I am in my third session of DL. In Chapter 3 you will need to take notes or have a good memory. Some information is scattered throughout the chapter like Cudgel and Becklin being prior adventurers with Ispin. Also Cudgel info is scattered throughout the chapter too. So take notes or write notes in the book. The Fray mech is interesting. I did add a quick encounter with Fire Eyes in Chapter 3 as she generally behind the scenes.
Also, I told my players any race not normally in DL would be treated as a unique person. So Professor Orc fell through a portal from the Realms to Krynn.
I would hold a session 0 with your players and try to have a regular group. I used all three beginings for my group since had a mixed of mages, tanks, and bards. Some people who have Kender in other editions are having some interesting problems with the current Kender. And I have appointed one player who is currently reading the books as lore keeper.
That is about it. I have two people playing Kender. One is also reading the first trilogy. Another player has found a kender loot list. I have things like black insense which smells bad.
Ah, ye olde kender pockets table. Good times. I've already created a Homebrew Kender for my campaigns, that just add prof in Hoopak. Actually I think the real issue is that its a martial and not a simple weapon.
Okay I am 8 sessions in. One my players did point out you get 10 downtime days per session. So, I had to them adjust their time. For the races/builds which allow their pc to be active before the Cataclysm I am allowing advantage on history checks. Greenshield's Shield and the lance, I made a story item but all others I allowing to duplicate. My players did want to role play the free magic item at 5th level. You may want to thing about this.
The Timing for the outpost and steel springs are a little rushed. I got around this by having a pony express service delivering messages. I also going to give them some r and r days before chapter 5.
Steel Springs I made a small error. When I drew the battle out, I placed some tokens around the map in the fray area. I told the players these were just Dragon Army troops. Don't Shoot them. So they shot them which activated them and I just add another enemy to the board. There were discussions of friendly fire taking out Lord Bakaris. Since I had two healer types doing healing without hiding it, I made it a story award and now Kalaman knows Clerics have return to Krynn.
I would predraw out the catacombs and cover parts of the map. My group try to split in two but I just kept them in initiative order.
Lacking any current guidance your pcs if they join up Darrett can loot the armory. I told my players to be reasonable.
I have two players who are squire, Knights of Solamnia. But the book waits until the end of Chapter 4 to tell you the Knights are not liked in Solamnia. I got around this by only have a few knights in town, and story wise had them leave the city to attack the dragon army while the players left the city to take the outpus.
Session 9 the Blessing from the Blue Phoenix Shine can mess with travel times. I decided to have only work once per person. The Northern wastes is a hex crawl so be ready for it. And one my players has pointed out that the sidekicks have issues.
Session 10 Sunward Fortress the travel blessing helps move the party. My group did have a discussion on does your pc know if they made a saving throw or not. the Slaadi may give you an egg if you failed a save. I ruled in this case due to length of time involved. No the pc does not they save. But since the group found the solution this is just going to waste some spell casting.
The DM and group will need to decide how Darrett and his Army moves. The army only moves 1 hex per day.
Session 11 Wakenreth. Dalamar just happens to show up. And reveals the location of the lost city. This needs to be change. He has two possible locations, the City of Lost Names or the Bluemaw Cave as there will be no reason to go to the caves except to take a side quest. I have played with 4 to 6 pcs. With feats and some of it could be the builds, they are stronger than an average AL party. I would treat them as such.
My group is hitting a lot of wandering encounters. This is good as they can nova the encounter since it is once per day. It is bad since eats up game time. I would suggest you have one encounter between fixed encounters.
Session 12 the Camp Carrionclay can turn deadly twice. Once if the group attack plan does not work. The second when the dragon arrives. I have also been fudging some of the travel times between locations. We stopped in the middle of combat due to time. But I think I may kill two pcs next session. They group generally runs 5 or 6 pcs. Even at 5 PC due to their builds they are strong group.
The combat only took 5 rounds but over a hour and half real time due to planning and die rolling.
