"The Banewarrens" Is it really _that_ good?


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Emirikol said:
All:

I'm considering running the Banewarrens for my campaign. Is it really _that_ good of a scenario?

jh

It's not the be all end all of mega modules, but its pretty darn good. You have to just let your players have fun with it. You'll see when you come to the end. Its....different. :)
 

I think it's pretty good. It's not one of my favorite modules of all time or anything, but it's well done for what it is: a mega-dungeon with more to it than just going room to room killing stuff.
 

Emirikol said:
All:

I'm considering running the Banewarrens for my campaign. Is it really _that_ good of a scenario?

jh

Yes! Just don't ask the rogue in my game because he is tired of being WIS, CON and level-drained. Or paralyzed. Nasssssty monsters. :D
 


the banewarrens comes at "the problem" so many ways that it CAN be used ofr almost any party, and is paced in such a way that it can be run straight through or hashed out over time.

i am prepping it for play and enjoying it. i usually do not run modules but felt that i wasn't gonna pull anythig this complex off myself anytime soon.


i think it is _that_ good. :)
 


alsih2o said:
the banewarrens comes at "the problem" so many ways that it CAN be used ofr almost any party, and is paced in such a way that it can be run straight through or hashed out over time.

i am prepping it for play and enjoying it. i usually do not run modules but felt that i wasn't gonna pull anythig this complex off myself anytime soon.


i think it is _that_ good. :)

One of the things about it is that there are so many different things going on at various levels that you can use them as springboards for the next leg of your campaign if you wish. My blog has a mini rundown of our banewarrens exploits, granted its not very good because I don't have time to update it like I should but you can get the general idea.

*SPOILER*

You have to decide whether you want to leave out the kidnapping scenario if your players hate being railroaded.


I trimmed out a lot of what I thought were unneccessary "event" encounters that became inconsistent with my particular plot line. But the module is flexible enough not to feel it.
 
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I went through it as a player and enjoyed it a lot. There is a lot of stuff going on from multiple factions.

Spoiler warnings

The betrayals worked well in our campaign but could blow up in a DMs face.

The only thing I wish our DM had cut out though was the big construct mech at the end, I felt it was very non-D&D for PCs to pilot a mech and what it is used for could have been done by characters and multifaction interference instead in a much more cooler climax.

Also the reason the pactlords have so many different races and types of monsters was a little lame, they just do. I thought the pact was going to give power to only a single lord of each race and increase with the number of members to explain the legion of different monster types that are seen, but it was not so.
 
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Did you fellas know that there's a brand spanking new SPOILER tag, now?

Simply use it like this: [*SPOILER]Hidden text[*/SPOILER] and don't use the asterisks.

For Example:

Darth Vader is really Luke Skywalker's Father!

As for the Banewarrens, it's got the hallmark of one of Monte's best qualities: flexibility. It allows you to customize it, and offers enough flavor that you can tailor it more or less to your individual needs as a DM. It's not great, as it suffers from the 'runs too long' problem of most mega-modules, but it's still got a great plot and is full of interesting characters and setting.
 

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