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#7 |
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Join Date: Sep 2006
Location: Luxembourg
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The PDF say "once per visit", but not my paper version (first run).
I ran the dungeon a few time, the Peshkali can be a deadly fight with players not too Gurps-savvy and depending on the party composition you may want to tone it down, but the Rune hallway never killed anyone (although it came close once). Although twice players ignored the very obvious (emphasis in the text, even !) trap and walked straight in after I described the evil-looking bright runes lining the passages... pain is a great teacher, however, they were more cautious after, which certainly help in the next room - a nice bit of scenario design there !) For relatively inexperienced players, I allowed the runes to be disarmed using whatever clever idea they came with, especially when the group they made choosing pregens didn't have any way to boost HT or MR, and they only had a hired cleric NPC with them. Last edited by Celjabba; 05-04-2023 at 09:10 PM. |
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