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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="BlueBlackRed" data-source="post: 2694626" data-attributes="member: 24239"><p>Thanks for the creature. I definitely like the honorable undead knight kind of thing. Though it probably won't make it into the region until the final fight. Makes for a more dramatic ending.</p><p></p><p>As for removing Death Ward simply because they're using it or punishing them because they're using it leaves a bad taste in my mouth.</p><p></p><p>Now punishing them for relying on it is another thing. Dispel Magics and spells that get around Death Ward at key points is what I will have when dealing with the party.</p><p></p><p>Never punish players for being clever, but freely punish them for thinking they are too clever and getting lazy because of it.</p><p></p><p>In the final fight, the undead waves from the world eater will have a chance to blast away any protection the party may have (Death Wards, Protection from X, Antimagic Shell, etc.). I just have to pick the appropriate DC.</p><p></p><p>Yes Death Ward can shut down big chunks of region N, but without it, the party would have died long ago.</p><p>I'm interested to hear how parties with only one cleric are dealing with N.</p></blockquote><p></p>
[QUOTE="BlueBlackRed, post: 2694626, member: 24239"] Thanks for the creature. I definitely like the honorable undead knight kind of thing. Though it probably won't make it into the region until the final fight. Makes for a more dramatic ending. As for removing Death Ward simply because they're using it or punishing them because they're using it leaves a bad taste in my mouth. Now punishing them for relying on it is another thing. Dispel Magics and spells that get around Death Ward at key points is what I will have when dealing with the party. Never punish players for being clever, but freely punish them for thinking they are too clever and getting lazy because of it. In the final fight, the undead waves from the world eater will have a chance to blast away any protection the party may have (Death Wards, Protection from X, Antimagic Shell, etc.). I just have to pick the appropriate DC. Yes Death Ward can shut down big chunks of region N, but without it, the party would have died long ago. I'm interested to hear how parties with only one cleric are dealing with N. [/QUOTE]
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