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Subject: Age of Worms? Going Strong...

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bshugg
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01/23/2006 3:54 PM  
My old Age of Worms thread got lost in the shuffle so I thought I would start another. The campaign is still going strong with the PC's around 6th-7th level. Suprisingly we have had no deaths so far, which is far underpar of what I normally average. We did have 2 PC's retire their characters so far.

Anyone else giving it a shot?

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Mud Lick, Kentucky

01/23/2006 5:16 PM  
quote:
Originally posted by bshugg



Anyone else giving it a shot?



Yup.
Almost through the first adventure and it's pretty rough. No character deaths yet but about three or four negative hp results.

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01/24/2006 1:51 AM  
I've run the group through Whispering Cairn and we'll start Three Faces in early February. We took most of December off and have gone back to a Star Wars campaign for a few sessions in January. It's nice because it's given me some time to repaint and mod some DDM for the encounters in Three Faces.


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01/24/2006 3:24 PM  
3 Faces is nice as theres lots of minis that can work for it. I was excited when I saw the grimlock barb in Underdark. The original ones are kinda goofy. The toughest matches are the Aspect (Originally was going to be Aspect of bane, but I used Grey Render), and krenshar's (I made it a cave wolf instead)



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01/24/2006 6:42 PM  
We're currently in the middle of "Hall of Harsh Reflections". (Jason, if you're reading this, get rid of any 5' passages on your maps. They're purely frustrating for groups of 6 PCs).

PCs are about 6th-7th level.

Cheers!

Merric Blackman

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01/25/2006 12:48 AM  
quote:
Originally posted by bshugg

3 Faces is nice as theres lots of minis that can work for it. I was excited when I saw the grimlock barb in Underdark. The original ones are kinda goofy. The toughest matches are the Aspect (Originally was going to be Aspect of bane, but I used Grey Render), and krenshar's (I made it a cave wolf instead)






There are a lot of great minis for three faces. I already repainted a Cleric of St. Cuthbert for Theldrick and used some fly tying materials to turn his mace into a flail. I'm repainting a couple Guens to be the Krenshars, a Tanarukk to be the Grimlock Chief, and a Kua-toa to be Gralak-kur. I trimmed the staff on a Cultist of the dragon to rod length for the faceless one. I'll post pics in CC when they're all done.

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01/25/2006 2:07 PM  
We're 2/3 of the way through Three Faces of Evil. I think the Whispering Cairn was a bit more interesting, but we're having fun with TFoE as well. I'm using a Boneclaw for the Ebon Aspect, as it's a cool-looking mini that will rarely be used.

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01/27/2006 2:34 AM  
The Ebon Aspect would probably be the toughest thing to proxy currently, but when the Aspect of Hextor comes out, that'll probably be the best fit we'll ever get, and I don't think would do a bad job standing in. I like someone's suggestion of using a Warforged Wizard for the Faceless One, since he does wear a metal mask.

I've been reading the Age of Worms adventures since it all started. I'm dying for my D&D group to start getting together again so I can run this for them. I really think this is a high quality campaign. Kudos to Dungeon for putting this out.

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01/27/2006 9:02 AM  
Is Age of Worms a book?? Or is it 10 or so copies of dragon magazine?

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Mud Lick, Kentucky

01/27/2006 9:25 AM  
quote:
Originally posted by ShadowLord XT

Is Age of Worms a book?? Or is it 10 or so copies of dragon magazine?



Dungeon Magazine for the actual adventures. I believe they run some supplemental stuff in Dragon from time to time.

Once it's done, Paizo will probably package the whole thing up and release it as a hardcover just like they did with the Shackled City Adventure path

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I dont mind butting heads every once in a while. It makes thing interesting. Thats why I'd be heartbroken if Ghendar ever left - Posted By Count Dooku on 04/03/2006 11:58 AM

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01/27/2006 1:42 PM  
I'm really tempted to start an age of worms campaign, but I almost want to wait till I've got the whole thing. Something in me wants to read how it completely plays out before I commit to embarking on that adventure. I'm having a hard time waiting though.

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01/28/2006 1:01 AM  
I picked up a copy of Dungeon 125 on a lark a couple weeks ago. I really liked the look of the Grimlock Cleric, and I was instantly hooked.

However, I'm debating trying to track down the various Dungeons, or just waiting until the (likely) collected volume is released.

