Dead Parties Tell No Tales

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Dead Parties Tell No Tales

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When reading about Didarious’ Tomb, I realized that this was Old School D&D: a dungeon with inventive traps and a lot of opportunity for a heads-down party to get into trouble. Sometimes this party has a habit of hacking first and asking questions later, so I was concerned that brash behavior would be naturally punished. I made a comment on Twitter denying responsibility for a TPK (total party kill), which the group took to heart: they spent the better part of the trip into the Serpent Hills discussing a strategy for taking or killing the dwarf they were seeking as if they expected him to be dug in with an army at the head of the trail.

Reading ahead, I like this segment because of it’s throwback qualities. A lot of Hoard and the initial parts of Rise have focused heavily on story and roleplaying, which is to be expected when you’re talking about a campaign that stretches over two modules. There’s not been a lot of areas designed — sorry, engineered — in the traditional “dungeon” fashion that older D&D players remember as the hallmark of almost every D&D game. This tomb isn’t just a hole in the wall; it has purpose, whatever that purpose may be, and it’s designed to showcase that. It’s a challenge to run, though, because to do such a design justice requires a good description, and I hope I’m able to do a good job of it.