I've recently started running a 5th edition D&D game set in the Scarred Lands, converting the Serpent Amphora Cycle from back in the day because I've never actually used it and it always seemed interesting.
Things are off to a great start, but because I basically ended up in the situation of having 1 day notice that I'd need an entirely new campaign ready to go (one of my players decided to go on an unexpected and indefinite break from gaming with us, and since I make each character in a game of mine actually important that meant shelving everything we had in-progress, and leaving my "up next" plans unusable as well) I've only actually gotten through converting the short into section.
I wanted to ask all you other Scarred Lands fans out there if you have run or played these old adventures before, or are otherwise familiar with them, if there were any rough spots that came up in game play. Anything that seemed unintuitive story-wise, didn't make sense, served more as irritation than entertainment, and so on. My intent being to get myself more ready to smooth out any wrinkles that might come up so that the campaign doesn't screech to a halt because I got taken by surprise by some element of it.
So far, we've gotten over the first hurdle well enough - the initial Asaatth attack to steal the amphora away - because I am very transparent with my players and made sure they understood that the challenge was not to actually stop the theft of the amphora because it was going to end up out of their characters' possession at the end of the scene, but to see how much of the enemy force they could take down before the last of them stole away with the amphora (and the group managed to beat down every last one that I had set up for them to fight, because of a few clever ideas and a lot of dice rolls going their way).
Thanks in advance for any help, and feel free to discuss even if it isn't in the form of giving me advice - I'm jazzed to be using Scarred Lands materials again.
Things are off to a great start, but because I basically ended up in the situation of having 1 day notice that I'd need an entirely new campaign ready to go (one of my players decided to go on an unexpected and indefinite break from gaming with us, and since I make each character in a game of mine actually important that meant shelving everything we had in-progress, and leaving my "up next" plans unusable as well) I've only actually gotten through converting the short into section.
I wanted to ask all you other Scarred Lands fans out there if you have run or played these old adventures before, or are otherwise familiar with them, if there were any rough spots that came up in game play. Anything that seemed unintuitive story-wise, didn't make sense, served more as irritation than entertainment, and so on. My intent being to get myself more ready to smooth out any wrinkles that might come up so that the campaign doesn't screech to a halt because I got taken by surprise by some element of it.
So far, we've gotten over the first hurdle well enough - the initial Asaatth attack to steal the amphora away - because I am very transparent with my players and made sure they understood that the challenge was not to actually stop the theft of the amphora because it was going to end up out of their characters' possession at the end of the scene, but to see how much of the enemy force they could take down before the last of them stole away with the amphora (and the group managed to beat down every last one that I had set up for them to fight, because of a few clever ideas and a lot of dice rolls going their way).
Thanks in advance for any help, and feel free to discuss even if it isn't in the form of giving me advice - I'm jazzed to be using Scarred Lands materials again.
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