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Switch to Forum Live View Running Sliver's Call
2 years ago  ::  Dec 13, 2011 - 5:05AM #1
AnarchsDelight
Date Joined: Oct 16, 2011
Posts: 66
I've run this a handful of times now and, frankly, it is horribly overdone. It's as if the designer set out to be as brutal and unforgiving as possible in arguably un-fun ways for the players.

For example, the first encounter pits players against what is effectively eight striker-like foes:

1 Dwarf bolter (ranged striker)
1 Human barbarian (melee striker)
4 Human bandits (rogue-like melee strikers)
2 Gnome skulkers (even more rogue-like melee strikers)

Providing players hints regarding the use of intimidation--as bloodied foes here are prone to flee if intimidated--isn't enough to tip the scales in this level 5 encounter. 

Played with even rudimentary tactics, it's possible to bring about a TPK without a lot of effort. Even organized and optimized groups can have a rough time with this encounter (and adventure, for that matter). There's simply too much damage output for most groups to withstand.

But that's just the beginning. Starting with the next encounter, players face the first of several sliver wraiths. Yes, that means they are insubstantial. Worse, they have no vulnerabilities and a very nasty pair of Will attacks, one of which prones targets until they make a save. This, while players are slowed and suffering a penalty to Will due to the wraith's hypnotic form aura. 

Pair those horrible wraiths with an elite soldier and two more warlocks, and the second encounter can get mean fast. It's not quite as bad as the first encounter, but players get little respite in what can be a ghostly slug-fest.

In the final encounter there are yet more sliver wraiths waiting inside, this time combined with undead-as-soldiers and (eventually) an elite controller featuring grabs + ATK debuffs. Combined, the fights become painful, mind-numbing and grueling slogs for players, often with a bad ending for at least a few of them. Not very fun, I'd say.

I'm not sure what the fellow who designed this was thinking. The whole adventure is almost spiteful in its design. Or is it just me?

Has anyone run this? What changes would you suggest for de-brutalizing this adventure, even if you haven't? It seems clear that the wraits need some type of vulnerability, to start, and tweaking the first fight--perhaps just removing 2 bandits or skulks to make it a level 4 encounter?--might be in order.
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2 years ago  ::  Dec 15, 2011 - 11:11PM #2
Blue_dragon_cult
Date Joined: Jul 5, 2004
Posts: 188
Thx for the warning. Never ran that one myself :/
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