On to E3: Prince of Undeath!

MerricB

Eternal Optimist
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Hooray! As of last Sunday, we have begun the final chapter in the HPE series of adventures - Prince of Undeath.

Before we could begin it, we had something of a major hiccup - two of our players have basically retired from the game, as Real Life(tm) has caught up with them - one's now in Melbourne, and the other has become extremely busy on the day we play. Which left with me with two players (both of whom have been playing since the beginning).

We were able to recruit another player, who hasn't played much 4E but is in an ongoing Pathfinder game, and I created a character for him - a 27th level Essentials Knight (fighter). I'm very happy to say he fitted into the group well and the character worked very nicely. (It's an Essentials one because I felt that it'd be easier to pick up for the 6-7 sessions we had remaining, but the character isn't lacking in options...)

With three PCs (Knight, Wizard, Cleric) and one NPC (Splug the Goblin Thief) we set out into E3. E2 had been a bit of a slog, but Prince of Undeath has begun very well. I made certain to give the players a lot of information about what was going on, so that the plot made sense to them (they were chasing the shards of Timesus, which Orcus had taken by Chaos Ship into his realm in the Elemental Chaos, and they had to steal Doresain's Chaos Ship to follow them).

Of course, even after the Chaos Ship was cleared of the servants of Orcus who manned it, the heroes couldn't take control of it. As a failsafe, it was grabbed by a mystical lock from the nearby base. Or a tractor beam, as we called it. And the group had to "infiltrate" (or storm) the base to deactivate it.

This led to a discussion as to who was the Obi-Wan of the party (because, obviously, they'd sacrifice themselves to save the other at the scene). :)

The next encounter was rather fun because I had the two beholder and one glabrezu miniatures we needed for it. There are advantages to having lots and lots of minis at times. It also was an extremely interesting combat, thanks in no small part to the design of the beholders, which really caused the group some trouble.

From here, we had the "moat" around the base which is a really, really cool idea but - as written - needs some work. Or alternatively was just Too Hard for the PCs. (And referenced the underwater rules in the DMG, which I didn't have with me. I about never need a rulebook running these adventures, so it threw me to need one now. You can also get a feeling for how little I "prep" these adventures...) However, as the PCs had the great idea of summoning a cloud chariot (thank you, 26th-level cleric), we managed to bypass the real danger of the moat and get into the actual base, where a fight with a vampire ensued.

And domination of the knight occurred, and that was amusing - especially as he kept failing his saves. And throwing his hammer at the wizard. Ow. Ow. Ow.

Eventually the vampire escaped, and we ended the session there. About four-and-a-half encounters in about four-and-a-half hours of play. Including getting a new player up to speed with the game. I'm pretty happy with that; and I'm really happy with how the adventure has started. The pacing is nice, and the group is actually pretty close to the tractor beam controls so we might not have to endure too much of the base.

Ah yes, adventure pacing. A pet peeve of mine. I really detest it when adventures put encounter after encounter after encounter which don't really add anything to the experience. E2 was full of them. This adventure does look like it has the "led by the nose" problem that the HPE series is full of, but at least the pacing seems better so far - and as the group has gone the Right Direction, we should be out of there and into the Elemental Chaos next session.

Just thinking about it, what are the encounters on the Death Star in "A New Hope"?

* Hide from the Stormtroopers and infiltrate the base
* Enter a room (blasting the Stormtroopers) and research where to go
* Fail to bluff the Stormtroopers in the prison block
* Meet the Princess
* Fight Stormtroopers in the prison block
* Deal with the Garbage Compactor
* Avoid Stormtroopers as the group returns to the Falcon (and swing over a chasm, etc.)
* EPILOGUE: Flee in the Falcon (and fight TIE Fighters).

If I were running it as a RPG adventure, I'd like to have all of that in the one session. You've got your goal for the session which gets concluded at the end of the session. It's not always possible to structure adventures that way, but it'd be nice.

This adventure looks like breaking it into two. Oh well. We've managed to agree to meet weekly for this final adventure, which means we've got a fair chance of finishing it this year. It's over three years since we started - back when this adventure was out and the PHB wasn't!

