Hey all,
After some ferocious googling and reading a few threads here I decided to register in hopes of getting some much needed advice.
Me and four friends are about to embark onto the unpredictable waters that is 4E. I've played 3E some 10 years ago for a while and also DMed for a bit. The other players, however, never touched D&D in their lives.
We play Castle Ravenloft on a regular basis which is both a blessing and a curse for this particular group. It's positive because they all know about the Move/Minor/Standard routine, and basics like making checks and reading powers.
Since Ravenloft is a 5 player game and D&D requires a DM (me), the actual party would only consist of 4 players. Herein lies the curse; the players are all pretty attached to their character classes and roles. In pratice this means that the D&D party would consist of a Wizard, Cleric, Ranger(Archer) and Rogue. As you can see, no defender.
I've decided to change the Cleric to a Inspiring Warlord, but I'm not convinced this will compensate for the lack of dedicated defender.
That said, we're trying to get a fifth player so we can cover all bases but in case we don't, is an Inspiring Warlord a good choice here?
Now, while I have DMed in the past I've never DMed 4E so I can use some advice myself
I'm thinking of running a remixed version of Kobold Hall to get the ball rolling. It looks a bit dry as-is so I'm looking at ways to spice it up.
Right now I've added an encounter prior to going to the Dungeon, namely a skill challenge to find the location of said Hall; they can either meet with a rogue named Valek (friend of a friend of the party's Rogue) who has a map, or by going into the woods and trying to find it themselves (opportunity for the party's Ranger to shine). If they choose the former and fail the challenge, Valek will break the deal off and run. The PCs get another shot at getting the map by starting a chase through the streets of Fallcrest. Nothing too original but it does add some tension to the game I think.
The woods, tho, I haven't quite figured out yet. How would a good pathfinding skill challenge work, and what would be the outcome if they fail? Do they get a second chance, and if so how would that fit in story wise? Or would they simply "get lost", wander a day or two through the woods stumbling upon the Hall by coincidence but at the cost of say 2 healing surges per player?
Once in the keep, which of the encounters would you change and/or omit? The skull-skull thing sounds a bit quaint but it might also be a chance for the wizard to creatively use Mage Hand. Then again, the second room with the traps reads like it will be nothing more than a frustrating experience. One might consider removing the kobolds there and just leave the altar. Purely for moodsetting reasons. Perhaps the altar hints at the danger that is the White Dragon clueing players to make sure they're fully rested up before challenging it?
This brings me to the most predictable question.. "the Young White Dragon encounter.. what the hell?!". It seems way out of proportion, if not a drawn out fight. It also has like 232hp (30 more than the MM suggests for some reason). This would need some toning down methinks.
How did you guys deal with this encounter? I can understand beating it with a 5 player veteran party but again, we're all noobs here.
One thing I was thinking of was adding a giant hole in the ceiling of the lair leading all the way up to the surface. Flavorwise, how else would the dragon enter and exit it's lair? Mechanicalwise, this could act as a disguised Deus Ex. The dragon could 'flee' in spectacular fashion after it had taken enough of a beating? Not the most glorious ending of an adventure I admit.. though it does open the door for further adventures come to think of it.
Anyways, I could keep on writing, speculating and imagining (I love to think up heroic tales) but you guys are much more battlehardened than me and probably have a lot more fruitful suggestions.
So, how would you guys tackle these issues?
After some ferocious googling and reading a few threads here I decided to register in hopes of getting some much needed advice.
Me and four friends are about to embark onto the unpredictable waters that is 4E. I've played 3E some 10 years ago for a while and also DMed for a bit. The other players, however, never touched D&D in their lives.
We play Castle Ravenloft on a regular basis which is both a blessing and a curse for this particular group. It's positive because they all know about the Move/Minor/Standard routine, and basics like making checks and reading powers.
Since Ravenloft is a 5 player game and D&D requires a DM (me), the actual party would only consist of 4 players. Herein lies the curse; the players are all pretty attached to their character classes and roles. In pratice this means that the D&D party would consist of a Wizard, Cleric, Ranger(Archer) and Rogue. As you can see, no defender.
I've decided to change the Cleric to a Inspiring Warlord, but I'm not convinced this will compensate for the lack of dedicated defender.
That said, we're trying to get a fifth player so we can cover all bases but in case we don't, is an Inspiring Warlord a good choice here?
Now, while I have DMed in the past I've never DMed 4E so I can use some advice myself

I'm thinking of running a remixed version of Kobold Hall to get the ball rolling. It looks a bit dry as-is so I'm looking at ways to spice it up.
Right now I've added an encounter prior to going to the Dungeon, namely a skill challenge to find the location of said Hall; they can either meet with a rogue named Valek (friend of a friend of the party's Rogue) who has a map, or by going into the woods and trying to find it themselves (opportunity for the party's Ranger to shine). If they choose the former and fail the challenge, Valek will break the deal off and run. The PCs get another shot at getting the map by starting a chase through the streets of Fallcrest. Nothing too original but it does add some tension to the game I think.
The woods, tho, I haven't quite figured out yet. How would a good pathfinding skill challenge work, and what would be the outcome if they fail? Do they get a second chance, and if so how would that fit in story wise? Or would they simply "get lost", wander a day or two through the woods stumbling upon the Hall by coincidence but at the cost of say 2 healing surges per player?
Once in the keep, which of the encounters would you change and/or omit? The skull-skull thing sounds a bit quaint but it might also be a chance for the wizard to creatively use Mage Hand. Then again, the second room with the traps reads like it will be nothing more than a frustrating experience. One might consider removing the kobolds there and just leave the altar. Purely for moodsetting reasons. Perhaps the altar hints at the danger that is the White Dragon clueing players to make sure they're fully rested up before challenging it?
This brings me to the most predictable question.. "the Young White Dragon encounter.. what the hell?!". It seems way out of proportion, if not a drawn out fight. It also has like 232hp (30 more than the MM suggests for some reason). This would need some toning down methinks.
How did you guys deal with this encounter? I can understand beating it with a 5 player veteran party but again, we're all noobs here.
One thing I was thinking of was adding a giant hole in the ceiling of the lair leading all the way up to the surface. Flavorwise, how else would the dragon enter and exit it's lair? Mechanicalwise, this could act as a disguised Deus Ex. The dragon could 'flee' in spectacular fashion after it had taken enough of a beating? Not the most glorious ending of an adventure I admit.. though it does open the door for further adventures come to think of it.
Anyways, I could keep on writing, speculating and imagining (I love to think up heroic tales) but you guys are much more battlehardened than me and probably have a lot more fruitful suggestions.
So, how would you guys tackle these issues?
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