Thunderspire Oops (spoilers)

MerricB

Eternal Optimist
Supporter
My group finally (after seven sessions) finished Thunderspire Labyrinth. In contrast to the Friday campaign (more on which in a later post), the Sunday campaign has been running in a fairly by-the-book and tactical fashion.

Brief summary:
Friday: 4e, no minis, more freeform, lots of roleplaying and exploration
Sunday: 4e, minis, more combat and tactical play

Due to the holiday period, the attendance recently has been somewhat erratic - anywhere from 2-6 players for each session! They've been helped out by an NPC - Splug - but I've also been scaling down the encounters.

The encounters in H2 tend to be a lot more difficult than those I design myself; I prefer most encounters being more "speed bumpy" in nature when I design, with a few key ones being more epic. 3-6 rounds seems about right. H2 encounters are more around 6-8 rounds, with the last set taking a lot longer - although this is partially due to some being "two in one", or the group not having its ideal configuration. (Only having a warlord some of the time... you notice when he's gone!)

Anyway, the final encounter came along. The three PCs and the NPC are facing Paldemar and his goons. Splug and Cairn advance into combat, with the Warlock and the Wizard hanging back in Paldemar's chambers, and then disaster strikes! The door to P's chambers is closed... and it has a Wizard Lock on it which means the group have to bash it down.

They knew the door was Wizard Locked, I hasten to add. This was a big Oops on their part.

With the party divided (and the arcanists wasting several rounds breaking the door down), the battle goes extremely poorly. At its end, Paldemar is the only foe still up (although he's not bloodied yet), Splug, the Fighter and the Warlock are unconscious (and failing death saves), and the Wizard is on one hit point.

Oops.

"Mesa Give Up!"

The Wizard struck a deal: for the party to become the servants of Paldemar. Well, it makes sort of sense - after all, they'd "proved" their worthiness by slaying his other servants/minions/etc. I'm going to be very interested in what Greg (who plays the absent Dragonborn Paladin) will make of this... OTOH, he's been thinking about being an evil Paladin, so this may be his chance.

It doesn't even derail the adventure series that much. Instead of the group just happening on the Pyramid of Shadows, they'll be sent there by Paldemar, for, as the module notes, he was interested in it himself.

Sometimes, things just fall out right!

Cheers!
 

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How did the other two get in there? Was the door open to begin with, and then closed down after they entered?

Anyways, sounds like an interesting session... :D

Of course, once they have healed up after striking the deal, they should just slay Paldemar for his stupidity of letting them live. ;)

Bye
Thanee
 

Merric, did you have a "favorite" part of the adventure? That's the one i'm running next, after I wrap up a short converted campaign from a 1e adventure. And would it hurt Thunderspire at all to start with 5th level characters?
 

I had the players start it at level 5 and it wasn't a problem. Then again I only have 3 players presently so I think it helps out the balance curve to have them 1 level ahead of the expected value. IME scaling encounters has been pretty easy to do on the fly. If you have 5 players at 5th level you can either add one monster to an encounter, or advance the monsters 1 level if you feel it necessary.
 

My players triggered two encounters in the Horned Hold, and things went south after that, very quickly. They are currently imprisoned (I asked for advice on building a skill challenge in this thread) and working on an escape. I'm having Murkelmor, head of the duergar clan, torture each one of them (I'll see if I get that far) to see what information they get out of them.

They also have a comrade that is gently reposed inside of a handy haversack and I'm thinking of selling him off to Balgron (from KOTS) who has been shadowing the group. Balgron doesn't know there's a PC in there, but if the other party member's escape, they'll have to then stage a rescue mission!
 


How did the other two get in there? Was the door open to begin with, and then closed down after they entered?

Splug unlocked it... but it required a natural roll of 19. Once the door closed again, it relocked.

Cheers!
 

Merric, did you have a "favorite" part of the adventure? That's the one i'm running next, after I wrap up a short converted campaign from a 1e adventure. And would it hurt Thunderspire at all to start with 5th level characters?

My favourite encounter was a room with demonic pillars. That was just too fun to run. Oh, and the room of mirrors - watching the PCs go through it with eyes closed was fun.

I didn't run the module to its potential, though. There's a *bunch* of roleplaying in the Seven Pillared Hall that we basically just ignored. With a different group, things could have been a lot more interesting there.

Cheers!
 

I changed everything in my adventure, and the PC loved it.
Just some ideas I used, although I should detail MUCH more:
1) Orontor is a bad guy, Paldemar is a good guy. Orontor killed all the other Saarun mages since he wanted to be the only one to control the Ordinator Arcanis.
2) Paldemar is hidden in the Well of Demons, an ancient temple whose protections were violated by Saarun Khel long ago, but now are still active because of a Pact made by Paldemar with Baphomet (actually quite different).
3) The Duergars are in commercial competition with Orontor, which pays the PCs to attack the horned hold, but when he understands that the PCs are finding out many dangerous things he betrays them giving them poisoned potions and sending the Ordinator Arcanis against them.

Then there are many other plots I changed... there is really room for a very dynamic adventure, believe me!
For exemple Al'azbani, the wight going to the court of bones, was a slain Saarun mage... and the troglodites at the Cisterns are working for Paldemar... and everything is connected with Cormyr's safety and the newly admitted military outpost of Winterhaven...

Have fun! :)
 

My favourite encounter was a room with demonic pillars. That was just too fun to run. Oh, and the room of mirrors - watching the PCs go through it with eyes closed was fun.


Cheers!

The pillars encounter was great fun. I think my players had a tougher time with that than the "Guardian" challenge. Incidentally, I got to use the guardians luring gaze to great effect in conjunction with the doom sphere.
 

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