Hey! I have a small group (would be 2-3 players) that are already level 6. I'm thinking about running some of the adventure modules for them and would like suggestions. They really like these characters so they don't want to start over with new ones.
I was thinking of starting them with Lost Mine of Phandelver (adjusted due to small group and higher level than the recommended). After that I was thinking of running Princes of the Apocalypse and Tomb of Annihilation, but I'm not sure which of those would be best to do first out of the two.
Any suggestions would be greatly appreciated and/or if there are good modules other than these that you would recommend please let me know.
Well, the logical choices would actual be to do Dungeon of the Mad Mage or, if you want to wait for it to be released, Spelljammer, since they both start at L5 and therefore would be easier to adapt.
Second Tier choices would be Tales from the Yawning Portal or Candlekeep Mysteries. I believe Ghosts of Saltmarsh and Journies Through the Radiant Citadel are also the same - an anthology of short adventures that aren't connected storywise. You could just pick the one of the appropriate level, start there and work your way through.
Third tier choices would be Storm King's Thunder or Rime of the Frostmaiden. They both have a skippable first section, which would then have you start at L5.
I'm not sure why you'd choose those other books. If it's because you like the sound of them and don't care about having to adapt for level difference, then that's taste. If you want help for that, you'll have to tell us what you like.
So, what's your criteria? What are you looking for?
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I would only really recommend SKT for either 1) groups that like to follow the given path and don't care to question why, or 2) DMs who like to chop up adventures and rearrange/replace stuff for fun. Because the adventure as written doesn't really make sense.
Mad Mage is a good time. It's a pretty low-stakes adventure -- the world's not going to end if players fail. They're not maintaining the status quo against a threat of change: they are the threat of change. Halaster just wants to hang out in his dungeon and hurt people like he's done for a thousand years.
From what I've heard of Tomb, it needs some... Structural work. Probably the easiest thing is to simply remove the ticking clock element which prevents players from wanting to explore. But beyond that, idk -- look for some guides on running it, see if you're willing to do the extra work.
I would only really recommend SKT for either 1) groups that like to follow the given path and don't care to question why, or 2) DMs who like to chop up adventures and rearrange/replace stuff for fun. Because the adventure as written doesn't really make sense.
There 8d little agency involved? That sucks. We've got it but it's I'm our list of future campaigns to run so I haven't read it yet. The blurb says that you can choose who to side with so I assumed thst itnwas fairly open.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
They're leveled past the Lost Mine really, but at just the right level to take on the title monster of Dragon of Icespire Peak, so that's an option to get them to level 7?
I would only really recommend SKT for either 1) groups that like to follow the given path and don't care to question why, or 2) DMs who like to chop up adventures and rearrange/replace stuff for fun. Because the adventure as written doesn't really make sense.
There 8d little agency involved? That sucks. We've got it but it's I'm our list of future campaigns to run so I haven't read it yet. The blurb says that you can choose who to side with so I assumed thst itnwas fairly open.
So, the thing about it is that the "critical path," which is to say the chain of events that need to occur for the adventure to go from start to finish, doesn't make any sense. The players are expected (not by any characters, but by the plot) to make decisions that they'd simply never make naturally. So you have to contrive reasons.
It also suffers from a sort of "surprise entire point," where the whole driving force behind events doesn't show up until way late in the adventure. Meaning that the villain doesn't get time to deserve what's coming to them.
Hey! I have a small group (would be 2-3 players) that are already level 6. I'm thinking about running some of the adventure modules for them and would like suggestions. They really like these characters so they don't want to start over with new ones.
I was thinking of starting them with Lost Mine of Phandelver (adjusted due to small group and higher level than the recommended). After that I was thinking of running Princes of the Apocalypse and Tomb of Annihilation, but I'm not sure which of those would be best to do first out of the two.
Any suggestions would be greatly appreciated and/or if there are good modules other than these that you would recommend please let me know.
You would have to really modify LMOP if you wanted to run it with them. They are already higher than someone who's completed that adventure.
I'd recomend maybe Candlekeep Mysteries, it could work for your party's level, or if you wanted a more "broken" set of adventures, then Tales from the yawning portal.
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Depending on the group's taste I would run a revised Dungeon of the Mad Mage that allows for them to enter and exit the mega dungeon once they'd cleared a level (my group got very tired of purely dungeon delving and against my better judgement I hadn't allowed them to head back top side) and use the information from Dragon Heist to allow them to explore and do faction missions potentially for the various factions in Waterdeep. This will keep your group busy for a long time and gives them a lot of the cornerstones of the game in my opinion.
