| Post/Author/DateTime | Post |
|---|---|
| #1ibixatJan 18, 2009 23:31:08 | Just want to say Kudos to the writers and staff, we really enjoyed these two mods today, the only issue we had was they ran long for us, not sure if it was just us because we played high (the mod difficulty, not on drugs) with 3 7's 3 8's on the first mod and 1 7 and 5 8's on the second, and the fights were actually quite challenging or if they just start running longer at higher level but either way at a con I'm going to be less willing to play high unless the groups average level is at least 8 or above. I will say that I had one of my favorite moments ever in an LFR game in the first mod of the day Drag 1-3, I won't give too much away but I'll describe a little bit, we had secured a rope across a gap 4 squares across, using acrobatics one round I was halfway across on my next turn I failed a check and couldn't proceed any farther but couldn't fail enough to fall off so I just spent the rest of the fight on the rope balancing and firing my crossbow at a guy like 9-10 squares away. As an artful dodger rogue it just felt like the right thing to do. I don't think i can count how many acrobatics checks I made that fight to stay on the rope =) |
| #2tomjscottJan 19, 2009 10:49:54 | I'm glad you enjoyed East1-3. Yours is the first feedback I've received so far. I'm anxious to see how others feel about the module. I have to say that I was uncomfortable with the LFR module template and still very green on 4e when I wrote it. I believe I will be able to do even better in future mods. |
| #3kauuJan 19, 2009 23:52:37 | I ran EAST1-3 this past weekend and although we went long too, my players loved it. The hook was perfect for getting them in there and the puzzle and hazard were great twists the players never expected. |
| #4tomjscottJan 20, 2009 8:59:53 | Thanks for the feedback. |
| #5Magicstar1Jan 20, 2009 10:01:03 | I will say that I had one of my favorite moments ever in an LFR game in the first mod of the day Drag 1-3, I won't give too much away but I'll describe a little bit, we had secured a rope across a gap 4 squares across, using acrobatics one round I was halfway across on my next turn I failed a check and couldn't proceed any farther but couldn't fail enough to fall off so I just spent the rest of the fight on the rope balancing and firing my crossbow at a guy like 9-10 squares away. As an artful dodger rogue it just felt like the right thing to do. I don't think i can count how many acrobatics checks I made that fight to stay on the rope =) Thanks for the feedback. I'm glad you and your friends enjoyed it! As with Tom this is the first feedback I receive. Please keep them coming in this topic or by PM. Renout van Rijn Writer Drag1-3 |
| #6ibixatJan 20, 2009 12:32:37 | I'll go into some more details. After playing the mods I've got them ready to run for some friends now as well, so I'll just use the encounters marked in the mods to reference. Drag1-3. Show Encounter 1:The Hook, having played Drag1-1 and 1-2 I like the tie ins, glad to see those coming through. Encounter 2: The Ball, after a few rounds of us singing ACDC's Big Balls, we settled down and got back to playing. A skill challenge that offered something for pretty much everyone, our orc fighter got to pretend to be a representitive of the broken arrow clan and use his Intimidate without an autofail on the Priest of Tempus. It was refreshing to have him be able to do something social for once. However the autofails for all the other guests, that's something I'd like to see in the future possibly go away, I don't like autofails but would rather see it be given that a success on intimidate actually gives a penalty on the next diplomatic roll and a failure results in failure. That would mean that you can try it, failure is still failure but success just penalizes the next roll, at least not shooting the player in the foot for trying. Encounter 3: Fantastic, I probably would have liked the walkway to be 15 feet wide as a player, but 10 feet wide will work for me as a GM =P The trap was a thousand times better than your standard crossbow trap and being able to use it against the enemy was beautiful. Encounter 4: Geting Featherby out. This was fun for the rogues in the party, and the rest of the party was usefull for the insight and perception. The skill challenge was quick, at one point we considered smuggling him out in a bag of holding with nothing but his head sticking out =P. This one is pretty straight forward, prepping it I see it can't be failed but multiple failures may end up being Encounter 5: Chatting up featherby - nice story info there Encounter 6: I loved this fight, this was the one where we had the rope strung up between two of the ladders and I spent most of the fight standing on it with my rogue making balance checks. Our orc had done a double run/jump over the first two sections to the middle and that is when the fight started, him in the middle, one person in the first platform and the rest of us at the start after we just tied off the rope =) it was quite fun. Only question I have is how does the halfling being a level 8/10 lurker give the same xp when he's a level 8/10 elite skirmisher? He certainly makes the fight harder as the elite (naturally) was just curious how this works out in the XP budget, don't get me wrong we liked the harder version of him. Overall, we really did enjoy the mod. Look forward to more from you in the future. |
