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New GM with new players. Best adventure?
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<blockquote data-quote="JonnyP71" data-source="post: 7114481" data-attributes="member: 6788862"><p>Imho both Rot Grubs and Yellow Mold, while nasty, do teach important lessons (tread carefully playing 1e/2e!) - and both can be easily avoided.</p><p></p><p>And you greatly over dramatise the poison:</p><p>- the snake - save or fall asleep for 4d4X10 minutes</p><p>- spider and centipedes - save or lose 25% of strength for 1d4 days - this will have minimal effect on most characters!</p><p>- 2 spiders - save or be incapacitated for 1d6 hours</p><p></p><p>Hardly save or suck!</p><p></p><p>Regarding you point on DL, to quote you earlier, you make my point for me <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" />. The OP is a new DM. Yes, the dungeons in the series are well done, the maps are exquisite, yes the setting is very good, BUT to follow your advice takes both experience and time. A new DM is going to struggle to extract the good bits from the nonsense, and is better served using a module which does not require that level of butchery.</p><p></p><p>U1 into T1 into UK2 into UK3 - the perfect sequence imho to bring a party to level 5, and get them ready for the meatier mid-levels. Differing styles of adventure, all well written and easy to run, an interesting array of adversaries, T1 provides an excellent base, U1 a great plot, and UK3 has one of the best encounters ever devised for a module of those levels - the assault on the Keep.</p></blockquote><p></p>
[QUOTE="JonnyP71, post: 7114481, member: 6788862"] Imho both Rot Grubs and Yellow Mold, while nasty, do teach important lessons (tread carefully playing 1e/2e!) - and both can be easily avoided. And you greatly over dramatise the poison: - the snake - save or fall asleep for 4d4X10 minutes - spider and centipedes - save or lose 25% of strength for 1d4 days - this will have minimal effect on most characters! - 2 spiders - save or be incapacitated for 1d6 hours Hardly save or suck! Regarding you point on DL, to quote you earlier, you make my point for me :p. The OP is a new DM. Yes, the dungeons in the series are well done, the maps are exquisite, yes the setting is very good, BUT to follow your advice takes both experience and time. A new DM is going to struggle to extract the good bits from the nonsense, and is better served using a module which does not require that level of butchery. U1 into T1 into UK2 into UK3 - the perfect sequence imho to bring a party to level 5, and get them ready for the meatier mid-levels. Differing styles of adventure, all well written and easy to run, an interesting array of adversaries, T1 provides an excellent base, U1 a great plot, and UK3 has one of the best encounters ever devised for a module of those levels - the assault on the Keep. [/QUOTE]
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