Forge of Fury: Question **Spoiler**

Oni

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Ok, I'm planning on running this, but I am wondering about the encounter with the roper, it seems a little much and I'm curious how it has gone for other people that have run the adventure. If you have any thoughts or experiences with the encounter in question either as a player or a DM i'd love to hear them.

Thanks.
 

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Ya, the roper was a little too much for our group. The party failed to notice it and then poof, the elff is gone. Roper hit and grabed the elf and started dragging it away. THe Dworf and takes out his heavy crossbow, ties a rope to the bolt and hits the elf in the behind. The fighter takes out his rope and lasso's the elf. A tug of war match happened, with the cleric casting spells at the Roper to try to distract it. They eventually got the Elf back and use missile weapons mixed with spells and constant retreat to kill the Roper. I did make the Roper a little easier then in the module, but they still had a tough time. If they would have gone in melee with it it would have been a slaughter, PC slaughter that is. I'm happy they thought and used tactics.
 

Well with the small group I ran the roper was way too powerfull for the PC's. I decided that the Roper was full, and not interested in a meal at that particular second. I had the roper capture one PC, then ransom him back in exchange for several different carcassess. Trog, orc, stirge and so on. I figured that R just wanted to variety his diet, and 3 or 4 different flavors was worth 1 adventurer. Then he demanded LIVE prey in exchange for letting them explore past his cavern. Since he was feeling generous, and already had more meat that he could eat before it spoiled, he let them search first, in exchange for an above ground animal. The PC's agreed, but never returned with the deer they were supposed to bring. I was really hoping one of them would get swept down the river in the dragons lair and be fished out by a very annoyed roper, but it didn't happen
I think that the point of the encounter it to let PC's know that there are things out there that they can't take down without a lot of preparation, and sometimes combat just won't work. The roper is also easy to run away from, once it has one victim, so a second lesson could be that sometimes you have to run away.
 

Another lesson is to load up a mule with Alchemist's Fire and trot him past the roper. When the roper grabs the mule, start throwing rocks to break apart the flasks.
 

My PC's were warned that there was some nasty tentacled creature that was very tough somewhere in the lower levels. So when they walked by and it grabbed two of the party, they knew they couldn't beat it. I made it talk as soon as it grabbed the two party members ("Yum! Fresh food!!"). This told them that conversation (and therefore bargaining) was possible as well as giving away it's primary motive for grabbing them.

As it held the two adventureres underwater in the river, the party went into frantic diplomacy mode. They promised to trade it lotsa food (the bear from the trog pen, orcs, anything!) if it would not kill or eat their friends. It thought for a second, then pulled the two gasping out of the water and slammed them into the wall and into unconsciousness. With the clock ticking, the rest of the party went to find the food they had promised. Soon enough they returned and the roper threw their two friends across to them and they ran away.
 

My DM did something similar. Str-drained one of the party members to 0 and then had it bargain with us for food more to it's liking.
 

The group I DM'ed actually managed to do everything else in the adventure before they ever found the roper, so they were already 5th level. Even so, they had it rough. The sorcerer got STR-drained to 0 in the first round, and the others managed to cut him free and retreat - past the roper and into the dead-end room. There, they waited a day so the druid could cast Lesser Restoration and make the sorcerer useful again (she didn't have it prepared).

Then, the sorcerer told the others, "Wait here, I'll take care of it!" He stepped out the door, and (using boots of speed to cast twice in a round) cast two fireballs at it (failed caster level checks), then two magic missiles in the next round (again, failed caster level checks, and he figured out he was too low level to even have a chance to affect it with his spells). I decided it wouldn't attack him immediately, because it wanted to lure the others out. So he panicked, shouted "Follow me!" and ran the length of the cave to escape. The others (foolish mortals) followed! They had to cut someone else free, I forget who, but they actually managed to run past it AGAIN!

