Dungeon #100: Beast of Burden

Following up on this thread, as I am planning to begin this Module next week. Looking to hear any other advice from people who have run or played it. I'm probably looking at a party of 6, at 8th level average, so will be using all of the scaling options. I'm also thinking of doubling the gnoll ground forces.
 

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Silver Moon said:
Bump - Starting the module tonight. Suggestions welcome from those who have run or played in this one.
How did it go?

Building a scale model of this thing is SO tempting!
 

pogre said:
How did it go?
So far so good - most of the first night went well. The game ended with the party in the Mountain Pass, having concluded that the creature hasn't reached there yet, and are now moving on to the larger town to talk to people who have seen and fought the creature.

It should make for a fun start next week, as the full scaling options mean that the Gnoll have two mounted wyverns, which they used against the prior adventuring party. The town would therefore be aware of this, and have archer defenders on the alert for wyverns. However, my players are unaware of this, and are actually flying towards this town with one of them polymorphed into a wyvern!

I'll probably have a "Story Hour" posted by the end of the week, with more specifics.
 

The Intro and 1st Chapter of the Story Hour are posted. I'll have the 2nd Chapter up by tomorrow.

I have reread the module, and it states that the town of Gheldaylin is not yet aware of the arrival of the monster, so I'll have the encounter with the refugees and their protectors start on the road about 10 miles from the town.

Should be a good game tonight. A lot of last week was just the set up, so we should be able to get right into the action. The gaming group has a long history of using the old frontal assault strategy known as "Get'Em!", but once they are warned by the other group who tried that it will be interesting to see what they come up with for an alternative.

Any other tips and suggestions from people who have played in or run this one before?
 
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my group

my group is in the middle of this adventure now. The traps (smear and black tentcles) caught them off guard. My advice is hint to the players that a frontal assault will be suicide. Also my group is very "clean out this room go to the next" so they are finding it to be a huge struggle ( I added a rescue element that gave the players the insentive that they needed to even start). The traps maybe should be not so hard as trying to sneak on is difficult. just me two cents :)
 

Just remember to have the gnolls give nasty giggly laughs "Nyee hee hee hee hee!" every time someone slips on a smear trap. After the third or fourth time your players will really, really want to kill those gnolls, just to shut them up. :D
 

Stormrunner said:
Just remember to have the gnolls give nasty giggly laughs "Nyee hee hee hee hee!" every time someone slips on a smear trap.
Good tip, thanks. They spent most of the game talking to the refugees and their guards, then heading back to the mountain pass. The game ended with the party getting their first glimpse of the monster, with it now coming towards them at the mouth of the pass. Chapter #2 of the Story Hour is also now posted.

One quick question - Did anyone else have a party who tried to destroy the harness on the beast? That seems to be the direction the party is thinking along. They asked for specifics about the harness construction, which the module does not seem to go into a lot of detail about. I told them it looked to be made of a combination of heavy wide leather straps reinforced with metal. Thoughts?
 
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Given the size and weight of the "howdah", those straps would be BIG, probably a double-thickness of elephant leather (4-5 inches thick) and 2-3 feet wide. Given how much effort it takes to cut a normal leather belt with a knife, just hacking once or twice with a sword won't be enough; they'll have to saw through each strap. Call it hardness 2, 80-100 hit points per strap. The illustration shows at least five major straps, and they're cross-connected by smaller ones, so to destabilize the howdah the party will have to sever at least three straps, probably four. You mentioned metal reinforcement, but overlapping plates of thick wood are more likely: the gnolls have a druid who can cast Wood Shape, making wooden plates much faster and easier to produce than metal ones - and if there's anything a gnoll hates, it's having to do extra work. Figure each plate is like a large wood shield.
Just getting up to the beast's belly to get at the straps will be fun in itself (roughly ten DC20 Climb checks). While they're hacking away, of course, the wyverns will be trying to pick them off, like tickbirds on a rhino. The gnolls will probably lower two archers in the transport cage to snipe at the PCs once the first strap has been cut and the crew realize what is going on. The elite, flaming-maned gnolls may even rappel down the side on ropes to fight the party. The H'Jyord, the wizard Sylkess, and the gargoyle Seigonas can all fly, and Gnu-Dalcom could Wild Shape into a flying form instead of a crocodile, so all could harass the party (probably all at the same time, since Sylkess with her Int 19 probably realizes this is better than allowing themselves to be beaten piecemeal).
 

Silver Moon said:
One quick question - Did anyone else have a party who tried to destroy the harness on the beast? That seems to be the direction the party is thinking along. They asked for specifics about the harness construction, which the module does not seem to go into a lot of detail about. I told them it looked to be made of a combination of heavy wide leather straps reinforced with metal. Thoughts?

yep my group tried that one. And yes the adventure didn't go into a lot of detail about that way. I ruled that the straps where very thick and cutting through one would take an incredible length of time (think of what they are holding up). The group decided with the Gnoll look-out and the other "boss" npcs that it would not be a good idea.
 

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