ADAP1-5 Menace of the Icy Spire {spoilers}

Post/Author/DateTimePost
#1

bhale187

Feb 18, 2009 15:09:06
Has anyone ran or played this one? How did it go?

I was just reading through to prep running it, and it sures seemed to be some nasty encounters for the 1-4 range. I'm worried it is going to be a meat grinder for 4 level 2 and 3 characters. I just hate to put PCs into something that, IMO, on paper looks like a good candidate for a TPK.
#2

_Mithreinmaethor_

Feb 18, 2009 15:41:54
Has anyone ran or played this one? How did it go?

I was just reading through to prep running it, and it sures seemed to be some nasty encounters for the 1-4 range. I'm worried it is going to be a meat grinder for 4 level 2 and 3 characters. I just hate to put PCs into something that, IMO, on paper looks like a good candidate for a TPK.

It was written for five 2nd level characters. But in LFR it can be played by anyone in the 1-4 band range.

Yes it is a meat grinder, most adaptables are. We played it with a 4th, 3rd, 3rd, 1st and 1st. Its a nasty lil burger
#3

bhale187

Feb 18, 2009 15:58:15
I guess LG is the only thing I have to compare it too, but in LG I didn't remember the adaptables being so difficult. The Specials were generally very nasty in LG, and that has continued in LFR.

I think I may try to talk them into leveling up and maybe getting one more PC before they try to take this one on.
#4

_Mithreinmaethor_

Feb 18, 2009 16:03:26
I guess LG is the only thing I have to compare it too, but in LG I didn't remember the adaptables being so difficult. The Specials were generally very nasty in LG, and that has continued in LFR.

I think I may try to talk them into leveling up and maybe getting one more PC before they try to take this one on.

I dont know some of the ADAPS were pretty much a meat grinder in LG as well ... Red Hand of Doom comes to mind. But you are talking different systems as well. 3.X was broken in the players favor, 4th is pretty even but gives the monsters a slight advantage.
#5

undone

Feb 18, 2009 17:49:12
I dont know some of the ADAPS were pretty much a meat grinder in LG as well ... Red Hand of Doom comes to mind. But you are talking different systems as well. 3.X was broken in the players favor, 4th is pretty even but gives the monsters a slight advantage.

Hellspike prison was tough... Granted we were playing slightly up.

Specials on the other hand did you ever play pits of azak zil or here be dragons (think this was the other one) Pits at apl 6 and 8 could kill a group of high level PCs because of the broken mob rules. Thinum blade weilding liches and 100 wraiths along with some rot angels....


We are soposed to win?

In any event the hard part is balancing good players and bad ones. The good players will walk anything that doesnt TPK the bad ones and anything challanging to the good players will TPK the bad ones. Specials cater to good ones with balanced parties and intelligent party members, not less than the good players or a TPK is garrenteed.
#6

kenobi65

Feb 18, 2009 21:20:26
We just played it on Monday. Party of 5 PCs, average of 2nd level.

Some challenging fights, particularly
Show
the fight against the ice creatures on the first floor of the tower
#7

JohnLynch

Feb 18, 2009 21:54:35
I've played ADAP1-5 and don't remember it being particularly hard, although we did skip Encounter T1 and Encounter T2 due to time issues.

I think I may try to talk them into leveling up and maybe getting one more PC before they try to take this one on.

If the mod is actually good, meat grinders can be fun. I've heard IMPI1-3 is also a pretty hard mod, and after having players sail through many of the 1-4 and 4-7 mods, I'm looking forward to a challenge (either as a player or a DM ).

If they've been struggling with the current crop of mods, perhaps hold off on ADAP1-5 if you think it will TPK them and wait until they get better (and run it for different characters they make).
#8

bhale187

Feb 19, 2009 7:40:45
I've played ADAP1-5 and don't remember it being particularly hard, although we did skip Encounter T1 and Encounter T2 due to time issues.

If the mod is actually good, meat grinders can be fun. I've heard IMPI1-3 is also a pretty hard mod, and after having players sail through many of the 1-4 and 4-7 mods, I'm looking forward to a challenge (either as a player or a DM ).

If they've been struggling with the current crop of mods, perhaps hold off on ADAP1-5 if you think it will TPK them and wait until they get better (and run it for different characters they make).

As players they've sailed through everything except the Spec 1-1, and that never really came close to a TPK, but they got bloodied several times, and a couple instances of 0 HP. In fact they have expressed that most the mods have been too easy-even when playing up. Maybe I'm just over estimating the stats, or under estimating the PCs.

Show
It does appear the PCs will have a good chance at retreat at pretty much any point if things get too hairy. Maybe I'll just remind them of the retreat as an option before we start and just see how things go.
#9

kenobi65

Feb 19, 2009 9:29:52
Of course there is also the fact that as a group of players we have a terrible history of dice rolls, Kenobi65 can attest to that :raincloud

Indeed. I only DMed you guys in that one module, but, man, if there was ever a group whose dice were trying to kill them, it would have been you guys.
#10

Nutation

Feb 19, 2009 13:33:19
Has anyone ran or played this one? How did it go?

