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[Trying Again] B3, or how to deal with an unstructured module
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<blockquote data-quote="Musing Mage" data-source="post: 8210546" data-attributes="member: 7025552"><p>I ran it for my 1e group, although I don't have the Orange cover version so I don't know the differences off hand.</p><p></p><p>I kept the core set up, the Valley of Haven was protected by spirits that kept the humanoid races out, and otherwise was an isolated, idyllic community where anyone who lived there lived in harmony. No tension between elves and dwarves etc. I fleshed out various NPCs etc.</p><p></p><p>The players were en route because they had been escorting a merchant who'd hired them as muscle. (yup, that ol' trope) Though they'd already been with him for half a year and many adventures, with Haven as the final stop on his tour, where he'd planned to retire after they were done.</p><p></p><p>When the players arrived, things had already gone to hell, humanoids had already invaded and the local populace had either been turned to stone in the castle, capture by the invading humanoids, or hiding in the wilderness. In the case of the dwarves, they had a stronghold that was fortified and safe, albeit beseiged.</p><p></p><p>At this point the players were given the lowdown of what had happened as per the module, and the group decided to split up and tackle various issues based on their skillset. </p><p></p><p>The Ranger, Cleric, and two locals (fighter/thief elf, Human warrior) along with the merchant and his 0-level guards opted to remain in the wilderness tracking and finding refugees and protecting them from raiding humanoids.</p><p></p><p>The Wizard, Dwarven warrior, and a guest player using a Halfling thief, along with an NPC infiltrated the castle.</p><p></p><p>With the party split, we had each group complete their tasks on different game days. Everyone was forbidden from communicating with each other until the teams were reunited.</p><p></p><p>It played out quite well. Both teams came close to the brink but succeeded. The Castle team was literally down to just the dwarf with 3 hit points when he was able to figure out how to destroy the ruby. The wizard and NPC had been turned to stone by a medusa, the halfling was knocked into critical condition and was sitting at -3 HP. (I use the optional death's door rules)</p><p></p><p>The final twist I added to the scenario was a crypt hidden within the Valley of Haven that harboured the secret to the protective barrier. The Ranger's team had discovered it, and was going to use it to hide refugees until they realized there was something sinister inside, and moved on.</p><p></p><p>When the main adventure was done, they went back to check it out, but the seals on the crypt had been reaffixed, so they decided to let it alone. Had they opened it they would have found 5 wights chained in a ceremonial chamber, and the reveal that the protective barrier around the Valley of Haven came at a price - that the life force of these people was tied to the negative plane to power the barrier, causing these innocent sacrifices eternal suffering in order to power the shield. A little fun moral quandary that, alas, they never got to play out because they decided to move on. (And far be it from me to railroad such a thing)</p><p></p><p></p><p>That's how I ran it, I hope there are some ideas within that inspire you. </p><p></p><p>In the castle, I only made one change in that I upgraded monsters to 1e stats from their BASIC D&D presentation, but beyond that played it as written. Everything that happened in Haven itself was original. I like allowing my players maximum agency, so at any time they had the option to walk away... though being of good alignment (and one a Ranger) they weren't likely to leave innocents to their fates.</p></blockquote><p></p>
[QUOTE="Musing Mage, post: 8210546, member: 7025552"] I ran it for my 1e group, although I don't have the Orange cover version so I don't know the differences off hand. I kept the core set up, the Valley of Haven was protected by spirits that kept the humanoid races out, and otherwise was an isolated, idyllic community where anyone who lived there lived in harmony. No tension between elves and dwarves etc. I fleshed out various NPCs etc. The players were en route because they had been escorting a merchant who'd hired them as muscle. (yup, that ol' trope) Though they'd already been with him for half a year and many adventures, with Haven as the final stop on his tour, where he'd planned to retire after they were done. When the players arrived, things had already gone to hell, humanoids had already invaded and the local populace had either been turned to stone in the castle, capture by the invading humanoids, or hiding in the wilderness. In the case of the dwarves, they had a stronghold that was fortified and safe, albeit beseiged. At this point the players were given the lowdown of what had happened as per the module, and the group decided to split up and tackle various issues based on their skillset. The Ranger, Cleric, and two locals (fighter/thief elf, Human warrior) along with the merchant and his 0-level guards opted to remain in the wilderness tracking and finding refugees and protecting them from raiding humanoids. The Wizard, Dwarven warrior, and a guest player using a Halfling thief, along with an NPC infiltrated the castle. With the party split, we had each group complete their tasks on different game days. Everyone was forbidden from communicating with each other until the teams were reunited. It played out quite well. Both teams came close to the brink but succeeded. The Castle team was literally down to just the dwarf with 3 hit points when he was able to figure out how to destroy the ruby. The wizard and NPC had been turned to stone by a medusa, the halfling was knocked into critical condition and was sitting at -3 HP. (I use the optional death's door rules) The final twist I added to the scenario was a crypt hidden within the Valley of Haven that harboured the secret to the protective barrier. The Ranger's team had discovered it, and was going to use it to hide refugees until they realized there was something sinister inside, and moved on. When the main adventure was done, they went back to check it out, but the seals on the crypt had been reaffixed, so they decided to let it alone. Had they opened it they would have found 5 wights chained in a ceremonial chamber, and the reveal that the protective barrier around the Valley of Haven came at a price - that the life force of these people was tied to the negative plane to power the barrier, causing these innocent sacrifices eternal suffering in order to power the shield. A little fun moral quandary that, alas, they never got to play out because they decided to move on. (And far be it from me to railroad such a thing) That's how I ran it, I hope there are some ideas within that inspire you. In the castle, I only made one change in that I upgraded monsters to 1e stats from their BASIC D&D presentation, but beyond that played it as written. Everything that happened in Haven itself was original. I like allowing my players maximum agency, so at any time they had the option to walk away... though being of good alignment (and one a Ranger) they weren't likely to leave innocents to their fates. [/QUOTE]
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[Trying Again] B3, or how to deal with an unstructured module
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