[RttToEE]Does anyone ever wonder...

Celtavian said:


Well, there's a decent amount of magic to be found for the PC's in this module, but I wouldn't say that it's overwhelming. Most of the magic that is available is relatively low to medium end sort of gear. It isn't like there are piles of powerful magic items. You really don't see the good stuff until you make it to the harder parts of the adventure; and even then, the 'good stuff' is about average.

I guess I should just pony up and admit that my REAL problem is not so much with RTTTOEE as it is with what are "standard" levels of magic for 3E - The idea of a lot of even so-called "low level" items bothers me and makes magic lose all its meaning.

But that is a whole other disscusion - and a very old one at that :)
 

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DocMoriartty said:
That Sp[ider Queen mega-module is pretty good sized. Does that count?



I mean "big" as in getting a lot of attention and creating much debate. By the way: Is it any good - Spider Queen, that is?
 

Currently I'm player in RttToeE and DMing ToE (converted) in an other group. While ToE is a simple dungeon crawling setting (a bit low on treasure, but that can be fixed easily), RttToeE has become some sort of nightmare for the party. Our DM has made a good work to integrate the module into the FRCS, but things become boring if you see that there is only little progress in the CRM and that all careful planning becomes obsolete because of minmaxed enemy casters clustered at one or two points...

Originally posted by hong

Exactly. Surely you should be aware by now of the golden rule: take out the spellcasters first.

Here's a hint: readying missile attacks against spellcasters works wonders.

Sure, as long as they're not protected by Shield or Spell Immunity. If not, they've a maxed out concentration to change the odds. A readied dispelling may help against a caster, a "readied" evil servant against the partie's casters too ;). It seems that there is no standard or tricky way to get through easy, IMHO. And believe me, we (party level 14) tried almost everything and had three PC deaths while fighting two outer temples and loosing one friendly NPC after an other near the party HQ by some sort of doppelganger...

Repopulation of a hard hit temple is ok - as long as resources are at hand. But it is a bit strange when the party completely cleans the earth temple, destroys its altar, wipes out adjacent entrance and bridge guards and then finds two days later that a group of clerics has started to rebuild the temple - unchecked by the rival water and fire temple. I'm missing the fights between the elemental temples.

Now we've fought the water temple in a huge battle and nearly lost, despite full preparation. I wonder what encounter the DM will build next...
 





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Minor spoilers
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Lets see, I've been running this thing since July, once a week. So far, every player has had one character death but my group doesn't seem to mind because they love this adventure. We did add in a short adventure from Dungeon Magazine to break up the CRM and I have added a sub-plot that connects two characters' backgrounds to NPCs in the CRM.

The secret I think to running a huge mod like this is that you can't be afriad to change it to suit your players. For example - my group just went through two weeks of easy combat and were getting bored a little so this week I decided that several low level monsters just weren't there. The party walked down 200 feet of empty cooridor and came upon the evil druid and then the fire temple. Excitement aplenty.

I am a fan of this adventure - it was well designed and thought out. It is supposed to be hard. Its supposed to kill characters. Thank you and good night.
 

DocMoriartty said:
Or nearly lost could mean escaped with their lives.



Not all of them :( The paladin was about to be killed (last 10 hp, he was CONFUSED, HARMed, healed by the party cleric, HARMed again, healed a bit...), the wizard was unable to cast spells (DM's decision) and with the cleric at 50 % hp (so, not much), the druid also unable to cast spells (DM...) and disintegrated while wild shaped (=> bye bye equipment...).
 

By what reason pray tell did the DM determine that the Wizard, Druid, and Cleric were unable to cast spells?

Also who were you fighting that could throw around multiple Harms and Disintigate?

Dark Dragon said:


Not all of them :( The paladin was about to be killed (last 10 hp, he was CONFUSED, HARMed, healed by the party cleric, HARMed again, healed a bit...), the wizard was unable to cast spells (DM's decision) and with the cleric at 50 % hp (so, not much), the druid also unable to cast spells (DM...) and disintegrated while wild shaped (=> bye bye equipment...).
 

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