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Running the Well of Demons in Thunderspire Labrynth -Warning Spoilers!
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<blockquote data-quote="winndwalker" data-source="post: 4623501" data-attributes="member: 75370"><p>I'm in the middle of running it even now. It's pretty cool. My group has made it through the ghostly encounter, the hall of introspection, and the bloodwhip room. That was nasty!</p><p></p><p>The skill challenge with the dead adventurers went OK. The nice thing about it is that failure isn't punishing (of course the players don't realize this). I just had the NPC's ask very pointed questions to each member of the party to help the roleplay. "Show me what you can do with that axe!" (athletics) "you, rogue, what skills do you bring to such a place" (bluff or diplomacy) "your arcane might must be keen to wrest the secrets from this place, show me what you know" (arcana) "I'll bet you couldn't find your way around a dungeon if you wanted to" (dungeoneering). I made a whole list of them, and just asked people in turn. Eventually people started being a bit more proactive. </p><p></p><p>If they fail a check have the ghost laugh in their face and challenge another person or something. I make sure that the players can see whether they succeeded or failed (I marked it on a board). All in all it went OK. Quiet players really get put on the spot, especially since I give bonuses to rolls if a player roleplays well. But it was fun.</p><p></p><p>For the mirror hall I made little mirrors out of cardboard and tinfoil to add to the mood (I use dungeon tiles so this helped). The rogue got put in the oubliette on the first turn, and tried to talk the hungy Gnoll down. I let him, which was a mistake, because they both spent the rest of the combat sitting there looking for a way out. By the end I had about half the party in oubliette. I added a few more skeletons because there is a lot of radiant damage in the party, and it seemed to make the encounter a bit more exciting.</p><p></p><p>For the blood room, I used red felt for the pools and set dungeon tiles on top of it. I spraypainted some old Mage Knight minotaurs gray for the statues. The characters hooked grapples to the horns and shimmied across, and when the traps were sprung people were falling in blood and battling evistros all over the place. About half of the party dropped and I was being nice. No TPK's or anything though, I'm looking forward to running the rest of the encounter. I made howling pllars out of cut up army men and hot glue, and I'm excited to see how they look when I drybrush them with a flesh tone. Hopefully the players think they're cool. Happy to post the rest here if anyone cares.</p><p></p><p>Cheers.</p></blockquote><p></p>
[QUOTE="winndwalker, post: 4623501, member: 75370"] I'm in the middle of running it even now. It's pretty cool. My group has made it through the ghostly encounter, the hall of introspection, and the bloodwhip room. That was nasty! The skill challenge with the dead adventurers went OK. The nice thing about it is that failure isn't punishing (of course the players don't realize this). I just had the NPC's ask very pointed questions to each member of the party to help the roleplay. "Show me what you can do with that axe!" (athletics) "you, rogue, what skills do you bring to such a place" (bluff or diplomacy) "your arcane might must be keen to wrest the secrets from this place, show me what you know" (arcana) "I'll bet you couldn't find your way around a dungeon if you wanted to" (dungeoneering). I made a whole list of them, and just asked people in turn. Eventually people started being a bit more proactive. If they fail a check have the ghost laugh in their face and challenge another person or something. I make sure that the players can see whether they succeeded or failed (I marked it on a board). All in all it went OK. Quiet players really get put on the spot, especially since I give bonuses to rolls if a player roleplays well. But it was fun. For the mirror hall I made little mirrors out of cardboard and tinfoil to add to the mood (I use dungeon tiles so this helped). The rogue got put in the oubliette on the first turn, and tried to talk the hungy Gnoll down. I let him, which was a mistake, because they both spent the rest of the combat sitting there looking for a way out. By the end I had about half the party in oubliette. I added a few more skeletons because there is a lot of radiant damage in the party, and it seemed to make the encounter a bit more exciting. For the blood room, I used red felt for the pools and set dungeon tiles on top of it. I spraypainted some old Mage Knight minotaurs gray for the statues. The characters hooked grapples to the horns and shimmied across, and when the traps were sprung people were falling in blood and battling evistros all over the place. About half of the party dropped and I was being nice. No TPK's or anything though, I'm looking forward to running the rest of the encounter. I made howling pllars out of cut up army men and hot glue, and I'm excited to see how they look when I drybrush them with a flesh tone. Hopefully the players think they're cool. Happy to post the rest here if anyone cares. Cheers. [/QUOTE]
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