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OotA Sloobludop: Looking for Advice
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<blockquote data-quote="MarkB" data-source="post: 6999773" data-attributes="member: 40176"><p>I ran the encounter largely as written - my players had a choice as to how to set things up, and they went pretty much with the archpriest's plan. One wrinkle was that I decided to make this encounter the 'big reveal' for Topsy and Turvy - the party knew there was something odd about them (in particular, that they seemed to be amazing damage sponges), but not what they actually were. So, I had it mentioned that the sacrificial ceremony was timed to coincide with Spring Tide on the Darklake, and then let the players roll Survival checks to figure out why that seemed to have alarmed their gnomish friends so much.</p><p></p><p>As it happened, it was a Drow character who got the high roll, so I had to describe how she wasn't sure exactly what a moon was, or what it looked like when it got full, but she'd heard that spring tides always accompanied a full or new moon.</p><p></p><p>During the fight, the twins 'hulked out' into wererats, and one lost control and went feral, but nevertheless prioritised the enemy kuo-toa. One of the kuo-toa got infected with lycanthropy, and since I couldn't find anything about onset time in the Monster Manual, I went ahead and let that one go furry immediately, and it went for its fellows.</p><p></p><p>The two arch-priests did mostly duke it out with each other, but the enemy priest did cast Spirit Guardians, and that is a really rough spell that can chew through a third-level party's hit points quite ferociously. I had it manifest as dozens of skeletal shark jaws biting at people.</p><p></p><p>In the end, their allied archpriest killed his daughter, and things progressed from there much as in the book. It coincided with the end of our last session of that arc ( run it at a gaming club, so we change games every couple of months), and made for an excellent finale.</p></blockquote><p></p>
[QUOTE="MarkB, post: 6999773, member: 40176"] I ran the encounter largely as written - my players had a choice as to how to set things up, and they went pretty much with the archpriest's plan. One wrinkle was that I decided to make this encounter the 'big reveal' for Topsy and Turvy - the party knew there was something odd about them (in particular, that they seemed to be amazing damage sponges), but not what they actually were. So, I had it mentioned that the sacrificial ceremony was timed to coincide with Spring Tide on the Darklake, and then let the players roll Survival checks to figure out why that seemed to have alarmed their gnomish friends so much. As it happened, it was a Drow character who got the high roll, so I had to describe how she wasn't sure exactly what a moon was, or what it looked like when it got full, but she'd heard that spring tides always accompanied a full or new moon. During the fight, the twins 'hulked out' into wererats, and one lost control and went feral, but nevertheless prioritised the enemy kuo-toa. One of the kuo-toa got infected with lycanthropy, and since I couldn't find anything about onset time in the Monster Manual, I went ahead and let that one go furry immediately, and it went for its fellows. The two arch-priests did mostly duke it out with each other, but the enemy priest did cast Spirit Guardians, and that is a really rough spell that can chew through a third-level party's hit points quite ferociously. I had it manifest as dozens of skeletal shark jaws biting at people. In the end, their allied archpriest killed his daughter, and things progressed from there much as in the book. It coincided with the end of our last session of that arc ( run it at a gaming club, so we change games every couple of months), and made for an excellent finale. [/QUOTE]
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