Adventure Critique please

Thanks Golem! I might if anyone is interested after the fact, we'll see how many changes go into it.

I'm using a combination of maptools, gimp and posterazor. I'm using maptools to do the actual maps themselves and the others to tweak them.

Maptools gets used to make the maps with the graphics and designs.

I'm using gimp to resize the maptools export to the correct physical size for a proper 1 x 1 grid. I'm also using it to create the DM maps with the map tokens that explain where everything goes.(And regrid the cave maps, ugh. Maptools wouldn't let me put the grid in the proper locations for any of the caves, so I had to use gimp to throw a different grid on top).

Posterazor is used to cut the saved image from gimp up into something that can be printed for actual tabletop use.

I'm actually surprised at how quickly you can throw together decent looking maps this way. By far the longest part of it for me is generally tracking down tiles that match what I envision things as looking like.
 

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Maptools is awesome. I use it for my games all the time now. I just hook up one computer to the TV, and run the DM map on a separate screen.
Anyway, here is...

Encounter 3: Knock knock...

I have already mentioned the rewards for success in encounter 2, or the price of failure. Aside from that, this encounter looks good. The only things that I would maybe change is having one type of trap (to make your job easier) and having all the enemies be per-determined, and fully healed, and just flavor it with “that one looks like the one that put an arrow in your shoulder, and that one is the guy that hit you in the face” rather than keeping track of HP, surges, and ammo from the first encounter. But that is just my “the DM has more crap to keep track of than anyone else” attitude. Really, this is a well designed encounter. Just don't be surprised at least one player wants more map drawn on the sides so his ranger/thief can scout/sneak around and get some sort of advantage.
That one was so easy, I think I will go on to encounter 4.

Encounter 4: Beware of Dogs

I would just pick a spot for the archer to be. Somewhere where he has cover from the opening barrage, so he can dramatically sprint towards the kennel. Adventurers are awesome, and they will know not only that there are dogs over there, but where the dogs are.
Now, while I've loved using wolves myself, I will still say this now loud and clear.
BEWARE OF DOGS!
Does that seem ominous enough?
The damage output of dogs and wolves (I am guessing you built the Pack Leader by dropping a Gray Wolf by one level, and then made the rest of the dogs by turning the leader into a minion) is fairly low, but that knockdown ability, plus the extra damage output as a result of that makes them more dangerous than they initially seem. Since you have made most of them minions, this may not be a problem. But I would suggest you become comfortable with mucking the dogs attack rolls, so if you need them to, they miss.
Also, give your poor swordsmen some swords. Those clubs are just embarrassing. :heh:

Overall, this is looking really good.
 

Encounter 5: Wake-up call...

This encounter is fine. The only thing I can suggest is, depending on the state of the party, perhaps a pair of healing potions, and deduct them from the GP found in the vault. But if your party is fine on HP then don't worry about it. Surges, that's another issue entirely.

Encounter 6: The lair of the beast...

Looking at Agari and comparing him to other elites, I would say you should make your Double Axe Bash instead Double Axe Strike and make it an At-Will that simply states "Make two basic attacks, if at least one attack is ranged, the attacks must be against separate targets." This would give him the extra attack, but not make it too powerful. If the group is mopping the floor with him (I doubt it, but it is possible) give him a immediate interrupt where he can spend a surge if an attack hits him. That way you can "forget" to use it if the players are having a hard time, or you can make the fight a little bit tougher if they are having too easy of a time.
Also don't forget to have him hit allies as well in his frenzied slash.

I'll still see if I can convince my friends to run this encounter with me a few times to calculate the resource usage, with both the original Agari and with my suggested modifications.


This looks like a really well designed set of encounters, and I look forward to hearing how the session(s) went.
 

Awesome, thanks for the help Alrough! I'll make some tweaks and see how things turn out. Not sure yet when I'll get the chance to try the DM hat, we're currently doing Tomb of Horrors right now, but I think within the month we're expected to finish.
 

Awesome, thanks for the help Alrough! I'll make some tweaks and see how things turn out. Not sure yet when I'll get the chance to try the DM hat, we're currently doing Tomb of Horrors right now, but I think within the month we're expected to finish.

No problem. The game wouldn't work without some people willing to be DM's, and so we should all help each other however we can.

I hope to get back to you prior to your game, but in case I don't, good luck.
 

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