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<blockquote data-quote="jasper" data-source="post: 7240700" data-attributes="member: 277"><p>Dead in Thay Final Session. Session 8.</p><p>I gave the group the choice. Straight to the final boss battle with me bumping it. Or do some xp farming and after 9 PM straight to the boss battle no bump but no rests. </p><p>I knew it was going to be an interesting night, my first attacks had a natural 20. And one of the players’ first attacks had a natural 20. </p><p>They chose to do the farming. Poor Rogrash he was a wet blanket most of the night. Well. Anytime there was water around he ended up in it. I put them in the pool rooms. The kraken had fun using it toss ability to slam 2 of the pcs across the room but the lightning did the most damage over all. The Naga and Dragon turtle was interesting as I dropped two pcs right off the bat. But between healing and Rogrash taking another bath with the dragon turtle, the combat was about average.</p><p>The troll fight I just did group initiative. Trolls won and beat up on the cleric but they were down in the second round. The ghouls were only interesting due to the room modifier.</p><p>They were successful in bluffing the way pass the Merrow room.</p><p>During the Kuo-toa fight, I rolled a wandering monster check due to the alert level. Some of the players were not happy when Mama Otyugh arrived. So she was undead and being controlled by an apprentice. By the book the Merrow room should have joined in during the third round but as some had burned most of their spells and it was around 9:15 PM, I allowed them to escape to the vault. </p><p>My stars, garters, and d20s. A 2 and half hour boss fight which consisted of the DemiLich, and four gargoyles. I did miscommunicate about what they had to destroy. They thought they had to destroy 3 of the Phylacteries first. Also I lost one player to curfew so I removed the remaining gargoyles. The dice hate the party. The party dice hated the party the first three rounds. I was able to use the howl three times in a roll. The gargoyles also got three natural twenties during the same time. Once I saw they were confused about the phylacteries, I gave them back five hit points. Between the lair actions and legendary actions I generally kept two or three prone or zeroed out. </p><p>End of the game, three pcs on the floor with everyone thinking it was going to be a tpk. They were able to farm a total of 50,000 plus xp between the boss, the farming and wandering monster check. </p><p></p><p></p><p>THAY FINAL THOUGHTS.</p><p>This is not a great AL adventure. The key placement assume the group is either coming in from the top of the map, or the group is going to teleport around the dungeon using the black gates. Treasure can be low if they don't hit the correct rooms. Except for the wandering monster checks, the dungeon is static with some monsters will to switch sides at a drop of a d20.</p></blockquote><p></p>
[QUOTE="jasper, post: 7240700, member: 277"] Dead in Thay Final Session. Session 8. I gave the group the choice. Straight to the final boss battle with me bumping it. Or do some xp farming and after 9 PM straight to the boss battle no bump but no rests. I knew it was going to be an interesting night, my first attacks had a natural 20. And one of the players’ first attacks had a natural 20. They chose to do the farming. Poor Rogrash he was a wet blanket most of the night. Well. Anytime there was water around he ended up in it. I put them in the pool rooms. The kraken had fun using it toss ability to slam 2 of the pcs across the room but the lightning did the most damage over all. The Naga and Dragon turtle was interesting as I dropped two pcs right off the bat. But between healing and Rogrash taking another bath with the dragon turtle, the combat was about average. The troll fight I just did group initiative. Trolls won and beat up on the cleric but they were down in the second round. The ghouls were only interesting due to the room modifier. They were successful in bluffing the way pass the Merrow room. During the Kuo-toa fight, I rolled a wandering monster check due to the alert level. Some of the players were not happy when Mama Otyugh arrived. So she was undead and being controlled by an apprentice. By the book the Merrow room should have joined in during the third round but as some had burned most of their spells and it was around 9:15 PM, I allowed them to escape to the vault. My stars, garters, and d20s. A 2 and half hour boss fight which consisted of the DemiLich, and four gargoyles. I did miscommunicate about what they had to destroy. They thought they had to destroy 3 of the Phylacteries first. Also I lost one player to curfew so I removed the remaining gargoyles. The dice hate the party. The party dice hated the party the first three rounds. I was able to use the howl three times in a roll. The gargoyles also got three natural twenties during the same time. Once I saw they were confused about the phylacteries, I gave them back five hit points. Between the lair actions and legendary actions I generally kept two or three prone or zeroed out. End of the game, three pcs on the floor with everyone thinking it was going to be a tpk. They were able to farm a total of 50,000 plus xp between the boss, the farming and wandering monster check. THAY FINAL THOUGHTS. This is not a great AL adventure. The key placement assume the group is either coming in from the top of the map, or the group is going to teleport around the dungeon using the black gates. Treasure can be low if they don't hit the correct rooms. Except for the wandering monster checks, the dungeon is static with some monsters will to switch sides at a drop of a d20. [/QUOTE]
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