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Tips on running Megadungeons in 4e
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<blockquote data-quote="S'mon" data-source="post: 6072737" data-attributes="member: 463"><p>Yes, I've frequently experienced that problem with WotC designed dungeons. I was using a modified Dungeon Delve #12 last Monday, and the PCs triggered three encounters worth of Yuan-Ti all at the same time. Since the Yuan-Ti are 13th-14th level and the 6 PCs are 10th it was a bit of a slog; though not too deadly as the group had two leaders/healers.</p><p></p><p>I think the solution is to embrace the natural dynamic and run lairs designed to function as a single encounter; if the PCs do manage to wipe out half the lair without alerting the other half, well good for them, but that should not be the default.</p></blockquote><p></p>
[QUOTE="S'mon, post: 6072737, member: 463"] Yes, I've frequently experienced that problem with WotC designed dungeons. I was using a modified Dungeon Delve #12 last Monday, and the PCs triggered three encounters worth of Yuan-Ti all at the same time. Since the Yuan-Ti are 13th-14th level and the 6 PCs are 10th it was a bit of a slog; though not too deadly as the group had two leaders/healers. I think the solution is to embrace the natural dynamic and run lairs designed to function as a single encounter; if the PCs do manage to wipe out half the lair without alerting the other half, well good for them, but that should not be the default. [/QUOTE]
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