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Sons of Gruumsh (spoiler alert)
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<blockquote data-quote="Lidgar" data-source="post: 3108369" data-attributes="member: 28334"><p><strong>Tpk</strong></p><p></p><p>I have not read all of the posts here, but thought I would relate my experience running this little walk in the moors....</p><p></p><p>I ran the adventure as a sequel to the the Dungeon Crawl Classic #2: Lost Vault of Tzar Rho. The players, for the most part, are old veterans to D&D - they have been playing/DMing since the 70's. The party included a kobold druid (and his riding dog), an orc fighter, a 1/2 orc ranger, a human wizard, and a half-elf fighter/rogue. I had beefed up some of the encounters in the moors to account for the larger party size. The party made it to Citadel with a little difficulty, but at full strength.</p><p></p><p>Since the party included an orc character (who hailed from the same region), the orc and kobold attempted to bluff their way in. While I appreciate the strategy, this turned out to be quite deadly, for instead of the entire party trying to sneak in past the wyvern, the party split up (uh oh!) and the two walked right up to the front gates. This of course alerted Vazrhor, the wyvern, ogre, and lackeys. The rest of the party went around the citadel to the west flank at the breach in the wall while invisible. The bluffing by the orc and kobold was going ok - the plan was that the orc fighter would say that he found a tribe of kobolds that wanted to join Gruumsh's "chosen one." However, the kobold got a little uppity with Vazrhor; he did not take kindly the kobold's insinuation that he would be stupid to refuse help from his "army" (we were roleplaying here), so Vazrhor decided to lop his head from his shoulders. The flanking unit was in position by then, so all hell broke loose. </p><p></p><p>There was a tense moment when the party almost took Vazrhor down - he was at about 5 hp when he retreated and quaffed a potion - but then things went very bad. Problem was the entire party was stuck in the courtyard or the breach, so they were having to fend of a hail of arrows from the walls every round. The kobold was critically hit by the ogre (turned to paste), and the tank orc fighter went down to Vazrhor after he had healed up. The rest, they say, is history. TPK.</p><p></p><p>In the end, they enjoyed what they played of the module, but entering the keep is a tough cookie if not done just right. I am not a "killer DM"- my adventures rarely result in TPK (although having many party members die is not too unusual!), but these are guys that have been playing for 30+ years, so they expect a good challenge. My advice? If the party is all about 4th level and number only 4, consider having the fog cover the entire citadel. This adds more cover for the party to infiltrate and take things on at a more manageable level.</p></blockquote><p></p>
[QUOTE="Lidgar, post: 3108369, member: 28334"] [b]Tpk[/b] I have not read all of the posts here, but thought I would relate my experience running this little walk in the moors.... I ran the adventure as a sequel to the the Dungeon Crawl Classic #2: Lost Vault of Tzar Rho. The players, for the most part, are old veterans to D&D - they have been playing/DMing since the 70's. The party included a kobold druid (and his riding dog), an orc fighter, a 1/2 orc ranger, a human wizard, and a half-elf fighter/rogue. I had beefed up some of the encounters in the moors to account for the larger party size. The party made it to Citadel with a little difficulty, but at full strength. Since the party included an orc character (who hailed from the same region), the orc and kobold attempted to bluff their way in. While I appreciate the strategy, this turned out to be quite deadly, for instead of the entire party trying to sneak in past the wyvern, the party split up (uh oh!) and the two walked right up to the front gates. This of course alerted Vazrhor, the wyvern, ogre, and lackeys. The rest of the party went around the citadel to the west flank at the breach in the wall while invisible. The bluffing by the orc and kobold was going ok - the plan was that the orc fighter would say that he found a tribe of kobolds that wanted to join Gruumsh's "chosen one." However, the kobold got a little uppity with Vazrhor; he did not take kindly the kobold's insinuation that he would be stupid to refuse help from his "army" (we were roleplaying here), so Vazrhor decided to lop his head from his shoulders. The flanking unit was in position by then, so all hell broke loose. There was a tense moment when the party almost took Vazrhor down - he was at about 5 hp when he retreated and quaffed a potion - but then things went very bad. Problem was the entire party was stuck in the courtyard or the breach, so they were having to fend of a hail of arrows from the walls every round. The kobold was critically hit by the ogre (turned to paste), and the tank orc fighter went down to Vazrhor after he had healed up. The rest, they say, is history. TPK. In the end, they enjoyed what they played of the module, but entering the keep is a tough cookie if not done just right. I am not a "killer DM"- my adventures rarely result in TPK (although having many party members die is not too unusual!), but these are guys that have been playing for 30+ years, so they expect a good challenge. My advice? If the party is all about 4th level and number only 4, consider having the fog cover the entire citadel. This adds more cover for the party to infiltrate and take things on at a more manageable level. [/QUOTE]
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