Recommendation for 3rd Level Module

Just thought I'd let you know I ran Buzz in the Bridge over the weekend (had to dig to find the issue after you mentioned it in a thread).

I ran it, unchanged, for 3 third level characters, with a 30 point build. I must say that it was a fun adventure, and it is fantastic to find an adventure that is so short... it's so rare to be able to come up with a one-shot adventure that can be run with limited time.

I ran into one problem, which was that all the characters had anti-toxin on hand. It seems to make the adventure rather easy for them (considering the fact that it's pretty inexpensive). As soon as they saw the bees that attacked the winery, they downed the anti-toxin. It gave them enough of a fort boost that there was little chance of suffering the bees' poison. Between that, and the fact that the bees die after a successful sting, I don't think the players were ever in any real danger. I eventually brought more bees out at once than the adventure suggests, but by that point it was too late.

Anyway, we enjoyed the module, and I REALLY like the fact that you created a short adventure. Like I said, I'm always looking for those. Just thought I'd give you a little feedback on what our experience was.

Thanks!
Todd
 

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I ran the adventure as written with one of change.

1st) Bee's don't die when they sting you (Must be some kind of special superbee)

I was short on players, only 3 out of 5 potential, one gnome illusionist (who felt kind of useless against vermin), and a dwarven arcane warrior (blackmoor) and dwarven fighter. They had antitoxin at their disposal and a few cure light wounds potions. My PC's thought the bridge looked like a deathtrap and wanted attact limited numbers of bees out at a time. After saving the winery they decided to get a keg of grape squish and poison it be bee venom. Then they rolled it in front of the bridge and waited for the bees to come out, ingest the grape squish and be weaken by the poison. Some poisoned bee tried to retreat to the hive and give alarm but the dwarven chopped them down. Gradually the hive was alerted and bee slaughter began. They have lost some Con, but killed the Queen, sold some honey, and collected royal jelly (as in old Mystara it can be made into potions of extra healing, and they don't have a cleric).

THey are setting off to blackmoor with kegs of royal jelly. The concept of a villian behind it all has not occured to them (and to my benefit). We've had no deaths in the past 3 games and 2 or 3 good plans for a change.

I don't think we would have level; For some reason they really enjoy winning honey as a commodity. I have such a weird group.

It was fun.

Not as fun as the mimic in Racing the snake
but still fun
 

You guys have made my day! It's so neat to get feedback like this!
I must admit, I'm really surprised that both groups had a good stock of anti-toxin with them. They're just as prepared as the Boy Scouts! I bet they all were proud of their advance planning!
Based on the original Monster Manual II, I had originally thought that the Royal Jelly could be a healing potion of some sort. However, I ultimately decided not to when I wrote the adventure because in 3e D&D it seems that "healing" can only be done by magic, not nature, so I left it as regular honey.
I also agree with the idea of not making them die after they sting or adding more bees. Having a creature die after it attacks is a bit anti-climatic. Still though, I had to stick with the rulebook (and biology).
I hope to do more short adventures in the future. They're fun to write too.
 

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