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Save or Die: Yea or Nay?
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<blockquote data-quote="Freakohollik" data-source="post: 5279024" data-attributes="member: 43938"><p>I can't defend either of these modules very well since I haven't read them. But here it goes.</p><p></p><p>EX2:</p><p>- Both the EX modules were written for people who have read Alice in Wonderland. I haven't read it, but if you had, would you suspect something nasty in the attic? </p><p>- The adventure is written for level 9-12 PCs. That was more or less top level in 1e. By that level I would expect the PCs to have good saves and magical protections from death. Also check the previous treasure in the module in case you're supposed to find something that could protect you.</p><p></p><p>And a suspect defense that could partially justify the placement</p><p>- Are the PCs supposed to be exploring the house / attic? If not the banshee is a punishment, though likely too harsh of one.</p><p></p><p>X1:</p><p>- No one has ever returned from where they live. That means don't go there. Modules put in warning signs like this all the time. The two most common are skeletons outside a room and literally a sign that says do not enter.</p><p>- I believe that this module really has no guidance on what to do on the isle of dread. So, without any reason to go to the land of no return, putting SoD monsters there is a clear punishment for stupid or overzealous PCs.</p><p></p><p>It's also possible that these monsters are not appropriate where they have been placed in the modules. But, I would blame the author, not the rule.</p><p></p><p>Lord of the Iron Fortress: At 15-17, this is a high level adventure. It is fair trap for the level of the adventure. That is a very reasonable place to expect a trap (See "Raiders of the Lost Ark"). However, if I was running this adventure for a group of inexperienced players, I would make the trap something less deadly if it would kill them.</p><p></p><p>Savage Tide: Didn't read it as I generally don't like Paizo adventures. Without any specific example, I can't respond to general criticism.</p><p></p><p>Maure Castle: Awesome adventure. Funny you bring this one up as playing through this is what taught me to how to survive in an old school dungeon. I died once or twice on the first floor, then caught on to the danger of old school dungeons and high level play and didn't die at all in the last 3 levels (I did not find Kerzit).</p></blockquote><p></p>
[QUOTE="Freakohollik, post: 5279024, member: 43938"] I can't defend either of these modules very well since I haven't read them. But here it goes. EX2: - Both the EX modules were written for people who have read Alice in Wonderland. I haven't read it, but if you had, would you suspect something nasty in the attic? - The adventure is written for level 9-12 PCs. That was more or less top level in 1e. By that level I would expect the PCs to have good saves and magical protections from death. Also check the previous treasure in the module in case you're supposed to find something that could protect you. And a suspect defense that could partially justify the placement - Are the PCs supposed to be exploring the house / attic? If not the banshee is a punishment, though likely too harsh of one. X1: - No one has ever returned from where they live. That means don't go there. Modules put in warning signs like this all the time. The two most common are skeletons outside a room and literally a sign that says do not enter. - I believe that this module really has no guidance on what to do on the isle of dread. So, without any reason to go to the land of no return, putting SoD monsters there is a clear punishment for stupid or overzealous PCs. It's also possible that these monsters are not appropriate where they have been placed in the modules. But, I would blame the author, not the rule. Lord of the Iron Fortress: At 15-17, this is a high level adventure. It is fair trap for the level of the adventure. That is a very reasonable place to expect a trap (See "Raiders of the Lost Ark"). However, if I was running this adventure for a group of inexperienced players, I would make the trap something less deadly if it would kill them. Savage Tide: Didn't read it as I generally don't like Paizo adventures. Without any specific example, I can't respond to general criticism. Maure Castle: Awesome adventure. Funny you bring this one up as playing through this is what taught me to how to survive in an old school dungeon. I died once or twice on the first floor, then caught on to the danger of old school dungeons and high level play and didn't die at all in the last 3 levels (I did not find Kerzit). [/QUOTE]
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