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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="erucsbo" data-source="post: 4532806" data-attributes="member: 40110"><p>How have you fond the monk?</p><p>One of my players (currently straight cleric) is thinking about a monk instead. - Especially considering that the party will be heading to N soon I'm worried about how effective they really will be (versus the cleric that will either become NPC or gone).</p><p> </p><p>Funny how the fights can turn out easier or tougher than planned. Swapping a major combatant from one side to the other can certainly turn a battle on its head.</p><p> </p><p>So you plan on having the party go for Tyrus after the World Eater? rather than the other way around?</p><p> </p><p>I had the part make it to the garrison in G - and have given them some goals to accomplish. First one was to find the Inevitable recharge room as that will allow the inevitables from the garrison in E to get back to full strength, freeing up some of the celestials in G so that they can help the party if required.</p><p> </p><p>First use of "Find the Path" spell has occurred and I allowed it because it gave me the opportunity to direct them where I wanted and overcome some of the frustration element. The only other "location" they know about that they might try and use the spell for is the chamber of the World Eater (they know how to get to Tyrus if they want to). Not quite sure how I'll handle that one yet.</p><p> </p><p>We actually had a full house last night - 9 players! Will be losing one (Sorcerer) after next session (moving interstate) and the rogue will follow a few sessions later (partner of the player moving interstate), but that will still leave us with 2 straight clerics, Mystic Theurge, Eldritch Knight, Fighter, Bard/Druid (don't ask) and Assassin (who has alignment shifted away from evil and will be following the Arcane Trickster path).</p><p> </p><p>They rescued the aquatic elves from the merrow, resisted the temptation of the intact cells, but did deviate from the Find the Path to check out the water spider mound and have found the lizardman. The water spider had broken the surface of the water and was approaching the party when we broke for the evening. Will be interesting to see if they go for the battle or retreat to the narrow passages (where it can't follow).</p><p> </p><p>Once they have completed that section I'll give them a level (up to 13th), allow for some restocking at the Garrison, and see if they want to tackle Tyrus or go straight for the tomb.</p></blockquote><p></p>
[QUOTE="erucsbo, post: 4532806, member: 40110"] How have you fond the monk? One of my players (currently straight cleric) is thinking about a monk instead. - Especially considering that the party will be heading to N soon I'm worried about how effective they really will be (versus the cleric that will either become NPC or gone). Funny how the fights can turn out easier or tougher than planned. Swapping a major combatant from one side to the other can certainly turn a battle on its head. So you plan on having the party go for Tyrus after the World Eater? rather than the other way around? I had the part make it to the garrison in G - and have given them some goals to accomplish. First one was to find the Inevitable recharge room as that will allow the inevitables from the garrison in E to get back to full strength, freeing up some of the celestials in G so that they can help the party if required. First use of "Find the Path" spell has occurred and I allowed it because it gave me the opportunity to direct them where I wanted and overcome some of the frustration element. The only other "location" they know about that they might try and use the spell for is the chamber of the World Eater (they know how to get to Tyrus if they want to). Not quite sure how I'll handle that one yet. We actually had a full house last night - 9 players! Will be losing one (Sorcerer) after next session (moving interstate) and the rogue will follow a few sessions later (partner of the player moving interstate), but that will still leave us with 2 straight clerics, Mystic Theurge, Eldritch Knight, Fighter, Bard/Druid (don't ask) and Assassin (who has alignment shifted away from evil and will be following the Arcane Trickster path). They rescued the aquatic elves from the merrow, resisted the temptation of the intact cells, but did deviate from the Find the Path to check out the water spider mound and have found the lizardman. The water spider had broken the surface of the water and was approaching the party when we broke for the evening. Will be interesting to see if they go for the battle or retreat to the narrow passages (where it can't follow). Once they have completed that section I'll give them a level (up to 13th), allow for some restocking at the Garrison, and see if they want to tackle Tyrus or go straight for the tomb. [/QUOTE]
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