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<blockquote data-quote="Azzy" data-source="post: 8227580" data-attributes="member: 6563"><p>Last session went well—I had beefed up Cryovain to be a CR 10 baddie (thank you [USER=83242]@dave2008[/USER]) to provide an actual challenge and climatic battle. I'm glad I did, too. I wanted them to feel like death was on the line and if I had stayed with the CR 6 default, it would have been a cakewalk). The breath weapon rechaged two or three times durring combat, dropping most of the party to half hp and dropping the rogue to 0 hp (the cleric made sure she was up the next round). Ultimately, the turn the dragon got in range to use its breath weapon, the paladin cast misty step to get on the dragon's back. This proved a good idea and that damed dwarf kept holding on despite the dragon's best efforts to shake him off. Things took a bad turn for the paladin whe the dragon used its breath weapon on the dwarf, dropping him to 0 hp (and consequently dropping him about 100 ft. to the ground—and an automatic failed death save)). After a ranged attack (from the ranger) that turn that dropped the dragon to 0 hp, the dragon's corpse landed on the dwarf (causing a second automatic failed death save). Fortunately, the party managed to heal the dwarf before he could roll another death save.</p><p></p><p>I do have to question the player's strategic thinking as they had the rangey ranger pop a potion of flying before the battle (instead of giving it to the barbarian that had the dragon-slayer sword—which she then never got to actually use). I even tried to hint that giving it to a melee character would be a good idea, but no takers.</p><p></p><p>Next session is the resolution and conclusion in which the party will (likely) head back to Axeholm to let the people of Phandalin know that the dragon is dead and that it's safe to go back to town. Then they will likely go back to Neverwinter (where they started from). Aside from the possibility of random encounters, there's no danger to likely threaten the party on the way back and it it will all be talkie role-playing action. </p><p></p><p>Thus endeth my campaign, and the next session after will be a return to my friend's Ravenloft campaign in which I get to play as a player again.</p><p></p><p>My thoughts on this campaign is that I shouldn't have mixed Lost Mines and Icespire Peak. DoIP is laden with too many side quests that have little to nothing to do with the plot of finding and stopping the dragon. Having two major plots (find and clear the lost mine and kill the dragon) gave too little heft to either of them. And, the PCs leveled too fast (that's my bad, though). I wish I had just run LMoP by itself, but water under the bridge and all that.</p><p></p><p>My next campaign (when my turn to DM again comes up) will be in Eberron and I don't think I will be using any published adventures for that. I am more comfortable creating my own adventures (and this has been true since I first DMed), so I really don't know why I try to run a published adventure every so often.</p></blockquote><p></p>
[QUOTE="Azzy, post: 8227580, member: 6563"] Last session went well—I had beefed up Cryovain to be a CR 10 baddie (thank you [USER=83242]@dave2008[/USER]) to provide an actual challenge and climatic battle. I'm glad I did, too. I wanted them to feel like death was on the line and if I had stayed with the CR 6 default, it would have been a cakewalk). The breath weapon rechaged two or three times durring combat, dropping most of the party to half hp and dropping the rogue to 0 hp (the cleric made sure she was up the next round). Ultimately, the turn the dragon got in range to use its breath weapon, the paladin cast misty step to get on the dragon's back. This proved a good idea and that damed dwarf kept holding on despite the dragon's best efforts to shake him off. Things took a bad turn for the paladin whe the dragon used its breath weapon on the dwarf, dropping him to 0 hp (and consequently dropping him about 100 ft. to the ground—and an automatic failed death save)). After a ranged attack (from the ranger) that turn that dropped the dragon to 0 hp, the dragon's corpse landed on the dwarf (causing a second automatic failed death save). Fortunately, the party managed to heal the dwarf before he could roll another death save. I do have to question the player's strategic thinking as they had the rangey ranger pop a potion of flying before the battle (instead of giving it to the barbarian that had the dragon-slayer sword—which she then never got to actually use). I even tried to hint that giving it to a melee character would be a good idea, but no takers. Next session is the resolution and conclusion in which the party will (likely) head back to Axeholm to let the people of Phandalin know that the dragon is dead and that it's safe to go back to town. Then they will likely go back to Neverwinter (where they started from). Aside from the possibility of random encounters, there's no danger to likely threaten the party on the way back and it it will all be talkie role-playing action. Thus endeth my campaign, and the next session after will be a return to my friend's Ravenloft campaign in which I get to play as a player again. My thoughts on this campaign is that I shouldn't have mixed Lost Mines and Icespire Peak. DoIP is laden with too many side quests that have little to nothing to do with the plot of finding and stopping the dragon. Having two major plots (find and clear the lost mine and kill the dragon) gave too little heft to either of them. And, the PCs leveled too fast (that's my bad, though). I wish I had just run LMoP by itself, but water under the bridge and all that. My next campaign (when my turn to DM again comes up) will be in Eberron and I don't think I will be using any published adventures for that. I am more comfortable creating my own adventures (and this has been true since I first DMed), so I really don't know why I try to run a published adventure every so often. [/QUOTE]
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