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DDEX3-10 Quelling the Horde *Spoilers*
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<blockquote data-quote="Motorskills" data-source="post: 6818025" data-attributes="member: 15921"><p>Played this twice this weekend (at Winterfest).</p><p></p><p>My first AL Convention, so not got that much to compare it against....BUT.....</p><p></p><p>Game 1. Fairly tough party, six players average level 3.</p><p></p><p>We stomped the scarecrows and dogs without much problem. Took a short rest after the latter IIRC.</p><p></p><p>With my Deep Gnome wizard using his Advantage DEX (Stealth) in the rocky caverns, I was able to "kite" our drow rogue, and the two of us snuck well ahead of the party without alerting anything. We kidnapped a goblin and interrogated it. We figured out to release the giant boars as a distraction.</p><p></p><p>We still had a hard fight against the succubus, Agarak, and his centipede. Part of the problem is that everything is so close together.</p><p></p><p></p><p>Game Two, I had a virgin human fighter, polearm master. The group was weaker, five people, average L2 ish. </p><p></p><p>I obviously didn't reveal any of my prior knowledge. </p><p></p><p>We didn't have much problem against the scarecrows or the dogs. But things went disastrously wrong in the cave. Unlike the first group, we used lots of light and took Route 1.</p><p></p><p>Our scout tried to climb the wall and triggered Agarak. The fight against him and the carrion crawler would have been tough enough, but his knights joined in.</p><p></p><p>It <em>should</em> have been a TPK. But astonishingly, the fighting retreat by the two "survivors" kited the baddies far enough away that the three of us that had been dropped were able to get back up. (Paralysis finally wore off, then used potions on the other two who had self-stabilized).</p><p></p><p>We caught up with the fight and tipped the balance back in our favour.</p><p></p><p></p><p>I chatted to the DM after the event, he revealed that he had had a TPK against the scarecrows earlier that day. It sounds like they got unlucky (lots of frightened PCs), but I wonder if there was also a CR problem, per the above posts.</p><p></p><p>I think there's an interesting adventure there, but I'm not sold on the map, and the monsters seem...volatile.</p><p></p><p>I also found the whole witchcraft thing a bit of a non-sequitur. Nice idea, but maybe placed in the wrong adventure.</p></blockquote><p></p>
[QUOTE="Motorskills, post: 6818025, member: 15921"] Played this twice this weekend (at Winterfest). My first AL Convention, so not got that much to compare it against....BUT..... Game 1. Fairly tough party, six players average level 3. We stomped the scarecrows and dogs without much problem. Took a short rest after the latter IIRC. With my Deep Gnome wizard using his Advantage DEX (Stealth) in the rocky caverns, I was able to "kite" our drow rogue, and the two of us snuck well ahead of the party without alerting anything. We kidnapped a goblin and interrogated it. We figured out to release the giant boars as a distraction. We still had a hard fight against the succubus, Agarak, and his centipede. Part of the problem is that everything is so close together. Game Two, I had a virgin human fighter, polearm master. The group was weaker, five people, average L2 ish. I obviously didn't reveal any of my prior knowledge. We didn't have much problem against the scarecrows or the dogs. But things went disastrously wrong in the cave. Unlike the first group, we used lots of light and took Route 1. Our scout tried to climb the wall and triggered Agarak. The fight against him and the carrion crawler would have been tough enough, but his knights joined in. It [i]should[/i] have been a TPK. But astonishingly, the fighting retreat by the two "survivors" kited the baddies far enough away that the three of us that had been dropped were able to get back up. (Paralysis finally wore off, then used potions on the other two who had self-stabilized). We caught up with the fight and tipped the balance back in our favour. I chatted to the DM after the event, he revealed that he had had a TPK against the scarecrows earlier that day. It sounds like they got unlucky (lots of frightened PCs), but I wonder if there was also a CR problem, per the above posts. I think there's an interesting adventure there, but I'm not sold on the map, and the monsters seem...volatile. I also found the whole witchcraft thing a bit of a non-sequitur. Nice idea, but maybe placed in the wrong adventure. [/QUOTE]
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