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(Spoilers) My experience with Reavers of Harkenwold - Updated
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<blockquote data-quote="Nemesis Destiny" data-source="post: 5737359" data-attributes="member: 98255"><p><strong>Encounter D1</strong></p><p></p><p>After Easthill, the group decided to pursue a lead they'd gotten on some "forest spirits" to the south that might be of help.</p><p></p><p>This was another section that I'd radically redesigned from the module. It wasn't because I felt the section was <em>bad</em>, per se, as it had some excellent potential (Snilvor, the plot hook with Daggerburg, Yisarn, a fae connection, etc.). My issue here was that I wanted something that would make more sense with my campaign world and the arcs that I was running, which didn't include Daggerburg (though you could argue my redesign of Toadwallow and the motivation behind it were pretty similar).</p><p></p><p>I felt that Yisarn on his own was a little two-dimensional, and the whole encounter felt like it. I had already decided on a different path for hapless Snilvor anyway. I also wanted to use dark elves (as opposed to drow), as there were campaign reasons for it, however, the name "woodsinger" did nothing for me, so I also changed that.</p><p></p><p>In the end, I had changed the elves to dark elves, who called themselves the Nythal. Dal Nystere was instead changed to a barrow mound for the viking-like people of the region, and rather than Yisarn being some malevolent being out for destruction, I made him a symptom of the greater evil going on. In my version of this module, I made heavy use of the character Malkos (though I changed his name). He became a mastermind, the brains behind Nazin Redthorn's brawn. I also adapted Kaltis to this role (again by a different name), but this one was specifically Malkos' fault. He was meddling about in the barrow and raised Yisarn from the dead to keep the dark elves busy while he worked his other machinations.</p><p></p><p>As a result, encounters D2 and D3 got scrapped entirely. I also needed some extra maps. But I'm getting ahead of myself here.</p><p></p><p>The encounter with Israfen and Eyriel worked pretty much as in the module, though the motivations differ, and I skipped the part about the vial of dragonblood. I instead had the elves point the heroes at the barrow, and made a mystical reason why the elves could not deal with the issue themselves. It worked well enough and didn't get any flak from the players, so it must have been a good enough "story patch."</p><p></p><p>So, for the barrow mound, I hit up <a href="http://blog.microdungeons.com" target="_blank">microdungeons</a> via a google image search. Here is the map I used:</p><p><img src="http://www.microdungeons.com/uploaded_images/Barrow_on_the_Hill-725704.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Simple enough to run through quickly, and vague enough to allow me a lot of freedom to ad-lib. The keyword-like labels on the rooms provided me just enough to go on for description and inspiration. Overall, it worked perfectly.</p></blockquote><p></p>
[QUOTE="Nemesis Destiny, post: 5737359, member: 98255"] [b]Encounter D1[/b] After Easthill, the group decided to pursue a lead they'd gotten on some "forest spirits" to the south that might be of help. This was another section that I'd radically redesigned from the module. It wasn't because I felt the section was [I]bad[/I], per se, as it had some excellent potential (Snilvor, the plot hook with Daggerburg, Yisarn, a fae connection, etc.). My issue here was that I wanted something that would make more sense with my campaign world and the arcs that I was running, which didn't include Daggerburg (though you could argue my redesign of Toadwallow and the motivation behind it were pretty similar). I felt that Yisarn on his own was a little two-dimensional, and the whole encounter felt like it. I had already decided on a different path for hapless Snilvor anyway. I also wanted to use dark elves (as opposed to drow), as there were campaign reasons for it, however, the name "woodsinger" did nothing for me, so I also changed that. In the end, I had changed the elves to dark elves, who called themselves the Nythal. Dal Nystere was instead changed to a barrow mound for the viking-like people of the region, and rather than Yisarn being some malevolent being out for destruction, I made him a symptom of the greater evil going on. In my version of this module, I made heavy use of the character Malkos (though I changed his name). He became a mastermind, the brains behind Nazin Redthorn's brawn. I also adapted Kaltis to this role (again by a different name), but this one was specifically Malkos' fault. He was meddling about in the barrow and raised Yisarn from the dead to keep the dark elves busy while he worked his other machinations. As a result, encounters D2 and D3 got scrapped entirely. I also needed some extra maps. But I'm getting ahead of myself here. The encounter with Israfen and Eyriel worked pretty much as in the module, though the motivations differ, and I skipped the part about the vial of dragonblood. I instead had the elves point the heroes at the barrow, and made a mystical reason why the elves could not deal with the issue themselves. It worked well enough and didn't get any flak from the players, so it must have been a good enough "story patch." So, for the barrow mound, I hit up [URL="http://blog.microdungeons.com"]microdungeons[/URL] via a google image search. Here is the map I used: [IMG]http://www.microdungeons.com/uploaded_images/Barrow_on_the_Hill-725704.jpg[/IMG] Simple enough to run through quickly, and vague enough to allow me a lot of freedom to ad-lib. The keyword-like labels on the rooms provided me just enough to go on for description and inspiration. Overall, it worked perfectly. [/QUOTE]
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