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H2 Thunderspire Labyrinth - I Have It!


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Any suggestions for the BBEG mini?

There are several BBEGs. One at each major location. For most of mine I'm using metal minis.

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Tower of Mysteries
Paldemar - Reaper's 14180: Tharian, Necropolis Mage

Well of Demons
Maldrick Scarmaker - Chainmail's Naresh Gnoll Cleric

Horned Hold
Murkelmor - Reaper's - 02472: Thain Grimthorn

Duergar Lieutenants - Reaper's 02989: Duergar Sergeant and Grunts

Duergar Theurge - Reaper's 02988: Duergar Cleric and Golem

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When you say the poster map is of all the sites, does the poster maps consist of just one or two rooms? Or is it a map of the entire complex?
 



Nice review, I second many of his sentiments...it was the colored pools that immediately evoked some old school nostalgia when I first read the adventure. And the Proving Grounds tis the awesome.
 

I've got a question about a certain room of the dungeon. It seems like it'd be a great addition to my campaign, but unless I'm missing something it seems like a save-or-die scenario.

[sblock]Page 44 and 45, "Hall of Enforced Introspection". The Trapping Mirrors can, with a +13 vs. Reflex, teleport any PC looking into it to the Oubliette of the Empty Mind, which apparently has no exits. And since there's a Trapping Mirror just to the left of the entry point for the PCs, it's possible for somebody to just walk into the room and become trapped, since the attacks are Free Actions at the start of the turn (and the PCs wouldn't know to close their eyes before moving into the room) it seems like if the first mirror hits they're trapped forever.

So like I said, unless I'm missing something obvious, once a PC is inside the trap, how does she get out?[/sblock]
 

I've got a question about a certain room of the dungeon. It seems like it'd be a great addition to my campaign, but unless I'm missing something it seems like a save-or-die scenario.

[sblock]Page 44 and 45, "Hall of Enforced Introspection". The Trapping Mirrors can, with a +13 vs. Reflex, teleport any PC looking into it to the Oubliette of the Empty Mind, which apparently has no exits. And since there's a Trapping Mirror just to the left of the entry point for the PCs, it's possible for somebody to just walk into the room and become trapped, since the attacks are Free Actions at the start of the turn (and the PCs wouldn't know to close their eyes before moving into the room) it seems like if the first mirror hits they're trapped forever.

So like I said, unless I'm missing something obvious, once a PC is inside the trap, how does she get out?[/sblock]
I don't have the adventure handy, but I think
There are some controls behind the curtains. And there's also a suggestion on what the DM can do to get the party out.
 

baberg - yeah, but its still make the save, or sit out for a while. The PC's who fail do get an extra monster to fight, so it really depends on how long it takes survivors to figure it out, or how they react to a split party.

I like the hall and the multiple locations. Im considering putting the hall of seven pillars underneath a large human city. One that was built on top of earlier ruined cities. The hall is the last civlized outpost before entering the underdark below the city.

The slavers would be changed to a human street gang, and the orginal builders would have been human worshipers of a Bull headed god. (so I can use pictures) dwarves and others I will leave intact.

The only real challange would be to make the seven-pillared hall the ideal stopping point rather than returning to the more civilzed areas above.
Any suggestions?
 
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