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<blockquote data-quote="anhar" data-source="post: 2659302" data-attributes="member: 36596"><p><strong>If I wanted to play Dungeon Siege....</strong></p><p></p><p>First thing I've ever posted here, so feel free to call me a noob or flame me or whatever.</p><p></p><p>Background</p><p></p><p>I have never played any other specific GH adventure, generally play FR but not a fanboy of anything. I don't know anything about GH history except what I've read in the other reviews.</p><p></p><p>I started playing this module about a week after it came out. After about a month and a half we just all came together with the DM one night, and said "we aren't having fun." the DM replied: "I'm glad you guys said something, I've hated this ever since we got to the mines." Then we started a campaign in HERO system. {which is, sadly, much more fun to build characters with than to actually play, though it can still be fun to play}. RTOEE actually started out promising, I liked Hommlet, it had a good level of detail and interesting things to do. The moathouse was a bit annoying, but still overall fun, then came the mines. the soul-crushingly boring mines. </p><p></p><p>Specific complaints. Possible spoilers</p><p></p><p>Some of these we never actually encountered, I only discovered them when reading through the book. If I make any factual errors, please remember the last time I saw this book was more than a year ago.</p><p></p><p>-Too many dragons, too early</p><p>Pointless, unexplained blue dragon in the moathouse, red dragon in the mines, half dragon t-rexes {I disagree that this is a stupid idea, I actually like it, but it's too many dragons}. Honestly I've never been a fan of 3.0 dragons, hover+blindsight is overpowered. {I know they kinda fixed in in 3.5, with dragons now having blindsense rather than blindsight, but the module was written in 3.0}</p><p></p><p>-Too many encounters with 20-30 minions at once.</p><p>I remember this happening at least 3 or 4 times, at first it was long and boring, then our sorcerer hit 6th level and got fireball and they became pointlessly easy and gave way too much experience/treasure.</p><p></p><p>-Too many low level minions in full plate</p><p>Do they have a full plate factory in the mines somewhere that I missed? Seriously, we were lucky and the DM gave us a bag of holding at some point and so we cashed in on something like 20-30 suits of full plate from various hobgoblins/trogldytes before we hit 6th level. From the full plate alone we were way too rich for our level. {I think we may have gotten {un?}lucky in our random encounters}</p><p></p><p>-Speaking of Trogldytes...</p><p>It is not a good idea to put a Trogldyte cleric in full plate with a large steel shield and shield of faith up against the 5th-6th level PC's when they are going to be mostly out of spells. He has a natural armor bonus of +6, this means he has a 28 AC and you end up surrounding him and having three people aid another on your fighter so he has a good chance to hit on his first attack for 6-10 rounds. {it would have been easier if someone had improved trip. I took disarm unfortunately, so he was left trying to ineffectually bite} It's very boring/annoying. In general there were too many Trogs in this adventure, especially too many in full plate. Don't get me started on the half-earth elemental trog-fighter in full plate. The sorcerer did all the work in that fight, let me tell you. </p><p></p><p>-The doomdreamer prestige classs</p><p>in 3.0 a marilith had very few hit dice for it's CR. The doomdreamer prestige class {if I remember correctly} had the ability to command the services of a demon of the number of hit dice a marilith had. Being that the doomdreamers were crazy, they wouldn't care that the marilith would be plotting their eventual demise for being ordered around. I think we had a situation where a CR 9 doomdreamer could have {effectively} a CR 17 pet. When we read this we decided it was the dumbest thing ever and the DM declared that the doomdreamer couldn't command a demon with a higher CR than himself. perhaps we read the prestige class wrong. If so, please enlighten me. </p><p></p><p>-Why are we here again?</p><p>This is the biggest one. As pointed out in other reviews, We had no sense of urgency, the cult didn't seem to have a master plan or anything. it was just a big diablo-style dungeon with random pointless monsters and interesting things to look at and be killed by. </p><p></p><p></p><p>There we go. If I think of anything else I'll add it in the comments. I wrote this because I see how polarized the reviews are and I think I have valid reasons why this shouldn't ever have been given a 5 star rating. I don't think it's a one star, I've seen worse, but even if your DM is the best ever and completely re-works this before serving it to you, it shouldn't be 5-stars.</p><p></p><p></p><p>{btw please don't tell me this is my DM's fault, any module needs a personal touch, but this one needs a complete makeover, and if you're going to completely re-do a 150+ page module then why did you buy the damn thing?}</p></blockquote><p></p>
