| Post/Author/DateTime | Post |
|---|---|
| babanathie05-18-06, 01:48 AM | Anyone know if the adapted adventures are out yet, or know when they will become available? I'm referring to the ones for the Fantastic Locations adventures. Thanks, :) |
| Madfox1105-18-06, 05:24 AM | They are not out yet. All I can say: soon (at least for Fane and Hellspike Prison). Pieter Sleijpen Living Greyhawk Circle Member The Splintered Suns Metaregion |
| Amurayi05-20-06, 12:57 PM | Really looking forward to them! |
| TimRat05-25-06, 02:02 PM | ya they should be out any time. we adapted them a while ago. they'll post on the website. i know the latest fantastic locations is being adapted right now and hopefully will go up quickly since it just released. we got it a bit late is why Tim S. VTF circle |
| Puggle Halfwine06-05-06, 01:39 PM | Any word on when these adapted adventures will be released? |
| TimRat06-06-06, 06:07 PM | they should be up soon. just hang on and look for the announcement |
| Sieylianna06-07-06, 07:38 AM | they should be up soon. just hang on and look for the announcement How about the High Level Campaign? It was announced months before the adaptables were mentioned. Ed |
| Puggle Halfwine06-07-06, 11:01 AM | Any ideas? I'm hoping they'll be available in the next few weeks or so. Some mates and I want to play all the available ones over the holidays, which start in the next few weeks and last for a month. Naturally, this'd be the optimum time for us to play ~46 TU's worth of games. |
| Mekorig06-07-06, 11:04 AM | Here in Argentina all the players are ver exited whit thjis posibility. Has we can play CORE adventures only, the posibility of playing the module has CORE are very good! |
| TimRat06-09-06, 10:23 AM | ya i'll ask again. the high level is also coming along too. will get more details out when i can. |
| kenobi6506-13-06, 03:49 PM | The first one's now available. ADP6-01, the "Living Greyhawk adaptation kit" for "Fane of the Drow" is on the RPGA system. It's available for both retail play and home play, starting on 7/1/06, through 12/31/07. Note that it only supports one APL (APL 4). Take a look here: https://events.wizards.com/RPGAWeb/external/econplay.asp?ScenarioCd=FOTDR1LG |
| lostpike06-14-06, 09:31 AM | Is anyone else having trouble with the ordering system? Every time I try to order an event i get that HTTP 500 page. |
| JohnduBois06-14-06, 10:24 AM | Tim, Can you give us a heads-up on the TU cost for Fane of the Drow? |
| smerwin2906-14-06, 10:45 AM | Can you give us a heads-up on the TU cost for Fane of the Drow? I'm not Tim but I play him on TV. According to the module notes and AR, it costs 7 TUs. Shawn |
| Mortepierre06-14-06, 01:41 PM | Is anyone else having trouble with the ordering system? Every time I try to order an event i get that HTTP 500 page. I've got the same problem. Just tried, HTTP 500 result. Bleh! |
| lostpike06-14-06, 02:18 PM | Its working now... |
| JayParker06-14-06, 03:10 PM | how do i order it? Don't see it listed! |
| kenobi6506-14-06, 03:28 PM | how do i order it? Don't see it listed! You may need to make sure your event's meeting the criteria... 1) Retail or home play only 2) No earlier than 7/1/06 |
| ezreal200106-15-06, 05:23 AM | You may need to make sure your event's meeting the criteria... 1) Retail or home play only 2) No earlier than 7/1/06 That would be July 1 not the 1st of January then. J |
| kenobi6506-15-06, 10:32 AM | That would be July 1 not the 1st of January then. Yes, July 1st, for the benefit of those from countries who put the date before the month in calendar abbreviation. |
| scon4006-17-06, 05:24 PM | Some info on RHOD: It's been submitted to HQ, but I don't believe they're going to get around to reviewing and approving the adaptation I've done until after Origins (it has to be squeezed in between already scheduled editing). So it should be out second half of the year. It is broken into five parts, each with its own AR, in the same way the adventure is. Assuming that HQ doesn't change any of the major details in my adaptation of the adventure, you'll be looking at the following breakdowns: Part One 8 TUs Part Two 12 TUs Part Three 9 TUs Part Four 6 TUs Part Five 16 TUs This adventure is adapted for APL 6 in Parts One and Two, APL 7 in Part Three, APL 8 in Part Four, and APL 9 in Part Five. The expectation is for PCs to begin play of Part One with PCs who are either advanced 5th level (more than half-way in xp to 6th level) or 6th level. Extremely effective 4th level PCs might be able to handle the adventure, and 7th and 8th level PCs will probably find much of the adventure to be not challenging enough. So we highly recommend the adventure be played by a party of PCs with a modified APL of 6 (6 advanced 5th level PCs) or 7 (6 6th level PCs) so that the challenges throughout the adventure are properly balanced for the party’s experience level. Note: PCs receive rewards for each Part of the adventure separately (each Part has its own Adventure