alex_jurkat
First Post
Map E questions
Hey all,
As jim mentioned on the other thread, I worked through Map E recently and came up with some questions. Some jim answered and some he was unable to. I've posted both so everyone can benefit from jim's responses. For the missing ones, if Lee would please respond, it would be greatly appreciated.
The first thing I noticed was the serious ELs of the place. The front macro-map key sets this area as levels 4-6, but the encounters are mostly in the 7-9 level, particularly in the early going. Leaving out the traps, which are primarily triggered by evil types (none of those in my group), here's the rundown:
EL 2: E2
EL 4: E88, E89, E91
EL 5: E60, E90
EL 6: E17, E50, E98
EL 7: E7, E12, E22, E33, E45, E47, E48, E57, E58, E92, E93, E95, E97,
E99
EL 8: E21, E49
EL 9: E7, E100
EL 10: E87
jim response: it was intentionally set up this way to provide a solid challange for 4-6 level characters.
Q: Are all the glyph traps in this region only activated by evil? Most specifically say that, but others (such as the one in the random encounter chart on page 236) don't. That makes me think that I need to pay careful attention to whether a trap is only for evil folks, but it could just be a typo.
jim response: some are trigger by everything so you do have to pay attention to the conditional text for each trap.
Q: There are two rooms marked E5 on the map. Which one is the real one? Should the other one have a different marking?
jim response: the ghost can be found in that entire area, but the one on the left is the room described in the read aloud text.
Q: Will the ghost accompany the characters on their adventure or is
it tied to this room?
jim response: He can leave. He's not the kind of ghost that's tied to a room, but rather the kind that is tied to a cause. He won't chase the PCs beyond E5, because he won't let himself get lured into a trap
Q: Also, the entry states that the ghost does not chase the characters beyond E5, "but pursues them unrelentingly until then." Since E5 is only one room, I'm not sure what the latter phrase means. Unless E5 is all the rooms between the two E5s, and that's the area the ghost will travel into.
jim response: Correct.
Q: E8 on the map contains doors. But the description makes it sound like it's only accessible via the all-door (cool concept by the way). Is the map marked wrong?
jim response: Correct; those doors should not be there.
Q: There are two trap entries in the text of E10. Both are the same. What's going on here?
jim response: One is for the door, one is for the staff, both are against evil.
Q: In E11, the text discusses doors on the east and west sides of the room. The map shows no doors in room E11.
jim response: post this question to the spoiler thread for lee hammock to address (looks like a mistake)
Q: E13 seems very far from E12. Shouldn't Phinadar's quarters be closer to his workshop? Is the map mislabeled here?
jim response: E13 has a built in forge. Feel free to move E12 if you like, but he probably chose it for its size again . . . ask lee hammock on the spoiler thread.
Q: On E19, there's a false door in the corridor to the south-east of this room. It looks much like the designation in E18 for the all-door. Does that false door mean something?
jim response: It means the writer didn't do anything with it when I designed the map. Feel free to use it as you like.
Q: No E44 is marked on the map. Where should it be?
jim response: Just north of E35.
Q: E46 room description is of closet accessible only by all-door. On map, a hallway is designated E46.
jim response: Ask online.
Q: In the tactics section of E57, the text talks about Menerr "running around the long way through E57". Since this is room E57, I assume that means Menerr runs through E58 to get to the members of the pack in E60 etc. But E58 is heavily trapped so I can't image Menerr would pick that route for seeking help.
jim response: He knows how to bypass the traps, which means PCs that chase him are in for a surprise.
Q: E63 room description suggests it's only accessible by all-door. On map, there's a corridor and door into this room.
jim response: Ask online.
Q: Farggalaan's lab and quarters (E86, E87) are a fair distance from each other but they are along the same hallway. His disposal room (E88) is through a secret door and across a large room, seemingly part of the huge insect grouping. Is E88 mislabeled?
jim response: Ask online.
Q: E92 text describes it as a sparring room. Map designation is on a complex corridor area.
jim response: Ask online.
Q: E99 text states that baying draws Leirkos from E100. According to the map, E100 is a long, long way from E99, through numerous winding corridors. Indeed, E100 is very close to E101-103, home chambers of the celestials. It would seem that the celestials and the head of the shadow mastiffs would run into each other just exiting their front doors. Should E100 be located closer to the E93-E99 area?
jim response: Ask online.
Thanks for the help and congrats to all on getting this puppy produced. Looking forward to many long sessions running it.
