The demon in the entrance's obelisk being widespread knowledge is due to PuffinForest making a video telling how he once DMed an AL table where the party freakin released it (without knowing about it).
Our group only got to level 9 by the end. Our DM used xp for leveling and pushed us to be very careful and creative. I’d definitely recommend that kind of level progression to others.
@@nickcain8322 still going! They're about to fight Tinder in the next couple sessions. Right now, they attacked Artus Cimber, got the Ring of Winter, but are now about to be TPK'd by the frost giant and zombies that were trailing him...
I made Withers an Archimage with 4 stone golens chained between them (2 and 2). The archimage sheet of the monster manual is a good challenge and combined with the golens charging and trying to take the PCs down made a very nice encounter. Wither interacted a lot with the party as a "host" of the tomb using illusion spell's.
Hey dude, some great advice in here, I have to say I’d skimmed the black opal crown so need to think on how OP it is Just a note on level 5 on roll20, the gears are a rollable table that let you switch the position of the gears :)
My players were level 9 to 11 in this Interesting dungeon. Level 3 with the beholder was a lot of fun, one of my players got killed by one of his purple fungus eye blasts, I disagree re the the 10 crystals to get in I thought it was an interesting challenge, my players sort of got stuck in the rotating corridor trap but somehow managed to get out. Level 4 the room with the 64 terracotta warriors trap which they triggered very easily which I thought they were never going to get out they did without too much effort. But the putting of 64 monsters on the map was very intimidating and a real cliff hanger set up for the next game they were to fight them. Level 5 I made the gears of hate cog rooms out of paper and cut them out to rotate them. It made it relatively easy for them to understand the logic of the rooms. Level 6 The hags and the the door symbol tasks were a waste of time as my players were dungeon fatigued by then and wish I had cut them. I agree the atropal was a bit too weak and wish I had put more minions in, as the players could handle the challenge. I think the players really enjoyed the final fight with Acererak though, an epic final boss level
The thing with rooms for 47 is there is a hint just not in the room. The hints that Acererak leaves tells you to "Dine or drown." That's pretty clear to me. Even if they don't read it they should be able to tell what to do based on the fact that there is nothing in the room except snails and oysters, both of which are edible. The one I instead would have problem with is the air room as you have much less time (in game) to figure out what to do and you have to think that there is air inside the bones.
The demon in the entrance's obelisk being widespread knowledge is due to PuffinForest making a video telling how he once DMed an AL table where the party freakin released it (without knowing about it).
Our group only got to level 9 by the end. Our DM used xp for leveling and pushed us to be very careful and creative. I’d definitely recommend that kind of level progression to others.
I like the video a very good overview of the dungeon, I'm looking forward to run it.
Great advice! Running this for my son and his friends and I really think they're going to have a blast.
How'd it go?
@@nickcain8322 still going! They're about to fight Tinder in the next couple sessions. Right now, they attacked Artus Cimber, got the Ring of Winter, but are now about to be TPK'd by the frost giant and zombies that were trailing him...
@@pmgmsd Sounds awesome! Hope to get my kids into it someday as well.
I made Withers an Archimage with 4 stone golens chained between them (2 and 2). The archimage sheet of the monster manual is a good challenge and combined with the golens charging and trying to take the PCs down made a very nice encounter.
Wither interacted a lot with the party as a "host" of the tomb using illusion spell's.
Hey dude, some great advice in here, I have to say I’d skimmed the black opal crown so need to think on how OP it is
Just a note on level 5 on roll20, the gears are a rollable table that let you switch the position of the gears :)
My players were level 9 to 11 in this Interesting dungeon. Level 3 with the beholder was a lot of fun, one of my players got killed by one of his purple fungus eye blasts, I disagree re the the 10 crystals to get in I thought it was an interesting challenge, my players sort of got stuck in the rotating corridor trap but somehow managed to get out. Level 4 the room with the 64 terracotta warriors trap which they triggered very easily which I thought they were never going to get out they did without too much effort. But the putting of 64 monsters on the map was very intimidating and a real cliff hanger set up for the next game they were to fight them. Level 5 I made the gears of hate cog rooms out of paper and cut them out to rotate them. It made it relatively easy for them to understand the logic of the rooms. Level 6 The hags and the the door symbol tasks were a waste of time as my players were dungeon fatigued by then and wish I had cut them. I agree the atropal was a bit too weak and wish I had put more minions in, as the players could handle the challenge. I think the players really enjoyed the final fight with Acererak though, an epic final boss level
This is selfish of me, but do you have any advice for running the rest of the campaign? Exploring Chult, the hex crawl, etc?
The thing with rooms for 47 is there is a hint just not in the room. The hints that Acererak leaves tells you to "Dine or drown." That's pretty clear to me.
Even if they don't read it they should be able to tell what to do based on the fact that there is nothing in the room except snails and oysters, both of which are edible.
The one I instead would have problem with is the air room as you have much less time (in game) to figure out what to do and you have to think that there is air inside the bones.
Damn, that first trap is rough... i like it... A LOT
Your party was far too high level to be just entering the Tomb. You made a lot of work for yourself.
I usually do 😬