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    Canonfire :: View topic - Lost Caverns/Tsojcanth: Teleportation Chamber
    Canonfire Forum Index -> World of Greyhawk Discussion
    Lost Caverns/Tsojcanth: Teleportation Chamber
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    GreySage

    Joined: Sep 09, 2009
    Posts: 2470
    From: SW WA state (Highvale)

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    Sat Jun 24, 2017 8:06 am  
    Lost Caverns/Tsojcanth: Teleportation Chamber

    STILL running an epic saga with this iconic 1e module (over TWO years in real time!), but opening this to all posters. NOT a rules question, but wanting feedback to anyone who has run this module, irrespective of whatever edition you employ.

    This question pertains to the Teleportation Chamber in the Greater Caverns wherein hapless explorers are transported to an alternate dimension, and there are 4 in all. Each person rolls randomly as to which dimension he/she enters, so it is almost a sure thing that the party is broken into scattered groups. That is PRECISELY what happened in our game.

    So...what happens if the various adventurers SUCCESSFULLY return to the Prime Material (but still in the Greater Caverns, just outside the teleportation area, as noted), and RE-ENTER (to seek for missing comrades, for instance) the alternate dimensions once more?

    Do the creatures and situations return to their "pre-set" conditions...like a repetitive magical program (Groundhog Day)?

    For example, if previous adventurers successfully rescued the centaurs in the box canyon and used the magical horseshoes to escape, do they teleport to an empty canyon without centaurs? Or are the centaurs back in the original situation and have NO recollection of the previous encounter (basically, it never happened)?

    OR, is that particular dimension 'closed' if solved, and only the other dimensions are accessible?

    thank you,

    Lanthorn
    GreySage

    Joined: Aug 03, 2001
    Posts: 3310
    From: Michigan

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    Sat Jun 24, 2017 2:23 pm  

    I assume they're persistent, objective worlds with existences independent of the PCs. They're real places, not just puzzles to solve. Obviously, your mileage may vary.

    You might find Roger E. Moore's "Gates in the World of Greyhawk" to be useful: www.greyhawkonline.com/canonfire/WoGgates.rtf

    For example, once you've rescued the centaurs they stay rescued—but that portal leads to an entire world based on Greek mythology for the PCs to explore, if they so choose. Iggwilv spent decades there while she recovered from her duel with Graz'zt, calling herself "Circe."
    CF Admin

    Joined: Jun 29, 2001
    Posts: 1477
    From: Wichita, KS, USA

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    Sun Jul 16, 2017 7:11 pm  

    rasgon wrote:
    I assume they're persistent, objective worlds with existences independent of the PCs. They're real places, not just puzzles to solve. Obviously, your mileage may vary.


    Agreed, that's certainly how I'd play them.

    The 9.2 automatons and 9.4 Hall of Pentacles seem the most likely to reset, to me, but they're also most-likely drawn from original Greyhawk Castle encounters too.

    Allan.
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    Allan Grohe (grodog@gmail.com)
    http://www.greyhawkonline.com/grodog/greyhawk.html
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