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<blockquote data-quote="Jhaelen" data-source="post: 5355484" data-attributes="member: 46713"><p>We also continued playing the module and stopped when the party arrived in Graywall.</p><p></p><p>I didn't cut any encounters but also didn't use any optional ones. The travel skill challenge fell flat because my players didn't get that it was supposed to be a skill challenge (I don't ever announce them).</p><p></p><p>I also ruled that they could not recover healing surges until they reached their destination, which I feel is a good idea to make overland travel encounters more meaningful.</p><p></p><p>I had updated all monster stats and skill DCs and the effect was definitely felt. A lot of the encounters were quite exciting and 'felt' deadly.</p><p></p><p>The skill challenge to win the goblins as allies worked very well. One of my players commented that she appreciated that social encounters are more engaging and meaningful in 4e. The duel circle was an interesting change of pace and exciting because it was a very close call.</p><p></p><p>I had modified the Six Kings map a bit because I felt it was too linear. Basically, I joined up some of the dead ends to create alternative routes. In the end they skipped one encounter that way.</p><p></p><p>Several encounters were very hard. One pc almost died by being dropped to negative bloodied in the wraith encounter because of the Shadowfell hazard.</p><p></p><p>The dolgaunts were very annoying because of their long reach and in the encounter with the dolgarr I actually felt I had to intervene to avoid a tpk:</p><p>The party had withdrawn into a cul-de-sac since they believed it to be more defensible. But since the three dolgrims' dual initiatives were back to back, they basically shot down one pc every round (six crossbow bolts will do that!). So, I conveniently forgot about the dolgarr's encounter ability and had the dolgrims become overconfident and forget about clever tactics to instead charge in and engage in melee combat.</p><p></p><p>The moon pool encounter was surprisingly comparably easy. Still, after fleeing Six Kings they were initially very afraid since they couldn't rest before encountering the revived enemies they had encountered before. It took them a while to realize that the zombies weren't remotely as dangerous as when they were alive.</p><p></p><p>All in all I'm still quite pleased with the adventure so far.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 5355484, member: 46713"] We also continued playing the module and stopped when the party arrived in Graywall. I didn't cut any encounters but also didn't use any optional ones. The travel skill challenge fell flat because my players didn't get that it was supposed to be a skill challenge (I don't ever announce them). I also ruled that they could not recover healing surges until they reached their destination, which I feel is a good idea to make overland travel encounters more meaningful. I had updated all monster stats and skill DCs and the effect was definitely felt. A lot of the encounters were quite exciting and 'felt' deadly. The skill challenge to win the goblins as allies worked very well. One of my players commented that she appreciated that social encounters are more engaging and meaningful in 4e. The duel circle was an interesting change of pace and exciting because it was a very close call. I had modified the Six Kings map a bit because I felt it was too linear. Basically, I joined up some of the dead ends to create alternative routes. In the end they skipped one encounter that way. Several encounters were very hard. One pc almost died by being dropped to negative bloodied in the wraith encounter because of the Shadowfell hazard. The dolgaunts were very annoying because of their long reach and in the encounter with the dolgarr I actually felt I had to intervene to avoid a tpk: The party had withdrawn into a cul-de-sac since they believed it to be more defensible. But since the three dolgrims' dual initiatives were back to back, they basically shot down one pc every round (six crossbow bolts will do that!). So, I conveniently forgot about the dolgarr's encounter ability and had the dolgrims become overconfident and forget about clever tactics to instead charge in and engage in melee combat. The moon pool encounter was surprisingly comparably easy. Still, after fleeing Six Kings they were initially very afraid since they couldn't rest before encountering the revived enemies they had encountered before. It took them a while to realize that the zombies weren't remotely as dangerous as when they were alive. All in all I'm still quite pleased with the adventure so far. [/QUOTE]
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