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<blockquote data-quote="Mistwell" data-source="post: 2557371" data-attributes="member: 2525"><p>Without giving anything important away, has anyone actually run this module, or adventured in this module? If so, I'd value that opinion pretty highly.</p><p></p><p>Also, for those suggesting level 8 characters, how would you propose the DM keep the party up with the amount of treasure? Remember, the treasure in the module is set to keep PCs vaguely on par with what they should be for their levels and up. </p><p></p><p>For the first few levels the PCs might fair well, treasure-wise (if they live). Actually, they might not even then, as the jump in treasure from level 8 to level 10 is from 27K to 49K. Does anyone actually think this module will provide 154,000 gp worth of treasure (the gain needed to be on par for 7 characters) for those first two level gains, which will go fairly quickly because the ELs will be way higher than normal (even though split 7 ways)?</p><p></p><p>And it will get even worse after several levels of splitting treasure 7 ways and catching up to the level the party should be at, it's likely to leave the party drastically under-treasured. Particularly since the one thing the DM did tell us is that there is very little down-time during this adventure (meaning there will not be a lot of oppotunities to turn-in treasure and buy appropriate stuff), meaning that even if the party does find the appropriate amount of treasure, it will not be converted into the appropriate expected equipment for that level on a regular basis.</p><p></p><p>I just cannot imagine reducing the party level down by 20% is a workable solution. Eventually the module will result in a crushing of the party one way or the other. Either for lack of treasure, or because PCs will be killed way more often because all their stats will be lower than than expected for those opponants, or more likely both. Eventually, those balance flaws inherant in the adventure must catch up with the PCs. And for a game with two relative newbies, that's a bad senario.</p><p></p><p>The increasing the number of opponants idea makes a lot more sense to me. However, it also means a lot more work for the DM, who is intentially using a prepared published adventure so he doesn't have to tweak it a lot (it's being run in Klooge, the computer-driven DMs aid where he just has to download and/or cut and paste info into it). In particular I don't see him increasing the treasure amount to go along with increased mobs, as that would take even more work that just adding an extra opponant identical to one already there.</p><p></p><p>I dunno. I am startng to think that we just need to cut players.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 2557371, member: 2525"] Without giving anything important away, has anyone actually run this module, or adventured in this module? If so, I'd value that opinion pretty highly. Also, for those suggesting level 8 characters, how would you propose the DM keep the party up with the amount of treasure? Remember, the treasure in the module is set to keep PCs vaguely on par with what they should be for their levels and up. For the first few levels the PCs might fair well, treasure-wise (if they live). Actually, they might not even then, as the jump in treasure from level 8 to level 10 is from 27K to 49K. Does anyone actually think this module will provide 154,000 gp worth of treasure (the gain needed to be on par for 7 characters) for those first two level gains, which will go fairly quickly because the ELs will be way higher than normal (even though split 7 ways)? And it will get even worse after several levels of splitting treasure 7 ways and catching up to the level the party should be at, it's likely to leave the party drastically under-treasured. Particularly since the one thing the DM did tell us is that there is very little down-time during this adventure (meaning there will not be a lot of oppotunities to turn-in treasure and buy appropriate stuff), meaning that even if the party does find the appropriate amount of treasure, it will not be converted into the appropriate expected equipment for that level on a regular basis. I just cannot imagine reducing the party level down by 20% is a workable solution. Eventually the module will result in a crushing of the party one way or the other. Either for lack of treasure, or because PCs will be killed way more often because all their stats will be lower than than expected for those opponants, or more likely both. Eventually, those balance flaws inherant in the adventure must catch up with the PCs. And for a game with two relative newbies, that's a bad senario. The increasing the number of opponants idea makes a lot more sense to me. However, it also means a lot more work for the DM, who is intentially using a prepared published adventure so he doesn't have to tweak it a lot (it's being run in Klooge, the computer-driven DMs aid where he just has to download and/or cut and paste info into it). In particular I don't see him increasing the treasure amount to go along with increased mobs, as that would take even more work that just adding an extra opponant identical to one already there. I dunno. I am startng to think that we just need to cut players. [/QUOTE]
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