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DMing "Out of the Abyss"
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<blockquote data-quote="Larnievc" data-source="post: 7583922" data-attributes="member: 6812124"><p>I did the same thing for the big fight with the Pudding King.</p><p></p><p>The party I DM for are just about to exit the Underdark. Neverlight Grove was the final bit of the first half and only Jimjar, Ront, Stool, Rumpadump, Sarith and Fargas (who in this game is a Spelljammer from Krynn) left alive.</p><p></p><p>One thing I found really useful was to have a net work of teleport portals that can be bodged into a semi reliable transport network to cut down on travel time.</p><p></p><p>And for the companions there is a DM Guild “Companions” product that basically makes the NPCs into magic items that move around with the ‘owning player’. For example, having Ront attached to you may give the PC advantage on strength checks and once per encounter he will parry an attack that would have dropped you. That keeps them useful without adding book keeping.</p><p></p><p>They spent most of their time in Gracklstaugh. They mined most of the sub plots, even getting their hands on the dragon’s treasure after polymorphing him into a human so he could use a portal to get to the surface. Neverlight Grove was basically a show down with Zuggtmoi who was trying to meld with Auramycus(?) who had melded with the teleport portals and was trying to get to the surface.</p><p></p><p>They used the Sun sword on the portal Zuggtmoi was interfacing with Auramycos with and banished her (having to leave the sword in place like a plug). That was the grand finale as they had already finished off the drow.</p><p></p><p>We’re going to take a break from the Underdark for a bit because we’ve been in the Underdark since September (playing more or less once a week). It’s forests for the next few sessions I reckon.</p><p></p><p>I never bothered with the chase rules: I just had the drow show up every now and again in the distance where they could see each other but couldn’t really fight (a bit like Colonel Decker always turning up at the end of episodes of the A Team).</p></blockquote><p></p>
[QUOTE="Larnievc, post: 7583922, member: 6812124"] I did the same thing for the big fight with the Pudding King. The party I DM for are just about to exit the Underdark. Neverlight Grove was the final bit of the first half and only Jimjar, Ront, Stool, Rumpadump, Sarith and Fargas (who in this game is a Spelljammer from Krynn) left alive. One thing I found really useful was to have a net work of teleport portals that can be bodged into a semi reliable transport network to cut down on travel time. And for the companions there is a DM Guild “Companions” product that basically makes the NPCs into magic items that move around with the ‘owning player’. For example, having Ront attached to you may give the PC advantage on strength checks and once per encounter he will parry an attack that would have dropped you. That keeps them useful without adding book keeping. They spent most of their time in Gracklstaugh. They mined most of the sub plots, even getting their hands on the dragon’s treasure after polymorphing him into a human so he could use a portal to get to the surface. Neverlight Grove was basically a show down with Zuggtmoi who was trying to meld with Auramycus(?) who had melded with the teleport portals and was trying to get to the surface. They used the Sun sword on the portal Zuggtmoi was interfacing with Auramycos with and banished her (having to leave the sword in place like a plug). That was the grand finale as they had already finished off the drow. We’re going to take a break from the Underdark for a bit because we’ve been in the Underdark since September (playing more or less once a week). It’s forests for the next few sessions I reckon. I never bothered with the chase rules: I just had the drow show up every now and again in the distance where they could see each other but couldn’t really fight (a bit like Colonel Decker always turning up at the end of episodes of the A Team). [/QUOTE]
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