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Let's Play #5 4e Dungeon Scales of War 1) Rescue at Rivenroar The End NOW WITH PICS OF THE PCs
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<blockquote data-quote="Goonalan" data-source="post: 6189093" data-attributes="member: 16069"><p style="text-align: center"><span style="font-size: 18px">Let's Play #5 Dungeon Magazine Scales of War #1 </span></p> <p style="text-align: center"><span style="font-size: 18px">Rescue at Rivenroar (Level 1)</span></p><p></p><p>The End.</p><p></p><p>The scenario started with a rocket, the players loved the opening- not knowing each other, the bar (and the city of Fallcrest) being attacked by Hob/goblins- the guys were straight in to the action and it played like a dream.</p><p></p><p>This is particularly the case because Fallcrest has been the starting point to lots of the games we’ve played, and the home town for our campaign, the guys are therefore invested. It was thus easy for them to think of their PCs as residents of the city, they’ve played so many games in Fallcrest they know dozens of people by their first names- they like the place.</p><p></p><p>It therefore followed that the Skill Challenges were easy to play, Eoffram Troyas the patron for this scenario is someone I’ve used before in the main campaign and in other one off scenarios. Again the players were already invested, and comfortable.</p><p></p><p>The game went a little flat in the dungeon complex, if I could play it again (actually I have played this scenario again- and the following is what I did) then I would make the environment more dynamic. By which I mean do the Goodman Games thing and get encounters ganging up on the PCs, monsters fleeing to tell/bring the next threat in. But also dynamic in that I needed to invest some of the bad guys with a bit more oomph and character. The next time I played this scenario the gnomes were one faction within the complex, they were fretful- unhappy about working with goblins, and generally looking for a way out. I also connected them back to Fallcrest by making them a known criminal gang lead by the extremely short but incredibly lascivious “Big Tony”. Big Tony tried to ‘cop-off’ with all of the female adventurers, he was the Godfather gnome- with appropriate voice.</p><p></p><p>I also made the wererats in to a separate faction within the complex, they’d bitten a few gnomes also and therefore had some spies in the gnome camp, which only made it more complicated (and intriguing). The third faction- the goblins were lead, actively, by Sinruth; the goblins were played much more tactically, particularly the hobgoblins. I had them retreat much more readily, and then regroup to come back after the PCs- en masse, which played out incredibly well with the PCs being chased at one point.</p><p></p><p>Lastly the fourth faction were the undead- the Lords of Rivenroar, while these guys didn’t make much of a faction I combined the two undead encounters in the original scenario and packed the audience chamber for the grand finale. I tried to do this of course in this run, adding in an undead version of the Kruthik encounter to try and beef things up.</p><p></p><p>In this run however I had decided that the scenario should be played RAW, the encounters therefore proved for the most part to be easy, although it has to be said that many of them played out really quickly and felt really swingy. At no point did it ever feel like a grind- things went much too quickly for that, unlike the Goodman Games scenarios there didn’t seem to be many titanic battles. In the whole scenario there was never a moment when I thought a TPK would be possible- to be honest I prefer to game a little closer to the wire.</p><p></p><p>Mitigating for the above is the fact that the PCs loved rescuing the Fallcrest citizens, this added impetus and also the all-important feeling for the players that they were doing something good, or else in game terms- winning. </p><p></p><p>It obviously didn’t help matters that in the encounter before the finale in the dungeon complex- the Lords of Rivenroar audience chamber, Miss Teri was reduced to something like 6 hit points and with no Healing Surges left. The other guys had likewise taken a beating, they had to take an extended rest, or else I should have taken matters in to my own hands and used my imagination to have something cool happen that would leave them okay (just) for the final fight.</p><p></p><p>This is a good opening scenario with a nice lead in- the DM does however have to do some work in the middle and end section, to construct a climax, I guess you just need to think about a little ahead of time, to make it a little more complex- and interesting. Wouldn’t you know it a WOTC scenario with a lightweight storyline.</p><p></p><p>6.1/10</p></blockquote><p></p>
[QUOTE="Goonalan, post: 6189093, member: 16069"] [CENTER][SIZE="5"]Let's Play #5 Dungeon Magazine Scales of War #1 Rescue at Rivenroar (Level 1)[/SIZE][/CENTER] The End. The scenario started with a rocket, the players loved the opening- not knowing each other, the bar (and the city of Fallcrest) being attacked by Hob/goblins- the guys were straight in to the action and it played like a dream. This is particularly the case because Fallcrest has been the starting point to lots of the games we’ve played, and the home town for our campaign, the guys are therefore invested. It was thus easy for them to think of their PCs as residents of the city, they’ve played so many games in Fallcrest they know dozens of people by their first names- they like the place. It therefore followed that the Skill Challenges were easy to play, Eoffram Troyas the patron for this scenario is someone I’ve used before in the main campaign and in other one off scenarios. Again the players were already invested, and comfortable. The game went a little flat in the dungeon complex, if I could play it again (actually I have played this scenario again- and the following is what I did) then I would make the environment more dynamic. By which I mean do the Goodman Games thing and get encounters ganging up on the PCs, monsters fleeing to tell/bring the next threat in. But also dynamic in that I needed to invest some of the bad guys with a bit more oomph and character. The next time I played this scenario the gnomes were one faction within the complex, they were fretful- unhappy about working with goblins, and generally looking for a way out. I also connected them back to Fallcrest by making them a known criminal gang lead by the extremely short but incredibly lascivious “Big Tony”. Big Tony tried to ‘cop-off’ with all of the female adventurers, he was the Godfather gnome- with appropriate voice. I also made the wererats in to a separate faction within the complex, they’d bitten a few gnomes also and therefore had some spies in the gnome camp, which only made it more complicated (and intriguing). The third faction- the goblins were lead, actively, by Sinruth; the goblins were played much more tactically, particularly the hobgoblins. I had them retreat much more readily, and then regroup to come back after the PCs- en masse, which played out incredibly well with the PCs being chased at one point. Lastly the fourth faction were the undead- the Lords of Rivenroar, while these guys didn’t make much of a faction I combined the two undead encounters in the original scenario and packed the audience chamber for the grand finale. I tried to do this of course in this run, adding in an undead version of the Kruthik encounter to try and beef things up. In this run however I had decided that the scenario should be played RAW, the encounters therefore proved for the most part to be easy, although it has to be said that many of them played out really quickly and felt really swingy. At no point did it ever feel like a grind- things went much too quickly for that, unlike the Goodman Games scenarios there didn’t seem to be many titanic battles. In the whole scenario there was never a moment when I thought a TPK would be possible- to be honest I prefer to game a little closer to the wire. Mitigating for the above is the fact that the PCs loved rescuing the Fallcrest citizens, this added impetus and also the all-important feeling for the players that they were doing something good, or else in game terms- winning. It obviously didn’t help matters that in the encounter before the finale in the dungeon complex- the Lords of Rivenroar audience chamber, Miss Teri was reduced to something like 6 hit points and with no Healing Surges left. The other guys had likewise taken a beating, they had to take an extended rest, or else I should have taken matters in to my own hands and used my imagination to have something cool happen that would leave them okay (just) for the final fight. This is a good opening scenario with a nice lead in- the DM does however have to do some work in the middle and end section, to construct a climax, I guess you just need to think about a little ahead of time, to make it a little more complex- and interesting. Wouldn’t you know it a WOTC scenario with a lightweight storyline. 6.1/10 [/QUOTE]
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Let's Play #5 4e Dungeon Scales of War 1) Rescue at Rivenroar The End NOW WITH PICS OF THE PCs
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