The monsters, traps, and hazards in the adventure create a deadly challenge. An updated version of the adventure was published in the 5th Edition adventure anthology Tales from the Yawning Portal (2017). Posted by 3 years ago. Now don’t worry, a lot of those PDFs are art pieces and maps. For the Dead in Thay we introduced the new players by combining our normal two tables, into one large party of 8. Had the encounters with potential allies all been different instead of the same cookie cutter formula, this could have breathed a bit of life into the piece. Each section has a theme running through it, but you’re still traversing the theme room by room killing things, collecting white glyphs, disrupting black ones and repeating until you have enough black glyphs distorted to move on to the final scene where all the parties reunite for one big chaotic battles. To start with, extraordinary characters need extraordinary challenges, and at the heart of Dead in Thay is a sprawling magical research/vault for liches/wizard complex that is made up of several distinct wings, each with its own distinct purpose. Review Summary: If you were to buy only one 5e adventure book, this should be it. White Plume Mountain. Dreams of the Red Wizards: Dead in Thay. Unfortunately as Dead in Thay is little more than a dungeon crawl where you go from room to room killing things mindlessly, you won’t be able to interact with them on the same level as you did in the previous adventure. VotD was a potentially really fun affair IF you had enough people to coordinate it and make it flow properly. Even worse is if the DM or Event Coordinator can’t make it. Reading through the section gives the impression that the Red Wizards aren’t sure what they’re hoping to gain either. But it’s on these bones that you sow the seeds of high adventure. Dead in Thay is designed for characters between Levels 6 and 8, so if you played the previous adventure you characters will get a bit of a power spike. Anyway he monologues of a day when all Red Wizards shall be joined with oozes and tries to turn the characters into oozes themselves. Unfortunately, even though Ghosts of Dragonspear Castle connects with Scourge of the Sword Coast and Dead In Thay, you can’t use the same characters. The attacking adventurers were wh… Tomb of Horrors. Your email address will not be published. Finally, you can always trying running Dead in Thay as an adventure for a single party. It was a fully fleshed out set of four adventures while Dead in Thay is well…not. One-click unsubscribe later if you don't enjoy the newsletter. Those S-series adventures were also a lot smaller in scope and design, so the experience was shorter. Dead in Thay isn’t the type of piece where the people running the adventure/encounter series are easily replaceable – if at all! Product History "Dreams of the Red Wizards: Dead in Thay" (2014), by Scott Fitzgerald Gray, is the adventure for Season 18 of D&D Encounters. First, Vault of the Dracolich was meant to be played in a single day. Page Count: Special (see text) Dead in Thay is heavily influenced by 2013’s Game Day Adventure: Vault of the Dracolich. It was D&D Next or nothing. Then and ONLY then can Dead in Thay begin to be fun. For most of Thay's history, the country operated under a strict social hierarchy. So yes, Dead in Thay starts off with multiple parties attacking a series of elemental nodes that power the Bloodgate Nexus, a mass teleportation device powered by human sacrifice. Dead In Thay is a direct sequel/continuation of Scourge of the Sword Coast, which was design for characters between Levels 2 and 4. What’s Worth Keeping…On the Nintendo Game Boy Advance? In this single large download you'll get all of the DM and player versions of my maps as well as un-gridded renderings that are perfect for use with any virtual tabletop software. Again, there’s nothing wrong with a good dungeon crawl. Dead in Thay lacks the interesting locations, puzzles to solve, and has none of the strange atmosphere those locations offered. I wonder how flexible the story for Dead in Thay is for integration into my campaign. If you’re not killing monsters or Thayans, you’re making allies out of the potential antagonists. Still, that requires a lot of forethought and planning to get two sessions running with everyone on the DM side of things together. D&D: Dead In Thay Shows Off How To Do Higher Level Play. Alexander Lucard was the Editor-in-Chief of Diehard GameFAN and Director of Operations for the InsidePulse network. It’s primarily a dull mindless affair that requires an incredible amount of planning to make it work and even then, it’s not going to be fun for a lot of people involved, be they DMs or PCs simply because the entire experience is uninspired and repetitive. At the same time some players will be saying, “Whoo! Those adventures had entertaining stories, interesting and full-fleshed out NPCs and were incredibly solid and memorable experiences. Things come up. Every person involved on the running side of things had to be exceptionally organized or it could be a disaster. Dead in Thay is a tribute to Tomb of Horrors, The Ruins of Undermountain, and other killer dungeons. Near the village of Daggerford on the Sword Coast, the Red Wizards of Thay have plotted to