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Classic Adventures Modules -- wishes and failures
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<blockquote data-quote="francisca" data-source="post: 5154421" data-attributes="member: 9734"><p>Naw.  Not sacrilege.  As is, it's a grindy slog through cave after cave. </p><p></p><p>However, this module can be made to work as an scout/precision strike/"disrupt the power structure through several sorties" kind of thing.</p><p></p><p>I've run it 3 or 4 times in my life.  The last 2 were about discovering the power structure and breaking command and control.  One of them ended with chaos breaking out in the caves (no pun intended) and the evil humanoids fighting with each other to the point that they were so weakened the surviving tribes fled, leaving the evil temple to be cleaned out by the adventurers. </p><p></p><p>The last time, it ended with a siege of the keep, played out with a ton of minis, with the PCs acting as a special forces crew, taking out leaders, etc..</p></blockquote><p></p>
[QUOTE="francisca, post: 5154421, member: 9734"] Naw. Not sacrilege. As is, it's a grindy slog through cave after cave. However, this module can be made to work as an scout/precision strike/"disrupt the power structure through several sorties" kind of thing. I've run it 3 or 4 times in my life. The last 2 were about discovering the power structure and breaking command and control. One of them ended with chaos breaking out in the caves (no pun intended) and the evil humanoids fighting with each other to the point that they were so weakened the surviving tribes fled, leaving the evil temple to be cleaned out by the adventurers. The last time, it ended with a siege of the keep, played out with a ton of minis, with the PCs acting as a special forces crew, taking out leaders, etc.. [/QUOTE]
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