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General Tabletop Discussion
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Thoughts on the published Wizards adventures
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<blockquote data-quote="bert1000" data-source="post: 4525629" data-attributes="member: 29013"><p>H1 was ok, but </p><p>1) suffered from the keep being too large and packed. I prefer more, smaller combat oriented encounter sites or if large not as similar as others have mentioned (kobold watchmen, kobold guards, kobold chief, undead, hobgoblin watchmen...) </p><p>2) lack of fleshed out non-combat encounters (skill challenges, npc motives)</p><p>3) not enough stuff going on around the PCs. Graveyard interlude is ok, but what about angry farmers outside the gates of Lord P.'s manor demanding he do something about the kobolds and the PCs having to mediate, etc. Much like H2 and P1 have random combat encounters, would be great to have some flexible non-combat set pieces to use</p><p>4) main villian's motivation never revealed to PCs and, without DM rewriting, I feel the climax is not what it could be</p><p> </p><p>This said, I made the changes I needed and it is a nice little adventure post-DM work.</p><p> </p><p>H2 seems pretty good, with an interesting skull port -like base and potential for some open ending exploring. Also like that it is not another "save the world" module which would have been too much, coming after H1 </p><p> </p><p>H3 is good for what it is, but I don't love the format (trapped in mega-dungeon).</p><p> </p><p>P1 is starting to get a little more plot oriented which is nice. It's kind of a mini-Red Hand (save the village from invading horde with some cool extra-planar connections).</p><p> </p><p>All in all, I agree that these modules are better than many folks are saying. However, I still think they have a ways to go in terms of story and non-combat color -- how many times can the party find a "note" that reveals the bad guys master plans or the hook for the next dungeon? It's like goldbox Pool of Radiance journal entries at times.</p></blockquote><p></p>
[QUOTE="bert1000, post: 4525629, member: 29013"] H1 was ok, but 1) suffered from the keep being too large and packed. I prefer more, smaller combat oriented encounter sites or if large not as similar as others have mentioned (kobold watchmen, kobold guards, kobold chief, undead, hobgoblin watchmen...) 2) lack of fleshed out non-combat encounters (skill challenges, npc motives) 3) not enough stuff going on around the PCs. Graveyard interlude is ok, but what about angry farmers outside the gates of Lord P.'s manor demanding he do something about the kobolds and the PCs having to mediate, etc. Much like H2 and P1 have random combat encounters, would be great to have some flexible non-combat set pieces to use 4) main villian's motivation never revealed to PCs and, without DM rewriting, I feel the climax is not what it could be This said, I made the changes I needed and it is a nice little adventure post-DM work. H2 seems pretty good, with an interesting skull port -like base and potential for some open ending exploring. Also like that it is not another "save the world" module which would have been too much, coming after H1 H3 is good for what it is, but I don't love the format (trapped in mega-dungeon). P1 is starting to get a little more plot oriented which is nice. It's kind of a mini-Red Hand (save the village from invading horde with some cool extra-planar connections). All in all, I agree that these modules are better than many folks are saying. However, I still think they have a ways to go in terms of story and non-combat color -- how many times can the party find a "note" that reveals the bad guys master plans or the hook for the next dungeon? It's like goldbox Pool of Radiance journal entries at times. [/QUOTE]
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