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TFTYP: Modifying The Hidden Shrine of Tamoachan for Higher-Level Players
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<blockquote data-quote="Luz" data-source="post: 7095534" data-attributes="member: 94725"><p>Measuring time is tricky, so I make an educated guess. If the party explores an area thoroughly for traps/secret doors, etc. I assume it takes at least 5-10 minutes to do so, longer if its a large room. Adding combat or roleplay to some of those areas will add time accordingly, although combat doesn't usually eat up too much game time. This seems to work out. After exploring 5 or 6 areas, I estimate about an hour has passed.</p><p></p><p>I also considered running this as per the original tournament rules, which gave the players two hours of real time to reach safety from the poison gas (room #39). If they didn't reach safety by then, they died. Its pretty severe but I love the urgency it creates. And no hassles of keeping track of hours in game time, damage per hour, and so on. This could be done, in effect, with a longer time limit of six real time hours and maybe add a level of exhaustion per hour (no save). The downside with this approach is that the players will be in such a panic to get to the exit that they will likely miss some of the more interesting rooms of the dungeon. </p><p></p><p>Something to take into account by increasing the deadliness of the poison gas is the fact that a long rest is almost assuredly not an option (unless they have access to spells like Leomund's Tiny Hut). Eight hours of rest in the poison gas is a lot of cumulative damage and /or exhaustion. Again, I like the urgency this creates but makes it tricky to balance and I understand now why a lot of the encounters are fairly weak. A party that doesn't stop for a long rest will quickly run out of resources, so keep that in mind.</p></blockquote><p></p>
[QUOTE="Luz, post: 7095534, member: 94725"] Measuring time is tricky, so I make an educated guess. If the party explores an area thoroughly for traps/secret doors, etc. I assume it takes at least 5-10 minutes to do so, longer if its a large room. Adding combat or roleplay to some of those areas will add time accordingly, although combat doesn't usually eat up too much game time. This seems to work out. After exploring 5 or 6 areas, I estimate about an hour has passed. I also considered running this as per the original tournament rules, which gave the players two hours of real time to reach safety from the poison gas (room #39). If they didn't reach safety by then, they died. Its pretty severe but I love the urgency it creates. And no hassles of keeping track of hours in game time, damage per hour, and so on. This could be done, in effect, with a longer time limit of six real time hours and maybe add a level of exhaustion per hour (no save). The downside with this approach is that the players will be in such a panic to get to the exit that they will likely miss some of the more interesting rooms of the dungeon. Something to take into account by increasing the deadliness of the poison gas is the fact that a long rest is almost assuredly not an option (unless they have access to spells like Leomund's Tiny Hut). Eight hours of rest in the poison gas is a lot of cumulative damage and /or exhaustion. Again, I like the urgency this creates but makes it tricky to balance and I understand now why a lot of the encounters are fairly weak. A party that doesn't stop for a long rest will quickly run out of resources, so keep that in mind. [/QUOTE]
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TFTYP: Modifying The Hidden Shrine of Tamoachan for Higher-Level Players
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