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H2 Thunderspire Labyrinth - I Have It!
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<blockquote data-quote="Echoes" data-source="post: 4383066" data-attributes="member: 1187"><p>Well, since H2 is now readily available, I'll post a few more thoughts. Spoilers ahead!</p><p></p><p>On the upside:</p><p></p><p>One thing I really enjoyed was how different the mini-dungeons felt. The Bloodreaver hidehout is designed differently than the duergar stronghold, and both the Demonic Gnoll temple and Windowless/Stairless mage tower pose interesting strategic variations. </p><p></p><p>More particularly, the duergar stronghold is a very cool location in terms of its three-fortress setup, which I enjoyed, and the Gnoll base reminded me (in a good way) of some 2nd edition modules that I've DMed in terms of design. It's a series of rooms that are loosely tied together, and since the whole area is essentially one big demonic deathtrap/test of strength, Mearls and Baker went pretty wild in the actual room and encounter design, which I definitely enjoyed.</p><p></p><p>I also enjoyed the random encounters and the skill challenges. The Vecna skill challenge is pretty cool and more "abstract" than a lot of challenges, though I'm planning on making it more of a puzzle than it already is. The "adventure spirit" skill challenge is likewise pretty interesting.</p><p></p><p>On the downside:</p><p></p><p>As I noted before, I didn't necessarily like how A lead to B leads to C, but there are enough plot hooks (and enough small bits of description) that have already allowed me to formulate some sidetreks and red herrings. </p><p></p><p>The goofy "monsters have secreted away treasure that they could use but do not for metagame balance." While not as present as it was in H1, there are still some cases where this occurs (and I know it's more of a 4e philosophy nitpick than an adventure-specific complaint).</p><p></p><p>But really not too much else. I had feared that levels 4-6 would be the same as 1-3 would be the same as 10-13 etc., but based on Thunderspire Labyrinth, I'm happy to say that just a little further into the heroic tier there is a lot more variety, and a much more palpable sense of "danger."</p></blockquote><p></p>
[QUOTE="Echoes, post: 4383066, member: 1187"] Well, since H2 is now readily available, I'll post a few more thoughts. Spoilers ahead! On the upside: One thing I really enjoyed was how different the mini-dungeons felt. The Bloodreaver hidehout is designed differently than the duergar stronghold, and both the Demonic Gnoll temple and Windowless/Stairless mage tower pose interesting strategic variations. More particularly, the duergar stronghold is a very cool location in terms of its three-fortress setup, which I enjoyed, and the Gnoll base reminded me (in a good way) of some 2nd edition modules that I've DMed in terms of design. It's a series of rooms that are loosely tied together, and since the whole area is essentially one big demonic deathtrap/test of strength, Mearls and Baker went pretty wild in the actual room and encounter design, which I definitely enjoyed. I also enjoyed the random encounters and the skill challenges. The Vecna skill challenge is pretty cool and more "abstract" than a lot of challenges, though I'm planning on making it more of a puzzle than it already is. The "adventure spirit" skill challenge is likewise pretty interesting. On the downside: As I noted before, I didn't necessarily like how A lead to B leads to C, but there are enough plot hooks (and enough small bits of description) that have already allowed me to formulate some sidetreks and red herrings. The goofy "monsters have secreted away treasure that they could use but do not for metagame balance." While not as present as it was in H1, there are still some cases where this occurs (and I know it's more of a 4e philosophy nitpick than an adventure-specific complaint). But really not too much else. I had feared that levels 4-6 would be the same as 1-3 would be the same as 10-13 etc., but based on Thunderspire Labyrinth, I'm happy to say that just a little further into the heroic tier there is a lot more variety, and a much more palpable sense of "danger." [/QUOTE]
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