My "review" of DALE1-1, EAST1-1 and DRAG1-1

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#1

gc1ceo

May 14, 2009 0:17:19
DALE 1-1
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Interesting adventure that felt a bit less serious then some of the other modules I ran, although this wasn't a bad thing.

There were some serious groans over "Beetle Mania", players wanted more interaction with the Shou in the module and wondered why they played a minor part (although I understand that it was to provide a step into the rest of the adventure).

One player kept obxiously inquirying about the club owners "Hey is she hot?" and "Hey is she willing to pay in other ways?" were asked too many times at the table.

Players really didn't see the point of an adventurers club other then being a social club, maybe more information on its usefulness and what it does might have been nice background material especially considering its supposed to be well-known.

House of Mystra was interesting, there were some friendly natured debates on religion inside the group about whatever or not giving the building to someone else was sacrireligious, etc (long before the last encounter). This encouraged roleplaying which I liked (one long standing member in alot of groups is a cleric of Selune).

The final encounter over who to give the deed to made for good discussion and roleplaying.

Module really lent itself to describing the town its set in, hoping there are more adventures in New Velar myself (I have a thing for the Dalelands personally).

#2

22_Over_7

May 14, 2009 0:32:09
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The combats were fun, party had serious discusssions on whatever or not to kill the halfling and whatever or not to take the master rat to the authorities. They killed the halfling after he refused to see the light and renounce his evil deeds, Cyric, etc. They liked the epilogue bit with the Fire Knives after them now, I badly want to see this appear in modules.

Oh, you will. You will.
They just barely failed the skill challenge, it was bought up that the gratitude reward should have still been possible even after the failure. Although the party was more interested in that reward if the priestesses were willing to do other things then pay for food.

Heh, well, no one said all priestesses had to take vows of celibacy, although I think it was written into the module these did. At least one of them was supposed to be offended at the idea.
#3

gomeztoo

May 14, 2009 0:47:20
On DALE1-1:

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It was intended as an introduction adventure, featuring various NPCs (the Chiangs, Aron Selkirk) that will make (more important) appearances in later adventures (DALE1-3 and DALE1-6). Nature of RPGA adventures means there is only so much room for details, but the Fall of Stars migth have benefited form a bit more explanation (notably what was mentioned in the FRCG). Among other things, the Fall of Stars provides support (free healing, etc) to its members. Unfortunately, those are rewards that in general won't make it into RPGA play, due to the reward system, but you will see it come into effect (after in a fashion) in future adventures in New Velar.

And to answer your player's questions: Yes, Kira is willing to pay in 'other ways' if she fancies a PC, but due to her peculiar nature (not all of which is disclosed), she would offer those only to PCs she has learned to trust, and who are *very* open minded.
#4

gc1ceo

May 14, 2009 17:07:33
As it stands now, I still have to get up enough of my player base to Lvl 4 before I can hit the next tier (I just had the first couple of players out of 14 or so who have regular characters with me hit Lvl 3).
#5

hansolo69

May 15, 2009 17:29:37
I am not impressed with EAST1-1 myself. The final combat encounter rather ruins the whole module it is so boring/terrible/uninspiring. And I agree with other comments about a combat challenge while traveling to the abandoned temple would have been a good thing, or interesting... say like ambushed by an Underdark creature or the Drow.

I liked Dale1-1 and thought it was fun. The whole adventuring guild angle was neat.

Drag1-1 was a lot more RP oriented and was a good change of pace module. I liked it.

But what does this tell us?

Any of these modules is just a guide and outline. They all rely on the DM's ability to tell a story to make it "come alive" for the players. Alter something if you want to, or have to.... the only thing you can't change in one of these LFR modules is the gold, XP, and treasure bundles. Everything else is up to you as the DM. And your own spin on any given module prevents it from becoming stale should the same player play it again with a different character. :D
#6

joewalt

May 22, 2009 10:38:14
Re: EAST 1-1
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Putting the undead encounter right after the cave-in on the way to the temple is a great strategy a more experienced DM suggested to me. I've also had it work at the end, after building up a lot of tension with signs the temple is collapsing after they get the book - suddenly, the temple collapsing around them, they're attacked by undead.
#7

warfteiner

May 23, 2009 9:34:46
Re: EAST1-1
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There is a continuation of the Crafty Kobold Salvage Company in EAST1-4, but it does not continue any references to the temple. My players didn't care for this one bit, and once they finished EAST1-4 they requested as a group to take their characters (they have several!) into home campaign territory to further explore the temple, Dumathoin, and the resulting collapse.

I love the story hook of the dwarves binding elementals - not energies, but raw elementals - into weapons, armor, and items similar to the binding rituals from Eberron. In fact, my group will most likely be heading to Eberron before too long... pockets of spellplague and wild magic tend to act weirdly, you know!
#8

zombus

Jun 29, 2009 14:28:02
Hey folks.

Interestingly, I played DALE 1-1 & DRAG 1-1 both this past Saturday at The Source in Falcon Heights, MN as part of the usual LFR game day there. Pretty good day, though my character actually got dropped below zero HP for the first time, in BOTH adventures. Though, we were playing up.

Re: DALE 1-1

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We had a good experience in general I think. We did spare the halfling's life by doing non-lethal damage to him, then brought him around. I think one of our PCs might have run into the same problem some others have mentioned on the boards here in regards to not getting the second attempt to join the Adventurer's Club, though I may have just missed a second attempt as well.