Rise of the Runelords, D&D/Pathfinder RPG, "Vague Connections", Nottingham
on Wed 17 of Nov., 2010 13:32 GMT, by Laurent
posts: 1029
Dear Players,
Attendance.
It sounds like we have a game tonight.
Paul and James have not signed in yet.
I have looked at my Windows Live Mail address book lately and I am missing James' email. So James, when you have the time just send it to me in a Personal Message (PM) via the website.
I hardly ever email players but I tend to keep an up to date delivery list for the gaming group. I prefer emails to PM via the site by the way, being lazy it is easier for me to reply to them.
Game.
I have read the most obvious dungeon complex entrance the party is likely to go through. Have I said "Most obvious?" . Of course if you decide not to go through there, this would not be the end of the world, I will just ask for a few minutes to familiarise myself (refresh my memory) with the layout of "the next room".
Playing at this level has its advantages: you need a crap load of XP before levelling up. Therefore all the monsters that you may or may not go through to reach Mokmurian are of similar CR. In other words, there is no real gain, or fear, to be had by getting in from the back door as there would be in a low-level adventure. At earlier levels, by-passing the minions (XP bags) to get to the Big Bad Evil Guy is not always the best thing to do.
The "twelve encounters" per level design rule (for D&D Third Edition) does not really hold here. The design of "Fortress of the Stone Giants" favours groups of monsters of slightly lower CR each than the party EL, hence the "you can enter from anywhere you want" approach.
There is one very important thing though: resource management. As you already know me, the dungeons I run are not static. This one is a pretty big one. I do not expect you to do it in one go, but you should definitely think about spells.
I may require you to track your food supplies, filling up your daily waterskin should not be an issue though, you would merely need to get back outside to reach the river.
Unlike the previous one, this adventure lets the PC decide a lot about how to tackle problems. There are still objectives of course, but the rails are not as obvious as in "The Hook Mountain Massacre" which was great because of the various settings, but was also very linear.
See you tonight, I should be there closer to the usual half past six today.
Rise of the Runelords, D&D/Pathfinder RPG, "Vague Connections", Nottingham
Dear Players,
Attendance.
It sounds like we have a game tonight.
Paul and James have not signed in yet.
I have looked at my Windows Live Mail address book lately and I am missing James' email. So James, when you have the time just send it to me in a Personal Message (PM) via the website.
I hardly ever email players but I tend to keep an up to date delivery list for the gaming group. I prefer emails to PM via the site by the way, being lazy it is easier for me to reply to them.
Game.
I have read the most obvious dungeon complex entrance the party is likely to go through. Have I said "Most obvious?" . Of course if you decide not to go through there, this would not be the end of the world, I will just ask for a few minutes to familiarise myself (refresh my memory) with the layout of "the next room".
Playing at this level has its advantages: you need a crap load of XP before levelling up. Therefore all the monsters that you may or may not go through to reach Mokmurian are of similar CR. In other words, there is no real gain, or fear, to be had by getting in from the back door as there would be in a low-level adventure. At earlier levels, by-passing the minions (XP bags) to get to the Big Bad Evil Guy is not always the best thing to do.
The "twelve encounters" per level design rule (for D&D Third Edition) does not really hold here. The design of "Fortress of the Stone Giants" favours groups of monsters of slightly lower CR each than the party EL, hence the "you can enter from anywhere you want" approach.
There is one very important thing though: resource management. As you already know me, the dungeons I run are not static. This one is a pretty big one. I do not expect you to do it in one go, but you should definitely think about spells.
I may require you to track your food supplies, filling up your daily waterskin should not be an issue though, you would merely need to get back outside to reach the river.
Unlike the previous one, this adventure lets the PC decide a lot about how to tackle problems. There are still objectives of course, but the rails are not as obvious as in "The Hook Mountain Massacre" which was great because of the various settings, but was also very linear.
See you tonight, I should be there closer to the usual half past six today.
Laurent,
Edit: Game page updated.