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DMing "Out of the Abyss"
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<blockquote data-quote="Daern" data-source="post: 6706185" data-attributes="member: 81800"><p>Some disjointed thoughts:</p><p>I just DMd the escape and travel/chase sequence. Your concerns are well founded. </p><p>I was running seat of the pants style and I had a sense that it was beginning to devolve into just a series of incidents.</p><p>If I were to really prepare well for then next session I would roll up the encounters and terrain ahead of time so that I could really think about what the options might be. </p><p>I would focus on offering choices. Make the system of the Chase very clear: Fast is dangerous but may outrun pursuit. Slow may lead to recapture. I would also try to offer some terrain choices, perhaps with an NPC saying, "Both paths lead to the lake... this one is fast but full of spiders, and this one is safe but slow..." </p><p>It is 8 days to Darklake, which is basically the only place to go. They are mostly unarmed. The drow are chasing them. They are starving. They are being followed around by a crazy group of weirdos. </p><p>I ended up rolling: Fungus forest/gas spores (Druid failed his Nature check to ID, and attacked...), Rock slide (while chased by the pursuing drow), and then I threw in the Spider Web Surfers scene (they murdered the goblins for their food, found a halfling friend who had iron rations, and fought drow and quaggoths. </p><p>Now they are within striking distance of the Darklake. They will be heading to the Kuo Tua village, but I will offer the Temple of Slime as an option. The rescued halfling's fellow adventurers were slain there and left magic treasures behind...</p></blockquote><p></p>
[QUOTE="Daern, post: 6706185, member: 81800"] Some disjointed thoughts: I just DMd the escape and travel/chase sequence. Your concerns are well founded. I was running seat of the pants style and I had a sense that it was beginning to devolve into just a series of incidents. If I were to really prepare well for then next session I would roll up the encounters and terrain ahead of time so that I could really think about what the options might be. I would focus on offering choices. Make the system of the Chase very clear: Fast is dangerous but may outrun pursuit. Slow may lead to recapture. I would also try to offer some terrain choices, perhaps with an NPC saying, "Both paths lead to the lake... this one is fast but full of spiders, and this one is safe but slow..." It is 8 days to Darklake, which is basically the only place to go. They are mostly unarmed. The drow are chasing them. They are starving. They are being followed around by a crazy group of weirdos. I ended up rolling: Fungus forest/gas spores (Druid failed his Nature check to ID, and attacked...), Rock slide (while chased by the pursuing drow), and then I threw in the Spider Web Surfers scene (they murdered the goblins for their food, found a halfling friend who had iron rations, and fought drow and quaggoths. Now they are within striking distance of the Darklake. They will be heading to the Kuo Tua village, but I will offer the Temple of Slime as an option. The rescued halfling's fellow adventurers were slain there and left magic treasures behind... [/QUOTE]
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