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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5013035" data-attributes="member: 710"><p>H1 to me seems to exemplify a general problem with many current (4E) adventures. The "plot/encounter" ratio is not great or uneven.</p><p></p><p>H1 Spoiler</p><p>[sblock]</p><p>o Kobolds harrass the area. </p><p>- There are basically 4 combat encounters dealing with this and a roleplaying encounter in Winterhaven. The first kobold attack, the ambush, the entrance to the kobold lair, the lair itself (with the dreaded Irontooth encounter). I think that's pretty good, maybe one encounter too much. </p><p>o Nianaran working for Kalarel, spying in Winterhaven</p><p>- A short roleplaying "encounter" in Winterhaven and the ambush in the graveyard. Pretty weak. There is no real time devoted to make her active in the story and make her "spy" activities more interesting. A good DM can probably use this to spice things up - she could lead the party astray (maybe it's her that gets them in the ambush by suggesting the wrong place to look?). It could be a real plot twist that there is a spy in Winterhaven, but it's not really. </p><p>o Kalarels minions at the Dragon Burial</p><p>- A single encounter is devoted to that. It can serve as a way to inform the party of the dangers in the Keep, but Kalarel doesn't seem to react to the player actions and whether what he's looking for is found or not is left alone.</p><p>o Kalarel trying to open the rift to the Shadow Fell</p><p>- Well, basically once you enter the Keep, stopping this is your only goal. You go through dozens or so of encounters for that, but there doesn't seem to be much more story to it. None of the Goblin/Hobgoblin activities matter much to Kalarels plot or the things happening around Winterhaven. </p><p>I think this is were the biggest improvements - or the most cuts - are necessary. If the story gave reasons for the PCs to enter the Keep repeatedly with different goals, advancing the story each time.</p><p>o Blood Reavers try to negotiatve with Kalarel and get killed</p><p>- I liked the Blue Ooze or whatever that monster was. It adds a little to the background, but it is still mostly a throwaway, except perhaps to lead the way towards H2, but Kalarels letter to Paldemar does this a lot better! </p><p></p><p>I think the sequence of events that are likely to happen needs to change, so that the encounters are better spread around the plot, so to speak. Some things might have to be cut or at least put more optionally - the encounters with rats or kruthiks for example are only interesting for "exploration" of the ruins. For the exploration part, adding a few hazards would also add to the adventure. The Keep is in ruins, there are bound to be some dangerous places that might collapse. This could lead to an alternative entrance (bypassing some guards or wardings) to the lower levels, for example. </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5013035, member: 710"] H1 to me seems to exemplify a general problem with many current (4E) adventures. The "plot/encounter" ratio is not great or uneven. H1 Spoiler [sblock] o Kobolds harrass the area. - There are basically 4 combat encounters dealing with this and a roleplaying encounter in Winterhaven. The first kobold attack, the ambush, the entrance to the kobold lair, the lair itself (with the dreaded Irontooth encounter). I think that's pretty good, maybe one encounter too much. o Nianaran working for Kalarel, spying in Winterhaven - A short roleplaying "encounter" in Winterhaven and the ambush in the graveyard. Pretty weak. There is no real time devoted to make her active in the story and make her "spy" activities more interesting. A good DM can probably use this to spice things up - she could lead the party astray (maybe it's her that gets them in the ambush by suggesting the wrong place to look?). It could be a real plot twist that there is a spy in Winterhaven, but it's not really. o Kalarels minions at the Dragon Burial - A single encounter is devoted to that. It can serve as a way to inform the party of the dangers in the Keep, but Kalarel doesn't seem to react to the player actions and whether what he's looking for is found or not is left alone. o Kalarel trying to open the rift to the Shadow Fell - Well, basically once you enter the Keep, stopping this is your only goal. You go through dozens or so of encounters for that, but there doesn't seem to be much more story to it. None of the Goblin/Hobgoblin activities matter much to Kalarels plot or the things happening around Winterhaven. I think this is were the biggest improvements - or the most cuts - are necessary. If the story gave reasons for the PCs to enter the Keep repeatedly with different goals, advancing the story each time. o Blood Reavers try to negotiatve with Kalarel and get killed - I liked the Blue Ooze or whatever that monster was. It adds a little to the background, but it is still mostly a throwaway, except perhaps to lead the way towards H2, but Kalarels letter to Paldemar does this a lot better! I think the sequence of events that are likely to happen needs to change, so that the encounters are better spread around the plot, so to speak. Some things might have to be cut or at least put more optionally - the encounters with rats or kruthiks for example are only interesting for "exploration" of the ruins. For the exploration part, adding a few hazards would also add to the adventure. The Keep is in ruins, there are bound to be some dangerous places that might collapse. This could lead to an alternative entrance (bypassing some guards or wardings) to the lower levels, for example. [/sblock] [/QUOTE]
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