Two hundred years ago, the great dwarf smith Durgeddin the Black built Khundrukar, a hidden stronghold for his war of vengeance against all orckind. For years Durgeddin labored, until the orcs discovered Khundrukar and stormed the citadel, slaying all within. Legends say that Durgeddin's masterful blades and glittering treasures were never found.
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verloren_ has played this adventure and would recommend it.
Make sure your players are on board with a classic dungeon crawl or be prepared to flesh out Roleplaying opportunities. I did both, and my group and I had a lot of fun with this one. Finished it in about 15 sessions at 3 hours each, total about 45 hours of gameplay. I've heard people can finish it in as little as 6 sessions, so your mileage may vary.
B-E-T-A has played this adventure and would recommend it.
I ran this dungeon as a replacement for Wave Echo Mines at the end of Lost Mine of Phandelver. Reason being that I wanted the mine the PCs had spent all of levels 1-4 looking for feel a lot grander than what is presented in the original adventure of LMoP. The change I made to maek it fit was to make the Orc Eye of Gruumsh into a half-black dragon, and saying that she was the Black Spider and that the orcs had just arrived to claim the upper layer of the Mine for themselves.
As a whole the dungeon was great, with each level being its own beast with its own feel. The PCs didn't explore all of it, as they managed to skip most of the Glitterhame and the Sinkhole by way of being lucky with their choice of direction and managing to brute force the door to the Foundy open with their athletics check.
My one complaint would be that the dungeon as written (like most long dungeons like this) can start wear on the players as they just go from encounter to encounter with little RP between. Luckily there are ways to help mitigate that - In the first level there are prisoners the PCs can free who provides exposition and RP opportunity. Also if you don't have the bosses immediately attack the PCs but try to converse with them the PCs might engage to try and figure out what they want. In the Foundry there is of course the encounter with the Duergar and the Succubi that as written can be RP encounters instead of straight up combat. I also made their encounter with the animated object into RP ones (provided the PCs didn't immediately attack them) as the table and rug of smothering acted as "pets" towards dwarven characters. A final thing I did was to have two dwarves (the Rockseeker brothers from LMoP) join the PCs for their expedition, providing exposition for different locales where the dwarves knew what to do.
Overall, it was a great adventure, and both me and my players had a great time!
Orangeman44 has played this adventure and would recommend it.
This was a lot of fun to run, as each level has its own feel, but also feels like they belong together. My group enjoyed the non-linear nature of many of the 'dungeons', which allowed the to take a different path than I was expecting. Very well done.
The only criticism that I would mention, which would probably be the same with any longer dungeon delve, is that after 2 or 3 levels, your players might get tired of slogging their way through. My players met the duergar and both RP'ed with them and then later fought them, but they never made it into the floor where the rest of the duergar resided. The group decided to pull out of the dungeon and head back to town before that section (as there were things happening in the wider story outside the dungeon).
Ropers are bad news ... and so a lot of fun!
Wigginns has played this adventure and would recommend it.
This is a great adventure. Infiltrating the mountain and delving deeper and deeper with ever more dangerous foes.
It may be in your interest to telegraph the danger the roper presents, it can one shot many players at this level range and they should likely avoid it.