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DDEX1-4 Dues for the Dead GM notes and discussion
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<blockquote data-quote="Ricochet" data-source="post: 6737540" data-attributes="member: 2024"><p><strong>Problem with Dues for the Dead</strong></p><p></p><p><strong>Originally posted by obsid:</strong></p><p></p><p>In room 14A it says "If the adventurers sprung any of the traps in Area 12..." but I dont see any traps in Area 12. Which room did it mean?</p><p></p><p></p><p><strong>Originally posted by Mind_Flayer_Monk:</strong></p><p></p><p>This is a good question.</p><p>I used the room the crown is in, but that was just a guess.</p><p> </p><p>Great mod other than that.</p><p></p><p></p><p><strong>Originally posted by HeresyDM:</strong></p><p></p><p> </p><p> I just put a magic mouth 'trap' on the scenes in area 12 like the ones that were in area 3.</p><p></p><p></p><p><strong>Originally posted by ScarlettZoe:</strong></p><p></p><p>Can you play a pact of the chain warlock with the Variant Imp Familiar talked about in the Monster Manual? The players guide says "Most monsters can be found in the Monster Manual" suggesting that the monster manual is a valid rules source. It does say "D&D Adventurers League play does not use any other optional or variant rules as presented in the Dungeon Master’s Guide" but this isnt the DMG. And the varient human statistics are allowed.</p><p></p><p></p><p><strong>Originally posted by obsid:</strong></p><p></p><p> </p><p>Dont know why you copied my question from the other thread, but as answered there: <a href="http://community.wizards.com/forum/dd-adventurers-league/threads/4148991(x)" target="_blank">http://community.wizards.com/forum/dd-adventurers-league/threads/4148991(x)</a> the answer is no.</p><p></p><p></p><p><strong>Originally posted by Tyranthraxus:</strong></p><p></p><p>Has anyone done a better map for this? THere are no gridlines and the white box which =10 is next to useless.</p><p></p><p></p><p><strong>Originally posted by CarlT:</strong></p><p></p><p>Regarding the 'traps' in area 12 - it is clear that this area was changed pre-publication and there must have originally been some traps in area 12 (and accompanying instruction that the kobold and zombies would investigate if they were triggered); and the file was incompletely edited after this change was made. The simplest change is to (as someone noted above) assume magic mouth spells here as in area 3.</p><p> </p><p> </p><p> </p><p>I was also concerned with the fact that (according to the stat block) the Knight is wearing Plate Mail, but Plate Mail doesn't show up anywhere in the treasure list. That is a pretty significant reward and they need to either justify why it isn't available for the PCs (and if it isn't shouldn't the Knight have a lower AC?) or they probably ought to include it on the treasure list (after all - its worth more than the sum of all other loots in there; and a Knight isn't a kobold -his/her gear should be in at least serviceable condition).</p><p> </p><p> </p><p> </p><p>Carl</p><p> </p><p></p><p></p><p><strong>Originally posted by Thank_Dog:</strong></p><p></p><p>They don't need to justify why it's not in the list at all. It's in the ALPG why you don't get to keep equipment you find during an adventure.</p><p></p><p></p><p><strong>Originally posted by Tyranthraxus:</strong></p><p></p><p>I must admit I did see the Plate Mail but my first reaction is sadly they wont be able to take it.</p><p></p><p></p><p><strong>Originally posted by TheBreen:</strong></p><p></p><p>The rule they're talking about is from Page 10 of the Adventurers League Players Guide:</p><p> </p><p> "Arms and armor taken from defeated monsters is worthless and cannot be sold unless specified in</p><p> the adventure (the party can use the items during the session in which they are found, though). As</p><p> a general rule of thumb, if an item is part of a monster’s statistics, it’s not sellable."</p><p> </p><p> </p><p></p><p></p><p><strong>Originally posted by Spykes:</strong></p><p></p><p>I thought it was odd that they referenced piles of dirt in the room description. I have a feeling they were supposed to be related to the trap so I made the following trap, also using Magic Mouth like the poster above. This trap is more like a mini skill challenge than anything. My table managed to get past it without triggering though.</p><p> </p><p><span style="color: #222222">Trap: </span></p><p><span style="color: #222222">Hidden in the rubble of the floor are strings and boards that connect to the piles of dirt. A Perception contest reveals their significance. (</span><span style="color: #222222">+3 Stealth for the trap vs. Passive Perception</span><span style="color: #222222"> of characters) If the PCs suspect something is up with the dirt piles, they can make a </span><span style="color: #222222">DC 15 investigation</span><span style="color: #222222"> 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. </span></p><p></p><p><span style="color: #222222">If the PCs do notice the trap then they can identify that the rubble is rigged to trigger disturbing the dirt piles. A </span><span style="color: #222222">DC10 Arcana</span><span style="color: #222222"> check reveals that disturbing the piles triggers a Magic Mouth spell cast on the ceiling. A </span><span style="color: #222222">DC13 Acrobatics</span><span style="color: #222222"> 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 <strong>DC11 Dexterity</strong> saving throw take no damage. This alerts the zombies in area 14a.