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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: 6737548" data-attributes="member: 2024"><p><strong>Questions</strong></p><p></p><p><strong>Originally posted by Nevvur:</strong></p><p></p><p>Planning on running this at my FLGS tomorrow. Couple of quick questions.</p><p> </p><p>A key is mentioned for opening the locks in area 2, but there's no mention where it is obtained. Is this something the Doomguide would give them? Would Cassyt have it, if she accompanies them? Or should the party be able to discover it inside somewhere?</p><p> </p><p>Area 14 description remarks that the zombies in 14a will investigate if the party sprung any traps in area 12. Area 12 has no description of traps. Which sort of traps do you advise adding to area 12, if any?</p><p> </p><p>If you've run this one yourself and have any other tips, I welcome them.</p><p> </p><p> </p><p></p><p></p><p><strong>Originally posted by Zarton:</strong></p><p></p><p>For the key, the either the doomgiver or cassy would have it. Doomgiver would only give it when asked. Cassy would as a guide though she may try to direct them elsewhere as the party may skip on any creatures down the main path that could sneak up and out of the crypt. It may be refering to the trap in area 10 (The glyph of warding going off)</p><p></p><p></p><p><strong>Originally posted by TheBreen:</strong></p><p></p><p>Cassyt should have the key to area 2, however only the Doomguide has a key to the crypts in area 3.</p><p> </p><p>For area 14, I would just remove the words "from area 12" so that the sentence just says, "…If the adventurers have sprung any traps…"</p><p></p><p></p><p><strong>Originally posted by Nevvur:</strong></p><p></p><p>Thanks guys. Time to slay some undead!</p><p></p><p></p><p><strong>Originally posted by AlHazred:</strong></p><p></p><p>More discussion of the missing trap can be found here(x).</p><p></p><p></p><p><strong>Originally posted by MasterNamer:</strong></p><p></p><p>It may be a reference to the same magic mouth trap that's on the first set of skeletal scenes, as it would make sense that the clerics wouldn't want the dead disturbed in either area.</p></blockquote><p></p>
[QUOTE="Ricochet, post: 6737548, member: 2024"] [b]Questions[/b] [b]Originally posted by Nevvur:[/b] Planning on running this at my FLGS tomorrow. Couple of quick questions. A key is mentioned for opening the locks in area 2, but there's no mention where it is obtained. Is this something the Doomguide would give them? Would Cassyt have it, if she accompanies them? Or should the party be able to discover it inside somewhere? Area 14 description remarks that the zombies in 14a will investigate if the party sprung any traps in area 12. Area 12 has no description of traps. Which sort of traps do you advise adding to area 12, if any? If you've run this one yourself and have any other tips, I welcome them. [b]Originally posted by Zarton:[/b] For the key, the either the doomgiver or cassy would have it. Doomgiver would only give it when asked. Cassy would as a guide though she may try to direct them elsewhere as the party may skip on any creatures down the main path that could sneak up and out of the crypt. It may be refering to the trap in area 10 (The glyph of warding going off) [b]Originally posted by TheBreen:[/b] Cassyt should have the key to area 2, however only the Doomguide has a key to the crypts in area 3. For area 14, I would just remove the words "from area 12" so that the sentence just says, "…If the adventurers have sprung any traps…" [b]Originally posted by Nevvur:[/b] Thanks guys. Time to slay some undead! [b]Originally posted by AlHazred:[/b] More discussion of the missing trap can be found here(x). [b]Originally posted by MasterNamer:[/b] It may be a reference to the same magic mouth trap that's on the first set of skeletal scenes, as it would make sense that the clerics wouldn't want the dead disturbed in either area. [/QUOTE]
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