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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
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<blockquote data-quote="pemerton" data-source="post: 6673114" data-attributes="member: 42582"><p>It's been about 6 years, but my recollection of the goblin lairs in Night's Dark Terror is that each has a handful of encounters. The ones I remember are the PCs attacking the goblins who had erected a barricade across their 10' wide corridor - at low level, where 4e PCs don't have that many movement powers and a goblin hexer's AoE is very strong, this claustrophobic set up worked very well - and another one in a hall with pillars, making for a lot of cover and tricky targetting of the mage's AoEs.</p><p></p><p>Yep. The Rift itself is <em>enormous</em>, but the upper ledges are narrow enough that pushing people off isn't too hard (and it happened in our game). When one group of PCs had to move from one end of the Rift to the other to help the fighter PC who was fighting giants at the other end, the movement took about 4 rounds of double-flying (in a Thundercloud Tower and on a captured/tamed giant Frosthawk).</p><p></p><p>Most of the underground caverns were plenty big enough also, even allowing for the size of the giants. The big cavern where the Jarl hangs out is another <em>big</em> space - the PCs couldn't move across it in a round - and there were two giants with arbalests providing missile cover from elevated firing platforms.</p><p></p><p>I deliberately chose G2 rather than G1 or G3 because of its geography, which (i) was my fondest memory from running it in AD&D decades ago, and (ii) seemed well-suited to 4e.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6673114, member: 42582"] It's been about 6 years, but my recollection of the goblin lairs in Night's Dark Terror is that each has a handful of encounters. The ones I remember are the PCs attacking the goblins who had erected a barricade across their 10' wide corridor - at low level, where 4e PCs don't have that many movement powers and a goblin hexer's AoE is very strong, this claustrophobic set up worked very well - and another one in a hall with pillars, making for a lot of cover and tricky targetting of the mage's AoEs. Yep. The Rift itself is [I]enormous[/I], but the upper ledges are narrow enough that pushing people off isn't too hard (and it happened in our game). When one group of PCs had to move from one end of the Rift to the other to help the fighter PC who was fighting giants at the other end, the movement took about 4 rounds of double-flying (in a Thundercloud Tower and on a captured/tamed giant Frosthawk). Most of the underground caverns were plenty big enough also, even allowing for the size of the giants. The big cavern where the Jarl hangs out is another [I]big[/I] space - the PCs couldn't move across it in a round - and there were two giants with arbalests providing missile cover from elevated firing platforms. I deliberately chose G2 rather than G1 or G3 because of its geography, which (i) was my fondest memory from running it in AD&D decades ago, and (ii) seemed well-suited to 4e. [/QUOTE]
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