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<blockquote data-quote="Richards" data-source="post: 6078771" data-attributes="member: 508"><p><strong>ADVENTURE 51 - BEYOND THE LIGHT OF REASON</strong></p><p></p><p>PC Roster: <p style="margin-left: 20px">Cal Trop, human cleric of Kord</p> <p style="margin-left: 20px"> Chalkan, half-elf ranger/cleric of Corellon Larethian/sorcerer/arcane archer</p> <p style="margin-left: 20px"> Feron Dru, half-elf druid</p> <p style="margin-left: 20px"> Telgrane, human conjurer</p><p></p><p>"Beyond the Light of Reason" was an adventure from <em>Dungeon</em> issue #96. It was written by Caine Chandler for a group of 13th level PCs, and I wanted to use it while it was still level-appropriate for my group.</p><p></p><p>I don't think I changed much in the way of the adventure itself. I did come up with a new innovation to my geomorphs for the adventure, though. I created each room on the back of a 1-inch gridded sheet of paper from a used desk calendar, as I had often done before. However, I was suddenly struck by the notion (something that had never occurred to me before) that I could overlap these sheets of paper as necessary. So I'd draw up one chamber with solid walls, and I'd draw up the adjoining room, which was accessible via a secret door, such that the second room overlapped the first, with the same chunk of wall but this time with the secret door shown. (After all, they'd only see the second room if they'd already discovered the secret door in the first place.) I also added a bit of color; most of my previous geomorphs used a thick black Sharpie for the outer walls and a thin black Sharpie (or black ink pen) for interior details. This adventure mostly took place in an underground series of natural caverns, with a subterranean stream winding through it. I used a blue Sharpie (purchased for this very reason) to show where the stream and its multiple branches ran. This has now become my default geomorph procedure.</p><p></p><p>My notes show that the above four PCs were sent through this adventure, although I recall that this happened on the way back from Moradin's Forge. I seem to recall Logan and I came up with an "important holy day at the Temple of Hieroneous" excuse for binking Akari out and Telgrane in in his place, but I don't recall how we got Chalkan in and Galrich and Aerik (and Fang?) out. I know Jacob had once again realized that Slayer was getting to be the highest-level PC in the group and Chalkan was similarly lagging far behind. I do recall that Dan had stated he was going to create a one-shot <em>word of recall</em> device that would allow Aerik to return to Guild Headquarters in place of a Guild ring, so maybe that was activated? I'm sorry, I no longer recall the specifics.</p><p></p><p>In any case, as is my tradition when it comes to published adventures, I'm not going to write this up in Story Hour fashion. You may take comfort in the fact that the next 17 adventures in a row are all ones that I wrote myself, so those will be all done up in a fiction style. (And that will take us all the way to adventure #68, at the time of this writing the most recent - but certainly not the last - adventure in this campaign.)</p><p></p><p>However, I would be remiss if I failed to mention a cool thing that Telgrane pulled off in this adventure. (Well, it was cool from his perspective, in any case.) One part of the cavern complex was dominated by a fairly large band of grimlocks. There were normal grimlocks, grimlocks with barbarian levels, and noncombative women and children. I had made great pains to differentiate between them when I made my tokens for this adventure, using one image for the standard grimlocks, a different one for the barbarians, an image-reversed version of the "standard" grimlock for the women of the tribe, a scaled-down version for the children, and so on. Each had a number in the corner so I could tell the difference between them on my "monster-stats" sheet.</p><p></p><p>And then Telgrane cast a <em>cloudkill</em> spell in the cavern, which the adventure even specified went downhill toward the back, and from which which there was no other exit. He wiped out a good 95% of my grimlock force with that one spell. All that monster token work for nothing!</p></blockquote><p></p>
[QUOTE="Richards, post: 6078771, member: 508"] [b]ADVENTURE 51 - BEYOND THE LIGHT OF REASON[/b] PC Roster: [INDENT]Cal Trop, human cleric of Kord Chalkan, half-elf ranger/cleric of Corellon Larethian/sorcerer/arcane archer Feron Dru, half-elf druid Telgrane, human conjurer[/INDENT] "Beyond the Light of Reason" was an adventure from [i]Dungeon[/i] issue #96. It was written by Caine Chandler for a group of 13th level PCs, and I wanted to use it while it was still level-appropriate for my group. I don't think I changed much in the way of the adventure itself. I did come up with a new innovation to my geomorphs for the adventure, though. I created each room on the back of a 1-inch gridded sheet of paper from a used desk calendar, as I had often done before. However, I was suddenly struck by the notion (something that had never occurred to me before) that I could overlap these sheets of paper as necessary. So I'd draw up one chamber with solid walls, and I'd draw up the adjoining room, which was accessible via a secret door, such that the second room overlapped the first, with the same chunk of wall but this time with the secret door shown. (After all, they'd only see the second room if they'd already discovered the secret door in the first place.) I also added a bit of color; most of my previous geomorphs used a thick black Sharpie for the outer walls and a thin black Sharpie (or black ink pen) for interior details. This adventure mostly took place in an underground series of natural caverns, with a subterranean stream winding through it. I used a blue Sharpie (purchased for this very reason) to show where the stream and its multiple branches ran. This has now become my default geomorph procedure. My notes show that the above four PCs were sent through this adventure, although I recall that this happened on the way back from Moradin's Forge. I seem to recall Logan and I came up with an "important holy day at the Temple of Hieroneous" excuse for binking Akari out and Telgrane in in his place, but I don't recall how we got Chalkan in and Galrich and Aerik (and Fang?) out. I know Jacob had once again realized that Slayer was getting to be the highest-level PC in the group and Chalkan was similarly lagging far behind. I do recall that Dan had stated he was going to create a one-shot [i]word of recall[/i] device that would allow Aerik to return to Guild Headquarters in place of a Guild ring, so maybe that was activated? I'm sorry, I no longer recall the specifics. In any case, as is my tradition when it comes to published adventures, I'm not going to write this up in Story Hour fashion. You may take comfort in the fact that the next 17 adventures in a row are all ones that I wrote myself, so those will be all done up in a fiction style. (And that will take us all the way to adventure #68, at the time of this writing the most recent - but certainly not the last - adventure in this campaign.) However, I would be remiss if I failed to mention a cool thing that Telgrane pulled off in this adventure. (Well, it was cool from his perspective, in any case.) One part of the cavern complex was dominated by a fairly large band of grimlocks. There were normal grimlocks, grimlocks with barbarian levels, and noncombative women and children. I had made great pains to differentiate between them when I made my tokens for this adventure, using one image for the standard grimlocks, a different one for the barbarians, an image-reversed version of the "standard" grimlock for the women of the tribe, a scaled-down version for the children, and so on. Each had a number in the corner so I could tell the difference between them on my "monster-stats" sheet. And then Telgrane cast a [i]cloudkill[/i] spell in the cavern, which the adventure even specified went downhill toward the back, and from which which there was no other exit. He wiped out a good 95% of my grimlock force with that one spell. All that monster token work for nothing! [/QUOTE]
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