Rel
Liquid Awesome
*Spoilers* (although frankly you should expect this sort of thing with a thread title like that)
First, read the adventure cover to cover and read all the sidebars.
The critical thing in SC is the dynamic between the Kobolds and Goblins in the adventure. If the party brings Meepo on board and approaches the Kobolds as potential allies, they will have a much easier time than if they treat them as enemies.
Another big issue with this adventure (as well as Forge of Fury later) is that the humanoids work collectively. That means that when you encounter a group of them, they will almost always send at lease one member running to the next closest area to alert them and bring them into the battle.
Practically, this means that the party might well end up fighting the entire Kobold or Goblin nation in one protracted battle if they aren't careful. Because an average 1st level party just isn't going to have the healing resources for this type of thing, it is important that they take opportunities to break contact with the enemy and retreat to rest and regain spells at appropriate intervals. The party that presses on for "just one more battle" may well lose several members in the process.
Another key for party survival is the ability to immobilize the enemy momentarily or create a blockade of some sort in order to effectively retreat when they have run out of resources. Unfortunately there are relatively few low level spells or items available to do this. If the PC's are smart, they will bring along several extra flasks of oil or buy some caltrops (or gather up the ones the Goblins have laid down) to block the pursuit of their enemies.
I've also run Forge of Fury (heavily modified) and I second those who tell you to read the story hours mentioned above.
What race/class combinations are the PC's going to be?
First, read the adventure cover to cover and read all the sidebars.
The critical thing in SC is the dynamic between the Kobolds and Goblins in the adventure. If the party brings Meepo on board and approaches the Kobolds as potential allies, they will have a much easier time than if they treat them as enemies.
Another big issue with this adventure (as well as Forge of Fury later) is that the humanoids work collectively. That means that when you encounter a group of them, they will almost always send at lease one member running to the next closest area to alert them and bring them into the battle.
Practically, this means that the party might well end up fighting the entire Kobold or Goblin nation in one protracted battle if they aren't careful. Because an average 1st level party just isn't going to have the healing resources for this type of thing, it is important that they take opportunities to break contact with the enemy and retreat to rest and regain spells at appropriate intervals. The party that presses on for "just one more battle" may well lose several members in the process.
Another key for party survival is the ability to immobilize the enemy momentarily or create a blockade of some sort in order to effectively retreat when they have run out of resources. Unfortunately there are relatively few low level spells or items available to do this. If the PC's are smart, they will bring along several extra flasks of oil or buy some caltrops (or gather up the ones the Goblins have laid down) to block the pursuit of their enemies.
I've also run Forge of Fury (heavily modified) and I second those who tell you to read the story hours mentioned above.
What race/class combinations are the PC's going to be?