</span></p><p></p><p></p><p><strong>Originally posted by Mind_Flayer_Monk:</strong></p><p></p><p>I love running this mod, its a smash hit.</p><p>If Steve Winter is reading this, thank you Steve.</p><p> </p><p>This mod makes me appreciate the Dragon Queen story line even more.</p><p></p><p></p><p><strong>Originally posted by Pauper:</strong></p><p></p><p>I just assumed that 'area 12' was a typo and the text was supposed to say 'area 10'. The trap in area 10 is pretty noisy, after all. The idea that area 12 has similar magic mouth 'traps' to area 3 is reasonable, though since there's no treasure listed, it's not clear what the magic mouths would be there for.</p><p> </p><p>--</p><p>Pauper</p><p></p><p></p><p><strong>Originally posted by tjf:</strong></p><p></p><p>For those of you that have already run this.... Did any of your parties just go into room#2 and use the block and tackle to descend to area 13 (The Necropolis) to get to Rorreth's lair, thus negating half of the module?</p><p></p><p></p><p><strong>Originally posted by Dooflegna:</strong></p><p></p><p> </p><p>Yep! The group that I ran through did it this way. They still ended up exploring the rest of the dungeon, at the friendly NPC's encouragement.</p><p></p><p></p><p><strong>Originally posted by Tyranthraxus:</strong></p><p></p><p>Tif: No .. my group were .. very hesitant. They knew the undead were about and nobody liked the idea of being lowered down into a danger zone 2 at a time. In fact they locked the gate to the area after investigating so nothing could come... up, after them <img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/smile.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p></p><p><strong>Originally posted by akaddk:</strong></p><p></p><p>Yeah, I mean... you find a secret door, what are you going to do? Ignore it? Kinda stupid having it right at the start.</p><p></p><p></p><p><strong>Originally posted by Pauper:</strong></p><p></p><p> </p><p>Our group will find out in December, when we're scheduled to play this mod.</p><p> </p><p>I'll point out, from glancing over the mod, that if a larger-than-average party goes from area 2 directly to area 13 and doesn't work their way back, they'll miss out on a significant chunk of XP. That alone might be sufficient motivation to get the party to explore the crypt more fully.</p><p> </p><p>--</p><p>Pauper</p><p></p><p></p><p><strong>Originally posted by TheDireOne:</strong></p><p></p><p>I have a question similar to Carl above. I ran this last weekend at a Con. My group was able to defeat the plate mail wearing fighter and all of his friends......I dont want to include any spoilers in case some folks have not had the chance to run this yet. But at the end of the run our DM awarded us one magic item from a caster that he did not have a card for. Do I get to still keep it or does it fall under the same rule as the plate mail? Does the fact that the DM awarded it change this? Its a great item that my rogue would love to have but I am not CN in real life so I follow rules. Thanks.</p><p></p><p></p><p><strong>Originally posted by Tyranthraxus:</strong></p><p></p><p>Dire one: You can still get the magic item in question as long as the table is going by the rules. The cards are just there so people can trade the items. Essentially No Card, No trade.</p><p> </p><p>My local shop has never received the cards, so none of my players will ever be able to trade their items. As long as you record the item on your log sheet correct all you need to do is write the items name in the notes section of the logsheet and its yours!.</p><p> </p><p> </p><p></p><p></p><p><strong>Originally posted by akaddk:</strong></p><p></p><p>At the end of the module all the permanent treasure items, mundane or otherwise, are listed. There is only one permanent item listed and they are the Goggles of Night. If that's the item you have then you're fine. The only difference with having a cert is that the cert allows you to trade the item to another player. Without a cert you're stuck with the item and you're only allowed a certain number of magical items and when determining who gets an item at the end of a session, the tally of current items your character has is taken into account and therefore you may not get an item that you really want.</p><p></p><p></p><p><strong>Originally posted by TheBreen:</strong></p><p></p><p> </p><p>The NPC (a spellcaster) who hires the party can give them one permanent magic item at the beginning of the adventure. There's an NPC "helper" who is a spellcaster, but she doesn't have any magic items. The "plate mail wearing fighter" is protecting a spellcaster who uses a bonus action on the first round of the fight to escape, even if physically restrained. If your party somehow kills this caster before his bonus action on the first round, you find that he doesn't have any magic items either.