I tip my hat! Way to get the old fashion feel! Just too coooool!
![Very Happy :D](./images/smilies/icon_biggrin.gif)
Keep it comin'!!
John
Moderators: DJ LaBoss, finarvyn, Harley Stroh
Okay.JediOre wrote:I would have the efreeti publicly escape from White Plume Mountian and fly away. The gnomes could see it and relate it to the PCs. Perhaps the efreeti's escape could cause a rough tremor and a lava discharge. The gnomes would want to stop the recovery efferts until they feel the tunnels are safe again.
This would allow your party a few weeks to hunt down the villian and segue into DCC #19. If the players want to ignore the efreeti and try to keep the gnomes on task, having all the fires begin to point towards the escape path the following night would be a great reason to pursue the efreeti.
That is a good idea, even if I don't know much about #19.Warduke wrote:(gotta a lotta love for white plume mountain. anybody stat out the original dracolich?)
Dragotha?GnomeBoy wrote:That is a good idea, even if I don't know much about #19.Warduke wrote:(gotta a lotta love for white plume mountain. anybody stat out the original dracolich?)
I, too, have warm feelings for WPM.![]()
zzz, hunh! wha-! Dracolich?! what? where?
Well, I don't have clip art of a Klaklin, but I did modify a Chuul from WotC's Monster Manual to make counters for my game:CharlieRock wrote:Anyone have a clipart of a Klakton? I'll just use these backgammon chips. There's a handout the team can oogle if they need to see a Klakton.
This is great, and how fortunate the timing that you would be getting ready (and reading the forums) when I am getting ready.None the Wiser wrote:Well, I don't have clip art of a Klaklin, but I did modify a Chuul from WotC's Monster Manual to make counters for my game:CharlieRock wrote:Anyone have a clipart of a Klakton? I'll just use these backgammon chips. There's a handout the team can oogle if they need to see a Klakton.
That one got my team's Paladin. Luckily for him he had protection from fire and took literally no damage. His pack though ... (and he was the primary mule for the team with 20+ Str) ...None the Wiser wrote:The highlight of the game so far was when the Scout failed his will save on the Compusion Trap in area 1-11 and took a lava bath! The rest of the party rolled initiative to see if they could attempt to restrain him, but failed!![]()
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He dropped within one HP of certain death - by far the most entertaining moment (for me).
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I don't recall the trap right offhand (somebody probably just skipped it or made the save). I loved the weapon-chomping floating skulls. The look on the groups face as they watched these things swarming around biting off peoples weapons. It was priceless.None the Wiser wrote:I just had to report on last weekend's session when the Scout failed his Search Check and his Will Save and fell under the Compulsion Trap near Bezentaine's Tomb to KILL ALL LIVING CREATURES neaby! I got to spend the rest of the evening watching the PC's try to subdue the Scout without killing him. The Scout ALMOST killed the Wizard before they took him down.![]()
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Now the PCs will probably have to go back to Zan Tarkhaal to see if there is a Dwarven Wizard on hand who is a high enough level to cast Break Enchantment (which of course won't happen unless the party makes a SIZEABLE donation to the magic school there).I must admit this module has the most fun traps to run (at least from a DM's point of view). But the players had fun too - getting to lay down the smack on each other for a change.