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<blockquote data-quote="aco175" data-source="post: 5414945" data-attributes="member: 27385"><p>I always tried to be more prepared in my games and for the most part I feel I am, but generally I'm only a few weeks worth of encounters in front of the party. I have a few ideas of where the campaign is going and where the party wants to take things and I tweak some of the things from what I drafted earlier.</p><p></p><p>One of the current campaigns this week decided to split off from where They had planned to go and go on a side trek to stop the 5 bands of gnolls from uniting under a single ruler. They were to go into the Demon Forge and recover the Talisman of Al- something. Now I have 4 encounters planned already for the Forge, but may need to up an encounter or two if the party gains a level in the gnoll side trek. By the way, it takes a bit of work to challenge a group with gnolls. I ended up having a gage being bought by the gnolls from the outpost 'BarterTown' for an summoning spell. The party promptly killed these gnolls and their 'summoned' demons and managed to bully a gnoll guard to bring the wagon through the encampment and to the old ruins. I thought the powergamer assassin would try and walk through the whole valley to get them to miss with opportunity attacks and take 6 points of damage, but thet did not happen.</p><p></p><p>I found a level 16 elite gnoll leader in the Wizards Compendium sits and made some gnoll minions and champions by upping a few level8 gnoll champoins. They ended up saving more of the sacrifices than I thought, so I'm lowering the challenge of the aspect of Yeego-whoever. At the same time I'm adding another obsidian golem hyenna that I modifies and lowered the stats from the Compendium as well.</p><p></p><p>Another thing that I like in the world is having areas of exploration open to the party to explore without prodding from the DM. While it is nice to have choices, I find that too many becomes overwhelming as well. If the group has 2 maybe 3 choices to follow that should be enough. I also try and have areas on the map marked out for future levels, something like Fire Gaint Mountain will most likely kill heroic parties. While I try to steer away from these areas until the group is ready, I usually allow for an excape if they decide to go there, which they may want to go there if I do not give them other interesting choices that are more suited for them.</p></blockquote><p></p>
[QUOTE="aco175, post: 5414945, member: 27385"] I always tried to be more prepared in my games and for the most part I feel I am, but generally I'm only a few weeks worth of encounters in front of the party. I have a few ideas of where the campaign is going and where the party wants to take things and I tweak some of the things from what I drafted earlier. One of the current campaigns this week decided to split off from where They had planned to go and go on a side trek to stop the 5 bands of gnolls from uniting under a single ruler. They were to go into the Demon Forge and recover the Talisman of Al- something. Now I have 4 encounters planned already for the Forge, but may need to up an encounter or two if the party gains a level in the gnoll side trek. By the way, it takes a bit of work to challenge a group with gnolls. I ended up having a gage being bought by the gnolls from the outpost 'BarterTown' for an summoning spell. The party promptly killed these gnolls and their 'summoned' demons and managed to bully a gnoll guard to bring the wagon through the encampment and to the old ruins. I thought the powergamer assassin would try and walk through the whole valley to get them to miss with opportunity attacks and take 6 points of damage, but thet did not happen. I found a level 16 elite gnoll leader in the Wizards Compendium sits and made some gnoll minions and champions by upping a few level8 gnoll champoins. They ended up saving more of the sacrifices than I thought, so I'm lowering the challenge of the aspect of Yeego-whoever. At the same time I'm adding another obsidian golem hyenna that I modifies and lowered the stats from the Compendium as well. Another thing that I like in the world is having areas of exploration open to the party to explore without prodding from the DM. While it is nice to have choices, I find that too many becomes overwhelming as well. If the group has 2 maybe 3 choices to follow that should be enough. I also try and have areas on the map marked out for future levels, something like Fire Gaint Mountain will most likely kill heroic parties. While I try to steer away from these areas until the group is ready, I usually allow for an excape if they decide to go there, which they may want to go there if I do not give them other interesting choices that are more suited for them. [/QUOTE]
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