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<blockquote data-quote="jollyninja" data-source="post: 3212437" data-attributes="member: 3208"><p><strong>spoiler</strong></p><p></p><p>I ran it with 6 party members and a hireling cleric. For the most part it worked well, the main issue with that specific adventure was the boss fights. As others have pointed out, the desparity of actions for the bosses made the first few of them a bit anticlimactic. What I did to beef them up quite a bit is pay strict attention to the environment and set some fairly unorthodox tactics based on the environment. I also started the pc's on it at level four in stead of five, which made the mooks challenging throughout. I had two near tpk's.</p><p></p><p>The partially submerged city was not enjoyed by my party, I made sure that the heavy armored party would be noticed in advance, and there was a great deal of fire on them as they rode the raft toward the buildings. they had also taken one of the outsiders (the ones that shapeshift from goblin to wolf form, the name escapes me and I'm at work) prisoner and though he was blind, he was still able to give them all kinds of poor intel which they bought totally after I gave him a sarcastic but almost endearing personality. I believe after clearing the place out, there was not a single character with more then 15 hp.</p><p></p><p>the battle of brindol was also taxing, I ran it as a rapid fire series of encounters which limited their ability to heal up, the cleric hireling ran out of spells during the red dragon fight. The end of the battle left two dead of 6 and the rest very close.</p><p></p><p>then they coasted through the rest. I beefed the encounters up slightly the rest of the way through but apparently not enough. I wish i had added more mooks to the azar'kul encounter. I didn't because of what comes after but they mowed through it to the point of having a couple rounds to bash at his protective shell before he was done his little thing, with two noshows that night. in two rounds. </p><p></p><p>The battle of brindol is clearly the hilight of the adventure for the players, i wish it had been the last thing in it with the dungeon crawl somewhere in the middle. Great adventure though.</p></blockquote><p></p>
[QUOTE="jollyninja, post: 3212437, member: 3208"] [b]spoiler[/b] I ran it with 6 party members and a hireling cleric. For the most part it worked well, the main issue with that specific adventure was the boss fights. As others have pointed out, the desparity of actions for the bosses made the first few of them a bit anticlimactic. What I did to beef them up quite a bit is pay strict attention to the environment and set some fairly unorthodox tactics based on the environment. I also started the pc's on it at level four in stead of five, which made the mooks challenging throughout. I had two near tpk's. The partially submerged city was not enjoyed by my party, I made sure that the heavy armored party would be noticed in advance, and there was a great deal of fire on them as they rode the raft toward the buildings. they had also taken one of the outsiders (the ones that shapeshift from goblin to wolf form, the name escapes me and I'm at work) prisoner and though he was blind, he was still able to give them all kinds of poor intel which they bought totally after I gave him a sarcastic but almost endearing personality. I believe after clearing the place out, there was not a single character with more then 15 hp. the battle of brindol was also taxing, I ran it as a rapid fire series of encounters which limited their ability to heal up, the cleric hireling ran out of spells during the red dragon fight. The end of the battle left two dead of 6 and the rest very close. then they coasted through the rest. I beefed the encounters up slightly the rest of the way through but apparently not enough. I wish i had added more mooks to the azar'kul encounter. I didn't because of what comes after but they mowed through it to the point of having a couple rounds to bash at his protective shell before he was done his little thing, with two noshows that night. in two rounds. The battle of brindol is clearly the hilight of the adventure for the players, i wish it had been the last thing in it with the dungeon crawl somewhere in the middle. Great adventure though. [/QUOTE]
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