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D&D Older Editions
Raiders of Oakhurst: A 4E Fan Playtest Adventure
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<blockquote data-quote="yorik" data-source="post: 4083605" data-attributes="member: 55769"><p>Ok, my review of this. Played with 6 characters. First off, this is a decent adventure, I think it is a really good way to try out quite a few different rules all in the one place, the caltop traps were good but I do think they needed alittle more stratigic placement (I did alter thier location from the start).</p><p></p><p>Ok room by room.</p><p></p><p>Room 1. From what I saw in the first room I think there needed to be more minions, my party just mowed through them, to the point where there was only one kobold left alive when Varkaze came in, he went down really fast since all 6 of the party were free to shoot at him, the paladin and fighter both using on of thier thrown weapons to get at him.</p><p></p><p>Room 2. Since the cleric managed to fear one of the kobolds he ran in this direction, this caltrop trap was very well placed to begin with. Meepo wasn't here but Ix and the remaining kobold was. Very cool mechanics on the spider liked it alot made this fight very interesting.</p><p></p><p>Room 3. I placed this fight back up at full strength and due to a miss comunication between me and the players (they said it made a difference) Varkaze got off most of his spells and did quite a bit of damage, the warlock got taken down once so the cleric had to use his heal for the first time (I'm not sure I like this healing mechanic, doesn't seem like it has enough omph compaired to monster damage). Overall this was also a fun and different fight.</p><p></p><p>Room 4. Ah yes, the dragon... this fight was... interesting, all be it a bit much for a lvl 1 party, even though my players said it was tough but doable, I also forgot Meepo was supposed to be in this fight at the time but that may have put this fight over the edge. the characters were behaving like yo-yos, one round they go down due to the dragon's plentiful abilities and then next round they come back up (I made a ruling that if they were stable they could use a healing surge to compensate for the otherwise lack of healing) this fight took alittle over 2 hours to complete. I'd be more in favor of putting something else in here at this stage just so it doesn't take nearly as long.</p><p></p><p>Other then that your pdf version had a few mistakes in it, mainly concerning stat-blocks, looked like you used a copy and paste method, replaced the relevent info and left the other older info in there when it shouldn't be there.</p><p></p><p>If I was going to rate this adventure out of 5 I'd give it a 4, it is a very well written mod and I'd love it if you wrote some more stuff.</p></blockquote><p></p>
[QUOTE="yorik, post: 4083605, member: 55769"] Ok, my review of this. Played with 6 characters. First off, this is a decent adventure, I think it is a really good way to try out quite a few different rules all in the one place, the caltop traps were good but I do think they needed alittle more stratigic placement (I did alter thier location from the start). Ok room by room. Room 1. From what I saw in the first room I think there needed to be more minions, my party just mowed through them, to the point where there was only one kobold left alive when Varkaze came in, he went down really fast since all 6 of the party were free to shoot at him, the paladin and fighter both using on of thier thrown weapons to get at him. Room 2. Since the cleric managed to fear one of the kobolds he ran in this direction, this caltrop trap was very well placed to begin with. Meepo wasn't here but Ix and the remaining kobold was. Very cool mechanics on the spider liked it alot made this fight very interesting. Room 3. I placed this fight back up at full strength and due to a miss comunication between me and the players (they said it made a difference) Varkaze got off most of his spells and did quite a bit of damage, the warlock got taken down once so the cleric had to use his heal for the first time (I'm not sure I like this healing mechanic, doesn't seem like it has enough omph compaired to monster damage). Overall this was also a fun and different fight. Room 4. Ah yes, the dragon... this fight was... interesting, all be it a bit much for a lvl 1 party, even though my players said it was tough but doable, I also forgot Meepo was supposed to be in this fight at the time but that may have put this fight over the edge. the characters were behaving like yo-yos, one round they go down due to the dragon's plentiful abilities and then next round they come back up (I made a ruling that if they were stable they could use a healing surge to compensate for the otherwise lack of healing) this fight took alittle over 2 hours to complete. I'd be more in favor of putting something else in here at this stage just so it doesn't take nearly as long. Other then that your pdf version had a few mistakes in it, mainly concerning stat-blocks, looked like you used a copy and paste method, replaced the relevent info and left the other older info in there when it shouldn't be there. If I was going to rate this adventure out of 5 I'd give it a 4, it is a very well written mod and I'd love it if you wrote some more stuff. [/QUOTE]
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