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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: Doom on July 17, 2014, 06:59:35 PM

Title: Dwarven Forge: Harrowing the Hook (spoilers)
Post by: Doom on July 17, 2014, 06:59:35 PM
My players are still going through the Rise of the Runelords campaign, and I'm still trying to maximize use of the Dwarven Forge Kickstarter.

I actually changed the dungeon after I took the pictures. It's a real beast trying to make a map with enough room for ogres to maneuver. I shrunk the "pit room" since there was no fight there. There's also a gigantic statue in the opening cave (players enter from the "north" side of the map).

There's less dungeon dressing here than in the other dungeons; the writing is good, there's just not much in the way of reference to decorations and such.

The pit room is the one in the back with the incomplete floor.


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The first ambush is a pair of ogres and a hill giant that thinks it's an ogre...a tight squeeze.

Although the adventure is supposedly for 10th level characters, my 7th/8th level characters have no troubles here at all.

These guys call for help...but nobody comes.

After the battle, the cleric animates the giant and two ogres....great, more clutter.
Title: Dwarven Forge: Harrowing the Hook (spoilers)
Post by: Doom on July 17, 2014, 07:21:08 PM
Not sure why the lighting is so bad...sorry.

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The last fight is a stone giant necromancer, strangely only protected by a single stone giant. I toss in a sorcerer that got away in an earlier adventure. The necro casts "control undead" taking over the hill giant zombie...it takes the undead--hating ranger 1 round to re-kill it.

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This room is supposed to have 31 ogres in it, mining away...I don't have that many ogres, and there's no way to run that fight unless I want to clear out the living room floor to play on. So, I have them come when the necro bellows for help, and they're ogre-kin lead by an ogre.

Funny thing, when the party saw the horde coming up behind them, they decided to flee the dungeon. My pointing out that they still had several thousand points of healing left, strengthened their resolve. 9 fireballs, and some scorching rays later, the party emerged victorious (jeebus, level 7 is brutal as a mage).

Crud, the lighting is terrible, I'm not going to bother with the rest.

There are two more rooms. Once has 2 xorn and a xill (supposed to be some sort of hags, but I don't have bestiary 3...sheesh), the other has an undead ranger (totally unoptimised) behind a fire trap. The ranger in the party pretty much solos it, despite not being of the same level.

The CR system needs a bit of work, I think. The players don't think they have as much magic and gold as they should have for their (8) level, but this adventure, for "level 10" characters, was cleared without a rest, or anyone needing much in the way of healing.
Title: Dwarven Forge: Harrowing the Hook (spoilers)
Post by: Teazia on July 17, 2014, 10:16:38 PM
How many sets is that?

Also check out the DMsCraft and DMGinfo for cool vids/info on how to craft DnD items on the cheap!
Title: Dwarven Forge: Harrowing the Hook (spoilers)
Post by: thedungeondelver on July 18, 2014, 03:07:55 PM
That looks to be about 3 Dungeon Tiles sets, give or take.  Am I right?
Title: Dwarven Forge: Harrowing the Hook (spoilers)
Post by: Doom on July 18, 2014, 06:52:58 PM
More like 4 sets; I bought 5 painted at the last Kickstarter, and still have a small box I haven't opened.

I bought 5 more caverns (life is short) at the last KS, so might slap together some major dungeons. I have resin and play-doh standing by for dressing, but it's been a stupid busy summer.