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[CAMPAIGN] Out of the Abyss [SPOILERS]
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<blockquote data-quote="Celtavian" data-source="post: 6773802" data-attributes="member: 5834"><p><strong>Session 5</strong></p><p></p><p>We're back in action. </p><p></p><p><strong>Day 8 Continuation</strong>: The remaining Fangs of Yeenoghu hearing the previous battle turned from their pursuit of the Hook Horrors to attack the party. It was a vicious fight with Tytus and Karzak taking the worst of the Fangs attacks. They killed the six remaining Fangs. Buppido cut off the face and claws of one making a mask and bone claws he wielded with the protruding bone from the stumps. He wore them as a disguise, so that any further enemies might think twice before attacking him if they thought he was a gnoll. In typical drow fashion, they tracked down the Hook Horrors, killed them, and ate the developed eggs considering it a delicacy like Filipino balut. They found a magical shield the Hook Horrors were using as a nest for a few eggs and some gems on the gnolls.</p><p></p><p><strong>Day 9 through 14</strong>: These days were uneventful other than a sinkhole.</p><p></p><p><strong>Day 15</strong>: A powerful earthquake shook the earth causing the passage front and back to collapse. They quickly determined both passages were unpassable. An opening in the side of the tunnel wall revealed worked stone. The party found an ancient temple of Seveltarm inhabited by ooze creatures. </p><p></p><p>A telepathic voice spoke to Tytus, <em>"Are you a champion or a morsel? We shall see. I have slept in fetid waters in this deep place. You have awakened me. If you are worthy to wield me, come claim thy weapon of war." Tytus led the way the through the temple with his brother Jharzzle at his back. They carved a path through a gelatinous cube, a few gray oozes, and a black pudding in a pit trap until reaching the inner chapel of the Temple to Seveltarm. The voice sent images of its location to Tytus until he pulled the blade from the fetid pool in the chapel seeing his face in its mind's eye. When he pulled the sword from the fetid waters, the temple came to life with four gray ooze sculptures coming to life and three more black puddings oozing forth from their hidden pits to kill the wielder of the blade. They slew everything making their way to where water flowed into the area from cracks in the ceiling. Once they determined they had no way to survive other than letting the water flow in and swimming upwards hoping they would find a way out, they blasted the ceiling with force blasts and fire bolts until the stone fell in letting the water carry them up to a new passage next to underground river. </em></p><p><em></em></p><p><em>The party did find a <em> +1 mace</em>, a <em>+1 dagger</em>, a couple of potions (greater healing, oil of slipperiness</em>, and some coin in the former temple.</p><p></p><p>That is where the session ended.</p><p></p><p><strong>DM Notes</strong></p><p><strong>1</strong>: I changed The Oozing Temple into a former Temple of Seveltarm. I had Jubilex's servants guarding a powerful weapon once wielded by champions of Seveltarm that the Demon Lord did not want anyone obtaining to use against them. I figured this would be more interesting than The Oozing Temple in the book. </p><p></p><p><strong>2</strong>: I found The Oozing Temple's environmental features to be too generous. There was too much air and the water flowed too slowly. It takes the party maybe thirty minutes moving slowly to traverse the temple. 160 hours of air left 9 players over 16 hours of air each. The only way I can see breathable air being a problem is if you have a substantial number of prisoners still alive. Even with a few <em>fire bolts</em> being used, they never came close to consuming the breathable air. I can see a party using more fire spells having a problem. If the party doesn't use fire spells, they will have zero difficulty with the environmental factors. If you want to make the environmental danger more of a factor, I suggest you tailor the amount of air and the inflow of the water to fit the level of danger you want from the environmental factors. So smaller party, less air. You'll have to substantially increased the water flow to have any chance of making the rising water feel like a real danger. </p><p></p><p>I kept the air and water as described because I wasn't sure how many fire spells they would use. They never became a factor since the sorcerer opted for thunder <em>chromatic orbs</em> over fire spells. A <em>scorching ray</em> or <em>flaming sphere</em> user would have really eaten up the breathable air. The party made a lucky choice, so I didn't punish their good fortune. I figured I'd let other DMs know in case they want more dramatic tension with the environmental effects.