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11 months ago ::
Aug 23, 2012 - 8:22AM
#1
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This thread is for feedback and questions pertaining to the LFR module, ABER4-2.
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11 months ago ::
Aug 25, 2012 - 12:47PM
#2
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Is this mod available for download somewhere? It's not on www.livingforgottenrealms.com and neither is ABER4-1, if there is one. In fact, there is no mention of these mods on the LFR website at all.
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11 months ago ::
Aug 25, 2012 - 7:27PM
#3
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Date Joined:
Aug 21, 2008
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Is this mod available for download somewhere? It's not on www.livingforgottenrealms.com and neither is ABER4-1, if there is one.
In fact, there is no mention of these mods on the LFR website at all.
There was a blog post about those mods back in May:
community.wizards.com/lfr/blog/2012/05/2...
I killed Aleena.
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11 months ago ::
Aug 25, 2012 - 7:31PM
#4
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So, there was a blog post about them back in May but they still aren't up on the LFR website? Really starting to lose faith here, guys.
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11 months ago ::
Aug 26, 2012 - 5:20AM
#5
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Date Joined:
Aug 21, 2007
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ABER4-1, 4-2, and 4-3 are listed in the things to do (scroll to the bottom of the page) of the livingforgottenrealms.com site. The list is pretty long currently.
- TODO: Create changelog and final CGv2.5, update and upload the next version of the Meta-Org Guide, update and upload the new LFR campaign-specific errata document
- TODO: Reorganize the home page (it's time to move the 2011 convention adventures to the Old Adventurespage, among other things).
- TODO: Finalize and release INTR4-01 and INTR4-02
- TODO: Finalize and release the three-part Undermountain adaptation
- TODO: Finalize and release ABER4-01, ABER4-02, and ABER4-03
- TODO: Finalize and release ADAP4-02 Stick in the Mud (Dungeon171)
- TODO: Finalize and release AGLA2-04 Fruit of a Poisoned Tree
- IN PROGRESS: Finalize and release ADAP4-04, ADAP4-05, ADAP4-06 (parts 2-4 of the Against the Giantsseries)
- IN PROGRESS: Finalize and release WATE4-03, CORE4-01, CORE4-02, SPEC4-05, and SPEC4-06 from Gen Con Indy 2012
- 25 August 2012: Released WATE4-02 Rivals
- 24 August 2012: Released WATE4-01 Paying the Piper
- 23 August 2012: Added a blog post about adventure (non-)retirement, noted that Menzoberranzan is not an LFR player resource
Keith
Keith Hoffman LFR Writing Director for Waterdeep
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11 months ago ::
Aug 26, 2012 - 5:21AM
#6
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My point what there is no description for them on the webpage. I didn't see them in the TODO list and that's cool that they are in there.
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11 months ago ::
Aug 27, 2012 - 3:19AM
#7
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Note that while the to-do list talks about 'finalizing' the ABER adventures, they are finished and when you ask Greg for them you get a full package including story awards. It is just that they need to be uploaded to the website.
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11 months ago ::
Aug 27, 2012 - 9:47AM
#8
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Note that while the to-do list talks about 'finalizing' the ABER adventures, they are finished and when you ask Greg for them you get a full package including story awards. It is just that they need to be uploaded to the website.
Yep. I emailed Skeritt (the blog told me to!) and he replied back with the mods, so I was able to run ABER4-1 yesterday for my LFR group.
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9 months ago ::
Oct 08, 2012 - 12:20AM
#9
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Now that the modules are more accessible, I'll bump my thread up in case anyone has comments/concerns/etc.
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9 months ago ::
Oct 08, 2012 - 1:39AM
#10
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Date Joined:
Apr 14, 2010
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Past month I ran the ABER4-trilogy for a group of 4 players at AL 16: a Dragonborn Paladin, a Revenant Sorcerer, an Elven Avenger and a Genasi Warlord|Runepriest. You can read the report of ABER4-1 here (written by one of my players) and my review of ABER4-3 here. I will review this adventure from a DM's perspective. The Good
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The story that started in ABER4-1 continues here without interruption. This is rewarding for players who want to play the entire trilogy.
The trek though the jungle is a fun and flavorful encounter that rewards players for thinking ahead. The journal in the appendix does a good job of foreshadowing some of the things they will encounter and is well written, albeit too long (2 pages) for the players to read without slowing down the adventure. The use of Fatigue Points works well here. The Bad
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The mod seems to assume that most players didn't play ABER4-1 or that they went on a vacation for a few weeks after it, because it starts with a letter from Father Thorn asking the players to come to Marrauk. It would make much more sense if the players had travelled with Father Thorn from Tarsith to Marrauk. My players tried to save the lieutenants at the end of ABER4-1, which means they were wanted all over the Dusk Ports. I ruled this gave them a Fatigue Point at the start of the adventure, because they had been running for weeks from the Green Duchess' forces.
Why does the adventure start in Marrauk instead of Dusklan? The players fled from Tarsith to Dusklan at the end of ABER4-1, but the introduction makes no mention of that.
The journal makes a mention of a fourheaded firebreathing creature in the jungle and a red dragon. The former only shows up in boxtext without giving the players a chance to fight it, the latter doesn't show up at all. This is a lot of buildup (which my players anticipated and prepared for!) without the followup. I replaced the Chuul encounter with a possible fight with a Flamekiss Hydra to compensate for this.
The sidequest for Chalse Sprocketwench is extremely random. I would've skipped it if the players hadn't gone looking for a Shadowkiss member to buy potions of fire resistance from. After reading ABER4-3 I realize it's necessary to unlock the second adventuring path in that adventure, but the sidequest doesn't add anything to this mod. The Ugly
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The story is downright depressing. The players hear about a fabled lost city that holds the ultimate weapon against dragons. This sets the scene for an awesome Indiana Jones style adventure. But what do the players get? A random encounter with some Chuul, followed by the discovery of some lone outpost patrolled by Chimera that contains only a fraction of the promised treasure. Even Father Thorn is disappointed at the end of the adventure! How is that fun for the players?
I heavily modded the adventure to give the players the promised Indiana Jones adventure. In a nutshell: after trekking through the jungle for 3 days, they discovered Djerald Kusold which was huge and entirely underground. The city had been infested and boobytrapped by kobolds. The kobolds lured the players into a gauntlet of traps which they had to survive while the kobolds were shooting crossbow bolts at them from behind the walls. At the end of the gauntlet they discovered a vault which the kobolds hadn't managed to crack due to anti-dragon traps. In the large vault were 10 pieces of Dragonbane Amber, but the moment the players opened it, the kobolds swarmed the room to try and capture the Amber. The Chimeras also entered the room to try and eat the players while the kobolds were stealing the Amber. In the end the players returned with the remaining Amber to Marrauk and a happy Father Thorn, ready to forge it into a mighty weapon. Verdict: unfun story, feels like a heroic tier adventure. Would not play without heavy DM modding.
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