Neonchameleon
Legend
I'm going to be running the (4e) Scouring of Gate Pass fairly soon. As an adventure module it was impressive. But I'm ... unhappy with a lot of the mechanics. The skill challenge DCs obviously need errata.
It's the encounters (and the monsters in specific) that worry me. One of the enemies has a 3e True Strike. A lot of them have either a dazed and pushed effect (really nasty as it even blocks counter-charges) or even three Thunderstones for IIRC mass burst 2 dazing. To me this doesn't feel right (the guy with the true strike (I'm no good at remembering names) should IMO be an elite (and probably use his AP to run like buggery in the first encounter). The thunderstones are powerful enough that everyone should be carrying them.
Oh, and the feats - +1d6 damage to unarmed attacks? On a monk?!?
(We also have an ensnaring swordmage who will occasionally be toasting marked minions with the lure).
Has anyone else reworked things like this? If so are there any notes I could raid?
It's the encounters (and the monsters in specific) that worry me. One of the enemies has a 3e True Strike. A lot of them have either a dazed and pushed effect (really nasty as it even blocks counter-charges) or even three Thunderstones for IIRC mass burst 2 dazing. To me this doesn't feel right (the guy with the true strike (I'm no good at remembering names) should IMO be an elite (and probably use his AP to run like buggery in the first encounter). The thunderstones are powerful enough that everyone should be carrying them.
Oh, and the feats - +1d6 damage to unarmed attacks? On a monk?!?
(We also have an ensnaring swordmage who will occasionally be toasting marked minions with the lure).
Has anyone else reworked things like this? If so are there any notes I could raid?