Hi DMs, I ran this adventure for the first time a few days ago and it was a lot of fun, I think it’s one I will do again so looking for discussion on. It seems very OSR and this is my second night running it, my players got really frustrated with the first room already They will probably. Three years and a day ago, I asked if C1 The Hidden Shrine of Tamoachan was overrated. While I enjoyed the dungeon’s flavor, I felt the.
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We have just finished the first half of Out Of The Abyss, which sees the adventurers trapped in the Underdark, and the party hiddn to escape to the surface.
So, before I send them back down into the deep darkness, what better interlude than to have them fall into a long forgotten dungeon filled with Aztec-inspired zombies, noxious gas, and enough trapped pressure plates to bring out even Indiana Jones in a cold sweat? Like most of the dungeons in Yawning Portal, The Hidden Shrine of Tamoachan is more of an exciting adventure environment than a fully formed narrative. The shrine itself is a long abandoned subterranean complex, complete with tombs, wraiths, altars and mummified centaurs.
But this just means the story can be whatever you need it to be, and will fit into any campaign as an interesting side-quest or interlude between episodes. It also means that there are very few if any NPCs in this adventure. As far as the story goes, your players begin by falling into a room in the dungeon as the ground beneath their feet suddenly gives way.
All they have to do is escape. But if you warn them first, this might not be such a bad thing.
For this adventure, my group was made up of four level five characters. I told them that they had just completed a mission. They had been tasked with retrieving a mythical object from a forgotten tribe, which they accomplished, but were discovered at the thirteenth hour and so had to flee.
As they fled, the ground beneath them opened up and they descended into the dungeon. Not at all easy. Firstly, I felt like I needed to do a lot of preparation and planning. But for some people, the sheer complexity of the dungeon and the preparation required could be overwhelming and a real turn off. This was a big task and took a long, long time; in the end the map stretches out to roughly six meters long and I used two whole rolls of gaming paper to do it.
The other major piece of preparation for this dungeon is getting to know the intricacies of the traps and puzzles and how they work. The flavor of this dungeon works really well.
Another really great feature of this dungeon are the unusual traps and puzzles it presents to your PCs. My favorite is where the adventures discover an animated pelota ball and must play a game — essentially quidditch — in order to pass on to the next stage. This dungeon is really tricky if the party get separated.
Tips running Hidden Shrine Of Tamoachan
If the party is split by this point, which in my case they were, this trap would likely kill a character on their own unless the DM is prepared to get a bit creative and work around the text as written. I had an alarm sound as soon as the trap was activated which alerted the rest of the party to hurry and re-group.
The presence of the gas means PCs do not gain the usual hit point recovery from a long rest and is clearly there to act as an incentive for the players not to linger. To be honest this is more a critique on the way my group plays and not a flaw with the dungeon, but is certainly something I would think about changing if I were to play through the Hidden Shrine again.
Like all the dungeons in Tales From the Yawning Portal, The Hidden Shrine of Tamoachan is packed full of content that can be dropped directly into pretty much any campaign.
Anyone have any tips on running Hidden Shrine of Tamoachan? : DMAcademy
However, if they like a more straight-forward combat-oriented game, or one with lots of opportunities for rests and interesting NPCs, then perhaps you should give this one a miss. Get the Official GeekDad Books! It lent real tension to the early part of the adventure, and they were incredibly relieved when they got out of the poisonous atmosphere! Just caught this in a google search after running a small introductory session. Thanks for the DMsGuild product, it will hopefully smooth things out!
Some of the puzzles really needed time to think about how they would work. And if you get a split party, especially with only 3 PCs they could be fatal.
Notify me of follow-up comments by email. Notify me of new posts by email. Will I be interested in the story, and will my players have fun? The tamoachzn begins as the heroes are swallowed by a giant hole in the ground and end up in a room with a locked door.
Ttamoachan heroes now have to work out how to escape How easy is it to run with the material given? Tabaxi fighter Blue of the Meadow is great at setting off pressure plates and falling into sand traps.
What extras are there that I can use in future campaigns? Graznak the half-orc Paladin and Bronan the half-orc Barbarian stand their ground against a horde of awakened zombies Advertisements.