Fatal One Special

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==Recap==
=== Fatal One Special ===
=== Guest Players ===
:OldMightyFriendlyGamer
:ApolloNik
:Charos
This episode is a recap of the first 10 runs of the dungeon, where the most experienced players give hints, suggestions, and tips for understanding the best way to navigate it. 
=== Basic Ideas and Mapping ===
* This is a metagaming resource management dungeon
* Short / Long Rests are rough without Leomund's Tiny Hut
* Random encounters can happen as early as 10 minutes in
* The dungeon has one exit, and there are multiple paths
* The map is approximately 150 wide by 150 tiles tall
* The players are still not sure where the exit is
* The west area has several unexplored areas, blocked by traps
* There is a group of Gnolls with a skeleton key, which will presumably open any door in the dungeon
* The center area has random encounters, and then a maze of rust monsters, goblins and treasure chests
* There is a safe path through the Rust Monster maze
* There are several hard encounters, and then you start getting to rooms with instant death mechanics
* This seems like a different part of the dungeon, as the difficulty gets harder.
* There are many open spaces that are not explored, and the players feel that they are rooms that are not discovered.
* The east area has many portals, and the players are not quite sure where all the portals go.
* There is an anti-magic room with magic items that are nearly impossible to get
* There is a passageway in the southeast that likely has a secret passageway
* The center portal room has been explored, and most of the right portals as well
* The left portal is a one way portal with a lot of unexplored area
* There are a lot of areas that have not been searched by parties
* You can use Knock spells or Rogues with Thieves Tools to get through locked doors
* You can bust down wooden doors with Athletics Checks
=== Party Composition ===
* There is a prevalent amount of Warlocks, Fighters, and Clerics
* There are few amount of Sorcerers, Rangers, and Wizards
* There have been many people who take a single level in Fighter to maximize your starting money
* About half of the players multi-classed
* Most of the Races were either Variant Humans or Elves
* An essential feat is Healer for out of combat healing
* Spell slots are resources to be treasured, but used
* 3 feat human variant fighters have fun combos, like polearm master/sentinel/great weapon master
* Some good defensive feats are Heavy Armor Master and Shield Master
* Conjure Animals has been reduced to only 2 monsters per casting
* Design your party with an objective
* Plan out your light sources, feats, and equipment/resources
* Interesting feats not yet tried - Charger, Defensive Duelist, Durable, Dungeon Delver
=== Resting ===
* Short rests are worth it if you have classes that benefit from it
* It isn't worth it unless you have Tiny Hut
* Have a ranged weapon to fire shots out of the Tiny Hut
* Long rest is most likely not a viable solution
=== Codes / Puzzles ===
=== - Two codes have been found ===
* There is a 36x36 grid of potential numbers, and there are two potential messages found in separate rooms
* There is probably a key that is missing
* The players are not sure if there is more information that needs to be found or if it can be solved with the current information
=== Room Movement / Searches ===
* If the whole party moves through the door at the same time, neither side readies actions
* If you ready actions behind the door, so will the monsters
* Readying actions together to move into a room hasn't been punished
* Exceptions to the rule are cases where you ready an action to throw a fireball into a room
* Searching a room depends on size, and ranges from 10 to 20 to 30 minutes. 
* You need to pick your time and place to search, as time is a resource
Lastly, give your group an roleplay theme - it adds more fun and excitement to a meta dungeon.
Category:Fatal One Episodes