I1-3 map changes and other thoughts.

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Lord Tryon
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I1-3 map changes and other thoughts.

Post by Lord Tryon »

I am running my players through this set of modules currently and I have to admit I miss the older maps though the new ones are great as well.

I wish both sets were in the new modules. I like the more realistic map for location in the newer one but I like the d20 maps for handouts. Something about the handdrawn feel of the older one really caught my attention.

In I2 I wish a little more work went into how Evanna became a wizard. I know in the original she became a socerer so her manifesting power was no big deal. Though in the new one she needs a spellbook and such. I plan on saying she found the book hidden and that between Nizdim and Zapatero she is able to figure out the spellbook. To entice them to go into the dungeon I am thinking of having her say she found the book in the well.

The only problem is I am thinking of here being an illusionist instead. I am thinking the same reason should work and maybe before they went on the run she was having some training.

One of the players has taking a liking to her and it seems she is going to be a long term NPC in the game so I want to make sure her background is done well.

Any thought or suggestions?

Also does anyone know if future modules are planned for this line?

Lord Dynel
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Post by Lord Dynel »

I'm new to this line (brand new - the set is on order and coming). How is this series of modules?
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Lord Tryon
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Spoilers included!

Post by Lord Tryon »

I think they are pretty good. The plot is a little bit rigid but if you are taking a group of players who want to be heroes they will fall in line pretty easily as the party gets in a sense pulled into the events of the area.

One danger is if the party isn't careful at times they can pull a lot of monster out against them and be overwhelmed by sheer numbers. So they must use caution but there is plenty of fighting. The adventures give each class some point where they can shine and doesn't leave any character a chance not to be involved.

Once done it leave the CK and players a ton of options to further adventure in the area depending on what more appeals to them.

Spoilers below!

I1 The party is hired to do caravan duty or is traveling with the caravan for protection on the border of human and goblin lands. While waiting a waystop the party is attacked and the daughter of a rich merchant is captured. The party should then go after her and try and rescue her. This leds them into a goblin town where they are preparing to attack human settlements. There you learn that an old Goblin fortress is being repopulated and that the captive was taken there.

I2 is the continuation of I1 to rescue Evanna. Now this could go quick and you recue her and flee but the real adventure happens under th fortress in the forgotten dungeon. This adventure requires some political intrique with a new race being introduced. I will leave that alone but neddless to say it end when the party escapes realizing a goblin army is on the move.

I3 This adventure is the running from the fort north to safety to the nearest human settlement. The ck is to lull them into a slight sense of security when a portion of the army shows up an places the town under seige. The party then rises up to help in its defense and becomes heroes of the town.

This then ends with the party to decide if they want to be a part of the fighting that is about to happen, return Evanna to her family which is one of the ruling families in one of the major cities just north of where you are and get into city politics adventure or do a combo. There is also an old ruin on the map which is not detailed which could be used as a base/ dungeon or whatever that would put the party into the thick of things going on. The modules do lay out what is going on so it is easy for the CK to keep things going from the modules.

Lord Dynel
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Post by Lord Dynel »

Sounds pretty good! I'll be looking forward to these with some anticipation.
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LD's C&C creations - the witch, a half-ogre, skill and 0-level rules
Troll Lord wrote:
Lord D: you understand where I"m coming from.
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.

Lord Tryon
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Location: Canajoharie, NY

Post by Lord Tryon »

Anyone have ideas to improve these adventures or advice in running them for those using them right now?

CKDad
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Post by CKDad »

Lord Tryon sums up the arc of the story very well. Here's a few things to look at when thinking of running this.

First, as he says, there's some rigidity to the plot. As written, things are pretty linear and while there are suggestions for getting the PCs to go the way the story calls for, this could easily come across as a real railroad job if handled poorly. Handled well, I agree that it could be a pretty epic adventure.

The player map on page 23 of the C&C version (don't know about the D20 version) has the North arrow pointing the wrong way. I think the entire map may be inverted but I'm not sure. The map on the following page is correct, though.

The adventures seem to assume that the PCs will level up during the course of the trilogy, but from the moment they leave the starting town they have no opportunities to train, so if that's a feature in your games then you'll need to come up with a way to handle that. They could actually go for quite a while without opportunities to rest or resupply at all as much of the action is overland travel or assaults (or infiltrations) of hostile humanoid areas - or a dungeon.

The underground portion of I2 is brutal, mostly from the physical environment.

Throughout the series there are many opponents who will significantly outclass the PCs, generally by 3 or more HD/levels. A party that is used to hacking and slashing, solving every problem with a frontal assault, is going to be in big trouble. I certainly don't have a problem with this, though.
At least in the C&C version of I3 (I do have the d20 version of this one but haven't read it yet) the author seems to suggest that the best course of action will eventually be to break out of the siege and attempt to escape. This frankly makes no tactical sense at all, as by the time it's suggested to be the way to go, many of the defenders will be down and the PCs will be trying to engineer a breakout of women, children and the walking wounded against opposition with numbers and cavalry - in short, a recipe for a slaughter.

The C&C versions show a bit of shaky copy-editing. Nothing show-stopping, however.

Despite these quibbles, I think the series has a lot to offer. There's potential for the characters to really make a place in the history of Inzae. The final battle will definitely appeal to fans of Zulu, A Bridge Too Far, or any movie featuring a desperate defense against tremendous odds.
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Lord Dynel
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Post by Lord Dynel »

Cool! Sounds interesting, guys. Thanks for the reviews.
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LD's C&C creations - the witch, a half-ogre, skill and 0-level rules
Troll Lord wrote:
Lord D: you understand where I"m coming from.
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.

Lord Tryon
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Posts: 34
Joined: Thu May 31, 2007 7:00 am
Location: Canajoharie, NY

Post by Lord Tryon »

Thanks for the reminder about the training. I noticed that but then I usually on these types of adventures ignore that rule but one playing that enforces that rule will have trouble finding time to let them train or will find their character very much outclassed at some point.

CharlieRock
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Post by CharlieRock »

Is there an extra map? I notice that two are for CK eyes-only. And it mentions an overall area map available to players. That makes three. There are four maps.
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