Sons of Gruumsh review [Archive] - Wizards Community

Post/Author/DateTimePost
MerricB

10-18-05, 08:20 PM
For those who are interested, I've finished a pretty detailed review of Sons of Gruumsh on ENworld. Beware! Massive spoilers!

http://www.enworld.org/reviews.php?do=review&reviewid=2640882

The short version:

Sons of Gruumsh is a solid adventure, with a wonderful range of adventuring environments. It's not as forced in its transitions as Whispers of the Vampire's Blade, but it is a challenging adventure. If you have a hack'n'slash party, then 6th or 7th level PCs may find the orc citadel quite amusing.

Translating it from one setting to another does not appear at all difficult, although it is putatively a Forgotten Realms adventure. The primary pieces of Realmsian lore can be found in Melvaunt, which effectively uses the scheming of the nobles to add colour and challenges, without overwhelming the DM with too much detail.

I'd have liked just one or two more areas of "weird and wonderful" in the citadel, and I'm concerned about how difficult that stage of the adventure might be.

However, I'm almost certain to use this adventure in my Ulek campaign, replacing the Zhentarim envoys with Priests of Chaos, and adding another thread to the plot.

The final verdict: 4/5. This adventure is worth looking at.

Cheers!
Crust

10-18-05, 10:04 PM
I also like Sons of Gruumsh. I'm hoping to use it in the Age of Worms campaign I'll be starting in a few months.
ClobberinTime

10-18-05, 10:11 PM
I thought the module was good and pretty balanced overall. Forcing the players to muddle through tons of orcs appeals to me.
Watchwizard of Waterdeep

10-18-05, 11:31 PM
I liked that it will not take much modifiing to fit in to my Zhent/Banite campaign comming up.
Waylander

10-21-05, 08:14 AM
I took the entire adventure and placed it in the prime plane of fire. So far it is fun, base is City of Brass. Still in Forgotten Realms, just not on the prime material plane. Modified everything in it to be fiery.