My guys cleared 2/3 of Ironslag at our last double-length session. JValeur's guide was helpful to keep things focussed, there are some many (literally!) moving parts to the place, but it is so much insane fun.
For the first time in the campaign, the party really were on the back foot, as the entire* garrison turned out and started a rolling charge on the wheel room. If the monsters had been organized and did a sensible attack, it would have gotten very bad very fast.
As it was, the baddies turned up in dribs and drabs, and even so the party only just survived.
They have retreated to the mines for a long rest (and to wait for the return of a couple of players who are geared for BIG FIGHTS).
I messed up the use of Duke Zalto, and although I used the Fire Giant Duke template from the other EN thread, he went down rather easily.
No problem, I just decided that the Duchess is the real power here (but of course!!).
I will use the Pyromancer template for her.
She has two Dreadnaught bodyguards, a handful of ogres (kitchen staff), a few hobgoblins (officer types for the gobbos), and fifty goblins who are now fully armed up since the party granted them eight hours to get ready. The fight to come will encompass the whole of Voivonode room, the dining area, and the lift shaft, and more (rooms 24-32).
There are tentative negotiations going on. The party want to kill everything, but the place has been secured pretty well, those basalt tables are blocking doorways, the gobboes are all armed and armoured and camped out in the engineering huts** in the robot room. The party has a decent grasp of the opposition's set-up, but they are rightly rather wary of tangling.
But in reality the Duchess is buying time for the drow to arrive. Because even though I have signalled it loud and clear, what the party may not be aware of is that a serious group of drow are on their way down, to deliver Maegara.
When the drow arrive I will take the fight to party, force them to react to drow magic and a serious clock as the drow do whatever needs to happen to lock the Dawn Titan into the admantium forge.
We are using a projected map for navigating Ironslag, which is great, but it won't be big enough to handle the whole big fight, so I am trying to figure that one out. I'm looking forward to a massive fight in the robot room, with fifty gobbos chucking arrows at the party. I decided that the four structures in the robot room were engineering huts**.
*doubled all the numbers since I have 8 PCs, and threw in 25% Dreadnaughts for good measure.
**I couldn't figure what those four structures were, so I just made up some plausible
on the fly.
If the party get out okay, I will have the airship meet them, but I am hoping that they will take up the earlier offer from Felgolos to raid the blue dragon hoard (JValeur's product
The Flying Misfortune).
I haven't decided how many of the barbarian sacred sites, or the other Giant strongholds I will use. I'm loving the story so far, but I have a concern that I will dilute it if I extend things too much to take the campaign to L20.