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01/29/2006 10:35 PM  
My AoW group finally got back together, and made a sizeable dent in Three Faces of Evil yesterday, with about half of the Labrynth left, and the Ebon Aspect. (I might have to see if we have unpainted samples left for War Drums, otherwise I'll use my Aspect o' Hextor)

Party nearly died in each of the dungeons, so far - probably would have had a party kill in the Mockery Temple (Eberron sub for Hextor), if the cleric's player hadn't remembered that she forgot update her hardcopy character sheet (her excel file had been updated with her last level's hp) -- so instead of being dead, she was merely unconscious.

Three Faces seems to be a bit heavy on the dungeon-crawl for me - I much prefered the pacing of the Whispering Cairn. While I like a good dungeon crawl, Three Faces started to feel like a grind yesterday. Skimming ahead, it doesn't look to be a problem with the later adventures, so I'll probably stay on track for a bit longer.

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01/30/2006 4:15 AM  
We began AoW last Saturday, with a 12 hour marathon session.
We got to the cairn and figured out how to turn the sarcophagus, but didn't go down elevator #1. Elevator number 2 resulted in a cave in and a beetle swarm and a mad slasher managed a TPK.
We started again with new characters, well the same characters actually, and went down elevator 1 where a weird strangler killed one of the party - a cleric, leaving 4 of us.
Up we went and found another explorer - a new character for the dead cleric.
We went down the collapsed tunnel where elevator 2 used to be and a beetle swarm killed off three of us.
The two survivors went up and found another three adventurers in the cairn.
In another short passage where there was no lantern, our rogue died when he got squashed in an elevator. We got his character back when we found another rogue climbing down the chain in the passage with a blue lantern. He reckoned he'd found something interesting, but needed help so up we went.
Not long after a strong wind blew four of us down the shaft to our deaths. The rogue survived with some major reflex save that allowed him to grab the chain.
At this time the DM is getting sort of worried. He says he's playing it by the book but I'm not so sure. Anyway, that is where the day ended.
Can the first module be this deadly? 14 PC deaths at the start of the campaign! And what the hell else is there to come? I understand we're only at the start of the module.
Don't drop any spoilers, it's sort of funny having all of us dying on a regular basis - something quite novel for our group. I expect the novelty will wear off soon enough.

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01/30/2006 8:32 AM  
I have heard its pretty lethal for some groups. I would imagine after the first TPK or near TPK people would run away a bit more. I'm very suprised your up to 14 deaths though. I can't really compare as my group skipped the first one and started the second one 1 level higher.

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London, Ontario, Canada

01/30/2006 10:23 AM  
I'm running a heavily modified version of the Age of Worms Cuurently the PCs are stuck in the middle of Diamond Lake while a horde (as in hundreds) of Spawn of Kyuss rampage through the town. These aren't normal Spawn as they are being controlled by a 'hive mother' at the bottom of Dourstone Mine. My PCs are all 11th level so I thought to have the cults be a little more proactive [)]. When the LE was wiped out by the PCs they advanced their plan a little and launched this attack to take Diamond Lake with a mass of Spawn. A lot of townsfolk made it to the garrison or barricaed themselves within buildings. The PCs are now back at Dourstone Mine and are making a lightning raid to kill the last cult memebers and, hopefully, end the Spawn threat.

Everyone seems to like it so far as their has been a very 'Dawn of Dead' feel to the game and the Spawn are just dangerous enough with their green worms to present a very real threat to the PCs (one PC nearly died from the worms and only some quick and dirty 'surgery' saved his life).

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01/31/2006 12:09 AM  
How long has it been taking you to get through each adventure?

So far:

The Whispering Cairn - 3 sessions
Three Faces of Evil - 4 sessions
Encounter at Blackwall Keep - 2 sessions
Hall of Harsh Reflections - 3 sessions (I think).

A session is about 4 hours for us.

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Merric Blackman

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01/31/2006 3:38 AM  
OK, I just read through the newest segment of the Age of Worms that came in today, The Library of Last Resort. My God, this one seems really, REALLY tough. I think this is meant as a 16th level adventure, yet there were quite a few EL 20+ encounters in there. I thought the Whispering Cairn encounters were a little rough for a 1st level adventure, but this is ridiculous. I'm wondering how people's groups are going to get through this one, and if the body count will surpass that of the Whispering Cairn.

Minor Spoiler: Better stock up on those Girallons for this adventure, because there's a quite a few, as well as some Gargantuan Girallons. Also, we once again get a taste of this campaign's strange love of Kenku...

