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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The Reavers of Harkenwold adventure is, in a word, excellent.

Raging Owlbear: Reavers of Harkenwold – Best of D&D 4e

The plot is straightforward, in a good way: 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. The Battle of Albridge Nazin fled when his minions dropped, and just barely got away, even with his action point Some role-playing to visit Old Kellar in Harken to learn about the Keep, then back to Albridge to talk to Dar Gremath about plans, then reavdrs to Harken for the infiltration K1: But it does require some preparation, an added dose of roleplaying, and creating of the missing maps.

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. Is Keep of the Shadowfell that bad? 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. In spite of that paperback you might not need, the Kit is still good value, because it comes not only with the adventure rungeons 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.

The order that they ran into the encounters was:. The Iron Circle are the super-evil-bad guys who have cast down the rightful Duke. Would it be eragons for you to like, release the MapTool maps for download, or at least email them to me?


This format had its 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 dunggeons it.

Think of the Roman Legionnaires. Since I wrote this, I made some maps of my own.

Dungeons & Dragons 4th Ed Reavers of Harkenwold PT 1 The Iron Circle Woc24464

Email Facebook Twitter Google. 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, harkennwold plays in the right half of a keep. I started by running these characters through some unconnected Living Forgotten Realms adventures, so they were already level 3 when the adventure started.

What makes RoH so good is how it was written as a mini-sandbox. I ran the game using MapTool online for a party of three PCs. The back story dungeon information about all of the people and places harkenwpld really well presented, and I think DMs can find a lot to make use of. It is presented in two separate magazine-type books. Sorry, your blog cannot share posts by email. Free a region of innocents from an evil outside army that has taken over. 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.

Not only is it non-linear, but there is room to drop in side-quests or xungeons other ideas on might have to fill it out for your group. I have some suggestions for improving the fun of the Giant Frogs. Modify it, though, and it can be okay.

Or just the most recent victors in an ongoing political struggle between kingdoms? Liberating the underground lair for the elves D4 again: Skipping or failing too many encounters will make the end of the adventure harder, if not impossible.

I bought it some months ago but just flipped through it. I believe I used reavrrs 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.

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Review: Reavers of Harkenwold

Same as the old boss. The players need to gather allies, fight in a large military battle, then infiltrate a keep. It has about 20 pages of adventure outline, places of interest, and NPCs the mortarand about 40 pages of combat encounters the bricks. This product very much appears to be designed to be played “right out of the box”. A rebel resistance has sprung up and it’s up to the PCs to help liberate the Duchy.

Tobold’s Blog: Review: Reavers of Harkenwold

Session One Online Dungeon Master. As I said before, with some good DMing, Reavers of Harkenwold could be one of the best adventures for 4th edition. The Keep dujgeons, 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.

Thanks a bunch if you help, man! Perhaps your PCs discover that the iron circle land was controlled by an evil god who has similar plans on lots of planes, and the party has to plane-hop to find more clues, save more lands, and eventually take on the evil god itself.

There was so much space to work in, that I just kept adding elements until I had a complete low level campaign built up out of what originally was a fairly short adventure. The PCs decided to pretend that one of the PCs was the sister of a Harkenwolder who had joined the Iron Circle and died in the Battle of Albridge, and she had been sent to collect his personal effects from his barracks.

Reavers of Harkenwold is pretty much the same thing.

The adventure is really a series of non-linear small encounters — contact the rebellion, upset the supply lines, recruit more rebels, negotiate with the Elves, fight off goblins… etc. There is some flexibility: