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(Spoilers) My experience with Reavers of Harkenwold - Updated
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<blockquote data-quote="Nemesis Destiny" data-source="post: 5736553" data-attributes="member: 98255"><p><strong>Encounter T1</strong></p><p></p><p>For flavour and story reasons, I basically rewrote this entire section of the module. I still had the quest inserted in the same places and by the same NPCs, but the backstory was a little different. Instead of bullywugs, which were a little silly for what I had in mind, I instead used a group of goblinoids, members of a savage tribe that worship a shapechanger demon called Kaz'ralgh. This was kind of a red herring, and a nod to my old campaign run in this area under 3.x.</p><p></p><p>I changed the backstory so that the Iron Circle had these savages invade the region in order to destabilize it so that when the 'Circle showed up, the baron would be glad to have them on as hired mercs. It was a 'foot in the door' kind of idea.</p><p></p><p>The tribal cultists came in and killed a family of mixed heritage that had acted as liaison between the Harkenwolders and the tribes to the south. With the diplomatic link gone, the goblinoids would run amok again and the Iron Circle plans for conquest would begin.</p><p></p><p>The first change I made was to the map. I didn't like the simple one in the book, so I used this one instead. <img src="http://www.google.com/url?source=imglanding&ct=img&q=http://fantasticmaps.files.wordpress.com/2010/06/kq9banditlairisometric.jpg?w=640&h=481&sa=X&ei=bGDMToPhIsnt0gGJmrkW&ved=0CAsQ8wc4CA&usg=AFQjCNFluD6bQmueAYUJCX5jkTmqz-eiDQ" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>I think it is a map from a 3.x-era Dungeon magazine, or perhaps Kobold Quarterly. In any case, it was about perfect for what I had in mind.</p><p></p><p>For the first encounter, I made a couple modified Hobgoblins to guard the front door. There were 4 Sentries (artillery) and 2 Guards (soldiers). The artillery was well hidden and had cover from everything on the ground, while the soldiers were well protected by the Hobgoblin phalanx ability and the fact that the characters could only reach them via a long winding stair. Even then, the soldiers were equipped with longspears so that they could reach PCs a level down from them without reprisal. The artillery was patterned after the hunter's abilities, rather than go for flat out damage. This encounter was supposed to be <em>hard</em> if the group tried a frontal assault, but at the same time, I wanted to give them a shot at retreat.</p><p></p><p>Fortunately, they had a different plan, and I didn't even run this combat.</p><p><img src="http://fc06.deviantart.net/fs71/f/2011/326/1/2/hobgoblin_sentry_by_nemesisdestiny-d4h0cwy.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://fc01.deviantart.net/fs71/i/2011/326/6/c/hobgoblin_guard_by_nemesisdestiny-d4h0ct0.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><img src="http://worldofmyrth.files.wordpress.com/2011/11/hobgoblin-cliff-guard1.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>Sorry about the images. I'm still screwing around with how to get them to appear right.</p></blockquote><p></p>
[QUOTE="Nemesis Destiny, post: 5736553, member: 98255"] [b]Encounter T1[/b] For flavour and story reasons, I basically rewrote this entire section of the module. I still had the quest inserted in the same places and by the same NPCs, but the backstory was a little different. Instead of bullywugs, which were a little silly for what I had in mind, I instead used a group of goblinoids, members of a savage tribe that worship a shapechanger demon called Kaz'ralgh. This was kind of a red herring, and a nod to my old campaign run in this area under 3.x. I changed the backstory so that the Iron Circle had these savages invade the region in order to destabilize it so that when the 'Circle showed up, the baron would be glad to have them on as hired mercs. It was a 'foot in the door' kind of idea. The tribal cultists came in and killed a family of mixed heritage that had acted as liaison between the Harkenwolders and the tribes to the south. With the diplomatic link gone, the goblinoids would run amok again and the Iron Circle plans for conquest would begin. The first change I made was to the map. I didn't like the simple one in the book, so I used this one instead. [IMG]http://www.google.com/url?source=imglanding&ct=img&q=http://fantasticmaps.files.wordpress.com/2010/06/kq9banditlairisometric.jpg?w=640&h=481&sa=X&ei=bGDMToPhIsnt0gGJmrkW&ved=0CAsQ8wc4CA&usg=AFQjCNFluD6bQmueAYUJCX5jkTmqz-eiDQ[/IMG] I think it is a map from a 3.x-era Dungeon magazine, or perhaps Kobold Quarterly. In any case, it was about perfect for what I had in mind. For the first encounter, I made a couple modified Hobgoblins to guard the front door. There were 4 Sentries (artillery) and 2 Guards (soldiers). The artillery was well hidden and had cover from everything on the ground, while the soldiers were well protected by the Hobgoblin phalanx ability and the fact that the characters could only reach them via a long winding stair. Even then, the soldiers were equipped with longspears so that they could reach PCs a level down from them without reprisal. The artillery was patterned after the hunter's abilities, rather than go for flat out damage. This encounter was supposed to be [I]hard[/I] if the group tried a frontal assault, but at the same time, I wanted to give them a shot at retreat. Fortunately, they had a different plan, and I didn't even run this combat. [IMG]http://fc06.deviantart.net/fs71/f/2011/326/1/2/hobgoblin_sentry_by_nemesisdestiny-d4h0cwy.png[/IMG][IMG]http://fc01.deviantart.net/fs71/i/2011/326/6/c/hobgoblin_guard_by_nemesisdestiny-d4h0ct0.png[/IMG] [IMG]http://worldofmyrth.files.wordpress.com/2011/11/hobgoblin-cliff-guard1.png[/IMG] Sorry about the images. I'm still screwing around with how to get them to appear right. [/QUOTE]
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