I make two significant changes when I run this, to mitigate unfun aspects.

Encounter J3
The tower guardian fight is pointless if characters spot the creatures ahead of time. (And they are always entitled to passive Perception regardless of the encounter text.)

Rather than risk having to run two half-strength fights, and to mitigate the grind, I replace this encounter with a skill challenge. Arcana, Athletics, Endurance, Nature to clear away the ice, lose a healing surge for each failure, complexity and level to match the required XP total. Less time, more variety.
#11

hansolo69

Feb 20, 2009 13:39:30
Good points, my responses are inline below so as not to ruin the spoilers.

Encounter J3

Rather than risk having to run two half-strength fights, and to mitigate the grind, I replace this encounter with a skill challenge. Arcana, Athletics, Endurance, Nature to clear away the ice, lose a healing surge for each failure, complexity and level to match the required XP total. Less time, more variety.
#12

jeffv

Feb 20, 2009 14:58:40
Show
We actually finished playing this one last night, and I think that without the threat of going off the edge in the last fight, that fight's a lot less dramatic. To be fair, we didn't have anyone go off the edge and it would've sucked pretty bad if we did, but we actually managed to knock the big monster off of the tower. (Didn't do a whole lot of damage and he got back up to us pretty quick, but it felt like a win. ;) ) It is a tough fight, and it's supposed to be a tough fight. Taking away even the threat of knocking someone over the edge completely changes it and makes it a lot less threatening. I know for sure that the first time it did it's burst blowback thing and someone had to save or go over, I started watching my distance from the monster and from the edges...
#13

syrinx_dm

Feb 20, 2009 17:04:22
I played this about a month back, and we had a rough go of it. There were six of us with 2 leaders, 2 strikers and 2 defenders. We were mixed levels with 2nd and 3rd level characters and decided to play high. In the end we had one fatality. If I were to play it again with a similar group, I think I would play low, but aside from that I think everyone had a great time with this module.
Show
One of our two clerics was thrown off the top of the tower in the last battle. The falling damage was enough to drop him below his negative bloodied value. This was after the DM used the gem’s minor action attack to significantly soften him and the other cleric up with 4 hits each in the first 2 rounds. The DM did not explain to us that it was open until using this tactic against us.
#14

Nutation

Feb 20, 2009 18:24:37
Jeff's viewpoint is also reasonable; I guess it's a matter of different tastes in encounters.

Another thing about that final encounter:
Notice that Blast of Cold is Minor: At Will. If you really think the PCs are having too easy a time, do 3 blasts (6 attacks) in one turn.
#15

JohnLynch

Feb 21, 2009 19:49:20
Another thing about that final encounter:
Notice that Blast of Cold is Minor: At Will. If you really think the PCs are having too easy a time, do 3 blasts (6 attacks) in one turn.
#16

jeffv

Feb 21, 2009 20:37:57
It doesn't have a
Show
1/round limitation like the Skull Lords do?
#17

Dragon9

Feb 21, 2009 20:41:28
in LG I didn't remember the adaptables being so difficult.

Tell that to the table I almost TPK'd with a Beholder in Hellspike Prison.
#18

kinevon

Feb 22, 2009 1:57:56
Tell that to the table I almost TPK'd with a Beholder in Hellspike Prison.

Heck, if I hadn't been able to come up with a reasonable justification for dropping my bow and switching to my spiked chain when I got charmed during the first part of Frostfell Rift by the invisible wizard which I was the only one able to hit...

Believe me, my masterwork spiked chain was a much less deadly attack than my +1 strength bow with Rapid Shot....

Even with that, we lost someone during a later combat in the library....
#19

syrinx_dm

Mar 08, 2009 19:55:36
Hey all, I just ran ADAP 1-5 yesterday, and everyone had a great time. Although it took us almost 8 hours!

The group decided to play low, with two 3rd levels, two 2nd levels and one 1st first level PC.

I was interested in some feedback about the DME I made to the final encounter.

Show
I decided to enclose the roof in ice, but have it weaken the first time anyone was slammed into it. This made them not fall the first time they hit the edge, but the second time anyone hit the same spot they would go over (failing a save of course). I allowed a 15 DC nature check, which the party made, to hint at the mechanic before seeing it happen. The Spirit of Winter did manage to send 1 of the 3rd level players over the side (thanks to some luck recharge rolls and his Bolddied Burst), and I was happy the PC survived. In the mean time the wizard attempted Thunderwave quite a few times, and almost got the SoW to go over the side as well (in the end his high Fort defense and 2 lucky saves prevented it from happening).
#20

Keithric

Mar 08, 2009 22:34:58
Nice way of doing it.
#21

szwanger

Mar 08, 2009 22:36:00
As for the final encounter:
The big problem here is falling off. I estimate it would take 5-8 rounds to get back into the fight, which I consider unfun. Therefore, I simply seal the edges of the roof in ice so that falling is impossible.
#22

JohnLynch

Mar 09, 2009 1:59:57
I was interested in some feedback about the DME I made to the final encounter.

