The Goodman Gang Campaign (D&D 4e)
Adventure #1 WOTC DCC53 Sellswords of Fallcrest (Level 1)
That was a glorious end, and a glorious session- with a little bit of everything en route. The sprawling titanic confrontation with the Slavers, and seemingly all of their troops, in the first encounter of this session; encounter #10 was just epic. I thought I was going to have to find a way to pull my punches when one encounter ran into two, but with a modicum of sharp play from the guys and some filthy dice rolls from me, and the next thing two encounters became three.
I guess I set the guys up for the last part of the encounter, letting them catch Virmoth and his buddies on the hop, but still- that was a lot of bad guys for them to wade through, a level 9 brouhaha and still they came out smiling- grinning like chimps. I should have probably thrown a few more magic items there way as reward, when they went through the chests and secret hiding places.
The encounter with the Beggar King and the then the Shadow Dragon were likewise close to the wire, and bloody, and terrifying, with PCs getting real low on surges, hit points, powers and ideas. This session was a rolling maul at times with the players parked on the edge of their seats. A corker.
I’ve said it many times but I love the potential of Goodman Games scenarios, the way they park a myriad encounters next to each other and leave it up to the DM to decide how many bad guys he or she wants to throw into the mix. That and the fact that the module has a cool premise, a ton of cool stuff and well thought out fluff, it’s all good- I heartily recommend Goodman Games 4e stuff, it sometimes needs a little fiddling with to make it work but its neapolitan to WOTCs vanilla most times.