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H2 Thunderspire Labyrinth - I Have It!


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You know, there's something about the writeup of this that bothers me.

[sblock]Aside from the Vecna guys, it sounds like just "Go wipe out the humanoids holed up over here." KotS was similar; aside from the very last leg, it's just "Kill the humanoid scum." There's little variation and not much "plot".[/sblock]
 
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You know, there's something about the writeup of this that bothers me.

[sblock]Aside from the Vecna guys, it sounds like just "Go wipe out the humanoids holed up over here." KotS was similar; aside from the very last leg, it's just "Kill the humanoid scum." There's little variation and not much "plot".[/sblock]

I've read through both adventures and I don't see it.

[sblock]There are quite a bit of "open-ended" ways to run both adventures. If you have not started running H1, now is the time to find different plot hooks to link both adventures.

If as a DM you want to make it a kill the humanoids adventure it will be. I can see several ways to play this one, including not killing the humanoids. I can even see several places where the humanoids might find it advantageous to hire the party.

Plot would actually ruin the open-endedness of H2. H1, doesn't have a plot either and my group took some very weird twists on that one instead of making it a kill the humanoids adventure. I prefer adventures to give me a solid foundation and leave the plot to me or if there is a plot I want a very loose one.[/sblock]
 

What potentially worries me is a repeat of something in KotS: the maps supplied depict nice, large open areas for encounters. Exactly the kind of maps that are pretty easy to create on a whiteboard. They don't do any of the areas with narrow corridors, small rooms and restriction points: the very maps that are the most irritating to draw for the DM. C'mon, WotC, we don't need maps of the large open areas, we need for all those encounters in multiple rooms off of corridors, around corners and in labyrinths.
 

[sblock]
If as a DM you want to make it a kill the humanoids adventure it will be. I can see several ways to play this one, including not killing the humanoids. I can even see several places where the humanoids might find it advantageous to hire the party.

Really? WHere? The kobolds have been made overconfident by Irontooth. The goblins aren't ever going to ration out with the PCs, because the hobgoblins are the ones leading them, and the only time they meet the GOBLIN leader, they're in there to kill him. Same with the Hobbos. Who is there to bargain with?

As for modules providing plot, I'm afraid we're at the opposite ends. I prefer it that way. I gesture to Paizo for an example of the fantastic end of the spectrum. [/sblock]
 

What potentially worries me is a repeat of something in KotS: the maps supplied depict nice, large open areas for encounters. Exactly the kind of maps that are pretty easy to create on a whiteboard. They don't do any of the areas with narrow corridors, small rooms and restriction points: the very maps that are the most irritating to draw for the DM. C'mon, WotC, we don't need maps of the large open areas, we need for all those encounters in multiple rooms off of corridors, around corners and in labyrinths.
Looks, like I'm in complete disagreement.
The poster maps I am looking for are the ones that are useful for many different encounters. 'The King's Road' is a prime example.

Maps of rooms and corridors don't have that utility unless they can be rearranged, which is why Dungeon Tiles are much more useful for this kind of thing.

Plus, in 4E open areas are pretty much required for 'fun' combat encounters. Without room for movement, combats become static exchanges of blows. So, if a combat area is made up of corridors and rooms, the corridors should be wide, the rooms big, and there should be lots of secondary and thirdary (is that a word?) routes to other parts of the map.
 


You know, there's something about the writeup of this that bothers me.

[sblock]Aside from the Vecna guys, it sounds like just "Go wipe out the humanoids holed up over here." KotS was similar; aside from the very last leg, it's just "Kill the humanoid scum." There's little variation and not much "plot".[/sblock]

Actually there are a few more plot elements, and some NPCs that can actually impact the adventure itself, rather than cheer from the sidelines.

From what I've read so far, H2 is a very nice site-based adventure (a-la-Forgotten City) and a step up in quality from KotS.
 

As for modules providing plot, I'm afraid we're at the opposite ends. I prefer it that way. I gesture to Paizo for an example of the fantastic end of the spectrum.

I agree that Paizo has some pretty good adventures with lots of plot. I've run both Age of Worms as well as Rise of the Runelords. But too much plot and it becomes a railroad. How long did your characters actually spend in Sandpoint, beyond the necessary for the adventure? None, because the plot advances at a breakneck speed and they can either follow the plot, or be left behind. With Age of Worms the outcome is the same, follow the Plot or the world ends.

Me, I like players to have choice and their actions to actually have consequence. A big overarching plot usually hampers that, or requires too much work from the DM to alter. Any choice the players make that does not fit in that plot, can suddenly bring the adventure to a screeching halt. Plot does not have to be a rigid script. That is why I like what we are given in both H1 and H2, which can be "easily" tailored by the DM.

Obviously our tastes are different on this.
 

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