extend the evil reach of … There’s a reason nearly every RPG out there has dice based combat resolution and adventures where PCs are in some old forgotten place after a MacGuffin or just sated their greed. It’s definitely as polar opposite to Murder in Baldur’s Gate and Legacy of the Crystal Shard (which are the best adventures WotC has put out in YEARS) as it gets. Dead in Thay is only available as a PDF, which is similar in style to the last Sundering release, Scourge of the Sword Coast but the opposite of the first two adventures Murder in Baldur’s Gate and Legacy of the Crystal Shard. If however, you did like it (as I did), realize Dead in Thay is a much longer and far duller experience and requires substantially more work to run. Tomb of Horrors also had puzzles to be solved, role-playing opportunities (as opposed to roll-playing) and was wonderfully difficult. aGe 12 + dreams of the red Wizards . So getting the same DMs and players and Event Coordinator together each week is either extremely ludicrous or so optimistic I can’t believe that the inherent flaw in this adventure wasn’t brought up by anyone on the writing, editing or planning side of the adventure (I know this certainly was in Alpha playtesting– by quite a few of us). Higher level adventures are hard to do in D&D. On a related point, Dead in Thay includes a feature called 'Alert Level' which increases the difficulty of random encounters the longer players spend in the Doomvault; a feature intended to add to the feeling of a 'fast-paced assault'. Groups assaulting the Bloodgate slew the lich Tarul Var, one of these undead servants.Tarul Var may have reformed in the … an adventure for CharaCters of 6 th 8 th LeveL Scott Fitzgerald gray Credits Introduction Design Dead in Thay is a D&D Next adventure for 6th- to 8th-Scott Fitzgerald Gray level characters. Item details. Background Near the village of Daggerford on the Sword Coast, the Red Wizards of Thay have plotted to extend the evil reach Remember though, I’m just one person and if you end up loving Dead in Thay where I loathed it, more power to you! It’s all opinion after all. The other PDFs include ten pre-generated characters and one that holds all the character sheets on a single PDF. Trying to protect his niece, Kelson Darktreaderis caught up in the transportation magic. Tomb of Horrors is SUCH a different beast from Dead in Thay it’s hard to see how this is a tribute to it. Story wise white plume mountain seems like it would fit nicely without too much tweaking; the 3 sentient weapons were needed to open the portal basically. Unfortunately, Dead in Thay not only continues this downward spiral. Alex has previously written for Tips N Tricks, Gamespot, White Wolf, TSR, Wizards of the Coast, Eden Studios, 411mania, Not a True Ending and more. It makes a lot of mistakes and assumptions and is pretty much the antithesis of the adventures I enjoy. Unfortunately (we’re saying that a lot in this review) the sheer enormity of the piece made it very hard to pull off correctly. You begin in an unmapped Gatehouse with teleportation circles that provide access to the Doomvault.. Dead in Thay, a one hundred six room mega-dungeon of evil wizards, dangerous beasts, and things that simply should not exist.Deep inside the Doomvault lay the phylacteries of Szass Tam and his corrupted servants. E3 2012 Impressions: The Witch and the Hundred Knights (Sony PlayStation 3). Dead in Thay, the first 5E Module, shows how to handle high levels. Red Wizards, magic labs, and a vault full of phylacteries, what more could you want? 40. Still, it is an option worth considering. The text even pays some minor lip service to this idea, but it is harder than you might think. Alas, while Dead In Thay attempts to replicate this experience, it falls short in every way possible. But the end result is a chaotic mess that is little more than a pure hack and slash experience that focuses on roll-playing with little to no role-playing or character development opportunities. Adventurers are sent to the Doomvault which holds the phylacteries of Szass Tam and all his lich friends. It’s a shame to see how Dead in Thay turned out as I’ve always loved Thay and The Haunted Lands by Richard Lee Byers is probably my favorite D&D novel trilogy, but this is pretty much every mistake under the sun wrapped into one adventure. Adventurers who aid the “rebellious” Red Wizard resurrectionists in Dead in Thay will find themselves venturing deep into the Doomvault, which shows you just how much Szass Tam has embraced his own villainy. So the Ooze Wizards are like that one department that everyone is sure must do something because they’ve always been around and get funding…but nobody remembers why. It’s bordering on something out of a sci-fi or superhero story. Folks often lament the frustration that comes with cooking up challenges for characters that can teleport across the world, shift through the planes of the multiverse, banish foes, bewitch creatures into being new friends, and in general go around acting like they’re rulers of the roost. The text of the adventure states that the experience is meant to be a tribute to great classic adventures like Tomb of Horrors and The Ruins of Undermountain. Still, with a good amount of planning and the right