[C&C] Castle Whiterock question
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[C&C] Castle Whiterock question
I'm thinking about picking up Castle Whiterock and running it with C&C. I've not run C&C before, but I know that the rate of character advancement is slower than in 3E. I'm sure there are people out there running Castle Whiterock...how does the difficulty of th dungeon scale up? Is there much fudging of experience rewards to ensure the PCs are not overwhelmed?
I was also thinking about running CW with C&C. The conclusion I got was to do it one level at a time. This way, you can adapt monsters HD to the level of the characters, and give some sub-quest XP bonus in a way that the characters' levels are OK with the future dangers.
I don't imagine planning a complete conversion before playing...
Hyb'
I don't imagine planning a complete conversion before playing...
Hyb'
Yeah, I couldn't imagine doing a complete conversion before playing either =)
Anyway, from poking around the forum a bit more, it sounds like I could always do something like occasionally run a different module as an interlude to give the party some additional exp, preparing them for Whiterock's deeper challenges if need be.
Anyway, from poking around the forum a bit more, it sounds like I could always do something like occasionally run a different module as an interlude to give the party some additional exp, preparing them for Whiterock's deeper challenges if need be.
On the map of the Kingdom of Morrain Gazeteer, the DCC #19 is shown (The Volcano Caves, level 7-9).Ozric wrote:This might be an ambitious question, but any idea what other DCC's are set fairly close to Whiterock's location?
Then there are a lot of tie-ins with other DCCs in CW. It could be easy to use these to integrate them into the campaign (and maybe change some localizations to make it work).
Hyb'
Ozric,
Sure the box says its for levels 1-15, but in reality there is more XP and loot in there for that level range. The reason is simple: We designed some of the levels (and sub-levesl) to be concealed, or difficult to get to. For example, the PCs could easily miss level 5, level 6B, or level 8. Plus, very few groups will defeat every monster and find every bit of loot. So you might need to run sidequests or adjust the EL of deeper levels as your PCs explore.
We designed the adventure to have several ways in on different levels, and short cuts between levels to encourage PCs to come and go as they wish. With all the levels, even though each has its own feel and theme, we understand players might need a break from a massive crawl. In the Intro chapter of the book we present these ways in and out, and how to use them in a summary format.
As for tie-ins to other DCCS, CW is loaded, along with a table referencing all of these tie-ins. Although not all of them "lead" to other DCCs, astute PCs will pick up on these clues, and possibly persue them. There is also a hidden library and archmage lair that would be pefect to seed other adventure hooks.
As for nearby DCCs, #19 is close. Don't forget #51.5 (available for $2) is a prequel (lvls 1-3) that is set nearby. Many other DCCs could easily be placed near CW. I'm sure many of the short adventures from #29, #46 (Treasure Maps), and # 48 (The Adventure Continues) could be tweaked for inclusion near CW and fit well to bridge any XP gaps. Not to mention any of the fine C&C adventures published by Trollord Games.
I hope that helps and CW provides many hours of dungeon crawling fun!
Chris
Sure the box says its for levels 1-15, but in reality there is more XP and loot in there for that level range. The reason is simple: We designed some of the levels (and sub-levesl) to be concealed, or difficult to get to. For example, the PCs could easily miss level 5, level 6B, or level 8. Plus, very few groups will defeat every monster and find every bit of loot. So you might need to run sidequests or adjust the EL of deeper levels as your PCs explore.
We designed the adventure to have several ways in on different levels, and short cuts between levels to encourage PCs to come and go as they wish. With all the levels, even though each has its own feel and theme, we understand players might need a break from a massive crawl. In the Intro chapter of the book we present these ways in and out, and how to use them in a summary format.
As for tie-ins to other DCCS, CW is loaded, along with a table referencing all of these tie-ins. Although not all of them "lead" to other DCCs, astute PCs will pick up on these clues, and possibly persue them. There is also a hidden library and archmage lair that would be pefect to seed other adventure hooks.
As for nearby DCCs, #19 is close. Don't forget #51.5 (available for $2) is a prequel (lvls 1-3) that is set nearby. Many other DCCs could easily be placed near CW. I'm sure many of the short adventures from #29, #46 (Treasure Maps), and # 48 (The Adventure Continues) could be tweaked for inclusion near CW and fit well to bridge any XP gaps. Not to mention any of the fine C&C adventures published by Trollord Games.
I hope that helps and CW provides many hours of dungeon crawling fun!
Chris
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i'm setting revenge of the rat king in the town of cillamar. (see the handy players' map ...
http://www.goodman-games.com/forums/vie ... highlight=
----- thank you kensenata!)
http://www.goodman-games.com/forums/vie ... highlight=
----- thank you kensenata!)