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<blockquote data-quote="twofalls" data-source="post: 1779317" data-attributes="member: 23718"><p><strong>Another Idea</strong></p><p></p><p>For those of you worried about survivability in Region A, I have another idea that I used in my game. I changed A22 - A23 a bit.</p><p></p><p>In A22 I placed 4 orcs with the Ogre and then made the waters heal 1d4pts of damage per day if someone drinks from them. Naturally I made the magic not work outside the room to avoid endless minor Potions of Healing from being taken from it. The PC's secured the room at night by tying a rope to the handle of the doors between A22 and A23. I further hid 4 cure mod potions in secret compartments within the walls, each resting upon a small silver platter engraved with the holy emblem of the sun with an eye above it. This saved them when they hit room 103 later.</p><p></p><p>I loved the theme from A23 and in my game when the players entered they found themselves in an arboreal forest. After searching they found a delirious orc who was dying from wounds and an infection caused by severe Lemure wounds. It was delirious and feverish, dreaming about its home as it was dying, thus the scenery. They healed it and then when it became aware the illusion faded, unable to communicate with it the orc fled from them into room A22... thus reinforcing the orcs already there. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Room A25 lost the silence but instead was a level up room with a softly glowing sphere in the center of the room. When good or neutral characters approached and supplicated the gods with a simple prayer they were enveloped in a warm glow and were healed as well as leveled. When the one evil player approached the room grew dim and the glob took on a dangerous grey cast. Thunder rolled and the character was infused with energy... he wasn't healed but he leveled and walked away pale and with steam rising from him as the globe regained its usual color.</p><p></p><p>The group used A22 as their base of operations for exploring the entire level. 1d4 might not sound like a lot, but being able to sip both before and after resting makes that 2d4, and for low level characters that’s huge.</p></blockquote><p></p>
[QUOTE="twofalls, post: 1779317, member: 23718"] [b]Another Idea[/b] For those of you worried about survivability in Region A, I have another idea that I used in my game. I changed A22 - A23 a bit. In A22 I placed 4 orcs with the Ogre and then made the waters heal 1d4pts of damage per day if someone drinks from them. Naturally I made the magic not work outside the room to avoid endless minor Potions of Healing from being taken from it. The PC's secured the room at night by tying a rope to the handle of the doors between A22 and A23. I further hid 4 cure mod potions in secret compartments within the walls, each resting upon a small silver platter engraved with the holy emblem of the sun with an eye above it. This saved them when they hit room 103 later. I loved the theme from A23 and in my game when the players entered they found themselves in an arboreal forest. After searching they found a delirious orc who was dying from wounds and an infection caused by severe Lemure wounds. It was delirious and feverish, dreaming about its home as it was dying, thus the scenery. They healed it and then when it became aware the illusion faded, unable to communicate with it the orc fled from them into room A22... thus reinforcing the orcs already there. :) Room A25 lost the silence but instead was a level up room with a softly glowing sphere in the center of the room. When good or neutral characters approached and supplicated the gods with a simple prayer they were enveloped in a warm glow and were healed as well as leveled. When the one evil player approached the room grew dim and the glob took on a dangerous grey cast. Thunder rolled and the character was infused with energy... he wasn't healed but he leveled and walked away pale and with steam rising from him as the globe regained its usual color. The group used A22 as their base of operations for exploring the entire level. 1d4 might not sound like a lot, but being able to sip both before and after resting makes that 2d4, and for low level characters that’s huge. [/QUOTE]
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