When they returned, they had loaded up on Alchemist's Fire and other useful tools, planned their attack, and they managed to defeat it. But they only did so because their half-Duergar allies had given them some additional info about the roper once they knew it was there and went back to ask how to kill it. Once they were on the ledge with it, regular melee combat worked fairly well. By the way, I was amazed enough that my group managed to run past the thing twice without someone actually dying, and there was no chance at all that the PCs would have left the adventure without finding some way to kill the roper.

(About the half-Duergar - I changed that part of the module so that Durgeddin's surviving folks fled into the underdark, met some Duergar, got some sympathetic Duergar womenfolk to join up with them, and created their own home. When the Duergar found out where they were hiding, they sent some would-be-assassins after the half-Duergar group. The half-Duergar retreated back up to the Forge of Fury caves and made their last stand there, but were doing pretty badly until the PCs came along, killed the Duergar assassin party (not the prestige class, just a mixed group of Duergars sent to kill the half-breeds), and arranged to get them in touch with the dwarves that had initially told the PCs about Durgeddin, and who had offered money just for things with Durgeddin's mark. I did all this because it let the PCs use some diplomacy skills instead of just killing stuff, it let them do some political work with the dwarves outside the complex in getting them to accept half-Duergar descendents of Durgeddin, and it let me add some real complication to the pursuit of the Duergar would-be-assassins...plus the PCs didn't miss out on the big fight with the Duergar, it just happened under very different circumstances and against a group that was actually a good bit tougher - one of the Duergar killers, in fact, was the source of the Boots of Speed the sorcerer later used so poorly against the roper. I know, this isn't what you asked about, but it worked really well for me so I thought I'd share.)
 

I'm taking notes here -- I've already played FoF once with my group, but I'm moving and will have a fresh batch of victims. :cool:
 

Ahh, the roper. That was a good encounter. I had the roper reach out and Str-drain the dwarven fighter, and explain that it was very hungry. I was going to have it bargain for food from the PC's, and was going to take the dwarf's magical waraxe as "collateral."

The elven archer/wizard thought otherwise, and launched his only two magical arrows at the thing, provoking it into attacking. It grabbed the dwarf and the weak (9str) gnome cleric, and started dragging them across the water, almost drowning the cleric in the process. The cleric was unconscious by the time it reached the roper's mouth.

Meanwhile, the druid and archer/wizard started casting spells at it to no avail (sr 28 i think). The ranger/rogue managed to cross the river to combat it face to face, by which time it had already killed the gnome (which survived TWO coup de'grace attempts due to nat 20's).

The dwarf finally made it across, along with the ranger/rogue, the druid, and the druid's retinue of animal companions. Between these, coupled with the flanking bonuses the animals provided, and the hail of arrows from the opposite bank, they finally managed to kill it (at 4th level), losing the ranger/rogue as well to the creature's maw.

Lesson to the foolhardy: There are things out there for which you cannot possibly be prepared.

For DM's, these include foolhardy PC's.
 

So far my group hasn't made it that far into the Dungeon. On the ohter hand they did manage to wipe-out the entire Orc clan, amost exclusivly in one huge battle. It took them a bit of time to actually get in the main doors. They might have run but the Paladin saw the Orcs gathered and of course charged. :rolleyes: I have a feeling that this will be the same scenario when they meet the Roper. Time will tell.

Cintra said:
(About the half-Duergar - I changed that part of the module so that Durgeddin's surviving folks fled into the underdark, met some Duergar, got some sympathetic Duergar womenfolk to join up with them, and created their own home. <snip> I know, this isn't what you asked about, but it worked really well for me so I thought I'd share.)

*YOINK*
Consider this idea stolen. I'd already set things up such that my groups (Dwarven) Wizard was a decendant of Durgeddin, as my way to get someone more 'into' the module and Role-playing as a whole. Your idea will just add more depth and is a good way to kepe my player from 'owning' the whole complex. The down-side of course is having to make up the NPC's for the 'assasins'. Oh well, I have at least 2 weeks till next session. Thanks again ;)

Hatchling Dragon
 
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