Record). Furthermore, it is highly recommended that you award experience and treasure as it is earned in the adventure. This is not the standard method of reward in Living Greyhawk, but it is necessary in this specific adventure as it is game-balanced with the expectation that the rewards are given as earned, rather than at the end of each Part. If the PCs wish to play the five Parts, they must do so in order; they cannot participate in Part Four and then participate in an earlier Part. The adventure is adapted with the expectation that the PCs will play all five Parts one after the next; however, the adventure is divided so that the PCs play each Part individually, paying the TUs for each Part and earning the rewards from each Part separately. It is permissible to play other adventures in between Parts, but it is not recommended for both story purposes and for balance of play. PCs are rewarded in later Parts of the adventure for actions taken successfully in earlier Parts; so again, it is recommend the adventure be played by the same party in order, without taking time to play other adventures in between. Each part is written so that not all of the PCs need have played earlier parts; however, at least one PC at the beginning of each Part must have played the earlier Part in the adventure. This adapted version of Red Hand of Doom is set in the southwestern end of the March of Sterich, in the area near the headwaters of the Davish River, where the Jotens and Crystalmists meet. All of this is subject to change based on HQ's edits. |
| Mommy was an Orc06-17-06, 07:15 PM | Steven, do you know if we'll be allowed to borrow TUs from 2007 to play through the entire mod in 2006 if we don't have TUs to do it in 2006? Otherwise, it seems like there's going to be a lot of logistical difficulties with it. 51 TUs means a lot of groups won't be able to play more than section 1 or 2 by the end of 2006 - which means no new DMs to help people play sections 1 and 2 in 2006. If you belong to a metaorg and it retires at the end of 2007, then you have to play at least 1 section in 2006 or you can't finish it... Also, the other advantage of it is that a group with wildly different TU totals left in 2006 can play the entire mod in a row, as you appear to be intending. Some info on RHOD: Part One 8 TUs Part Two 12 TUs Part Three 9 TUs Part Four 6 TUs Part Five 16 TUs This adventure is adapted for APL 6 in Parts One and Two, APL 7 in Part Three, APL 8 in Part Four, and APL 9 in Part Five. The expectation is for PCs to begin play of Part One with PCs who are either advanced 5th level (more than half-way in xp to 6th level) or 6th level. Extremely effective 4th level PCs might be able to handle the adventure, and 7th and 8th level PCs will probably find much of the adventure to be not challenging enough. So we highly recommend the adventure be played by a party of PCs with a modified APL of 6 (6 advanced 5th level PCs) or 7 (6 6th level PCs) so that the challenges throughout the adventure are properly balanced for the party’s experience level. |
| Simpi06-18-06, 09:28 AM | Steven, do you know if we'll be allowed to borrow TUs from 2007 to play through the entire mod in 2006 if we don't have TUs to do it in 2006? Otherwise, it seems like there's going to be a lot of logistical difficulties with it. 51 TUs means a lot of groups won't be able to play more than section 1 or 2 by the end of 2006 - which means no new DMs to help people play sections 1 and 2 in 2006. If you belong to a metaorg and it retires at the end of 2007, then you have to play at least 1 section in 2006 or you can't finish it... Also, the other advantage of it is that a group with wildly different TU totals left in 2006 can play the entire mod in a row, as you appear to be intending. Isn't the LGCS pretty clear on this (page 64)? (bolding/italics by me) Q: When am I allowed to spend time units from the upcoming year? A: You may not spend TUs from next year unless one of three things happens. 1. An adventure specifically forces you to spend a certain amount of time units above and beyond the normal cost for the adventure. You MUST still have enough time units left to pay the TU cost for the event when it starts. 2. You have campaign documentation allowing you to spend TUs from the coming year. 3. You are paying for a raise dead or resurrection spell using the alternate rules from Chapter Six. Obviously if you spend TUs from coming year your TU total does not reset to 52 on the 1st of a new year. S. |
