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<blockquote data-quote="Rechan" data-source="post: 5687348" data-attributes="member: 54846"><p>Damn. I was going to redo the White dragon using the new math and make it more interesting, but I see they did that in MV. </p><p></p><p>Threats of the Nentir Vale is mostly organizations/groups of badguys. Here's a group of bandits. Here's a group of witches. Here's a group of tiefling scoundrels. So it's focused a little more specifically, and has more heroic monsters. The MV is more generic (it's like a normal MM with a spread of various heroic and paragon monsters). If you're wondering what monster manuals you should get (since there are three MMs and two Monster Vaults), <a href="http://www.enworld.org/forum/4e-discussion/310482-moster-manual-priority.html" target="_blank">here is a thread</a> on that.</p><p></p><p>As far as your adventure is concerned, I think one thing that would improve it would be giving players someone to <em>talk to</em>. I imagine that's what's different from the Ravenloft boardgame - NPCs to interact with. The players could come across a wagon that was just attacked by kobolds, and the little guys ran off with the goods, and the poor farmers are irate. </p><p></p><p>Once you get into the Hall, I think the room with the darts is boring and confusing. I still am not quite sure how that trap works. For the encounter with the dragon itself, <a href="http://mearls.livejournal.com/152268.html" target="_blank">here</a> is a bucket of advice on how to run that encounter - stuff to put in it to make it a lot more exciting than a slugfest where everyone stands still.</p><p></p><p>If you are looking to use pre-made adventures, avoid, <em>avoid</em>, <strong>avoid</strong> Keep on the Shadowfell. I hear really nice things about [ame="http://www.amazon.com/Slaying-Stone-Adventure-HS1-4th/dp/0786953888/ref=sr_1_1?ie=UTF8&qid=1316480012&sr=8-1"]The Slaying Stone[/ame] and the adventure that comes with the Dungeon Master's Kit.</p><p></p><p></p><p>You played 3e, right? Rangers and Druids had animal companions. They ran those animal companions. So it's not <em>very</em> different. There's even a few 4e builds that come with a pet/companion, so it's not far off, although they differ in 4e pet classes have the pets' actions on the PC's turn, and their power is lower. But the mastiff, after all, could <em>belong</em> to one of the characters, and they could roleplay it.</p><p></p><p>But do what works for you. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Rechan, post: 5687348, member: 54846"] Damn. I was going to redo the White dragon using the new math and make it more interesting, but I see they did that in MV. Threats of the Nentir Vale is mostly organizations/groups of badguys. Here's a group of bandits. Here's a group of witches. Here's a group of tiefling scoundrels. So it's focused a little more specifically, and has more heroic monsters. The MV is more generic (it's like a normal MM with a spread of various heroic and paragon monsters). If you're wondering what monster manuals you should get (since there are three MMs and two Monster Vaults), [URL="http://www.enworld.org/forum/4e-discussion/310482-moster-manual-priority.html"]here is a thread[/URL] on that. As far as your adventure is concerned, I think one thing that would improve it would be giving players someone to [i]talk to[/i]. I imagine that's what's different from the Ravenloft boardgame - NPCs to interact with. The players could come across a wagon that was just attacked by kobolds, and the little guys ran off with the goods, and the poor farmers are irate. Once you get into the Hall, I think the room with the darts is boring and confusing. I still am not quite sure how that trap works. For the encounter with the dragon itself, [URL="http://mearls.livejournal.com/152268.html"]here[/URL] is a bucket of advice on how to run that encounter - stuff to put in it to make it a lot more exciting than a slugfest where everyone stands still. If you are looking to use pre-made adventures, avoid, [I]avoid[/I], [B]avoid[/B] Keep on the Shadowfell. I hear really nice things about [ame="http://www.amazon.com/Slaying-Stone-Adventure-HS1-4th/dp/0786953888/ref=sr_1_1?ie=UTF8&qid=1316480012&sr=8-1"]The Slaying Stone[/ame] and the adventure that comes with the Dungeon Master's Kit. You played 3e, right? Rangers and Druids had animal companions. They ran those animal companions. So it's not [I]very[/I] different. There's even a few 4e builds that come with a pet/companion, so it's not far off, although they differ in 4e pet classes have the pets' actions on the PC's turn, and their power is lower. But the mastiff, after all, could [I]belong[/I] to one of the characters, and they could roleplay it. But do what works for you. :) [/QUOTE]
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