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Cooperative Dungeon IV: Update
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<blockquote data-quote="ikazuchi" data-source="post: 1566919" data-attributes="member: 18293"><p><strong>Some quick questions.</strong></p><p></p><p>Okay, here a short list of things:</p><p>1) The doppleganger in Rm.13 probably knows the heiroglyphs and Hieretic languages.</p><p></p><p>2) I can slide a rosetta stone into Rm.12 or Ferret can slide it into rm 13. Since those are the libraries, not a big surprise.</p><p></p><p>3) As for the tomb complex, if the PCs miss the hidden door, there's still the human prisoners the gnolls are sacrificing to question (if they resucue them), the doppleganger, the theif in the storage room, books in the libraries (rooms 12 & 13), and any gnolls they can interrogate. If after all that and the obvious escavation, the PCs should find the rest of the bloody tomb.</p><p></p><p>Other issues:</p><p>Rooms 1 & 2: If there are gnolls here, who have been here a while, plus any grave robbers that might have wandered by since the tomb was sealed, why are there any precious-stones laying around easily (and not-so-easily) grabbed? If the PCs can take the gems (the lapis lazuli eyes), the gnolls, at the very least, should already have done so.</p><p></p><p>Rooms 3 & 4:</p><p>Some of the ELs (Daytime ELs of 6-8) at the beginning of a dungeon for 3rd level characters is kind of like an awaiting meat grinder. Should those encounters be toned down?</p><p></p><p>Room 17: The Elhoriad Encounter</p><p>Since the Elhoriad is not a part of the SRD, doesn't that encounter need a major revamping? This was brought up and then kinda dropped.</p><p></p><p>And finally:</p><p>What is the final-ish back story for the tomb that we're going with? That'll help cement alot of the flavor for the tomb. Alot of us can go clean up our rooms with the same history binding them together.</p></blockquote><p></p>
[QUOTE="ikazuchi, post: 1566919, member: 18293"] [b]Some quick questions.[/b] Okay, here a short list of things: 1) The doppleganger in Rm.13 probably knows the heiroglyphs and Hieretic languages. 2) I can slide a rosetta stone into Rm.12 or Ferret can slide it into rm 13. Since those are the libraries, not a big surprise. 3) As for the tomb complex, if the PCs miss the hidden door, there's still the human prisoners the gnolls are sacrificing to question (if they resucue them), the doppleganger, the theif in the storage room, books in the libraries (rooms 12 & 13), and any gnolls they can interrogate. If after all that and the obvious escavation, the PCs should find the rest of the bloody tomb. Other issues: Rooms 1 & 2: If there are gnolls here, who have been here a while, plus any grave robbers that might have wandered by since the tomb was sealed, why are there any precious-stones laying around easily (and not-so-easily) grabbed? If the PCs can take the gems (the lapis lazuli eyes), the gnolls, at the very least, should already have done so. Rooms 3 & 4: Some of the ELs (Daytime ELs of 6-8) at the beginning of a dungeon for 3rd level characters is kind of like an awaiting meat grinder. Should those encounters be toned down? Room 17: The Elhoriad Encounter Since the Elhoriad is not a part of the SRD, doesn't that encounter need a major revamping? This was brought up and then kinda dropped. And finally: What is the final-ish back story for the tomb that we're going with? That'll help cement alot of the flavor for the tomb. Alot of us can go clean up our rooms with the same history binding them together. [/QUOTE]
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