It wasn't as hard as they made it sound. But it was challenging. Some of the fights were pretty cool so were the visuals. Thanks for another great mod.
This was a brutally hard mission for my standard level 5 team.
Due to the sheer number adversaries, the number of arrows hitting my lines each round, and the inability to find convenient locations for short rests,, we ended up taking a long rest after every other battle. Fortunately, orcs and goblins drop lots of supplies, so I didn't even need to mess with goodberry.
But it took a week of game time to clear the site. The team even leveled up at the end.
As with the Wight King, using terrain to your advantage will win the fight for you,
There were some unexpected adversaries in the mix, and an interesting story-line behind it.
Well I can't deny that, This is a full on Orc Stronghold, and they certainly come at you with everything they have. Good job on the tactical play. When you posted the details for me on the Steam Forums I could see you really had some excellent tactics and used the cover and chokepoints well. Good job on that.
And I'm glad you caught the overall story behind the modules and the machinations behind all the players in Wight King, Hidden Shrine, and Agramar. Eventually I will bundle these into a campaign once the Solasta Dungeon Maker tools add that functionality.
Ok if you're having difficulty in the Orc Lower and Middle Holds in the Courtyards...
SPOILERS AHEAD....
Here's the tactics to beating the Middle Orc Hold portion. There are a LOT of orcs in there and they have superior tactical position. They may all be level 1, but when they are throwing 20+ attacks at you it still means you will get hit on a natural 20 at least once or twice a round, meaning you will be critted.
Plus if you push too far in you risk attracting the 4 Ogres on top of that.
Trick is, do not take them head on, sneak up, and initiate a surprise round by firing on that Goblin Cutthroat in the beginning of the courtyard. But do not stand there... instead, retreat back to the Two Pillars that are right next to the Goblin Elite Room you just cleared out.
You hide your mage and cleric behind those two Pillars so the Orc Archers and Orc Javelins cannot hit them. Then plug that gap with your fighters/paladins, as there's only two spaces between the pillars.
The orcs will then begin to stack up in that little choke point, but will still concentrate their attacks on your Fighters because the Mage and Cleric are behind cover (Or Thief/Ranger if you use your Cleric on the Front Line). You'll have to keep them healed with your Cleric but they do have the HP to suck up the hits.
Once they have all stacked up in this area, unleash a Fireball from your Mage, It will wipe out the Lion's Share of the Orcs, the rest will have been pulled from their cover and easy targets. Meanwhile Initiate Spiritual Guardians from your Cleric so now there is a damage field assisting your Fighters/Paladins in taking down the ones who have closed for Melee.
Also... don't be afraid to take 7th level characters through this one if you're having difficulty. When I bundle these into a campaign, your characters would likely be 5th level for Crypt of the Wight King.... 6th level for Hidden Shrine of Dramacht... and 7th level for Ruined Keep of Agramar.
BIGGER SPOILER AHEAD...
The other option is to use the Secret Door in the Cathedral right next to the Base Camp to bypass the Orc Lower and Middle Hold areas as it does lead around them, and you can optionally hit them from behind. However... it is Nastily Trapped in that area so I'm not sure which way will result in your taking less damage.
5 comments
Some of the fights were pretty cool so were the visuals. Thanks for another great mod.
Due to the sheer number adversaries, the number of arrows hitting my lines
each round, and the inability to find convenient locations for short
rests,, we ended up taking a long rest after every other battle.
Fortunately, orcs and goblins drop lots of supplies, so I didn't even
need to mess with goodberry.
But it took a week of game time to clear the site. The team even leveled up at the end.
As with the Wight King, using terrain to your advantage will win the fight for you,
There were some unexpected adversaries in the mix, and an interesting story-line behind it.
It feels like part of a campaign.
Thanks Silverquick, for making this!
It was fun!
This is a full on Orc Stronghold, and they certainly come at you with everything they have. Good job on the tactical play. When you posted the details for me on the Steam Forums I could see you really had some excellent tactics and used the cover and chokepoints well. Good job on that.
And I'm glad you caught the overall story behind the modules and the machinations behind all the players in Wight King, Hidden Shrine, and Agramar. Eventually I will bundle these into a campaign once the Solasta Dungeon Maker tools add that functionality.
Glad you enjoyed it, thank you for playing.
SPOILERS AHEAD....
Here's the tactics to beating the Middle Orc Hold portion. There are a LOT of orcs in there and they have superior tactical position. They may all be level 1, but when they are throwing 20+ attacks at you it still means you will get hit on a natural 20 at least once or twice a round, meaning you will be critted.
Plus if you push too far in you risk attracting the 4 Ogres on top of that.
Trick is, do not take them head on, sneak up, and initiate a surprise round by firing on that Goblin Cutthroat in the beginning of the courtyard. But do not stand there... instead, retreat back to the Two Pillars that are right next to the Goblin Elite Room you just cleared out.
You hide your mage and cleric behind those two Pillars so the Orc Archers and Orc Javelins cannot hit them. Then plug that gap with your fighters/paladins, as there's only two spaces between the pillars.
The orcs will then begin to stack up in that little choke point, but will still concentrate their attacks on your Fighters because the Mage and Cleric are behind cover (Or Thief/Ranger if you use your Cleric on the Front Line). You'll have to keep them healed with your Cleric but they do have the HP to suck up the hits.
Once they have all stacked up in this area, unleash a Fireball from your Mage, It will wipe out the Lion's Share of the Orcs, the rest will have been pulled from their cover and easy targets. Meanwhile Initiate Spiritual Guardians from your Cleric so now there is a damage field assisting your Fighters/Paladins in taking down the ones who have closed for Melee.
Also... don't be afraid to take 7th level characters through this one if you're having difficulty. When I bundle these into a campaign, your characters would likely be 5th level for Crypt of the Wight King.... 6th level for Hidden Shrine of Dramacht... and 7th level for Ruined Keep of Agramar.
BIGGER SPOILER AHEAD...
The other option is to use the Secret Door in the Cathedral right next to the Base Camp to bypass the Orc Lower and Middle Hold areas as it does lead around them, and you can optionally hit them from behind. However... it is Nastily Trapped in that area so I'm not sure which way will result in your taking less damage.