Dues for the Dead Shortcut

Post/Author/DateTimePost
#1

akaddk

Nov 14, 2014 1:24:15

I'm about to run Dues for the Dead and having played through it before, I know of the issue with area 2 that leads straight to area 13 which of course is just around the corner from the final encounter. This, to me, spoiled the entire adventure when I played through it. We had very little in-game reason to further explore thus we ended up missing out on half the content.

 

As a DM, I'm considering sabotaging the shortcut. I know that the majority of people who find it will go down it because... well, because that's what PC's do. I figure if I just make the block and tackle lift broken, that will be enough to discourage the players from going down there and if they insist and use their own ropes, well, then, I won't stop them.

 

So my question is whether or not I should even discourage going down or not? Again, as a player I felt a bit ripped off and as a DM I'd like the players to experience all the content of the module. But as an Adventurer's League Expeditions scenario, I'm not sure if this is appropriate or overstepping the bounds of my position.

#2

TheBreen

Nov 14, 2014 9:39:32

akaddk wrote:
#3

Jeraxle

Nov 14, 2014 10:06:54

Dues for the Dead  was my first session in AL and exploring the caverns was enjoyable by the DM describing the scene and settings plus it led to us getting full xp, so personally I wouldn't create the short cut and would follow The Breens advice.

#4

akaddk

Nov 14, 2014 11:46:11

TheBreen wrote:
#5

ewspy69

Nov 16, 2014 9:09:36

Played this last night for expeditions. We did the same thing and ended taking out the main character in the first hour of a four hour session. The DM had Cassy ask us to clear out the rest of the place and we went at it and had a lot of fun since we didn't feel rushed to get through to the end.

#6

Jeraxle

Nov 16, 2014 10:31:23

What you have to remember is that all the sessions are leading up to one big climatic event and not every session is going to be hack and slash from what I've been told the previous session were more investigative/roleplay. Which is something I enjoy over straight dungeon crawl.  If you find that your party is walking through the combat you can up it to make it tougher on them?

#7

Vobeskhan

Nov 16, 2014 14:11:17

Ran it this weekend and my players didnt even go into room 2, instead they wanted to head straight in to where the remains of the cleric had been found, which I said was on the landing outside the door to room 4 (Bone pit).

 

They also didnt investigate the Necropolis.