After my 2011-2016 29-level Loudwater campaign wrapped up in August I took a break from running 4e, but now it's calling me back, and I decided to go with the classic Nentir Vale setting, which I'd never actually run during 4e's heyday!
I've started work on a blog, which should hold session accounts etc - http://nentirvalecampaign.blogspot.co.uk/
My old 4e Loudwater blog was quite popular, it's at http://frloudwater.blogspot.co.uk/
I want this new campaign to have a bit of a Moldvay-Cook Basic/Expert feel, so I'll be keeping in the 1-12 or 1-14 level range, with Paragon characters as 'Name Level' movers and shakers. Some things I'm doing to help with this:
Lots of minions, but I'm giving them 1/4 the hp of a standard monster. The idea is that most 'normal' people can be represented as minions, with Standard for more heroic types and Elite/Solo extremely rare.
Keeping NPC levels low; as PCs rise in power most will be lower level than them - and mostly
minions. I'd prefer to see lots of quick, brutal fights rather than the 3-hour epics I'm used to from Loudwater.
Toning down that advantage, magic items relatively rare, and not much buying & selling in a cash poor economy, so high level PCs won't have optimised gear and might be a point or two below standard numbers - since they will be mostly fighting lower level enemies that should work out.
Attrition - PCs will only recover 1/4 of their surges for a wilderness rest, 1/3 at a comfy hall or inn, so can be worn down by multiple minor encounters over several days. Conversely PCs will have an Action Point in every battle and can always hit hard.
With most fights being with lower level monsters & minions, XP awards will be smaller, for relatively
sedate advancement. I'm thinking that 12 levels over 50 or so 3-hour sessions would be about right.
Any thoughts/critiques of the approach? I'm hoping the game will be quite sandboxy and player driven. Depending on the PCs they will either start off in Lord Markelhay's hall or possibly drinking in a seedy
Fallcrest dive.
I'm starting them off with rumours to 3 possible adventures so they get used to making choices:
1. Kobolds have been raiding the King's Road north of the Cloak Wood. They seem unusually tough and well organised.
2. They say the ancient Dwarf Forge of Tannheim has been discovered in the Dawnforge Mountains, on the slopes of Misty Mountain. What mighty dwarf-forged weapons might still lie within?
3. A dark cult has arisen within the swamps of the Witchlight Fens, kidnapping travellers from boats plying the Nentir River. Some say their leader is a Prophet called Malikai the Mad.
I've started work on a blog, which should hold session accounts etc - http://nentirvalecampaign.blogspot.co.uk/
My old 4e Loudwater blog was quite popular, it's at http://frloudwater.blogspot.co.uk/
I want this new campaign to have a bit of a Moldvay-Cook Basic/Expert feel, so I'll be keeping in the 1-12 or 1-14 level range, with Paragon characters as 'Name Level' movers and shakers. Some things I'm doing to help with this:
Lots of minions, but I'm giving them 1/4 the hp of a standard monster. The idea is that most 'normal' people can be represented as minions, with Standard for more heroic types and Elite/Solo extremely rare.
Keeping NPC levels low; as PCs rise in power most will be lower level than them - and mostly
minions. I'd prefer to see lots of quick, brutal fights rather than the 3-hour epics I'm used to from Loudwater.
Toning down that advantage, magic items relatively rare, and not much buying & selling in a cash poor economy, so high level PCs won't have optimised gear and might be a point or two below standard numbers - since they will be mostly fighting lower level enemies that should work out.
Attrition - PCs will only recover 1/4 of their surges for a wilderness rest, 1/3 at a comfy hall or inn, so can be worn down by multiple minor encounters over several days. Conversely PCs will have an Action Point in every battle and can always hit hard.
With most fights being with lower level monsters & minions, XP awards will be smaller, for relatively
sedate advancement. I'm thinking that 12 levels over 50 or so 3-hour sessions would be about right.
Any thoughts/critiques of the approach? I'm hoping the game will be quite sandboxy and player driven. Depending on the PCs they will either start off in Lord Markelhay's hall or possibly drinking in a seedy
Fallcrest dive.

I'm starting them off with rumours to 3 possible adventures so they get used to making choices:
1. Kobolds have been raiding the King's Road north of the Cloak Wood. They seem unusually tough and well organised.
2. They say the ancient Dwarf Forge of Tannheim has been discovered in the Dawnforge Mountains, on the slopes of Misty Mountain. What mighty dwarf-forged weapons might still lie within?
3. A dark cult has arisen within the swamps of the Witchlight Fens, kidnapping travellers from boats plying the Nentir River. Some say their leader is a Prophet called Malikai the Mad.
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