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Raiders of Oakhurst Reloaded -- Free 4E Adventure (Ennie Nominated!)
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<blockquote data-quote="Nahat Anoj" data-source="post: 4234728" data-attributes="member: 25075"><p>This Saturday our group finished up the adventure. The encounter with Varkaze was absolutely nasty - the Ranger was knocked unconscious early on in the fight as the hobgoblins wanted to keep him alive for potential slavebait (so I ruled the Ranger didn't have to roll death saves). However, after the group started taking down a few hobgoblins, they monsters started playing for keeps. Btw, the hobgoblin phalanx soldier ability was killer - those two hobgoblin soldiers were really sopping up the blows.</p><p></p><p>At the end of the fight, only the Wizard was left standing. We decided that he would have to try to use his Heal skill (with a mod of -1!) to try and stabilize the others. We went through a couple of rounds of the Wizard trying (and failing, but I only set the DC as 10!) to revive the Cleric. Unfortunately, the Dwarf died, failing three death saves! The Elf Rogue rolled a 20 on one, so he bounced back up. Then the Cleric rolled a 20 and all was well. </p><p></p><p>Fortunately for the Dwarf's player, the hobgoblins had recently taken a Halfling Paladin prisoner ... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p></p><p>Then the encounter with the dragon. Well, because no hobgoblins escaped to alert the dragon, I ruled that it was sleeping when the PCs entered. So they got a free round of unleashing their biggest attacks on the beast (I also ruled that the AC and Ref Defense of the dragon was lower, since it wasn't standing and moving). They also used decent tactics, spreading out to avoid the worst of the breath weapon. But I think the group survived because I went a little easy on them - I didn't use the darkness ability as much as I could have, for example. I also forgot to use the fear power - that probably would have made things very bad for the PCs. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> But in any case, Nightscale escaped and the PCs were victorious.</p><p></p><p>The only things I'd have to say about the adventure itself is that it felt like we fought a lot of kobolds and hobgoblins, so a greater variety of encounters might be nice. Also, I felt there wasn't enough deep, dark secrets going on in the town (things like villagers secretly working with the monsters). Finally, a skill challenge would be swell. But really, given the limited monster resources and knowledge of the game you had to work with, Olgar, RoO-R was lots of fun and great way to playtest 4e.</p></blockquote><p></p>
[QUOTE="Nahat Anoj, post: 4234728, member: 25075"] This Saturday our group finished up the adventure. The encounter with Varkaze was absolutely nasty - the Ranger was knocked unconscious early on in the fight as the hobgoblins wanted to keep him alive for potential slavebait (so I ruled the Ranger didn't have to roll death saves). However, after the group started taking down a few hobgoblins, they monsters started playing for keeps. Btw, the hobgoblin phalanx soldier ability was killer - those two hobgoblin soldiers were really sopping up the blows. At the end of the fight, only the Wizard was left standing. We decided that he would have to try to use his Heal skill (with a mod of -1!) to try and stabilize the others. We went through a couple of rounds of the Wizard trying (and failing, but I only set the DC as 10!) to revive the Cleric. Unfortunately, the Dwarf died, failing three death saves! The Elf Rogue rolled a 20 on one, so he bounced back up. Then the Cleric rolled a 20 and all was well. Fortunately for the Dwarf's player, the hobgoblins had recently taken a Halfling Paladin prisoner ... ;) Then the encounter with the dragon. Well, because no hobgoblins escaped to alert the dragon, I ruled that it was sleeping when the PCs entered. So they got a free round of unleashing their biggest attacks on the beast (I also ruled that the AC and Ref Defense of the dragon was lower, since it wasn't standing and moving). They also used decent tactics, spreading out to avoid the worst of the breath weapon. But I think the group survived because I went a little easy on them - I didn't use the darkness ability as much as I could have, for example. I also forgot to use the fear power - that probably would have made things very bad for the PCs. :) But in any case, Nightscale escaped and the PCs were victorious. The only things I'd have to say about the adventure itself is that it felt like we fought a lot of kobolds and hobgoblins, so a greater variety of encounters might be nice. Also, I felt there wasn't enough deep, dark secrets going on in the town (things like villagers secretly working with the monsters). Finally, a skill challenge would be swell. But really, given the limited monster resources and knowledge of the game you had to work with, Olgar, RoO-R was lots of fun and great way to playtest 4e. [/QUOTE]
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