Joined: Aug 2010 Gender: Male Posts: 437 Location: the Netherlands
Reavers of Harkenwold - Iron Keep (spoilers) « Thread Started on Sept 25, 2011, 4:49pm »
As you probably know, I'm a great fan of the Reavers of Harkenwold module. The last part of it consists of the liberation of the baron of Harkonwold who is being held in his own castle.
The gate. The players had to come up with their own plan to enter the castle. Mine decided to pose as merchants and a blacksmith, with part of the group hidden inside the cargo. It was a very narrow skill challenge, but they pulled it of. The outer baily. The interior of the building there, barracks and a place to drink for the guards. Luckily the preceding battle at Albridge had left the garrison in a depleted state, so the barracks were mostly empty. The inner bailey. The interior of the big building, the kitchens of the castle and the servant quarters. The other side of the inner bailey. A close up of the wall. Problem, there is a drawbridge to the building in which the baron is imprisoned. Better be careful. The groups sneaks through the kitchen, and of course the servants which were locked in that building help them. So they sneak out through the back-door and catch the guards on the wall there by surprise. One surprise round is enough to kill them all (they were all minions, i.e. with only 1 HP), and no alarm is being raised. The two guards on top the big building didn't stand a change, and then it is time for another surprise round, this time against the guards on the other wall. Again all die without a sound. Something evil was lurking in the chapel, so of course that took precedence over the baron. The price of having a cleric in your group. The chapel had a balcony, so it was actually a two level fight. And given the ease with which they dispatched the guards, the resistance of the evil in here surprised the group. Also because they wanted to preserve their daily powers for the end-boss. Surprise for me. Instead of taking the front door, the group decided to enter the main building through the roof. And as the wizard had a knock ritual, they just succeeded. Without knowing it, they went straight for the end-boss. They entered unnoticed through the library in the back, knocked out one of the two guards in hall with a sleep spell, killed the other before he could raise an alarm. The first one awakened after only one round but was also killed before he could call for help. Unfortunately the noise did draw some attention, so the battle with the end-boss started right after the second guard was defeated. No time to rest. The guards from the foyer below heared the noise and joined the fight (the hedge is actually a power done by the ranger). The group got split with the two fighters fighting the end-boss. Of course he was a coward, so he escaped through a secret door to the floor below, intend on killing the baron, just out of spite. Luckily, he never made it that far. The group did make it to the ground floor, and liberated the baron. With the baron freed, they only had to defeat the guards in the outer bailey. Here are two of my players, looking for the best way to slay this last pocket of resistance.
Of course they succeeded and the victory was complete.
Joined: Sept 2010 Gender: Male Posts: 688 Location: Bay Area, California
Re: Reavers of Harkenwold - Iron Keep (spoilers) « Reply #1 on Sept 25, 2011, 5:23pm »
Phenomenal! The keep is gorgeous, and I'm sure your players had a blast. Some of you guys have really gone the distance making these big builds! Btw, where are the moss-draped trees from? I didn't recognize them.
Xtea a forumite at Ondemonk did up several horses a while back. You can find the draft horse here. Make sure you check out the rest of her thread. she did up several beautiful horses, including a pack horse, armored horse, unicorns and a nightmare.
Joined: Feb 2011 Gender: Male Posts: 271 Location: Destin, Florida
Re: Reavers of Harkenwold - Iron Keep (spoilers) « Reply #8 on Sept 26, 2011, 9:05am »
Great job Schekker! I love your interpretation of the Iron Keep. I also like your Battle for Albridge maps. So are you now sad that the adventure is over? What are you planning to run next? I think in the future (when I have time) I am going to bring the Iron Circle back to the Nentir Vale in a homemade adventure. I’ll share with you what I come up with. I would love to hear what you would think of it and maybe even make some suggestions to make it better. Again, great job!
Re: Reavers of Harkenwold - Iron Keep (spoilers) « Reply #10 on Sept 26, 2011, 10:23am »
Loved the play-by-play. This is one of the best published adventure's I have ever run. Every Iron Keep story it different. The roof route is brilliant.
It took me about four weeks, building most evenings and half the weekends. Too long to be honest, but this was to be the last adventure of the current characters, so I wanted it to be something really special!
Every Iron Keep story it different. The roof route is brilliant.
The roof route was actually one of the consequences of building the whole keep. In the original maps of the iron keep, there is no fall-door in the roof, but if you build that building, it has to have battlements on the roof as it is part of the outer wall. And if it has battlements, they must be reachable, hence the fall-door. I had it locked from the inside, completely forgetting the never used knock ritual of the groups wizard. The player did not forget, and its use was so logical I just let them go with it.
Afet already answered the question about the horses, they are indeed from the onemonk forums.
So are you now sad that the adventure is over? What are you planning to run next? I think in the future (when I have time) I am going to bring the Iron Circle back to the Nentir Vale in a homemade adventure. I’ll share with you what I come up with. I would love to hear what you would think of it and maybe even make some suggestions to make it better.
I'm not sad the adventure is over as I already ran it as an extra. Disappointed with the quality of most WotC modules, I decided about half a year ago to run the War of the Burning Sky campaign, published by enworld.org. As that one runs from level 1 to level 30, I wanted to start that one with new characters for my players. Then I read Reavers of Harkenwold and wanted to run that one also. It didn't really fit into the Burning Sky campaign, so I made that the last adventure of the current characters, before their retirements so to say. I had to raise the difficulty of each encounter by six levels and my players ended as level 10s, but it was well worth the effort. I've left open the option of returning to Harkenwold with the old characters in the future, but have no immediate plans. I am interested in what you come up with though. So, please share once you're ready. I might even borrow it!
Joined: Sept 2010 Gender: Male Posts: 688 Location: Bay Area, California
Re: Reavers of Harkenwold - Iron Keep (spoilers) « Reply #14 on Sept 26, 2011, 2:44pm »
I want to add, part of what really impresses me about this build is how clean and tight it is; it looks like you really took care with all the bits and edging and got everything to line up just so. For me it's not just the magnificent scale but the detail and elegance of the build that really blows me away. Quite an achievement!
I showed the pictures to my kids (4 and 6), and they both said, "Dad, will *you* build one like that?" Answer: "When you're older." Are you going to let your kids keep it out to play with? Have you found you can trust them with your papercraft builds? (I'd be interested in other people's experience with the mixture of kids and paper terrain, too.)