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02/01/2006 6:11 PM  
quote:
Originally posted by glauron

At this time the DM is getting sort of worried. He says he's playing it by the book but I'm not so sure. Anyway, that is where the day ended.
Can the first module be this deadly?


Yes, it can be. It requires smart play.

Just for comparison, here's how my group handled it:

Elevator number 2 resulted in a cave in and a beetle swarm and a mad slasher managed a TPK.

The party retreated and laid burning oil along the floor that destroyed the swarm. The slasher was otherwise killed.

We started again with new characters, well the same characters actually, and went down elevator 1 where a weird strangler killed one of the party - a cleric, leaving 4 of us.

The party made the Spot check, and destroyed the lurking strangler.

We went down the collapsed tunnel where elevator 2 used to be and a beetle swarm killed off three of us.

As I recall, the party bypassed that room. (If not, burning oil!)

In another short passage where there was no lantern, our rogue died when he got squashed in an elevator.

Noticing the crushed equipment in the elevator, and making the Search check for traps, the party deduced that entering the elevator was a Bad Idea.

We got his character back when we found another rogue climbing down the chain in the passage with a blue lantern. He reckoned he'd found something interesting, but needed help so up we went.
Not long after a strong wind blew four of us down the shaft to our deaths. The rogue survived with some major reflex save that allowed him to grab the chain.


Only the rogue and the fighter went up first in my game. The Rogue made the save; the fighter was wearing a ring of feather falling found in the adventure!

###

There have been 2 PC deaths so far.

The first was when the party made a plan to ambush some approaching monsters, then once combat was joined, the druid says, "Oh, I've just realised that Entangle will get us as well!" Suddenly the plan fell apart in a big way.

The second was when the party lined themselves up to attack an evil wizard (they knew he was there, and he knew they were there, and he'd already cast spells at them). Two lightning bolts down the corridor killed the group's sorcerer.

Cheers!


Merric Blackman

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02/01/2006 8:50 PM  
Now I know you're not implying that our group was stupid, lol, and I didn't give exact details of what went on, but in defense of my fellow adventurers (and myself) I will expand.

quote:
Originally posted by MerricB

quote:
Originally posted by glauron

At this time the DM is getting sort of worried. He says he's playing it by the book but I'm not so sure. Anyway, that is where the day ended.
Can the first module be this deadly?


Yes, it can be. It requires smart play.

Just for comparison, here's how my group handled it:

Elevator number 2 resulted in a cave in and a beetle swarm and a mad slasher managed a TPK.

The party retreated and laid burning oil along the floor that destroyed the swarm. The slasher was otherwise killed.

We tried burning the beatles, but our efforts were ineffective. We didn't have a rogue in our original 5, though one PC was a scout. Nobody had knowledge dungeoneering. So out of game knowledge was no help.

We started again with new characters, well the same characters actually, and went down elevator 1 where a weird strangler killed one of the party - a cleric, leaving 4 of us.

The party made the Spot check, and destroyed the lurking strangler.

We all did spot and listen checks. Nobody saw it until it was too late.

We went down the collapsed tunnel where elevator 2 used to be and a beetle swarm killed off three of us.

As I recall, the party bypassed that room. (If not, burning oil!)

Same problem as before, but we ran this time, having run out of oil. The beetles ran faster than some of us, especially vertically.

In another short passage where there was no lantern, our rogue died when he got squashed in an elevator.

Noticing the crushed equipment in the elevator, and making the Search check for traps, the party deduced that entering the elevator was a Bad Idea.

We had a scout at this stage, and she spotted the trap, but the DM made her do a will save (He said afterwards that she had included greedy as a character trait when creating her character, so he decided she could test her flaw, lol. The look on her face when he called this was hilarious). Her greed overcame her caution (she rolled a 1), so she got squished. She thought her reflexes would beat the trap. Very nicely roleplayed death by Maree, even if it was rather quick.

We got her character back when we found another rogue climbing down the chain in the passage with a blue lantern. He (playing male rogue now) reckoned he'd found something interesting, but needed help so up we went.
Not long after a strong wind blew four of us down the shaft to our deaths. The rogue survived with some major reflex save that allowed him to grab the chain.


Only the rogue and the fighter went up first in my game. The Rogue made the save; the fighter was wearing a ring of feather falling found in the adventure!

We had the ring, but it was being carried, not worn. We hadn't been able to get it identified. Total party wealth, ex starting equipments was less than 20 gold. Nobody was taking a chance on wearing an unknown ring.

