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*Dungeons & Dragons
Tales From The Yawning Portal - 7 Classic Dungeons Updated To 5E!
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<blockquote data-quote="Uller" data-source="post: 7706424" data-attributes="member: 413"><p>That was my thought. ToH was specifically designed to thwart a group of experienced players that approached the adventure like any other dungeon (i.e. lazily...like it is a bunch of bowling pins set up for them to knock down). You have a 2 in 3 chance of finding a false entrance with a very deadly trap. Very few players are going to say "Oh look...we finally found an entrance after digging in the dirt for hours and hours. Let's keep looking for another entrance!" They're going to bid their retainer good-bye, gather up their gear and head into yon dungeon in search of Fortune and Glory(tm) much to the amusement of the DM and to the horror of the retainers ("Good thing we made them pay us half up front! I wonder if they left anything we can sell in the camp?").</p><p></p><p>My players are very very confident right now. I am hoping to knock them down a bit with Strahd in a beefed up version of CoS. But their typical approach to any dungeon is to look in every nook and cranny hoping to find a secret door or some other weakness that allows them to tackle the dungeon through a backdoor. They take down much of the dungeon piecemeal until the general alarm goes up but by then they have weakened the defenders enough to fight at least to a stalemate, then they rest if they can and finish it off. I would love to run them through ToH and watch them try that approach. I would gather that after half the party was dead they'd rethink it.</p><p></p><p>I have no idea how ToH compares with SoT. I owned the latter but never played it and don't remember the specifics. I did run ToH and the results lived up to the reputation. Maybe my players were just dumb high school kids...oh wait...they were dumb high school kids. ;-)</p></blockquote><p></p>
[QUOTE="Uller, post: 7706424, member: 413"] That was my thought. ToH was specifically designed to thwart a group of experienced players that approached the adventure like any other dungeon (i.e. lazily...like it is a bunch of bowling pins set up for them to knock down). You have a 2 in 3 chance of finding a false entrance with a very deadly trap. Very few players are going to say "Oh look...we finally found an entrance after digging in the dirt for hours and hours. Let's keep looking for another entrance!" They're going to bid their retainer good-bye, gather up their gear and head into yon dungeon in search of Fortune and Glory(tm) much to the amusement of the DM and to the horror of the retainers ("Good thing we made them pay us half up front! I wonder if they left anything we can sell in the camp?"). My players are very very confident right now. I am hoping to knock them down a bit with Strahd in a beefed up version of CoS. But their typical approach to any dungeon is to look in every nook and cranny hoping to find a secret door or some other weakness that allows them to tackle the dungeon through a backdoor. They take down much of the dungeon piecemeal until the general alarm goes up but by then they have weakened the defenders enough to fight at least to a stalemate, then they rest if they can and finish it off. I would love to run them through ToH and watch them try that approach. I would gather that after half the party was dead they'd rethink it. I have no idea how ToH compares with SoT. I owned the latter but never played it and don't remember the specifics. I did run ToH and the results lived up to the reputation. Maybe my players were just dumb high school kids...oh wait...they were dumb high school kids. ;-) [/QUOTE]
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Tales From The Yawning Portal - 7 Classic Dungeons Updated To 5E!
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