Register Help. Stay Logged On. Results 1 to 7 of 7. Thread: [4. Thread Tools Show Printable Version. Now that that's out of the way, I managed to find a copy of the 4.
|Published (Last):||10 January 2011|
|PDF File Size:||14.69 Mb|
|ePub File Size:||14.92 Mb|
|Price:||Free* [*Free Regsitration Required]|
Register Help. Stay Logged On. Results 1 to 7 of 7. Thread: [4. Thread Tools Show Printable Version. Now that that's out of the way, I managed to find a copy of the 4. I read it and was amazed, enjoying the flavor and style. That said, I have almost no experience with 4. Is there anything should know about before running this adventure that would help add to the background? If you have played it, how hard was it? My players have a fair head for optimization and I'd like them to remain challenged.
What were your general opinions on the module? Was there anything you as a DM or your DM did when running it that made the campaign that much more enjoyable? Any assistance would be most welcome.
The target date is Saturday. Re: [4. Hey, the writer himself made that joke. But I can say that it looks more than OK as an adventure. I heard the rainy terrain is very punishing for the PCs when you're outside.
And I don't know how well your PCs will react to the Call of Dagon if they don't at least get a save. I'll note that the Last Breath of Ashenport came out fairly early, and since then we've seen some pretty major changes concerning monster design and skill challenges. I don't have my DMG2 in front of me, but if you happen to have a copy, I would look at re-designing the skill challenges and especially the Solo monsters in this module. Given the length of fights in 4E, the module might take you a couple of gaming sessions to get through unless you cut corners.
Mostly, I'm worried about how familiar you are with the rules of 4E. Most of teh newbs start out at Level 1. You are apparently starting out with an adventure designed for Level 8 players, who are still Heroic Tier but still somewhat more complex than Level 1 adventurers.
Last edited by FoE; at PM. Three people nearly died my Avenger twice, and our Rogue because it was Numerically impossible for us to make the Swimming Athletics DC. Keep it tough, but make it possible for any PCs to hit the DC. Maybe lowering the Swim and Endurance DCs by 5? That would have been enough to keep it difficult but still possible. Last edited by Blackfang; at PM. Originally Posted by Artanis. Somebody that pisses off a Warlock is going to go down fast.
But with a Warlock, death will be a mercy because the Warlock is a secondary controller, and en route to killing you he'll first cripple you, then blind you, then set you on fire, then steal your girlfriend.
So, while I have a fair hand in playing, I am not all together familiar with running such a game. I'll keep note of the swim checks. At the moment the group is looking like an Avenger, a Sorcerer, a Warlord, and 2 others yet to be named looking like a Wizard and a Warden or Fighter. Not the most athletic group all around. The weather didn't look too terribly crippling, but I'll be sure to keep it in mind. I don't actually have the DMG 2, so is there any advice which you could give me Within the bounds of the forum guidelines of course in how to make the solo encounters more dynamic?
I know there is one that is encountered at the bottom of the cliffs of Innsmouth Ashenport seems dynamic, with it's suggested strategy to sleep people, grapple one, and drag it to a watery death. Any other advice? Everything was going fine, until the very last, final encounter. They TPK'd like helpless little girls.
Looking at the monsters included in the final battle, it is a little on the absurd side. I think they are all a bit under CR'd. If you want your party to survive the fight, I suggest making them less nasty somehow.
Either drop their attack bonus, AC, defenses, or something , or else hope that your players roll really well. Will you take the rocket launcher? A Blog about comics I made as a deranged little boy.
A Cosmic or Dragon Sorcerer, the Defender, and the Warlord should have no problem with the Swim checks, especially if they've got Athletics trained. The Wizard is the only one that doesn't have Athletics on his skill list. Last edited by Mando Knight; at PM. Site Navigation. Tweets by RichBurlew. Most Searched Tags. Most Used Tags. Contacts List.
Not logged in. All times are GMT The time now is AM. All rights reserved. Digital Point modules: Sphinx-based search. Usage of this site, including but not limited to making or editing a post or private message or the creation of an account, constitutes acceptance of the Forum Rules.
The Adventure Shop: The Last Breaths of Ashenport
Ragadolf wrote: Actually, This wizard is even more confusing than normal. SO I guess that he has 3 powers in his book of each level, and gets to choose 1 power from each level, not 2 from lvl 5? Two daily or utility powers from each level where you gain a power of that type. Where the heck is THAT listed?!?
The Last Breaths of Ashenport 4E
The general channel of our Discord server may also be used. Please keep things civil, light-hearted, and fact-based. Fearmongering, misinformation, propaganda, and other related topics are still banned under the No Worldly Talk rules and will be dealt with accordingly. As part of the Myth Weavers family, we of course wish each and every one of you good health and safety and want this server to remain a place of good cheer. If you have any concerns or questions regarding discussions surrounding this event, please feel free to reach out to any of the Staff members.
LAST BREATHS OF ASHENPORT 3.5 PDF