My session starts in a little less then two hours and I need to figure out how to run something in the Summer branch of the Waterdeep Book. My DM (who helps me run my campaign) is against death of PCs in any and all circumstances to the point where he modifies any enemies to prevent it in campaign. The problem is not all DMs think alike and down the line I may be moving away. If the group I run dissipates and joins other groups I don't want them becoming accustomed to "Death doesn't exist in D&D for PCs" to avoid having problems in the future.
That's where the advice comes in. They're on the fifth encounter of the flowchart and on the sixth encounter if they two of the players don't have something like a perfumed scarf to cover their noses they'll become poisoned (I'm giving the bard a pass because she's a Yuan-Ti and, I believe they have natural poison immunity). How do I run the poisoning where there's a risk of death BUT if the paladin and the druid play their cards right they won't die?
I'm thinking of suggesting a ticking clock because of the poison and they need to reach the objective quickly. However, at the same time I dunno if they'll want to explore the whole area or not. They do NOT have anything to protect themselves and I only just discovered it this morning when I was looking over the book. My DM told me to ignore the poison to make sure they don't die and have to make new characters as a result, but that's his suggestion in any situation (even for a level 20 character), but again, I don't want them to get the wrong idea as they're new to D&D and learning the ropes.
I'm fine with homebrewing and modifications BUT I don't want to leave the poison out altogether if it's a part of the place they're going to be exploring. Any and all tips on how to run this section would be appreciated. The current time is around 3:20 pm EST and the session starts at 5:00 pm EST.
Also, I left out too much information to avoid spoilers for anyone who hasn't run Waterdeep: Dragon Heist for their campaign yet, but if you need to know which part of the Chapter 4 flowchart I'm talking about, just ask and I'll tell you.
Hello all,
My session starts in a little less then two hours and I need to figure out how to run something in the Summer branch of the Waterdeep Book. My DM (who helps me run my campaign) is against death of PCs in any and all circumstances to the point where he modifies any enemies to prevent it in campaign. The problem is not all DMs think alike and down the line I may be moving away. If the group I run dissipates and joins other groups I don't want them becoming accustomed to "Death doesn't exist in D&D for PCs" to avoid having problems in the future.
That's where the advice comes in. They're on the fifth encounter of the flowchart and on the sixth encounter if they two of the players don't have something like a perfumed scarf to cover their noses they'll become poisoned (I'm giving the bard a pass because she's a Yuan-Ti and, I believe they have natural poison immunity). How do I run the poisoning where there's a risk of death BUT if the paladin and the druid play their cards right they won't die?
I'm thinking of suggesting a ticking clock because of the poison and they need to reach the objective quickly. However, at the same time I dunno if they'll want to explore the whole area or not. They do NOT have anything to protect themselves and I only just discovered it this morning when I was looking over the book. My DM told me to ignore the poison to make sure they don't die and have to make new characters as a result, but that's his suggestion in any situation (even for a level 20 character), but again, I don't want them to get the wrong idea as they're new to D&D and learning the ropes.
I'm fine with homebrewing and modifications BUT I don't want to leave the poison out altogether if it's a part of the place they're going to be exploring. Any and all tips on how to run this section would be appreciated. The current time is around 3:20 pm EST and the session starts at 5:00 pm EST.
Also, I left out too much information to avoid spoilers for anyone who hasn't run Waterdeep: Dragon Heist for their campaign yet, but if you need to know which part of the Chapter 4 flowchart I'm talking about, just ask and I'll tell you.
Poisoned doesn't risk death. It's a status condition:
Poisoned
In this case, if a player doesn't have a perfumed scarf, they're too nauseated by the smell. It's not save vs poison or die.