| Post/Author/DateTime | Post |
|---|---|
| #1quizzit_dupJan 16, 2009 9:04:44 | Hey guys, My group is about to start H2 (as you may have guessed). Just wondering if anyone had any tips on what worked well or not so well in this adventure. Thanks ![]() |
| #2suthornJan 16, 2009 14:17:35 | Searching for the fun sucks. I gave the players a copy of the map after rescuing the Halfmoon dude. |
| #3VatrasJan 16, 2009 18:12:40 | Be wary of the power of the brass warder the PCs encounter in the ambush, where the renegade sends his killers after the PCs. That monster has a very high AC and is better than indicated by level. The Horned Hold can be very tough if the PCs don't prepare for fleeing NPCs who alert the others. If your players don't think ahead, better give them a hint ![]() When they get into the Hall, be sure to introduce some of the NPC to them. The Hall can serve as a centre for several adventures, and it is good, if the players "know" some of the inhabitants. |
| #4Tony_VargasJan 17, 2009 0:28:22 | We ran into two issues. First, the 'Mages of Saruun' were not very sympathetic. Ultimately, success in the module is helping them - but, you've got to want to do it. I'd consider making them a bit more benevolent (or, at least, come off that way). Second, of course, is the overlevelled boss rut that 4e modules seem to be in. Yes, a final encounter should be challenging, but, if you want something that'll stand up to the party for a longish while, but in a solo a level or two above them, not an elite with 4 or 5 levels on them, the latter is just too frustrating. Solos can get monotonous, but overlevelled elites with comparable staying power are just maddening - you can't hit them, and they can't miss you, it's exactly what 4e is not supposed to be. |
| #5VatrasJan 17, 2009 7:12:38 | I forgot about the treasure ![]() Have a look through the module and then change what you don't want. I personally found the treasure of the final boss a bit...lacking (a quarterstaff +2). |