The Tariff of Relkingham

Baumi

Adventurer
In the Dungeon 158 there is the Adventure "The Tariff of Relkingham" which seems really interesting, but I have the problem that I only have one Session time to play this.

So I wanted to ask those who played it, how long it took and if there are parts that can be easily cut out to shorten it (if necessary)...
 

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In the Dungeon 158 there is the Adventure "The Tariff of Relkingham" which seems really interesting, but I have the problem that I only have one Session time to play this.

So I wanted to ask those who played it, how long it took and if there are parts that can be easily cut out to shorten it (if necessary)...
Well just having glanced at the adventure, it looks like reducing/eliminating some of the random encounters could make things go faster.

Oh, IIRC zombie rotters have some hard to find errata making them level 1 monsters.
 
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Well just having glanced at the adventure, it looks like reducing/eliminating some of the random encounters could make things go faster.

Oh, IIRC zombie rotters have some hard to find errata making them level 1 monsters.

I thought it was in the Forgotten Realm book.
 


Well, in reality, save for the final confrontation, every combat encounter in the adventure is superfluous. If you players are into role-playing, I would suggest scrapping some of those in favor of the skill challenges and problem solving. If they like the hack-n-slash, I would cut out some of the skill challenges (like the initial one with the mayor). I would definitely cut out the random encounters (as written, it basically sets up 3 extra combat encounters).

BTW, other than some editing and layout gaffes that needlessly separates related information, this is a mighty fine adventure, probably one of the best in 4e Dungeon.
 


Many thanks to you all! :)

@Grimstaff: How do you balance this out? Halfing Hitpoints would make the combats not only faster but also much easier.

@frankthegm: Nice Counters, where did you get these?

@Shroomy: How long does the Adventure usually take? Do you think it is manageable with only 2 combats (finale and one in the middle) in 7 hours?
 

@Shroomy: How long does the Adventure usually take? Do you think it is manageable with only 2 combats (finale and one in the middle) in 7 hours?

I haven't played the adventure, but it is fairly short. If your players are focused and have skill selection that match up well with the skill challenges, I don't see why you couldn't finish in a 7 hour session, at least if you do it marathon session. For your situation, I would probably do the following:

1. Keep the initial two skill challenges. Even if the PCs bungle the second one badly, I'd still consider having the maid reveal her secret to them, just to keep everything on track. Otherwise, you risk the PCs floundering around for a while.

2. Cut out the random encounters unless your PCs are flying through the adventure. Even then, they don't provide any stats or prep, so don't find yourself caught flatfooted.

3. Keep an eye on the clock during the middle encounters. Of the two in the adventure, I'd keep the creepy village instead of the ambush if I had to choose. If you don't use these encounters, you should prepare an alternate way to establish that
Vecna's cult
is responsible for this mess.
 



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