###

There have been 2 PC deaths so far.

The first was when the party made a plan to ambush some approaching monsters, then once combat was joined, the druid says, "Oh, I've just realised that Entangle will get us as well!" Suddenly the plan fell apart in a big way.

The second was when the party lined themselves up to attack an evil wizard (they knew he was there, and he knew they were there, and he'd already cast spells at them). Two lightning bolts down the corridor killed the group's sorcerer.

I hope it is a long time before we come across NPC who throw lightning bolts. If that happens while we're L1-2, we're toast. Sometimes smart play is difficult, especially for low level characters, when what they know is limited, even if your character has a good intelligence score. Combine that with some pretty ordinary skill checks and saving throws, and it's plenty of spilt blood.

Note for new DMs. Be nice at low levels.


Cheers!




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02/02/2006 6:31 PM  
Maybe you need *really* smart play; and a sympathetic DM. [:)]

One big point is that my group wasn't afraid to retreat and restock when necessary. That's pretty much required in WC.

I love how your scout got squished. That's just cruel!

I can't remember if the party IDed the ring or were stupid and just wore it - IIRC, they IDed it first.

Cheers!

Merric Blackman

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02/03/2006 7:09 AM  
Our group is around 10th - 12thlevel. Im not sure what adventure we are on, because our DM doesn't like some of the stuff. He threw out a whole adventure and used Hellspike Prison but added the important plot points. Our campaign is odd since we have a PC party of 9 players. So he adds a lot of monsters, and bumps up their HP and bonuses and levels to make combats more challenging. So far we have entirely lost 4 characters, including my version of Rask, the chainfighter. [:(] However, i hope my new scout/fighter/Champion of Corellon will fill his shoes adequately. I know our rogue is more bitter and pissy than he normally is due to the amount of constructs, elementals, and undead. Still, its fun so far.

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02/03/2006 11:45 AM  
There's a Rask in my campaign, too. I have only two players right now, so I created a mute half-orc chainfighter (actually, the bodyguard variant from Dragon a while back) whose sister is a human healer. I love using the exact minis.

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02/03/2006 11:50 PM  
I was really really impressed by my version of Rask, which had some monk levels. With that chain I could really control the battlefield. I picked up Karmic Strike from complete Warrior, which let me take AoO whenever I was hit. That was nice too. Lots of attacks with that chain. My new character will probably deal more damage, but controls combat to a much lesser degree.

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02/04/2006 8:16 PM  
I'm using disarm quite a bit, and it makes for a very different type of combat. It's not always out-and-out slaughter.
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02/05/2006 5:23 PM  
Session 3 of "Hall of Harsh Reflections", and there's one very nasty combat where everyone had to make a DC 23 Will save or be stunned. Only the Wizard made it, with a natural 20.

Then she cast web, and the opponents couldn't get to the PCs before they recovered, because they didn't have good strength scores to get out of the web. [:)]

There are definitely some tough encounters. I'd be wary of that one. The PCs were very lucky.

Cheers!

Merric Blackman

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Whitewater, WI

02/05/2006 5:35 PM  
We have a group led by Old Coast getting set to try Age of Worms via Fantasy Grounds (online play since local players are too scarce for many of us). Any advice from AoW vets and/or Fantasy Grounds users?

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02/05/2006 7:03 PM  
Make sure your PCs are fully kitted out with useful items. Don't forget things like oil, ropes, pitons and grappling hooks.

You will *need* a cleric and probably a wizard.

Cheers!

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02/05/2006 9:58 PM  
Two or three clerics wouldn't be a terrible thought!

Make sure your party is diversified. If you have more than the standard 4 (cleric, fighter-type, arcane caster, rogue), I can advise adding more front-line beef. It is up to you.

Oh, don't be afraid to flee if you have to.

I agree with Merric. Make sure every character is outfitted with some standard mundane equipment. Invent tricks to do with this equipment. Don't forget the 10 foot pole.

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02/05/2006 10:03 PM  
My group just played our first session of Age of Worms. My Half-Orc Barbarian was a blast to play, especially with the party Artificer constantly using his infusions to grant me Magic Weapon and Magic Vestment. The little worm guy with the fear and sleep rays was a pain, though, what with my whopping -1 Will Save. That encounter was spent asleep, then fleeing up the elevator while the rest of the party tried to squash the thing.


