| Jonathan Drain |
Save for the "frogs in the moat" that reminds me too much of RttToEE, this is a pretty interesting and somewhat innovative adventure. I intend to run it at my next weekly session. Please use this thread to discuss the adventure.
I have a question regarding the adventure. If the PCs avoid a combat, such as by not freeing the elemental, do they still gain experience? If not, doesn't it encourage PCs to pick unnecessary fights with creatures simply because they know they can beat them, which leans toward being an evil act?
| WaterdhavianFlapjack |
Save for the "frogs in the moat" that reminds me too much of RttToEE, this is a pretty interesting and somewhat innovative adventure. I intend to run it at my next weekly session. Please use this thread to discuss the adventure.
I have a question regarding the adventure. If the PCs avoid a combat, such as by not freeing the elemental, do they still gain experience? If not, doesn't it encourage PCs to pick unnecessary fights with creatures simply because they know they can beat them, which leans toward being an evil act?
To be honest, when and if I run this, I will give the same amount if not more for avoiding combat say by roleplaying, but I will not award them XP if they just, for example, don't realize they could free the elemental or somehow don't visit that part of the fortress.
WaterdhavianFlapjack
| Justin Fritts |
I know, similar to "Seekers Of The Silver Forge", wherein it is a sequel to "The Death Of Lashimire", but it is not necessary to run it as one (and probably works better if you don't, but hey).
It's just that I kind of liked "Black Ice".
And it's weird, but has anyone noticed that sequels are becomming somewhat more common? First Seekers, then this, and there was also the talk about a sequel to Obsidian Eye (I think that was the one, the Sandstorm tie-in).
Not complaining, but it looks like something new.
| ASEO |
And it's weird, but has anyone noticed that sequels are becomming somewhat more common? First Seekers, then this, and there was also the talk about a sequel to Obsidian Eye (I think that was the one, the Sandstorm tie-in).
Not complaining, but it looks like something new.
I like sequels and hope to see more in the future. In playtesting Raiders of the Black Ice and The Clockwork Fortress I found the connection to be fairly weak (My group had the nimblewright as a PC and it proved to be a fairly powerful character). Other than both being connected by the presence of the Nimblewright and taking place in the Blackmoor region thay can easily stand alone. Which is something I like. A sequeal should have the ability to stand on its own to some degree without having to say "Well some other party completed an adventure and have now turned over things to you".
I like adventures that retread old dungeons where players come across the aftermath of events that may have been played out in "classic adventures" as well. It might be nice to have a series of adventures based around a reocurring enemy. You get some of this in the APs, but usually the villian is just their to die in the final encounter.
ASEO out
| Justin Fritts |
Frankly, I like the concept of sequels. Espically where the original adventures were good and filled with hooks (though I din't like "The Death of Lashimire" in the slightest, but the concept- The Githiyanki incursion occuring at the same time the players have sought Lashimire- Was a good twist).
Something to expand on the original ideas is always good.
Incidentally, I AM looking forward to "The Lightning Curse"...
| WaterdhavianFlapjack |
This map is complicated.
1) How can the PCs get in if the drawbridge is raised?
2) What are the exits from "roof of Area A"?
3) Isn't it relatively easy with Fly to the roof of A, find the entrance to cog D, beat the dread guard, and make it in to F for the boss fight?
1). The drawbrige starts open, and if they see the drawbridge closing, they can run up to it and jump up on it. I remember this is detailed in the adventure.
I'll try to answer the rest later after I check the mag.
WaterdhavianFlapjack
| Jonathan Drain |
I know they can, but what's happened in this case is that the derro noticed them coming and lifted the bridge before they could get on, and although the derro were fireballed away, we now have a raised drawbridge with two characters crawling out of the moat and a cleric stranded on the roof of Area A.
| Jeremy Mac Donald |
I like adventures that retread old dungeons where players come across the aftermath of events that may have been played out in "classic adventures" as well.
This is fun to do with your own adventures as well. I'm running an adventure that an old party of mine kind of half did before being distracted and heading off in another direction. So I decided to start the current campaign about a month after that ol;d party had raided the Dungeon and then reworked the Dungeon to take into account the havoc that the original party visited upon the inhabitants. It adds something to the Dungeon really - a kind of lived in (or in this case died in) feel.
Anothering interesting aspect is that a couple of players where the original peritrators but I've disguised the setting just enough that they can't quite place it (and they trashed this place more then 5 years ago) but their both occasionally getting a glazed look in their eyes like they have seen this somewhere before. Lots of fun for a DM.
| Saern |
I really like Clockwork Fortress- very innovative. The one problem I had was visualizing some of the interiors, which is very important for me as a DM.
