| Post/Author/DateTime | Post |
|---|---|
| #1RCanineJan 14, 2010 3:28:10 | Is it just me, or is the entire module extraordinarily similar to CORE 1-4: Crystal Clear? We had a ton of fun, but a few notes, for DMs prepping:
Finally—why I love my LFR group—is how they dealt with Encounter 5. Convinced they didn't have the skills to sneak in, they sought to rent a wagon in an attempt to Trojan Horse their way inside. It being an unfriendly neighborhood, the best they could get was an open-topped wagon filled with fish. The warlock (who spoke Shou) did the driving with the female drow avenger up front and the men hiding beneath the fish. Of course the warlock failed a Nature check to handle the horses correctly, but she easily bluffed the guards into passing off as an accident. However, the drow's bluff check to disguise herself as Shou failed, and the men hiding (barbarian, warden, cleric) failed miserably on a group stealth check. The barbarian grabs the rabble who discovers them and pulls him into the fish in an attempt to muffle the shouting, but it's too late—with three failures—the alarm sounds. |
| #2Madfox11Jan 14, 2010 3:56:50 | It is good to know you had fun. In regards to bullet point 1, very few adventures give you a reason to be in a town. Authors do not know the individual characters and the usual job offer only works when there is no time issue involved. Adventures usually assume you just are at location X, leaving the reasoning to the individual players and DM. If you did play DALE1-7 the quest assumes you are tracking down the source of the problems in DALE1-7 in order of the employers in said adventure (Stellar Fellowship is one option, so is the Cormyrean authorities or the leader of the school). |
| #3MordraakynJan 14, 2010 19:25:55 | I also had fun running this module (I have done so twice now). I think the extended skill challenge left a great deal of options available for the players to achieve success. It also allowed me to play up all the "on the spot" NPCs that ended up being generated. The fights seemed a bit easy but I also attribute my suckful dice rolls to that in part... and I also dig opponents who don't think fighting to the death is a viable idea. Cheers |
| #4lord_kavosJan 18, 2010 9:39:05 | Thank you all for the (mostly) positive feedback on DRAG1-7 - especially the fact that both the DMs & players enjoyed the adventure (the most important part IMO). Glad to hear the skill challenges were well accepted - I tried to provide a variety of options & flesh out each of the scenes for Encounter 2, and was happy when I found out that the 3 playtests run all took different paths. The infiltration part was fun to write as well - I tried to write the skill challenge element to reward players who tried to enter the compound without stirring up all the guards, and to create a situation where successful PCs were better prepared to deal with the final encounter if they thought their infiltration plan out. I purposely made the checks difficult, as they should be (it was a drug lord's compound, which should be hard to infiltrate). Plus I liked the idea of giving the PCs 'their head' - letting them decide how to approach their entry into the compound. There has been a void of LFR adventures that encourage this so far (IMO). Unfortunately, I ended up being a bit pressed for time when it came to meeting the deadline - a miscommunication with my writing director resulted in me writing the bulk of the adventure in 8 or 9 days to get it submitted in time. As a result I was a bit pressed, and the combats could have been more challenging if I had more time available to tailor the combatants involved (i.e. using other creature stat blocks & renaming them). The last encounter can be difficult if the DM's dice roll well - I know during my playtest the players were all standing around the table instead of sitting quietly - a sure sign that they are feeling the pinch so to speak Thanks again for the feedback Cheers, Andrew Cowan DRAG1-7 Author |
| #5matt12Jan 20, 2010 12:09:24 | Just played the mod. While the starting was a little rough, loved the story and it's pacing. Only real problem, which you admited, was the fights. There just wasn't much challenge to them. One item you might want to mention in the mod - time line, that this mod takes place after DRAG 1-1. That while playing this mod before DRAG 1-1 has no game changing effects, if you plan on playing both mods, you should play DRAG 1-1 first. |
| #6animblyJan 22, 2010 9:19:02 | I play with a very tactical group and the 1st combat encounter was barely a scratch on a balanced party unfortunately. We had some interesting conversations about trying to gain entry to the compound, the initial idea was to bluff their way past but the best in the group for bluffing (dwarf cleric) refused to lie about his business there as it was against his nature so it turned to sneaking over the wall, this dwarven cleric isnt too hot at climbing either which was fun. The fight scene with the guards, due to passing the skill checks to get inside, would have been more than trivial .. i really dont understand how 2 guards and a few minions would take more than a couple of turns to demolish with taking next to no damage. Instead i had these guards follow the group down to the basement after a few rounds in to the final fight. This made the final fight an actual challenge which the players enjoyed. |
| #7MarkBJan 23, 2010 4:30:30 | When we played this scenario, the really major difficulty was the lack of opportunity to rest after the penultimate encounter. We'd had some failures on the skill challenge and so threw a lot into that encounter - almost all our Encounter powers, several Action Points, all of the Leader's healing powers. That meant dealing with the final encounter with almost no Encounter powers, literally no healing powers, no Action Points and some PCs still badly wounded. We prevailed in the end through some extraordinary luck (and DM fudging), but three PCs went down (one making Death saves for about 5 rounds before anyone got close to him, and another two falling multiple times, expending all our healing potions), and the combat felt like a grind right from the second round or so. |
| #8BenirdJan 24, 2010 19:36:17 | I played this mod yesterday and loved it. The 2 things I particularly loved were: 1) The idea that failing the infiltration skill challenge didn't really affect XP rewards it instead increased the challenge of the final encounter. I also loved the openess of the infiltrtion and the schematic provided. It gave us as players as many options as we desired. 2) I actually liked the relatively simple combats to start with and the one challenging but not over the top combat at the end. For me the combats flowed well and logically to the story and ended in the infiltration of a drug lord's base of operations, which you would expect to be far more challenging that the minor skirmishes on the way there. The biggest problem I saw was the potential for DMs to give away information that the PCs couldn't know (ie links to Arts before getting to it, or links to DRAG 1-1 before playing it) but there's not much you can do about this as a writer in a system that allows stories to progress in any order. Well done Andrew |
| #9cdukeFeb 26, 2010 5:25:46 | i organized a couple of adventures, because one of the Dm's cancelled i prepared drag1-7 in one and a half hour. I must say i liked the adventure. the part with the sisters is really good for RP. Sadly the PC's failed the skill challenge. they went in during the day, and for some reason kept throwing 1's and 2's. I missed a reason why choosing the correct sewer entrance would alert the guards, so i made up that it went as a farce through the district. Alerting the guards a bit. I think the compleet fail should have more opponnents. I thought it was a bit boring to use the same monsters for the second combat as the first. Especially since the minions are about the worst minions in the mm. Perhaps: one of the guards has a guard drake or one guard is a kenku or halfling. with a bit more preparation this can be quite a good mod. |