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Running the Well of Demons in Thunderspire Labrynth -Warning Spoilers!
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<blockquote data-quote="Eryndur" data-source="post: 4623802" data-attributes="member: 2910"><p>The 3 ghost adventurers skill challenge didn't seem very organic to me. They have no ties to the overall plot at all (except that they got killed by the Guardian), and seemed shoehorned in to provide the PCs with some advance warning as to what awaited them. </p><p></p><p>Of course, going in blind to the Proving Grounds is suicide, so I reskinned the encounter to be a single ghost, a minotaur cleric of Kord known as "The Foundation" in Kordian legend. This tied in neatly with my focus on differing minotaur societies in the past (serene ascetics in the Horned Hold, crazed Baphomet-worshippers in the Well of Demons), and with my group's Kord-heavy bent (two of my four PC's worship Kord).</p><p></p><p>What's more, I have to admit I didn't run the encounter as a skill challenge, either. I had the rules for it worked up (similar to the published encounter), but it occurred at the start of the session, and I could tell the players were raring for some slaughter, so I simply had The Foundation give them some basic info on the Proving Grounds, namely:</p><p>- collect the 4 items</p><p>- place them simultaneously on circles</p><p>- bad stuff will happen, but this is the only way forward</p><p></p><p>This seemed to be enough warning, and the PC's have so far successfully gone through the Hall of Forced Introspection and the Hall of the Crimson Whip. The latter encounter was ridiculously fun, and VERY well-designed. The Wavestrider Boots I threw the wizard about three levels ago, and that everyone forgot about? Yeah, they came in MIGHTY handy.</p><p></p><p>I'm looking forward to this week when I run them through the Proving Grounds and the Guardian. Sure to be awesome.</p></blockquote><p></p>
[QUOTE="Eryndur, post: 4623802, member: 2910"] The 3 ghost adventurers skill challenge didn't seem very organic to me. They have no ties to the overall plot at all (except that they got killed by the Guardian), and seemed shoehorned in to provide the PCs with some advance warning as to what awaited them. Of course, going in blind to the Proving Grounds is suicide, so I reskinned the encounter to be a single ghost, a minotaur cleric of Kord known as "The Foundation" in Kordian legend. This tied in neatly with my focus on differing minotaur societies in the past (serene ascetics in the Horned Hold, crazed Baphomet-worshippers in the Well of Demons), and with my group's Kord-heavy bent (two of my four PC's worship Kord). What's more, I have to admit I didn't run the encounter as a skill challenge, either. I had the rules for it worked up (similar to the published encounter), but it occurred at the start of the session, and I could tell the players were raring for some slaughter, so I simply had The Foundation give them some basic info on the Proving Grounds, namely: - collect the 4 items - place them simultaneously on circles - bad stuff will happen, but this is the only way forward This seemed to be enough warning, and the PC's have so far successfully gone through the Hall of Forced Introspection and the Hall of the Crimson Whip. The latter encounter was ridiculously fun, and VERY well-designed. The Wavestrider Boots I threw the wizard about three levels ago, and that everyone forgot about? Yeah, they came in MIGHTY handy. I'm looking forward to this week when I run them through the Proving Grounds and the Guardian. Sure to be awesome. [/QUOTE]
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