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General Tabletop Discussion
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Is The Iron Crypt of the Heretics a well-designed module?
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<blockquote data-quote="Wycen" data-source="post: 2951969" data-attributes="member: 13732"><p>I've played parts of this module twice. The first time was at Dundracon after getting Erot Otus to sign a copy of Mysterious Tower. This was ran by Jeffrey Chang, if I'm remembering his name correctly and I think he knew the adventure very well. It also helped he had a different style than I was used to. He'd ask, "Are you taking any special precautions" when we'd want to do something that might be dangerous and to keep the situation tense.</p><p></p><p>Now, the module itself was not difficult to a smart party or seasoned player, at least that was my experience. I easily figured out one thing that could send you off towards doom (a riddle) and because of that we skipped over alot of dangers. Of course, we knew we had a finite amount of time so I think Jeffrey also cut to the chase when necessary.</p><p></p><p>The one part we ended up having no luck figuring out was the "trap" with the skulls and levers. This lead us to the research area where we promptly used fire and burned up all the clues. This was just stupid on our part.</p><p></p><p>The second time I played was a one shot diversion because the regular game couldn't continue due to scheduling.</p><p></p><p>We didn't make it as far and because nobody else figured out that riddle this time and I wasn't going to use my player knowledge, so we went off in the wrong direction and the rogue died in a very nasty trap. Then we ended.</p><p></p><p>So, it is a very dangerous module, but with some luck and a group of players who know when to be cautious and more importantly notice little details, it can be a very cool conquest.</p></blockquote><p></p>
[QUOTE="Wycen, post: 2951969, member: 13732"] I've played parts of this module twice. The first time was at Dundracon after getting Erot Otus to sign a copy of Mysterious Tower. This was ran by Jeffrey Chang, if I'm remembering his name correctly and I think he knew the adventure very well. It also helped he had a different style than I was used to. He'd ask, "Are you taking any special precautions" when we'd want to do something that might be dangerous and to keep the situation tense. Now, the module itself was not difficult to a smart party or seasoned player, at least that was my experience. I easily figured out one thing that could send you off towards doom (a riddle) and because of that we skipped over alot of dangers. Of course, we knew we had a finite amount of time so I think Jeffrey also cut to the chase when necessary. The one part we ended up having no luck figuring out was the "trap" with the skulls and levers. This lead us to the research area where we promptly used fire and burned up all the clues. This was just stupid on our part. The second time I played was a one shot diversion because the regular game couldn't continue due to scheduling. We didn't make it as far and because nobody else figured out that riddle this time and I wasn't going to use my player knowledge, so we went off in the wrong direction and the rogue died in a very nasty trap. Then we ended. So, it is a very dangerous module, but with some luck and a group of players who know when to be cautious and more importantly notice little details, it can be a very cool conquest. [/QUOTE]
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Is The Iron Crypt of the Heretics a well-designed module?
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