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Seekers of the Ashen Crown
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<blockquote data-quote="Rabbitbait" data-source="post: 5176312" data-attributes="member: 60100"><p>Good fun. My players have just left the market so we are reaching the end rapidly. This game becomes much more fun when the players realise just how many groups are trying to get this crown and that there are wheels within wheels.</p><p></p><p>The overland stuff was fun, but the skill challange was changed around a bit (I tend to do skill challanges as far more free-form than intended as doing them as written never seems to work), but I liked and used the endurance test. I made it that if you failed you could not restore the lost healing surge until you had a full nights sleep in comfort. Once one player had lost 3 healing surges this way they decided to take a day out to set up a nice camp and spend the day relaxing so that he could recover.</p><p></p><p>I think the outside encounters are necessary to break up the two dungeon crawls, as the first on (the tomb of Ashurta) is a bit too long, and the second way is almost too long.</p><p></p><p>The second dungeon I moved the rooms around a bit as it was all a bit too linear. The foulspawn stuff felt unnessesary, but I kept it in as one of the players follows the silver flame.</p><p>I also had the kech volar being chased by a dracolich when they met up with the party, that got them out of the dungeon very quickly (stopping only to collapse tunnels), set up a future adventure seed and stopped them from wanting to explore the further tunnels (which I didn't want to invent myself).</p><p></p><p>The market stuff was great, but I ignored the battlemat provided and drew it on my own bigger mat. I did not hint that the players should set up their own tent. I just let them know where the treasure was and let them work it out themselves. They wanted to go down the sewers originally until I let them know that the sewers are all on the street surface (ew). They eventually decided to set up their own tent so I just left the map blank where the digging needed to happen and let them design their own plan.</p><p></p><p>They avoided the first two battles, and the battle against the fake demise was going too easily, so I had the undead Kech Volar emerge in the middle of that battle. That made for a good battle royal.</p><p></p><p>They players are now fleeing for house Orien to try and get a lift on the skyship as the guards have just realised that the players have found something valuable. I'm thinking the blue dragon will have been sent from the more dangerous parts of the city to head them off.</p><p></p><p>Overall, despite some of the difficulties and pacing issues, I think that this is an excellent module and with all the double dealing and politics it is a great fit for Eberron.</p><p></p><p>YAY.</p></blockquote><p></p>
[QUOTE="Rabbitbait, post: 5176312, member: 60100"] Good fun. My players have just left the market so we are reaching the end rapidly. This game becomes much more fun when the players realise just how many groups are trying to get this crown and that there are wheels within wheels. The overland stuff was fun, but the skill challange was changed around a bit (I tend to do skill challanges as far more free-form than intended as doing them as written never seems to work), but I liked and used the endurance test. I made it that if you failed you could not restore the lost healing surge until you had a full nights sleep in comfort. Once one player had lost 3 healing surges this way they decided to take a day out to set up a nice camp and spend the day relaxing so that he could recover. I think the outside encounters are necessary to break up the two dungeon crawls, as the first on (the tomb of Ashurta) is a bit too long, and the second way is almost too long. The second dungeon I moved the rooms around a bit as it was all a bit too linear. The foulspawn stuff felt unnessesary, but I kept it in as one of the players follows the silver flame. I also had the kech volar being chased by a dracolich when they met up with the party, that got them out of the dungeon very quickly (stopping only to collapse tunnels), set up a future adventure seed and stopped them from wanting to explore the further tunnels (which I didn't want to invent myself). The market stuff was great, but I ignored the battlemat provided and drew it on my own bigger mat. I did not hint that the players should set up their own tent. I just let them know where the treasure was and let them work it out themselves. They wanted to go down the sewers originally until I let them know that the sewers are all on the street surface (ew). They eventually decided to set up their own tent so I just left the map blank where the digging needed to happen and let them design their own plan. They avoided the first two battles, and the battle against the fake demise was going too easily, so I had the undead Kech Volar emerge in the middle of that battle. That made for a good battle royal. They players are now fleeing for house Orien to try and get a lift on the skyship as the guards have just realised that the players have found something valuable. I'm thinking the blue dragon will have been sent from the more dangerous parts of the city to head them off. Overall, despite some of the difficulties and pacing issues, I think that this is an excellent module and with all the double dealing and politics it is a great fit for Eberron. YAY. [/QUOTE]
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