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D&D Encounters: Dead in Thay play reports (complete)
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<blockquote data-quote="MortalPlague" data-source="post: 6303241" data-attributes="member: 62721"><p>It sounds like a pretty great opening. By the sounds of it, it benefited greatly from having a whole bunch of tables running it at the same time.</p><p></p><p>I was part of the internal playtest on this one, but sadly, I could only run one group through it. To pad things out, we went through two of the elemental nodes. But the final fight was just a big slug-fest with a single group with a predictable gate-collapsing boom at the end.</p><p></p><p>It wasn't bad, per se. It just seemed to have every single fantasy cliche possible; the sudden yet inevitable betrayal, the devil's bargain, an evil overlord spellcaster, an army of undead, and a magical portal that causes problems when collapsed. The betrayal in particular earned a groan from my whole group; Merkel's box text at the beginning of the adventure is so ridiculously suspicious and the justifications for bringing him on board are so paper-thin that it had everyone waiting for his turn.</p><p></p><p>All that aside, it was still a good fight for my group. I also missed the lich's damage and spell resistance, so my PCs managed to kill him (since he was only occupied with one table, they made him a priority). They had a few people go down into negatives, and had a couple of well-timed crits. We had one player run on top of the magical gate's arch and dive-bomb some enemies with a jump attack. All in all, a fun time was had.</p></blockquote><p></p>
[QUOTE="MortalPlague, post: 6303241, member: 62721"] It sounds like a pretty great opening. By the sounds of it, it benefited greatly from having a whole bunch of tables running it at the same time. I was part of the internal playtest on this one, but sadly, I could only run one group through it. To pad things out, we went through two of the elemental nodes. But the final fight was just a big slug-fest with a single group with a predictable gate-collapsing boom at the end. It wasn't bad, per se. It just seemed to have every single fantasy cliche possible; the sudden yet inevitable betrayal, the devil's bargain, an evil overlord spellcaster, an army of undead, and a magical portal that causes problems when collapsed. The betrayal in particular earned a groan from my whole group; Merkel's box text at the beginning of the adventure is so ridiculously suspicious and the justifications for bringing him on board are so paper-thin that it had everyone waiting for his turn. All that aside, it was still a good fight for my group. I also missed the lich's damage and spell resistance, so my PCs managed to kill him (since he was only occupied with one table, they made him a priority). They had a few people go down into negatives, and had a couple of well-timed crits. We had one player run on top of the magical gate's arch and dive-bomb some enemies with a jump attack. All in all, a fun time was had. [/QUOTE]
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