D&D 5E Dreams of the Red Wizards: Dead in Thay (spoilers allowed)

How did you handle with the glyph keys? Did you let your players to explore all rooms?
I will be dm this next week. I have preprint some keys on cardstock. Then I hand wrote the room #, and other rooms it opens. To attune another key is an DC 15 Arcana check. A key can hold multiple attunements. Page 112.
 

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I ran the glphy keys pretty much as written for home play. I remember once however, that I had the Red Wizard Rebels give a key to pcs for one room. You can determine how many choose. You need to confront before the end location.
 

Well, I'm planning to create a challenge for my players; they must explore all zones of a sector, find all the necessary glyph keys and then they could disturb a black gate to teleport a new sector. What do you think about this approach?
 

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