I may kill three pcs next session. got to check the guidance to see if transfers from other campaigns are allowed. Or give them a 5th level pregens and let them rebuild them.
I may kill three pcs next session. got to check the guidance to see if transfers from other campaigns are allowed. Or give them a 5th level pregens and let them rebuild them.
Players choose the campaign for a character when it is created so, unfortunately, characters can't be transferred between campaigns.
However, players can create new characters at 5th level in any of the campaigns following the rules in the ALPG so there is no need for rebuilding pregens. They receive one magic item from the list in ALPG along with the starting gear and whatever they receive from their background. Also, DL characters get to start with either the Tough or Skilled feats. Tough can help with hit points especially at lower levels though Skilled can be more fun in play depending on the character.
Session 13. Well they played fetched with the bronze dragon egg, and then shot it out the hands of the black dragon. They did not die. Manly because it took four or five rounds for the black dragon breathe weapon to recharge.
Heart Hollow has some lore problems. And reality problems. The village is hiding in the wastes and it appears the wastes don't have good farm land. I solved this by them doing vertical gardening. Second. Lore of Dragonlance said the dragons reappeared recently. Now Ness has been in the wastes for a hundred years?
Both players don't seem to recognize if you are playing an unusual race in Krynn people will occasionally look at you funny. The orc player has gotten use to this. The half dwarf half elf who is 350 years old seem to be surprised when Ness commented on his age and
Sorry I haven't updated the thread, but they are on session 17. The players wanted another go after the black dragon. So in Session fourteen I changed one location to have a tinker dragon, and then had the black ambush them. The two kenders are now dead. And the death count would been higher except for a bad call on vengeance paladin ability. I did have to make some story changes on how the replacements come in.
The dragon air field mission was easy when the group was back up to six players. You may want to make changes to it.
The Path of memories was an easy dungeon for the group. They took two sessions, and due to players being absent no one took the test of high sorcery. Exploring the city was fun, I suggest DMs just choose some random encounters.
Currently they are just outside the city, as the temple rises into the sky.
Session 18 was weird but did show they were punching out their tier level. First random roll was for the purple worm sighting. Some players thought they should track it down but were voted no. Second random roll was the purple worm sighting again. This time I went with it and had attack. They took down in 2 and half rounds while at full power. I am down another player due to work. They did kill Lord B who was raising the gate. I may only have 2 sessions left.
Session 19 was the final session. Not that we finished the book but work schedules killed the group. But they did get into Chapter 7 and the citadel. Some of the chapter seems to be thrown together by committee. Or info dumps for DMS to use later in their campaign. Also it appears if you follow the logic of the chapter after a certain point there will be no long rests, or short rests for that matter. So you may want to be thinking of this.
This is alot of awesome information and great topics to of interest to better the gaming experience. Thank you for taking the time to do this. That's too bad the group fell victim to the scheduling spiral of death but it sounded like it was pretty good while it was going on. I know it's been a minute since your last post but other than what you have already stated in previous updates, any final advice or tips on running the campaign that you found would be better?
Take Notes and cross reference them with the book. Write in the book if necessary.
Introduce Fire Eyes early.
If you can I would try to keep the races and classes close to Dragonlance lore
IF you have the E-copy, copy the waste map 5.1 and blow it up. 12 by 18 or better and let the players track their progress.
The fargab (radio) needs the range extend. I kept forgetting the range and had the group check in with the army almost daily.
Let or tell your PC go shopping for various healing stuff. My group disliked shopping between sessions mostly but in the final chapter you will need lots of healing.
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No Gaming is Better than Bad Gaming.
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I am in my third session of DL. In Chapter 3 you will need to take notes or have a good memory. Some information is scattered throughout the chapter like Cudgel and Becklin being prior adventurers with Ispin. Also Cudgel info is scattered throughout the chapter too. So take notes or write notes in the book. The Fray mech is interesting. I did add a quick encounter with Fire Eyes in Chapter 3 as she generally behind the scenes.
