I know the adventure just dropped today so I understand that most people have not had the chance to play it yet, but I have a couple quick questions.
Excited to try out the new adventure, I started reading the guide for the first adventure as soon as I could. The guide says that the first adventure is suitable for level 1 characters, however, when looking at the stat blocks for all the possible enemies this seems like an extremely deadly encounter.
Does anyone else think the first encounter is too deadly?
I understand the premise of any heist is to carefully consider the scenario and use whatever tools and skills necessary to avoid direct conflict, but wow a lot of things are deadly to a party of four level 1 characters. I'm afraid my players might not be experienced enough players to succeed so I am already kind of prepping story threads in case they fail. I just hope if they do fail it won't be just a huge stomp right away that discourages them.
Should I recommend my players make characters to be level 2 or 3 so they have a fighting chance or should I just let the dice roll and see how they lay?
Pretty much any adventure involving level 1 characters is going to run the risk of a TPK if there's a rash of bad die rolls, so you should have some contingencies planned anyway, even if they're only fighting one goblin armed with a pointy stick
I took a look at this one though, and if the party approaches it like a heist and not a smash and grab, I think they'll be OK. Just try to get them in a stealthy frame of mind with your set-up, maybe even beginning right with character creation. The bigger monsters aren't supposed to be encountered at all if things go well, and if they do go on a rampage, you can always point them toward the guards instead of the party
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
It is supposed to be a heist, if the players go through it properly, they shouldn't have to do much fighting, and if they get caught, they need to get the hell out. This goes for all of the adventures in the book. for most of the adventures, abandoning the quest with your life intact doesn't have huge repercussions- at least for you. Talk to them during session 0/character creation about the stealthy nature of these adventures, and that they WILL likely die if they charge in swords swinging.
Rollback Post to RevisionRollBack
I write homebrew and don't publish it. (evil, I know)
I know the adventure just dropped today so I understand that most people have not had the chance to play it yet, but I have a couple quick questions.
Excited to try out the new adventure, I started reading the guide for the first adventure as soon as I could. The guide says that the first adventure is suitable for level 1 characters, however, when looking at the stat blocks for all the possible enemies this seems like an extremely deadly encounter.
Does anyone else think the first encounter is too deadly?
I understand the premise of any heist is to carefully consider the scenario and use whatever tools and skills necessary to avoid direct conflict, but wow a lot of things are deadly to a party of four level 1 characters. I'm afraid my players might not be experienced enough players to succeed so I am already kind of prepping story threads in case they fail. I just hope if they do fail it won't be just a huge stomp right away that discourages them.
Should I recommend my players make characters to be level 2 or 3 so they have a fighting chance or should I just let the dice roll and see how they lay?
Pretty much any adventure involving level 1 characters is going to run the risk of a TPK if there's a rash of bad die rolls, so you should have some contingencies planned anyway, even if they're only fighting one goblin armed with a pointy stick
I took a look at this one though, and if the party approaches it like a heist and not a smash and grab, I think they'll be OK. Just try to get them in a stealthy frame of mind with your set-up, maybe even beginning right with character creation. The bigger monsters aren't supposed to be encountered at all if things go well, and if they do go on a rampage, you can always point them toward the guards instead of the party
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
It is supposed to be a heist, if the players go through it properly, they shouldn't have to do much fighting, and if they get caught, they need to get the hell out. This goes for all of the adventures in the book. for most of the adventures, abandoning the quest with your life intact doesn't have huge repercussions- at least for you. Talk to them during session 0/character creation about the stealthy nature of these adventures, and that they WILL likely die if they charge in swords swinging.
I write homebrew and don't publish it. (evil, I know)
Thanks for the advice, I'll make the risks clear during session zero.