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Save or suck Medusa petrification
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<blockquote data-quote="I'm A Banana" data-source="post: 5921432" data-attributes="member: 2067"><p>Really?</p><p></p><p>The set up is that she's pretending to be a normal prisoner so that she can then get freed and also petrify a few PC's for fun.</p><p></p><p>Presumably, the cultists know what she is, and thus recon is key: hearing them talk about "that <em>thing</em> the boss has tied up in back" isn't an option? The party has to go through waves of acolytes and the dark priest himself to get there and no one thought to take prisoners?</p><p></p><p>Then, the party lays eyes on her, and they don't get a chance to see through her bluffs and lies and see what she truly is?</p><p></p><p>The moment she DOES try to petrify a PC (which is only a DC 12), the combat just becomes "fighting with disadvantage" until the medusa escapes or is slain.</p><p></p><p>Not to mention the initial warning in big bold letters right at the beginning of the adventure that if the PC's are not careful they will get pwned? </p><p></p><p></p><p></p><p>She's back in a locked chamber. I don't really think it's an area of high traffic. There's nothing saying where the key to the chamber is, so she might not even be the prisoner of the cultists who are there now. </p><p></p><p>I don't get the "gotcha" argument. An adventurer is you, and you are in a world of danger and monsters. If you walk through every door with your guns blazing, bad things happen. </p><p></p><p>This isn't a "screw you!" moment, it's a "be careful" moment. It preserves the possibility of character death and the challenge of playing a game. It only goes very badly for the PC's if they fail to detect her lies, fail to do any recon, fail all of their saves, and also let her escape.</p><p></p><p>Run it. I bet most players do <em>just fine</em>.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5921432, member: 2067"] Really? The set up is that she's pretending to be a normal prisoner so that she can then get freed and also petrify a few PC's for fun. Presumably, the cultists know what she is, and thus recon is key: hearing them talk about "that [I]thing[/I] the boss has tied up in back" isn't an option? The party has to go through waves of acolytes and the dark priest himself to get there and no one thought to take prisoners? Then, the party lays eyes on her, and they don't get a chance to see through her bluffs and lies and see what she truly is? The moment she DOES try to petrify a PC (which is only a DC 12), the combat just becomes "fighting with disadvantage" until the medusa escapes or is slain. Not to mention the initial warning in big bold letters right at the beginning of the adventure that if the PC's are not careful they will get pwned? She's back in a locked chamber. I don't really think it's an area of high traffic. There's nothing saying where the key to the chamber is, so she might not even be the prisoner of the cultists who are there now. I don't get the "gotcha" argument. An adventurer is you, and you are in a world of danger and monsters. If you walk through every door with your guns blazing, bad things happen. This isn't a "screw you!" moment, it's a "be careful" moment. It preserves the possibility of character death and the challenge of playing a game. It only goes very badly for the PC's if they fail to detect her lies, fail to do any recon, fail all of their saves, and also let her escape. Run it. I bet most players do [i]just fine[/i]. [/QUOTE]
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