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*Dungeons & Dragons
Dead In Thay Gates, How Do They Actually Work?!
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<blockquote data-quote="MerricB" data-source="post: 9406289" data-attributes="member: 3586"><p>The original version was released for Organised Play, and had up to four groups of players in the SAME dungeon at the same time. (And a co-ordinating DM allowing the players to talk to each other and interact in limited ways). Occasionally, monsters fleeing one group ran into another...</p><p></p><p>It was run over several weeks (10-12, IIRC), and for each week's session, each party would explore ONE of the zones. </p><p></p><p>So...</p><p>SECTORS are shown by the red lines on the DM map. Similar themes appear in all rooms in the sector.</p><p>ZONES are subsectors, and there are three per sector, as I remember.</p><p></p><p>What are the boundaries between zones? Those are the <strong>white gates </strong>- they appear as white rune circles in the corridors connecting rooms. </p><p></p><p>Looking at the top left of the map, the Abyssal Prisons, areas 1-3 are one zone, with white gates blocking access to neighbouring zones. Area 3 has the glyph key that allows passage through the white gates adjacent to areas 1-3. So you slowly gain access to more of the map. </p><p></p><p>Each glyph key allows you to move out of the zone you found it in.</p><p></p><p>Every Zone has one <strong>black gate</strong>. These are the goals of the players. </p><p></p><p>A black gate is in area #1.</p><p></p><p>Areas 4-7 is the second zone, and there is a black gate in the corner of area #7. </p><p></p><p>To get to the final encounter, you need to find and disrupt <strong>six</strong> of the black gates. Once you do, you can use a black gate to travel to the final encounter - the Phylactery Vault.</p><p></p><p>(In the original campaign, you needed to disrupt six times the number of groups - so if there were 3 groups playing the adventure, they had to disrupt collectively 18 gates, at which point all got together for the finale).</p><p></p><p>To disrupt a black gate, you just use a glyph key.</p><p></p><p>Let me know if you have any questions!</p><p></p><p>Cheers,</p><p>Merric</p></blockquote><p></p>
[QUOTE="MerricB, post: 9406289, member: 3586"] The original version was released for Organised Play, and had up to four groups of players in the SAME dungeon at the same time. (And a co-ordinating DM allowing the players to talk to each other and interact in limited ways). Occasionally, monsters fleeing one group ran into another... It was run over several weeks (10-12, IIRC), and for each week's session, each party would explore ONE of the zones. So... SECTORS are shown by the red lines on the DM map. Similar themes appear in all rooms in the sector. ZONES are subsectors, and there are three per sector, as I remember. What are the boundaries between zones? Those are the [B]white gates [/B]- they appear as white rune circles in the corridors connecting rooms. Looking at the top left of the map, the Abyssal Prisons, areas 1-3 are one zone, with white gates blocking access to neighbouring zones. Area 3 has the glyph key that allows passage through the white gates adjacent to areas 1-3. So you slowly gain access to more of the map. Each glyph key allows you to move out of the zone you found it in. Every Zone has one [B]black gate[/B]. These are the goals of the players. A black gate is in area #1. Areas 4-7 is the second zone, and there is a black gate in the corner of area #7. To get to the final encounter, you need to find and disrupt [B]six[/B] of the black gates. Once you do, you can use a black gate to travel to the final encounter - the Phylactery Vault. (In the original campaign, you needed to disrupt six times the number of groups - so if there were 3 groups playing the adventure, they had to disrupt collectively 18 gates, at which point all got together for the finale). To disrupt a black gate, you just use a glyph key. Let me know if you have any questions! Cheers, Merric [/QUOTE]
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