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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="erucsbo" data-source="post: 4722429" data-attributes="member: 40110"><p><strong>shaking the house</strong></p><p></p><p></p><p> </p><p>Turning has now been tweaked.</p><p>I have removed the "fearless" condition.</p><p>A successful turn will hedge undead 60' away, causing them HP damage per cleric level until they get that far away, rather than fleeing. Undead that would have been destroyed are incapacitated for 10 rounds or until a negative energy wave hits, and then they start recovering from 0 HP.</p><p> </p><p>The character who drew the Void from the Deck of Many things is back after the party finally found his soul in one of the stone pillows in the Crypt of the Lustful, and rejoined his soul with his body.</p><p> </p><p>The party dealt with one of the fireball traps in one of the arches that couldn't be disabled by Wall of Stone across the top of the room. This means that the trap is now going off every round, and while it won't break the Wall of Stone, I've made it have other consequences ...</p><p> </p><p>The party had just entered room 51 (which I gave a description of having scenes of judgements of all the sins, Judge aspect of Death being paramount), when there was an earthquake and the ceiling fell in, blocking any further progress and trapping the NPC paladin on the other side (she was stealing the limelight from the party members - under directions from the party - but still I needed to stop the party relying on her). There was then another cavein at the entrance that the party had entered the tomb. Since all the other main entrances were still locked they are effectively sealed in ...</p><p> </p><p>Almost all of the players have seen the movie Pitch Black <img src="http://www.enworld.org/forum/images/smilies/devil.png"  class="smilie" loading="lazy" alt=":devil:" title="Devil    :devil:" data-shortname=":devil:" /></p></blockquote><p></p>
[QUOTE="erucsbo, post: 4722429, member: 40110"] [b]shaking the house[/b] Turning has now been tweaked. I have removed the "fearless" condition. A successful turn will hedge undead 60' away, causing them HP damage per cleric level until they get that far away, rather than fleeing. Undead that would have been destroyed are incapacitated for 10 rounds or until a negative energy wave hits, and then they start recovering from 0 HP. The character who drew the Void from the Deck of Many things is back after the party finally found his soul in one of the stone pillows in the Crypt of the Lustful, and rejoined his soul with his body. The party dealt with one of the fireball traps in one of the arches that couldn't be disabled by Wall of Stone across the top of the room. This means that the trap is now going off every round, and while it won't break the Wall of Stone, I've made it have other consequences ... The party had just entered room 51 (which I gave a description of having scenes of judgements of all the sins, Judge aspect of Death being paramount), when there was an earthquake and the ceiling fell in, blocking any further progress and trapping the NPC paladin on the other side (she was stealing the limelight from the party members - under directions from the party - but still I needed to stop the party relying on her). There was then another cavein at the entrance that the party had entered the tomb. Since all the other main entrances were still locked they are effectively sealed in ... Almost all of the players have seen the movie Pitch Black :devil: [/QUOTE]
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