| Spastic Puma |
Did this encounter seem a little off to anyone else? Fighting a Derghodaemon is tough (and fighting two in the six player conversion seems even harder) but where's the tactics Gorum is looking for? This fight takes place in a hall that will likely quickly just be filled with swarms and feeble minded PC's. There's no flanking, maneuvers , or cool little features that let players take advantage of smart play.
I think armags tomb is a neat dungeon and I like the other tests. This one just seems not-quite-there. Any suggestions or ideas on how to make this a true test of tactics?
(P.S. If anyone's run this before, let me know if you felt the battle actually brought forth the spirit of tactics.)
| Quantum Steve |
First, the players have to be canny enough to realize the statue is looking at the secret door.
Second, as you pointed out, the Derghodaemon is hard. It's a narrow hallway, filled with fog, swarms and Feeblemind auras. Going toe-to-toe with it is a bad plan; the players are going to have to be clever. Not just "flanking clever" either, they're really going to have to think outside the box.
Third, the runes in the hallway completely shut down all the skellies in the tomb if the players are clever enough to discover the secret.
The daemon in particular is going to require a good plan (aka tactics) on the players part. The rest is more cleverness, which goes hand-in-hand with good tactics.