</p><p></p><p><strong>3</strong>: I'll list the item under the character that has it in the character description post near the beginning.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6773802, member: 5834"] [b]Session 5[/b] We're back in action. [b]Day 8 Continuation[/b]: The remaining Fangs of Yeenoghu hearing the previous battle turned from their pursuit of the Hook Horrors to attack the party. It was a vicious fight with Tytus and Karzak taking the worst of the Fangs attacks. They killed the six remaining Fangs. Buppido cut off the face and claws of one making a mask and bone claws he wielded with the protruding bone from the stumps. He wore them as a disguise, so that any further enemies might think twice before attacking him if they thought he was a gnoll. In typical drow fashion, they tracked down the Hook Horrors, killed them, and ate the developed eggs considering it a delicacy like Filipino balut. They found a magical shield the Hook Horrors were using as a nest for a few eggs and some gems on the gnolls. [b]Day 9 through 14[/b]: These days were uneventful other than a sinkhole. [b]Day 15[/b]: A powerful earthquake shook the earth causing the passage front and back to collapse. They quickly determined both passages were unpassable. An opening in the side of the tunnel wall revealed worked stone. The party found an ancient temple of Seveltarm inhabited by ooze creatures. A telepathic voice spoke to Tytus, [i]"Are you a champion or a morsel? We shall see. I have slept in fetid waters in this deep place. You have awakened me. If you are worthy to wield me, come claim thy weapon of war." Tytus led the way the through the temple with his brother Jharzzle at his back. They carved a path through a gelatinous cube, a few gray oozes, and a black pudding in a pit trap until reaching the inner chapel of the Temple to Seveltarm. The voice sent images of its location to Tytus until he pulled the blade from the fetid pool in the chapel seeing his face in its mind's eye. When he pulled the sword from the fetid waters, the temple came to life with four gray ooze sculptures coming to life and three more black puddings oozing forth from their hidden pits to kill the wielder of the blade. They slew everything making their way to where water flowed into the area from cracks in the ceiling. Once they determined they had no way to survive other than letting the water flow in and swimming upwards hoping they would find a way out, they blasted the ceiling with force blasts and fire bolts until the stone fell in letting the water carry them up to a new passage next to underground river. The party did find a [i] +1 mace[/i], a [i]+1 dagger[/i], a couple of potions (greater healing, oil of slipperiness[/i], and some coin in the former temple. That is where the session ended. [b]DM Notes[/b] [b]1[/b]: I changed The Oozing Temple into a former Temple of Seveltarm. I had Jubilex's servants guarding a powerful weapon once wielded by champions of Seveltarm that the Demon Lord did not want anyone obtaining to use against them. I figured this would be more interesting than The Oozing Temple in the book. [b]2[/b]: I found The Oozing Temple's environmental features to be too generous. There was too much air and the water flowed too slowly. It takes the party maybe thirty minutes moving slowly to traverse the temple. 160 hours of air left 9 players over 16 hours of air each. The only way I can see breathable air being a problem is if you have a substantial number of prisoners still alive. Even with a few [i]fire bolts[/i] being used, they never came close to consuming the breathable air. I can see a party using more fire spells having a problem. If the party doesn't use fire spells, they will have zero difficulty with the environmental factors. If you want to make the environmental danger more of a factor, I suggest you tailor the amount of air and the inflow of the water to fit the level of danger you want from the environmental factors. So smaller party, less air. You'll have to substantially increased the water flow to have any chance of making the rising water feel like a real danger. I kept the air and water as described because I wasn't sure how many fire spells they would use. They never became a factor since the sorcerer opted for thunder [i]chromatic orbs[/i] over fire spells. A [i]scorching ray[/i] or [i]flaming sphere[/i] user would have really eaten up the breathable air. The party made a lucky choice, so I didn't punish their good fortune. I figured I'd let other DMs know in case they want more dramatic tension with the environmental effects. [b]3[/b]: I'll list the item under the character that has it in the character description post near the beginning. [/QUOTE]
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