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<blockquote data-quote="der_kluge" data-source="post: 3012150" data-attributes="member: 945"><p>Ok, I've updated the main page with links to rooms 3 and 4.</p><p></p><p>comments: </p><p></p><p>Room #2 (Scribble) - let's lose the "gate" at the bottom of the chasm. I'd rather see something more "mundane" down there. Maybe spiders, treasure, skeletons, or an entrance into an entirely different dungeon.</p><p></p><p>Room #2a (Elephant) - I'm a little confused regarding the "upper passageway" that this room describes for the eastern tunnel. Can you elaborate on that?</p><p></p><p>Room #3 (Whizbang Dustyboots) - We need stats for First From the Forest, and Dragon Speaker, as well as regular Kobold stats. Also, we might want to rethink the idea of them sending a warning party to the dragons, since if the kobolds here hear the PCs coming, they are likely going to run right past them on the way to warning the dragons. So, it seems likely that that isn't really an option, given their location.</p><p></p><p>Room #4 (Ilium) - I'm not sure I understand the point of this. I think this description is supposed to be a stub. Room 3 describes this area as a home for waste ("The cave below the kobolds' lair has been used to dispose of waste"), but here we're describing a way to ascend and descend the staircase, and a rope leading up to the ledge, which if one falls, causes no damage. Nowhere is there an actual description of the contents of this room. </p><p></p><p>Room #5 (Tonguez) - We can't use VerminVine - it's not OGL compatible. </p><p></p><p>Room #7 (Elephant) - Let's lower Ghzzdit's CR to something more like 6/7. At EL 11, he's as hard as the dragon's lair.</p><p></p><p>Room #10 (Shieldhaven) - This room isn't detailed anywhere. Shieldhaven, if you want to finish it, please do so. Otherwise, it's open for anyone to flesh out.</p><p></p><p>Room #11 (Roger) - I think I'm in favor of swapping this room with room #4. I think more than one shadow might be nice, too, since all of the greater shadow's victims would now also be shadows. They could be lesser shadows (less than the PHB standard), and would make for a very interesting, difficult encounter.</p><p></p><p>Room #12 (Conail) - We need to replace "goblin" with "Kobold" here. It would be nice if the kobolds had some means of enticing the PCs to save them. Otherwise, I could see most parties just leaving the kobolds to their fate if they find out there's a water ooze, and no reason to bypass it themselves. Maybe one of the kobolds has a magic ring, or something that he can offer up as payment for their rescue?</p></blockquote><p></p>
[QUOTE="der_kluge, post: 3012150, member: 945"] Ok, I've updated the main page with links to rooms 3 and 4. comments: Room #2 (Scribble) - let's lose the "gate" at the bottom of the chasm. I'd rather see something more "mundane" down there. Maybe spiders, treasure, skeletons, or an entrance into an entirely different dungeon. Room #2a (Elephant) - I'm a little confused regarding the "upper passageway" that this room describes for the eastern tunnel. Can you elaborate on that? Room #3 (Whizbang Dustyboots) - We need stats for First From the Forest, and Dragon Speaker, as well as regular Kobold stats. Also, we might want to rethink the idea of them sending a warning party to the dragons, since if the kobolds here hear the PCs coming, they are likely going to run right past them on the way to warning the dragons. So, it seems likely that that isn't really an option, given their location. Room #4 (Ilium) - I'm not sure I understand the point of this. I think this description is supposed to be a stub. Room 3 describes this area as a home for waste ("The cave below the kobolds' lair has been used to dispose of waste"), but here we're describing a way to ascend and descend the staircase, and a rope leading up to the ledge, which if one falls, causes no damage. Nowhere is there an actual description of the contents of this room. Room #5 (Tonguez) - We can't use VerminVine - it's not OGL compatible. Room #7 (Elephant) - Let's lower Ghzzdit's CR to something more like 6/7. At EL 11, he's as hard as the dragon's lair. Room #10 (Shieldhaven) - This room isn't detailed anywhere. Shieldhaven, if you want to finish it, please do so. Otherwise, it's open for anyone to flesh out. Room #11 (Roger) - I think I'm in favor of swapping this room with room #4. I think more than one shadow might be nice, too, since all of the greater shadow's victims would now also be shadows. They could be lesser shadows (less than the PHB standard), and would make for a very interesting, difficult encounter. Room #12 (Conail) - We need to replace "goblin" with "Kobold" here. It would be nice if the kobolds had some means of enticing the PCs to save them. Otherwise, I could see most parties just leaving the kobolds to their fate if they find out there's a water ooze, and no reason to bypass it themselves. Maybe one of the kobolds has a magic ring, or something that he can offer up as payment for their rescue? [/QUOTE]
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