mix of people, Vault of the Dracolich was an adventure where literally two or three dozen gamers could get together for one big dungeon crawl experience that also made sure people were role-playing in addition to dice-rolling. It’s great that Wizards included all of these rules with the purchase of Dead in Thay, as enterprising DMs can create their own homebrew adventures for friends with them. These are all you need to play D&D Next and should keep you busy until the final core rulebooks are released. Dead in Thay Adventure Guide. Publisher: Wizards of the Coast: I was able to add a grid that made it so my players were the correct size and the grid mostly fit the page but was still off by a few pixels. It seems like the devs can do it like red dead's speech and have a perimeter that players can hear you in. I mean, if you were Szass Tam, who could wipe out all the parties taking part in this adventure BY HIMSELF, would you have some stronger security in your precious Doomvault? The Red Wizards were considered the upper echelon of Thayan society, a magocratic noble class that was followed by Mulan bureaucrats, priests, merchants, soldiers, and mixed Mulan-Rashemi artisans, craftspeople, semi-skilled workers and common laborers, where a mere step above the nation's great many slaves of nearly every race, that had been accumulat… Now there are ways around this. Hell, you also get thirty pages of monster stats in the back of the core adventure booklet, which D&D Next DM’s will want to get ahold of. So if you enjoyed those, stay far away from this one. Case in point, Tomb of Horrors consists of only thirty-three possible locations and a party will be lucky to encounter HALF of those. Price: $17.99 I had more than one person who experienced this adventure bring this up and DMs were at a loss other than, “It’s how the adventure is written.”. The Lost Caverns of Tsojcanth. It was designed to be a dynamic dungeon-crawl for episodic play. This collection of seven hi-res digital RPG maps were originally created for the D&D Encounters adventure Dead in Thay. These are the same D&D Next rules that came with Scourge of the Sword Coast, which are from 12/1/2013. Even with all these attempts at work-around Dead In Thay ends up being an adventure that seems good on the drawing board but simply over-reaches itself constantly, and falls short of its core goal simply because the reality of actually PLAYING the adventure wasn’t factored into the design process at all. The odds of all of these things coming together are astronomically small. Dead in Thay doesn’t even dole out experience points normally. Deep inside the Doomvault lay the phylacteries of Szass Tam and his corrupted servants. In one simple download you get both the DM and player's versions of the map as well as an un-gridded rendering that's perfect for use with any virtual tabletop software. As much as I didn’t care for the actual Dead in Thay adventure, this is worth picking up for the rules and character PDFs alone – if you haven’t already purchased Scourge of the Sword Coast that is. It’s got good pacing, a narrative to it, and some fairly challenging encounters. Only the first and last sessions truly need everyone there all at the same time and on the same page. We won’t go over every detail of the dungeon, but this section shows off the fun of the different themes as well as its mechanical complexity. The monsters, traps, and hazards in the adventure create a deadly challenge. As a direct sequel to Scourge in the Sword Coast, you will see several familiar NPCs pop up to play minor roles. NPC and Map artwork are in a seperate Zip file, and the module comes with the playtest version of the rules for 5e. dead in thay . The only thing Dead in Thay has in common with them is you are going through a dungeon killing things. Dead in Thay has over ONE HUNDRED LOCATIONS and each section of the dungeon is a mostly linear experience where you will hit each room one after another in order. New ones can step in either playing the character for the missing gamer or by being a new recruit/reinforcement while the missing character has the kayfabe reason of “getting his or her injuries treated.” This will let new gamers try out Dead in Thay and give others with commitments a breather, but those new gamers may find themselves lost or overwhelmed. You won’t be overwhelmed here. Unfortunately, you can do better in terms of D&D Next, Sundering and dungeon crawl experiences. Dead in Thay was originally a 5th Edition module. Available as a digital-only release on D ungeon Master's Guild. This is a good benchmark of 5th-edition design philosophy in action. We then used ‘Theater of the Mind’ so that each turn, I was able to ensure that every player had something exciting to contribute to the story. However, I read recently that the book doesn't give you a good enough sense of how the dungeon is designed for multiple parties traversing through it simultaneously but separately. He has worked in video game journalism since 2002 and was also a paid consultant for Konami and The Pokemon Company. It’s such a shame that the other Sundering adventures were so well balanced and thought out, giving players equal amounts of role-playing their characters and dice based hack and slash combat. This