| Mommy was an Orc06-18-06, 11:40 AM | I'm not entirely sure which way you're going with this, but the LGCS seems to be saying quite clearly that you cannot use the TUs from the next year for this(and I was aware of this text when I asked Steven my question) - you need the requisite number of TUs for each section at the start of the section. I'm saying that a 51 TU adventure is an extremely unusual and good reason to have an additional exception to this rule. The normal way of things is that someone eats the mod, they run a slot zero, and then there are a bunch of DMs available. In this case, though, it is going to be near-impossible to complete a slot zero until 2007 because no one will have TUs. At which point, people who belong to metaorgs and didn't get a chance to play in 2006 have to leave the meta-org to finish the mod in 2007. Isn't the LGCS pretty clear on this (page 64)? (bolding/italics by me) Q: When am I allowed to spend time units from the upcoming year? A: You may not spend TUs from next year unless one of three things happens. 1. An adventure specifically forces you to spend a certain amount of time units above and beyond the normal cost for the adventure. You MUST still have enough time units left to pay the TU cost for the event when it starts. S. |
| zigspatty06-18-06, 04:08 PM | While the complete Red Hand of Doom adventure may require 51 TUs, it's broken down into 5 different parts, according to a post by Steven Conforti. Each part requires from 6 to 16 TUs. It would be a rare 6th level character that still has 51 TU available to play it all this year, but they could play some parts this year, and the remainder next year. So, unless you're trying to play RHoD with a character that has almost no TUs left this year and needs a massive number of TUs for metaorgs, TUs should not be a problem. It'll just take some planning.... Patty |
| qstor06-18-06, 05:01 PM | Isn't the LGCS pretty clear on this (page 64)? (bolding/italics by me) Q: When am I allowed to spend time units from the upcoming year? A: You may not spend TUs from next year unless one of three things happens. 1. An adventure specifically forces you to spend a certain amount of time units above and beyond the normal cost for the adventure. You MUST still have enough time units left to pay the TU cost for the event when it starts. 2. You have campaign documentation allowing you to spend TUs from the coming year. 3. You are paying for a raise dead or resurrection spell using the alternate rules from Chapter Six. Obviously if you spend TUs from coming year your TU total does not reset to 52 on the 1st of a new year. S. Chris Tulach posted a messge on the Furyondy Yahoo! List during the past week that you can use TU's from the next year for Red Hand of Doom. Mike |
| pedr06-18-06, 05:15 PM | Chris Tulach posted a messge on the Furyondy Yahoo! List during the past week that you can use TU's from the next year for Red Hand of Doom. Um, I just had a look for that message and I'm not completely sure that he did. What he said (Actually simply: "Yes, correct on both" in response to another post) could be interpreted as simply making the point that you could play (say) parts 1 and 2 this year then wait until January and play parts 3, 4 and 5. More explicit clarification, either way, would be very useful! |
| Cynric06-18-06, 08:19 PM | Um, I just had a look for that message and I'm not completely sure that he did. What he said (Actually simply: "Yes, correct on both" in response to another post) could be interpreted as simply making the point that you could play (say) parts 1 and 2 this year then wait until January and play parts 3, 4 and 5. More explicit clarification, either way, would be very useful! All it means either way is that you have to carefully look at who you you want to play the adaptables with. Or those of us with a few characters can dedicate one of them to playing the series. |
| kenobi6506-19-06, 09:27 AM | Um, I just had a look for that message and I'm not completely sure that he did. What he said (Actually simply: "Yes, correct on both" in response to another post) could be interpreted as simply making the point that you could play (say) parts 1 and 2 this year then wait until January and play parts 3, 4 and 5. More explicit clarification, either way, would be very useful! Chris provided such clarification on the LG Yahoo group this morning...and the answer is "no, you can't spend next year's TUs ahead of time": Hi folks, Recently, in reply to a query by Chris Hoffman from the Furyondy triad, some people misconstrued what I said to mean that you can use next year's time units for Red Hand. That is incorrect. In no way does this adventure allow you to break any of the rules for LG adventure play. What you _can_ do, and what I thought that Chris was asking, is bridge the adventure over 2 campaign years, playing part this year and part the next. Since there are 5 parts, and each is treated like an individual adventure for the purposes of rewards, you can do that. Also, his 2nd question asked if a PC died permanently, could another one be brought in - my answer again was yes, but I should clarify that as well. If one PC dies permanently, you get no benefit from the adventure part you just played, but in the next part, you may feel free to bring in another character - that character receives no rewards or benefits of the parts that it missed. I hope that helps to clarify things. -- Chris Tulach LIVING GREYHAWK Circle Iuz's Border States |
