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Jasper runs Tomb of Annihilation. season 7
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<blockquote data-quote="jasper" data-source="post: 7419735" data-attributes="member: 277"><p>I ran Fester and Burn 07-06 Friday night. The set up is okay. Especially when one or more players want to rescue the bar owner. I could have done a better job on the final battle about the auto collapse. I suggest the dm make some changes. I gave the group 2 rounds instead of 1 to grab the prisoners before fleeing.</p><p>....</p><p>Rotting Roots 07-07 reads like it going to be a fun house dungeon. BUT this is only if players buy in. I had a player argue with me for a few minutes about not going into the barrels and "gee is this dungeon where you take damage before you begin". Then he stated he could cast fly on himself and another pc. He did not take well when I mention he could have said that in the beginning instead griping about the set up.</p><p>The same player did not want to fight the beholder zombies and talked the group into sneaking around them. All but 1 pc roll high on stealth. </p><p>The group had good luck on the bridge and did not break it.</p><p>I drew out and expanded the map in Part 4. I also had everyone roll initiative before going in. I moved the quick sand deeper into the lair and let the pcs attempt to jump it. And had the swamp be the stomach. Since I had drew out and changed the map, I extended the time to escape the monster. Since I had one KIA and the problem player was telling everyone a big dino was coming as soon as they escaped the stomach, I dropped the fight with Big ONE. </p><p>.......</p><p>Sunday I ran Cellar of Death DDHC-TOA-4</p><p>Two small problems. Three of us (at least) had already played through the mod. Second only 2 people wanted to play level one pcs. I had 2 first, 1 third, and the rest fourth. On most of encounters with skeletons and ghouls, I added one extra undead until I matched the party or had 1 more than the party. On rooms 6 and 7 I had the blood pour out in the hallway. I also changed the affect. If they failed a DC 13 con save they had disadvantage on Con saves for the rest of the mod. If they saved they gain 5 temp hit points. I also set an alarm to go off 2 hours after they entered the dungeon. The group was fighting the Flesh Golem when it sounded. And some of them still wanted to fight it. But they retreated. And went to the To the treasure room. </p><p>Rats forgot to them about all the treasure need to correct that.</p></blockquote><p></p>
[QUOTE="jasper, post: 7419735, member: 277"] I ran Fester and Burn 07-06 Friday night. The set up is okay. Especially when one or more players want to rescue the bar owner. I could have done a better job on the final battle about the auto collapse. I suggest the dm make some changes. I gave the group 2 rounds instead of 1 to grab the prisoners before fleeing. .... Rotting Roots 07-07 reads like it going to be a fun house dungeon. BUT this is only if players buy in. I had a player argue with me for a few minutes about not going into the barrels and "gee is this dungeon where you take damage before you begin". Then he stated he could cast fly on himself and another pc. He did not take well when I mention he could have said that in the beginning instead griping about the set up. The same player did not want to fight the beholder zombies and talked the group into sneaking around them. All but 1 pc roll high on stealth. The group had good luck on the bridge and did not break it. I drew out and expanded the map in Part 4. I also had everyone roll initiative before going in. I moved the quick sand deeper into the lair and let the pcs attempt to jump it. And had the swamp be the stomach. Since I had drew out and changed the map, I extended the time to escape the monster. Since I had one KIA and the problem player was telling everyone a big dino was coming as soon as they escaped the stomach, I dropped the fight with Big ONE. ....... Sunday I ran Cellar of Death DDHC-TOA-4 Two small problems. Three of us (at least) had already played through the mod. Second only 2 people wanted to play level one pcs. I had 2 first, 1 third, and the rest fourth. On most of encounters with skeletons and ghouls, I added one extra undead until I matched the party or had 1 more than the party. On rooms 6 and 7 I had the blood pour out in the hallway. I also changed the affect. If they failed a DC 13 con save they had disadvantage on Con saves for the rest of the mod. If they saved they gain 5 temp hit points. I also set an alarm to go off 2 hours after they entered the dungeon. The group was fighting the Flesh Golem when it sounded. And some of them still wanted to fight it. But they retreated. And went to the To the treasure room. Rats forgot to them about all the treasure need to correct that. [/QUOTE]
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