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<blockquote data-quote="jasper" data-source="post: 7190588" data-attributes="member: 277"><p>Dead in Thay Session 3. </p><p>I have not had a regular group sitting down to the tables. So I created an information sheet for the players. Here it is will the current results of Session 3. Some of you may get some use out of it. </p><p>****</p><p>Light. Bright by magical orbs. Unless boxed text says otherwise</p><p>Gate House Entry Points </p><p>Area 1 Abyssal Prisons Open. Room 7 Open. Room 11 open. Room 15 open. </p><p>Area 23 Blood Pens Closed</p><p>Area 33 Masters Domain Closed</p><p>Area 38 Far Cysts Closed</p><p>Area 49 Forests of Slaughter Closed</p><p>Area 61 Ooze Grottos Closed</p><p>Area 77 Predator Pools Closed</p><p>Area 98+ Temples of Extraction. Room 98 Temple of Anguish (key 10). Need to open 3 more places to get to the vault.</p><p></p><p>ALERT LEVEL. 5</p><p></p><p>Glyph Keys are Crystal Pendant on bronze chain. Keys can have multiple attunements. Keys can be attuned to another key by Arcana 15 DC as an action by owner. Attunement is by zone or area. If checks FAILS by 5 key is destroyed. Keys will open areas they are attuned to. Anyone can use a key or try to rekey (attuned) a key. </p><p></p><p>Contact stones. Phone Syranna. Or automatically attune keys to the zone the contact stone is in.</p><p> </p><p>Keys are numbered by the room they are discovered in. Keys Owned. Key 0 . Abyssal Prisons. Key 2 Abyssal Prisons, Temple of Chaos 4,5,6,7. Key 5 Temple of Chaos 4,5,6,7 Black gate room 11. Key 10 Temple of Chaos, Temple of Anguish (room 98). Key 14 Abyssal Prisons . Key 98 Temple of Anguish skeleton key 98-100. Key 99 Temple of Anguish. </p><p></p><p>Common Features. Atmosphere Dry. Detect magic reveals faint aura everywhere. Room Ceilings 20 to 30 feet. </p><p>Corridors 20 feet. </p><p>Doors. Player knowledge not pc. </p><p>Locked DC 15 Dexterity check or DC 20 strength </p><p>Secret Doors DC 20 Wisdom Perception</p><p>False Doors DC 20 intelligence Investigation</p><p></p><p>Pit Traps DC 20 passive perception. DC 15 Perception if actively searching. DC 15 Dexterity to jam. Damage DC 15 dex save 20 feet fall 7 blunt, and 13 piercing. </p><p></p><p>Temples of Extraction Room 98+ Doors are locked. </p><p>PCs need 4 keys to fully enter shrine. Key 10. Key x. Key y. Key z.</p><p>Shrine info. Stepping on DC 10 Cha or 5 forced damage. Movement is difficult terrain unless DC 15 Cha. DC 10 Wisdom to know how to disable and where it channeling life energy. Disable Shire DC 15 Str. DC 15 Dex. DC 15 Int . </p><p>Getting into vault. 6 black gates in other sectors must be overloaded simultaneously. Overloading a black gate requires a key attuned to the zone/area, the key must touch the gate and a DC 15 Arcana check. Failure 7 force damage. </p><p>*****</p><p>The table almost did not make and the game room was loud that I was having a hard time tracking what was being said and getting a headache. </p><p>Only 4 rooms were cleared. 98, 99, 100 and 15. By the rules they were a very weak group but after the first room, I just went with what was written. The combats in 99 and 15 were hard due to liar actions of the room but the others were almost a cake walk due the group prepping spells or the monsters going nearly last on init.</p><p>I do not like how the chosen are describe and to move the story along I may just do allow a rescue and disappear for the npc.</p><p>One bit of cheese. When a player knew the gravity would flip at the end of his turn in room 15, he tired to move so he could fall on the demon to do damage. I made him roll to hit with just his proficiency. </p><p>Insert standard map rant.</p></blockquote><p></p>
[QUOTE="jasper, post: 7190588, member: 277"] Dead in Thay Session 3. I have not had a regular group sitting down to the tables. So I created an information sheet for the players. Here it is will the current results of Session 3. Some of you may get some use out of it. **** Light. Bright by magical orbs. Unless boxed text says otherwise Gate House Entry Points Area 1 Abyssal Prisons Open. Room 7 Open. Room 11 open. Room 15 open. Area 23 Blood Pens Closed Area 33 Masters Domain Closed Area 38 Far Cysts Closed Area 49 Forests of Slaughter Closed Area 61 Ooze Grottos Closed Area 77 Predator Pools Closed Area 98+ Temples of Extraction. Room 98 Temple of Anguish (key 10). Need to open 3 more places to get to the vault. ALERT LEVEL. 5 Glyph Keys are Crystal Pendant on bronze chain. Keys can have multiple attunements. Keys can be attuned to another key by Arcana 15 DC as an action by owner. Attunement is by zone or area. If checks FAILS by 5 key is destroyed. Keys will open areas they are attuned to. Anyone can use a key or try to rekey (attuned) a key. Contact stones. Phone Syranna. Or automatically attune keys to the zone the contact stone is in. Keys are numbered by the room they are discovered in. Keys Owned. Key 0 . Abyssal Prisons. Key 2 Abyssal Prisons, Temple of Chaos 4,5,6,7. Key 5 Temple of Chaos 4,5,6,7 Black gate room 11. Key 10 Temple of Chaos, Temple of Anguish (room 98). Key 14 Abyssal Prisons . Key 98 Temple of Anguish skeleton key 98-100. Key 99 Temple of Anguish. Common Features. Atmosphere Dry. Detect magic reveals faint aura everywhere. Room Ceilings 20 to 30 feet. Corridors 20 feet. Doors. Player knowledge not pc. Locked DC 15 Dexterity check or DC 20 strength Secret Doors DC 20 Wisdom Perception False Doors DC 20 intelligence Investigation Pit Traps DC 20 passive perception. DC 15 Perception if actively searching. DC 15 Dexterity to jam. Damage DC 15 dex save 20 feet fall 7 blunt, and 13 piercing. Temples of Extraction Room 98+ Doors are locked. PCs need 4 keys to fully enter shrine. Key 10. Key x. Key y. Key z. Shrine info. Stepping on DC 10 Cha or 5 forced damage. Movement is difficult terrain unless DC 15 Cha. DC 10 Wisdom to know how to disable and where it channeling life energy. Disable Shire DC 15 Str. DC 15 Dex. DC 15 Int . Getting into vault. 6 black gates in other sectors must be overloaded simultaneously. Overloading a black gate requires a key attuned to the zone/area, the key must touch the gate and a DC 15 Arcana check. Failure 7 force damage. ***** The table almost did not make and the game room was loud that I was having a hard time tracking what was being said and getting a headache. Only 4 rooms were cleared. 98, 99, 100 and 15. By the rules they were a very weak group but after the first room, I just went with what was written. The combats in 99 and 15 were hard due to liar actions of the room but the others were almost a cake walk due the group prepping spells or the monsters going nearly last on init. I do not like how the chosen are describe and to move the story along I may just do allow a rescue and disappear for the npc. One bit of cheese. When a player knew the gravity would flip at the end of his turn in room 15, he tired to move so he could fall on the demon to do damage. I made him roll to hit with just his proficiency. Insert standard map rant. [/QUOTE]
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