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WoBS - Epic level play report/discuss
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<blockquote data-quote="rangda" data-source="post: 5998752" data-attributes="member: 86125"><p>I would not skip <a href="http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=11" target="_blank">#11</a> , it was the best of the back end modules (which IMO are not as good as the earlier modules). <a href="http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=12" target="_blank">#12</a> is an insane grind fest, and by the time we got here my group (and myself) were more interested in Zeitgeist than the long grind it seems the author intended <a href="http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=12" target="_blank">#12</a> to be. </p><p></p><p>My party likes combat encounters so I left the fights in for getting successes for the battle. I just altered the math of the number of successes needed; as written there really isn't enough stuff to do to get the required number of successes. The part I really cut down was the trench warfare portion at the tail end of the battle. While perhaps more realistic, spending multiple sessions trying to deal with this does not meet any definition of fun that I am aware of. Assuming the party took advantage of the dwarf deserter (my party did) I just handwaved it and went right to the fight with the general. I also handwaved a lot of the "trials" of getting to the heart, which again are much more suitable to 3e than 4e. For this part I mostly described things that happened and PC's reactions drove things.</p><p></p><p>But I'm not sure my solutions will work for your party, the biggest problem my party had with the back 3 modules was boredom. We had 3 pretty tuned strikers and it was rare for a combat to make it to round 2, and maybe 2-3 combats across all of these modules made it to round 3. I used to joke with them that if a monster was still alive at the start of round 2 I'd arbitrarily TPK the party.</p><p></p><p>I think the toughest potential combat in what you have left is the palace at the start of <a href="http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=12" target="_blank">#12</a> . Pay attention to where the statues are in the hallway that are scripted to grab players; there are encounters in the 3 rooms right next to that. If you run it vanilla like I did that will pile 4+ encounters into the party at one go which 1) is a borderline TPK and 2) takes hours and hours to run. This was an area that I should have totally reworked to make fewer encounters and to make them more interesting (although the idea of having the guards be swarms was a good one).</p></blockquote><p></p>
[QUOTE="rangda, post: 5998752, member: 86125"] I would not skip [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=11]#11[/URL] , it was the best of the back end modules (which IMO are not as good as the earlier modules). [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=12]#12[/URL] is an insane grind fest, and by the time we got here my group (and myself) were more interested in Zeitgeist than the long grind it seems the author intended [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=12]#12[/URL] to be. My party likes combat encounters so I left the fights in for getting successes for the battle. I just altered the math of the number of successes needed; as written there really isn't enough stuff to do to get the required number of successes. The part I really cut down was the trench warfare portion at the tail end of the battle. While perhaps more realistic, spending multiple sessions trying to deal with this does not meet any definition of fun that I am aware of. Assuming the party took advantage of the dwarf deserter (my party did) I just handwaved it and went right to the fight with the general. I also handwaved a lot of the "trials" of getting to the heart, which again are much more suitable to 3e than 4e. For this part I mostly described things that happened and PC's reactions drove things. But I'm not sure my solutions will work for your party, the biggest problem my party had with the back 3 modules was boredom. We had 3 pretty tuned strikers and it was rare for a combat to make it to round 2, and maybe 2-3 combats across all of these modules made it to round 3. I used to joke with them that if a monster was still alive at the start of round 2 I'd arbitrarily TPK the party. I think the toughest potential combat in what you have left is the palace at the start of [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=12]#12[/URL] . Pay attention to where the statues are in the hallway that are scripted to grab players; there are encounters in the 3 rooms right next to that. If you run it vanilla like I did that will pile 4+ encounters into the party at one go which 1) is a borderline TPK and 2) takes hours and hours to run. This was an area that I should have totally reworked to make fewer encounters and to make them more interesting (although the idea of having the guards be swarms was a good one). [/QUOTE]
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