D&D. W,ZAROS OF THE COAST, Dungeon Master’s Kil, start in the relatively isolated Barony of Harken wold, a col. Monster Vault, Reavers ofHarkenwold. Find great deals for Dungeons & Dragons 4th Ed Reavers of Harkenwold PT 1 The Iron Circle Woc Shop with confidence on eBay!. It’s the best WotC offering to date and IMO one of the best official D&D modules of any edition. However, that’s not a very high bar for the most.

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Modify it, though, and it can be okay. What makes RoH fo good is how it was written as a mini-sandbox. How long that will take will depend on how much roleplaying the DM and the players like, but if you count about 2 combats per session you’d end up with about 10 sessions, which is a lot of adventure.

The order that they ran into the encounters was:. The Great Tower entrance K7: Think of the Roman Legionnaires. I believe the Essentials products are arranged so that you can start with the adventure from the Red Box Starter Reavrrs, which takes the party from level 1 to level 2, and then move them into Reavers of Harkenwold. Not only is it non-linear, but there is room to drop in side-quests or whatever other ideas on might have to fill it out for your group.

Review: Reavers of Harkenwold

Yes, the Giant Frogs are a problem. The battle for Albridge can become an epic tactical combat! If you try them with just 3 players, or even 4 very new players, you might end up with a total harkewold kill TPK. Second, allow other characters who hit the Giant Frog to choose to grant the swallowed creature a saving throw instead of dealing damage to the Giant Frog imagine that they punch the Frog in the gut and cause him to lose his swallowed prey.

It has about 20 pages of adventure outline, places harlenwold interest, and NPCs the mortarand about 40 pages of combat encounters the bricks.

This format had jarkenwold pros and cons, but despite its eventual abandonment, the format appears to have wrestled the creative juices out of the designers at the time or perhaps in spite of it. It then moves into the various encounters that the PCs may meet.


Madness at Gardmore Abbey: Since I wrote this, I made some maps of my rexvers. My PCs prefer to get into fights and kill bad guys, and this adventure worked just fine for them, too.

Reavers of Harkenwold

The back story and information about all of the people and places is really well presented, and I think DMs can find a lot to make use of. You still need to add your own ingredients the roleplayingand have some knowledge and skill to put it all together into a sturdy whole. It mixes the surprise of monsters with new abilities with the recognition of old foes. The Iron Circle are the super-evil-bad guys who have cast down the rightful Duke.

The adventure does not tell you how to scale the encounters down in difficulty, or in fact that they are designed for 5 players. The Keep itself, for instance, could have just a few goblins on the first level, maybe the zombies on the way down the stairs, the hobgoblins below and the trap room before you get into the Kalarel area throwing out the rats, kruthiks, slime, gelatinous cube, etc. If you wanted to mail-order a brick wall, the best you could hope for would be a delivery of a bag of dry mortar and a stack of bricks.

It was refreshing to me that the adventure had more encounters than were required — it made me feel okay about not using all of them. They use a good mix of opponents, sometimes putting enemies the group fought before together with new ones, which is a good design.

As it turned out, none of the other rsavers in the party ever attacked the giant frogs when the characters were swallowed they were busy with the bullywugs. I got some players breathing down my neck here, man! As I said before, with some good DMing, Reavers of Harkenwold could be one of the best adventures for 4th edition. Specifically, the Giant Frogs are supposed to swallow characters up to medium size and the characters are then stunned and taking damage. Please read my Terms of Service.

If you have other maps available, you can probably switch that one out in lf battle or two. You’d still need to add your own ingredients waterand have some knowledge and skill in mixing duhgeons water with the mortar, bricklaying, and the proper proportion of dungfons to bricks.

It continues with some possible adventure hooks, detailed descriptions of the locations the PCs might visit in the adventure complete with names of shops in towns and so onand then descriptions of the non-player characters that the party might meet including their motivations and role-playing tips for the most important NPCs.


The biggest flaw of the Reavers of Harkenwold adventure on the map side is that there are no maps at all for the last 4 battles, the grand finale, which plays in the right half of a keep. I believe I used a Moonshae Isles adventure, followed by a home-brew that I wrote as a follow-up to that one, followed by adventures in Waterdeep, Cormyr and Aglarond.

Flexibility is the key strength nad this module. Leave a Reply Cancel reply.

The plot is straightforward, in a good way: Free a region of innocents from an evil outside army that has taken dungeohs. In spite of that paperback you might not need, the Kit is still good value, because it comes not only with the adventure in two booklets and three double-sided maps, but also with all the tokens you would need to run the game, player characters as well as all monsters.

But it does require some preparation, an added dose of roleplaying, and creating of the missing maps. I ran hadkenwold game using MapTool online for a party of three PCs. Wizards of the Coast was testing out a different adventure designs with a publishing layout format requiring individual encounters within an adventure to fit on two pages only mini-map included. Book 2 starts with the plot overview for that book, dunveons then the encounters. You could probably run the Keep on the Shadowfell adventure, throwing out the parts that are completely sragons.

If run as a linear series of combat encounters with little or nothing in between, the quality goes way down, but would in most cases still somehow work.

The players need to gather allies, fight in a large military battle, then infiltrate a keep. My players were a level above the recommended range for the adventure, so I mostly left the numbers alone higher-level PCs, but fewer of them than recommendeddugeons it worked out okay.

Sorry, your blog cannot share posts by email. Thanks a bunch if you help, man! Great guy, great store!

However, that is not the kind of group that I have. Guess I will try to adapt another adventure as an intro, or take something from KotS.

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