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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Wizards of the Coast was testing out a different adventure designs with a publishing layout format requiring individual encounters within an adventure to fit on two pages only mini-map included. Please read my Terms of Service. Leave a Reply Cancel reply. They use a good mix of opponents, sometimes putting enemies the group fought before together with new ones, which is a reavegs design.
A rebel resistance has sprung up wnd it’s up to the PCs to help liberate the Duchy. This product very much appears to be designed to be played “right out of the box”. If you try them with just 3 players, or even 4 very new players, you might end up with a total party kill TPK. Skipping or failing too many encounters will make the end of the adventure harder, if not impossible.
Since I wrote this, I made some maps of my own.
Reavers of Harkenwold was written by well-known designer Rich Baker with additional design contributions from Chris Perkins. 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. What makes RoH so good is how it was written as a mini-sandbox. The combat encounters start out easy, but then get harder, even taking into account that the players will gain a level in the middle.
Reavers of Harkenwold
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 hadkenwold to push, teleport, slide or dunngeons move their opponents over the edge. Newer Post Older Post Home. The catch is that it isn’t quite that easy to do that. Yes, the Giant Frogs are a problem. I encountered them as a player last year and wrote about the experience in this blog post.
Posted by Marty Walser at 2: Dungsons it does require some preparation, an added dose of roleplaying, and creating of the missing maps. The plot is straightforward, in a good way: Not only is it non-linear, but there is room to drop in side-quests or whatever other ideas on might have to fill it out for your group.
Meet the new boss. Free a region of innocents from an evil outside army that has taken over. This format had its pros and cons, but despite its eventual abandonment, the format appears to have wrestled the creative juices out of the designers at the time or perhaps in spite of an.
It mixes the surprise of monsters with new abilities with the recognition of old foes. Run by an experienced DM, Reavers of Harkenwold can be an excellent adventure.
Even weirder, there is a rather excellent map of the left half of that keep, which is only used for one battle.
Thanks a bunch if you help, man! If you wanted to mail-order a brick wall, the best you could hope for would be a delivery of a bag of dry mortar and a stack of bricks.
Book 1 contains the background material and the allies-gathering, while book 2 has the big battle and the keep. I started by running these characters through some unconnected Living Forgotten Realms adventures, so they were already level 3 when the adventure started.
Flexibility is the key strength of this module.
Review: Reavers of Harkenwold | Online Dungeon Master
The Reavers of Harkenwold adventure is, in a word, excellent. I bought it some months ago but just flipped through it. If they save, they are no longer dragona or taking damage, but they are still swallowed.
This choice suddenly drew attention to two facts.
The PCs fight off mercenaries plundering farmsteads. I got some players breathing down my neck here, man!
As I said before, with some good DMing, Reavers of Harkenwold could be one of the best adventures for 4th edition. The adventure is really a series of non-linear small encounters — contact the rebellion, upset the supply lines, recruit more rebels, negotiate with the Elves, fight off goblins… etc.
I believe the Essentials products are arranged so that you can start with 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. There was so much space to work in, that I just kept adding elements until I had a complete low level campaign built up out of what originally was a fairly short adventure.
The first begins with a thorough overview of the plot of the adventure in both a super-brief format here are the three or four major points of the plot as well as a longer format for book 1 that goes over the flow of that section. 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.
The biggest flaw of the Reavers of Harkenwold adventure on the map side is that there are no maps at all for the last 4 battles, the grand finale, which plays in the right half of a keep.
Guess I will try to adapt another adventure as an intro, or take something from KotS.