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PostPosted: Sat Oct 01, 2005 11:31 am 
Ill-Fated Peasant

Joined: Sat Oct 01, 2005 11:26 am
Posts: 4
Location: minneapolis
I am running the players with the pregen characters in as close to tournament style as possible.

I could not see anything that prevents or prohibits resting.
After the hellwasp swarms, the party has expended most of thier spells and wants to rest. Any reason why they shouldn't?

Also, I was a little bit confused on how to run the rotating room... My party typically holds a door open and checks for traps immediately inside each room. As far as I can tell, the Allips should have bolted for the door before the party even enters... eliminating a good portion of the challenge... though one player was hypnotized by the babble as allips flew past. Was I missing something? The room was written as if the party all steps into the room and closes the door behind them before anything kicks into action.

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PostPosted: Sun Oct 02, 2005 1:01 pm 
Cold-Hearted Immortal

Joined: Sun Dec 01, 2002 12:41 pm
Posts: 2701
Location: San Jose, CA
Hmm, did we not mention the "no resting" rule in the printed module? In the tournament, resting was not allowed. The dungeon is such an overwhelmingly evil place, permeated by such negative energies, that no one can sleep soundly there. Any attempt to rest is disrupted as the character constantly awakens in fits and starts, gaining no benefits from his sleep or meditation.

The Free Materials of the GG web site has a bunch of downloads for the tournament rules, which may contain the no resting rule (I can't remember).

The challenge in this room is the traps, not the allips. When I played the module, the allips escaped after a few rounds, too. Once 200 pounds of pressure is applied to the pressure plates -- regardless of whether one of the doors is propped open or not -- the room starts to spin, and then the traps kick in as the PCs try to get out.

If you have a very thorough, methodical party, they might find all the traps and get out okay. It depends on your group. But if they only trigger one or two traps here... and one or two traps there... then by the time they get to Chalychia's lair, with no resting, they're so depleted of resources that they're practically goners.

Joseph Goodman
Goodman Games

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PostPosted: Wed Dec 14, 2016 4:42 am 
Hard-Bitten Adventurer

Joined: Sun Jan 24, 2016 5:23 am
Posts: 168
FLGS: trig
If you have a thorough, methodical party you can scare them into the room by having a big (bunch of) evil monsters come up from behind. Most parties in that situation would rush in and close the door behind them. This may also be achieve by sounds, too, as opposed to actual monsters.

My players are currently around 9th level and I am doing what I can to prevent resting, even telling the party so. Spellcasters are now much more calculating in their efforts.


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