Ricochet
Explorer
Originally posted by AlHazred:
Hi,
(Please note if you are a player in expeditions, this thread is not for you)
I was waiting for Tyranthraxus to make more threads for more Expeditions modules, but then it occurred to me I could just do it.
This thread is for discussion of the fourth Expeditions adventure, Dues for the Dead. I see it as a forum topic for us to talk what has gone right and wrong within the adventure, the combat tactics we use, the embelishments we made, the props we use and so on.
If you find links to maps, diagrams etc that you found useful when preparing to run this, please share them.
Please keep in mind this thread isn't for players' tales (unless one of your players broke open the scenario for you). They are purely for DM inspiration and discussion.
The reason they are in here, and not in the Dungeon Masters' area of the forum is that, we really just want discussion here from AL DMs as we have a certain toolkit to work with which other Dungeon Masters do not.
Originally posted by AlHazred:
I note that there is already a thread about problems in Dues for the Dead(x). Long story short, a reference to "trap in area 12" from room 14A menas nothing because there are no traps, though there are piles of dirt. Spykes added the following trap to area 12(x):
Trap:
[sblock]Hidden in the rubble of the floor are strings and boards that connect to the piles of dirt. A Perception contest reveals their significance. (+3 Stealth for the trap vs. Passive Perception of characters) If the PCs suspect something is up with the dirt piles, they can make a DC 15 investigation check to actively discover the trap. If the checks fail or if the PCs enter the rubble to get close to the piles, the trap is triggered.
If the PCs do notice the trap then they can identify that the rubble is rigged to trigger disturbing the dirt piles. A DC10 Arcana check reveals that disturbing the piles triggers a Magic Mouth spell cast on the ceiling. A DC13 Acrobatics check is required to negotiate the length of the room without disturbing the piles. If any check is failed, the trap triggers and a booming voice that echoes throughout the chamber the warning of, "Leave now or walk these halls forever!" This reverberation in turn triggers a minor collapse in the stonework and plaster ceiling. Any creature in the room takes 4(1d8) bludgeoning damage. Creature who succeed at a DC11 Dexterity saving throw take no damage. This alerts the zombies in area 14a.
[/sblock]The Thayan knight has "plate" listed in his equipment; this is unavailable to the PCs as treasure as stated in the AL Players' Guide, page 6: "Arms and armor obtained from monsters is worthless unless otherwise specified; if such gear is found during an adventure, it can be used for the duration of the session before it breaks or becomes unusable."
Originally posted by AlHazred:
My thoughts are, if anyone has a cleric of Kelemvor at their table as a PC (because they got the special "Cleric of Kelemvor" cert from playing DDEP1-1 Corruption in Kryptgarden) they could probably substitute for Cassyt in the module. This is especially true if they are 2nd level, as that's still an "apprentice level" -- the work they do in the module justifies their advancement to level 3 and full "priest" status.
If you think there's going to be one of these PCs at your table, I'd prepare a bunch of little slips of paper beforehand, with the information they know about the catacombs. You can then hand them out in-game and have the player do some of your exposition for you. You can also encourage them to snitch on the rest of the party, which might or might not be roleplaying gold, depending on the player personalities involved. In any case, characters jingling with coin and jewels when they exit from the catacombs should immediately get the ire of the Order of the Silent Shroud, whether or not the acolyte snitches on them...
Originally posted by SteveMND:
Odd, i would have sworn I posted in this thread the other day. Oh well.
So, I was looking though my mods, and it looks like I'll be likely to be running Dues next weekend. However, judging by the maps, monster list, encounter list, etc., it looks like it'd be a pretty long one (assuming they didn't use the 'short cut' and just go home after that). So, is this intended to be a double-slot scenario, or just a normal 4-hour module? I'm wondering if I'd need to schedule this in advance to run across two sessions or not.
Originally posted by HeresyDM:
We did it in ~4 hours pretty easily; not much investigation/RP in this one like the most of the others, this is pretty much a hack-n-slash dungeon crawl.
Originally posted by Tyranthraxus:
Broken up by the moral quandry of the welcomers in the middle. Do you help them escape or not.. and if you do how do you convince your guide to look the other way.