is a hard dungeon, but well worth exploring. Dead in Thay is one of the seven revamped adventures in upcoming D&D book Tales from the Yawning Portal, which will be released on April 4th. Then they are all teleported to the Doomvault where the various parties search out the aforementioned MacGuffins in the nine very different piecemeal regions of the mega dungeon. Due to roll20 play through i am much more familiar with WPM than DiT. Players see this coming after the third or fourth similar encounter, no matter how different the DM plays the personality of the NPC and it just becomes another repetitive experience, which pretty much defines Dead in Thay. Subscribe to BoLS Prime. Go AD FREE today! However, I'd like to formally announce that Thay will be "going live" along with NWNEE when it launches on March 27, which means characters created in Thay on or after that day will be permanent! Set in a mysterious magical complex known only as The Doomvault, Dead in Thay is a perfect example of how to handle the hijinks that come with high level characters. All that needs to be done in this scenario is make sure all the DMs and the Event Coordinator are aware of every little detail that goes on in each play sessions, which means copious amounts of note writing and then either in person meetings or emails so everyone is up to date and each DM is aware of the current state of the mega dungeon everyone is traveling through. Having located Bloodgate Keep, an assault upon it is led out of the Floshin Estates. The Doomvault map in the Dead in Thay module did not have a grid on it and resulted in my players tokens being around 25ft around rather than 5ft. Encounters like this abound. This means a more work for the people running things, but there is less pressure to have dozens of people meet up at the same time in the same place every week. Dead in Thay, a one hundred six room mega-dungeon of evil wizards, dangerous beasts, and things that simply should not exist. I really did want to like Dead in Thay, especially since I’ve loved most of D&D Next so far, but this really is a shining example of how to do everything wrong with both a large scale adventure and a dungeon crawl. This is fine, but it also prevents players from seeing their characters grow organically if they are only playing published releases. While I absolutely love the idea of getting Red Wizards to betray their lich lord, Szass Tam, all of the encounters with NPCs that will potentially ally with the PCs run exactly the same. It is meant to be a lightning quick assault on the dungeon before guards and reinforcements can be summoned. This version of the adventure has been modified for home play. It could be that the killer can hear you talking if your close to him and the other players can work together with you. You have six maps and a whopping thirteen character portrait handouts so players know what major NPCs look like. At any rate, characters will inevitably come across a portion of the Doomvault where Red Wizards were carrying out experiments with ooze for…some reason. Will the PCs foil the plans of Tam and destroy his phylactery, or will they lose their lives and wander forever as undead? Things happen. Check out this incredible new VR app from Inside Pulse's Joe Corey! Dead in Thay is a tribute to Tomb of Horrors, The Ruins of Undermountain, and other killer dungeons. It’s not that Dead is Thay is the worst adventure ever or anything like that, but it IS the worst D&D Next release so far. Dead in Thay, by Scott Fitzgerald Gray, was originally produced in 2014 as an adventure for the D&D Encounters organized play program. Dead in Thay is a tribute to Tomb of Horrors, The Ruins of Undermountain, and other killer dungeons. Dead in Thay Adventure Guide. An «Event Coordinator managed the interactions of multiple groups of players, all playing the same adventure.» The elemental nodes that were helping sustain the portal from Thay are collapsed but when an attempt is made to close the Bloodgate itself, Mennek Ariz calls upon Baazka, who transports both him and Shalendra Floshin away. Dead in Thay Player’s Handout The Doomvault. Where the other dungeon crawls are about experiencing the locations, this one is definitely more of the “fun with a purpose” school of thought. Look at those S-Series adventures. The DM that goes this route will have to retool things. Dead In Thay is a direct sequel/continuation of Scourge of the Sword Coast, which was design for characters between Levels 2 and 4. This adventure functions as an Addon.. Dead in Thay, written by Scott Fitzgerald Gray, was created when the fifth edition D&D game was in the testing stages.In its original form, it was used as the story of the D&D Encounters season in the spring of 2014. Creatures in the back are missing XP totals and the text says that you will gain a level for every five Encounter sessions you attend instead of how one normally levels up in D&D. Now in the right hands, Dead in Thay can be a pretty entertaining experience, but to make that happen you need a set of top notch DMs that can infuse the piece with life and personality while still being very detail oriented. Dead In Thay is part of the D&D Encounters program, meaning it’s trying to replicate this experience for multiple play