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Sons of Gruumsh (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms 4th-Level Adventure
 
 
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Sons of Gruumsh (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms 4th-Level Adventure (Paperback)

by Christopher Perkins (Author)
Key Phrases: Roving Eye, Suggested Miniature, Bloodspear Ritual (more...)
4.5 out of 5 stars See all reviews (4 customer reviews)


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Editorial Reviews

Product Description
The first full-length Forgotten Realms adventure in three years!  
This adventure showcases the classic high fantasy for which the Forgotten Realms setting is known. Sons of Gruumsh features an epic quest to prevent war between the orcs of Thar and the cities of the Moonsea. Though set in the Forgotten Realms, Dungeon Masters can place this adventure anywhere in the Realms, or easily adapt it for their own D&D® campaigns. This adventure features encounters written to facilitate the use of D&D Miniatures and is designed for 4th-level characters.  


About the Author
Christopher Perkins began his career writing adventures for Dungeon® Magazine, before becoming the editor in 1997. He now serves as the Design Manager for Roleplaying Games and Miniatures at Wizards of the Coast. Chris’s other recent design credits include d20 Future™ and Book of Exalted Deeds™.

Product Details

  • Paperback: 32 pages
  • Publisher: Wizards of the Coast (September 15, 2005)
  • Language: English
  • ISBN-10: 0786936983
  • ISBN-13: 978-0786936984
  • Product Dimensions: 10.5 x 8 x 0.2 inches
  • Shipping Weight: 3.5 ounces
  • Average Customer Review: 4.5 out of 5 stars See all reviews (4 customer reviews)
  • Amazon.com Sales Rank: #165,178 in Books (See Bestsellers in Books)

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Monster Manual III by Wizards Of The Coast
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4 Reviews
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Average Customer Review
4.5 out of 5 stars (4 customer reviews)
 
 
 
 
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12 of 13 people found the following review helpful:
5.0 out of 5 stars A very good adventure, but bring a cleric or three, August 20, 2006
By Thomas Mccarthy (New Castle, DE, USA) - See all my reviews
(REAL NAME)   
I just ran my group through Sons of Gruumsh, and it was a very good couple of sessions. The module includes a lot of good detail, interesting foes, and tactical information which is very helpful when running the large-scale combat involved.

The only caution is the difficulty for 4th-5th level characters. A cleric or two in the party is an absolute must, and IMHO a wand of CLW or a slew of healing potions will probably be required to survive the quantity and quality of foes involved.
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7 of 7 people found the following review helpful:
4.0 out of 5 stars A good solid adventure, June 9, 2007
By Anthony Bates "Tony & Julia" (Wellington, New Zealand) - See all my reviews
(REAL NAME)   
Although this was the first adventure written for the Forgotten Realms, I read it second after The Twilight Tower and boy am I glad that I did! This adventure is much better written than Twilight Tower. Additionally, the plot and story-line are superior and the addition of a plot twist at the end makes this a very good adventure.

However, there is a downside. Like most of the published adventures, Sons of Gruumsh tends towards the overly dangerous. Most of the encounters are reasonably low level - a host of different Orcs. However, its the frequency that will probably kill a party rather than any particular encounter. As a previous reviewer mentioned, you NEED a cleric for this one. Potential GM's would be wise to offer their PC's chances to rest, especially as the party gets towards the end.

The nastiest encounter will occur just after the PC's have fought their way through a horde of guards and other Orc brutes and if played right, the Orog Warlord and his two lieutenants would be able to cream a standard 4th Level party that was slightly weakened.

The best part of this adventure though is the ending. Well-after the characters have defeated the bad guys, taken the treasure and rescued the nobles, the author offers GMs a nice plot twist - which could be quite deadly if the characters aren't quick thinkers - however, the rewards for completing the main part of the adventure are (funnily enough) suitable for getting themselves out of this encounter with minimal amount of fuss. During the adventure, GM's are offered a chance to warn characters about the twist, my advice is don't take it!

Overall, it deserves its four stars. If the author had done a little more work on the part covering investigations in Melvaunt then it would have deserved five stars.

Enjoy.
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5.0 out of 5 stars A nice diversion for when our own creativity becomes stale., February 6, 2009
By Kate Amstutz "Kate A." (Orrville, Ohio United States) - See all my reviews
(REAL NAME)   
Easy to follow, nice break for when I'm feeling lazy or don't have time to write a respectable campaign for my players.
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4.0 out of 5 stars Good product - great price
The adventure is a pretty good one. There is plenty of information. The most impressive part was the cost. There was a lot of reward for the price
Published on July 10, 2006 by Bradford L. Bailey

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