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 Post subject: Beyond The Black Gate
PostPosted: Fri Sep 07, 2012 1:42 am 
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Mighty-Thewed Reaver
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Location: United Kingdom
Hurray!

Arrived in the UK this morning.

I have really been looking forward to this one the most.

I love that cover. After a quick scan, module looks a lot of fun :D

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PostPosted: Fri Sep 07, 2012 4:21 am 
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I playtested it and I agree -- it's a great module! :D

Hope you enjoy it as much as we did.

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PostPosted: Fri Sep 07, 2012 7:40 am 
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Joined: Tue Jul 24, 2012 10:57 am
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Picked up a copy and reading through it now. Looks great.


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PostPosted: Fri Sep 07, 2012 9:57 am 
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I ordered the module today and should be with me very shortly. It looks like a blast!

I am getting a bit worried in that only two of the official line up, 'Emirikol was Framed!' and 'Blades against Death' (with a return of Chuck Plimpton?!?) are left.
Nice to see other publishers supporting the system but I hope the next batch of GG's DCC adventures are following after them shortly.


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PostPosted: Fri Sep 07, 2012 10:43 am 
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Joined: Wed Sep 15, 2004 4:02 am
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We definitely have more adventures on the way! Speaking only to my personal projects, we are waiting on the cover art for one, and I have two more after that in the immediate hopper. Which doesn't even touch on the adventures being written by other folks, or the upcoming Annual.

//H

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PostPosted: Fri Sep 07, 2012 7:30 pm 
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As Harley alluded...yes there are more. Many more. :)

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PostPosted: Sat Sep 08, 2012 4:57 am 
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....Sweet!

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PostPosted: Wed Sep 12, 2012 10:44 pm 
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Good to hear there are more DCC modules on the way! :)

I like the additional random encounter tables in Beyond the Black Gate. The specific rumour tables for each class at the beginning is beautifully done. I am not sure if I have seen that been done in a module before.

With one of the rewards being a signet ring granting rule of a fiefdom, I wonder if there will be any guidelines released for this in the future? Or will people rely on the domain rules from the BECMI/RC rule-sets?


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PostPosted: Fri Oct 05, 2012 2:58 pm 
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Mighty-Thewed Reaver

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How would you guys rate the patron in this module? I won't use the adventure but I would be interested in purchasing just for the patron if it's done well.


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PostPosted: Thu Oct 11, 2012 3:21 pm 
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I think it is a very enjoyable adventure and can recommend it on that just by itself.
If you are interested in other material though, The Horned King is an interesting wild and savage patron. Briefly, from lesser to greater results, invoking him can;

Cause paralysing terror into one enemy.
The caster can track creatures, even in the worst of environments.
Find the location and direct route to a target.
Summon six hounds to help the caster.
Strike paralysing terror into all enemies within range.
Summons a ghostly spear for the caster to use. Targets struck by it must save-or-die instantly. Can be only used once.
Summon many hounds to serve the caster. They can track any prey.
Mark a target for the caster, which must save or be carried away by the Horned King and his hounds. One use only.

Patron taint for the Horned King can be:
A compulsion to pursue prey; animal traits like claws, fangs etc; a compulsion to finish off fallen comrades; grisly offerings to the patron with maybe a reward and other results.

There is a new spell, Slaying Strike, in which you dedicate a chosen weapon to the slaying of a specific creature. It starts from additional damage and goes up to large amounts of damage plus effects like stasis, sleep and instant kill.

There is a page of new magic items like The Horned Crown, Spear of Hrotti, Shield of St Aethlstan and the Throwing Axes of Narn.


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PostPosted: Sun Jun 17, 2018 1:51 pm 
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Hard-Bitten Adventurer

Joined: Sun Jan 24, 2016 5:23 am
Posts: 168
FLGS: trig
On vacation and looking to run Rhiannon (Dr11), Embla (Ftr8) and Dorminder (Clr9) thru this. Not totally thrilled with giving five piece of magic to the party before they ever meet the witches but, will use the rumours section to pepper the witches' banter as they negotiate with the party.

But, here is the thing for today. The description and such of the Horned King, including the picture included, has him to be man size. And, the way I read thru this I have the impression this was a human-ish citadel and the ice giants over took things. My question is, does this size within the citadel matter? I'm thinking the giants would have a tight fit in a human place, and, might want to play it as such. Like, giants responding to an alarm and bashing their heads on the doorways. This could add comic relief while providing a few additional chances for the party to deal with the giants one on three.

Losloris


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PostPosted: Tue Jun 19, 2018 12:30 am 
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Hard-Bitten Adventurer

Joined: Sun Jan 24, 2016 5:23 am
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FLGS: trig
I am going to have a go at making witches much more like negative spirits of. Druids, with similar spells and such. Rhiannon is now a high level druid and their force, druids, is becoming evident. The witches provided here do not really look to have anything mighty about them, mighty enough to push around a party of decent level players.

This would help explain how the storm was caused that caught the players' ship.

Losloris


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PostPosted: Wed Jun 20, 2018 12:43 am 
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Hard-Bitten Adventurer

Joined: Sun Jan 24, 2016 5:23 am
Posts: 168
FLGS: trig
I'm finding this module a fascinating example of how the game has changed over the years, undoubtedly to meet the needs of the audience.

Two cases of outright death (drowning, avalanche) are off set by massive player bonuses (five magic items before first encounter, opportunity to permanently add to your characteristics).

I do think the setting and set up are very nice, tho the witches do need to be beefed up to properly challenge a party. And, really dig names like Thrice Tenth Kingdom.

In order to make this an adventure I will alter the always alert, instant attack guards and frogs. In answer to my previous post, the citadel will be made by men for men (not giants) with the down stairs made for,by giants. The giant Thane looks to be an interesting character and I think I have time before play to invest him with a story. The vampiric lizard,giant is a neat twist, too.

This shall be fun as the setting has several choice elements.

Losloris


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PostPosted: Tue Jul 10, 2018 3:14 am 
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Hard-Bitten Adventurer

Joined: Sun Jan 24, 2016 5:23 am
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FLGS: trig
I try to implicate my players as often as possible. After one of Rhiannon's accolytes (using this word for young, learning Druid) informed her of having heard about a forest of exotic herbs off in the general direction of Gunnard's Head, and after a crew had been assembled and we left Taam's Tower, I had her roll for the weather. It was still not clear how I would embroil the party in the adventure.

As the boat neared land she roll a 2 (quite bad weather) followed by a 1! The storm erupted, lightning flashed and when the party of three adventurers awoke they were alone in a cave, the ship seemingly locked in place just off shore, and, the five accolytes druids and ship's crew of ten gone.

Ultimately, I took advantage of a picture in the module of someone being embalmed: the witches had embalmed the whole crew to leverage against the party heading off against the Horned King. Thankfully, my party does not ask (too often) how things happen. They are happy being quested in this way.

Losloris


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PostPosted: Thu Jul 26, 2018 3:09 am 
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Hard-Bitten Adventurer

Joined: Sun Jan 24, 2016 5:23 am
Posts: 168
FLGS: trig
Right. Things change; Iceland was more enjoyable leaving little time for play = we changed the circumstances a little to include a totally new player.

The party is inside the Horned King's citadel (he is now called Lester and very happy to be without the crown, clearly indicating a curse of sorts is involved). I thot to ask your opinion. The party includes an 11th and 5th level druids and the dog pack from the ice caverns will spew forth and cause havoc. How would the druids' ability to befriend animals impact on the dogs?

One thing that occurs to me is to have everyone agree the problem really is Baba Tags and her cabal.

Loslosris


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