sessions – same bat time, same bat channel each week until the series is done. I also can’t deny that you are getting a lot of content for your eighteen dollars and the D&D Next Rules alone are worth the purchase price even if you disliked the Dead in Thay experience as much as I did. Get it Here; DriveThruRPG.com. Cost: $17.99 (PDF Only) Expedition to the Barrier Peaks. Since Thay was made available in NWNEE on December 21, we've been in a beta testing phase. You see, Vault of the Dracolich was designed as a one day adventure where multiple parties went through a very large dungeon working together as small teams to achieve one very big goal. Release Date: 04/29/2014 While there is nothing wrong with an adventure that is a purely a dungeon crawl, it can’t be essentially the same experience from room to room for the entire piece. Dead in Thay is a D&D Next adventure for 6th- to 8th level characters. Your email address will not be published. Started getting confusing trying to follow along in the Dead in Thay adventure from Tales from the Yawning Portal. Dead in Thay is designed for characters between Levels 6 and 8, so if you played the previous adventure you characters will get a bit of a power spike. Alas, the only way that will happen is if the DM running this changes things to make it so. My advice is to either avoid Dead In Thay outright or at least first pickup Vault of the Dracolich, which is a lot cheaper. I don’t know. It’s not intentional on the designers’ part, but there is an obvious massive disconnect between how the adventure was envisioned by the design team and the many different ways people will try to run this thing. I should also take the time to point out that unlike Dead in Thay Ghosts of Dragonspear Castle manages to balance its dungeon crawl aspects with actual role-playing and story-telling events. They are mostly window dressing and nothing more. Dead In Thay actually consists of more than forty PDFs. Required fields are marked *. D&D Story: Brain Dead in ThayAs the party travels though the perils of Dead in Thay, we realize there are some problems. This season I had the opportunity to act as the event coordinator, DM, and player. With Dead in Thay you are repeating the same experience over and over. So as we can see, there is not a lot about Dead in Thay to be positive about. Do you know how hard it is to get a single group of gamers to meet regularly (especially as they get older!)? Modules. After all, not every adventure has to be nothing but talking heads or V:TM style intrigue. Tomb of Horrors was just an experience where you mindlessly rolled dice and killed creatures in each room as your made your way towards some nebulous goal. As well, players don’t have to meet each session. Those classic S-Series dungeons worked because there wasn’t constantly something new being thrown at you rather than constant straight up combat or the same few bits repeated constantly. It also has a not so subtle homage to The Temple of Elemental Evil. The sections are indeed diverse in terms of what you encounter, but everything still bleeds together. This meant that even they did make the mistake of throwing the same thing at players over and over again for the entire adventure, they were short enough that you weren’t doing it BY DESIGN for two months straight. The adventure is designed for play at home or in stores as part of the D&D Encounters program. At that time, it also served as a playtest for the rules that eventually became the fifth edition of the game. Unboxing: Shadowrun Sixth World Beginner Box (Shadowrun Sixth Edition), Review: Yakuza Kiwami 2 (Sony PlayStation 4), Review: Yakuza 6: The Song of Life (Sony Playstation 4), Evansville Esports April 2018 Calendar Released, Review: Xenoblade Chronicles 2 (Nintendo Switch), Review: Tokyo Xanadu eX+ (Sony PlayStation 4), Review: Madden NFL ’11 (Microsoft Xbox 360). The concept of a full season of multiple tables interacting, occasionally swapping players and a group of playable NPCs to fill in the gaps allows the DM and Event Coordinator to evolve the experience. For a preview of what's included, take a look at the full map set. The Doomvault hides a Phylactery Vault containing the souls of the liches who serve the Thayan leader, Szass Tam. Should thay add speech in the game? He has since retired from writing, but clearly shows up now and again. You end the Dragonspear Castle campaign at Level 10 and thus are overpowered for the two follow ups. This is a straight-up dungeon crawl where the PCs move from room to room either killing whatever they encounter or possibly befriending via show of force. These rules PDFs are as follows: Read This First, Character Creation, Classes, DM Guidelines, Equipment, Feats, How To Play, Magic Items, Multi-Classing, Races, Skills & Backgrounds and Spells. Been modified for home play the right hands, Dead in Thay as an adventure for a of. With everyone on the same time and on the same D & D: Dead in Thay is anything a! About Dead in Thay not only continues this downward spiral only one 5e adventure,! With you as well, players don ’ t affect anyone outside that small in! And memorable experiences Vault full of phylacteries, what more could you want the Thayan,. 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