Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
Thoughts on the published Wizards adventures
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="drscott46" data-source="post: 4526328" data-attributes="member: 46144"><p>I've been running H1 with two separate groups for the last couple of months. One group is still on the first level because they detoured off into the natural caverns section, while the other found the stairs to level two pretty quick- they're now just outside area 18, the one before the Kalarel encounter.</p><p> </p><p>In both cases, I set H1 in the Forgotten Realms (NE Cormyr) and stirred in some of the supplemental encounters, including the tavern brawl, the cult of Shar underneath Bairwin's shop, etc. The Shadow of Kalarel batch of extras were pretty blah, although I did use the kobold one as a substitute for one of the original kobold encounters. </p><p> </p><p>I also threw in the Eberron bit about Delphina being a doppleganger and added an original piece where Irontooth's body, brought back by the party to prove the destruction of the kobold lair, disappears and ends up reanimated as an undead creature (shades of Paizo's Kobold King modules, basically).</p><p> </p><p>---</p><p>The interesting thing about both situations is that each group apparently took Valthrun's story about Shadraxil quite seriously- to the point where once both groups located safe spots to rest (such as the hidden zombie room on the first level, etc., or the cleared hobgoblin section of level two), they basically refused to go back to Winterhaven. That's one thing I didn't expect beforehand, but it makes sense when you look at it- the module just sort of assumes the party goes back to heal when it really doesn't put anything in Winterhaven that's really necessary to come back for.</p><p> </p><p>This, of course, means that I'm in the spot of springing the big Winterhaven undead invasion on them (they already found the plans in the hobgob area) after they have conceivably already beaten Kalarel and closed the portal. Fine with me- maybe it'll take them by surprise- but it's not how it was intended.</p><p> </p><p>I've enjoyed running H1- I do think that it's a good introduction to 4E and helps newly converted players figure out what they like. I have noticed that the encounter design is set up in almost all cases so that PCs are really only in danger if they go charging headlong into an area- heck, my one group defeated the gelatinous cube on level two without so much as a scratch just by being cautious and tossing a sunrod in the cube's direction, then backing away down the corridor while sniping and using the warlock's dire radiance power (deals damage when the target moves closer to the caster). My players have managed to greatly reduce their risk just by moving carefully and using doorways as bottlenecks (the ghoul warren was a romp, for example.) The one group's cleared all the outdoor/preliminary encounters as well as a dozen of the dungeon encounter areas completely with maybe three extended rests.</p><p> </p><p>I'm not really complaining as much as I'm just pointing out that players who are good tacticians aren't going to find H1 all that troublesome. I do find myself missing the edgier Paizo plots, for sure, and am quite sad that Paizo cast its lot as it did because I don't have the time to convert Pathfinder stuff to 4E.</p><p> </p><p>After H1, I plan on running Escape from Sembia as a prequel/flashback to set up the ongoing villains (Netheril) and then some of the RPGA Living Forgotten Realms or Dungeon Magazine modules as I see fit. I don't know if we'll end up using H2 or H3- probably at least some of the former. Kinda depends on whether or not the group gets tired of combat-heavy dungeon crawls and goes for some more of the RP/skill challenge stuff that's more common in the RPGA modules.</p></blockquote><p></p>
[QUOTE="drscott46, post: 4526328, member: 46144"] I've been running H1 with two separate groups for the last couple of months. One group is still on the first level because they detoured off into the natural caverns section, while the other found the stairs to level two pretty quick- they're now just outside area 18, the one before the Kalarel encounter. In both cases, I set H1 in the Forgotten Realms (NE Cormyr) and stirred in some of the supplemental encounters, including the tavern brawl, the cult of Shar underneath Bairwin's shop, etc. The Shadow of Kalarel batch of extras were pretty blah, although I did use the kobold one as a substitute for one of the original kobold encounters. I also threw in the Eberron bit about Delphina being a doppleganger and added an original piece where Irontooth's body, brought back by the party to prove the destruction of the kobold lair, disappears and ends up reanimated as an undead creature (shades of Paizo's Kobold King modules, basically). --- The interesting thing about both situations is that each group apparently took Valthrun's story about Shadraxil quite seriously- to the point where once both groups located safe spots to rest (such as the hidden zombie room on the first level, etc., or the cleared hobgoblin section of level two), they basically refused to go back to Winterhaven. That's one thing I didn't expect beforehand, but it makes sense when you look at it- the module just sort of assumes the party goes back to heal when it really doesn't put anything in Winterhaven that's really necessary to come back for. This, of course, means that I'm in the spot of springing the big Winterhaven undead invasion on them (they already found the plans in the hobgob area) after they have conceivably already beaten Kalarel and closed the portal. Fine with me- maybe it'll take them by surprise- but it's not how it was intended. I've enjoyed running H1- I do think that it's a good introduction to 4E and helps newly converted players figure out what they like. I have noticed that the encounter design is set up in almost all cases so that PCs are really only in danger if they go charging headlong into an area- heck, my one group defeated the gelatinous cube on level two without so much as a scratch just by being cautious and tossing a sunrod in the cube's direction, then backing away down the corridor while sniping and using the warlock's dire radiance power (deals damage when the target moves closer to the caster). My players have managed to greatly reduce their risk just by moving carefully and using doorways as bottlenecks (the ghoul warren was a romp, for example.) The one group's cleared all the outdoor/preliminary encounters as well as a dozen of the dungeon encounter areas completely with maybe three extended rests. I'm not really complaining as much as I'm just pointing out that players who are good tacticians aren't going to find H1 all that troublesome. I do find myself missing the edgier Paizo plots, for sure, and am quite sad that Paizo cast its lot as it did because I don't have the time to convert Pathfinder stuff to 4E. After H1, I plan on running Escape from Sembia as a prequel/flashback to set up the ongoing villains (Netheril) and then some of the RPGA Living Forgotten Realms or Dungeon Magazine modules as I see fit. I don't know if we'll end up using H2 or H3- probably at least some of the former. Kinda depends on whether or not the group gets tired of combat-heavy dungeon crawls and goes for some more of the RP/skill challenge stuff that's more common in the RPGA modules. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Thoughts on the published Wizards adventures
Top