Problem with Dues for the Dead

Post/Author/DateTimePost
#1

obsid

Sep 28, 2014 18:51:39

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?

#2

Mind_Flayer_Monk

Oct 02, 2014 6:02:43

This is a good question.

I used the room the crown is in, but that was just a guess.

 

Great mod other than that.

#3

HeresyDM

Oct 02, 2014 7:27:18

obsid wrote:
#4

ScarlettZoe

Oct 03, 2014 23:27:22

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.

(Reply to #4)

obsid

ScarlettZoe wrote:
#6

Tyranthraxus

Oct 05, 2014 22:57:11

Has anyone done a better map for this? THere are no gridlines and the white box  which =10 is next to useless.

#7

CarlT

Oct 06, 2014 22:59:33

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

 

#8

Thank_Dog

Oct 06, 2014 23:26:28

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.

#9

Tyranthraxus

Oct 07, 2014 0:54:56

I must admit I did see the Plate Mail but my first reaction is sadly they wont be able to take it.

#10

TheBreen

Oct 07, 2014 8:53:27

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."

 

 

#11

Spykes

Oct 07, 2014 23:22:42

Tyranthraxus wrote:
#12

Mind_Flayer_Monk

Oct 08, 2014 2:09:50

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.

#13

Pauper

Oct 08, 2014 7:18:36

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

#14

tjf

Nov 10, 2014 12:42:00

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?

#15

Dooflegna

Nov 10, 2014 16:46:12

tjf wrote:
#16

Tyranthraxus

Nov 10, 2014 17:01:53

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

#17

akaddk

Nov 10, 2014 21:26:23

tjf wrote:
(Reply to #14)

Pauper

tjf wrote:
#19

TheDireOne

Nov 11, 2014 19:15:47

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.

#20

Tyranthraxus

Nov 11, 2014 23:29:20

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!.

 

 

#21

akaddk

Nov 11, 2014 23:33:59

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.

#22

TheBreen

Nov 12, 2014 9:56:18

TheDireOne wrote:
(Reply to #21)

TheDireOne

akaddk wrote:
(Reply to #22)

TheDireOne

TheBreen wrote:
(Reply to #24)

HeresyDM

TheDireOne wrote:
#26

akaddk

Nov 12, 2014 13:51:50

TheDireOne wrote:
#27

Vobeskhan

Nov 14, 2014 8:24:11

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.

#28

Pauper

Nov 14, 2014 9:24:07

Dang, at the very least put that in a spoiler tag!

#29

Vobeskhan

Nov 14, 2014 11:51:07

Sorry thought this was a thread for DMing Dues for the Dead.

#30

akaddk

Nov 14, 2014 13:59:05

Pauper wrote:
#31

Pauper

Nov 14, 2014 14:09:38

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