P1 King of the Trollhaunt Warrens - Fantastic!

Yep, P1 is solid - just finished my first read-through this weekend. (My group kicks off our H2 arc with their newly promoted 4th level characters tonight, so it'll be a while before we get to the P1...)

I was concerned a big dungeon crawl wouldn't feel 'Paragon' enough, but that's not the case at all... there's wilderness travel, big monsters, leading the defense of a town from attackers, and interplanar travel. All in all I think it does a good job of creating a bridge into Paragon style play. And it would be super easy to modify/build the hooks in such a way that the characters are recruited specifically because of their renown at reaching 11th level.

Considering the diverse audiences and ages for whom H1-H3 and P1 have needed to be designed, they've been remarkably good.
 

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I'm curious as to why you'd think that
fighting the main villain multiple times
is a bad thing. I can understand why you'd think
fighting him twice in a row
is a bad thing, but I can't see why the first is bad.
Well, does he have a different bag of tricks each time? If not, I could see things getting monotonous.
 

OK, I just finished reading through my copy of P1.

Overall I am pretty impressed. The location it is set in brings with it lots of possibilities. I could easily see using the area as the basis of a longer game with the players gradually becoming aware through the Heroic tier of the growing threat of Skalmad.

If I was to have any criticisms it would be these:

1. For an early level Paragon adventure the scale is probably too small. At this point the players are well known in their lands, the town is too small scale. By this level I would expect players either to be running their own Barony or to be significant powers within a larger Kingdom and not running errands for a distant Baron or small town Mayor.

2. I was impressed with the first two sections of the module, the dungeon of Skalmad and the attack on the town. Both are very strong. The third portion isn't. You go to the Feywild and find a huge crumbling Formorian castle. The setting is excellent, they even provide you with a big overview map of the castle. They then proceed to use almost none of it.

The actual fight with Vard happens in some pokey little cave underground. The cave section is all of two areas long, there is no overview map and the mini maps of the two areas dont appear to be connected. Very annoying. For the last climactic encounter I would have also expected to see a poster map for the confrontation.

3. I dont mind the process of fighting Skalmad/Vard, I think it nicely sets him up as a serious villain. What I do wish had been done was to make them mechanically really different which didnt seem to be the case.
 

OK, I just finished reading through my copy of P1.

Overall I am pretty impressed. The location it is set in brings with it lots of possibilities. I could easily see using the area as the basis of a longer game with the players gradually becoming aware through the Heroic tier of the growing threat of Skalmad.

If I was to have any criticisms it would be these:

1. For an early level Paragon adventure the scale is probably too small. At this point the players are well known in their lands, the town is too small scale. By this level I would expect players either to be running their own Barony or to be significant powers within a larger Kingdom and not running errands for a distant Baron or small town Mayor.

I think this will be a problem throughout the series... the modules are stand-alones, with limited hooks between them, and they're meant to plug into any campaign. So the bar is pretty low for the hooks, they're super generic. Any DM customizing the storyline for his campaign will be able to mod the hooks easily.

In my current campaign, the group just started Thunderspire H2. In between H1 and H2, a few months passed, and the character stories advanced a little. One of the characters (the big tough fighter in the group, Flint) was credited with most of the defense of Winterhaven by Lord Patrick (Lord Padraig from the module) and through the course of events, Flint has been granted the title of Lord Flint (a court lord) and knight itinerant in the service of Lord Markelhay of Fallcrest. (Its worked out well because this particular player is never this type of 'center of attention' and the group is having some fun playing off it).

In between H2 and H3, I have an in interlude planned at the Fallcrest keep where various local barons will be there for a tournament and festival, including Baron Harkenwold and the Baron of Therund (introduced tangentially in the background for P1). Flint will get a chance to learn of Etheran, the champion of Therund, and cross friendly swords with him in the tournament.

When we finally get to P1, the hook will be that the Baron of Therund reaches out directly to Lord Markelhay for the assistance of his renowned knight, Lord Flint; the champion of the Baron, Etheran, has fallen, and only the defenders of Nentir are close enough to save Moonstair from the rising threat. (Our wizard is in close with the High Septarch of Fallcrest, so perhaps there will be some magical communication rather than slow messengers, adding to the urgency).