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02/06/2006 11:14 PM  
We finished up Three Faces of Evil tonight. I agree that it seemed to drag after a bit. I'm hoping Blackwall Keep is more exciting. After returning to town, the PCs spent the evening playing Three Dragon Ante.
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02/18/2006 6:11 PM  
Finished Hall of Harsh Reflections yesterday. For those interested in a spoiler-laden account of the last session, click here:
http://merricb.multiply.com/journal/item/55

The PC's are now about 8th level. The last encounter was decidely difficult, 3 PCs died the first time around.

Cheers!

Merric Blackman

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02/18/2006 11:37 PM  
We're on a much slower pace, but are about 1/3rd through blackwall. Only 1 guard survived the slaughter at blackwall as the PC's were too busy chasing down every last lizardmen. Heck I put the last guard in alive just so theres a storyline to follow.

Our storyline is a bit different as they skipped whispering cairn and finished up some of their original plotline. Its set in FR. They were lead to Hap (diamond lake) as a request for an evil cleric of bane. in exchange for information they sought. They defeated the cultists and the ebon aspect and discovered a lot of rottenness in Hap. They contacted the cleric and were told to travel to the Hillsfar garrison on the north shore of a swamp to meet one of his agents. Of course they made it there during the invasion and the agent was the mage dragged into the swamp. So off they went.

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02/20/2006 10:05 PM  
Session two ran last Saturday. We met Alastair, and are now off hunting skeletons. We met and killed an owlbear, and now some damn baby bird is following my character everywhere.

Oh, nobody died. Maybe we got smart, or maybe our DM did?

Everybody levelled. My paladin with 11 Con, and 11ph at L1 thanks to Improved toughness feat, rolled a 1 on the d10 for L2. With 13 hp, I think my time is numbered.

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Wadsworth, OH

02/20/2006 10:17 PM  
Our group just finished adventure 6? im not sure what the number is, though our DM said we were halway through the whole campaign. We fought a couple of Demons with eyes all over their bodies. I wish our DM would make the encounters tougher. We have a small army of between 9-12 depending who all shows. 9 pc's a cohort, an animal companion, and a fire elemental familiar at max. He adds monsters and bumps their levels to accomodate the large party, but we still never have people die. We have had a close call or two, but thats it. Heck even the PC's that want to die so new characters can be tried can't seem to die. My guess is that since we have an abundance of spellcasters we drop damage really fast and stuff dies too quick.

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glauron
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Sydney, Australia

02/22/2006 10:17 PM  
quote:
Originally posted by nycfarmkid

Our group just finished adventure 6? im not sure what the number is, though our DM said we were halway through the whole campaign. We fought a couple of Demons with eyes all over their bodies. I wish our DM would make the encounters tougher. We have a small army of between 9-12 depending who all shows. 9 pc's a cohort, an animal companion, and a fire elemental familiar at max. He adds monsters and bumps their levels to accomodate the large party, but we still never have people die. We have had a close call or two, but thats it. Heck even the PC's that want to die so new characters can be tried can't seem to die. My guess is that since we have an abundance of spellcasters we drop damage really fast and stuff dies too quick.



I am amazed that you can get through the modules that quick with so many players. There are 5pc in our campaign, we've had two 10 hour games sessions, and are only half way through the first module according to our DM.
Do you guys play 40 hours a week?

I have always been here.

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Gatineau Canada

02/22/2006 10:23 PM  
"Everybody levelled. My paladin with 11 Con, and 11ph at L1 thanks to Improved toughness feat, rolled a 1 on the d10 for L2. With 13 hp, I think my time is numbered."

Yikes Glauron, couldn't get any worse then that I guess. I would of let ya re-roll that... but no re-rolls for ones for HP after 3rd level. (just my little house rule too help out)

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Australia

02/22/2006 11:10 PM  
quote:
Originally posted by glauron

[quote]Originally posted by nycfarmkid

I am amazed that you can get through the modules that quick with so many players. There are 5pc in our campaign, we've had two 10 hour games sessions, and are only half way through the first module according to our DM.
Do you guys play 40 hours a week?



With 6 PCs, and 4 hour sessions (if that) it took us:
3 sessions to complete "The Whispering Cairn"
4 sessions to complete "Three Faces of Evil"
2 sessions to complete "Encounter at Blackwall Keep"
4 sessions to complete "The Hall of Harsh Reflections"

We aren't very heavy role-players, preferring to advance the plot, although there have been sections of non-plot-related roleplay.

I'm also very good at running quick combats. 6 rounds of combat isn't going to take much more than 30 minutes.

Cheers!

Merric Blackman
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