. They've accomplished several of the steps. All clues keep pointing them to the abandonned House on Gryphon Hill. They (rightfully) assume it's haunted. They'd [I]like[/I] to attack it during the day.... But during the day they keep running about the town/countryside etc as they try & coral body/soulswapped villagers/monsters and trying to solve the problem in various other means (all destined to fail because there comes a point where villains must be confronted). Now this adventure has a progression track where, over several days/nights more & more villagers are turned into monsters, the plot thickens, and the problem generally worsens. You're supposed to solve it before the end of the track.... The players have noticed things are getting harder & harder. And more dangerous. This past session, day 4/5, saw them run into some tough opposition around lunchtime, resulting in them taking a long rest. Then, that [I]evening[/I], full of HP & spells they FINALLY head out to Gryphon Hill.... And they tell me a most perplexing plan. They intend to dwadle along all night long & arrive in the morning. When the sun is up. What??? So the PLAN is to spend as long as humanly possible walking down the haunted roads - because you don't want to face a haunted house at night. ??? .... [SIZE=2]{I'm thinking to myself: why not stay holed up in town, leave at breakfast time, & make haste?}[/SIZE] [SIZE=4]Now like with many 1e modules it provides a wandering monster chart(s) and instructions on how often to roll on them. They generally presume a normal rate of travel. I HAD been planning on reducing the # of checks on the assumption the PCs were making haste towards Gryphon Hill. Not any more. Now the # of checks just went waaay up. At least triple as they're intending to spend 8+ hours covering about 1/2 as many miles. En-route they meet a banshee - who damned near kills two of them. A wraith - who succeeds in killing the elf paladin. At this point the other two decide to turn around and make haste back to the village priest - in hopes of rezzing the paladin. Even making haste this trek will take considerable time. So I reduce the # of checks down to my make haste plan. Within sight of the town they run into a bodak. Wich kills the wizard. And so, as the sun rises weakly on the dawn of the 5th day, our Fighter/warlock hauling two dead companions bangs on the door of the town priest. I think Mordentshire is doomed.[/SIZE] [/QUOTE]
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