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Durn's War of Fire and Ice Campaign Discussion
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<blockquote data-quote="Daern" data-source="post: 5189412" data-attributes="member: 81800"><p><strong>Session 17: Lost in the Dungeons of Fishy Lava</strong></p><p></p><p>The players liked getting back into an old fashioned dungeon after all this free form stuff. I didn't realize it but that more or less what Shelter is, an urban dungeon. After last session's quick thinking, I drew up a map that that connected most of the encounter sites in the module via the aqueduct network of the ancient ruined city that Seaquen is built upon. This turned out to be a dungeon with a twin theme of fire/lava/portals to the Plane of Fire on one side, and fishy/aquatic/Esoteric Order of Dagon on the other. So this time I was ready with an array of options if they decided to turn right left or turn back. I made options for escaping out of a cistern, finding stairs to the White Wyrms safehouse, and coming up under the Royale through the garbage pit...</p><p>Unfortunately they were obliged to make a quick decision as the first encounter with a Living Napalm ooze resulted in a Cave-in that required the party to choose a direction before they were trapped between the rock fall and a wall of fire. </p><p>I had a set of high level encounters prepared without a chance to rest and they were feeling the heat as they were lost and out of surges and attempted to rest in the "aquatic wing" of the dungeon only to be ambushed by a Crazed Carrion Crawler.</p><p>Exploring further, the party discovered the "Shrine" from the Entifini side quest, which I described as a temple of worship that connected to a violent sea cave. The on coming tide brought the mutant sea life to the fight. This sea cave is connected to Sidoneth's house. I don't think they're going to take that route, but I'm sure they'll make the connection to his pet giant squid later on. </p><p>At the moment the party is still trapped in the place, but they should be able to get back to town next session. I plan to run the Council of War immediately and move on to the climax. At this point I think they are well primed for the Pyromancer's Tomb. Also, an encounter with Ahleena will be interesting as they have made the connection with her Kraken Worship.</p><p>Running a dungeon of this sort was great because I didn't know where they would go and their decisions closed off other options, illuminating the dark cult aspect of the town but getting them no better picture of the Ragesian spy situation. Classic stuff.</p></blockquote><p></p>
[QUOTE="Daern, post: 5189412, member: 81800"] [b]Session 17: Lost in the Dungeons of Fishy Lava[/b] The players liked getting back into an old fashioned dungeon after all this free form stuff. I didn't realize it but that more or less what Shelter is, an urban dungeon. After last session's quick thinking, I drew up a map that that connected most of the encounter sites in the module via the aqueduct network of the ancient ruined city that Seaquen is built upon. This turned out to be a dungeon with a twin theme of fire/lava/portals to the Plane of Fire on one side, and fishy/aquatic/Esoteric Order of Dagon on the other. So this time I was ready with an array of options if they decided to turn right left or turn back. I made options for escaping out of a cistern, finding stairs to the White Wyrms safehouse, and coming up under the Royale through the garbage pit... Unfortunately they were obliged to make a quick decision as the first encounter with a Living Napalm ooze resulted in a Cave-in that required the party to choose a direction before they were trapped between the rock fall and a wall of fire. I had a set of high level encounters prepared without a chance to rest and they were feeling the heat as they were lost and out of surges and attempted to rest in the "aquatic wing" of the dungeon only to be ambushed by a Crazed Carrion Crawler. Exploring further, the party discovered the "Shrine" from the Entifini side quest, which I described as a temple of worship that connected to a violent sea cave. The on coming tide brought the mutant sea life to the fight. This sea cave is connected to Sidoneth's house. I don't think they're going to take that route, but I'm sure they'll make the connection to his pet giant squid later on. At the moment the party is still trapped in the place, but they should be able to get back to town next session. I plan to run the Council of War immediately and move on to the climax. At this point I think they are well primed for the Pyromancer's Tomb. Also, an encounter with Ahleena will be interesting as they have made the connection with her Kraken Worship. Running a dungeon of this sort was great because I didn't know where they would go and their decisions closed off other options, illuminating the dark cult aspect of the town but getting them no better picture of the Ragesian spy situation. Classic stuff. [/QUOTE]
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