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Merric Blackman
Australia Waubra Victoria
Ramping up my reviewing.
Happily playing games for many, many years.
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Martin was ill today, so we didn't get to play the latest session of his Eberron campaign. (Alas!) I spent the evening instead at Good Games Ballarat, playing Magic and then Race for the Galaxy.
I've been thinking about the characters in the other Friday night game, which is currently going through the new 4E version of Tomb of Horrors. It's a really great adventure, and the last session saw Adam and Rich almost dead. Will they survive the night unscathed?
The adventure has ideas for wandering monsters, if not the chance of wandering monsters being encountered. Indeed, wandering monsters in 4e are a problem, since quick combats are a rarity. (Even fast combats with me running the game will take about 30 minutes, which may be too much for a diversion). They'll also be losing a healing surge for the extended rest (one surge lost cumulatively for each extended rest taken in the garden), which is something of a penalty, but I want to reinforce on them what a dangerous place it is, and how they're not operating in a vacuum.
So, what I'm probably going to do is send in a group of minion orcs, enough to worry them but (probably) not to kill them. Why orcs? Well, back several sessions ago, they interfered in the plans of a priest of Iuz, who was served by orcs. Hearing of the trouble near the Shadowleaf Forest, the priest has sent the orcs to investigate.
It'll be a minor combat, but it'll also reinforce that there is a world outside the current adventure. If I can work in a reference to the ex-PC of Adam's, who betrayed the group to join with the priest of Iuz in an early adventure, all the better!
After this somewhat DM-dictated adventure, I'll set up a chance of wandering monsters for the rest of the adventure, although possibly not in the secret-door locked buildings.
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