H2 Thunderspire...Huh?

Post/Author/DateTimePost
#1

zahnb

Aug 04, 2008 19:50:21
Ok, first, I love 4E. That out of the way, WHY THE HECK DID THEY WASTE PAPER PRINTING THIS!

I loved the first module, it set out nice encounters in clearly defined areas and had enough backstory to Roleplay with my group. As a DM I didn't have to work hardly at all to run the module. I was so excited to get the second one and when I opened it, there was page after page of "Hey, here are some possible encounters, but do it all yourself!" No stat blocks, no maps of rooms for encounters, and only 1 printed map?

WTH!?! Why did I buy this module? I buy modules to make my DM'ing job easier because I don't have time to write up stuff. Seriously, if H3 ,(And now I will look at it before I buy it blindly) is like H2, I won't be buying anymore D&D modules.

Anyone else felt cheated by this module or is this the new format?
#2

baik_telor

Aug 04, 2008 22:48:30
My reaction is 100% opposite yours. I thought KotS was complete garbage. H2, on the other hand, is a cool throwback to the berserk sandbox-style megadungeons of yore, like Keep on the Borderlands or B4: Lost City. It's up to your players to make the story compelling. If you've been playing since 1979 you're probably all too familiar with these kinds of modules (since they were pretty much all like this back then...).

Honestly, if you and your players were able to enjoy the minimal amount of "story" that KotS contained, you should have no problem enjoying H2. You don't need stat blocks for every NPC in the Seven Pillared Hall, you need a name and a one sentence description of their personality. Use the various racial entries in the MM if a fight breaks out.

Plus, the Well of Demons is just awesome. That is some serious old school dungeoneering ridiculousness right there. I invite you to reread that section and try to envision NOT having fun there.

To each their own, but if you can have a good time with H1 then you can have just as good a time, if not better, with H2.
#3

NorskDrake

Aug 05, 2008 1:11:51
All in all I've got to say I'm a fan. I like the flow and the level of story is great in my mind.

If the sections that only hint at more story (the random encounters pages)are a problem then have a look at the two Dragon articles this month based on H2, the Echos one has details to some of those locations and the FR one actually explains a little more that is relevant outside of the Realms.

My complaint is the only one map! I would have liked more in H! but now in H" I feel it is lacking because of it.

I've chosen not to run H1 but will be fitting H2 right in to my campaign. Probably not H3 though so swings and round-a-bouts.
#4

Neutronium_Dragon

Aug 06, 2008 0:27:02
> "Hey, here are some possible encounters, but do it all yourself!" No stat
> blocks, no maps of rooms for encounters, and only 1 printed map?

Uh, did you get some defective version or something? Because my copy has maps and stats for all of the set-piece encounters.

The random ones don't - because those can be placed anywhere, but that's how "wandering monster" encounters have been in *every* adventure, regardless of edition.
#5

SeanCaruso

Aug 08, 2008 11:53:54
Did you only read the first book? The second book has maps of all four "dungeons," and detailed encounter information with stat blocks.

I'm starting it tonight, and I can't wait until I get a chance to run the Well of Demons... especially the Guardian encounter. WOW!
#6

JesterOC

Aug 08, 2008 15:49:51
Anyone else felt cheated by this module or is this the new format?

While I did not read through all of it yet, I liked what I saw in H2(my characters are about to be schooled by an Ooze and some rats this sunday).

I started with the first book and I thought it gave a very nice overview of the whole situation. I felt just as much of a story as in H1. Plus I like how it seems that I can add almost anything into this setting that I might want to try out without messing with the main thrust of the story.


The only problem with H2 is that I am starting to get the bug in me to make my own story instead of following a book. Perhaps I will just add it to the maze.

JesterOC
#7

randyshipp

Aug 11, 2008 2:35:32
I think H2 seems better than H1, but I'll admit I didn't think so at first. As I spent more time reading it and preparing to run it, though, I started to get the feeling that H2 serves two purposes. First, it's a series of connected adventures that appear to be average but not bad. But the second way to use it, as a sourcebook detailing a little adventurer's town and a hub for a subterranean mini-campaign, could be fairly useful if your characters like dungeon delving.

[MINOR SPOILERS POSSIBLE AHEAD]
Plus, I'm giving the included adventures a little more benefit of the doubt now after our first marathon session. We had quite a bit more fun than I expected getting to know the Seven-Pillared Hall and its inhabitants, and we had one moderately entertaining random encounter. But the Chamber of Eyes (Act I, so to speak) has gone seriously off the rails. My group decided to enter by way of the balcony, and surprised the two goblins and the sleeping bugbear in the guardroom. In a BLAZE of a surprise round and Round 1, they completely killed the bugbear and bloodied one of the goblins. Hearing the screaming and mayhem in the guardroom, the two goblins raced away to warn Krand. Rather than stopping them, or rushing after them to meet the reinforcements in waves, the party barricaded themselves into the guardroom and waited.

Ultimately, they've wound up confronting nearly every defender in the Bloodreaver hideout before finally deciding they should make a run for it, only to have Krand, the dire wolf and, soon, the three hobgoblin archers show up. I have NO idea whether they'll talk their way out of it with just a loss of coin or maybe magic items, or whether they'll be captured, or whether they'll get back into a fight that I'm certain will kill them all.

All in all, I'm impressed that the module has surprised me already and has led to some interesting situations.

Randy...