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Anyone Got Dead in Thay?

Started by One Horse Town, May 07, 2014, 02:09:17 PM

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Saplatt

Quote from: Bobloblah;748219Can it stand alone from the previous module?

Absolutely. There's a summary of what happened in the prequel, and PCs from that adventure can continue in this one, but that kind of character continuity isn't necessary. In fact, it would be almost impossible to restrict it to those particular characters since this adventure is designed to challenge as many as 24 PCs. (up to 4 groups of six)

Mistwell

There are some updates to the rules apparently in Dead in Thay.  For example, it includes these new spells: Acid Splash, Calm Emotions, Conjure Animals, Counterspell, Detect Thoughts, Eldritch Blast, Jump, Misty Step, and Misdirection.

Saplatt

Quote from: Mistwell;748321There are some updates to the rules apparently in Dead in Thay.  For example, it includes these new spells: Acid Splash, Calm Emotions, Conjure Animals, Counterspell, Detect Thoughts, Eldritch Blast, Jump, Misty Step, and Misdirection.

Yup, but for some reason, they didn't make it into the spell index.

Also, "Misty Step" requires a "bonus action." Is this supposed to be the same as a "swift spell"?

Kravell

Quote from: Saplatt;748348Yup, but for some reason, they didn't make it into the spell index.

Also, "Misty Step" requires a "bonus action." Is this supposed to be the same as a "swift spell"?

Thanks for the rule info everyone.

Misty Step is a paladin spell for Oath of Vengeance. Listed as a swift to cast.

Saplatt

Additional spells are, as far as I can tell:

Acid Splash (Cantrip), Aura of Purity (4), Bestow Curse (1), Branding Smite (2), Calm Emotion (2), Conjure Animals (3), Counterspell (3), Darkvision (2), Detect Thoughts (2), Eldritch Blast (Cantrip), Enlarge (1), Jump (1), Misdirection (use minor illusion) and Misty Step (2).

Saplatt

The adventure also includes 10 level 6 pre-generated characters. Nice feature is that the known spells for the spellcaster types are reproduced as part of the character sheets so the players won't have to reference the general spell list.

Each of them has a single potion of healing. Other than that, no starting magic items.

Haffrung

 

One Horse Town

Yeah, don't think it's for me. Thanks for the run-down Saplatt.

Kravell

I picked this up and I'm glad I did. It is a megadungeon with various zones where  wizards make weird magic. Golems, perytons, undead etc. Special glyph keys unlock teleportation to other rooms and terrain and traps factor in. Looks like a great dungeon crawl with a very active environment. The dungeon has an alert level, to track how NPCs react. NPCs may fight NPCs. And the DM is encouraged to track how the PCs stomping through the dungeon changes things if they retreat and return. Looks well thought out.

Saplatt

On the downside, there certainly are some railroad aspects to it, especially the start, and it is going to be a challenge to run more than one group through this for multiple sessions.

Kravell

Quote from: Saplatt;749828On the downside, there certainly are some railroad aspects to it, especially the start, and it is going to be a challenge to run more than one group through this for multiple sessions.

I am going to run it for a higher level party and pull out the NPCs. Let the PCs plane shift and cast teleport circle themselves.