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Running Night's Dark Terror in 4e
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<blockquote data-quote="pemerton" data-source="post: 5251790" data-attributes="member: 42582"><p>I agree that I think in some ways at least it's a better adventure for 4e than Basic/AD&D. I think the skill challenge helped impose a bit of structure on the wilderness wanderings, for example.</p><p></p><p>The goblin caves weren't too small. Off the top of my head I can remember 4 encounters: the PCs against a group of goblins birracaded behind a wall, which was interesting because while the PCs were stuck at the wall they were vulnerable to archery and a goblin hexer's hexing cloud (area debuff), but once they had control of the wall they were able to clean up the goblins handily; the cavern of the Viper goblin king, which had lots of pillars, making for interesting manoeuvring and cover options; a secondary cavern in the Wolfskull lair, where the PCs were sneaking up but one got dragged into the middle of the room by a hobgoblin forcemage using one of his TK powers, which created an interesting dynamic; and the Wolfskull king's room, which was pretty big (the PCs couldn't move across it in one turn), had tapestries, and involved a lot of maneouvring and positioning for advantage.</p><p></p><p>I haven't done the valley part of the module and probably won't. I'm not a big fan of lost civilisations, and (following the lead of Thunderspire Labyrinth) am using minotaurs as the former occupants of the land, who were displaced by the Nerathi empire and their goblinoid mercenaries. In my campaign, the tapestries show the way to secret minotaur sites of power, which is why the mad wizard wants them.</p><p></p><p>That said, I might still try to adapt maps/encounters that look interesting. A bridge sounds good - I'll have to look at it! What makes you worry that it would be hard to adapt?</p><p></p><p>Also, I remember that you've posted before about your bad experiences with the module. What went wrong for you/your group?</p></blockquote><p></p>
[QUOTE="pemerton, post: 5251790, member: 42582"] I agree that I think in some ways at least it's a better adventure for 4e than Basic/AD&D. I think the skill challenge helped impose a bit of structure on the wilderness wanderings, for example. The goblin caves weren't too small. Off the top of my head I can remember 4 encounters: the PCs against a group of goblins birracaded behind a wall, which was interesting because while the PCs were stuck at the wall they were vulnerable to archery and a goblin hexer's hexing cloud (area debuff), but once they had control of the wall they were able to clean up the goblins handily; the cavern of the Viper goblin king, which had lots of pillars, making for interesting manoeuvring and cover options; a secondary cavern in the Wolfskull lair, where the PCs were sneaking up but one got dragged into the middle of the room by a hobgoblin forcemage using one of his TK powers, which created an interesting dynamic; and the Wolfskull king's room, which was pretty big (the PCs couldn't move across it in one turn), had tapestries, and involved a lot of maneouvring and positioning for advantage. I haven't done the valley part of the module and probably won't. I'm not a big fan of lost civilisations, and (following the lead of Thunderspire Labyrinth) am using minotaurs as the former occupants of the land, who were displaced by the Nerathi empire and their goblinoid mercenaries. In my campaign, the tapestries show the way to secret minotaur sites of power, which is why the mad wizard wants them. That said, I might still try to adapt maps/encounters that look interesting. A bridge sounds good - I'll have to look at it! What makes you worry that it would be hard to adapt? Also, I remember that you've posted before about your bad experiences with the module. What went wrong for you/your group? [/QUOTE]
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