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13 months ago  ::  Jun 04, 2012 - 5:19AM #1
Uthrac
Date Joined: Aug 10, 2007
Posts: 1,556
If you make references in this thread to specific details about an adventure, please use spoiler tags!

This thread is for discussion about the collective experience of the Year 4 Calimshan story area adventures:

CALI4-1 Plain of Stone Spiders
CALI4-2 Dragon Above, Desert Below
CALI4-3 Twisted Rune
SPEC4-3 Conflict in Calimport
SPEC4-4 Mischief in Memnon
ADCP4-2 Lost City of Suldolphor

In your opinion, what did we get right? Where can we improve?  

Reminder: If you make a specific reference to a specific adventure, note that there is a thread for specific adventure discussion. If your point is specific to the discussion here, please use spoiler tags. For example, if you want to talk about the monster selection throughout the series, you might comment on 
CALI4-2 Show
the use of the gargantuan dragon.


Dan Anderson
@EpicUthrac
Living Forgotten Realms Calimshan Writing Director
Living Forgotten Realms Epic Writing Director

Meet me at TotalConfusion:
http://www.totalcon.com/RolePlaying.html
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13 months ago  ::  Jun 05, 2012 - 11:17PM #2
Zathris
Date Joined: Nov 6, 2009
Posts: 4,237
I loved the series overall, particularly the modularity of it, in that there was a clear storyline, but no particularly required order. Even though I was fortunate enough to have played it in order at the con, it's nice to see something that works well with the whole 'rotating DMs' style of many stores.

Without going too much into spoilers, I really enjoyed the roleplay opportunities with various NPCs from the 3-x series beyond the Weave Pasha and Ala'Ammar ... Spoiler: Show
Particularly Tarik the Brass Dragon from CALI 3-3
"Invokers are probably better round after round but Wizard dailies are devastating.  Actually, devastating is too light a word.  Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25
Sear the Flesh, Purify the Soul;
Harden the Heart, and Improve the Mind;
Born of Blood, but Forged by Fire;
The MECH warrior reaches perfection.

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13 months ago  ::  Jun 06, 2012 - 12:57AM #3
svendj
Date Joined: Apr 14, 2010
Posts: 2,052
I've only played the ADCP so far. Any idea when the adventures will become available for home play? 

About the ADCP:

Spoiler: Show
It was freaking hard! Fortunately, the rewards were well worth it. So much so that my Swordmage sacrificed two of her feats in order to be able to wear the armor (Hide and Ring Mail Prof). I mean, you don't let that kind of reward pass you by!
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13 months ago  ::  Jun 07, 2012 - 12:19PM #4
Uthrac
Date Joined: Aug 10, 2007
Posts: 1,556

Jun 6, 2012 -- 12:57AM, svendj wrote:

Any idea when the adventures will become available for home play? 




The adventures (except the BI) are now all available for home play at:

livingforgottenrealms.com/

The BI is available to order for public play events. (BI adventures are not released for private play.) 

Dan Anderson
@EpicUthrac
Living Forgotten Realms Calimshan Writing Director
Living Forgotten Realms Epic Writing Director

Meet me at TotalConfusion:
http://www.totalcon.com/RolePlaying.html
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12 months ago  ::  Jun 08, 2012 - 10:35AM #5
GrahamWills
Date Joined: Mar 16, 2006
Posts: 400
This was an excellent series. Well integrated, good RP opportunities. No really grind-y combats. A lot of "combat + skill challenge" encounters, but, you know ... Calimshan, Arabian Nights and all that.

Maybe a bit less on the "During combat go to N spots on the map and make an ability check" would have been good, but it didn't seem too bad except during the BI.

Had an excellent strong Arabian Nights feel. Riddles, puzzles, fast and furious combats, very dangerous iconic boss fights,  camels, difficult terrain and an emphasis on movement powers. 

Also the big boss fights had mechanisms that discouraged DPI-twink builds and nova rounds, leading to much more fun in combats. Not sure if the guys who hit on a 2 and do 200 points in their nova rounds appreciated getting it reflected / negated / whatever, but it encourages those of us built for fun. So thumbs up from me!

Convention Organizers: These will make an excellent core for your LFR slots. None seemed prone to run long, and they are fun as heck. Really, really good. I would run these in a heartbeat.
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12 months ago  ::  Jun 08, 2012 - 11:29AM #6
Fardiz
Date Joined: Dec 22, 2010
Posts: 2,201
Both SPEC4-4 and CALI4-1 can run long if you don't push the time.
Back to Basics - A Guide to Basic Attacks

You might be playing DnD wrong if...

"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former."
Albert Einstein
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12 months ago  ::  Jun 08, 2012 - 11:50AM #7
Uthrac
Date Joined: Aug 10, 2007
Posts: 1,556
Note that Origins had 5-hour slots. DMs should keep an eye on pacing for all of the adventures.

if the table is focused and the DM is thoroughly prepared, each of these adventures can be completed in 4 hours. 
Dan Anderson
@EpicUthrac
Living Forgotten Realms Calimshan Writing Director
Living Forgotten Realms Epic Writing Director

Meet me at TotalConfusion:
http://www.totalcon.com/RolePlaying.html
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12 months ago  ::  Jun 08, 2012 - 7:41PM #8
Ore
Date Joined: Jul 22, 2008
Posts: 1,138
I ran SPEC4-4 four times at Origins and as Dan mentioned they can be completed in four hours as long as the DM knows what he/she is doing and watches the time. Know the Fast Play Options.

It can also run much longer so if you are looking for a good six hour mod for a home event then this one works for that too.

It is a well written mod which was a joy to run.
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12 months ago  ::  Jun 08, 2012 - 8:35PM #9
Zathris
Date Joined: Nov 6, 2009
Posts: 4,237

Jun 8, 2012 -- 11:50AM, Uthrac wrote:

Note that Origins had 5-hour slots. DMs should keep an eye on pacing for all of the adventures.



Except on Wednesday, between our DM letting us spend far too much time coming up with ways to cause trouble in the town and the decreased time available, I never even got to see the final encounter.

"Invokers are probably better round after round but Wizard dailies are devastating.  Actually, devastating is too light a word.  Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25
Sear the Flesh, Purify the Soul;
Harden the Heart, and Improve the Mind;
Born of Blood, but Forged by Fire;
The MECH warrior reaches perfection.

My Guides Show
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12 months ago  ::  Jun 11, 2012 - 5:19AM #10
Uthrac
Date Joined: Aug 10, 2007
Posts: 1,556

Jun 8, 2012 -- 8:35PM, Zathris wrote:

I never even got to see the final encounter.




Hooray for replay options!  

Dan Anderson
@EpicUthrac
Living Forgotten Realms Calimshan Writing Director
Living Forgotten Realms Epic Writing Director

Meet me at TotalConfusion:
http://www.totalcon.com/RolePlaying.html
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