[RttToEE]Does anyone ever wonder...


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Ssendam, welcome to the boards!

I tend to agree. The module is a meatgrinder, which can be fun, but yeesh - don't get attached to your character.

My major problem with modules like this, or with Bruce Cordell's Return to the Tomb of Horrors, is one of pacing. It often seems like the middle section just draaaags. Has anyone else seen this?
 

Hi, Piratecat. Thanks :)

My major problem with modules like this, or with Bruce Cordell's Return to the Tomb of Horrors, is one of pacing. It often seems like the middle section just draaaags. Has anyone else seen this?

OMG, dude. I so agree. I was just thinking this in our last sesssion. "Damn, this module is taking forever!" I swear, man. I am surprised by the resiliency of my players. I would not fault them at all if they just gave up.
 

Did I say it was easy?

No, but your blasting of Celtavian sure made it seem like his complaints had no validity. I can understand his frustration. The statement I made was basically for anyone in this thread who feels that RttToEE does not live up to its billing; it wasn't just directed at you.
Any DM with a creative imagination and a willingness to play the NPC's of this module to the best of their abilities will give the players a serious challenge.
 

Ssendam69 said:


No, but your blasting of Celtavian sure made it seem like his complaints had no validity.

Celtavian has stated many times before that he likes playing spellcasters, and that he thinks spellcasters should be more powerful than the other classes. Having said that, to turn around and complain that a powerful spellcaster is making life difficult for him is not exactly wise.
 


BTW, I fully agree that RttToEE can be a drag. Although I don't think it's the level of violence that's the problem; you get tough fights in any D&D module. It's more that the violence is _unrelenting_. There's no change of pace, and you're always under pressure to finish the job.

IIRC, when our group finished the module, we took a break of several weeks so that everyone (including the DM) could decompress. And this is a group that _likes_ going into dungeons, killing monsters and taking their treasure.
 

Re

Hong,

You have kind of used what I said out of context, now haven't you.

I stated that arcane casters should be the most powerful of all the classes, just as I believe casters period should be more powerful than non-casters.

My problem is not with the casters themselves, but with a little thing called the Madness domain. This domain gives cleric casters spells insanely high spell DC's. The Spell DC's are so high that even those with favorable saves of the type needed to defend against the spell would have trouble saving.

I do not see much of a downside to the Madness domain for what it gives. Most powerful clerics will have a sufficiently high wisdom bolstered by magic items coupled with a favorable Will save to make the negative effects of the Madness domain a non-factor.

This is why I am unhappy, not the fact that we are facing a powerful caster. I just don't care for the way the Madness domain was handled.

And guess what Hong, my sorcerer laid the smack down on the First and the Third. Just goes to show how powerful the Arcane Casters are, though he was almost killed by a powerful blade barrier with an insanely high DC that a rogue would have had trouble making. (DC 25 Reflex save blade barrier, that friggin hurt.)

The Paladin, the cleric, and other fighter/cleric all died including the Paladins half-dragon Dire lion mount. The only folks standing at the end of the battle were the drow arcane archer (Archers are probably the most powerful non-caster fighter type out there. Archery is insane.), the dwarven Bard/Virtuoso, the Paladin's Cohort cleric, and yours truly, Mr. Sorcerer.

The rogue didn't make it to the final encounter because he picked the void card. Poor rogue.

Oh well. I lived, but those Madness domain DC's are horrible.
 
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I haven't even hit the middle of the module, and I can feel the drag setting in. I figure I'll get around it by running two parties in the same area - one can go through and clear out a section, then wander off to do something else while the other party gets even further through.

Pacing is a bit of a problem though. The boathouse seemed like something of a letdown after the first encounter, and stayed that way right until the final one.
 

Re: Re

Celtavian said:
Hong,

You have kind of used what I said out of context, now haven't you.

I stated that arcane casters should be the most powerful of all the classes, just as I believe casters period should be more powerful than non-casters.

Would you have been happier if it was a wizard laying down those DC 25 disintegrates? Somehow, I don't think so.

My problem is not with the casters themselves, but with a little thing called the Madness domain. This domain gives cleric casters spells insanely high spell DC's. The Spell DC's are so high that even those with favorable saves of the type needed to defend against the spell would have trouble saving.

Oh, do stop whinging. They know stuff Man Was Not Meant To Know, what d'you expect them to do? Throw paper towels at you?

And guess what Hong, my sorcerer laid the smack down on the First and the Third. Just goes to show how powerful the Arcane Casters are, though he was almost killed by a powerful blade barrier with an insanely high DC that a rogue would have had trouble making. (DC 25 Reflex save blade barrier, that friggin hurt.)

D00d, the guildmage in our current party can lay down DC 30 delayed blast fireballs. :cool:

Thankfully, the rogue and I have Ref saves around +21 or so.
 
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