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Nebulous's Keep on the Shadowfell (FR)
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<blockquote data-quote="Nebulous" data-source="post: 4719244" data-attributes="member: 31465"><p>Yeah, I really liked having Splug in there too. He's also going to tag along into Thunderspire Labyrinth, so we'll see how that goes. The group actually had a lot of affection for him and worried about keeping him alive. </p><p></p><p>As for poorly designed, i'm hesitant to say "poor" because i thought it was a good adventure for first time DMs and for showcasing a brand new system. I had to tweak it a lot by fleshing out all the NPCs, and i tried to add some encounters that weren't necessarily just fight, fight, fight. </p><p></p><p>Making Kalarel an interesting villain, i think, is probably the biggest shortcoming of the whole adventure, and something that i didn't fully pull off to my satisfaction. The cutscenes helped, but i should have started sooner. If i did it again i would have Kalarel interact with the PCs near the start of the campaign via magic, taunting or goading them, etc. </p><p></p><p>As for surprising me, the only encounter that caught me off guard was the Skeleton Trap room. I didn't expect the PCs to go down there chasing the "ghost" and i had not read that scene in any detail prior to running it. But i had all the maps printed weeks ahead of time, so it worked out ok. </p><p></p><p>We didn't find the hobgoblins too bad, although things got hairy there with the Chief. But the hobbers missed a bunch of attacks, and my players are pretty good strategicians. We haven't really encountered grindspace like i read about here, but i'm especially aware of that as a possibility now so i keep an eye out for it. (i've had some goblins commit suicide to avoid the PCs having to fight them, for example)</p></blockquote><p></p>
[QUOTE="Nebulous, post: 4719244, member: 31465"] Yeah, I really liked having Splug in there too. He's also going to tag along into Thunderspire Labyrinth, so we'll see how that goes. The group actually had a lot of affection for him and worried about keeping him alive. As for poorly designed, i'm hesitant to say "poor" because i thought it was a good adventure for first time DMs and for showcasing a brand new system. I had to tweak it a lot by fleshing out all the NPCs, and i tried to add some encounters that weren't necessarily just fight, fight, fight. Making Kalarel an interesting villain, i think, is probably the biggest shortcoming of the whole adventure, and something that i didn't fully pull off to my satisfaction. The cutscenes helped, but i should have started sooner. If i did it again i would have Kalarel interact with the PCs near the start of the campaign via magic, taunting or goading them, etc. As for surprising me, the only encounter that caught me off guard was the Skeleton Trap room. I didn't expect the PCs to go down there chasing the "ghost" and i had not read that scene in any detail prior to running it. But i had all the maps printed weeks ahead of time, so it worked out ok. We didn't find the hobgoblins too bad, although things got hairy there with the Chief. But the hobbers missed a bunch of attacks, and my players are pretty good strategicians. We haven't really encountered grindspace like i read about here, but i'm especially aware of that as a possibility now so i keep an eye out for it. (i've had some goblins commit suicide to avoid the PCs having to fight them, for example) [/QUOTE]
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