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Mission to the Monastery of Two Winds
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<blockquote data-quote="Rugult" data-source="post: 4260281" data-attributes="member: 53273"><p>Having run through this adventure myself, I figure I'd post a few of my thoughts here...</p><p></p><p>To preface this post, I have to say that while Adventure 5 is not my favorite of the series, it is still one of the strongest. My party still makes throwbacks to the adventure during out of game conversation, as it had one of our most epic battles of the campaign happen.</p><p></p><p>From what I've read it seems like the players are calling a lot of shots in your game. While this is important in games, I don't think being forced to end the adventure in one session when there is clearly still quite a bit of combat/roleplaying left, can give the players a proper view of the adventure.</p><p></p><p>Some things I noticed in your post (SPOILERS)</p><p></p><p>[sblock]</p><p>1. The problems with flying monsters are a bit unfair... If the wind theme of the adventure hadn't sunk in yet and the players didn't get the hint that ranged might be important they deserved to get a bit trounced. I hope they can figure out they might be fighting some shadow creatures when you run KotS <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>2. Another note on the flying bit... The fight with the monks, which your group skipped for time sake, would have helped quite a bit, as many of those monks carried potions of Flying.</p><p></p><p>3. I'm not sure what 'winging' over the encounter with Caela means, but from what I guess it means you didn't actually run the fight, which REALLY takes away from the adventure. When my group ran through this fight it took the entirety of a session (about 4 hours of combat) and was one of the most memorable fights in the campaign thus far.</p><p></p><p>4. Finally the adventure wasn't really 'finished' as from what I remember the whole reason the players were there was to find the original adventuring party that Seaquen had sent. So I suppose they could have called it finished at the entrance to the tower... but what good DnD group wouldn't want to check the dark foreboding tower in the middle of an evil valley? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p>[/sblock]</p><p></p><p>Anyways, I hope your players do want to come back to the Burning Sky as it's such a lovely setting (we're on Adventure 8 right now).</p></blockquote><p></p>
[QUOTE="Rugult, post: 4260281, member: 53273"] Having run through this adventure myself, I figure I'd post a few of my thoughts here... To preface this post, I have to say that while Adventure 5 is not my favorite of the series, it is still one of the strongest. My party still makes throwbacks to the adventure during out of game conversation, as it had one of our most epic battles of the campaign happen. From what I've read it seems like the players are calling a lot of shots in your game. While this is important in games, I don't think being forced to end the adventure in one session when there is clearly still quite a bit of combat/roleplaying left, can give the players a proper view of the adventure. Some things I noticed in your post (SPOILERS) [sblock] 1. The problems with flying monsters are a bit unfair... If the wind theme of the adventure hadn't sunk in yet and the players didn't get the hint that ranged might be important they deserved to get a bit trounced. I hope they can figure out they might be fighting some shadow creatures when you run KotS ;) 2. Another note on the flying bit... The fight with the monks, which your group skipped for time sake, would have helped quite a bit, as many of those monks carried potions of Flying. 3. I'm not sure what 'winging' over the encounter with Caela means, but from what I guess it means you didn't actually run the fight, which REALLY takes away from the adventure. When my group ran through this fight it took the entirety of a session (about 4 hours of combat) and was one of the most memorable fights in the campaign thus far. 4. Finally the adventure wasn't really 'finished' as from what I remember the whole reason the players were there was to find the original adventuring party that Seaquen had sent. So I suppose they could have called it finished at the entrance to the tower... but what good DnD group wouldn't want to check the dark foreboding tower in the middle of an evil valley? :D [/sblock] Anyways, I hope your players do want to come back to the Burning Sky as it's such a lovely setting (we're on Adventure 8 right now). [/QUOTE]
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