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Old 12th July 2008, 01:35 AM   #1 (permalink)
Senior Taco es Muy Loco
 
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Rescue at Rivenroar Posted

It's up:

Here it is!
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Old 12th July 2008, 02:12 AM   #2 (permalink)
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Oooo... Sinister, mischievous Gnomes. They're really monsters RAWR!
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Originally Posted by diaglo
Olgar Shiverstone or other new edition DM: so i've gotta wrap up the campaign..
diaglo: we could play OD&D(1974) the only true game. All the other editions are..
other gamer: i could run a campaign set in space with ninja pirates.
other gamers: done. when do we start.
diaglo:
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Old 12th July 2008, 02:41 AM   #3 (permalink)
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I was expecting ... more. Don't get me wrong, it looks good, but it seems a step back toward 3E encounter design with one super strong opponent and maybe a squick or two to mix things up, but it doesn't have the big set piece battles of KotS.

That said, I'll still probably run it once at least a few (read: many) of the adventures are out so I can properly seed backstory and such, and so we don't run out of campaign mid-way through.

My players will flip to see Brindol again.
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Old 12th July 2008, 03:26 AM   #4 (permalink)
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I looks interesting.
I cant say too much of the encounters until i play.
In the map there is Hammerfist..so its probable near to Winterhaven?
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Old 12th July 2008, 03:36 AM   #5 (permalink)
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I looks interesting.
I cant say too much of the encounters until i play.
In the map there is Hammerfist..so its probable near to Winterhaven?
Sure you aren't mixing up Hammerfast (Nentir Vale) with Hammerfist Hold (Elsir Vale)?
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Old 12th July 2008, 04:04 AM   #6 (permalink)
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Sure you aren't mixing up Hammerfast (Nentir Vale) with Hammerfist Hold (Elsir Vale)?
oh!
you're right
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Old 12th July 2008, 04:10 AM   #7 (permalink)
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Interesting..... I need to read this more thoroughly. I may use this AP for an online game.
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Old 12th July 2008, 04:29 AM   #8 (permalink)
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Looking at the map of Brindol, it looks like they got the size of the village correct. They said there's about 6500 in the village, and a quick count of "blocks" and the number of buildings (and how many could live in a building) and it looks like they got it right. And the village population isn't crammed either.
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Old 12th July 2008, 11:29 AM   #9 (permalink)
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I just skimmed it...it doesn't look half bad, though the organization of information is awful. For example, one of the monster stats in the first encounter says "see ____ sidebar above", when said sidebar doesn't appear until three pages later in the pages of the second encounter.
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Old 12th July 2008, 12:46 PM   #10 (permalink)
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I'm disappointed... This is the first Dungeon adventure not to have any new monsters for me to add to my random encounter generator. All the critters used are from the Monster Manual.
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Old 12th July 2008, 12:47 PM   #11 (permalink)
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I'm disappointed... This is the first Dungeon adventure not to have any new monsters for me to add to my random encounter generator. All the critters used are from the Monster Manual.
Sinruth isn't. And he's a solo!
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Old 12th July 2008, 12:51 PM   #12 (permalink)
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The thing that I find the most jarring is just how 1st and 2nd level encounters consist of high level monsters like the Cave bear (6th level) and such. Oh, I know that the scale of what you can fight goes higher, I just didn't expect the math to work out for it to be so constant - two fang guards and a webspinner at first works out.
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Old 12th July 2008, 01:11 PM   #13 (permalink)
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Quote:
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Sinruth isn't. And he's a solo!
Sinruth isn't a new monster, he's a beefed up Hobgoblin. Personally, though, the fact that they stuck to MM monsters doesn't bother me much.

Since I'm here though, I suppose I may as well air my own complaints:

1. The poor organization, as I've already mentioned.
2. The do it yourself, look at your player's wishlist approach to treasure.
3. How complicated the first encounter is when it's the first encounter of a 1st level adventure for a virtually brand new rule set.
4. Three skill challenges in a row. While I understand the why behind taking stuff that used to be handled in one dice roll and turning it into something that takes several dice rolls but I find them a little tedious. Not so much that they bother me much one at a time...but putting three of them back to back...seriously...that's going to drive me up the wall if I ever run this adventure as written.

This is just the stuff that's jumped out at me from my second skimming of the adventure.

Edited to add:
5. Rechan reminded me of another thing that bugs me about the adventure. The second encounter is 1st level PCs against an 8th level monster and two 3rd level monsters. Granted, according to the DMG that's only a second level encounter, but it just strikes me as odd that in the second encounter of the adventure, the PCs will fight the most powerful individual monster in the adventure.

The more I look at this thing, the more of a mess it appears to be. The story is good, but the execution is not up to par.
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Old 12th July 2008, 02:47 PM   #14 (permalink)
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Sinruth's stats are wrong...

He should have 148 HP and should be worth 625 exp.

But anyways, I don't count unique monsters (i.e. named monsters) when I'm looking for new grist for my mill...
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Old 12th July 2008, 04:58 PM   #15 (permalink)
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3. How complicated the first encounter is when it's the first encounter of a 1st level adventure for a virtually brand new rule set.
Also, it has hoboblin minions mixed with goblin non-minions. Am I the only one bothered by the narrative problems with using minions that appear tougher than the non-minions they're fighting alongside?
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Old 12th July 2008, 05:26 PM   #16 (permalink)
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That jumped out at me too, Zerakon.
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Old 12th July 2008, 05:45 PM   #17 (permalink)
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I thought the adventure was fine. The first fight didn't bug me much, its hard on the DM, but easy on the PCs. I actually like the "do it yourself" gear, because it makes the gear less particular to a particular set of assumed PC classes. I'm not bothered by mixing hobgoblin minions with goblin minions, they're not that far apart in power level, and they don't necessarily look more powerful- one's a roguish type, the other's a thug. No reason the rogue can't be superior in a game like this.

The only thing I hate HATE HATE, is the lack of printable scale maps. There is NO EXCUSE for that.
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Old 12th July 2008, 05:50 PM   #18 (permalink)
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I like it so far, and the issue with the two different types of minions aren't that big of a deal. My players accept the minion concept without any issue, and I can just chalk up two different minions together as "weaker" and "tougher" minions, though I agree that this is a design decision that I don't really agree with.

I may also try to do something with the three skill challenges in a row.

My big question.... will they be releasing the maps, unmarked, in a separate PDF or zip file. This is one thing that Paizo did well. Dungeon Magazine would also have a download of Hi-Res imags and maps in a separate file.
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Old 12th July 2008, 05:54 PM   #19 (permalink)
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Double post.
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Game on, gang!
Ptolus #16 (with customized, personalized sig from Monte. Awesomesauce.), Rappan Athuk Reloaded #37 (Another Awesomesauce, the Necromancer way.)

Try to not let failure to use technical language properly get in the way of getting to the real point under discussion. - Umbran

Characters & Games

Books currently in play: Dungeon & Dragon Magazine (*Scales of War AP*), WOTC 4e Core and Supplemental books

Current Campaign: Scales of War - Lost Mines of Karak -- Kodirgo, Minotaur Barbarian 6; Vondal, Dwarf Cleric 6; Karithul, Gnome Bard 6; Marshaun, Elf Druid 6

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Old 12th July 2008, 06:04 PM   #20 (permalink)
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My big question.... will they be releasing the maps, unmarked, in a separate PDF or zip file. This is one thing that Paizo did well. Dungeon Magazine would also have a download of Hi-Res imags and maps in a separate file.
I vote for that!
But how we could say this to WoTC, in their forums? send a letter? an e-mail?
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