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<blockquote data-quote="MNblockhead" data-source="post: 7400975" data-attributes="member: 6796661"><p>POTENTIAL SPOILERS</p><p></p><p></p><p>When I prepped I relied on threads posted here and on the DnD Beyond forums. It wasn't totally a one shot. The party was higher level but originally, I pulled it out when only two members of my group could make a session, so I ran them through it. They just made to out of the poison air section and out the top by the end of the session. </p><p></p><p>Then the rest of the party joined on the next session and reentered to clear it and to mean find the Vampire in the lowest level. One of the warlocks had a geas to get a magic item on the body of the vampire. That is why they were there in the first place and went back in. </p><p></p><p>So, no, I didn't run it as a one shot. Like you, I run it for two 8 hour sessions. Take away meals, breaks, chatting, etc. We probably played it for 12-13 hours. </p><p></p><p>BUT KEEP IN MIND that this was designed for a 6 hour (maybe even 4 hours) convention session. The party was expected to RUSH through it. Overcome the puzzles and traps and get out before the poison air killed them and hopefully get loot. They would be scored by how far they got in that time, which traps they overcame, how much loot they got, etc. </p><p></p><p>So, it certainly CAN be a one shot, if you keep the party on the clock. </p><p></p><p>I, however, worked it into my one of my campaigns storylines. </p><p></p><p>For a true one-shot, I might make it even harsher. I would fill the entire complex, all levels of poison air with a few pockets of fresh air here and there for short rests. No long rests. Exhaustion is the real big boss of this adventure. </p><p></p><p>I might also add in an effect where the temple is sinking and slowing brackish, foul, water is filling the complex from bottom to top. Time it so that by the end of your session, say after 6 hours of play, the entire complex is under water. Only the structure on top of the hill stands out of the wather. This would also have the effect of sending many of the denizens of the temple to higher ground, increasing the changes of random encounters as time goes by. </p><p></p><p>You and your players just have to accept that they will only be able to explore a fraction of the complex.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7400975, member: 6796661"] POTENTIAL SPOILERS When I prepped I relied on threads posted here and on the DnD Beyond forums. It wasn't totally a one shot. The party was higher level but originally, I pulled it out when only two members of my group could make a session, so I ran them through it. They just made to out of the poison air section and out the top by the end of the session. Then the rest of the party joined on the next session and reentered to clear it and to mean find the Vampire in the lowest level. One of the warlocks had a geas to get a magic item on the body of the vampire. That is why they were there in the first place and went back in. So, no, I didn't run it as a one shot. Like you, I run it for two 8 hour sessions. Take away meals, breaks, chatting, etc. We probably played it for 12-13 hours. BUT KEEP IN MIND that this was designed for a 6 hour (maybe even 4 hours) convention session. The party was expected to RUSH through it. Overcome the puzzles and traps and get out before the poison air killed them and hopefully get loot. They would be scored by how far they got in that time, which traps they overcame, how much loot they got, etc. So, it certainly CAN be a one shot, if you keep the party on the clock. I, however, worked it into my one of my campaigns storylines. For a true one-shot, I might make it even harsher. I would fill the entire complex, all levels of poison air with a few pockets of fresh air here and there for short rests. No long rests. Exhaustion is the real big boss of this adventure. I might also add in an effect where the temple is sinking and slowing brackish, foul, water is filling the complex from bottom to top. Time it so that by the end of your session, say after 6 hours of play, the entire complex is under water. Only the structure on top of the hill stands out of the wather. This would also have the effect of sending many of the denizens of the temple to higher ground, increasing the changes of random encounters as time goes by. You and your players just have to accept that they will only be able to explore a fraction of the complex. [/QUOTE]
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