• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 5E Return to The Temple of Elemental Evil - (full, at the moment)

From what I have seen posting order works best. Also, a small OOC statement of intent on the players behalf to give the GM an idea of what the PC would do. Also, I have played in games where the GM posts the full stats, AC and HP of the foes so the player knows when they have killed them etc. I have also had games where, if a spellcasters spell requires a save, they caster rolls the save for the bad guys in the post.

Sounds good to me, if eveyrone else is in agreement. I was also thinking about the mega dungeon itself. What kind of SOPs you as a group might want. If I post "You travel down the dark corridor and come to a door. What do you do?" It may take all week to get things set (know what everyone is doing and where everyone is). And there are a hundred doors in this darn place.
 

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I think that any closed door would likely be met with a perception check to see if we hear anything on the other side. Next logical step is to see if it's locked or not. So maybe introduce doors with that in mind? "You see a door. You hear things on the other side. It's locked. Now what?" Then we can decide to pick the locks or blow the hinges without having to wait on checks and whatnot.
 

If no one has anything they wish to add to the IC I will advance the IC tomorrow night. Here is a tentative start up that I still need to add a few things to, but I thought I would get everyone a bit excited.

Oh, and also I will give everyone a chance to "adjust" there characters after this first fight in case they don't like the way their character plays. So no changes allowed during the fight, but after if you want to switch a spell that you think worked poorly or a stat change for better effect, you will get a chance.

Here is the write up- in a spoiler in case you wish to wait, but then again this isn't in stone.

[sblock]The morning dawns with grey clouds across the sky and a coolness in the air that causes everyone to break out their cloaks and keep their thoughts to themselves. Busily breaking camp the large group has a breakfast of hard biscuits and cold ham in silence as they roll up their bedding and repack their supplies.

The cold summer morning adds to the dread in the face of the merchant Javin Martell, and is reflected in the face of his driver as the two hold a quiet conversation, Javin clearly telling him of the images he was showed the night before. Although visibly shaken the driver hitches up the horses to one of the carts, mumbling as he goes about his work.

So with little joy of what the day will bring, the party sets out heading north along the High Road. The first cart is driven once more by Javin and his henchman, while the second has Templeton at the reins and Hexiros riding shotgun. Rebekah and Gwylla have resumed their spots in the back of the first cart, and Emmyr takes turns with Aridha and Zanword riding in what little space the second cart offers. Mounted on the giant frog Rana loops behind the merchant train lost in her own thoughts.

It is only a couple hours before the terrain starts to roll and small copses of trees dot the open grassland at odd intervals, you have reached the Kron Hills. The beauty of this untouched land is not lost on you even though their is no sun to brighten the hues of the long grass or hills of wildflowers. Three times before noon Javin stops the carts at the crest of a hill and then Hexiros, Zanword, Emmyr, and Aridha set off to patrol the upcoming area for bandits. It is slow going, but the extra caution seems to relax Javin so Rana says nothing to the added travel time.

After stopping to stretch and put on a pot of beef n'barely soup for a hot lunch everyone notices a slight smile on Javin's lips as he sits on a rock eating. As the group remounts he is heard saying, "I think we may just get through this without any trouble."

Famous last words...

The journey continues on much as the same with another four stops and patrols. With the sun only a couple of hours away from setting Javin's thoughts turned to Hommlet and seeing some of his friends in the rustic hamlet. He misses stopping at the crest of the last hill and only realizes this as he reaches the bottom... "Oh no," he gasps as the first arrow strikes.[/sblock]
 

We could also Detect Magic / Traps on the doors that look different (you know, reliefs, images...) - but it would be over the top to check each door that way UNLESS you train us by springing a trap on every door :)
 

I was more in a mind set of where everyone is when you check the door (for an area effect trap), and especially when you open one.

I was really thinking of trying to run the dungeon part of this adventure like a HeroQuest game. Just have everyone explore at a post at a time moving through out the dungeon in order. Then when an encounter occurs stop and go into combat rounds or RP as the situation calls for.
 

After first area trap, I think we would have someone checking the door with other some distance away. You know, we'll adapt :) But at 1st level and in an unknown dungeon, I don't think we would be paranoid enough to waste minutes before opening any random door.
 

That is why the SoP - this place is full and dangerous and knowing where everyone is helps set up the fluff before an encounter for me. I would like to be able to post once a week (probably MON) minimum for anytime we come to an empty/combat area. As the RP areas will mostly take longer with 8 PCs posting what they wish to say and then my response, and so forth.
 

You could say you post at Monday and who didn't post anything didn't do / say anything. Or do some at-will spell/default attack if in combat (without maneuvers etc)
 

I am back at home, and am slowly but surely climbing to the top of my personal mountain of posts needed. :)

I missed a lot.

Are we still doing the sparring match?
 


Into the Woods

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