Depending on the group's taste I would run a revised Dungeon of the Mad Mage that allows for them to enter and exit the mega dungeon once they'd cleared a level (my group got very tired of purely dungeon delving and against my better judgement I hadn't allowed them to head back top side) and use the information from Dragon Heist to allow them to explore and do faction missions potentially for the various factions in Waterdeep. This will keep your group busy for a long time and gives them a lot of the cornerstones of the game in my opinion.
I would give a +1 to that. You could even let them leave the dungeon whenever they want, because there's usually a reason they shouldn't leave right away. That's how we played it.
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Hey! I have a small group (would be 2-3 players) that are already level 6. I'm thinking about running some of the adventure modules for them and would like suggestions. They really like these characters so they don't want to start over with new ones.
I was thinking of starting them with Lost Mine of Phandelver (adjusted due to small group and higher level than the recommended). After that I was thinking of running Princes of the Apocalypse and Tomb of Annihilation, but I'm not sure which of those would be best to do first out of the two.
Any suggestions would be greatly appreciated and/or if there are good modules other than these that you would recommend please let me know.
Who remembers how TaCO works? ;)
Well, the logical choices would actual be to do Dungeon of the Mad Mage or, if you want to wait for it to be released, Spelljammer, since they both start at L5 and therefore would be easier to adapt.
Second Tier choices would be Tales from the Yawning Portal or Candlekeep Mysteries. I believe Ghosts of Saltmarsh and Journies Through the Radiant Citadel are also the same - an anthology of short adventures that aren't connected storywise. You could just pick the one of the appropriate level, start there and work your way through.
Third tier choices would be Storm King's Thunder or Rime of the Frostmaiden. They both have a skippable first section, which would then have you start at L5.
I'm not sure why you'd choose those other books. If it's because you like the sound of them and don't care about having to adapt for level difference, then that's taste. If you want help for that, you'll have to tell us what you like.
So, what's your criteria? What are you looking for?
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I would only really recommend SKT for either 1) groups that like to follow the given path and don't care to question why, or 2) DMs who like to chop up adventures and rearrange/replace stuff for fun. Because the adventure as written doesn't really make sense.
Mad Mage is a good time. It's a pretty low-stakes adventure -- the world's not going to end if players fail. They're not maintaining the status quo against a threat of change: they are the threat of change. Halaster just wants to hang out in his dungeon and hurt people like he's done for a thousand years.
From what I've heard of Tomb, it needs some... Structural work. Probably the easiest thing is to simply remove the ticking clock element which prevents players from wanting to explore. But beyond that, idk -- look for some guides on running it, see if you're willing to do the extra work.
There 8d little agency involved? That sucks. We've got it but it's I'm our list of future campaigns to run so I haven't read it yet. The blurb says that you can choose who to side with so I assumed thst itnwas fairly open.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
They're leveled past the Lost Mine really, but at just the right level to take on the title monster of Dragon of Icespire Peak, so that's an option to get them to level 7?
So, the thing about it is that the "critical path," which is to say the chain of events that need to occur for the adventure to go from start to finish, doesn't make any sense. The players are expected (not by any characters, but by the plot) to make decisions that they'd simply never make naturally. So you have to contrive reasons.
It also suffers from a sort of "surprise entire point," where the whole driving force behind events doesn't show up until way late in the adventure. Meaning that the villain doesn't get time to deserve what's coming to them.
You would have to really modify LMOP if you wanted to run it with them. They are already higher than someone who's completed that adventure.
I'd recomend maybe Candlekeep Mysteries, it could work for your party's level, or if you wanted a more "broken" set of adventures, then Tales from the yawning portal.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.Depending on the group's taste I would run a revised Dungeon of the Mad Mage that allows for them to enter and exit the mega dungeon once they'd cleared a level (my group got very tired of purely dungeon delving and against my better judgement I hadn't allowed them to head back top side) and use the information from Dragon Heist to allow them to explore and do faction missions potentially for the various factions in Waterdeep. This will keep your group busy for a long time and gives them a lot of the cornerstones of the game in my opinion.
I would give a +1 to that. You could even let them leave the dungeon whenever they want, because there's usually a reason they shouldn't leave right away. That's how we played it.