| #7Madfox11Jan 21, 2009 3:27:11 |
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| #8JohnLynchJan 24, 2009 22:33:52 | I've written 2 posts giving feedback on East1-3 and IE ate both of them. All in all, except for a few minor points that are just nitpicks, EAST1-3 was highly enjoyable and a great mod. As for DRAG1-3, I also liked the tie-in to earlier adventures and hope to see more of this. Show The ball was fun. We had a party of: * Genasi Wizard - I went to the oldest person I could find and moaned about the good old days and how things were much better back then. A diplomacy and history let me breeze through this. * Warforged Warlock - The Warforged intimidated everyone into thinking he belonged there by striking a pose and looking impressive. When one of the people from DRAG1-1 came to him they then danced and everyone felt like he belonged. * Genasi Artificer - I forget. Although I remember he wanted to try to buy a drink for someone and couldn't because the drinks were free :P * A Cleric - He went and had a drinking contest with another cleric. We had a lot of fun with this, and it went by pretty easy. If the mod said that Intimidate was an auto-failure I'd recommend you not include that from future mods. Sometimes intimidate is all a character can do social-wise and it sucks to have that options removed. Obviously our DM ignored it and our player used it to good effect and it wasn't out of place at all. The skill challenge to get by the Fire Knives was also fun. I don't know how much was our DM and how much was the mod, but we had an awful lot of fun. Our Warforged bluffed his way through the fire knives, while I used perception to find a drunken, passed out fire knife who was alone and stole his gear before following the Warforged. |
| #9tomjscottJan 24, 2009 23:04:32 | I've written 2 posts giving feedback on East1-3 and IE ate both of them. All in all, except for a few minor points that are just nitpicks, EAST1-3 was highly enjoyable and a great mod. Sorry to hear that IE ate your posts. I would love to read the feedback if you get a chance to re-post it. I'm happy to hear you enoyed East1-3 and I hope to be contributing more LFR mods in the future. |
| #10Magicstar1Feb 19, 2009 13:30:16 | hoping for some more feedback ![]() |
| #11_metz_Feb 19, 2009 19:57:55 | Renout van Rijn hehehehe.... Great game Mr. 'Renout van Rijn'... Ok I'll play: Show 1. The Masquerade Ball was the catalyst a lot of players needed to get their role-play on, especially as a lot of the time this sort of stuff detracts from the time needed to complete the module. The Skill challenge was one of the better written ones I have seen. 2. The fight in the first cistern was interesting, the 'blaster' trap was significantly less annoying than an intelligent sentry gun, and players used powers to push and immobilise foes in front of them... 3. The 'get in and get out' Mission in the hide-out was good, as it was a skill challenge that forced PCs to look at a map/visual representation, and think abotu what they are doing, to achieve a direct goal rather than just 'roll dice' with whoever had the highest stuff. 4. Austram(sic?) del Fargo was a blast with his minions to beat on the PCs that had earned his ire. The minions were alsosignificantly more dangerous than a lot I have seen, and I notice your 'touch' Rijn in that once again all the critters had great defences in the final fight, forcing the PCs to work hard just to get rid of one Minion. 5. The Fights were of a decent challenge, and there were terrain features taht were suitable and not incongruous to the location, that made the combats more interesting. 6. The plot-hook for the whole mission was good, and allowed the PCs to meet each other whilst 'meeting' the merchant and also explain their individual strengths, instead of assumed party cooperation like some other modules. 7. Any ongoing plot-line gets a cookie from me. 8. Del'Fargo escaped in over half the mods I ran him in, and a lot of my Players want him to come back as a recurring villain! 9. Dude seriously, I love any chance for a party in game, so this gets mentioned again... THis mod has been the most popular of the 1-3s at Blacktown thus far, though we haven't played many of the new ones yet. |
| #12emmellonMar 16, 2009 18:56:38 | Hey, Drag1-3, looks like a great mod! I like the skill challeges they look super fun to DM. I also have a couple of questions. 1. Maybe im miss reading it, but i dont see the location for the traps in ENC. 3 2. I still maybe reading this wrong but, it takes 3 move actions to get on the on/off the boat? or 1 move action to move from boat to boat? Thanks for the Help, Emmellon P.S One of the better laid out Mods that i'v DMed:D |
| #13Magicstar1Mar 17, 2009 5:40:33 | Hey, First thanks for the compliments. To answer your questions: 1) The traps are the three "mossy hole" tiles on the right of the map. The map is a bit difficult to read I know. 2) It takes a move action to get from the dry ground onto the boat, then a move action to get to the other side and then another move action to get to the dry ground again. These boats weren't designed for speed or comfort ;) I hope you will be having fun running the mod. If you have any problems feel free to drop me a line. Renout van Rijn Author Drag1-3 |