Alex Jurkat
Eden Studios
www.edenstudios.net
Hey all,
As jim mentioned on the other thread, I worked through Map E recently and came up with some questions. Some jim answered and some he was unable to. I've posted both so everyone can benefit from jim's responses. For the missing ones, if Lee would please respond, it would be greatly appreciated.
The first thing I noticed was the serious ELs of the place. The front macro-map key sets this area as levels 4-6, but the encounters are mostly in the 7-9 level, particularly in the early going. Leaving out the traps, which are primarily triggered by evil types (none of those in my group), here's the rundown:
EL 2: E2
EL 4: E88, E89, E91
EL 5: E60, E90
EL 6: E17, E50, E98
EL 7: E7, E12, E22, E33, E45, E47, E48, E57, E58, E92, E93, E95, E97,
E99
EL 8: E21, E49
EL 9: E7, E100
EL 10: E87
jim response: it was intentionally set up this way to provide a solid challange for 4-6 level characters.
Q: Are all the glyph traps in this region only activated by evil? Most specifically say that, but others (such as the one in the random encounter chart on page 236) don't. That makes me think that I need to pay careful attention to whether a trap is only for evil folks, but it could just be a typo.
jim response: some are trigger by everything so you do have to pay attention to the conditional text for each trap.
Q: There are two rooms marked E5 on the map. Which one is the real one? Should the other one have a different marking?
jim response: the ghost can be found in that entire area, but the one on the left is the room described in the read aloud text.
Q: Will the ghost accompany the characters on their adventure or is
it tied to this room?
jim response: He can leave. He's not the kind of ghost that's tied to a room, but rather the kind that is tied to a cause. He won't chase the PCs beyond E5, because he won't let himself get lured into a trap
Q: Also, the entry states that the ghost does not chase the characters beyond E5, "but pursues them unrelentingly until then." Since E5 is only one room, I'm not sure what the latter phrase means. Unless E5 is all the rooms between the two E5s, and that's the area the ghost will travel into.
jim response: Correct.
Q: E8 on the map contains doors. But the description makes it sound like it's only accessible via the all-door (cool concept by the way). Is the map marked wrong?
jim response: Correct; those doors should not be there.
Q: There are two trap entries in the text of E10. Both are the same. What's going on here?
jim response: One is for the door, one is for the staff, both are against evil.
Q: In E11, the text discusses doors on the east and west sides of the room. The map shows no doors in room E11.
jim response: post this question to the spoiler thread for lee hammock to address (looks like a mistake)
Q: E13 seems very far from E12. Shouldn't Phinadar's quarters be closer to his workshop? Is the map mislabeled here?
jim response: E13 has a built in forge. Feel free to move E12 if you like, but he probably chose it for its size again . . . ask lee hammock on the spoiler thread.
Q: On E19, there's a false door in the corridor to the south-east of this room. It looks much like the designation in E18 for the all-door. Does that false door mean something?
jim response: It means the writer didn't do anything with it when I designed the map. Feel free to use it as you like.
Q: No E44 is marked on the map. Where should it be?
jim response: Just north of E35.
Q: E46 room description is of closet accessible only by all-door. On map, a hallway is designated E46.
jim response: Ask online.
Q: In the tactics section of E57, the text talks about Menerr "running around the long way through E57". Since this is room E57, I assume that means Menerr runs through E58 to get to the members of the pack in E60 etc. But E58 is heavily trapped so I can't image Menerr would pick that route for seeking help.
jim response: He knows how to bypass the traps, which means PCs that chase him are in for a surprise.
Q: E63 room description suggests it's only accessible by all-door. On map, there's a corridor and door into this room.
jim response: Ask online.
Q: Farggalaan's lab and quarters (E86, E87) are a fair distance from each other but they are along the same hallway. His disposal room (E88) is through a secret door and across a large room, seemingly part of the huge insect grouping. Is E88 mislabeled?
jim response: Ask online.
Q: E92 text describes it as a sparring room. Map designation is on a complex corridor area.
jim response: Ask online.
Q: E99 text states that baying draws Leirkos from E100. According to the map, E100 is a long, long way from E99, through numerous winding corridors. Indeed, E100 is very close to E101-103, home chambers of the celestials. It would seem that the celestials and the head of the shadow mastiffs would run into each other just exiting their front doors. Should E100 be located closer to the E93-E99 area?
jim response: Ask online.
Thanks for the help and congrats to all on getting this puppy produced. Looking forward to many long sessions running it.
Alex Jurkat
Eden Studios
www.edenstudios.net
Last edited: