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*Dungeons & Dragons
Waterdeep: Dragon Heist Post-Mortem (Spoilers)
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<blockquote data-quote="Burnside" data-source="post: 8540807" data-attributes="member: 6910340"><p>In terms of what I can say constructively about this adventure (which full disclosure I'm currently running for a group of 8 players who are about to enter the Vault of Dragons):</p><p></p><p>- If you're not doing the Alexandrian remix and decide to go with one villain, I suggest Manshoon (winter). The main reason is that his chapter 4 encounter chain avoids the courtroom stuff, which is the most unhelpful/railroady thing that can happen in those encounter chains. </p><p></p><p>- One fun but rather throwaway part of the Manshoon backstory is that he previously tried to invade Undermountain but was beaten by Halaster, who destroyed Mansoon's hand. So in my campaign, Manshoon wants the gold primarily because he is interested in financing a powerful, all-out assault to conquer Undermountain. He views the city of Waterdeep as a hood ornament - what he really wants is Undermountain and Halaster's head on a platter (he is also suffering from the Weave Addiction, like Durnan and Halaster, which causes an obsession with Undermountain in people who have visited it). </p><p></p><p>- I knew my players would only slightly care about Trollskull and care not at all about the factions (which the adventure for whatever reason seems convinced that players will be deeply invested in). I replaced almost all of the underwritten capsule side-quests in Chapter 2 with a couple of city-based adventures that were either 3rd party from DMsGuild or stuff I made up.</p><p></p><p>- When running Chapter 4, don't use the chase rules from DMG as the adventure suggests. They are very bad. Just omit those chases or have them play as cinematics, depending on your style.</p><p></p><p>- If you have a warlock in the party, see if it would make sense for Golorr to be their patron.</p><p></p><p>- The "find the nimblewright" stuff in Chapter 3 is very poorly handled and can easily dead-end. Make this as easy as possible. Consider having the Sea Maiden's Faire parade happen prior to fireball, so that the players can see that the Sea Maiden's Faire owns nimblewrights which should send them to Zardoz Zord. He sold one to the Gralhunds.</p></blockquote><p></p>
[QUOTE="Burnside, post: 8540807, member: 6910340"] In terms of what I can say constructively about this adventure (which full disclosure I'm currently running for a group of 8 players who are about to enter the Vault of Dragons): - If you're not doing the Alexandrian remix and decide to go with one villain, I suggest Manshoon (winter). The main reason is that his chapter 4 encounter chain avoids the courtroom stuff, which is the most unhelpful/railroady thing that can happen in those encounter chains. - One fun but rather throwaway part of the Manshoon backstory is that he previously tried to invade Undermountain but was beaten by Halaster, who destroyed Mansoon's hand. So in my campaign, Manshoon wants the gold primarily because he is interested in financing a powerful, all-out assault to conquer Undermountain. He views the city of Waterdeep as a hood ornament - what he really wants is Undermountain and Halaster's head on a platter (he is also suffering from the Weave Addiction, like Durnan and Halaster, which causes an obsession with Undermountain in people who have visited it). - I knew my players would only slightly care about Trollskull and care not at all about the factions (which the adventure for whatever reason seems convinced that players will be deeply invested in). I replaced almost all of the underwritten capsule side-quests in Chapter 2 with a couple of city-based adventures that were either 3rd party from DMsGuild or stuff I made up. - When running Chapter 4, don't use the chase rules from DMG as the adventure suggests. They are very bad. Just omit those chases or have them play as cinematics, depending on your style. - If you have a warlock in the party, see if it would make sense for Golorr to be their patron. - The "find the nimblewright" stuff in Chapter 3 is very poorly handled and can easily dead-end. Make this as easy as possible. Consider having the Sea Maiden's Faire parade happen prior to fireball, so that the players can see that the Sea Maiden's Faire owns nimblewrights which should send them to Zardoz Zord. He sold one to the Gralhunds. [/QUOTE]
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