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Sons of Gruumsh (spoiler alert)
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<blockquote data-quote="gribble" data-source="post: 3045643" data-attributes="member: 12430"><p>I'm the DM in question, and it was a good plan. The main problems you guys had (from memory - it's been a while now since I ran it) where:</p><p>1) Bad luck. Poor stealth rols, one bad guy getting killed just outside the area of a silence spell, happening to strike the visitors to the fortress (the Zhents and mountain orcs, rather than actual inhabitants), the crit from the sergeant that took out the shifter at just the wrong time, etc.</p><p>2) The fact that once some orcs were alerted (the fortress did mobilise in stages, as per the module), you guys pressed on with the mission, resulting in you guys basically running through/past more and more guards and hence bringing more and more of the orcs into the fight. By the time you finally did decide to hole up and wait out the storm, pretty much the whole fortress was equipped, on high alert, and hunting you down (at least the top level - the main bad guys were still holed up underground).</p><p></p><p>It's a good module, IMO, and can - and pretty much has to - be taken with strategies other than "kick in the door and kill them all". It's just that once things start going bad for you, it can turn pear shaped real quick...</p><p></p><p></p><p></p><p>That was a part of the module - or rather, it was a hook in the module that I fudged a little and you guys took good advantage of - from memory someone pulled out a whopper of a diplomacy or intimidate check.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="gribble, post: 3045643, member: 12430"] I'm the DM in question, and it was a good plan. The main problems you guys had (from memory - it's been a while now since I ran it) where: 1) Bad luck. Poor stealth rols, one bad guy getting killed just outside the area of a silence spell, happening to strike the visitors to the fortress (the Zhents and mountain orcs, rather than actual inhabitants), the crit from the sergeant that took out the shifter at just the wrong time, etc. 2) The fact that once some orcs were alerted (the fortress did mobilise in stages, as per the module), you guys pressed on with the mission, resulting in you guys basically running through/past more and more guards and hence bringing more and more of the orcs into the fight. By the time you finally did decide to hole up and wait out the storm, pretty much the whole fortress was equipped, on high alert, and hunting you down (at least the top level - the main bad guys were still holed up underground). It's a good module, IMO, and can - and pretty much has to - be taken with strategies other than "kick in the door and kill them all". It's just that once things start going bad for you, it can turn pear shaped real quick... That was a part of the module - or rather, it was a hook in the module that I fudged a little and you guys took good advantage of - from memory someone pulled out a whopper of a diplomacy or intimidate check. :) [/QUOTE]
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