| Post/Author/DateTime | Post |
|---|---|
| #1JohnLynchNov 15, 2008 4:02:10 | So turns out there isn't much interest in D&D games beyond what's already running which is fine. It means I get to just play :D So we played this game today. We had an unusual situation in that we began with: * Eladrin Wizard - level 1 * Eladrin Warlock - Level 3 * Elven Ranger - Level 1 * Dwarven Cleric - Level 1 * Genasi Wizard - Level 2 (me) However after the first encounter we got: * Drow Ranger - Level 3 * Genasi Fighter - Level 1 So for the first encounter we had a pretty hard fight and it took a lot out of us (although I believe no-one actually used a daily). We went on to meet the dwarf merchant. Everyone except me took the pungent pouch from him. After the Weekend in the Realms I was suspicious because in that Show I ate some of the giant magical meal and have been having nightmares ever since. |
| #2spestocksNov 24, 2008 10:26:48 | I just ran this mod Sat. night for a group of guys, and here's my thoughts. Pros: Good RP points with the Dborn in the beginning, the dwarf in the middle and even potentially some of the kobolds and the skill challenge. The encounter areas were laid out nicely, and I liked the feel of having lots of minions to attack with, and my players enjoyed having lots to kill as well. Cons: Editing-wise, I have to say there were more than a few mistakes left unedited in this mod...not a huge thing, but distracting and confusing at times. The big con though was the level of difficulty. We played the high-level, 6-person version of the mod and here was the table build:
I will say that everyone, including me, had average rolls for the most part, with a couple of well-timed crits from the players, these guys do know how to use strategy, and there were three healers at the table, though two were level 1s. Still, in running this....I bloodied the paladin twice and the warlord once.....that's it. No one else was EVER in danger of going low. Why? Not crappy rolls...no, there just wasn't enough attacking or damage to go around. So, there's my big con....and it doesn't just seem to be this mod. There seems to be an imbalance in mod difficulty. Some mods are like this where the players might as well run through it blind...but some are just the opposite (which honestly, my players and I seem to prefer). I ran a mod last week where I bloodied nearly every PC in each encounter and actually put down two or three into the dying range. I know some of this has to do with party makeup, strategy and luck, but I don't know...some of these, especially the TYMA one just seem way too easy. I also realize we have empowerment now...which I took on more than one occasion to challenge my players more, but I don't think we should have to essentially rewrite two of four combat encounters just to add a hardy challenge to the mix. And please, to the author, if you're reading....this is not a personal attack, just my and my player's opinions of the mod, hoping to make all future mods even better! |
| #3kithranNov 24, 2008 15:46:48 | I just ran this mod Sat. night for a group of guys, and here's my thoughts. One thing you have missed though - the level of a healer is irrelevcant 99% of the time as a heal (Healing Word, Inspiring Word, Lay On Hands) heals an amount based on the healing surge value of the recipient, and a 1st level healer will heal just as much as a 4th level healer. Another thing that may (or may ont be relevant) you have a party of 3 strikers - that is a lot of damage the party can dish out and with a lot of healing and in the right circumstances they will have an easy time. Of course in the wrong circumstances all that glorious firepower can be wasted and the same party have a far harder time. Kithran Luruar POC |
| #4_metz_Nov 24, 2008 21:20:12 | I found the DM's aid and the information on the ruins to be excellent. One of the better examples of DM information in LFR modules thus far. |
| #5syrinx_dmJan 05, 2009 21:51:44 | I just wanted to add another positive vote for this module. Our group probably should have played high, as we rolled though it with very little challenge, but it was a very well put together module. |
| #6tancreadJan 06, 2009 8:30:18 | I enjoyed this one as well, the skill challenge is a good one even if Another mod mentioned it is very similar to the one in Luru-1. It amuses me that I have talked down more undead than I have smashed with my hammer so far. |
| #7_Mithreinmaethor_Jan 06, 2009 13:26:10 | I assume that your GM doubled up the added monsters going from a 5 person to 7 person table (i.e add X creature or creatures for a 6 person table, should double that for 7 people) I have seen 7 player tables go off even though by RAW they are illegal tables. But in the infamous words of a fat German soldier "I see noooothing" |
| #8elder_basiliskJan 07, 2009 2:26:59 | To me, it seemed to be the quintissential LFR mod--unfortunately, that's not a good thing. It is essentially three random encounters on three random battlefields with an out of left field skill challenge that results in an NPC seemingly randomly handing over a treasure parcel (literally in this case), all tied together by a story free "scouting" mission given to the party as mercenaries. Plot hook: d100 (57-77: party is hired by... 34-87 Dragonborn 39-41 noble to 57-76 scout 45-51 ruins. Encounter 1: (random dungeon tile seed A4) 99-00 kobold wyrmpriest with 01-79 guard drake and 85-86 kobold dragonshield and 50-95 minions! Encounter 2: Skill challenge Etc etc. At least they rolled "destroyed" after they rolled "crossbow turrets" and they somehow managed to miss the obligatory goblin hexer. Since I enjoy the narrative aspect of modules, I found Tyma 1-1 even more lacking than is usual. |