| Trollios06-19-06, 04:00 PM | Well, that sucks then. I will not be able to play this mod at all. I only have 1 character that could be considered "advanced 5th level" and he only has 4 TUs left, so I can't play this mod at all. so even if I played the first part of this, this year, I'd only have 48 TUs left, take away another 4 for Meta-org I'm down to 44, which means if I played this mod, I could do nothing else, so aside from this 1 adventure my character is out of play for 2 years with the latter 4 pieces I can't even play till January 2007. I'd rather these just count as a 51 TU mod, so even if I didn't get to start until late 2007 I could still play through the whole thing. On the whole, I'm going to say this adaptable sucks if a good number of players will not even be able to play it. |
| Lomiat06-19-06, 05:12 PM | I don't know why anyone should gripe about the mod sucking out a lot of TUs; that's just the way it's going to run. Anyone who hopes to play the mod from beginning to end has to dedicate that character to the mod. That's simply how it works. It's not really going to work differently for other players. Regardless of whether or not they have some free TUs to burn this year, they dedicate a full year's worth of TUs to the mod one way or another. The flipside of the demand on one PC's TUs is that it means there's a full year's worth of gaming that suddenly opened up to all players. For those of us who play frequently but don't get to travel to too many regions (I've played in 3), this is great. Like many people, I will be able to play another character for whom, otherwise, I wouldn't have enough adventures to fill out his/her TUs. |
| Mommy was an Orc06-19-06, 05:29 PM | I don't know why anyone should gripe about the mod sucking out a lot of TUs; that's just the way it's going to run. Just imagine the following scenario: There's one or two DMs in your area who own the mod. Everyone wants to suddenly start play in December(as they then get all the mods they can get out of the way before start). You don't get to play because there aren't enough DMs and you can't finish a slot zero in 2006 unless everyone has a huge amount of TUs available with the right level characters. You thought there'd be a DM available, but didn't realize until the last possible moment that it just wasn't going to happen. 2007 starts and now there are a bunch of DMs a couple of weeks later. However, your character happens to belong to a metaorg that costs 2 TUs. You now cannot finish the mod before it retires at the end of 2007 because you don't have enough TUs for the last section unless you quit that metaorg for the year. And there's some metaorgs you can't quit. ----------- I'd like to emphasize I'm not going to have problems with this - there are a lot of people who will be panicking in December, trying to get that game going as they realize the math of it and then realizing that someone will have to eat the mod. Other than how the LGCS works, I'm wondering why a 51 TU mod can't have an exception to simply ease that bottleneck of December - this way, you can start play in August, run all the way through the mod, and there there's 6 more potential DMs to help out at the end of the year. More DMs means more sales, remember... |
| paigeoliver06-19-06, 05:38 PM | If you are super uber picky about your characters then no, you aren't going to be able to play this module. But REALLY just about anyone can play it if they try. You can split it up between both characters and over 2 years. Me, I will probably probably dedicate a character to it for next year. Said character only had one thing I needed to do next year, which is play at least one Yeomanry module to buy something, so I will move her to the Yeomanry for that year, play my yeomanry module and this one and be done with it. Either split it between characters, split it between years, or drop your metaorgs, it really isn't all that difficult. Most of them metaorgs are going to be meaningless during a year in which all you do is play a module that has nothing to do with them. |
| PaulH06-19-06, 06:53 PM | Hi How does this run, anyway? Do we just download pregen mods as usual, but with a 'sequence' of interelated mods that takes 51 TU's, that must be played in sequence? Cheers Paul H |
| Cynric06-19-06, 09:31 PM | Regarding the mentioned problems of people having DM' availabilty fall through at the last minute. In the area I play in that has been bypassed by two main methods A) Most people who are playing on the first table run, have offered to run it for other tables. If you mix it up, one weekend play, next weekend run and so on, there should not be too many problems. Combine this with B) Semif-ormally organise if anyone is willing to eat the mod, and get them organised well in advance. If I remember correctly, or local club is paying for the Mods and they get distributed to those that need them. |
