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Rime of the Frostmaiden Post-Mortem (Spoilers)
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<blockquote data-quote="mbriddell" data-source="post: 8601685" data-attributes="member: 7033564"><p>I had been playing this campaign with a group that played for about a year and a half just finished the campaign tonight. </p><p></p><p>We got the "bad ending" of getting hurtled back in time and I'm still decompressing from it.</p><p></p><p>All in all it was a campaign that I was excited to going into because I was looking forward to experiencing the geography and environment of the region and having an adventure dealing with all that. But our group struggled with a lot of things going through it. There were some chemistry and communication issues that pervaded many of the early sessions and at one point actually had us encountering the "Cold Open" killer- albeit several sessions into the game- and then just letting him go on his merry way due to the party not being as communicative as they should have.</p><p></p><p>The episode with the dragon was a high point (at least for me) because we had to wind up chasing it through several of the Ten Towns (which wound up being the 5 and a Half Towns by the time it was all over) and have multiple fights with it before we brought it down for good, and the DM revealed during the last fight that one of the players was actually a Chosen of Auril, which made for a spicy twist going on to the next portion of the module.</p><p></p><p>From here it seemed like the module failed to live up to expectations as we ventured to Grimskalle, expecting to encounter Auril there but finding only a mostly empty fortress. I was surprised that a so-called deity wouldn't have had better protections in their fortress. The DM told us later that he changed the tenet trials because he didn't care for how that section was originally written and because we had encountered some aspects of them earlier in the campaign based in part on some of the players' backstories.</p><p></p><p>From there it was off to the Reghed Glacier and Ythrin. We had Vellyn in tow with us but she ditched the party halfway through the glacier while the party was resting, never to be seen again. It was implied (and confirmed afterwards) that she ventured onto Ythrin on her own (because we were too slow, apparently) and perished in there. As we arrived at the entrance to Ythrin, we had our big showdown with Auril with the party at 8th level. Her first two forms appeared together, with the 3rd form appearing after the first was destroyed. It was a very stressful fight but the party ultimately prevailed after our sorcerer Twin-Polymorphed two of the characters into Mammoths and Auril proceeded to get curb-stomped.</p><p></p><p>After this, we did a bit of exploration of Ythrin and one player nearly got turned into a Nothic before getting cured. We gathered the components for the Arcane Octad (which the DM compressed all into one tower because they were trying to wrap up the end of the campaign as quickly as possible at that point), then got hoodwinked by the damn brain in a jar into activating the Obelisk with no proper warning of what it would actually do.</p><p></p><p>All in all the abruptness of how it ended left a bad taste in my mouth. To be honest, if I was to run this, I would have to rip everything after Grimskalle out because the last couple chapters just felt so disconnected and different from what the rest of the campaign laid out. </p><p></p><p>My biggest overall gripe with the campaign (whether it's how it's written or how it was run) is that the major story beats rarely feel like you're able to make a "good" choice and that you're constantly stuck with dealing with lesser of two (or more) evils.</p></blockquote><p></p>
[QUOTE="mbriddell, post: 8601685, member: 7033564"] I had been playing this campaign with a group that played for about a year and a half just finished the campaign tonight. We got the "bad ending" of getting hurtled back in time and I'm still decompressing from it. All in all it was a campaign that I was excited to going into because I was looking forward to experiencing the geography and environment of the region and having an adventure dealing with all that. But our group struggled with a lot of things going through it. There were some chemistry and communication issues that pervaded many of the early sessions and at one point actually had us encountering the "Cold Open" killer- albeit several sessions into the game- and then just letting him go on his merry way due to the party not being as communicative as they should have. The episode with the dragon was a high point (at least for me) because we had to wind up chasing it through several of the Ten Towns (which wound up being the 5 and a Half Towns by the time it was all over) and have multiple fights with it before we brought it down for good, and the DM revealed during the last fight that one of the players was actually a Chosen of Auril, which made for a spicy twist going on to the next portion of the module. From here it seemed like the module failed to live up to expectations as we ventured to Grimskalle, expecting to encounter Auril there but finding only a mostly empty fortress. I was surprised that a so-called deity wouldn't have had better protections in their fortress. The DM told us later that he changed the tenet trials because he didn't care for how that section was originally written and because we had encountered some aspects of them earlier in the campaign based in part on some of the players' backstories. From there it was off to the Reghed Glacier and Ythrin. We had Vellyn in tow with us but she ditched the party halfway through the glacier while the party was resting, never to be seen again. It was implied (and confirmed afterwards) that she ventured onto Ythrin on her own (because we were too slow, apparently) and perished in there. As we arrived at the entrance to Ythrin, we had our big showdown with Auril with the party at 8th level. Her first two forms appeared together, with the 3rd form appearing after the first was destroyed. It was a very stressful fight but the party ultimately prevailed after our sorcerer Twin-Polymorphed two of the characters into Mammoths and Auril proceeded to get curb-stomped. After this, we did a bit of exploration of Ythrin and one player nearly got turned into a Nothic before getting cured. We gathered the components for the Arcane Octad (which the DM compressed all into one tower because they were trying to wrap up the end of the campaign as quickly as possible at that point), then got hoodwinked by the damn brain in a jar into activating the Obelisk with no proper warning of what it would actually do. All in all the abruptness of how it ended left a bad taste in my mouth. To be honest, if I was to run this, I would have to rip everything after Grimskalle out because the last couple chapters just felt so disconnected and different from what the rest of the campaign laid out. My biggest overall gripe with the campaign (whether it's how it's written or how it was run) is that the major story beats rarely feel like you're able to make a "good" choice and that you're constantly stuck with dealing with lesser of two (or more) evils. [/QUOTE]
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