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Jasper Dms Season 8 spoilers
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<blockquote data-quote="jasper" data-source="post: 7495309" data-attributes="member: 277"><p>Season 8 DDal08-00 review</p><p>Pc killed 0. Monsters killed 7. Villains captured 1?</p><p>I had two level four pcs for a very strong group. But I did tone combat down since I rolled 5 Nat 20 in the first combat. </p><p>Ok. I chose mastermind as the villain. With the noise from the game store, my group had some trouble picking up the clues. I also had some trouble remembering what to do in part one. I do suggest other dms mark up in pencil notes on the adventure print out. The group had fun with the laws of Waterdeep especially with owner of the brooms. I see this could be a problem in the future when I run the hard cover. Some good roleplaying, I had one player suggest to the broom owner to control his brooms. Which kind of bend the module. </p><p>The discussion of backstories fell kind of flat. But I was able to pull an ally out of their stories. But the broom combat left the group without the MacGuffin. </p><p>I also mess up 2C-1 and got the wrong NPC messed up. I do suggest the dm rereads the Scene 2 stuff a lot. The group had fun with the Baron Blood and searching the Mouse room. I did mess up the handbill clue. I threw in the ad-hoc performance for the pcs on stage from 27. This can cause problems for people who are not out going. </p><p>The cellar was easy and they off the Imp before it could leave. </p><p>The finale. Okay it was only 8 pm (under 2 hours of play) when the group got to the finale. I gave them plenty of game and real time to set up an ambush. I also separated the villain and Malleus. The classic one set of villains at the top of the alley, the other at the bottom. I threw in a weather effect of sleet so visibility was down to 60 feet. I gave advantage to nearly everyone to hide. Problem. Malleus rolled a Nat 20 which exposed the bard. </p><p>Problem two. Since they did not have the MacGuffin, the bard tried a deception on Malleus. He barely succeeded. Ok. Here is where I have a problem. It was 8:15 PM. logically if the Bard failed, it was GAME OVER. They minor villains would have tried to flee. And the mastermind would bolt if Malleus was not there. But the dice were nice for the moment. The mastermind arrived. (Note they supposed to arrive at ten bells but no times except midnight are given in the flyer). Then the dice hated the group. The Bard failed to deceive the mastermind. And the villains tried to escape. I gave the group notice if the villain moved about 200 feet it was a successful escape. Sleep spells and grapples were used to good effect. They stopped the villain with 30 feet to go.</p></blockquote><p></p>
[QUOTE="jasper, post: 7495309, member: 277"] Season 8 DDal08-00 review Pc killed 0. Monsters killed 7. Villains captured 1? I had two level four pcs for a very strong group. But I did tone combat down since I rolled 5 Nat 20 in the first combat. Ok. I chose mastermind as the villain. With the noise from the game store, my group had some trouble picking up the clues. I also had some trouble remembering what to do in part one. I do suggest other dms mark up in pencil notes on the adventure print out. The group had fun with the laws of Waterdeep especially with owner of the brooms. I see this could be a problem in the future when I run the hard cover. Some good roleplaying, I had one player suggest to the broom owner to control his brooms. Which kind of bend the module. The discussion of backstories fell kind of flat. But I was able to pull an ally out of their stories. But the broom combat left the group without the MacGuffin. I also mess up 2C-1 and got the wrong NPC messed up. I do suggest the dm rereads the Scene 2 stuff a lot. The group had fun with the Baron Blood and searching the Mouse room. I did mess up the handbill clue. I threw in the ad-hoc performance for the pcs on stage from 27. This can cause problems for people who are not out going. The cellar was easy and they off the Imp before it could leave. The finale. Okay it was only 8 pm (under 2 hours of play) when the group got to the finale. I gave them plenty of game and real time to set up an ambush. I also separated the villain and Malleus. The classic one set of villains at the top of the alley, the other at the bottom. I threw in a weather effect of sleet so visibility was down to 60 feet. I gave advantage to nearly everyone to hide. Problem. Malleus rolled a Nat 20 which exposed the bard. Problem two. Since they did not have the MacGuffin, the bard tried a deception on Malleus. He barely succeeded. Ok. Here is where I have a problem. It was 8:15 PM. logically if the Bard failed, it was GAME OVER. They minor villains would have tried to flee. And the mastermind would bolt if Malleus was not there. But the dice were nice for the moment. The mastermind arrived. (Note they supposed to arrive at ten bells but no times except midnight are given in the flyer). Then the dice hated the group. The Bard failed to deceive the mastermind. And the villains tried to escape. I gave the group notice if the villain moved about 200 feet it was a successful escape. Sleep spells and grapples were used to good effect. They stopped the villain with 30 feet to go. [/QUOTE]
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