Sons of Gruumsh (3.5e)
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 it is 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.
*****
Product History
"Sons of Gruumsh" (2005) is a stand-alone adventure for 3.5 D&D. Set in the Forgotten Realms but easily adapted to another city or a home campaign¸ this adventure for 4th-level heroes is a good¸ moderately deadly expedition by one of the best adventure authors around. "Sons of Gruumsh" has plot twists¸ investigation¸ myriad undeveloped plot hooks¸ rich tactical information¸ and interesting foes.
Covering the Bases. The adventure begins in the city of Melvaunt¸ where the heroes have to deal with local politics and intrigue in order to find a man they've been hired to track down. They'll follow the trail of clues into orc-haunted wilderness¸ and then to the ruined orcish citadel of Xul-Jarek. Combat and tactical savvy¸ good roleplaying¸ and extensive and varied skill use are needed to navigate these sections successfully.
With a conclusion that takes place back in Melvaunt¸ this title offers a satisfying mix of city¸ wilderness and dungeon adventuring that's rare to find in a published module.
Scaling Up. This adventure scales up well¸ adapting to 5th and 6th level play with very few tweaks. The tradeoff for this is that the climactic encounter can be deadly; you'll need a cleric in the group for this adventure¸ and two wouldn't be a terrible idea.
Twist and Shout. The citadel has a focus on orcish foes¸ probably not terribly surprising in a module entitled "Sons of Gruumsh." What surprised me are the monsters and allies included to vary the pacing; there are different orcish factions¸ flying foes¸ and unexpected advice given for groups who need it.
The adventure's finale is spectacular¸ a challenging and fun confrontation at an unexpected location that requires some fast thought and good tactics to ensure success. It's an excellent conclusion for an adventure that combines a solid and interesting plot with imaginative and varied locales.
This adventure is consistently well reviewed¸ and for good reason: All of the player characters may not survive¸ but that's sometimes the fate of heroes! The entire table will enjoy it regardless.
About the Creators. Christopher Perkins is a 15-year veteran of Wizards of the Coast and the most prolific adventure writer in Dungeon's history.
Bill Slavicsek is the former Director of Roleplaying Design and Development at Wizards¸ and is currently a writer and content designer at Zenimax Online Studios.
About the Product Historian
History and commentary of this product was written by Kevin Kulp¸ game designer and admin of the independent D&D fansite ENWorld. Please feel free to mail corrections¸ comments¸ and additions to kevin.kulp@gmail.com.
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