Shroomy
Adventurer
Why is that?
The guys playing the avenger and invoker had to leave, as we were running quite late, and we wanted to finish the adventure.
Why is that?
The guys playing the avenger and invoker had to leave, as we were running quite late, and we wanted to finish the adventure.
How many tables were running? I always think of Milwaukee, Minneapolis, Northern Illinois, and all points in between, around Lake Geneva particularly and certainly Madison, as the Cradle of D&D. I was in Northern IL in the early-mid-late seventies and, before we could drive ourselves, we used to get our parents to drive us up to Lake Geneva for products and Gencon and whatnot.
There were three full tables running in the room we were in.
Were you at Pegasus in that extra game space they have now or maybe down at Misty Mountain games?
Our gameday was packed and all tables were filled when I arrived. There were some others who wanted to play, so I ran a delve for the same PCs. Unfortunately, we only had three players and so they had to double up on running some PCs.
The traps in the last encounter were the real killer. I didn't realize it until after I'd already nailed one character that they were actually broken. If you run the trap as written it will kill a character in two to three rounds easily if they don't have a lot of HPs and you roll high. Trap hit for 3d10+6 necrotic and non-demon targets were stunned until they saved. Problem was that the trigger says that the trap attacks everytime someone passes through or starts their turn in the square. So you get:
1. Enter square and trigger trap
2. Target hits and regardless of whether you make the save or not you can't move until the start of your next turn as you are stunned so movement stops you on the trap.
3. Start your turn and the trap attacks you, if it hits again repeat steps 2-3 until trap misses, character dies or #4
4. Someone gives you a save at the start of your turn which you make allowing movement, they slide you off the trap, provide another means to move you, or disables the trap from a square next to you (DC 28). Finally the party waits till after you're dead and drags you back to town for the raise dead ritual.