Hi,
(Please note if you are a player in expeditions, this thread is not for you)
I was waiting for Tyranthraxus to make more threads for more Expeditions modules, but then it occurred to me I could just do it.
This thread is for discussion of the fourth Expeditions adventure, Dues for the Dead. I see it as a forum topic for us to talk what has gone right and wrong within the adventure, the combat tactics we use, the embelishments we made, the props we use and so on.
If you find links to maps, diagrams etc that you found useful when preparing to run this, please share them.
Please keep in mind this thread isn't for players' tales (unless one of your players broke open the scenario for you). They are purely for DM inspiration and discussion.
The reason they are in here, and not in the Dungeon Masters' area of the forum is that, we really just want discussion here from AL DMs as we have a certain toolkit to work with which other Dungeon Masters do not.
Originally posted by AlHazred:
I note that there is already a thread about problems in Dues for the Dead(x). Long story short, a reference to "trap in area 12" from room 14A menas nothing because there are no traps, though there are piles of dirt. Spykes added the following trap to area 12(x):
Trap:
[sblock]Hidden in the rubble of the floor are strings and boards that connect to the piles of dirt. A Perception contest reveals their significance. (+3 Stealth for the trap vs. Passive Perception of characters) If the PCs suspect something is up with the dirt piles, they can make a DC 15 investigation check to actively discover the trap. If the checks fail or if the PCs enter the rubble to get close to the piles, the trap is triggered.
If the PCs do notice the trap then they can identify that the rubble is rigged to trigger disturbing the dirt piles. A DC10 Arcana check reveals that disturbing the piles triggers a Magic Mouth spell cast on the ceiling. A DC13 Acrobatics check is required to negotiate the length of the room without disturbing the piles. If any check is failed, the trap triggers and a booming voice that echoes throughout the chamber the warning of, "Leave now or walk these halls forever!" This reverberation in turn triggers a minor collapse in the stonework and plaster ceiling. Any creature in the room takes 4(1d8) bludgeoning damage. Creature who succeed at a DC11 Dexterity saving throw take no damage. This alerts the zombies in area 14a.
[/sblock]The Thayan knight has "plate" listed in his equipment; this is unavailable to the PCs as treasure as stated in the AL Players' Guide, page 6: "Arms and armor obtained from monsters is worthless unless otherwise specified; if such gear is found during an adventure, it can be used for the duration of the session before it breaks or becomes unusable."
Originally posted by AlHazred:
My thoughts are, if anyone has a cleric of Kelemvor at their table as a PC (because they got the special "Cleric of Kelemvor" cert from playing DDEP1-1 Corruption in Kryptgarden) they could probably substitute for Cassyt in the module. This is especially true if they are 2nd level, as that's still an "apprentice level" -- the work they do in the module justifies their advancement to level 3 and full "priest" status.
If you think there's going to be one of these PCs at your table, I'd prepare a bunch of little slips of paper beforehand, with the information they know about the catacombs. You can then hand them out in-game and have the player do some of your exposition for you. You can also encourage them to snitch on the rest of the party, which might or might not be roleplaying gold, depending on the player personalities involved. In any case, characters jingling with coin and jewels when they exit from the catacombs should immediately get the ire of the Order of the Silent Shroud, whether or not the acolyte snitches on them...
Originally posted by SteveMND:
Odd, i would have sworn I posted in this thread the other day. Oh well.
So, I was looking though my mods, and it looks like I'll be likely to be running Dues next weekend. However, judging by the maps, monster list, encounter list, etc., it looks like it'd be a pretty long one (assuming they didn't use the 'short cut' and just go home after that). So, is this intended to be a double-slot scenario, or just a normal 4-hour module? I'm wondering if I'd need to schedule this in advance to run across two sessions or not.
Originally posted by HeresyDM:
We did it in ~4 hours pretty easily; not much investigation/RP in this one like the most of the others, this is pretty much a hack-n-slash dungeon crawl.
Originally posted by Tyranthraxus:
Broken up by the moral quandry of the welcomers in the middle. Do you help them escape or not.. and if you do how do you convince your guide to look the other way.