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DMing "Out of the Abyss"
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<blockquote data-quote="Eduardo Saruva" data-source="post: 6712993" data-attributes="member: 6795442"><p>Well I'm starting Out in the next two months (the group need to finish another adventure first) but I'm railroading the characters without them actively knowing it, since I'll be using the NPCs to guide the group and the "days of travel" table it's all going to be real smooth. It's not technically a "railroad" since they're not familiar with the Underdark. Also as it's me that's keeping track of NPCs HP I can kill them in the most dramatic time. [spoilers below]</p><p></p><p>- Ront is going to be murdered in Velkynvelve as an example for the other prisoners that try to escape. (and because I don't like him) He's also is going to be the bully (as described in his description) wich will make the characters bound with Stool (I already am in love with him and that's a very good reason for making them travel to Neverlight Grove, which is with absolutly no doubt my favorite dungeon in the whole book);</p><p></p><p>- Sarith will remain as a guide and some weird roleplaying as his spores grow in power. I'm also leaving him and any other NPC in an Inn in Gracklstugh so he's not "teleported" to the Grove before the climatic battle. He's going to die in the fight against Yestabrod in Neverlight Grove;</p><p></p><p>- Shuushar suggests that they go to Sloobludop (they can leave the Kuo-Toa that is a pacifist and won't even fight to defend his life, wasting food and supplies from the group in the city, I'm also killing him in the madness that takes over the crowd after Demogorgon rises). After this a chat with group indicates that the nearest helpful place to stock and rest is Gracklstugh and from there they depart to leave the little Stool in his home;</p><p></p><p>- Buppido will stay in the group for his madness roleplay and some ther oddities that I'm planning as encounters. He'll die in Gracklstugh as stated in the adventure after fleeing the group minutes after they enter the city;</p><p></p><p>- Prince Derendil will rise to the surface with the characters, and different from the suggestion in the book I'm gonna roleplay him forgetting bit by bit "who he is" since the effects of the madness start to wear off; first he forgets where's he's from, then his past and the last thing forgotten is his name, then he just becomes a quaggoth and flees;</p><p></p><p>- Jimjar will sacrifice himself for the characters escape the drow when they get LVL 5 in their pursuit (and that's going to happen real soon knowing my players). Like suggested in the book he's in fact a god and that is all a rouse so he can keep an eye on the group);</p><p></p><p>- Topsy & Turvy will remain with the group till the battle with the drow, which will be a massive mind-blowing encounter (Jimjar "dies"), during the encounter they will suffer the transformation in Wererats and will panick and flee, so I'm gonna give the "Quick time Event" decision to my players, go after them or let them flee. (If the PCs allow them to flee maybe they'll survive);</p><p></p><p>- Eldeth will be part of the group and the quiet type since she doesn't know the place she'll accept the opinion of other even if she disagrees internally.</p><p></p><p>- Stool (hopefully) will be left to the care of Basidia and Rumpadump.</p><p></p><p>So, I'm basically following the sequence of the chapters presented in the book for the first part. On the second part (that I still have to read) I'm going to create the insane asylum that the mindflayer Zelix runs. I'm still uncertain where to place the "mini" dungeons like Oozing Temple, Silken Paths and the Lost Tomb. The encounters during the travels will be planned, I already created some new options for terrains, hazards and foraging.</p></blockquote><p></p>
[QUOTE="Eduardo Saruva, post: 6712993, member: 6795442"] Well I'm starting Out in the next two months (the group need to finish another adventure first) but I'm railroading the characters without them actively knowing it, since I'll be using the NPCs to guide the group and the "days of travel" table it's all going to be real smooth. It's not technically a "railroad" since they're not familiar with the Underdark. Also as it's me that's keeping track of NPCs HP I can kill them in the most dramatic time. [spoilers below] - Ront is going to be murdered in Velkynvelve as an example for the other prisoners that try to escape. (and because I don't like him) He's also is going to be the bully (as described in his description) wich will make the characters bound with Stool (I already am in love with him and that's a very good reason for making them travel to Neverlight Grove, which is with absolutly no doubt my favorite dungeon in the whole book); - Sarith will remain as a guide and some weird roleplaying as his spores grow in power. I'm also leaving him and any other NPC in an Inn in Gracklstugh so he's not "teleported" to the Grove before the climatic battle. He's going to die in the fight against Yestabrod in Neverlight Grove; - Shuushar suggests that they go to Sloobludop (they can leave the Kuo-Toa that is a pacifist and won't even fight to defend his life, wasting food and supplies from the group in the city, I'm also killing him in the madness that takes over the crowd after Demogorgon rises). After this a chat with group indicates that the nearest helpful place to stock and rest is Gracklstugh and from there they depart to leave the little Stool in his home; - Buppido will stay in the group for his madness roleplay and some ther oddities that I'm planning as encounters. He'll die in Gracklstugh as stated in the adventure after fleeing the group minutes after they enter the city; - Prince Derendil will rise to the surface with the characters, and different from the suggestion in the book I'm gonna roleplay him forgetting bit by bit "who he is" since the effects of the madness start to wear off; first he forgets where's he's from, then his past and the last thing forgotten is his name, then he just becomes a quaggoth and flees; - Jimjar will sacrifice himself for the characters escape the drow when they get LVL 5 in their pursuit (and that's going to happen real soon knowing my players). Like suggested in the book he's in fact a god and that is all a rouse so he can keep an eye on the group); - Topsy & Turvy will remain with the group till the battle with the drow, which will be a massive mind-blowing encounter (Jimjar "dies"), during the encounter they will suffer the transformation in Wererats and will panick and flee, so I'm gonna give the "Quick time Event" decision to my players, go after them or let them flee. (If the PCs allow them to flee maybe they'll survive); - Eldeth will be part of the group and the quiet type since she doesn't know the place she'll accept the opinion of other even if she disagrees internally. - Stool (hopefully) will be left to the care of Basidia and Rumpadump. So, I'm basically following the sequence of the chapters presented in the book for the first part. On the second part (that I still have to read) I'm going to create the insane asylum that the mindflayer Zelix runs. I'm still uncertain where to place the "mini" dungeons like Oozing Temple, Silken Paths and the Lost Tomb. The encounters during the travels will be planned, I already created some new options for terrains, hazards and foraging. [/QUOTE]
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