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<blockquote data-quote="jasper" data-source="post: 7133142" data-attributes="member: 277"><p>Final Session of Hidden Shrine of Tamoachan </p><p>I had to push and rush a lot of things and came down hard on side table talk due to having to take my wife to the Tri-State bicycle thing at 2:45 AM the next morning. So this covers Room 41 on. All the combat was theatre of the mind with me allowing the players to say if they stay at range or close to melee. Again it was a strong group. </p><p>The worst combat of the night was outside of room 42 when the fighter with the berserker axe was triggered. He did more damage to the party than any monster. Once the group calmed down the fighter, they removed curse and took the axe away from the fighter till the end of adventure. This was a treasure light session also. </p><p>The Couatl was fun. I did a DC 15 Con save on the poison but did not tell the group the effects except for shortness of breath and tunnel vision. It is a good monologue room. I had to pause and look up turning rules on the mummy centaur since it was the first time anyone tried turning in my AL career. </p><p>The various trap rooms I changed a little bit to add some fun. Beware of the Smoking Mirror room as the black mirror is going to cause whining if a person fails their save. One guy lost 800gp. </p><p>Summary. If I was to redo the adventure, I would adjust for strong and very strong parties. Some of the magic items are lame, or not helpful in AL. The balance of harmony, mirror of the past, and amulet of protection from turning (I did not even give those out). The various curses which happen, a dm need to keep secret, I announce them to group but told them they did not know about them. This only worked out a little bit. Overall if you are going to AL this be prepare for a lot of tracking of effects. Some totally unfair moments which less mature players are going to lose it. And lots of magic items.</p></blockquote><p></p>
[QUOTE="jasper, post: 7133142, member: 277"] Final Session of Hidden Shrine of Tamoachan I had to push and rush a lot of things and came down hard on side table talk due to having to take my wife to the Tri-State bicycle thing at 2:45 AM the next morning. So this covers Room 41 on. All the combat was theatre of the mind with me allowing the players to say if they stay at range or close to melee. Again it was a strong group. The worst combat of the night was outside of room 42 when the fighter with the berserker axe was triggered. He did more damage to the party than any monster. Once the group calmed down the fighter, they removed curse and took the axe away from the fighter till the end of adventure. This was a treasure light session also. The Couatl was fun. I did a DC 15 Con save on the poison but did not tell the group the effects except for shortness of breath and tunnel vision. It is a good monologue room. I had to pause and look up turning rules on the mummy centaur since it was the first time anyone tried turning in my AL career. The various trap rooms I changed a little bit to add some fun. Beware of the Smoking Mirror room as the black mirror is going to cause whining if a person fails their save. One guy lost 800gp. Summary. If I was to redo the adventure, I would adjust for strong and very strong parties. Some of the magic items are lame, or not helpful in AL. The balance of harmony, mirror of the past, and amulet of protection from turning (I did not even give those out). The various curses which happen, a dm need to keep secret, I announce them to group but told them they did not know about them. This only worked out a little bit. Overall if you are going to AL this be prepare for a lot of tracking of effects. Some totally unfair moments which less mature players are going to lose it. And lots of magic items. [/QUOTE]
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