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General Tabletop Discussion
*Dungeons & Dragons
The 6-battle adventuring day, does it even exist?
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<blockquote data-quote="Staffan" data-source="post: 8360406" data-attributes="member: 907"><p>As an example of an adventure with way too many encounters, I present Princes of the Apocalypse. </p><p>[spoiler]</p><p>Feathergale Spire: 6ish, but there are plot elements that can change this up.</p><p>Rivergard Keep: 9</p><p>Sacred Stone Monastery: 13+random+lich</p><p>Scarlet Moon Hall: 10ish (fairly open design, so it's hard to say what areas would be in the same encounter).</p><p>Temple of the Howling Hatred: 14</p><p>Temple of the Crushing Wave: 18</p><p>Temple of the Black Earth: 15</p><p>Temple of the Eternal Flame: 16</p><p>Fane of the Eye: 12</p><p>Howling Caves: 8 + assorted terrain hazards.</p><p>Plunging Torrents: 14</p><p>Black Geode: 11</p><p>Weeping Colossus: 8</p><p></p><p>Once you get into the Temples and below, it's all just different levels/regions of the same really big dungeon (the Temples form a 2x2 grid where you can go from air to water to earth to fire to air, but not water to fire or air to earth; below that they all have passages leading to the Fane, and the Fane has passages leading to the elemental nodes). The dungeon is mostly static – there are a few places where the adventure specifies that if the PCs retreat and return, some defenders move from area A to area B, or they summon reinforcements, but by and large there are limited opportunities for the defenders to reinforce once the PCs get there.</p><p></p><p>These dungeons/levels are all clearly too big for a single assault, and at the same time there are very few consequences to retreating and resting. This is pretty bad design.[/spoiler]</p></blockquote><p></p>
[QUOTE="Staffan, post: 8360406, member: 907"] As an example of an adventure with way too many encounters, I present Princes of the Apocalypse. [spoiler] Feathergale Spire: 6ish, but there are plot elements that can change this up. Rivergard Keep: 9 Sacred Stone Monastery: 13+random+lich Scarlet Moon Hall: 10ish (fairly open design, so it's hard to say what areas would be in the same encounter). Temple of the Howling Hatred: 14 Temple of the Crushing Wave: 18 Temple of the Black Earth: 15 Temple of the Eternal Flame: 16 Fane of the Eye: 12 Howling Caves: 8 + assorted terrain hazards. Plunging Torrents: 14 Black Geode: 11 Weeping Colossus: 8 Once you get into the Temples and below, it's all just different levels/regions of the same really big dungeon (the Temples form a 2x2 grid where you can go from air to water to earth to fire to air, but not water to fire or air to earth; below that they all have passages leading to the Fane, and the Fane has passages leading to the elemental nodes). The dungeon is mostly static – there are a few places where the adventure specifies that if the PCs retreat and return, some defenders move from area A to area B, or they summon reinforcements, but by and large there are limited opportunities for the defenders to reinforce once the PCs get there. These dungeons/levels are all clearly too big for a single assault, and at the same time there are very few consequences to retreating and resting. This is pretty bad design.[/spoiler] [/QUOTE]
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The 6-battle adventuring day, does it even exist?
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