Looks like a good change to me. Our DM simply
Show
Had the roof enclosed with no chance of getting thrown off.
#23

soccerref73

Mar 09, 2009 10:30:53
Greetings...

The descriptions and maps obviously don't do a very good job of making this clear, but the idea was that...

Show
Although the tower is "encased" in ice, it's more like a shell and less like a tight wrapping. So there would be some space between the ice walls around the tower and the walls of the tower itself.
#24

JohnduBois

Mar 15, 2009 9:51:26
Show
Had the roof been encased in ice, we'd have probably TPK'd when I played it. Dropping the Spirit of Winter off the roof really helped us manage a difficult combat.
#25

nedmtrunks

Mar 26, 2009 22:32:43
Show
We had a part of 4, 2x Sorc's 1x Barb & 1x Avenger...no tank or healer. We had a absolute blast, the only problem we encounterd was the last one, with the ice yeti guy. Our Barb got knocked UC during round 1, however with good dailys and tatics we managed to kill him. We WOULD have slid him off the tower, BUT he made his save to move. So with both Sorc's alive, the aventer KO'd and the Barb dead, we finally killed him. We made our heal checks to save the Avenger, but the Barb was out of luck. Fun stuff, not bad for 4 strikers @ level 1..
#26

ira_dei

Mar 27, 2009 10:12:54
My local group has ran this twice; I played in the first game. As far as I can remember, we had two shielding swordmages, a warlock, a cleric, a ranger and a wizard.
Show

In the final encounter in both both runs, the DMs kept the danger of falling off the edge - in my run, two players fell off, with everyone else in a panic afterwards to ensure not falling off. It was a bit dangerous, and exciting. Removing the danger of falling seems to me to be like putting training wheels on a motorcycle - why bother?
#27

Keithric

Mar 27, 2009 15:09:52
So, seriously... we're in the forum for spoilers about adventures in a thread about a singular specific adventure with spoilers in the thread title...

Folks don't need to make a discussion nearly illegible spoiler-ing stuff up
#28

JohnLynch

Mar 28, 2009 7:33:32
So, seriously... we're in the forum for spoilers about adventures in a thread about a singular specific adventure with spoilers in the thread title...

Folks don't need to make a discussion nearly illegible spoiler-ing stuff up

Actually you do. I personally feel if there's a SPOILER in the thread title you shouldn't bother, but the mods have said you should bother, so you do have to.
#29

Keithric

Mar 28, 2009 14:50:33
Not according to the forum sticky here - was that revised somewhere?
#30

JohnLynch

Mar 28, 2009 16:08:14
Not according to the forum sticky here - was that revised somewhere?

All I know is a mod told me to use spoiler tags. Whether or not that fits the guidelines I don't know.
#31

Jay_Ibero_911

Mar 28, 2009 23:40:31
It's funny...when I ran it the big bad was more in danger of being pushed off than the PC's...in fact he got pinned squeezing on the ledge by our dwarf fighter who he couldn't manage to push back...
#32

shuntsbe

Apr 07, 2009 2:45:10
We played with the following party of experienced players at high tier.

* Avenger 1, Bard 3, Fighter 3, Sorcerer 2, Warden 2, Wizard 2

One character died in the final battle. Another was out of surges.
Everyone else had 2-3 surges left. We spread out damage taken.

Overall I thought it was a challenging, but generally fun scenario.

ADAP1-1 was also challenging, but I though this one was more fun.
#33

hansolo69

May 12, 2009 14:44:30
I have a time question for people who have run this one:

I ran this one for my home game. We played it over two 4 hour sessions because we are less concerned with time and moving quickly... since it is a home game.

My question is this: If you have run this in one session, or tried to because of venue constraints, how long did it take you to complete?

I am wondering about this since I may run this one at a public venue and want to make sure it can fit within the time constraints provided/mandated by that venue....
#34

DeathMutantLives

May 12, 2009 17:08:16
I have run it twice now with relatively new players. Both sessions had durations of about 7 hours but that includes a minor role-playing scene at the beginning where the party gets together and is given context and quests by Loudwater NPCs.
#35

kenobi65

May 12, 2009 20:15:41
My question is this: If you have run this in one session, or tried to because of venue constraints, how long did it take you to complete?

I was able to run it once in about 5 hours...but that was with a group of players I mostly knew, and we didn't role-play much at all.