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<blockquote data-quote="Seravin" data-source="post: 1152773" data-attributes="member: 6783"><p>Heh. The Daphne reference was a scooby doo reference. Not sure why I was stuck on the scooby gang either, but it sounded funny at the time. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> </p><p></p><p>I'm having fun running as-is and the players love the treasure compared to the other 3e game I'm running. It's not that big of deal as long as you're prepared ahead of time on exactly what is available. There's always taxation or robbery. </p><p>Heh - my favorite bit was when the party handed over 70,000gp to the bad guys.</p><p>If you're going to run the monsters as-is you'll have to run the treasure as-is. Most of the encounters throughout all the books blow the EL guidelines and the extra power helps. Just decide if the players can buy or sell the magic items and at what markup/markdown.</p><p></p><p>I like the Andren angle as the Tauster replacement. For the kidnappee, it could be his niece - it sucks, but bad things happen to good people. What might be just as good (and just as cliched) is the paladin/sorceror's relative gets kidnapped. Maybe he/she is a student of Andren? Or perhaps Lafayer or Semheis gets kidnapped and has some links to the party? To avoid cliches, then the daughter of whoever took over Rastifer is probably sufficient.</p><p></p><p>Listen/Spot checks. One think I noticed is that every +1 that user has, is equivalent to 10feet. So if you have a +5 to listen, it's equivalent to hearing at 50 feet what people will hear right next to them. Realizing that has helped me quite a bit when trying to eyeball a situation on who hears/understands what.</p><p></p><p>Lizardmen and Inzeldrin. Not sure what to do here. My players have never investigated. Inzeldrin is probably mostly uncaring. I see her as a god-like figure to the lizardmen and she uses them as a useful set of tools but otherwise provides no direction. If someone were to come into her swamp to wipe them out though, she might get a little cross and have to set the two-legs straight and then maybe set the lizardmen straight after that.</p><p></p><p>The trolls are going to be a mother. There's no way around it. I ended up playing them over-confident and not very supportive of each other and there were still a couple necessary raise-deads after two or three forays.</p><p></p><p>Also note that the random encounter charts don't have any down time on them. Every random encounter produces something. Personally I'd only check a few times a day unless the party is especially noisy or something. There were many times I just didn't bother at all.</p><p></p><p>Adapting villains and downtime. I kept the villains fairly disconnected and solitary in my game (at least at first). So the kidnappers were on their own and couldn't/wouldn't expect help from the orcs. Ditto, the orcs wouldn't expect help from the mind flayers. They're all too disconnected. </p><p>They also don't want to draw attention to themselves if they can help it. So they'll fortify positions and if they get an easy opportunity they'll take it. But they won't extend themselves too far. It's a siege mentality, but it's an exploitable weakness for the party. It also keeps the party from getting wiped out by the mind flayers before they're 3rd level.</p><p></p><p>That said, the evil priests have had links in the cities my party has gone to and they've run into some of their plots. They're disconnected, but the priests know to look for (and now avoid) my players.</p><p>Are you using a home-brew world? Home-build gods? Regardless you'll have to figure out how the evil priesthood fits into your world, where their powerbase is, why they're allied with the kidnappers, etc. Lots of good RP there if you like.</p><p></p><p>More this weekend if I can manage....</p></blockquote><p></p>
[QUOTE="Seravin, post: 1152773, member: 6783"] Heh. The Daphne reference was a scooby doo reference. Not sure why I was stuck on the scooby gang either, but it sounded funny at the time. :D I'm having fun running as-is and the players love the treasure compared to the other 3e game I'm running. It's not that big of deal as long as you're prepared ahead of time on exactly what is available. There's always taxation or robbery. Heh - my favorite bit was when the party handed over 70,000gp to the bad guys. If you're going to run the monsters as-is you'll have to run the treasure as-is. Most of the encounters throughout all the books blow the EL guidelines and the extra power helps. Just decide if the players can buy or sell the magic items and at what markup/markdown. I like the Andren angle as the Tauster replacement. For the kidnappee, it could be his niece - it sucks, but bad things happen to good people. What might be just as good (and just as cliched) is the paladin/sorceror's relative gets kidnapped. Maybe he/she is a student of Andren? Or perhaps Lafayer or Semheis gets kidnapped and has some links to the party? To avoid cliches, then the daughter of whoever took over Rastifer is probably sufficient. Listen/Spot checks. One think I noticed is that every +1 that user has, is equivalent to 10feet. So if you have a +5 to listen, it's equivalent to hearing at 50 feet what people will hear right next to them. Realizing that has helped me quite a bit when trying to eyeball a situation on who hears/understands what. Lizardmen and Inzeldrin. Not sure what to do here. My players have never investigated. Inzeldrin is probably mostly uncaring. I see her as a god-like figure to the lizardmen and she uses them as a useful set of tools but otherwise provides no direction. If someone were to come into her swamp to wipe them out though, she might get a little cross and have to set the two-legs straight and then maybe set the lizardmen straight after that. The trolls are going to be a mother. There's no way around it. I ended up playing them over-confident and not very supportive of each other and there were still a couple necessary raise-deads after two or three forays. Also note that the random encounter charts don't have any down time on them. Every random encounter produces something. Personally I'd only check a few times a day unless the party is especially noisy or something. There were many times I just didn't bother at all. Adapting villains and downtime. I kept the villains fairly disconnected and solitary in my game (at least at first). So the kidnappers were on their own and couldn't/wouldn't expect help from the orcs. Ditto, the orcs wouldn't expect help from the mind flayers. They're all too disconnected. They also don't want to draw attention to themselves if they can help it. So they'll fortify positions and if they get an easy opportunity they'll take it. But they won't extend themselves too far. It's a siege mentality, but it's an exploitable weakness for the party. It also keeps the party from getting wiped out by the mind flayers before they're 3rd level. That said, the evil priests have had links in the cities my party has gone to and they've run into some of their plots. They're disconnected, but the priests know to look for (and now avoid) my players. Are you using a home-brew world? Home-build gods? Regardless you'll have to figure out how the evil priesthood fits into your world, where their powerbase is, why they're allied with the kidnappers, etc. Lots of good RP there if you like. More this weekend if I can manage.... [/QUOTE]
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