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<blockquote data-quote="DrOct" data-source="post: 5354918" data-attributes="member: 65948"><p>So we're still working our way through the adventure, figured I'd give another update because... well because I just wanted to.</p><p></p><p>I've cut out a fairly large number of the encounters, as things were starting to feel like a bit of a slog. </p><p></p><p>I cut out one or two of the encounters on the road, (the claw ambush for example) and just broke the skill challenge for it into a series of shorter smaller ones (get across a river etc.), which I ran pretty loosly, and just made everyone make an endurance check every day. Those that failed the endurance check lost a healing surge for the day.</p><p></p><p>The Amalokar (might not have the spelling of that right but don't have the adventure in front of me) went alright and was fairly fun, but quick (bullrushes to shove people out of the circle really sped things up, I might suggest having the two combatants meet further from the edge of the circle if you're running it).</p><p></p><p>Six Kings has been interesting and again I've cut out a fairly large number of the encounters, and replaced some with traps and such (I took two from a recent Dungeon adventure and scaled them up to the right level, the players had a great time with them and came up with some very novel solutions for getting through them, including using sarcophagus lids to give some protection from, and do a bit of damage to, blades coming from the ceiling). Six kings is interesting but it's fairly long, especially if your group is a bit slow with combat, and it can get a bit repetitive, so I would suggest looking into replacing a few of the encounters with traps or skill challenges, or something that isn't combat. And if your group is a bit ahead of the XP curve like mine is, you can even cut out whole encounters.</p><p></p><p>I also let my group try (and succeed!) in talking their way through the encounter with the Deep Goblins, which also was a nice change of pace from the all combat all the time feeling I was worried we'd have for this part of the adventure.</p><p></p><p>Currently they're in the final Moon Pool encounter, and I've done a bit to make it somewhat more interesting. Here's what I did:</p><p></p><p>At about the time they defeated all of the minions and when all of the enemies had made their way up to the middle section where the combat started, (this was fortuitously enough right around the time we had to pack up last week) I had six more minions run in from the other side of the map. Then right behind them I had the Goblin Seekers run in. I then gave each player one of the Goblins to run (printed them out from the Monster Builder), and I'm running Tikulti. The Goblins go right after the PC of the player that's controlling them. We had a bit of a shortened session last night so we're still mid combat with this but everyone seems to be enjoying the change of pace of running a "monster" along with their PC.</p><p></p><p>Anyway, that's where we are! I like the general plot of the adventure but I do think it's a bit combat heavy in sections. With some modification though I think it's a pretty good adventure. Hopefully my players feel the same way!</p></blockquote><p></p>
[QUOTE="DrOct, post: 5354918, member: 65948"] So we're still working our way through the adventure, figured I'd give another update because... well because I just wanted to. I've cut out a fairly large number of the encounters, as things were starting to feel like a bit of a slog. I cut out one or two of the encounters on the road, (the claw ambush for example) and just broke the skill challenge for it into a series of shorter smaller ones (get across a river etc.), which I ran pretty loosly, and just made everyone make an endurance check every day. Those that failed the endurance check lost a healing surge for the day. The Amalokar (might not have the spelling of that right but don't have the adventure in front of me) went alright and was fairly fun, but quick (bullrushes to shove people out of the circle really sped things up, I might suggest having the two combatants meet further from the edge of the circle if you're running it). Six Kings has been interesting and again I've cut out a fairly large number of the encounters, and replaced some with traps and such (I took two from a recent Dungeon adventure and scaled them up to the right level, the players had a great time with them and came up with some very novel solutions for getting through them, including using sarcophagus lids to give some protection from, and do a bit of damage to, blades coming from the ceiling). Six kings is interesting but it's fairly long, especially if your group is a bit slow with combat, and it can get a bit repetitive, so I would suggest looking into replacing a few of the encounters with traps or skill challenges, or something that isn't combat. And if your group is a bit ahead of the XP curve like mine is, you can even cut out whole encounters. I also let my group try (and succeed!) in talking their way through the encounter with the Deep Goblins, which also was a nice change of pace from the all combat all the time feeling I was worried we'd have for this part of the adventure. Currently they're in the final Moon Pool encounter, and I've done a bit to make it somewhat more interesting. Here's what I did: At about the time they defeated all of the minions and when all of the enemies had made their way up to the middle section where the combat started, (this was fortuitously enough right around the time we had to pack up last week) I had six more minions run in from the other side of the map. Then right behind them I had the Goblin Seekers run in. I then gave each player one of the Goblins to run (printed them out from the Monster Builder), and I'm running Tikulti. The Goblins go right after the PC of the player that's controlling them. We had a bit of a shortened session last night so we're still mid combat with this but everyone seems to be enjoying the change of pace of running a "monster" along with their PC. Anyway, that's where we are! I like the general plot of the adventure but I do think it's a bit combat heavy in sections. With some modification though I think it's a pretty good adventure. Hopefully my players feel the same way! [/QUOTE]
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