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Call of the Netherdeep playthrough commentary [spoilers]
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<blockquote data-quote="Paul Farquhar" data-source="post: 8691840" data-attributes="member: 6906155"><p>When I read Call of the Netherdeep I couldn't decide if I thought it was a good, bad or in between, largely because I was uncertain how some of its moving parts would function in actual play. But my players are Critical Role fans, so I am going to try running it, starting tonight. So I thought I would report back on how it goes. This is aimed at using my experiences to help fellow DMs with the adventure, it's not a narrative.</p><p></p><p>There are six players, and we are running the game on Roll20. I am using milestone levelling, but because of the large number of players they will be a level behind in certain parts of the adventure for balance reasons, and to help me fit in extra content.</p><p></p><p><strong>1. Preparation for chapters One and Two</strong></p><p></p><p>Minor niggle: the person who drew the Jigow map doesn't know what a dodecahedron looks like from the top!</p><p>Larger niggle: The Emerald Grotto map expects the rival party to swim through a tunnel that is 3 feet wide and 5 feet high. Since one of them is a 12 foot tall ogre this could be difficult! I have decided that the elders will provide that character with a potion of diminution as well as a potion of water breathing. I would do the same for the PCs if one of them wouldn't be able to fit through that space (e.g. a centaur).</p><p></p><p>The unmarked player map for chapter two seems a bit pointless. there is no information on the marked map that they wouldn't know from consulting in game maps. There is no included battlemap for chapter two random encounters, and I couldn't find a generic badlands map that I liked. They all were either too green or too sandy. There was a map for the caravan stop, which seems redundant, since the is no fight likely to occur there, unless the PCs start one.</p></blockquote><p></p>
[QUOTE="Paul Farquhar, post: 8691840, member: 6906155"] When I read Call of the Netherdeep I couldn't decide if I thought it was a good, bad or in between, largely because I was uncertain how some of its moving parts would function in actual play. But my players are Critical Role fans, so I am going to try running it, starting tonight. So I thought I would report back on how it goes. This is aimed at using my experiences to help fellow DMs with the adventure, it's not a narrative. There are six players, and we are running the game on Roll20. I am using milestone levelling, but because of the large number of players they will be a level behind in certain parts of the adventure for balance reasons, and to help me fit in extra content. [B]1. Preparation for chapters One and Two[/B] Minor niggle: the person who drew the Jigow map doesn't know what a dodecahedron looks like from the top! Larger niggle: The Emerald Grotto map expects the rival party to swim through a tunnel that is 3 feet wide and 5 feet high. Since one of them is a 12 foot tall ogre this could be difficult! I have decided that the elders will provide that character with a potion of diminution as well as a potion of water breathing. I would do the same for the PCs if one of them wouldn't be able to fit through that space (e.g. a centaur). The unmarked player map for chapter two seems a bit pointless. there is no information on the marked map that they wouldn't know from consulting in game maps. There is no included battlemap for chapter two random encounters, and I couldn't find a generic badlands map that I liked. They all were either too green or too sandy. There was a map for the caravan stop, which seems redundant, since the is no fight likely to occur there, unless the PCs start one. [/QUOTE]
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