| Iswald06-19-06, 10:21 PM | I will not be able to play this mod at all. I only have 1 character that could be considered "advanced 5th level" and he only has 4 TUs left, so I can't play this mod at all. so even if I played the first part of this, this year, I'd only have 48 TUs left, take away another 4 for Meta-org I'm down to 44, which means if I played this mod, I could do nothing else, so aside from this 1 adventure my character is out of play for 2 years with the latter 4 pieces I can't even play till January 2007. I'd rather these just count as a 51 TU mod, so even if I didn't get to start until late 2007 I could still play through the whole thing. I'm not sure how your character would be out of play for two years. You've already had it in play for 48 TUs this year (44 with your meta-org). It's only June. Even if you played two more core mods this month, it would be 'out of play' for the next six months. But, you'd still have played a full year's worth of games with the character. Spending 51 TUs for the adaptable would be almost another year's worth of play. I'm not seeing where you're losing out. Even if you're looking at the disconnect from core, regional or meta-regional mods, it'd only be one year. I agree though, that it would be nice if the TU expenditures for some of these mods could be more flexible. |
| kenobi6506-20-06, 12:24 AM | Do we just download pregen mods as usual, but with a 'sequence' of interelated mods that takes 51 TU's, that must be played in sequence? That sounds about like what I've heard. But, keep in mind that you don't download the actual module...you have to buy the actual module in the store. The "downloads" contain the ARs, and the "adaptation notes" for converting the "stock" module into a LG module. Also, it's not clear if the RPGA system will treat this as one big module, or 5 discrete sections (I'd guess the latter, just knowing how long it'll take to play through all 5 sections). |
| TimRat06-21-06, 01:23 PM | you dont have to play it all in a row. you can play the 1 'round' then play other mods then play the next round and so forth. of course it will make the playing of it more enjoyable and you'll remember things easier but its not absoultely necessary. |
| GreatSiron06-21-06, 09:37 PM | Hey, does anyone know about how long it takes to run a session of one of these mods? Is it the normal 4-6 hours, or is each session double mod length or longer? Need to know since I can't run it at local game day if it is longer than 6 hours. |
| JamesMaissen06-21-06, 11:21 PM | you dont have to play it all in a row. you can play the 1 'round' then play other mods then play the next round and so forth. of course it will make the playing of it more enjoyable and you'll remember things easier but its not absoultely necessary. I was wondering if you knew when each of the parts of the Red Hand of Doom would retire? Will it be like 5 separate core modules in that those released this year will expire at the end of 2007 while those released next year would expire at the end of 2008? If that's not the case, could triads be given some leniency in metaorg TU costs for next year to accomodate those in metaorgs that might not be able to play the first installment this year? Knowing this would let me start planning this for my local players. Also it would tell me how much pressure there's going to be to get the first module in this year as many of the local players have joined metaorgs with their appropriately leveled characters where I am. Thank you for your time, -James |
| kenobi6506-22-06, 10:55 AM | Will it be like 5 separate core modules in that those released this year will expire at the end of 2007 while those released next year would expire at the end of 2008? Where have you read / heard that some of the parts wouldn't be released until next year? Everything I've read suggests that they'd all be out "soon." |
| kenobi6506-22-06, 10:56 AM | Hey, does anyone know about how long it takes to run a session of one of these mods? Is it the normal 4-6 hours, or is each session double mod length or longer? Need to know since I can't run it at local game day if it is longer than 6 hours. I've heard that they're "long"...even the shorter Adapables, like Fane of the Drow, are probably coming in at more like 6 to 8 hours to play. (And, it sounds like each chunk of Red Hand of Doom is *really* long.) |
| ragecage7906-22-06, 03:43 PM | I've heard that they're "long"...even the shorter Adapables, like Fane of the Drow, are probably coming in at more like 6 to 8 hours to play. (And, it sounds like each chunk of Red Hand of Doom is *really* long.) I've heard that the entirety of Red Hand of Doom runs right around 100 hours or so. I seems to me that the real-world time constrictions would be more of a hinderance to players, not the TU cost. ;) |
| WotC_Tulach06-24-06, 10:26 AM | I was wondering if you knew when each of the parts of the Red Hand of Doom would retire? This is still being finalized. As soon as we have the final answer, we'll post it up on wizards.com. |
