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<blockquote data-quote="D+1" data-source="post: 1300548" data-attributes="member: 13654"><p>Spoiler alert.</p><p></p><p>One very important note: Encounter #17 has an EL that is -7- over the level of PC's that the module is supposedly designed for. It is a KILLER encounter and there's just no damned good reason for it to be that deadly. Deal with it appropriately (tone it down beforehand, or go easy in running it).</p><p></p><p>Also, if the module is taken somewhat literally there is an overreliance upon PC's obtaining information through Gather Information checks. If those checks fail, then you will have to intentionally throw additional clues at them to put the investigation back on track. Better still, use roleplayed interaction with NPC's to give players information, rather than dull skill checks.</p><p></p><p>Getting to the climactic, final encounter is somewhat "forced" in the module. >SPOILER< It takes place in the baron's keep in his bedroom. The module assumes that the characters will want to confront the baron which is fine, but it also assumes that the PC's will have no problem entering the baron's personal abode, walking into his bedroom, and then laying about them with ironmongery and spells. You'll need to develop a good way for the PC's to get in unopposed (which is what I did), have the encounter take place somewhere that is less logically to be well-guarded, or otherwise just be able to "wing it" in such a way that it happens. Hell, simply finding a way to confront the baron could be half an adventure in and of itself - but you'll have to make it up on your own.</p></blockquote><p></p>
[QUOTE="D+1, post: 1300548, member: 13654"] Spoiler alert. One very important note: Encounter #17 has an EL that is -7- over the level of PC's that the module is supposedly designed for. It is a KILLER encounter and there's just no damned good reason for it to be that deadly. Deal with it appropriately (tone it down beforehand, or go easy in running it). Also, if the module is taken somewhat literally there is an overreliance upon PC's obtaining information through Gather Information checks. If those checks fail, then you will have to intentionally throw additional clues at them to put the investigation back on track. Better still, use roleplayed interaction with NPC's to give players information, rather than dull skill checks. Getting to the climactic, final encounter is somewhat "forced" in the module. >SPOILER< It takes place in the baron's keep in his bedroom. The module assumes that the characters will want to confront the baron which is fine, but it also assumes that the PC's will have no problem entering the baron's personal abode, walking into his bedroom, and then laying about them with ironmongery and spells. You'll need to develop a good way for the PC's to get in unopposed (which is what I did), have the encounter take place somewhere that is less logically to be well-guarded, or otherwise just be able to "wing it" in such a way that it happens. Hell, simply finding a way to confront the baron could be half an adventure in and of itself - but you'll have to make it up on your own. [/QUOTE]
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