Dragon Warriors - Betrayal At Desolate Mountain

I ran it Sunday night. The players decided not to jump into the pit during the betrayal scene and were summarily defeated. Next session they will awaken locked in cells with nothing but a loincloth to their name. The poor bastards.

Yes, I agree. This is a very lethal adventure and I'm not so sure it is the best adventure to run for new players.

But, we had fun and my players are looking forward to the next session.

cheers,

jason
 
Nice! It almost sounds like a Fighting Fantasy scene:

"You awake with a blistering headache, and find yourself locked in a cell without hope of rescue. Your adventure ends here."
 
As is its a little too D&D for my tastes but if I ran it I would change it to an old, lost and abandoned dwarven outpost , to account for the extensive tunneling through solid rock and the link to deeper passages.

Drop the pet carrion crawlers and replace them with dogs, ditch the crab ( seriously? a giant crab in the middle of a subterranean mountain complex. Is there a magical trident around anywhere?).

Give the bandit lieutenant a decent haircut......purple double mohawk????

And drop the number and complexity of traps by half at least.....there should be dead lowlifes littering the entire complex otherwise.

The Gravewalkers Tomb can be removed and placed elsewhere in the region with no problem.

The leeches can stay but I'd replace the hellhounds with mastiffs or the like the bandit leader is a two bit sorceror with delusions of grandeur not a powerful supernatural being.

8)
 
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