| Sect06-26-06, 02:44 PM | I have a question: how will the experience work for the modules? Will they be equilvilant to a regional (APL XP per 1 TU), out of region or core (APL XP per 2 TU), or something completely different? I ask, because I have to bring up a level two character up to five before playing the first two parts of the series. (Stupid adventures that suck up twenty plus TUs... though that was my fault... twice...) Anyways, I was just wondering if it would be worth gambling the seven TUs in order to level quickly. |
| paigeoliver06-26-06, 07:45 PM | The guy who is going to run the Drow one for us said the XP/gold is pretty much exactly the same per TU as normal core modules. So no, it won't level you up any faster per TU, the only way to level up faster per TU is to play any in-region modules you can, and whatever core specials are left after that (Core specials tend to have double xp and gold, but they are cores, so TU-wise it is the same as being in-region). If you are worried about the supermod, you actually have plenty of time left this year to start a brand new character and make 6th level for next year. Even assuming you get to play NOTHING in region you should end up with 2 TUs left. Formula assumes characters at odd numbered levels are equally likely to play one APL up or down. In reality it seems like they more often play one APL up, so that smooths out the couple modules you might get where you don't get full XP. Character should make level 3 with 38 TUs left. Level 4 with 26 TUs left. Level 5 with 14 TUs left. Level 6 with 2 TUs left. Also, just for fun, if fast advancement is your ONLY goal here. Then this is possible, but you will have to travel or have never played any of your own regionals. I picked Dyvers and VTF because that is my region/metaregion. Region Dyvers. 3 intro modules to 2nd level. 1350 XP. 49 TUs left. Dyvers 5-01,5-02,5-03,5-04, 5-05, 5-07, and 5-08 at APL 4 tables. 6075 XP. 4th level. 42 TUS left. Dyvers 5-09 at APL 6. 6975. 41 TUS left. VTF 5-03, 5-04, 5-05, and 5-06 at APL 6. 5th level (10575). 37 TUs left. Dyvers 6-01, 6-02, 6-03, 6-04, and 6-06 at APL 6. 6th level. 15075 XP. 32 TUs left. VTF 6-01, 6-02, 6-03, and 6-04 at APL 8. 19575XP 28 TUs left. A core special at APL 8. 7th level. 21825 XP 26 TUs left. Dyvers 6-07 and 6-08 at APL 8. 24075 XP. 24 TUs left. 4 Core or out of region modules at APL 8. 8th level. 28575 XP 16 TUs left. VTF 5-01 and VTF 5-02 at APL 10. 33975 XP. 12 TUs left. VTF 6-05 at APL 10. 35325 XP. 11 TUs left. We are out of regionals and metaregionals at this point, unless they announce more VTF metaregionals for this year. So next we play an IN-REGION interactive at APL 10 to get rid of that extra time unit. You are 9th level now. XP is at an even 36,000 10 TUs left. 5 core or out of region modules at APL 10 makes for a grand total of 42750 XP, 9th level close to 10th with no time units remaining. |
| babanathie07-05-06, 08:46 AM | I thought Hellspike Prison and Field of Ruin were suppose to come out first. Just curious as to what the status on those are. |
| chesspiece07-05-06, 09:31 AM | I'm hoping that as soon as the ADPs become available, there will be posts here and on the Yahoo groups. I am curious about level ranges for the ADPs. The RPGA website said that Fane of the Drow is APL4, levels 3-5. The Yahoo L_G group had a post (from a Playtester / Triad-member IIRC) saying level 2s are not recommended. - Are level 6 PCs are permitted? - Are the "not within 2 of APL" rules the same for ADPs? - Can an (calculated) APL 5.5 table play Fane? A while back, Steve Conforti posted with the expected APLs for Red Hand of Doom. To his knowledge, Part 1 would be APL 6 with level 5.5-6 PCs recommended. Level 4, 7, and 8 PCs were discouraged. - Is there anything in the module to prohibit level 4, 7, and 8 PCs from joining a group? - If someone is not within 2 of APL for future Parts (due to death, levelling, etc.), can they still play? - Since XPs are recommended "as it is earned in the adventure", what happens if someone levelled up to 3 above APL mid-module? BTW, much thanks for adapting these. I am really looking forward to playing & Judging these. Cheers, Stephen Martin |
| Amurayi07-05-06, 09:47 AM | Heya, I ran Fane of the Drow with the LG adaption recently. It`s a pure hack'n'slash adventure. What I didn't like is that there is actually no good transition between map 3 and 4. Even the map product says it`s an optional encounter and the LG adaption doesn't come up with a good explanation why the heros should venture there. It was fun nonetheless. Took us 8 hours to finish all maps. |
| Madfox1107-06-06, 10:58 AM | I ran Fane of the Drow with the LG adaption recently. It`s a pure hack'n'slash adventure. We never said otherwise ;) Although when I run it my players role-played a LOT among each other turning it into a very heavy RP adventure once again proving that players and DM have just as much influence on the RP part of an adventure as the adventure itself. |