JesseMXGangl
First Post
Sorry to resurrect this thread after so long, but I'm looking to run this adventure soon and have a few questions for anyone with some experience, particularly with the 4e version.
The group I have is only four players with two that are somewhat less than familiar with 4e than other systems, while the other two are more experienced but not min-maxers. I'd like to run the module so that they could succeed, but because of the group size and average inexperience, I figured I need to modify some things.
First, should I have them start at a higher level like 8 or 9? That seems like it'd help offset the smaller party.
Second, I was contemplating some kind of "save point" system--either some set points in the temple that they could start over from once they're reached or maybe a set number of optional points that the party could declare as their save points. I would then have them record expended resources so they could properly reset. Basically, I don't mind having them succumb a time or two, but I'd like to not have to replay replay rooms excessively.
Third, aside from the instant-death elements, am I right in thinking that the gas is potentially the most grueling part of the dungeon? Would it make more sense to replace this with, say, and Endurance check with an easier DC. It seems less fun to imagine them sprinting through a lot of the dungeon out of necessity instead of exploring, ya know?
I realize that this is not the ideal adventure for the group I have, but I'm committed at this point and want to make the best of it. A little replayability and strategy isn't the end of the world, and was pretty much the basis for Lair Assault, but I want to make sure it doesn't just become tedious and/or soul-crushing.
Any thoughts?
The group I have is only four players with two that are somewhat less than familiar with 4e than other systems, while the other two are more experienced but not min-maxers. I'd like to run the module so that they could succeed, but because of the group size and average inexperience, I figured I need to modify some things.
First, should I have them start at a higher level like 8 or 9? That seems like it'd help offset the smaller party.
Second, I was contemplating some kind of "save point" system--either some set points in the temple that they could start over from once they're reached or maybe a set number of optional points that the party could declare as their save points. I would then have them record expended resources so they could properly reset. Basically, I don't mind having them succumb a time or two, but I'd like to not have to replay replay rooms excessively.
Third, aside from the instant-death elements, am I right in thinking that the gas is potentially the most grueling part of the dungeon? Would it make more sense to replace this with, say, and Endurance check with an easier DC. It seems less fun to imagine them sprinting through a lot of the dungeon out of necessity instead of exploring, ya know?
I realize that this is not the ideal adventure for the group I have, but I'm committed at this point and want to make the best of it. A little replayability and strategy isn't the end of the world, and was pretty much the basis for Lair Assault, but I want to make sure it doesn't just become tedious and/or soul-crushing.
Any thoughts?
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