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TftYP - Running Sunless Citadel
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<blockquote data-quote="OB1" data-source="post: 7096377" data-attributes="member: 6796241"><p>So we had our first session with this yesterday. We went five and a half hours and finished after the Hobgoblin boss in the first level. Was a great first session, everyone loved the dungeon and the party had a healthy level of respect for the challenge level. A few thoughts. Note that we ran exclusively in theatre of the mind.</p><p></p><p>* Started them at the edge of ravine and fed them the info from Oakhurst. Surprised them, but I think ended up saving at least an hour of play time and ultimately allowed us to get to the end of level 1. </p><p>* Gave them a 3 day time limit. Backstory is that they all either owe a favor or are looking for a favor from the Zhentarim, and were sent to Oakhurst from Neverwinter to acquire the golden apple by any means necessary. If they do not return with it in a week, they will be considered to have run out on the Zhentarim. In practical terms, this means that they will not be able to use the same characters from this module in future TftYP modules.</p><p>* Used the dynamic DC variant for Passive Checks (-9 from the DC and roll 20) and it worked great. </p><p>* Party befriend Meepo and the Kobolds, promised to bring Calcryx back, but did not take Meepo with them into Goblin territory.</p><p>* Party never followed the southernmost dead end track of the dungeon and decided against going into the rebuke the dead room.</p><p>* Caltrop hall fight was the highlight of the session. I had one of the two goblins go and get the other 3 from the archery room next door to reinforce. Party gained enough xp to get to level 2 as a result of that fight. As a DM, I learned a thing or two about cover and the power of dynamic terrain to make a combat more interesting.</p><p>* Triggered both dragon fountains, even though they were positive the second was a trap.</p><p>* Had no problem with the bloated one</p><p>* My genius party had no thief and no one with lock picks, so they were unable to get into Calcryx's room, but had a great conversation with her from the hallway. Calcryx kept baiting them to come in as she could smell the treasure on them. In the end they decided against breaking the door down and fighting her.</p><p>* Fight against Durnn the Hobgoblin started off very good for the party and then had a very dramatic turn. First I crit against the Barbarian (who had decided not to rage) and came within 2 HP of killing him outright (thanks to the Martial advantage feature). That was immediately followed up with the goblin criting on the Paladin with Inflict Wounds, killing him outright and leaving only the bard and the warlock. It looked like a potential TPK until the next turn the bard popped off a perfect thunder wave and took out the remaining 4 enemies.</p><p>* We finished with the party in the tower near the hole down to the grove level. They are still at 2nd level, and deciding whether to go back for Calcryx now that they have a key. Player who lost the Paladin introduced his back-up, a halfling thief who has been following the party and was also sent by the Zhentarim.</p><p></p><p>I think the party is going to need a long rest before they push on and I'm thinking that if they leave the Citadel that when they come back the Kobolds will have taken over the top level but Calcryx will have escaped them again and will have gone down to the Grove with her treasure. May have some additional undead roaming the first level as well.</p><p></p><p>Thanks to everyone who gave their thoughts and advice!</p></blockquote><p></p>
[QUOTE="OB1, post: 7096377, member: 6796241"] So we had our first session with this yesterday. We went five and a half hours and finished after the Hobgoblin boss in the first level. Was a great first session, everyone loved the dungeon and the party had a healthy level of respect for the challenge level. A few thoughts. Note that we ran exclusively in theatre of the mind. * Started them at the edge of ravine and fed them the info from Oakhurst. Surprised them, but I think ended up saving at least an hour of play time and ultimately allowed us to get to the end of level 1. * Gave them a 3 day time limit. Backstory is that they all either owe a favor or are looking for a favor from the Zhentarim, and were sent to Oakhurst from Neverwinter to acquire the golden apple by any means necessary. If they do not return with it in a week, they will be considered to have run out on the Zhentarim. In practical terms, this means that they will not be able to use the same characters from this module in future TftYP modules. * Used the dynamic DC variant for Passive Checks (-9 from the DC and roll 20) and it worked great. * Party befriend Meepo and the Kobolds, promised to bring Calcryx back, but did not take Meepo with them into Goblin territory. * Party never followed the southernmost dead end track of the dungeon and decided against going into the rebuke the dead room. * Caltrop hall fight was the highlight of the session. I had one of the two goblins go and get the other 3 from the archery room next door to reinforce. Party gained enough xp to get to level 2 as a result of that fight. As a DM, I learned a thing or two about cover and the power of dynamic terrain to make a combat more interesting. * Triggered both dragon fountains, even though they were positive the second was a trap. * Had no problem with the bloated one * My genius party had no thief and no one with lock picks, so they were unable to get into Calcryx's room, but had a great conversation with her from the hallway. Calcryx kept baiting them to come in as she could smell the treasure on them. In the end they decided against breaking the door down and fighting her. * Fight against Durnn the Hobgoblin started off very good for the party and then had a very dramatic turn. First I crit against the Barbarian (who had decided not to rage) and came within 2 HP of killing him outright (thanks to the Martial advantage feature). That was immediately followed up with the goblin criting on the Paladin with Inflict Wounds, killing him outright and leaving only the bard and the warlock. It looked like a potential TPK until the next turn the bard popped off a perfect thunder wave and took out the remaining 4 enemies. * We finished with the party in the tower near the hole down to the grove level. They are still at 2nd level, and deciding whether to go back for Calcryx now that they have a key. Player who lost the Paladin introduced his back-up, a halfling thief who has been following the party and was also sent by the Zhentarim. I think the party is going to need a long rest before they push on and I'm thinking that if they leave the Citadel that when they come back the Kobolds will have taken over the top level but Calcryx will have escaped them again and will have gone down to the Grove with her treasure. May have some additional undead roaming the first level as well. Thanks to everyone who gave their thoughts and advice! [/QUOTE]
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