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In support of slightly heavy-handed DMing...
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<blockquote data-quote="Kormydigar" data-source="post: 1569264" data-attributes="member: 17113"><p>I have nearly finished the events of Scourge of the Slavelords in my own current campaign. The adventure is a little on the heavy handed side but my players have enjoyed it. The capture scene which was to have ended up enslaving the pc's did not work. I beefed up the capturing party to make escape more difficult but the resourceful players fought through the trap. I run my encounters honestly, no pulling of punches, and no cheating to make sure the capture works either. That part of the story was altered, but just the fact that the slavelords tried to capture the characters was enough to prompt them to finish the adventure. A word of advice when running this adventure is in order. The adventure was originally designed as four separate adventures for character levels 4-7. With all the added material that the "Scourge" package includes (very cool tie -in material by the way) the party is WAY beyond that power level far before the conclusion. My group of pc's was beyond this power level before the Slavers Stockade portion of the adventure using standard CR xp awards for encounters in the adventure. The result was that the group was too strong for the remainder of the adventure to remain a challenge without some serious rescaling of most encounters. This is a problem when converting any mega long adventure from the 1st edition days. Back then, a group of pc's spent a lot more time adventuring at each level than they do now, so you could start a long adventure with only a level or three gain at the end. This is just not possible anymore without a change to the standard xp system. This is still a very good adventure series, and one of my personal favorites of all time, as both a player and DM. Just be aware of these differences, and prepare for them before you start this one. In my campaign, I upped the timeline a bit and had the volcano erupt while the pc's were still travelling the Drachenscab. This means that they will meet up with the slavelords in a wilderness encampment, to end the adventure, effectively bypassing the encounters in 3 out of 4 modules. I already have a new direction for the campaign so this is not a big deal. <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></blockquote><p></p>
[QUOTE="Kormydigar, post: 1569264, member: 17113"] I have nearly finished the events of Scourge of the Slavelords in my own current campaign. The adventure is a little on the heavy handed side but my players have enjoyed it. The capture scene which was to have ended up enslaving the pc's did not work. I beefed up the capturing party to make escape more difficult but the resourceful players fought through the trap. I run my encounters honestly, no pulling of punches, and no cheating to make sure the capture works either. That part of the story was altered, but just the fact that the slavelords tried to capture the characters was enough to prompt them to finish the adventure. A word of advice when running this adventure is in order. The adventure was originally designed as four separate adventures for character levels 4-7. With all the added material that the "Scourge" package includes (very cool tie -in material by the way) the party is WAY beyond that power level far before the conclusion. My group of pc's was beyond this power level before the Slavers Stockade portion of the adventure using standard CR xp awards for encounters in the adventure. The result was that the group was too strong for the remainder of the adventure to remain a challenge without some serious rescaling of most encounters. This is a problem when converting any mega long adventure from the 1st edition days. Back then, a group of pc's spent a lot more time adventuring at each level than they do now, so you could start a long adventure with only a level or three gain at the end. This is just not possible anymore without a change to the standard xp system. This is still a very good adventure series, and one of my personal favorites of all time, as both a player and DM. Just be aware of these differences, and prepare for them before you start this one. In my campaign, I upped the timeline a bit and had the volcano erupt while the pc's were still travelling the Drachenscab. This means that they will meet up with the slavelords in a wilderness encampment, to end the adventure, effectively bypassing the encounters in 3 out of 4 modules. I already have a new direction for the campaign so this is not a big deal. :) [/QUOTE]
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