</p><p> </p><p>I couldn't find any reference to other spell casters or any other magic (permanent or consumable) items in the adventure. So unless the item you got was from the guy who hired you for this adventure, your DM probably made it up. Since DMs aren't allowed to change the treasure awards for the adventure, that means the item probably doesn't exist past the end of the adventure. But you should ask your DM, just to be sure.</p><p> </p><p>I hope this helps clear things up for you.</p><p> </p><p> </p><p></p><p></p><p><strong>Originally posted by TheDireOne:</strong></p><p></p><p> </p><p>No it is not the Goggles of Night I have. This item was on a foe that was, by the DM's explanation, supposed to get away. We had a very clever party and foiled his escape. Since I was a player I was not able to see what was or was not listed as potential treasure. Thanks for the responses folks.</p><p></p><p></p><p><strong>Originally posted by TheDireOne:</strong></p><p></p><p> </p><p>Ah ok. Well since this was at a gaming Con I will not be able to check with the DM. I will just erase the item from my logsheet. It was a Heward's Handy Haversack. I did not want to say in case it was a spoiler. But if it was improvised then its not a spoiler....in case you run with this guy in the future....sorry if you do and its spoiled. Thaks a bunch for the help here. I really enjoyed running these Expeditions and look forward to doing more of them at the local gamestore. I just want to be sure I am not mucking it up with bogus equipment. My thief wants to say he came by it honestly.....really. Hehe.</p><p></p><p></p><p><strong>Originally posted by HeresyDM:</strong></p><p></p><p> </p><p>Yeah, Rorreth the necromancer is meant to escape before the party can do anything to stop him (I'd be interested in hearing how you stopped his escape). And as 'TheBreen' wrote he does not have any magic items listed in the module; the DM must have just awarded the magic as a bonus for doing something (killing him) that should have been nearly impossible to do.</p><p></p><p></p><p><strong>Originally posted by akaddk:</strong></p><p></p><p>Then unfortunately it is not Adventurer's League legal <img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/sad.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p></p><p><strong>Originally posted by Vobeskhan:</strong></p><p></p><p><img src="http://community.wizards.com/sites/mtgcommunity/files/styles/large/public/DDEX1-4103.jpg?itok=K37cgA7O" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />We're running this tomorrow at Tabletop Tyrants so I decided to redraw the map for easy reference for all three of us DMing it.</p><p></p><p></p><p><strong>Originally posted by Pauper:</strong></p><p></p><p>Dang, at the very least put that in a spoiler tag!</p><p></p><p></p><p><strong>Originally posted by Vobeskhan:</strong></p><p></p><p>Sorry thought this was a thread for DMing Dues for the Dead.</p><p></p><p></p><p><strong>Originally posted by akaddk:</strong></p><p></p><p>I think it should be assumed that any discussion of a module is going to have spoilers in it. Assuming otherwise is either disengenous or a bit silly.</p><p></p><p></p><p><strong>Originally posted by Pauper:</strong></p><p></p><p>I don't think it's assumed that if you go into a thread to discuss a module, you'll find the map of the whole dungeon in that thread.</p><p> </p><p>As I said, it should at a minimum be put in a spoiler tag, if it has to be posted at all. There are other ways to distribute material to other DMs, after all.</p><p> </p><p>--</p><p>Pauper</p></blockquote><p></p>
[QUOTE="Ricochet, post: 6737540, member: 2024"] [b]Problem with Dues for the Dead[/b] [b]Originally posted by obsid:[/b] In room 14A it says "If the adventurers sprung any of the traps in Area 12..." but I dont see any traps in Area 12. Which room did it mean? [b]Originally posted by Mind_Flayer_Monk:[/b] This is a good question. I used the room the crown is in, but that was just a guess. Great mod other than that. [b]Originally posted by HeresyDM:[/b] I just put a magic mouth 'trap' on the scenes in area 12 like the ones that were in area 3. [b]Originally posted by ScarlettZoe:[/b] Can you play a pact of the chain warlock with the Variant Imp Familiar talked about in the Monster Manual? The players guide says "Most monsters can be found in the Monster Manual" suggesting that the monster manual is a valid rules source. It does say "D&D Adventurers League play does not use any other optional or variant rules as presented in the Dungeon Master’s Guide" but this isnt the DMG. And the varient human statistics are allowed. [b]Originally posted by obsid:[/b] Dont know why you copied my question from the other thread, but as answered there: [url]http://community.wizards.com/forum/dd-adventurers-league/threads/4148991(x)[/url] the answer is no. [b]Originally posted by Tyranthraxus:[/b] Has anyone done a better map for this? THere are no gridlines and the white box which =10 is next to useless. [b]Originally posted by CarlT:[/b] Regarding