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Forge of Fury: Deathtrap? (spoilers)
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<blockquote data-quote="Rel" data-source="post: 1448104" data-attributes="member: 99"><p>I made quite a few alterations to this module and one of them was to get rid of the Roper. I replaced him with a hive of giant ants and their queen. If there was a lesson to be learned, it was "don't screw around trying to kill every critter in the whole dungeon, especially the ones that don't have any treasure, when you're on a time critical mission." They were there to try and obtain some magical orc-slaying weapons from the original dwarven inhabitants to aid in repelling an orcish invasion.</p><p></p><p>I saw the Roper encounter as an encounter that was going to very likely derail the whole storyline. If a PC gets captured and eaten then I'm looking at the party abandoning their quest and trying to get the character raised or else I have to try and introduce a new PC in the middle of the dungeon. Plus, if they did get lucky and kill it, I didn't need them getting their hands on its treasure at the level they were at.</p><p></p><p>If they needed to learn the lesson that "sometimes you need to negotiate" then they got that one later when they met the Duergar. My group were under the impression that the inhabitants behind the iron door were regular Dwarves. So they KNOCKED LOUDLY ON THE DOOR. The Duergar had time to get organized and came in force to attack the party. If the Rogue/Sorcerer in the group hadn't called for a timely parley (and rolled incredibly well on his Diplomacy check), that would have been a TPK.</p><p></p><p>They proceeded to negotiate with the Duergar who allowed them safe passage through the Foundry area so long as they did them the service of killing the undead in the shrine. After that they went after Nightscale (the Duergar was hoping the party would be successful - they had been paying Nightscale tribute for years, including the orc-slaying weapons).</p></blockquote><p></p>
[QUOTE="Rel, post: 1448104, member: 99"] I made quite a few alterations to this module and one of them was to get rid of the Roper. I replaced him with a hive of giant ants and their queen. If there was a lesson to be learned, it was "don't screw around trying to kill every critter in the whole dungeon, especially the ones that don't have any treasure, when you're on a time critical mission." They were there to try and obtain some magical orc-slaying weapons from the original dwarven inhabitants to aid in repelling an orcish invasion. I saw the Roper encounter as an encounter that was going to very likely derail the whole storyline. If a PC gets captured and eaten then I'm looking at the party abandoning their quest and trying to get the character raised or else I have to try and introduce a new PC in the middle of the dungeon. Plus, if they did get lucky and kill it, I didn't need them getting their hands on its treasure at the level they were at. If they needed to learn the lesson that "sometimes you need to negotiate" then they got that one later when they met the Duergar. My group were under the impression that the inhabitants behind the iron door were regular Dwarves. So they KNOCKED LOUDLY ON THE DOOR. The Duergar had time to get organized and came in force to attack the party. If the Rogue/Sorcerer in the group hadn't called for a timely parley (and rolled incredibly well on his Diplomacy check), that would have been a TPK. They proceeded to negotiate with the Duergar who allowed them safe passage through the Foundry area so long as they did them the service of killing the undead in the shrine. After that they went after Nightscale (the Duergar was hoping the party would be successful - they had been paying Nightscale tribute for years, including the orc-slaying weapons). [/QUOTE]
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