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Updating classic A&D adventures for D&D 5e: a work under development
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<blockquote data-quote="Luz" data-source="post: 6511434" data-attributes="member: 94725"><p>I ran this module back when it first came out. It wasn't a great adventure but some of the middle parts were fun. The encounter with Kas was cool and there was an outdoor ritual that was also a fun encounter. But yeah, the first and last encounter are force-fed to the point that the players are merely spectators. I remember Dave Cook gives a long-winded spiel about fear and that death is the ultimate way to scare your players. Don't be fooled by this; the first encounter with Haldemar did not scare my players in the least, it only annoyed the crap out of them. </p><p></p><p>Ehren37 has pretty much summed up my advice about handwaiving the introductory encounter, but if you're hellbent on running it then I'd make liberal use of legendary and lair actions. Time stop is not the trump card it once was, maybe it is more dangerous when used by Vecna/Haldemar inside the tomb. I'd also add some sort of graven lair effect that each PC suffers a 1d10 penalty to initiative while in the tomb as well as possibly restricting bonus and reactions. Also, the demilich has a pretty nasty howl, maybe borrow that ability for Haldemar but increase the DC? Just a thought. I think just making the tomb itself extremely hazardous when Haldemar/Vecna emerges will drive the point home that this he is extremely powerful.</p><p></p><p>Nice work with the dungeon tiles, by the way.</p></blockquote><p></p>
[QUOTE="Luz, post: 6511434, member: 94725"] I ran this module back when it first came out. It wasn't a great adventure but some of the middle parts were fun. The encounter with Kas was cool and there was an outdoor ritual that was also a fun encounter. But yeah, the first and last encounter are force-fed to the point that the players are merely spectators. I remember Dave Cook gives a long-winded spiel about fear and that death is the ultimate way to scare your players. Don't be fooled by this; the first encounter with Haldemar did not scare my players in the least, it only annoyed the crap out of them. Ehren37 has pretty much summed up my advice about handwaiving the introductory encounter, but if you're hellbent on running it then I'd make liberal use of legendary and lair actions. Time stop is not the trump card it once was, maybe it is more dangerous when used by Vecna/Haldemar inside the tomb. I'd also add some sort of graven lair effect that each PC suffers a 1d10 penalty to initiative while in the tomb as well as possibly restricting bonus and reactions. Also, the demilich has a pretty nasty howl, maybe borrow that ability for Haldemar but increase the DC? Just a thought. I think just making the tomb itself extremely hazardous when Haldemar/Vecna emerges will drive the point home that this he is extremely powerful. Nice work with the dungeon tiles, by the way. [/QUOTE]
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