Joined: Sep 09, 2009 Posts: 2306 Location: SW WA state (Highvale)
Posted: Sat Jun 24, 2017 8:06 am Post subject: 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?
For example, once you've rescued the centaurs they stay rescuedóbut 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."
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