J-Bone |
I ran Thornkeep at the FLGS and will run it again tomorrow at a Con and there was one encounter I had issue with and would like to hear some others thoughts on it:
How I ran it, was let the party make an intimidate check after it got a burn from the Clerics channel energy.
How do other GMs play this out to prevent it from turning into a game stopper, especially when running for potentially brand new players?
Matthew Morris RPG Superstar 2009 Top 32, 2010 Top 8 |
I ran Thornkeep at the FLGS and will run it again tomorrow at a Con and there was one encounter I had issue with and would like to hear some others thoughts on it:
** spoiler omitted **
How do other GMs play this out to prevent it from turning into a game stopper, especially when running for potentially brand new players?
Rycaut |
It will depend a lot on your party mix. Last night I had a large party of mixed 1st and 2nd. The shadow got some good hits in but the party half-Orc evoker wizard's force bolts and the party oracle of life's channels managed to kill it before anyone died. But since they triggered two encounters at once they were definitely frightened and concerned.
And don't neglect the effects of the third room in the part of the map. Depending on what direction they enter from those can have a huge impact on the encounters.
Thornkeep is a deadly module that is designed to push a party of 6 to their limits. Personally I think it is a fantastic old school mega dungeon. The maps are perhaps a bit excessively large (don't forget that they are 10' squares) and don't forget some of the feats and abilities of the various monsters. Many are exceptionally deadly.
kinevon |
It means that they can't go backwards through the dungeon without using Disable Device or otherwise breaking those doors. From the other side, the doors are unlocked, and the PCs can easily come back out on the balcony level of A4.
So, coming from A9 or A15 to A4 is simply opening the door. Going into those rooms from A4, until you've come out of them, requires opening an easy arcane locked door.
Prethen |
It means that they can't go backwards through the dungeon without using Disable Device or otherwise breaking those doors. From the other side, the doors are unlocked, and the PCs can easily come back out on the balcony level of A4.
So, coming from A9 or A15 to A4 is simply opening the door. Going into those rooms from A4, until you've come out of them, requires opening an easy arcane locked door.
That's interesting. I don't think I would have ever interpreted an Arcane Locked door in that way. I guess it makes sense in context with how the level flows, though.