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Tell me about you 4th ed campaigns..
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<blockquote data-quote="Evilhalfling" data-source="post: 4556385" data-attributes="member: 16991"><p>I ran a compliation of Raiders of Oakhurst (free enworld adventure) and kobold hall (no dragons).</p><p>Then a couple of hombrew adventures, a drake heavy dungeon crawl, an escape from a forest fire, and a rescue the slaves mission, with elves and duegar as enemies.</p><p>Seeding it all with clues and plots leading to H2: Thunderspire Laybrinth.</p><p>Hooks: [sblock]</p><p>1. They found a letter addressed to "7PH" – confirming that the way to the “tower of truth” led through the “well”. </p><p>2. The PCs were paid to rescue some slaves, and killed the Duegar holding them. They were informed of a recent doubling of the price of slaves, due to increased demand from some (unknown, under-dark source), </p><p>3. A city above thunderspire labyrinth is considered a nexus of the slave trade. </p><p>4. On the way to the city, a companion vanished leaving behind some dead gnolls, of the black fang tribe.</p><p>5. A girl from the PCs village, was last seen in the city, asking directions for the seven pillared hall.</p><p>[/sblock]</p><p></p><p>One player bailed leaving us with a 3 person party, so I am toning down all of the encounters by hand. I have also added some of detail to the undefined areas of the labyrinth - like the Hall of the Broken Dragon and Houses of Silence. The online expansion kinda sucked, turning each location into a single encounter, but I will use the one provided for in the cistern, if the PCs follow that plot hook. </p><p></p><p>I am laying more plothooks leading toward P2: (Drow city adventure) but if that adventure sucks ill retrofit the 1e vault of the drow. Which was just lovely. </p><p>It may turn into a paragon one-shot, and serve as an epiloge. </p><p></p><p>Aside from the one player leaving (mostly RL issues, but part 4e dislike) we are having a good time. </p><p></p><p>Powers and action points are fun, healing surges are a big improvement on wands of CLW.</p><p>The lack of a logical economy is troubling, but it did encourage me to handwave all mundane expenses. The PCs just find "pocket change" or "imaginary gold" on most humaniod opponents, it is not counted and it is assumed to pay for Inns, ale, small bribes for information, and trinkets for "friendly" ladies. The players love not micromangaing funds.</p></blockquote><p></p>
[QUOTE="Evilhalfling, post: 4556385, member: 16991"] I ran a compliation of Raiders of Oakhurst (free enworld adventure) and kobold hall (no dragons). Then a couple of hombrew adventures, a drake heavy dungeon crawl, an escape from a forest fire, and a rescue the slaves mission, with elves and duegar as enemies. Seeding it all with clues and plots leading to H2: Thunderspire Laybrinth. Hooks: [sblock] 1. They found a letter addressed to "7PH" – confirming that the way to the “tower of truth” led through the “well”. 2. The PCs were paid to rescue some slaves, and killed the Duegar holding them. They were informed of a recent doubling of the price of slaves, due to increased demand from some (unknown, under-dark source), 3. A city above thunderspire labyrinth is considered a nexus of the slave trade. 4. On the way to the city, a companion vanished leaving behind some dead gnolls, of the black fang tribe. 5. A girl from the PCs village, was last seen in the city, asking directions for the seven pillared hall. [/sblock] One player bailed leaving us with a 3 person party, so I am toning down all of the encounters by hand. I have also added some of detail to the undefined areas of the labyrinth - like the Hall of the Broken Dragon and Houses of Silence. The online expansion kinda sucked, turning each location into a single encounter, but I will use the one provided for in the cistern, if the PCs follow that plot hook. I am laying more plothooks leading toward P2: (Drow city adventure) but if that adventure sucks ill retrofit the 1e vault of the drow. Which was just lovely. It may turn into a paragon one-shot, and serve as an epiloge. Aside from the one player leaving (mostly RL issues, but part 4e dislike) we are having a good time. Powers and action points are fun, healing surges are a big improvement on wands of CLW. The lack of a logical economy is troubling, but it did encourage me to handwave all mundane expenses. The PCs just find "pocket change" or "imaginary gold" on most humaniod opponents, it is not counted and it is assumed to pay for Inns, ale, small bribes for information, and trinkets for "friendly" ladies. The players love not micromangaing funds. [/QUOTE]
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