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Jasper runs Portal and Season 6.
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<blockquote data-quote="jasper" data-source="post: 7177738" data-attributes="member: 277"><p>Ok Dead in Thay Session 2</p><p>Nearly have player vs. player. The noise level in the game store cause some problems. Rooms 7, 12, 13, 14, 11, 9, 10 were explored. I only had 4 players and a weak party. Nice role play. One player hated demons and had fun. Reducing the number of monsters was easy but I need a general rule of thumb on how much % do I need to take off of most monsters hit pts. They discover their first block by white gates after the ghost encounter. </p><p>The red wizard Conjurer in room 14 was an easy encounter but the group debated on releasing the caged demons. They agreed to leave them caged. Room 11 is where the party lost it and left me giggling the rest of night. The demon talked 3 out the 4 members into freeing it. So combat started with the most of the group trying to destroy the chains. I think I said AC 12 hit points 8 on the chains. One of the clerics used his turn undead ability to destroy all but 1 skeleton and made the wight flee. The Glabrezu was very nice. It handed its +1 pike to the fighter who help free it. Then started the whoop ass on the cleric who had been throwing guiding bolt at it. This where me reducing the total hit points of monsters help. The cleric hit with a critical a third level guiding bolt. Total damage 51. Monster hp 51. Then I took 3 (I was having stomach problems all night and most of the weekend). The player chewed the rest of the party out. But the players were going to release the DEMON. I gave the offend player Inspiration. </p><p>Room 9 they attacked the darkness. Okay some of did. Add in fits of giggling here.</p><p>Room 10 Tarul Var. I reduced his HP and dropped his circle of death. This was a very swinging combat. When it came to parlay the does not play well with demons or undead did not parlay. One player ran away after the parlay went south. And arcana locked the doors to keep the rest of party and the lich in room ten. Again the group survive by their teeth and my traitorous dice rolling low. </p><p>The runaway character ran to room 11 and teleported to safe house but the rest of the group could not break the arcana lock. A long rest later. What is with these people hiding inside the dungeon and lucking out on wandering monsters? A brief troll battle later due to the troll breaking the arcane lock. The group escaped to the safe house. I broke the xp down into two parts with the troll battle being separate. The runaway pc leveled out of adventure. He may not attend the next session. </p><p>The group is having trouble remembering the keys and some information. So I having to keep an information sheet updated for the group. They also not keeping up with the lore I pass out so neither am I.</p><p>Edit to add</p><p>The group decided to give the departing pc the magical loadstone. heee heee heee.</p></blockquote><p></p>
[QUOTE="jasper, post: 7177738, member: 277"] Ok Dead in Thay Session 2 Nearly have player vs. player. The noise level in the game store cause some problems. Rooms 7, 12, 13, 14, 11, 9, 10 were explored. I only had 4 players and a weak party. Nice role play. One player hated demons and had fun. Reducing the number of monsters was easy but I need a general rule of thumb on how much % do I need to take off of most monsters hit pts. They discover their first block by white gates after the ghost encounter. The red wizard Conjurer in room 14 was an easy encounter but the group debated on releasing the caged demons. They agreed to leave them caged. Room 11 is where the party lost it and left me giggling the rest of night. The demon talked 3 out the 4 members into freeing it. So combat started with the most of the group trying to destroy the chains. I think I said AC 12 hit points 8 on the chains. One of the clerics used his turn undead ability to destroy all but 1 skeleton and made the wight flee. The Glabrezu was very nice. It handed its +1 pike to the fighter who help free it. Then started the whoop ass on the cleric who had been throwing guiding bolt at it. This where me reducing the total hit points of monsters help. The cleric hit with a critical a third level guiding bolt. Total damage 51. Monster hp 51. Then I took 3 (I was having stomach problems all night and most of the weekend). The player chewed the rest of the party out. But the players were going to release the DEMON. I gave the offend player Inspiration. Room 9 they attacked the darkness. Okay some of did. Add in fits of giggling here. Room 10 Tarul Var. I reduced his HP and dropped his circle of death. This was a very swinging combat. When it came to parlay the does not play well with demons or undead did not parlay. One player ran away after the parlay went south. And arcana locked the doors to keep the rest of party and the lich in room ten. Again the group survive by their teeth and my traitorous dice rolling low. The runaway character ran to room 11 and teleported to safe house but the rest of the group could not break the arcana lock. A long rest later. What is with these people hiding inside the dungeon and lucking out on wandering monsters? A brief troll battle later due to the troll breaking the arcane lock. The group escaped to the safe house. I broke the xp down into two parts with the troll battle being separate. The runaway pc leveled out of adventure. He may not attend the next session. The group is having trouble remembering the keys and some information. So I having to keep an information sheet updated for the group. They also not keeping up with the lore I pass out so neither am I. Edit to add The group decided to give the departing pc the magical loadstone. heee heee heee. [/QUOTE]
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