The Blackguard's Revenge - am I missing something?
Posted: Sat Sep 08, 2007 7:23 pm
SPOILERS AHEAD!
OK, I put my players into The Blackguard's Revenge this evening. They are a group of four 10th/11th level characters. They easily destroyed all the wights in the guard tower with clerical turning. Same with the wights in the yard. The 11th level cleric (with improved turning) just turned em all to dust.
They then went in through the smaller side door into the cloister. Headed straight into the library, and turned the wights above into dust. They broke into the upper hallway, and convinced Master Chief they were there to help. So far we've been playing for about 20 minutes, and they're already there with Master Chief.
Two fireballs later, and pretty much all the bad guys on the other side of the hall were dead.
So, the module is now mostly done. The Barbarian and the rogue haven't had to do anything. The cleric killed all the wights outside and in the library with turning, and the wizard killed nearly all the bad guys upstairs with a pair of fireballs. And we just started about 30 minutes ago.
I now have to run them through what little remains in the adventure, and I have to do it while controlling 2 dozen paladins...
How the heck am I gonna run the battle in the basement with 2 dozen paladins running around?!? Especially since I know what my players will do. They will Stone Shape the basement doors closed, then rest up for the night. With everyone at full strength, the final battle should last all of 3 rounds.
I've studied this module for 2 weeks now, and I can't understand how it wouldn't be a total cake walk for any group of 10th level characters. Granted my characters somehow made a B-line directly to the hallway on the second floor on the good guys side, but still, any 10th level wizard is gonna wipe out that whole cluster of dudes in the hallway with a single fireball spell.
OK, I put my players into The Blackguard's Revenge this evening. They are a group of four 10th/11th level characters. They easily destroyed all the wights in the guard tower with clerical turning. Same with the wights in the yard. The 11th level cleric (with improved turning) just turned em all to dust.
They then went in through the smaller side door into the cloister. Headed straight into the library, and turned the wights above into dust. They broke into the upper hallway, and convinced Master Chief they were there to help. So far we've been playing for about 20 minutes, and they're already there with Master Chief.
Two fireballs later, and pretty much all the bad guys on the other side of the hall were dead.
So, the module is now mostly done. The Barbarian and the rogue haven't had to do anything. The cleric killed all the wights outside and in the library with turning, and the wizard killed nearly all the bad guys upstairs with a pair of fireballs. And we just started about 30 minutes ago.
I now have to run them through what little remains in the adventure, and I have to do it while controlling 2 dozen paladins...
How the heck am I gonna run the battle in the basement with 2 dozen paladins running around?!? Especially since I know what my players will do. They will Stone Shape the basement doors closed, then rest up for the night. With everyone at full strength, the final battle should last all of 3 rounds.
I've studied this module for 2 weeks now, and I can't understand how it wouldn't be a total cake walk for any group of 10th level characters. Granted my characters somehow made a B-line directly to the hallway on the second floor on the good guys side, but still, any 10th level wizard is gonna wipe out that whole cluster of dudes in the hallway with a single fireball spell.