Lord Zardoz
Explorer
Well, its been nicely forshadowed, and for the last 3 games, my players have been heading nortwards towards a large goblin uprising. Just today, the players entered the area where the uprising has originated. So the time has come for me to bust out the Red hand of Doom.
Now, I am sure that I will read adventure text plenty of times. I have a good idea of how I would like things to go, and what elements I will be modifying. And I have the kind of ego that tells me that I am probably going to be fine. On the other hand, there is no harm in getting free advice / ideas.
What I need now is some logistic advice. For the time being, chapter 1 is where I could use the most advice.
- What things are most useful to have stat blocked out on loose paper?
- Which NPCs are going are likely to recur the most?
- Which encounters are most likely to result in TPK?
- Which are the points where the players are possibly going to go off on an tangent?
- Which obscure rules are likely to come in handy?
- Are there any areas that I ought to map out myself?
- How long does it take a typical party to run through chapter 1?
There are also some elements particular to my game I could use some advice on. My group consists of 2 Clerics, 1 Sorcerer, and 1 Fighter. One cleric goes for support and hold person. The other cleric tends to like to buff up and enter Melee. The Fighter has mounted combat feats. And the Sorcerer has focused on enchantment and summons. However, being a bunch of working adults, Stuff Happens. For any given game, it is very likley that at least one player will end up having to cancel on me. Normally, I just go on ahead with 3 players. But, this is a published adventure balanced for 4 players.
- How forgiving is this adventure likely to be if someone needs to flake out.
- How much will the lack of a good Skill Monkey hurt?
- What sort of NPC help should I try to provide (I am guessing a Ranger with Goblins for a favored enemy wont hurt).
- What level should the NPC help be?
That about covers my questions for now.
END COMMUNICATION
Now, I am sure that I will read adventure text plenty of times. I have a good idea of how I would like things to go, and what elements I will be modifying. And I have the kind of ego that tells me that I am probably going to be fine. On the other hand, there is no harm in getting free advice / ideas.
What I need now is some logistic advice. For the time being, chapter 1 is where I could use the most advice.
- What things are most useful to have stat blocked out on loose paper?
- Which NPCs are going are likely to recur the most?
- Which encounters are most likely to result in TPK?
- Which are the points where the players are possibly going to go off on an tangent?
- Which obscure rules are likely to come in handy?
- Are there any areas that I ought to map out myself?
- How long does it take a typical party to run through chapter 1?
There are also some elements particular to my game I could use some advice on. My group consists of 2 Clerics, 1 Sorcerer, and 1 Fighter. One cleric goes for support and hold person. The other cleric tends to like to buff up and enter Melee. The Fighter has mounted combat feats. And the Sorcerer has focused on enchantment and summons. However, being a bunch of working adults, Stuff Happens. For any given game, it is very likley that at least one player will end up having to cancel on me. Normally, I just go on ahead with 3 players. But, this is a published adventure balanced for 4 players.
- How forgiving is this adventure likely to be if someone needs to flake out.
- How much will the lack of a good Skill Monkey hurt?
- What sort of NPC help should I try to provide (I am guessing a Ranger with Goblins for a favored enemy wont hurt).
- What level should the NPC help be?
That about covers my questions for now.
END COMMUNICATION