4e Reavers of Harkenwold Toadwallow Cavern: Spoilers

User avatar
fnordfriendly
Orc
Orc
Posts: 212
Joined: Wed May 21, 2014 11:37 am

Re: 4e Reavers of Harkenwold Toadwallow Cavern: Spoilers

Post by fnordfriendly » Thu Jan 11, 2018 1:09 pm

Image

This is how we manage characters. I use the WotC online character builder, since it's really the only thing out there that includes all the content and isn't buggy. I have to run it on a mac with Safari, since it runs on Silverlight, which is essentially dead.

The 5-6 pages of the character sheet are placed in sheet protectors inside a folder, and a dry erase marker is used to mark out used encounter and daily powers, healing surges, lost hp, etc. We've done this for years. If you write on the sheet protector and leave it between sessions, it becomes a wet erase scenario.

We do this because when you use the character builder, it does all the math and prints it out on the power cards, thereby speeding play. You don't have to wait for someone to flip through their character sheet to find the sources of all their bonuses... and you can trust the math. Also, it prints out situational modifiers under each power.

User avatar
fnordfriendly
Orc
Orc
Posts: 212
Joined: Wed May 21, 2014 11:37 am

Re: 4e Reavers of Harkenwold Toadwallow Cavern: Spoilers

Post by fnordfriendly » Thu Jan 11, 2018 1:03 pm

Image

The dice cup is Q-Workshop black leather with silver elven script. It's full of (fake) tiger's eye beads, which are handed out as action points. The skulls are large beads made of bone, which are handed out when a death saving throw is failed... if you get three of these your character dies!

User avatar
fnordfriendly
Orc
Orc
Posts: 212
Joined: Wed May 21, 2014 11:37 am

Re: 4e Reavers of Harkenwold Toadwallow Cavern: Spoilers

Post by fnordfriendly » Thu Jan 11, 2018 12:59 pm

Image

Major spoiler here... I made a checklist of every encounter and quest, and their XP value. Additionally, I mapped out the few skill challenges in the module. There is also a point in the module where the players fight a major battle at the village of Albridge against the villain and his army (if they draw him out of his keep), and their actions up to that point determine how well the village holds up. I added a victory point track to help with that part.

Basically this is a consolidation of the cause-and-effect events that occur throughout the module, since they're scattered throughout two booklets.

User avatar
fnordfriendly
Orc
Orc
Posts: 212
Joined: Wed May 21, 2014 11:37 am

Re: 4e Reavers of Harkenwold Toadwallow Cavern: Spoilers

Post by fnordfriendly » Thu Jan 11, 2018 12:54 pm

Image

The bag full of multicolored pipe cleaners twisted into small circles is from Third Die Dice Bags. I like it because it's self standing and wide-mouthed. The pipe cleaner circles get tossed on top of minis to indicate a bloodied character, conditions, marks, ongoing damage, etc.

I don't know if the pic is hi-res enough to see the text, but this particular module has very clear decision points for the players to make. On 4x6" cards, I print the quest and quest-giver's picture. In this one, Dar Gremath, the leader of the growing underground rebellion against the Iron Circle wants to draw the mercenaries into an open battle. To do this, they need to be enough of a nuisance to the Iron Circle to draw their attention. Dar suggests they either tackle a supply wagon leaving Eastbridge the following day, or pick a fight in a tavern.

Since the PCs meet several quest-givers, they'll collect a number of these cards to remind them between sessions of what options have been presented to them. Of course, they can find other ways to achieve the same goal, which would not be discouraged; it would require a bit of re-skinning of existing encounters which isn't hard.

User avatar
fnordfriendly
Orc
Orc
Posts: 212
Joined: Wed May 21, 2014 11:37 am

Re: 4e Reavers of Harkenwold Toadwallow Cavern: Spoilers

Post by fnordfriendly » Thu Jan 11, 2018 12:37 pm

Image

This is the view from behind the screen. The screen is the updated 4e from WotC, that incorporates the newer Essentials line math and the final skill challenge table. It's the most useful screen, except maybe the Hammerdog screens that can be anything you want with a little work. I think my favorite screen art was the 3e Forgotton Realms... I think the cover art from that line too was some of my favorite.