Also, I told my players any race not normally in DL would be treated as a unique person. So Professor Orc fell through a portal from the Realms to Krynn.
I would hold a session 0 with your players and try to have a regular group. I used all three beginings for my group since had a mixed of mages, tanks, and bards. Some people who have Kender in other editions are having some interesting problems with the current Kender. And I have appointed one player who is currently reading the books as lore keeper.
No Gaming is Better than Bad Gaming.
Good to know.
I'm curious what issues they are having with the current kender? The only issue I've had/seen is the lack of racial prof in hoopak.
That is about it. I have two people playing Kender. One is also reading the first trilogy. Another player has found a kender loot list. I have things like black insense which smells bad.
No Gaming is Better than Bad Gaming.
Ah, ye olde kender pockets table. Good times. I've already created a Homebrew Kender for my campaigns, that just add prof in Hoopak. Actually I think the real issue is that its a martial and not a simple weapon.
Okay I am 8 sessions in. One my players did point out you get 10 downtime days per session. So, I had to them adjust their time. For the races/builds which allow their pc to be active before the Cataclysm I am allowing advantage on history checks. Greenshield's Shield and the lance, I made a story item but all others I allowing to duplicate. My players did want to role play the free magic item at 5th level. You may want to thing about this.
The Timing for the outpost and steel springs are a little rushed. I got around this by having a pony express service delivering messages. I also going to give them some r and r days before chapter 5.
Steel Springs I made a small error. When I drew the battle out, I placed some tokens around the map in the fray area. I told the players these were just Dragon Army troops. Don't Shoot them. So they shot them which activated them and I just add another enemy to the board. There were discussions of friendly fire taking out Lord Bakaris. Since I had two healer types doing healing without hiding it, I made it a story award and now Kalaman knows Clerics have return to Krynn.
I would predraw out the catacombs and cover parts of the map. My group try to split in two but I just kept them in initiative order.
Lacking any current guidance your pcs if they join up Darrett can loot the armory. I told my players to be reasonable.
I have two players who are squire, Knights of Solamnia. But the book waits until the end of Chapter 4 to tell you the Knights are not liked in Solamnia. I got around this by only have a few knights in town, and story wise had them leave the city to attack the dragon army while the players left the city to take the outpus.
Feel free to ask questions.
No Gaming is Better than Bad Gaming.
Session 9 the Blessing from the Blue Phoenix Shine can mess with travel times. I decided to have only work once per person. The Northern wastes is a hex crawl so be ready for it. And one my players has pointed out that the sidekicks have issues.
No Gaming is Better than Bad Gaming.
Session 10 Sunward Fortress the travel blessing helps move the party. My group did have a discussion on does your pc know if they made a saving throw or not. the Slaadi may give you an egg if you failed a save. I ruled in this case due to length of time involved. No the pc does not they save. But since the group found the solution this is just going to waste some spell casting.
The DM and group will need to decide how Darrett and his Army moves. The army only moves 1 hex per day.
No Gaming is Better than Bad Gaming.
Session 11 Wakenreth. Dalamar just happens to show up. And reveals the location of the lost city. This needs to be change. He has two possible locations, the City of Lost Names or the Bluemaw Cave as there will be no reason to go to the caves except to take a side quest. I have played with 4 to 6 pcs. With feats and some of it could be the builds, they are stronger than an average AL party. I would treat them as such.
My group is hitting a lot of wandering encounters. This is good as they can nova the encounter since it is once per day. It is bad since eats up game time. I would suggest you have one encounter between fixed encounters.
No Gaming is Better than Bad Gaming.
The guidance dropped last Friday. No magic items are story items. You can not keep some gnome items.
No Gaming is Better than Bad Gaming.
Session 12 the Camp Carrionclay can turn deadly twice. Once if the group attack plan does not work. The second when the dragon arrives. I have also been fudging some of the travel times between locations. We stopped in the middle of combat due to time. But I think I may kill two pcs next session. They group generally runs 5 or 6 pcs. Even at 5 PC due to their builds they are strong group.