I love the overall story arc of the Epic adventures, and I particularly like where this one is going; we'll just have to see if it remains entertaining.

Cheers!
 
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Heh, my group is a few steps behind yours on that path. If we're very lucky with our scheduling, we might be able to get through Pyramid of Shadows before the third anniversary of the campaign, in February.

Though if a TPK happens (and what's left of the Pyramid offers several opportunities for that...), I might just jump off the path altogether. The H adventures have taught me (a rookie DM) a lot about adventure design, even if mostly in the sense of "What not to do".

In your opinion, which of the P & E adventures are the best?
 

P1 was good. P2 was exceptional - it really allowed us to do a lot of things to make it special. P3 was dreadful.

E1 was good - the first part was great, and it just sagged at the end a bit (too many encounters in the last dungeon). E2 was boring.

H3 is dreadful. H2 is not good. H1 is pretty good, although (once again) the dungeon at the end is just a bit too long.

Cheers!
 


We completed our second session yesterday: 5 encounters in 3-1/2 hours. What's really nice is that the session ended at a natural breakpoint; by the end of our third session the PCs should have control of the ship. I'm still not sure how many sessions this adventure will take: 6 or 7 in total, I think.

We hadn't seen beholders earlier in this campaign, but, as it turns out, twin beholders are Really Really Tough! The minions have also worked really well, as they've been numerous enough and had high enough defenses to really trouble the party. It also helps that no-one has "auto-damage" effects, which I think need to be disallowed on minions. You need to HIT them. (Although I'm okay with cleaving them down).

Although the adventure so far is roughly linear, the pacing is really good. (It's helped by us getting through encounters at speed, of course). I'm very happy that there aren't a lot of meaningless encounters before the goal: it's an encounter, then a goal encounter, then another encounter, then another goal encounter. The players feel like their getting somewhere, and the complex really feels like the servants of Orcus are gearing up their counterattack on the players.

This is looking like it will be a fitting end to the campaign.

Cheers!
 


H2 is the only one that I've seen from both sides of the DM screen, and about it I will say this: too many Duergar.

Their little fortress went on for so long that everyone got really tired of them. They're nasty and effective little monsters, but encounter after encounter with them got tedious.

The lesson I took from H1, H2, and H3 is that a venue better be pretty darn awesome before you make your players spend more than 3 to 5 encounters in it.

H2 was also (not counting a retconned TPK in Kobold Hall), the first place I ever caused PCs to die.

In the final confrontation with the Duergar leader, the party's elf ranger got knocked unconscious... by an attack that pushed him into the fireplace.

Then the halfling rogue jumped up on the table, only to be tenderized by an enlarged Duergar.

After having had all PCs survive Keep on the Shadowfell, losing two in one fight was rather dramatic.

The dying didn't stop there, either. Soon enough, the ranger's replacement (a barbarian) and the warlord both drowned in a pool of blood. By the end of the module, the rogue's replacement (a warden) had died as well.

The warlord's replacement (a rogue) went on to die in the first room of Pyramid of Shadows.

Oddly, it seems that half of my group is much more prone to death than the other half. Three players are using the characters they started with (two have been around since the campaign started, another joined around level 3). The other three players have each had at least two characters die... or get petrified.
 

Duergar really are made worse by the old monster maths: fire resistance + very high Fort & AC meant that the wizard and the fighters couldn't hurt them enough.

My biggest problem with H1-3 is that it doesn't involve you enough in the Nentir Vale; by P1, you want to be invested in the vale so saving an outpost from trolls is what you want to do. Although it starts very well with H1, with both H2 and H3 the vale and its residents just disappears.

Cheers!
 

H2 is the only one that I've seen from both sides of the DM screen, and about it I will say this: too many Duergar.
I haven't run the Duergar. I've run the Chamber of Eyes and the Well of Demons (modified somewhat as described here), and I plan to run the Tower soon (though with everything upgraded to paragon level Norkers and Vecna-creatures, as per MM3(?)).

My biggest problem with H1-3 is that it doesn't involve you enough in the Nentir Vale
Fair enough. I've got no interest in the Vale. My game is set on the map of Night's Dark Terror.
 

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