Adventure path in dungeon, anyone run it?

Ran the Adventure Path about 6 months ago. . . I based it our of the Forgotten Realms, and I think the party did indeed enjoy it. That said, I would concur with most of the "Tough Beastie" comments from above. I think that as long as the GM has their eyes open, as does the party, everone should then make beautiful music.
 

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As usual, some spoilers ahead. Read at own risk.





The funny thing about my game was that the paladin in the party is apparently making a strong effort to redeem Triel. Since this was the first time my PC's ever did anything but kill their enemies, this was behavior I wanted to encourage despite the fact their Diplomacy skills were nowhere near what would be needed to convince an evil cleric to renounce her god.

The PC's convinced the Cuthbert temple not to assign her a death sentence. Jenya was unable to ignore Triel's role in Sarcem's death, though, so Triel was exiled from Cauldron and sent off to a Saint Cuthbert monestary (the city authorities allowed the temple to handle the case, expecting Triel to be executed). The paladin was under the impression that there were monks with better Diplomacy than herself were going to pick up where she left off.

However, Triel found the monestary very boring and escaped within days. She joined Hextor more for the martial aspects than the evil aspects, so I decided the paladin's efforts were enough to make her Lawful Neutral. She still worships Hextor, and she still gets spells, because 1 step away from the god's alignment is permissible. Now she's seeking out the only person in her life who was nice to her... the paladin. What she will do when she finds her, well, neither Triel or myself knows yet!
 

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Life's Baazar

- We had a couple of character deaths from the Ogre-polymorphed-Otyugh at the bottom of the elevator shaft. His to hit isn't very good, but his AC is great and his falchion has quite an extended crit range.
- Kazmojen will TPK most parties if the DM is not careful. Fortunately, we had our dwarven barbarian crit the half-troll with a dwarven waraxe (x3). Otherwise, it would've been curtains for us.
- The pulverizers are also quite deadly since they can't be critted and their attacks do horrendous damage.

Flood Season

- Our party cleared out the Lucky Monkey without too much hassle.
- Thankfully, one of our PCs was a celestial and dispatched the Skulvyn with no muss, no fuss.
- Both Triel and the halfling wizard (can't remember his name) went down quickly b/c we were lucky.

Zenith Trajectory

- If the Dragon and the advanced Eryines are played intelligently, then its curtains for the party. DM caution is advised here.

Demonskar Legacy

- The Glabrezu at the end is killer. He has way too many hp and spell-like abilities to not be able to crush the PCs with ease. I suggest dropping more hints to your players that a powerful demon lurks at the end of this module. This will at least allow them to equip themselves with good-aligned weapons and prep with Spell Immunity (Unholy Blight).
- The covey of hags casting Forcecage can be a real hassle for the party if they are not equipped with Dimension Door or such.

Test of the Smoking Eye

- Wandering around the Abyss for random encounters is a dangerous proposition. 1-3 Hezrous can really ruin your day, particularly with Blasphemy.
 

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