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<blockquote data-quote="Delgar" data-source="post: 5177610" data-attributes="member: 3195"><p>I thought I'd just give an update where I'm at now:</p><p></p><p>My players got through all the roleplaying with Olakki, Gydd, Captain Kales, and Danae, as well as some other players I threw into the mix due to my characters backgrounds and some other directions my campaign is going in.</p><p></p><p>They DID not want to help out Kalaes. And couldn't stand the thought of giving up their sword to goblins. One of the players is a Valenar elf, so they really played this up. Should be fun, whatever they decide in the end. </p><p></p><p>The Valenar HATED Danae, and their interaction was priceless, to the point where they were throwing insults back and forth. In the combat in Gydds appartment, the fake Demise, told the undead to rip out the Elf's tongue as a gift for her mistress. I bumped up the wight to an elite and added an extra mob to this encounter to make it more difficult. All in all it was a great fight.</p><p>My Valenar player is looking forward to taking down Demise.</p><p></p><p>As for the Skill Challege I modified it so that only one person needs to act as the guide (Nature or Perception once per day) and everyone has to roll an endurance check. Group failure results in a failure towards the skill challenge but individual failure meant that for any combat that day the player would have NO HEALING surges due to the sheer exhaustion from traveling that day. This worked out good and made the single encounters they had to face dangerous to a couple of PC's. It made them change up how they played.</p><p></p><p>I didn't tweak the first emerald claw encounter, but I did tweak the Tukabar Toll and added an extra creature or two. I think I really should have bumped the Minotaur up to Elite as well. When there is only one combat in the day you really need to up the difficulty of encounters or they just aren't that challenging.</p><p></p><p>I added extra minions to the Final Emerald Claw ambush here and the combat was satisfying, but due to low rolling on my part not threatening. All in all I think the solo encounters need a tweak to make them interesting and the skill challenged needed a total rewrite to even be playable.</p><p></p><p>Next time they'll face the Bladebearers and then finally deal with the Wordbearers, but I will say there does seem to be too much combat filler. I'm not sure how I'm going to handle the next dungeon, but I do forseee me chopping out a few encounters so that my players don't get bored and don't see the storyline progressing.</p></blockquote><p></p>
[QUOTE="Delgar, post: 5177610, member: 3195"] I thought I'd just give an update where I'm at now: My players got through all the roleplaying with Olakki, Gydd, Captain Kales, and Danae, as well as some other players I threw into the mix due to my characters backgrounds and some other directions my campaign is going in. They DID not want to help out Kalaes. And couldn't stand the thought of giving up their sword to goblins. One of the players is a Valenar elf, so they really played this up. Should be fun, whatever they decide in the end. The Valenar HATED Danae, and their interaction was priceless, to the point where they were throwing insults back and forth. In the combat in Gydds appartment, the fake Demise, told the undead to rip out the Elf's tongue as a gift for her mistress. I bumped up the wight to an elite and added an extra mob to this encounter to make it more difficult. All in all it was a great fight. My Valenar player is looking forward to taking down Demise. As for the Skill Challege I modified it so that only one person needs to act as the guide (Nature or Perception once per day) and everyone has to roll an endurance check. Group failure results in a failure towards the skill challenge but individual failure meant that for any combat that day the player would have NO HEALING surges due to the sheer exhaustion from traveling that day. This worked out good and made the single encounters they had to face dangerous to a couple of PC's. It made them change up how they played. I didn't tweak the first emerald claw encounter, but I did tweak the Tukabar Toll and added an extra creature or two. I think I really should have bumped the Minotaur up to Elite as well. When there is only one combat in the day you really need to up the difficulty of encounters or they just aren't that challenging. I added extra minions to the Final Emerald Claw ambush here and the combat was satisfying, but due to low rolling on my part not threatening. All in all I think the solo encounters need a tweak to make them interesting and the skill challenged needed a total rewrite to even be playable. Next time they'll face the Bladebearers and then finally deal with the Wordbearers, but I will say there does seem to be too much combat filler. I'm not sure how I'm going to handle the next dungeon, but I do forseee me chopping out a few encounters so that my players don't get bored and don't see the storyline progressing. [/QUOTE]
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