D&D. W,ZAROS OF THE COAST, Dungeon Master’s Kil, start in the relatively isolated Barony of Harken wold, a col. Monster Vault, Reavers ofHarkenwold. Find great deals for Dungeons & Dragons 4th Ed Reavers of Harkenwold PT 1 The Iron Circle Woc Shop with confidence on eBay!. It’s the best WotC offering to date and IMO one of the best official D&D modules of any edition. However, that’s not a very high bar for the most.
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Jeff loaned it to me on the spot. Great guy, great store! The Reavers of Harkenwold adventure is, in a word, excellent.
It is presented in two separate magazine-type books. The first begins with a harkenwld overview of the plot of the adventure in both a super-brief format rravers are the three or four major points of the plot as well as a dungwons format for book 1 ans goes over the flow of that section. It continues with some possible adventure hooks, detailed descriptions of the locations the PCs might visit in the adventure complete with names of shops in towns and so onand then descriptions of the non-player characters that the party might meet including their motivations and role-playing tips for the most important NPCs.
It then moves into the various encounters that the PCs may meet. Book 2 starts with the plot overview for that book, and then the encounters. If you plan to play this adventure as a PC and you want to be surprised, I suggest you stop reading now. The plot is straightforward, in a good way: Free a region of innocents from an evil outside army that has taken over.
The players need to gather allies, fight in a large military battle, then infiltrate a keep. Book 1 contains the background material and the allies-gathering, while book 2 has the big battle and the keep.
Review: Reavers of Harkenwold | Online Dungeon Master
I ran the game using MapTool online for a party of three PCs. My players were a level above the recommended range for the adventure, so I mostly left the numbers alone higher-level PCs, but fewer of them than recommendedand it worked out okay. I removed the traps and one of the monsters from that battle and it was STILL too hard the players retreated and came back the next day with an elf ally. There is plenty of information in Reavers of Harkenwold for a party that loves role-playing to really get into the world and its people and their problems.
However, that is not the kind of group that I have. My PCs prefer to get into fights and kill bad guys, and this adventure worked just fine for them, too. The order that they ran into the encounters was:. It was refreshing to me that the adventure had more encounters than were required — it made me feel okay about not using all of them.
Reavers of Harkenwold | D&D: Points of LIght Wiki | FANDOM powered by Wikia
I think a party that likes more plot and role-playing and opportunities for creativity could also get a lot out of this adventure. The back story and information about all of the people and places is really dungeona presented, and I think DMs can find a lot to make use of.
What did you use to bring the characters from the 1st to 2nd level? I started by running these characters through some unconnected Living Forgotten Realms adventures, so they were already level 3 when the adventure started.
I believe I used a Moonshae Isles adventure, followed by a home-brew that I wrote as a follow-up to that one, followed by adventures in Waterdeep, Cormyr and Aglarond. I believe the Essentials products are arranged so that you can start narkenwold the adventure from the Red Box Starter Set, which takes the party from level 1 to level 2, and then move them into Reavers of Harkenwold.
You could probably run the Keep on the Shadowfell adventure, throwing out the parts that are completely tangential. The Keep itself, for instance, could have just a few goblins on the first level, maybe the zombies on the way down the stairs, the hobgoblins below and the trap room before you get into the Kalarel area throwing out the rats, kruthiks, slime, gelatinous cube, etc.
Is Keep of the Shadowfell that bad?
Dungeons & Dragons 4th Ed Reavers of Harkenwold PT 1 The Iron Circle Woc24464
I bought it some months ago but just flipped through it. Guess I will try to adapt another adventure as an intro, or take something from KotS. But harkenwopd of the battles do nothing for the plot of the harkensold, so it takes a long time in real-world time for the story to go anywhere. Perhaps your PCs discover that the iron circle land was controlled by an evil god who has similar plans on lots of planes, and the party drabons to plane-hop to find more clues, save more lands, and eventually take on the evil god itself.
Would it be possible for you to like, release the MapTool maps for download, or at least email them to me? I got some players breathing down my neck here, man! Specifically, the Giant Frogs are supposed to swallow characters up to medium size and the characters are then stunned and taking damage. If they save, they are no longer stunned or taking damage, but they are still swallowed.
Yes, the Giant Frogs are a problem. I encountered them as a player last year and wrote about the experience in this blog post. I have some suggestions for improving the fun of the Giant Frogs. Second, allow other characters who hit the Giant Frog to choose to grant the swallowed creature a saving throw instead of dealing damage to the Giant Frog imagine that they punch the Frog in the gut and cause him to lose his swallowed prey.
Modify it, though, and it can be okay.
Thanks for your suggestions. Since I had already allowed stunning, I only had to deal with what to do once they saved. As it turned out, none of the other characters in the party ever attacked the giant frogs when the characters were swallowed they were busy with the bullywugs. This choice suddenly drew attention to two facts. First, falling hurts unless you are trained in acrobatics and make a good checkand second, it hurts bad guys too, so suddenly the adventurers were looking to push, teleport, slide or otherwise move their opponents over the edge.
Madness at Gardmore Abbey: Session One Online Dungeon Master. The order that they ran into the encounters was: Liberating the underground lair for the elves D4 again: The party retreated the first time and got a Woodsinger Elf to help them the second time I made up a simple companion character E4: The Battle of Albridge Nazin fled when his minions dropped, and just barely got away, even with his action point Some role-playing to visit Old Kellar in Harken to learn about the Keep, then back to Albridge to talk to Dar Gremath about plans, then back to Harken for the infiltration K1: The PCs decided to pretend that one of the PCs was the sister of a Harkenwolder who had joined the Iron Circle and died in the Battle of Albridge, and she had been sent to collect his personal effects from his barracks.
The party was escorted to the barracks in room 6, where they killed their escorts, went into the empty banquet hall room 5 and then into the kitchen room 15 where the servants tried to help. The Great Tower entrance K7: Email Facebook Twitter Google.
Thanks a bunch if you help, man! Leave a Reply Cancel reply. Sorry, your blog cannot share posts by email.