I had particular trouble conjuring an image of the Gearspring Well- it's filled with mechanical parts that act like water? Does this mean that they are so small and intricate that the pool is indistinguishable from an odd basin of water or water-like liquid, despite actually being a composite of metal parts, or are there just many gears and chains and such floating in the liquid, or what? It just seemed strange to me.
Again, I like it, but I fail to see much of a plot in the adventure as written (which is no big problem, I'm just checking if I missed something). Using the nimblewright hook, this construct is a prince that has been reactivated and is seeking to reclaim his throne in the fortress, but the chaos must be removed first. The derro are there only by pure coincidence, but are hostile to the party anyway. The azers and most constructs are just going about their business like nothing ever happened to the fortress, but recognize the derro as "makers", which is why the clockwork horrors are hostile, too? Why are the derro recognize as makers?
Provided I haven't missed a plot line somewhere and that I end up using this sometime after AoW, I'll probably change a bit of the backhistory and give a new motive for going there. I really like Pit of the Firelord, but didn't go for the other adventures in Shards of Eberron. I might use this as one of the steps of that campaign arc.
| WaterdhavianFlapjack |
I really like Clockwork Fortress- very innovative. The one problem I had was visualizing some of the interiors, which is very important for me as a DM.
I had particular trouble conjuring an image of the Gearspring Well- it's filled with mechanical parts that act like water? Does this mean that they are so small and intricate that the pool is indistinguishable from an odd basin of water or water-like liquid, despite actually being a composite of metal parts, or are there just many gears and chains and such floating in the liquid, or what? It just seemed strange to me.
Again, I like it, but I fail to see much of a plot in the adventure as written (which is no big problem, I'm just checking if I missed something). Using the nimblewright hook, this construct is a prince that has been reactivated and is seeking to reclaim his throne in the fortress, but the chaos must be removed first. The derro are there only by pure coincidence, but are hostile to the party anyway. The azers and most constructs are just going about their business like nothing ever happened to the fortress, but recognize the derro as "makers", which is why the clockwork horrors are hostile, too? Why are the derro recognize as makers?
Provided I haven't missed a plot line somewhere and that I end up using this sometime after AoW, I'll probably change a bit of the backhistory and give a new motive for going there. I really like Pit of the Firelord, but didn't go for the other adventures in Shards of Eberron. I might use this as one of the steps of that campaign arc.
Speaking of Shards of Eberron, how good is the first installment in 123? I have 124-126 (127 is on it's way), and was wondering if 123 was worth picking up.
Thanks.
WaterdhavianFlapjack
| WaterdhavianFlapjack |
I know they can, but what's happened in this case is that the derro noticed them coming and lifted the bridge before they could get on, and although the derro were fireballed away, we now have a raised drawbridge with two characters crawling out of the moat and a cleric stranded on the roof of Area A.
It should say in the adventure how tall the drawbridge is, so the PCs might be able to attempt crazily difficult jump checks, or the party wizard (is there one?) could cast fly, or, as a last resort, the characters could leave the cleric to go back to town and buy potions of fly. The cleric could just set himself up for a long night with derro assaulting him.
WaterdhavianFlapjack
| WaterdhavianFlapjack |
I know, similar to "Seekers Of The Silver Forge", wherein it is a sequel to "The Death Of Lashimire", but it is not necessary to run it as one (and probably works better if you don't, but hey).
It's just that I kind of liked "Black Ice".
And it's weird, but has anyone noticed that sequels are becomming somewhat more common? First Seekers, then this, and there was also the talk about a sequel to Obsidian Eye (I think that was the one, the Sandstorm tie-in).
Not complaining, but it looks like something new.
How could is Seekers of the Silver Forge? Thinking of running it (or a variation) in my continuing campaign?
Thanks.
WaterdhavianFlapjack
| drunken_nomad |
This map is complicated.
1) How can the PCs get in if the drawbridge is raised?
2) What are the exits from "roof of Area A"?
3) Isn't it relatively easy with Fly to the roof of A, find the entrance to cog D, beat the dread guard, and make it in to F for the boss fight?
I thought that it explained where there was a gap between the bottom gear and the actual fortress and a medium creature had to make some sort of Escape Artist check to keep from being squished. Of course, the PCs would have to deal with the freaky frogs. Makes for a dynamic scene...will the PCs become more grease for the gears to turn? Tune in next time...