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Running "Kingdom of the Ghouls" (Dungeon #70)
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<blockquote data-quote="J.Quondam" data-source="post: 8241533" data-attributes="member: 7030100"><p>I recently read the adventure "Kingdom of the Ghouls" in <em>Dungeon</em> #70, and am wondering about people's experiences running it. It's a sprawling mid-level "campaignlet", with opportunity to play politics, command fighting forces, and do some plain ol' dungeon bashing. Sounds like fun, and I'm thinking about eventually running this one (likely in 5e).</p><p></p><p><u>(minimal spoilers)</u> </p><p>In the writeup, it's likely that the PCs end up amassing and leading a big motley force of Underdark refugees who want to take back their homelands back from the ghouls. To support this, there are rules provided to resolve conflicts between large forces. There are also numerous encounters in which PCs can persuade new recruits to join the army, manage the force, prevent infighting, and so on.</p><p></p><p>Some of the encounters are army-vs-army conflicts, pitting the party and its allies against dozens or hundreds of foes. Most encounters, however, seem to be traditional ones, scaled for a typical adventuring party. </p><p></p><p><u>TL;DR</u></p><p><strong>I'm just curious to hear how GMs handled this adventure. </strong>Does it work well as written? Are there special considerations for juggling between the PCs as an adventuring party versus PCs as leaders of a force? Do the large-scale combat rules provided translate to 5e, or is there a better option for that?</p><p></p><p>Thanks for any insights you've got....</p></blockquote><p></p>
[QUOTE="J.Quondam, post: 8241533, member: 7030100"] I recently read the adventure "Kingdom of the Ghouls" in [I]Dungeon[/I] #70, and am wondering about people's experiences running it. It's a sprawling mid-level "campaignlet", with opportunity to play politics, command fighting forces, and do some plain ol' dungeon bashing. Sounds like fun, and I'm thinking about eventually running this one (likely in 5e). [U](minimal spoilers)[/U] In the writeup, it's likely that the PCs end up amassing and leading a big motley force of Underdark refugees who want to take back their homelands back from the ghouls. To support this, there are rules provided to resolve conflicts between large forces. There are also numerous encounters in which PCs can persuade new recruits to join the army, manage the force, prevent infighting, and so on. Some of the encounters are army-vs-army conflicts, pitting the party and its allies against dozens or hundreds of foes. Most encounters, however, seem to be traditional ones, scaled for a typical adventuring party. [U]TL;DR[/U] [B]I'm just curious to hear how GMs handled this adventure. [/B]Does it work well as written? Are there special considerations for juggling between the PCs as an adventuring party versus PCs as leaders of a force? Do the large-scale combat rules provided translate to 5e, or is there a better option for that? Thanks for any insights you've got.... [/QUOTE]
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Running "Kingdom of the Ghouls" (Dungeon #70)
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