The combat only took 5 rounds but over a hour and half real time due to planning and die rolling.
No Gaming is Better than Bad Gaming.
I may kill three pcs next session. got to check the guidance to see if transfers from other campaigns are allowed. Or give them a 5th level pregens and let them rebuild them.
No Gaming is Better than Bad Gaming.
Players choose the campaign for a character when it is created so, unfortunately, characters can't be transferred between campaigns.
However, players can create new characters at 5th level in any of the campaigns following the rules in the ALPG so there is no need for rebuilding pregens. They receive one magic item from the list in ALPG along with the starting gear and whatever they receive from their background. Also, DL characters get to start with either the Tough or Skilled feats. Tough can help with hit points especially at lower levels though Skilled can be more fun in play depending on the character.
Session 13. Well they played fetched with the bronze dragon egg, and then shot it out the hands of the black dragon. They did not die. Manly because it took four or five rounds for the black dragon breathe weapon to recharge.
Heart Hollow has some lore problems. And reality problems. The village is hiding in the wastes and it appears the wastes don't have good farm land. I solved this by them doing vertical gardening. Second. Lore of Dragonlance said the dragons reappeared recently. Now Ness has been in the wastes for a hundred years?
Both players don't seem to recognize if you are playing an unusual race in Krynn people will occasionally look at you funny. The orc player has gotten use to this. The half dwarf half elf who is 350 years old seem to be surprised when Ness commented on his age and
No Gaming is Better than Bad Gaming.
Sorry I haven't updated the thread, but they are on session 17. The players wanted another go after the black dragon. So in Session fourteen I changed one location to have a tinker dragon, and then had the black ambush them. The two kenders are now dead. And the death count would been higher except for a bad call on vengeance paladin ability. I did have to make some story changes on how the replacements come in.
The dragon air field mission was easy when the group was back up to six players. You may want to make changes to it.
The Path of memories was an easy dungeon for the group. They took two sessions, and due to players being absent no one took the test of high sorcery. Exploring the city was fun, I suggest DMs just choose some random encounters.
Currently they are just outside the city, as the temple rises into the sky.
No Gaming is Better than Bad Gaming.
Session 18 was weird but did show they were punching out their tier level. First random roll was for the purple worm sighting. Some players thought they should track it down but were voted no. Second random roll was the purple worm sighting again. This time I went with it and had attack. They took down in 2 and half rounds while at full power. I am down another player due to work. They did kill Lord B who was raising the gate. I may only have 2 sessions left.
No Gaming is Better than Bad Gaming.
Session 19 was the final session. Not that we finished the book but work schedules killed the group. But they did get into Chapter 7 and the citadel. Some of the chapter seems to be thrown together by committee. Or info dumps for DMS to use later in their campaign. Also it appears if you follow the logic of the chapter after a certain point there will be no long rests, or short rests for that matter. So you may want to be thinking of this.
No Gaming is Better than Bad Gaming.
This is alot of awesome information and great topics to of interest to better the gaming experience. Thank you for taking the time to do this. That's too bad the group fell victim to the scheduling spiral of death but it sounded like it was pretty good while it was going on. I know it's been a minute since your last post but other than what you have already stated in previous updates, any final advice or tips on running the campaign that you found would be better?
I just sum up and repeat some stuff.
Take Notes and cross reference them with the book. Write in the book if necessary.
Introduce Fire Eyes early.
If you can I would try to keep the races and classes close to Dragonlance lore
IF you have the E-copy, copy the waste map 5.1 and blow it up. 12 by 18 or better and let the players track their progress.
The fargab (radio) needs the range extend. I kept forgetting the range and had the group check in with the army almost daily.
Let or tell your PC go shopping for various healing stuff. My group disliked shopping between sessions mostly but in the final chapter you will need lots of healing.
No Gaming is Better than Bad Gaming.