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General Tabletop Discussion
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Revised Opinion on "Raiders Of Galath's Roost"
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<blockquote data-quote="Mithriltooth" data-source="post: 542475" data-attributes="member: 6800"><p>by Skip Williams in Dungeon # 87</p><p></p><p>The first half of it (Galath's Roost itself) is excellent. A good starting module to get a party going, especially if you plan on remaining in the Dalelands. </p><p>The second half looks better on paper than it did playing through it. </p><p>spoiler******************************</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>As a DM I had to fudge more die rolls than I would have liked to. There were way too many Zhent guards for a small party of four, it just felt repetitive. Some of the Zhents, I enhanced for more flavor particularly Suddilis (increased his level by 1 and changed some spells) and Murzim. There were also too many non-essential personnel like the apprentices and extra acolytes (one of each would have been better). </p><p>Other NPCs like Kurud the Gold Dragon Wyrmling were overkill. I had Inialos Oakwood (Elf) and Gwennect Moondark (Drow) found in the same cell with Inialos dead, which made the Elven PCs of the party a bit jumpy since they thought that Gwennect may have had a hand in Inialos' death. Besides I didnt need all these damn npcs joining the party for the last battle with Suddilis.</p><p>Gwennect has amazing potential to tie up my campaign very tightly though.</p><p></p><p></p><p>I suggest playing just the first half, and if you fall a little shy of 3rd level, add a few random encounters outside and inside the Ruins. Then move on... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Mithriltooth, post: 542475, member: 6800"] by Skip Williams in Dungeon # 87 The first half of it (Galath's Roost itself) is excellent. A good starting module to get a party going, especially if you plan on remaining in the Dalelands. The second half looks better on paper than it did playing through it. spoiler****************************** As a DM I had to fudge more die rolls than I would have liked to. There were way too many Zhent guards for a small party of four, it just felt repetitive. Some of the Zhents, I enhanced for more flavor particularly Suddilis (increased his level by 1 and changed some spells) and Murzim. There were also too many non-essential personnel like the apprentices and extra acolytes (one of each would have been better). Other NPCs like Kurud the Gold Dragon Wyrmling were overkill. I had Inialos Oakwood (Elf) and Gwennect Moondark (Drow) found in the same cell with Inialos dead, which made the Elven PCs of the party a bit jumpy since they thought that Gwennect may have had a hand in Inialos' death. Besides I didnt need all these damn npcs joining the party for the last battle with Suddilis. Gwennect has amazing potential to tie up my campaign very tightly though. I suggest playing just the first half, and if you fall a little shy of 3rd level, add a few random encounters outside and inside the Ruins. Then move on... :) [/QUOTE]
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