Dungeon 156 - The Last Breaths of Ashenport

Post/Author/DateTimePost
#1

mudbunny

Jul 29, 2008 17:31:53
The Last Breaths of Ashenport
By Ari Marmell

The first of a select few Dungeon adventures to be updated to 4th Edition, "The Last Breaths of Ashenport" is here! The remote seaside town of Ashenport isn’t visited by many, for good reason. When the PCs arrive to weather a fierce storm battering the coast, they discover that something dark lurks beneath the town's pleasant veneer. As other visitors to the town disappear one after the other, it's up the heroes to discover the horrifying secrets of Ashenport.

See it now! (2 mb PDF)

It stands a lonely vigil atop a remote northern shore, hunkered down against the terrible ocean storms. For most of the year, it sits alone, for trade in the region has decreased. If this were any other town, it would long since have been forgotten, or perhaps even abandoned.

But this is no other village. This is Ashenport. Here, the fish are plentiful. Here, the crops grow and thrive despite the rocky soil. Here, the ocean offers up its riches willingly, like a bashful lover.
#2

john_paul_stoddard

Jul 29, 2008 22:52:54
It should be Noted that its for

8th Level Characters

The Maps have improved over the last article.
If you have the Original they have been recycled.
Some new Artwork but most have been recycled also.
If you have already made Maps and Artwork from the Original you are set.
Still No High RES single Page Maps for use with VTTs or digital display

Intersting to note that the original Format was 44 pages were as the Converted runs 36 Pages.

I know some don't like the Landscape but compared next to each other, you can see why its better.
#3

fodigg

Jul 30, 2008 10:21:53
Wow, what an adventure!

I never read the original, but I can see why they chose this one to convert. I've just read all the fluff parts (to page 20) and I'm honestly giddy. I'm afraid to read the crunchy bits because I don't want to find errors. (although I want everyone else to find errors so they can be fixed before the next issue is compiled)

This adventure is seriously right up my alley.

Edit: Oh, but I did read the post-errata skill challenges and I was very pleased. The new DCs and the "sliding scale" of victory based upon successes fixes the problems I had with SC before.
#4

tenian

Jul 30, 2008 12:24:47
Inconsistency: Dagon's Fang

The Mystic Cultists (pages 90,97)
have a version that reads:
r Dagon’s Fang (standard; at will)
Ranged 10; +12 vs. Fortitude; 2d6 + 5 psychic damage.

Alderman Ritter (p 94)
also has
r Dagon’s Fang (standard; at will)
Ranged 10; +12 vs. Fortitude; 2d6 + 5 psychic damage.

Sharallan, Cult of Dagon Priestess (p 94)
has
r Dagon’s Fang (standard; at will) ✦ Psychic
Ranged 10; +12 vs. Fortitude; 2d6 + 5 psychic damage.

Was the psychic keyword omitted from the Cultists and Alderman or was that intentional?
#5

mountc

Jul 30, 2008 12:55:53
Good catch. I just saw that myself and was going to post. My best guess is that Psychic should apply to the other two since the damage is psychic.
#6

rhianni32

Jul 30, 2008 13:11:50
Overall its a lot cleaner than the Haunting of Kincep Mansion. I like this one.
#7

delgaddo

Jul 30, 2008 15:43:11
I love all things Lovecraft - so this is one I'll look forward to running. Will probably be many more months until the group is level 8 though.

One concern. I read through it real quick but it seemed that the whole adventure was really low on treasure. Anyone else notice this or did I miss most of what they listed for treasure. I basically saw a bunch of tomes, 3 rituals a shield and some potions. What else did I miss?
#8

fodigg

Jul 30, 2008 16:13:56
I love all things Lovecraft - so this is one I'll look forward to running. Will probably be many more months until the group is level 8 though.

One concern. I read through it real quick but it seemed that the whole adventure was really low on treasure. Anyone else notice this or did I miss most of what they listed for treasure. I basically saw a bunch of tomes, 3 rituals a shield and some potions. What else did I miss?

The fact that, when the adventure is over, there's an entire town full of valuables for them to pick through?
#9

Shimrath

Sep 01, 2008 23:57:26
In the Ambush in Ashenport encounter, the Mystic Cultists are listed as recharge 6/5/4 for Storm of the Ocean Lord.

Later on, other Mystics (Alderman Ritter included) show a recharge of only 6 for the same ability.

After running the Ambush, i advise switching all Mystics to recharge 6, since overuse of the Storm power made for a very long battle. Near constant immobilization of PCs can really draw things out.