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<blockquote data-quote="Vienneau" data-source="post: 7287309" data-attributes="member: 6801144"><p>We finished off Blackwell Keep last week. What I thought would take a few minutes ended up taking the entire session!</p><p></p><p>They took my hint about checking out the submerged tunnel but were scared off by the "submerged" portion. Eventually they decided they could swim it. That triggered:</p><p></p><p>1) The conversion doesn't mention the DC 10 Swim check for room #10 in the lair</p><p></p><p>It's a 100' foot tunnel, but I didn't make a big deal of it until someone rolled a 1 on their Swim check. That meant they accidentally brushed against the Vine Blight that Hishka had waved aside and we had a bit of a tussle, but nothing too bad.</p><p></p><p>The kobolds were easy. I wish the PCs had acid attacks so that they could be surprised by them not working against all the acid-resistant creatures!</p><p></p><p>2) The "cure light wounds" potions aren't defined (clearly they are healing potions, but for completeness, I included it)</p><p></p><p>3) The "Slow Worm" sidebar isn't converted. DC 15 Fortify save + CON poison is mentioned, plus a DC 20 Spot check. </p><p></p><p>They got to the egg chamber and despite my worries about a calamity, carefully levitated someone over to extract the dragon egg without breaking it. That's when I realized that the treasure chest is underwater near the egg.</p><p></p><p>4) The potions in the chest aren't converted. In particular, "Bull's Strength" turns into "Enhance Ability: Bull's Strength" I think, or maybe just Potion of Hill Giant Strength?</p><p></p><p>The part that confused me the most and had me pause the game a minute while I flipped pages: There are three chests on the map and mentioned in the box text...but there's no explanation for them. They're just empty? Locked? Why are they there?</p><p></p><p>Now we're off to the Free City and I have to decide which parts of the doppleganger plot/dungeon I want to use. I'm keen to jump right to the gladiator stuff!</p></blockquote><p></p>
[QUOTE="Vienneau, post: 7287309, member: 6801144"] We finished off Blackwell Keep last week. What I thought would take a few minutes ended up taking the entire session! They took my hint about checking out the submerged tunnel but were scared off by the "submerged" portion. Eventually they decided they could swim it. That triggered: 1) The conversion doesn't mention the DC 10 Swim check for room #10 in the lair It's a 100' foot tunnel, but I didn't make a big deal of it until someone rolled a 1 on their Swim check. That meant they accidentally brushed against the Vine Blight that Hishka had waved aside and we had a bit of a tussle, but nothing too bad. The kobolds were easy. I wish the PCs had acid attacks so that they could be surprised by them not working against all the acid-resistant creatures! 2) The "cure light wounds" potions aren't defined (clearly they are healing potions, but for completeness, I included it) 3) The "Slow Worm" sidebar isn't converted. DC 15 Fortify save + CON poison is mentioned, plus a DC 20 Spot check. They got to the egg chamber and despite my worries about a calamity, carefully levitated someone over to extract the dragon egg without breaking it. That's when I realized that the treasure chest is underwater near the egg. 4) The potions in the chest aren't converted. In particular, "Bull's Strength" turns into "Enhance Ability: Bull's Strength" I think, or maybe just Potion of Hill Giant Strength? The part that confused me the most and had me pause the game a minute while I flipped pages: There are three chests on the map and mentioned in the box text...but there's no explanation for them. They're just empty? Locked? Why are they there? Now we're off to the Free City and I have to decide which parts of the doppleganger plot/dungeon I want to use. I'm keen to jump right to the gladiator stuff! [/QUOTE]
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