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Dark Dreams - Starter module
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<blockquote data-quote="DanmarLOK" data-source="post: 4469781" data-attributes="member: 71480"><p>(Cross post from official 4th forums)</p><p></p><p>I've completed a starter module based on my own first adventure, albeit it a more polished and refined setting for your use, which is designed for starting groups/characters. It includes combat encounters, skill challenges, opportunity for RP moments, a fairly decent recurring BBEG, a couple of side plot threads that you could expand on (and if interest is enough I'll be doing it). </p><p></p><p>And it brings a group together without the "Okay you're all in the tavern when a man staggers in bloodied and falling. You're the five who get up to help him..." or worse...</p><p></p><p>Should be good for a quick "Show them how 4E works." for new players I think. At least that's how I used it. </p><p></p><p>It includes battle maps for the combat encounters that you can print out, cut out and tape together. These are printer friendly line drawings based on the DM maps included in the module itself which are more colorful. </p><p></p><p>Just so you know on the maps the latter ones are better than the first ones IMO as I was figuring out what techniques worked better, which line weights and such I wanted to use and I didn't spend a lot of time on them making them photorealistic. I think they're sufficient to work with but your mileage may vary there. </p><p></p><p>Adds three new monsters, a new ritual to explain a new item that will be found and a template (used to make one of the monsters). </p><p></p><p>It somewhat fast tracks a party from 1st to second level assuming they do all the optional experience point awards and complete the module and assuming five members in the party. There really aren't enough encounters by a long shot for a typical party to level up but I wanted players to have a chance to feel what it's like to level up at the end so... Your mileage may vary there as well and it's easily fixed by simply not awarding the bonus exp awards and reducing removing the 'quest' rewards for the hooks which are nothing more than free exp to be honest IMO. </p><p></p><p>It hasn't had a lot of play testing with a variety of party make ups so DM's should be ready to adjust the difficulty with encounter makeup changes and such and some encounters have tips on how to reduce the difficulty if the party is having a bad time. </p><p></p><p>Anyway you can find it here:</p><p></p><p><a href="http://www.keyourcars.com/2008/09/17/dark-dreams-free-module/" target="_blank">Key Our Cars » Blog Archive » Dark Dreams - Free Module</a></p><p></p><p>If you like or hate it feel free to comment on it either way, I'm pretty thick skinned and while the way I do adventures for my group is of course the correct way <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=":)" /> I grant you every right to your opinion and will listen without verbal judgment to it...</p></blockquote><p></p>
[QUOTE="DanmarLOK, post: 4469781, member: 71480"] (Cross post from official 4th forums) I've completed a starter module based on my own first adventure, albeit it a more polished and refined setting for your use, which is designed for starting groups/characters. It includes combat encounters, skill challenges, opportunity for RP moments, a fairly decent recurring BBEG, a couple of side plot threads that you could expand on (and if interest is enough I'll be doing it). And it brings a group together without the "Okay you're all in the tavern when a man staggers in bloodied and falling. You're the five who get up to help him..." or worse... Should be good for a quick "Show them how 4E works." for new players I think. At least that's how I used it. It includes battle maps for the combat encounters that you can print out, cut out and tape together. These are printer friendly line drawings based on the DM maps included in the module itself which are more colorful. Just so you know on the maps the latter ones are better than the first ones IMO as I was figuring out what techniques worked better, which line weights and such I wanted to use and I didn't spend a lot of time on them making them photorealistic. I think they're sufficient to work with but your mileage may vary there. Adds three new monsters, a new ritual to explain a new item that will be found and a template (used to make one of the monsters). It somewhat fast tracks a party from 1st to second level assuming they do all the optional experience point awards and complete the module and assuming five members in the party. There really aren't enough encounters by a long shot for a typical party to level up but I wanted players to have a chance to feel what it's like to level up at the end so... Your mileage may vary there as well and it's easily fixed by simply not awarding the bonus exp awards and reducing removing the 'quest' rewards for the hooks which are nothing more than free exp to be honest IMO. It hasn't had a lot of play testing with a variety of party make ups so DM's should be ready to adjust the difficulty with encounter makeup changes and such and some encounters have tips on how to reduce the difficulty if the party is having a bad time. Anyway you can find it here: [url=http://www.keyourcars.com/2008/09/17/dark-dreams-free-module/]Key Our Cars » Blog Archive » Dark Dreams - Free Module[/url] If you like or hate it feel free to comment on it either way, I'm pretty thick skinned and while the way I do adventures for my group is of course the correct way :) I grant you every right to your opinion and will listen without verbal judgment to it... [/QUOTE]
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