the 'traps' in area 12 - it is clear that this area was changed pre-publication and there must have originally been some traps in area 12 (and accompanying instruction that the kobold and zombies would investigate if they were triggered); and the file was incompletely edited after this change was made. The simplest change is to (as someone noted above) assume magic mouth spells here as in area 3. I was also concerned with the fact that (according to the stat block) the Knight is wearing Plate Mail, but Plate Mail doesn't show up anywhere in the treasure list. That is a pretty significant reward and they need to either justify why it isn't available for the PCs (and if it isn't shouldn't the Knight have a lower AC?) or they probably ought to include it on the treasure list (after all - its worth more than the sum of all other loots in there; and a Knight isn't a kobold -his/her gear should be in at least serviceable condition). Carl [b]Originally posted by Thank_Dog:[/b] They don't need to justify why it's not in the list at all. It's in the ALPG why you don't get to keep equipment you find during an adventure. [b]Originally posted by Tyranthraxus:[/b] I must admit I did see the Plate Mail but my first reaction is sadly they wont be able to take it. [b]Originally posted by TheBreen:[/b] The rule they're talking about is from Page 10 of the Adventurers League Players Guide: "Arms and armor taken from defeated monsters is worthless and cannot be sold unless specified in the adventure (the party can use the items during the session in which they are found, though). As a general rule of thumb, if an item is part of a monster’s statistics, it’s not sellable." [b]Originally posted by Spykes:[/b] I thought it was odd that they referenced piles of dirt in the room description. I have a feeling they were supposed to be related to the trap so I made the following trap, also using Magic Mouth like the poster above. This trap is more like a mini skill challenge than anything. My table managed to get past it without triggering though. [COLOR=#222222]Trap: [/COLOR] [COLOR=#222222]Hidden in the rubble of the floor are strings and boards that connect to the piles of dirt. A Perception contest reveals their significance. ([/COLOR][COLOR=#222222]+3 Stealth for the trap vs. Passive Perception[/COLOR][COLOR=#222222] of characters) If the PCs suspect something is up with the dirt piles, they can make a [/COLOR][COLOR=#222222]DC 15 investigation[/COLOR][COLOR=#222222] 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. [/COLOR] [COLOR=#222222]If the PCs do notice the trap then they can identify that the rubble is rigged to trigger disturbing the dirt piles. A [/COLOR][COLOR=#222222]DC10 Arcana[/COLOR][COLOR=#222222] check reveals that disturbing the piles triggers a Magic Mouth spell cast on the ceiling. A [/COLOR][COLOR=#222222]DC13 Acrobatics[/COLOR][COLOR=#222222] 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 [b]DC11 Dexterity[/b] saving throw take no damage. This alerts the zombies in area 14a.[/COLOR] [b]Originally posted by Mind_Flayer_Monk:[/b] I love running this mod, its a smash hit. If Steve Winter is reading this, thank you Steve. This mod makes me appreciate the Dragon Queen story line even more. [b]Originally posted by Pauper:[/b] I just assumed that 'area 12' was a typo and the text was supposed to say 'area 10'. The trap in area 10 is pretty noisy, after all. The idea that area 12 has similar magic mouth 'traps' to area 3 is reasonable, though since there's no treasure listed, it's not clear what the magic mouths would be there for. -- Pauper [b]Originally posted by tjf:[/b] For those of you that have already run this.... Did any of your parties just go into room#2 and use the block and tackle to descend to area 13 (The Necropolis) to get to Rorreth's lair, thus negating half of the module? [b]Originally posted by Dooflegna:[/b] Yep! The group that I ran through did it this way. They still ended up exploring the rest of the dungeon, at the friendly NPC's encouragement. [b]Originally posted by Tyranthraxus:[/b] Tif: No .. my group were .. very hesitant. They knew the undead were about and nobody liked the idea of being lowered down into a danger zone 2 at a time. In fact they locked the gate to the area after investigating so nothing could come... up, after them [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/smile.gif[/IMG] [b]Originally posted by akaddk:[/b] Yeah, I mean... you find a secret door, what are you going to do? Ignore it? Kinda stupid having it right at the start. [b]Originally posted by Pauper:[/b] Our group will find out in December, when we're scheduled to play this mod. I'll point out, from glancing over the mod, that if a larger-than-average party goes from area 2 directly to area 13 and doesn't work their way back, they'll miss out on a significant chunk of XP. That alone might be sufficient motivation to get the party to explore the crypt more fully. -- Pauper [b]Originally posted by TheDireOne:[/b] I have a question similar to Carl above. I ran this last weekend at a Con. My group was able to defeat the plate mail wearing fighter and all of his friends......I