To me, that is now sufficiently "Paragon"; the characters have reached a degree of renown that they are being asked by neighboring realms to intervene in situations that have grown beyond the realms' ability to handle. I'll need to make it clear they've made their local area somewhat safe and secure too.

FYI, my hook for H3 will also come out of that tournament festival alluded to above. A recurring villain in the game will stage a "jail break" during the tournament, releasing Gharash and his bandits from the Fallcrest prisons. (Gharash is one of the generic hooks). These violent criminals exact some "revenge" on the townsfolk, and some of it will be personal to the player characters; when they learn of Gharash's escape, they'll take it on themselve to track his vile gang north into Winterbole Forest, and ultimately into the Pyramid of Shadows. It'll tie in both a recurring villain and a personal stake in the events.

My point is, the provided hooks are usually fairly lame, but with minimal effort they can be tweaked into something serviceable for an ongoing game.
 

What I'd change from that encounter would be to move it through a teleport portal (teleportal?) down into the middle of Brindol. A fight that awesome is meant to be fought in front of a crowd.
-Stolen!

Off-topic here, but: I fixed the issue with the final encounter (not Azarr Kul & co., but the battle afterward) by having Bahamut grant a divine battle blessing that essentially restored the PCs to fully rested status in preparation for the fight. That negated the grudge monster factor and made it a great, memorable battle.
-Stolen!
-On topic, P1 looks awesome. :)


SPECTRE:6::6::6:
 

"In my current campaign, the group just started Thunderspire H2. In between H1 and H2, a few months passed, and the character stories advanced a little."

I've had no trouble linking H1 and H2 together through a "Follow the slave" plot thread. The PCs see that villagers are rounded up and enslaved, some were sold to that nut, Karazel, others to the Duergar and the Gnolls for labor and sacrifices. Now two of the PCs have read a page from an old demonic book and a buzzing in their head points them to either the Pyramid of Shadows or madness!

I haven't figured out the thread to P1 yet but I have a few months to worry about it.
 

The actual fight with Vard happens in some pokey little cave underground. The cave section is all of two areas long, there is no overview map and the mini maps of the two areas dont appear to be connected. Very annoying. For the last climactic encounter I would have also expected to see a poster map for the confrontation.
Well, yeah, they forgot to include the overview map for the underground area. Here's the link to the map from the WotC gallery: Caverns Below Stone Cauldron
I just finished reading it and overall I like it even though I'm not a fan of extended dungeon crawls. The interlude back in Moonstair is clearly my favorite part.

While making my encounter/treasure analysis I noticed that there is one item I cannot find anywhere: In encounter W7 you find a symbol of despair. Does anyone know where I can find a description for this?

The magic item distribution is almost as in the DMG guidelines: instead of one L16 and one L15 item you get one of each L11 to L14; i.e. a net loss of 10k gp.
The second part is lacking regarding the gp amount though. In total the adventurers will find about 16 k gp less than they should.
The only thing to make up for that would be if they manage to get hold of one or both of the artifacts:
Well, they probably won't be able to keep Sunwrath but at least they can use it until they return it to its rightful owners. It's possible to keep the Eye of Moran, though, if they succeeded in the skill challenge to find out the Stone Cauldron's history.
 

I like Red Hand of Doom, but the final act is fatally flawed. (And yes, I have run it). After a bunch of really thematic encounters, the final fortress is "let's fight one massive encounter after another" which didn't quite work for me.
I like RHOD very much (and am actually planning to use it in my 4E campaign - yes, I have Draconomicon), but yes, the ending needs to go away.

The BBEG is cool, but the adventure should really have used it/him as the ultimate war commander; as someone who actually gives a darn about his army. Note to authors: don't make it so your main plot turns out to be an insignificant diversion, and if you would have stayed at home not showing your hand, you would have been much better off in the end.
 

Since there's been some thread necromancy conducted here, I was wondering if anyone has played through this yet (not just read). I'm getting ready to start this one, and am looking forward to running it. At the risk of getting a little OT, has anyone run P2 as well? I haven't even bought that one and was trying to see if it was worth it.
 

I haven't run either of them yet but I am planning on stealing a bunch of stuff from P2 to use in my home game.

P2 is an excellent module which I would highly recommend.
 

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