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<blockquote data-quote="Stormonu" data-source="post: 9583755" data-attributes="member: 52734"><p>1. Depends. If the characters are on a quest and have an idea there might be one in the area - or they search, I'd probably throw in some extra description to alert the party to something that might get them to further examine or fiddle with the area until they find or successfully manipulate the door through interaction. Things like a bit of an air current, fresh tracks that end at the wall, faint light seeping from the other side, a knock or other distant sound from the area or the like.</p><p></p><p>2. In B3, the party might have darkvision, which might make retrieving the gemstones easier. Otherwise, being already full, the stirges may not stir unless provoked or the characters get too close. Depending on how you want to run it, if the party flubs the roll only one stirge (the runt of the group who didn't get a very filling meal) might be the only one to descend at a party's approach, the others only following suit if the party makes a real ruckus. Really depends on how dangerous you want to make this encounter.</p><p></p><p>3. No, the empty rooms give the characters a spot to catch their breath or to lower the party's guard for when they walk into a real dangerous room. If the party lingers, its still possible for random encounters to run across them. Faded murals, discarded and abandoned signs of a previous inhabitation and story bits though can enliven the adventure, giving the story of the city and its fall a deeper meaning.</p><p></p><p>4. In the original module, the boss's location was concealed, making it unlikely the party would accidentally stumble on it, and going after the creature was meant to be a climatic quest for something like 7th level, after the party had interacted with the city below and discovered clues to the boss's location (and method of destruction). An early forced encounter likely means death if a fight breaks out.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9583755, member: 52734"] 1. Depends. If the characters are on a quest and have an idea there might be one in the area - or they search, I'd probably throw in some extra description to alert the party to something that might get them to further examine or fiddle with the area until they find or successfully manipulate the door through interaction. Things like a bit of an air current, fresh tracks that end at the wall, faint light seeping from the other side, a knock or other distant sound from the area or the like. 2. In B3, the party might have darkvision, which might make retrieving the gemstones easier. Otherwise, being already full, the stirges may not stir unless provoked or the characters get too close. Depending on how you want to run it, if the party flubs the roll only one stirge (the runt of the group who didn't get a very filling meal) might be the only one to descend at a party's approach, the others only following suit if the party makes a real ruckus. Really depends on how dangerous you want to make this encounter. 3. No, the empty rooms give the characters a spot to catch their breath or to lower the party's guard for when they walk into a real dangerous room. If the party lingers, its still possible for random encounters to run across them. Faded murals, discarded and abandoned signs of a previous inhabitation and story bits though can enliven the adventure, giving the story of the city and its fall a deeper meaning. 4. In the original module, the boss's location was concealed, making it unlikely the party would accidentally stumble on it, and going after the creature was meant to be a climatic quest for something like 7th level, after the party had interacted with the city below and discovered clues to the boss's location (and method of destruction). An early forced encounter likely means death if a fight breaks out. [/QUOTE]
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