dont want to include any spoilers in case some folks have not had the chance to run this yet. But at the end of the run our DM awarded us one magic item from a caster that he did not have a card for. Do I get to still keep it or does it fall under the same rule as the plate mail? Does the fact that the DM awarded it change this? Its a great item that my rogue would love to have but I am not CN in real life so I follow rules. Thanks. [b]Originally posted by Tyranthraxus:[/b] Dire one: You can still get the magic item in question as long as the table is going by the rules. The cards are just there so people can trade the items. Essentially No Card, No trade. My local shop has never received the cards, so none of my players will ever be able to trade their items. As long as you record the item on your log sheet correct all you need to do is write the items name in the notes section of the logsheet and its yours!. [b]Originally posted by akaddk:[/b] At the end of the module all the permanent treasure items, mundane or otherwise, are listed. There is only one permanent item listed and they are the Goggles of Night. If that's the item you have then you're fine. The only difference with having a cert is that the cert allows you to trade the item to another player. Without a cert you're stuck with the item and you're only allowed a certain number of magical items and when determining who gets an item at the end of a session, the tally of current items your character has is taken into account and therefore you may not get an item that you really want. [b]Originally posted by TheBreen:[/b] The NPC (a spellcaster) who hires the party can give them one permanent magic item at the beginning of the adventure. There's an NPC "helper" who is a spellcaster, but she doesn't have any magic items. The "plate mail wearing fighter" is protecting a spellcaster who uses a bonus action on the first round of the fight to escape, even if physically restrained. If your party somehow kills this caster before his bonus action on the first round, you find that he doesn't have any magic items either. I couldn't find any reference to other spell casters or any other magic (permanent or consumable) items in the adventure. So unless the item you got was from the guy who hired you for this adventure, your DM probably made it up. Since DMs aren't allowed to change the treasure awards for the adventure, that means the item probably doesn't exist past the end of the adventure. But you should ask your DM, just to be sure. I hope this helps clear things up for you. [b]Originally posted by TheDireOne:[/b] No it is not the Goggles of Night I have. This item was on a foe that was, by the DM's explanation, supposed to get away. We had a very clever party and foiled his escape. Since I was a player I was not able to see what was or was not listed as potential treasure. Thanks for the responses folks. [b]Originally posted by TheDireOne:[/b] Ah ok. Well since this was at a gaming Con I will not be able to check with the DM. I will just erase the item from my logsheet. It was a Heward's Handy Haversack. I did not want to say in case it was a spoiler. But if it was improvised then its not a spoiler....in case you run with this guy in the future....sorry if you do and its spoiled. Thaks a bunch for the help here. I really enjoyed running these Expeditions and look forward to doing more of them at the local gamestore. I just want to be sure I am not mucking it up with bogus equipment. My thief wants to say he came by it honestly.....really. Hehe. [b]Originally posted by HeresyDM:[/b] Yeah, Rorreth the necromancer is meant to escape before the party can do anything to stop him (I'd be interested in hearing how you stopped his escape). And as 'TheBreen' wrote he does not have any magic items listed in the module; the DM must have just awarded the magic as a bonus for doing something (killing him) that should have been nearly impossible to do. [b]Originally posted by akaddk:[/b] Then unfortunately it is not Adventurer's League legal [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/sad.gif[/IMG] [b]Originally posted by Vobeskhan:[/b] [IMG]http://community.wizards.com/sites/mtgcommunity/files/styles/large/public/DDEX1-4103.jpg?itok=K37cgA7O[/IMG]We're running this tomorrow at Tabletop Tyrants so I decided to redraw the map for easy reference for all three of us DMing it. [b]Originally posted by Pauper:[/b] Dang, at the very least put that in a spoiler tag! [b]Originally posted by Vobeskhan:[/b] Sorry thought this was a thread for DMing Dues for the Dead. [b]Originally posted by akaddk:[/b] I think it should be assumed that any discussion of a module is going to have spoilers in it. Assuming otherwise is either disengenous or a bit silly. [b]Originally posted by Pauper:[/b] I don't think it's assumed that if you go into a thread to discuss a module, you'll find the map of the whole dungeon in that thread. As I said, it should at a minimum be put in a spoiler tag, if it has to be posted at all. There are other ways to distribute material to other DMs, after all. -- Pauper [/QUOTE]
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