Sons of Gruumsh module

roguerouge

First Post
What did people think of this module? I have to say that I'm skeptical that any group of 4th level characters can maintain a stealth through the entire citadel. Did anyone have any problems with this mission? How well would this play with a higher level party?
 

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There once was a web enhancement for this on the Wizard's site called "Tougher Sons" or somesuch. I used that, plus did some heavy reworking to fit it into my Scarred Lands game. The party was around 9th level, and had 6 members, and instead of a hostage rescue it was a "grab the McGauffin" mission. Still, even though they bypassed the entire upper works, they got trapped below when the fighting started, but at higher levels, both the PCs and their opposistion have a lot more options (like Teleporting away once the whole orc horde is after them).

Had I not so heavily changed it, I could probably answer your questions better (I completely redid the dungeon part, and massively expanded it overall). But at 4th level, the party should have access to alter self, invisibility, silence, etc. Getting in shouldn't be too hard if they scout the place out propperly. Getting out is another story, however.
 

It was great. Really, really good.

My detailed review
http://merricb.multiply.com/reviews/item/6

As far as play went, the orcs in the dungeon can't hear what is happening above (there's a waterfall which conveniently blocks sound) and the ritual down below causes them to concentrate their defensive efforts below.

Cheers!
 

What did people think of this module? I have to say that I'm skeptical that any group of 4th level characters can maintain a stealth through the entire citadel. Did anyone have any problems with this mission? How well would this play with a higher level party?

My group got TPKed precisely because ONE of them lost an opposed Move Silently check against a roomful of orcs (the throne room to be exact) and kept running into different rooms filled with orcs. ;)
 

This was a great module, but agree it is very tough. I DM'ed a party that got as far as the front courtyard (they bluffed their way in and met with the leader on the first floor), when all hell broke loose. They almost pulled it out (party of 5 4th level characters), but the wyvern was just too much. TPK.

Once they get past the first level, good stealth should make it survivable.
 

My group was hit'n'run for the upper level. They had to be... you can bluff your way through, but it's very, very difficult with the D&D rules as is. An initial scouting trip (which killed the Wyvern, IIRC), then another attack, then a bit of hiding away from the search party, then back into the dungeon to slay the BBEGs.

It's worth noting that there are really several groups of orcs there, and they're consequently disorganised.

Cheers!
 

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