The combat pad is the original Paizo Gamemastery version, a gift from Saxon; it still shows up at every game I run. Sometimes my laptop shows up, but only when I'm running from a pdf... which is not often. I like physical stuff over digital for the game table.

User avatar
fnordfriendly
Orc
Orc
Posts: 212
Joined: Wed May 21, 2014 11:37 am

Re: 4e Reavers of Harkenwold Toadwallow Cavern: Spoilers

Post by fnordfriendly » Thu Jan 11, 2018 12:28 pm

Image

Image

The battlemat is from Hotz Mats, a half mat cut down to 36" x 24"

The little dead tree on the cliff was from the Tabletop Props campsite kickstarter, I believe.

I use little sticky dots on similar minis to track hit points separately. I leave them off for minions, who only have 1hp. I don't mind revealing to players which are minions and which have full hit points.

The Erinthor Mountains set I bought unpainted, and painted according to [someone on the DF forum... I need to credit him]'s paint scheme. His was much better, but I like the rust wash in the cracks to add color. I often think DF prepainted color schemes are too muted, but so is the reference material I suppose.
Last edited by fnordfriendly on Thu Jan 11, 2018 12:43 pm, edited 2 times in total.

User avatar
fnordfriendly
Orc
Orc
Posts: 212
Joined: Wed May 21, 2014 11:37 am

Re: 4e Reavers of Harkenwold Toadwallow Cavern: Spoilers

Post by fnordfriendly » Thu Jan 11, 2018 12:24 pm

Image

My mother made the dice tray out of an old cigar box and a piece of microvelvet. She made a matching one for my dad. I love Gale Force Nine's Battlefield in a Box series of terrain. It's too bad it's largely unavailable anymore. Some of the large trees and the brown boulders are by them. The river is from Pegasus Hobbies, still available.

The dice set is something I put together to teach my kids (and my father) how many sides each die has. I recommend this method for teaching - I can attest that it works pretty well. Get 4 matching sets of dice where each die is a different color. You can tell them "roll the green die," and they'll eventually connect its color and shape to the d10. They'll eventually know them by shape.
Last edited by fnordfriendly on Thu Jan 11, 2018 12:32 pm, edited 1 time in total.

User avatar
fnordfriendly
Orc
Orc
Posts: 212
Joined: Wed May 21, 2014 11:37 am

4e Reavers of Harkenwold Toadwallow Cavern: Spoilers

Post by fnordfriendly » Thu Jan 11, 2018 12:21 pm

If I had to pick a "desert island" version of D&D, I'd pick 4e because it's so heavily focused on skirmish combat. I love roleplaying, and it happens in 4e too, but if you want to feature a lot of DF builds, then 4e is tops. I also like the Nentir Vale campaign setting, which almost saw its own gazeteer; it died an early death due to the rollout of 5e.

I'm running Reavers of Harkenwold, one of 4e's most beloved modules. The pics are from the Toadwallow Caverns series of encounters. The Villain of the campaign is paying the bullywug tribe to harass the steading of Tor's Hold, thereby removing their fighters from aiding in overthrowing the occupying Iron Circle mercenaries.

The party consists of a Dwarf Fighter (Knight), a human Cleric Warpriest, a Pixie Paladin, and an Elf Hunter Ranger. They picked up an Iron Circle mercenary companion, who was their captive from the first salvo against them. They're now paying him one fifth their take in gold, but he's proving to be pretty ineffective as a hireling, so we'll see if that lasts.

I recently picked up a long piece of microvelvet to cover my game table, and another piece to act as a fog of war, like Stefan uses. I'm also using 2" gator foam to elevate the caverns, per Nate's recommendation... though maybe next year we'll have some cavern terrain trays?

I also took some pics of other implements I use at the table, just to present my GMing method, which I've practiced and refined over the years. I like to see how other people run games, so here's my way.

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest