Just wondering how many of us were close enough to NYC to go see the event? I went with two co-workers/DnD Group members and had a blast. 6 months ago I would have never thought of doing so but seeing a Dungeon Master of Matt Mercer's talent live was unbelievable. And since we were only promised an event that was supposed to end at 7pm but lasted well past 9, we got our money's worth...
Thats because matt made numerous errors that led to the tpk.
All people with gods in them were supposed to be awaken once acerak came up. Their activation would have given at least 3 members 50 temporary hit points every rounds. The wand of wonders was a god. Matt didnt count it as one. Hitch should of awoken. He didnt ! And i dont remember who got another item that was a god yet matt didnt play it.
While i loved the way he ended it. The moral of the players was clearly down... After all matt had just wiped out force grey forcing everyone into making new characters for the show. That was a definitely bad ending from matt. He should of read the gods more because it felt like he had completely skipped them and they are a big part of that story.
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Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
I am confused. You seem to know way more than me about the adventure but at the end the entire party awoke in a hospital/church like place alive after being raised from the dead by a wealthy benefactor. It was clearly stated that it was very , very expensive to bring them back to life...in other words they need not role new characters at all, but in fact they will have a debt to pay in the form of a new adventure most likely. or did I miss something? I did not know anything about the campaign from the book...just what I watched.
i'd have to relisten to the ending then, because all i know is that they died destroying the thing and they were supposedly happy to know that at least they saved a bunch. i do not think matt planned on the TPK. he had been following the story and module perfectly up till the end.
the thing is in the module the 9 trickster gods are there, each having their own magical object they inhabit, by heart i remember, the lute, the wand of wonder and thats it, i'd have to check the book again. yet matt only did the lute as a trickster god. basically he skipped those things and i know the players have had amassed some of the items like that. he also didn't play the gods which was the point of the story. releasing them, achieving their vengeance over acererak. that was not role played at all. as i mentionned anybody who read the module. could see the errors that led to the TPK. the module is designed to be hard to accomplish, but it not designed to TPK the group. it has a bunch of things to help boost the players in power level, specifically to help against the ending. because two stage fight. not to mention the players in that modules are expected to be about level 10 to fight two CR 24 creatures. but yeah the trickster gods which matt didn't do, were the power boost needed to defeat acererak.
DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
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Just wondering how many of us were close enough to NYC to go see the event? I went with two co-workers/DnD Group members and had a blast. 6 months ago I would have never thought of doing so but seeing a Dungeon Master of Matt Mercer's talent live was unbelievable. And since we were only promised an event that was supposed to end at 7pm but lasted well past 9, we got our money's worth...
I watched the VOD on Twitch.
I was really hoping that Mercer would go all out with Acererak but it seems more like he was toying with them.
Spoilers
Thats because matt made numerous errors that led to the tpk.
All people with gods in them were supposed to be awaken once acerak came up. Their activation would have given at least 3 members 50 temporary hit points every rounds. The wand of wonders was a god. Matt didnt count it as one. Hitch should of awoken. He didnt ! And i dont remember who got another item that was a god yet matt didnt play it.
While i loved the way he ended it. The moral of the players was clearly down... After all matt had just wiped out force grey forcing everyone into making new characters for the show. That was a definitely bad ending from matt. He should of read the gods more because it felt like he had completely skipped them and they are a big part of that story.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
Also spoiler....
I am confused. You seem to know way more than me about the adventure but at the end the entire party awoke in a hospital/church like place alive after being raised from the dead by a wealthy benefactor. It was clearly stated that it was very , very expensive to bring them back to life...in other words they need not role new characters at all, but in fact they will have a debt to pay in the form of a new adventure most likely. or did I miss something? I did not know anything about the campaign from the book...just what I watched.
i'd have to relisten to the ending then, because all i know is that they died destroying the thing and they were supposedly happy to know that at least they saved a bunch. i do not think matt planned on the TPK. he had been following the story and module perfectly up till the end.
the thing is in the module the 9 trickster gods are there, each having their own magical object they inhabit, by heart i remember, the lute, the wand of wonder and thats it, i'd have to check the book again. yet matt only did the lute as a trickster god. basically he skipped those things and i know the players have had amassed some of the items like that. he also didn't play the gods which was the point of the story. releasing them, achieving their vengeance over acererak. that was not role played at all. as i mentionned anybody who read the module. could see the errors that led to the TPK. the module is designed to be hard to accomplish, but it not designed to TPK the group. it has a bunch of things to help boost the players in power level, specifically to help against the ending. because two stage fight. not to mention the players in that modules are expected to be about level 10 to fight two CR 24 creatures. but yeah the trickster gods which matt didn't do, were the power boost needed to defeat acererak.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)