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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="just__al" data-source="post: 2076660" data-attributes="member: 11068"><p><strong>Starting Idea...</strong></p><p></p><p>I just figured out how I'm going to introduce my players into the dungeon.</p><p></p><p>I'll tell them when they build their characters to equip themselves for a wilderness trip to a goblin lair. Then I'm going to have the following happen.</p><p></p><p>A rogue and his 2 companions will be fighting some feindish gnolls in region A (haven't decided the room yet) and his two companions have fallen to the gnolls and their poisoned blades. He's also been poisoned but he's still alive, he takes out his summon monster 2 scroll and attempts to summon monsters but botches his UMD. The players get summoned instead and the rogue looks all confused, upset and frightened, but points at the gnolls and says "get them" the party is compelled to comply and the next round if the gnolls haven't killed the rogue, the secondary damage from the poison takes him. The gnolls have used all their poison in the battle already so it's a mostly straight up fight. </p><p></p><p>This will allow them to jump right in and very quickly establish anything they summon will only remain under their controll for the duration of the spell and doesn't go back from where it came from. Especially since 3 rounds later, if the battle is still going, the compulsion vanishes but they don't. In fact, I'll actually tell them if the battle ends early, that they still feel like they should be fighting the gnolls for another round or two.</p></blockquote><p></p>
[QUOTE="just__al, post: 2076660, member: 11068"] [b]Starting Idea...[/b] I just figured out how I'm going to introduce my players into the dungeon. I'll tell them when they build their characters to equip themselves for a wilderness trip to a goblin lair. Then I'm going to have the following happen. A rogue and his 2 companions will be fighting some feindish gnolls in region A (haven't decided the room yet) and his two companions have fallen to the gnolls and their poisoned blades. He's also been poisoned but he's still alive, he takes out his summon monster 2 scroll and attempts to summon monsters but botches his UMD. The players get summoned instead and the rogue looks all confused, upset and frightened, but points at the gnolls and says "get them" the party is compelled to comply and the next round if the gnolls haven't killed the rogue, the secondary damage from the poison takes him. The gnolls have used all their poison in the battle already so it's a mostly straight up fight. This will allow them to jump right in and very quickly establish anything they summon will only remain under their controll for the duration of the spell and doesn't go back from where it came from. Especially since 3 rounds later, if the battle is still going, the compulsion vanishes but they don't. In fact, I'll actually tell them if the battle ends early, that they still feel like they should be fighting the gnolls for another round or two. [/QUOTE]
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