[QUOTE="anhar, post: 2659302, member: 36596"] [b]If I wanted to play Dungeon Siege....[/b] First thing I've ever posted here, so feel free to call me a noob or flame me or whatever. Background I have never played any other specific GH adventure, generally play FR but not a fanboy of anything. I don't know anything about GH history except what I've read in the other reviews. I started playing this module about a week after it came out. After about a month and a half we just all came together with the DM one night, and said "we aren't having fun." the DM replied: "I'm glad you guys said something, I've hated this ever since we got to the mines." Then we started a campaign in HERO system. {which is, sadly, much more fun to build characters with than to actually play, though it can still be fun to play}. RTOEE actually started out promising, I liked Hommlet, it had a good level of detail and interesting things to do. The moathouse was a bit annoying, but still overall fun, then came the mines. the soul-crushingly boring mines. Specific complaints. Possible spoilers Some of these we never actually encountered, I only discovered them when reading through the book. If I make any factual errors, please remember the last time I saw this book was more than a year ago. -Too many dragons, too early Pointless, unexplained blue dragon in the moathouse, red dragon in the mines, half dragon t-rexes {I disagree that this is a stupid idea, I actually like it, but it's too many dragons}. Honestly I've never been a fan of 3.0 dragons, hover+blindsight is overpowered. {I know they kinda fixed in in 3.5, with dragons now having blindsense rather than blindsight, but the module was written in 3.0} -Too many encounters with 20-30 minions at once. I remember this happening at least 3 or 4 times, at first it was long and boring, then our sorcerer hit 6th level and got fireball and they became pointlessly easy and gave way too much experience/treasure. -Too many low level minions in full plate Do they have a full plate factory in the mines somewhere that I missed? Seriously, we were lucky and the DM gave us a bag of holding at some point and so we cashed in on something like 20-30 suits of full plate from various hobgoblins/trogldytes before we hit 6th level. From the full plate alone we were way too rich for our level. {I think we may have gotten {un?}lucky in our random encounters} -Speaking of Trogldytes... It is not a good idea to put a Trogldyte cleric in full plate with a large steel shield and shield of faith up against the 5th-6th level PC's when they are going to be mostly out of spells. He has a natural armor bonus of +6, this means he has a 28 AC and you end up surrounding him and having three people aid another on your fighter so he has a good chance to hit on his first attack for 6-10 rounds. {it would have been easier if someone had improved trip. I took disarm unfortunately, so he was left trying to ineffectually bite} It's very boring/annoying. In general there were too many Trogs in this adventure, especially too many in full plate. Don't get me started on the half-earth elemental trog-fighter in full plate. The sorcerer did all the work in that fight, let me tell you. -The doomdreamer prestige classs in 3.0 a marilith had very few hit dice for it's CR. The doomdreamer prestige class {if I remember correctly} had the ability to command the services of a demon of the number of hit dice a marilith had. Being that the doomdreamers were crazy, they wouldn't care that the marilith would be plotting their eventual demise for being ordered around. I think we had a situation where a CR 9 doomdreamer could have {effectively} a CR 17 pet. When we read this we decided it was the dumbest thing ever and the DM declared that the doomdreamer couldn't command a demon with a higher CR than himself. perhaps we read the prestige class wrong. If so, please enlighten me. -Why are we here again? This is the biggest one. As pointed out in other reviews, We had no sense of urgency, the cult didn't seem to have a master plan or anything. it was just a big diablo-style dungeon with random pointless monsters and interesting things to look at and be killed by. There we go. If I think of anything else I'll add it in the comments. I wrote this because I see how polarized the reviews are and I think I have valid reasons why this shouldn't ever have been given a 5 star rating. I don't think it's a one star, I've seen worse, but even if your DM is the best ever and completely re-works this before serving it to you, it shouldn't be 5-stars. {btw please don't tell me this is my DM's fault, any module needs a personal touch, but this one needs a complete makeover, and if you're going to completely re-do a 150+ page module then why did you buy the damn thing?} [/QUOTE]
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