| Post/Author/DateTime | Post |
|---|---|
| #1mercuryvFeb 03, 2010 20:27:47 | Well, we had our first character death in eight levels of play with the Den of the Destroyer adventure. |
| #2daz2270Feb 04, 2010 6:09:06 | Wow - I'm amazed your party avoided a TPK. My group have just started Den of the Destroyer and are finding it tough going. I was worried that the encounter with Fangren (Level 12) would be too hard. The fact that you managed to complete it without a short rest prior offers some comfort that they won't be decimated by it. There's only one ranged striker in my group so I don't have the problem you have in combat with the party hanging back in doorways. I guess the downside to this tactic means in such tight quarters they will likely be bunched up and prime targets for AoE powers, moreover enemy artillery could make full use of cover/concealment in the room. Sounds like the battle with Fangren was pretty climactic, just a pity the Paladin couldn't hang on for one more round. Perhaps if the party has not visited the cells yet they might find an adventurer being held there with the other captives which may solve your problem of a new PC for the deceased Paladin. My group have had a couple of sessions with this module and so far the combats have not played as well as I thought they would. In the Mind Trap rooms the party hung back at the entrance, which made it difficult to push/slide them through the portals and they and the gnolls ended up going toe to toe and exploring the portals after the fight had ended. What were your overall thoughts of this module and the adventure path so far? |
| #3arymetoreFeb 04, 2010 10:12:32 | Yeah... sounds like they pushed on and made it a lot harder on themselves than needed to be by a long shot. This might make them a little more cautious in the future... to at least take short rests. Those won't throw the time factor too out the window, which is sometimes a pressing concern. As for the hold up with cover and use ranged, that does depend on the strengths of the group. Makes sense for them to use ranged when that is their best combat option. My group doesn't use a lot of ranged but instead has extreme mobility (the 8th level halfling rogue can clear AC 30 during movement against AoO and so often rushes in) going for them. One thing that could be done is to make the corridor leading to the final room rather long, so it is noticeably a different area. Also, I started a discussion on the Scales of War DM group forum about the damage expressions of some of the monsters, especially when combined with situational modifiers (Combat Advantage for instance) pushing the damage to being too high. I'm not entirely sure if it is or not, but would certainly be interested in what other people have to say. |
| #4blackivarrFeb 06, 2010 10:49:45 | I thought before I ran it that the "Dungeon" had the potential to wear the PC's down to far before the final battle. So.... When the PC's picked up the sword in Brindol I made it a +3 Vorpal sword if I remember correctly.(the swordmage had fun with it for sure) Just before the PC's went to the portal chamber a huge energy surge from the sword gave all the PC's an extended rest. I ramped up the difficulty of the last battle a bit so it would still be hard though. -Blackivarr |
| #5MisroiFeb 06, 2010 11:28:08 | I had my party of six go through all of the Fortress without a short rest before they fought with Fangren. That includes the fight with Gilgathorn. They originally were going to head down into the ritual chamber before they fought all the rest of the stuff, but I had Amyria convince them to head back the other way. She "could sense" the portal ahead, and knew that if the rest of the gnolls had not been defeated, they would come to their mistress's aid. (That seemed like a good conceit to me to keep the final battle final.) After they beat Gilgathorn, they were given a well-deserved extended rest. The final battle, unfortunately, became a bit too easy, as the party had all of its dailies available, and some poor dice rolls on my side ended up making the fight slightly easier than it should have been. The Claw of Yeenoghu missed 4 out of the 5 times it attacked. |
| #6bigdauntlessFeb 28, 2010 23:00:33 | My party took two extended rests. The first was after they were fairly weak and entered the "keep out" room from the secret door. They were smacked hard and ran away, vowing to return when they were level 20. They chose to rest right outside the door but Gilgathorn ambused them through the peephole to the marshalling room (which the party had cleared out). When bloodied, Gilgathorn retreated to the ritual room door and threatened to bring Fangren down upon them all. The party took their extended rest in the marshalling room (interrupted by a small patrol) and went back to Gilgathorn who opened the door to the ritual room and started the combat. He ended up escaping and the party beat Fangren but was pretty tapped so took a second extended rest. During that time the rest of the castle inhabitants (from the cells and training room) gathered to wait for them in the marshalling room. They have since claimed the castle for their home base but still avoid the "keep out" room. Incidentally, they failed the skill challenge for closing the portal and were subject to nightmares. I decided they were implanted with Slaadi and they had a nasty encounter when they went to do the cleansing ritual. |