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| #1aw4eJul 09, 2014 14:20:29 | So, I decided to adapt the Dead in Thay module to the new basic rules. Obviiously not everything will be the same, monster math may well change amongst other things but I wanted to give the basic system a try out. These are our results.
After our first session a few things stood out:
1. Combat is swingy, potentially very swingy, even at level 6. We had one PC go from full to not far off dead and others have been near the brink several times.
2. Monster save or die is out of hand, even where it offfers two saves. An encounter with 7 cockatrices is a virtual death sentence, especially as your save proficiencies are fixed and each class only gets one that matters.
3. Limited spell slots may make groups far more cautious. Having access to magic is more important in 5e as non magical PC's have fewer mechanically supported ways to control the flow of the game than 3e/4e groups. While my group kept pressing ahead I suspect a strong tendency towards the 15 minute work day although more limited due to a lack of rope trick or early teleport options.
4. The section of the module I ran was rather poorly written with little of the exploration or interaction pillars and even less semblance of reason behind it. No explanation is really provided for how these various monsters are living peacefully right next door to each other. It might be gygaxian but it made no bloody sense then and doesnt now. In one part you have a pair of gorgons, seven cockatrices and four hook horrors all living within about 150' of each other.
Anyway, on to an account of the session.
WARNING: HERE BE SPOILERS
set up The group started off at level 6. We have a fighter, cleric, rogue and wizard. Each of the players ended up choosing to play an Elf, 1 high elf and 3 wood elves. As a result I have rather changed the backdrop and setting for the module. Warning, from here on in there wiil be spoilers, read at your own risk.
Looking though the module I decided to skip the initial encounters in the elemental nodes because they look pretty rubbish. They are largely identical just with a slightly different backdrop. The Blood Gate Assault looks like it might be excellent so I imagine it will get moved elsewhere. Instead I have focused on the Doomvault but changed the background to account for my all elf group. First I move the location to deep beneath the forests of the Dalelands. I aso changed who was behind things to a faction of undead Eldreth Veluuthra who are busy creating monsters to use in their eventual take over of Myth Drannnor. Unfortunately for them a few of their creations have escaped into the woods and that has brought the attention of the authorities. They located the Gatehouse with its myriad portals together with a glyph key and decide to investigate. The PC's are dispatched to find out what is happening and put a stop to it. In terms of characters we have the following:
Anariel, a High Elf Sorceress and a member of a minor Noble House. She considers herself the groups natural leader but is also fiercely loyal to her friends. She has a fondness for illusion and evocation magic and is friend to a number of fey creatures still living in the forests.
Elden, a Wood Elf Cleric of Solonor Thelandira, he has seen more than his fair share of war and battle and has lost too many friends. Distrusts those who would take command and suffers from nightmares from former defeats. Will not leave anyone behind but tends to clash with Anariel.
Peren, Wood Elf Fighter, a committed warrior and defender of the weak. He sees the best in everyone but has a stubborn streak a mile wide. Once he has set his mind to a task he is relentless in completing it but he has real trouble accepting that he might be wrong.
Vala, a Wood Elf Rogue who has never left the comfort and safety of her forest home. She knows next to nothing about the world outside and frankly doesnt give a damn about it. She is suspicious of strangers and protective of her friends. Can be eerily calm.
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| #2Archon007Jul 09, 2014 20:33:55 |
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| #3THEMNGMNTJul 09, 2014 21:07:32 | This isn't an edition issue. It's an adventure issue. Dead In Thay was written specifically to be a "killer dungeon." It's going to be hard, period. There will be player deaths. I suggest visiting dungeonsmaster dot com and reading their playtest reports. Very fun and entertaining reads. |