DocMoriartty said:Yep and if you do not jump on the GMW one trick pony you are dead. Nothing is more lame then a challenge that has litteraly only one way to survive.
What's even more lame is that you are misinformed about this particular encounter.
The demon in question has no SR. Zero, zip, zilch, nada. Good saves, around the 10-15 mark, but that's it.
So it actually turned out to be a nice turn-around encounter for my PC's when they hit it. While usually the fighters rush forward to beat the daylights out of these types of things, it was a nice change of pace for me (the DM) to be able to say:
PC fighter rolls d20
Me:" You hit. Damage?"
PC fighter (massive dwarf with +2 greataxe, high str, weapon spec feats, etc.): "28!"
Me: "Your axe glances off the glistening chitin without leaving a mark."
PC fighter: "Holy Crud!"
PC wizard: "I cast Magic Missile" 5 missiles, rolls damage (9th lvl caster)
Me: "The glowing darts strike, tearing holes in the chitin."
All the PC's cheer!
It really felt the the fight against the balrog in LoTR, with only the wizard able to do some damage. When the sorcerer kicked in too, the demon fled with around 12 HP left (Hey, it's smart. It doesn't want to die).
As for the CRM, it is long. However, the PC's should only have to deal with around 1/2 of it. The module notes state after two temples fall, the rest will be abandoned.
The restocking of forces has to be used sparingly, otherwise it's just frustrating to the PC's.
The module provides plenty of framework to hang some serious role-playing on. Unfortunately, most PC's would rather "lay a smackdown" on a monster or encounter instead of talking to it (or bargaining with it, or running from it).
On the high DC's of the opponents <shrug>, it's a dangerous place. My PC's can crank up some pretty respectable DC themselves. It think the wizard in the group I run for has a DC of 21 or 22 for his 3rd level spells. (School specializations, feats spent, high Int, etc).
The two fighter types in my group have a Fort save of around +15 or so (10th lvl fighter, mid to high Con, protective items). That makes a DC 25 Fort save on a 10 or better.
On the other two encounters mentioned (Elder Earth Elemental and the Dragon), Monte said in one of his posts that he threw them in on purpose to "shake up" the notion of progressive threats. You know, first we face CR1, then 2, then 3...then 8, then OMG! CR what?!?!?.
An added benefit is the "fanboys" (I guess that's the new term of derision, whatever makes you happy) have an entire forum on Monte's board for advice. It's a DM forum full of brainstorming, errata, FAQ's etc on how to make this module the best for your group. Heck, Monte pops in from time to time with tidbits. I've never had so much help available in running a module. Guess that makes me a fanboy.
All in all, RttToEE is what the DM & players together make out of it.
If the players just swing at everything, it's a "hackfest" no matter what the DM tries.
If the DM goes overboard endlessly restocking cleared areas so it seems the players never make any progress, it's boring.
But, if the players and DM "work" together, it really is a blast to run (I can't say about the play side, I'm the DM. But I'd have loved to play in this module myself), and my players show up every two weeks and seem to have fun in it.
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