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D&D 5E Trouble in Red Larch - embellishments?

That's a neat idea. I think I can do something with that. Perhaps some of the Tarnlar children got too curious ...

I'm very curious to know how many first time DM's are running Princes. In my opinion, this is a VERY advanced sort of module. It is not linear. I have sampled elements from the entire book a hundred pages apart and retrofitted them because I just like an idea but wanted to tweak it. With the last development in the campaign in my writeups, I really have no idea what is going to happen next, which direction the players or plot will go, and that's something I need to discuss with the players via email ahead of time so I can have some inkling of direction to prep.
 

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I like the sandboxy nature of the adventure. What I don't like is the repetitive samey-sameness of the various cults and their underground temples. I would've liked a bit more variety. So I'm just going to pilfer some chunks from the book so I can at least get my money's worth from it ... ;)
 

I like the sandboxy nature of the adventure. What I don't like is the repetitive samey-sameness of the various cults and their underground temples. I would've liked a bit more variety. So I'm just going to pilfer some chunks from the book so I can at least get my money's worth from it ... ;)

Yeah, i'm going to cut a lot of this from the campaign as well - Haunted Keep/ Temple/ Sub-lair. It IS repetitive but it offers enough encounters to get a party to 15th level, but I'm not shooting for that. I won't run this higher than 12th. I know my players very well. They will not do this alone. They will recruit an army or militia any way they possibly can to raid these places.
 



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