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Mission to the Monastery of Two Winds
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<blockquote data-quote="Selganor" data-source="post: 4259479" data-attributes="member: 1135"><p>I don't know why I saw this posting just now...</p><p></p><p>Just yesterday the adventure finished:</p><p>[sblock]</p><p>As planned, the party got to the monastery and met with the brothers. They told the monastery about their problem with the firestorm and got the confirmation that they would recieve the help they need.</p><p>Then they asked what the monastery knew about the forbidden village and recieved the standard answer (it's too dangerous to go there)</p><p>Pilus offered them help. Each one recieved some sort of pin which should let them through to any monastery guards they meet and as half of the group are dwarves, he even threw in the help of 3 air elementals that carried them to the valley. One of the dwarves used tongues to understand the elementals and asked them to land near, but not at the landmark seen through the storm (the tower).</p><p>Just as they were landing, the mantidrake unleashed it's first roar. The elementals quickly landed and then flew away and the group had some problems attacking a flying opponent that just wouldn't land. The managed to almost kill it (just 8 hp left) then the mandtidrake decided that it would be better to leave for now.</p><p>The trap at the "tower" (and the fact that all 4 Mishaps managed to hit him with their cold blasts) almost killed the monk who just wanted to check the lower entrance door.</p><p>It took a few rounds to get into position, but once they did, they managed to dispatch them quite easy.</p><p>But by then it was way past the "planned" end of the game time already (we spent too much time beforehand with talking and eating) and two of the players were already nodding off... </p><p>I didn't want to postpone the end of the adventure yet another week, so with the permission of the group I "winged" the final conflict with Caela.</p><p>I may expand the decription with some of your suggested dialogue.</p><p>[/sblock]</p><p></p><p>The reception of this adventure was mixed in the group.</p><p>Some of the meelee fighters didn't like the relatively high number of flying enemies, which sometimes meant that they couldn't do anything during whole fights.</p><p>Another player didn't like the fact that you couldn't really act but always had to react (and to WAY more powerfull seeming opponents) and didn't really have any choice what to do. For this player this adventure was the worst adventure in the series so far.</p><p></p><p>Now a small hiatus is starting as everybody wants to try out Keep on the Shadowfell, after that (if the group still/again wants to play D&D3.5) we'll continue with the campaign.</p></blockquote><p></p>
[QUOTE="Selganor, post: 4259479, member: 1135"] I don't know why I saw this posting just now... Just yesterday the adventure finished: [sblock] As planned, the party got to the monastery and met with the brothers. They told the monastery about their problem with the firestorm and got the confirmation that they would recieve the help they need. Then they asked what the monastery knew about the forbidden village and recieved the standard answer (it's too dangerous to go there) Pilus offered them help. Each one recieved some sort of pin which should let them through to any monastery guards they meet and as half of the group are dwarves, he even threw in the help of 3 air elementals that carried them to the valley. One of the dwarves used tongues to understand the elementals and asked them to land near, but not at the landmark seen through the storm (the tower). Just as they were landing, the mantidrake unleashed it's first roar. The elementals quickly landed and then flew away and the group had some problems attacking a flying opponent that just wouldn't land. The managed to almost kill it (just 8 hp left) then the mandtidrake decided that it would be better to leave for now. The trap at the "tower" (and the fact that all 4 Mishaps managed to hit him with their cold blasts) almost killed the monk who just wanted to check the lower entrance door. It took a few rounds to get into position, but once they did, they managed to dispatch them quite easy. But by then it was way past the "planned" end of the game time already (we spent too much time beforehand with talking and eating) and two of the players were already nodding off... I didn't want to postpone the end of the adventure yet another week, so with the permission of the group I "winged" the final conflict with Caela. I may expand the decription with some of your suggested dialogue. [/sblock] The reception of this adventure was mixed in the group. Some of the meelee fighters didn't like the relatively high number of flying enemies, which sometimes meant that they couldn't do anything during whole fights. Another player didn't like the fact that you couldn't really act but always had to react (and to WAY more powerfull seeming opponents) and didn't really have any choice what to do. For this player this adventure was the worst adventure in the series so far. Now a small hiatus is starting as everybody wants to try out Keep on the Shadowfell, after that (if the group still/again wants to play D&D3.5) we'll continue with the campaign. [/QUOTE]
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