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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Would it be possible for you to like, release the MapTool maps for download, or at least email them to me?

Reavers of Harkenwold

Since I wrote this, I made some maps of my own. Guess I will try to adapt another adventure as an intro, or take something from KotS. Same as the old boss. Since I had already allowed stunning, I only had to deal with what to do once they saved.

Review: Reavers of Harkenwold

You still need to add your own ingredients the roleplayingand have some knowledge and skill to put it all together into a sturdy whole. There is some flexibility: Just be aware that with lower number of players or the players rushing directly to the end there is a good chance to wipe the party.

It then moves into the various encounters that the PCs may meet. Sorry, your blog cannot share posts by email. Reavers of Harkenwold is pretty much the same thing. Thanks a bunch if you help, man! Posted by Marty Walser at 2: 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 recommendedand it worked out okay. It is presented in two separate magazine-type books.


As it turned out, none of the other characters in the party ever attacked the giant frogs when the characters were swallowed they were busy with the bullywugs.

It has about 20 pages of adventure outline, places of interest, and NPCs the mortarand about 40 pages of combat encounters the bricks. I ran the game using MapTool online for a party of three PCs.

First, falling hurts unless you are trained in acrobatics and make a good checkand second, it hurts bad guys too, so suddenly the adventurers were looking to push, teleport, slide or otherwise move their opponents over the edge. Reavers of Harkenwold was written by well-known designer Rich Baker with additional design contributions from Chris Perkins. Or just reaver most recent victors in an ongoing political struggle between kingdoms?

The combat encounters start qnd easy, but then get harder, even taking into account that the players will gain a level in the middle. Is Keep of the Shadowfell that bad?

If you have other maps available, you can probably switch that one out in a battle or two. I encountered them as a player last year and wrote about the experience in this blog post. What makes RoH so good is how it was written as a mini-sandbox.

Reavers of Harkenwold | D&D: Points of LIght Wiki | FANDOM powered by Wikia

What did you use to bring the characters from the 1st to 2nd level? The Iron Circle are the super-evil-bad guys who have cast down the rightful Duke. 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. The PCs fight off mercenaries plundering farmsteads. This product very much appears to be designed to be played “right out of the box”.


The first begins with a thorough overview of the plot of the adventure in both a super-brief format here are the three or four major points of the plot as well as a longer format for book 1 that goes over the flow of that section. You’d still need to add your own ingredients waterand have some knowledge and skill in mixing the water with the mortar, bricklaying, and the proper proportion of mortar to bricks. Even weirder, there is a rather excellent map of the left half of that keep, which is only used for one battle.

They use a good mix of opponents, sometimes putting enemies the group fought before together with new ones, which is a good design. But most of the battles do nothing for the plot of the story, so it takes a long time in real-world time for the story to go anywhere. Skipping or failing too many encounters will make the end of the adventure harder, if not impossible.

The adventure was written for levels 2 to 4… but in my own game, I stretched this content out for months on end.