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Crypta Hereticarum: A ZEITGEIST D&D Sidequest
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<blockquote data-quote="efreund" data-source="post: 7753391" data-attributes="member: 6799797"><p>As a fan of the Pathfinder version (note that this material was originally written in 4e), I can say this is a quality location. It's also the only thing that really qualifies as a "dungeon" in the whole of the Zeitgeist adventure path. (There's also 2 more significant opportunities to visit it over the course of the campaign (in advs 8 & 11), making it the most-revisited adventure content in the game. Worth a pickup!)</p><p></p><p>That being said, it's not a classic D&D-style dungeon. It's more like the Barrow Downs from Might & Magic if anyone's familiar with that style. There are nine rooms, each with a very similar layout, but completely different contents and means of solving/bypassing each. They are done "set piece" style.</p><p></p><p>There are then long hallways between each of the set pieces, in which the GM can throw transition-events. The PCs are actually given a map of the place at the end of the first room (and by "map" I mean "node diagram"), and there's a lot of freedom to figure out where and how they want to proceed. The dungeon appeals more to motivated types who want to seek out specific things and avoid specific things as their interest drives them, rather than more completionist types who simply want to "hit up all the content."</p><p></p><p>The final encounter works great within the context of the overall ZG AP, giving you great insight into the lore of the world, and setting up an interesting recurring NPC. However, if running this as a standalone dungeon, the final encounter would be fairly anti-climactic or even pointless, and might have to be reworked with a more classic demon-baddie.</p></blockquote><p></p>
[QUOTE="efreund, post: 7753391, member: 6799797"] As a fan of the Pathfinder version (note that this material was originally written in 4e), I can say this is a quality location. It's also the only thing that really qualifies as a "dungeon" in the whole of the Zeitgeist adventure path. (There's also 2 more significant opportunities to visit it over the course of the campaign (in advs 8 & 11), making it the most-revisited adventure content in the game. Worth a pickup!) That being said, it's not a classic D&D-style dungeon. It's more like the Barrow Downs from Might & Magic if anyone's familiar with that style. There are nine rooms, each with a very similar layout, but completely different contents and means of solving/bypassing each. They are done "set piece" style. There are then long hallways between each of the set pieces, in which the GM can throw transition-events. The PCs are actually given a map of the place at the end of the first room (and by "map" I mean "node diagram"), and there's a lot of freedom to figure out where and how they want to proceed. The dungeon appeals more to motivated types who want to seek out specific things and avoid specific things as their interest drives them, rather than more completionist types who simply want to "hit up all the content." The final encounter works great within the context of the overall ZG AP, giving you great insight into the lore of the world, and setting up an interesting recurring NPC. However, if running this as a standalone dungeon, the final encounter would be fairly anti-climactic or even pointless, and might have to be reworked with a more classic demon-baddie. [/QUOTE]
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Crypta Hereticarum: A ZEITGEIST D&D Sidequest
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