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RTTOEE--What Insights Would You Suggest?
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<blockquote data-quote="Renshai" data-source="post: 94403" data-attributes="member: 1061"><p><strong>Smart and Careful</strong></p><p></p><p>Smart and careful players will do well in the adventure. Brash players will cause the body count to rise fast. </p><p></p><p>I've been running the adventrure since early September of last year. My players have cleared out the moathouse and 1/2 of the Crater Ridge Mines. They still have to tackle the Fire and Earth Temple before they head into the Inner Fane. I did run a couple of side adventures, so the players are probably one or two levels higher than they need to be. It doesn't seem to make a big difference though.</p><p></p><p>My biggest advice is this. Monte meant for Crater Ridge to be a dynamic and changing place. Play off that. Have the temples use the party against each other as often as possible. And once they have really become a serious threat don't allow the party to leave and come back to the same dungeon. Have Hedrack hire new guards (in my case I used a couple of Fiendish Hill Giants and the Green Dragon who is a native to the mines). Have him expand defenses and Scry on the party. </p><p></p><p>The module has proven to be very fun but it also gets tiresome. Sometimes I long for a campaign with a different focus but that usually goes away when we sit down to play. </p><p></p><p>Oh, and take the advice about the Demon God's Fane. It fits in perfect with the story.</p><p></p><p>Ren</p></blockquote><p></p>
[QUOTE="Renshai, post: 94403, member: 1061"] [b]Smart and Careful[/b] Smart and careful players will do well in the adventure. Brash players will cause the body count to rise fast. I've been running the adventrure since early September of last year. My players have cleared out the moathouse and 1/2 of the Crater Ridge Mines. They still have to tackle the Fire and Earth Temple before they head into the Inner Fane. I did run a couple of side adventures, so the players are probably one or two levels higher than they need to be. It doesn't seem to make a big difference though. My biggest advice is this. Monte meant for Crater Ridge to be a dynamic and changing place. Play off that. Have the temples use the party against each other as often as possible. And once they have really become a serious threat don't allow the party to leave and come back to the same dungeon. Have Hedrack hire new guards (in my case I used a couple of Fiendish Hill Giants and the Green Dragon who is a native to the mines). Have him expand defenses and Scry on the party. The module has proven to be very fun but it also gets tiresome. Sometimes I long for a campaign with a different focus but that usually goes away when we sit down to play. Oh, and take the advice about the Demon God's Fane. It fits in perfect with the story. Ren [/QUOTE]
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