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E2: Kingdom of Ghouls & Group Skill Challenges
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<blockquote data-quote="Jhaelen" data-source="post: 4956747" data-attributes="member: 46713"><p>Forked from 'What do we know about Revenge of the Giants':</p><p>I don't see the point of these either. Module E2 uses them a lot, too. I couldn't quite believe that one of them is actually used as an example in the DMG2!</p><p></p><p>Which reminds me that I've wanted to rant about that module for quite some time now:</p><p></p><p>I thought E2 was pretty lousy. It's very railroady in a bad way. Following the author's advice any deviation from the pre-planned strings of combat encounters is punished by hitting the party with a series of boring random encounters:</p><p>- don't want to travel through a living mountain? Hit them with random encounters!</p><p>- they'd rather fly over the fortress walls than storm against the front doors? Hit them with random encounters!</p><p>Failing at skill challenges is often also 'punished' by additional random encounters.</p><p></p><p><em>Am I the only one thinking this is both counterproductive and the antithesis of fun?</em></p><p></p><p>About the only good thing about it is that it starts in Sigil - but that's only because Sigil's cool, not because the module or the encounters set there are cool.</p><p></p><p>Part of the reason I bought the module was that I'd read a good mini-review by Jack99 about it. I rather liked H2 and P1 but E1 doesn't even have a good story or plot, so I wondered: <em>Is it any better if viewed within the context of E1/E3?</em></p><p></p><p>Another reason for getting it was that I was eager to see an epic-level adventure. But apart from traveling through a section of the Abyss nothing looked particularly epic to me. The heroes just continue doing what they've done since first level: Storm castles and plunder dungeons. The only difference is the monsters seem to be less fun to fight: Action denial all over the place and tons of hit points to wade through. Not really something to look forward to.</p><p></p><p>Even some of the combat encounters wasn't very well thought out:</p><p>One involves entering a smallish room with three enemies, one of which (a storm-thingy gorgon) has an aura that will probably kill its allies faster than the pcs. Unless that was for some reason intentional that's really shoddy design.</p><p></p><p>Okay, I'm feeling better already <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><p></p><p>Anyone else who bought (or even played) the module and wants to chime in to agree or disagree with me?</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 4956747, member: 46713"] Forked from 'What do we know about Revenge of the Giants': I don't see the point of these either. Module E2 uses them a lot, too. I couldn't quite believe that one of them is actually used as an example in the DMG2! Which reminds me that I've wanted to rant about that module for quite some time now: I thought E2 was pretty lousy. It's very railroady in a bad way. Following the author's advice any deviation from the pre-planned strings of combat encounters is punished by hitting the party with a series of boring random encounters: - don't want to travel through a living mountain? Hit them with random encounters! - they'd rather fly over the fortress walls than storm against the front doors? Hit them with random encounters! Failing at skill challenges is often also 'punished' by additional random encounters. [i]Am I the only one thinking this is both counterproductive and the antithesis of fun?[/i] About the only good thing about it is that it starts in Sigil - but that's only because Sigil's cool, not because the module or the encounters set there are cool. Part of the reason I bought the module was that I'd read a good mini-review by Jack99 about it. I rather liked H2 and P1 but E1 doesn't even have a good story or plot, so I wondered: [i]Is it any better if viewed within the context of E1/E3?[/i] Another reason for getting it was that I was eager to see an epic-level adventure. But apart from traveling through a section of the Abyss nothing looked particularly epic to me. The heroes just continue doing what they've done since first level: Storm castles and plunder dungeons. The only difference is the monsters seem to be less fun to fight: Action denial all over the place and tons of hit points to wade through. Not really something to look forward to. Even some of the combat encounters wasn't very well thought out: One involves entering a smallish room with three enemies, one of which (a storm-thingy gorgon) has an aura that will probably kill its allies faster than the pcs. Unless that was for some reason intentional that's really shoddy design. Okay, I'm feeling better already :) Anyone else who bought (or even played) the module and wants to chime in to agree or disagree with me? [/QUOTE]
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