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<blockquote data-quote="Tormyr" data-source="post: 7413958" data-attributes="member: 6776887"><p>1. Most of the time I have constant everburning torches be something large and bulky, like a 1-foot square lantern.</p><p></p><p>2. Magic pump. The ways of those from the Far Realms are deep and mysterious.</p><p></p><p>3. D9 mentions several drains. The octopus escapes through one of those when the water drains or it is significantly injured.</p><p></p><p>4. Nice. They attacked in my game because the party was freeing the other prisoners and would have found their gear. So the doppelgangers attacked first.</p><p></p><p>5. D7is a very dangerous area for several reasons. When I go back to do cleanup, I think I might pull back on one of the invisible stalkers because of the environmental challenges. My players go to is for one of them to go into their disguise kit and throw talcum powder up into the air to spot invisible creatures.</p><p></p><p>6. Did elves have something other than Trance for a long rest in 3.5? My understanding is that the guards only changed when the prisoners were taken out or replaced. </p><p></p><p>7. You ask too many questions of the grand design of the illithid's lair! As the Monster Manual states, "You shouldn't use your brain to consider such irrational thoughts. They only make the the mind cluttered, confused, and unpleasantly chewy. A good brain is nice, tender, and barely used. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>I think the short answer is that the dungeon was designed with challenging the players in mind rather than being a livable space. This dungeon is more guilty of that than others, but chapter 2 was like this to a lesser extent. When you print a map and tie it to the description, space is limited, and things that are important for living in but are not important for the adventure get cut out first. Many dungeons do not have kitchens for example. So there could be a regular influx of creatures bringing food back to the dungeon, or the PCs could pose as Seamless delivery drivers to get the front door open. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>8. I am not sure what wall you are talking about the northwest secret door is described in D13. It is hard to find but easy to open. The east and south walls have regular doors.</p><p></p><p>9. That is how I did it. Basically it duplicates a wand of <em>magic missile</em> with respect to how the charges work, but it instead has a range of touch. I would recommend not including it however unless they really need it. It made things remarkably easy for my players between that and the wand of <em>healing word</em> they got in chapter 1 (cure minor wounds in 3.5).</p><p></p><p>10. Yes, just the extra cold damage. Frostbrand has extra goodies.</p><p></p><p>11. Proficiency bonus increases based on challenge rating for monsters, but you are right anyway as CR9 is +4 to proficiency.</p><p></p><p>12. Yes, <em>protection from energy</em> should have a star (*) as well.</p><p></p><p>13. D19 is a secret entrance coming in from the sewers and could be a secret entrance for both Drow and doppelgangers. It is only a 10 foot jump from the entrance to the central pillar, and most creatures can make that. I put the secret entrance at the top of D9 with the water raised. When the party exits, they come out on the walkway and are attacked by arrows. If the drow really want to, they can swim to get to the party.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 7413958, member: 6776887"] 1. Most of the time I have constant everburning torches be something large and bulky, like a 1-foot square lantern. 2. Magic pump. The ways of those from the Far Realms are deep and mysterious. 3. D9 mentions several drains. The octopus escapes through one of those when the water drains or it is significantly injured. 4. Nice. They attacked in my game because the party was freeing the other prisoners and would have found their gear. So the doppelgangers attacked first. 5. D7is a very dangerous area for several reasons. When I go back to do cleanup, I think I might pull back on one of the invisible stalkers because of the environmental challenges. My players go to is for one of them to go into their disguise kit and throw talcum powder up into the air to spot invisible creatures. 6. Did elves have something other than Trance for a long rest in 3.5? My understanding is that the guards only changed when the prisoners were taken out or replaced. 7. You ask too many questions of the grand design of the illithid's lair! As the Monster Manual states, "You shouldn't use your brain to consider such irrational thoughts. They only make the the mind cluttered, confused, and unpleasantly chewy. A good brain is nice, tender, and barely used. ;) I think the short answer is that the dungeon was designed with challenging the players in mind rather than being a livable space. This dungeon is more guilty of that than others, but chapter 2 was like this to a lesser extent. When you print a map and tie it to the description, space is limited, and things that are important for living in but are not important for the adventure get cut out first. Many dungeons do not have kitchens for example. So there could be a regular influx of creatures bringing food back to the dungeon, or the PCs could pose as Seamless delivery drivers to get the front door open. :) 8. I am not sure what wall you are talking about the northwest secret door is described in D13. It is hard to find but easy to open. The east and south walls have regular doors. 9. That is how I did it. Basically it duplicates a wand of [I]magic missile[/I] with respect to how the charges work, but it instead has a range of touch. I would recommend not including it however unless they really need it. It made things remarkably easy for my players between that and the wand of [I]healing word[/I] they got in chapter 1 (cure minor wounds in 3.5). 10. Yes, just the extra cold damage. Frostbrand has extra goodies. 11. Proficiency bonus increases based on challenge rating for monsters, but you are right anyway as CR9 is +4 to proficiency. 12. Yes, [I]protection from energy[/I] should have a star (*) as well. 13. D19 is a secret entrance coming in from the sewers and could be a secret entrance for both Drow and doppelgangers. It is only a 10 foot jump from the entrance to the central pillar, and most creatures can make that. I put the secret entrance at the top of D9 with the water raised. When the party exits, they come out on the walkway and are attacked by arrows. If the drow really want to, they can swim to get to the party. [/QUOTE]
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