DA1 A Dark Journey - a couple of questions
DA1 A Dark Journey - a couple of questions
A dark journey is a great module, if don't have it yet get it now!
A couple of questions for the author:
1- in room #35, there is a reference to a room on the other side of the tapestry on the east wall. I assume the tapestry is on the west wall and splits the long room in two sections?
2- room #39 refers to "the doors to room #40 disengage the traps and unlock", in room #40 no mention is made of traps on the doors. What did you have in mind? Can the doors be opened by a thief or a Knock spell?
Thanks!
A couple of questions for the author:
1- in room #35, there is a reference to a room on the other side of the tapestry on the east wall. I assume the tapestry is on the west wall and splits the long room in two sections?
2- room #39 refers to "the doors to room #40 disengage the traps and unlock", in room #40 no mention is made of traps on the doors. What did you have in mind? Can the doors be opened by a thief or a Knock spell?
Thanks!
Re: DA1 A Dark Journey - a couple of questions
That is correct. East, west... its all the same.Thoom wrote:A dark journey is a great module, if don't have it yet get it now!
A couple of questions for the author:
1- in room #35, there is a reference to a room on the other side of the tapestry on the east wall. I assume the tapestry is on the west wall and splits the long room in two sections?
The trap is discussed in text #36 (the illusion hands) and the map shows the doors locked. If the illusion is dealt with, a Rogue can pick as normal and a Knock spell will work as intended.Thoom wrote:2- room #39 refers to "the doors to room #40 disengage the traps and unlock", in room #40 no mention is made of traps on the doors. What did you have in mind? Can the doors be opened by a thief or a Knock spell?
I appreciate the kind words, Thoom. It was a pleasure to write.
Re: DA1 A Dark Journey - a couple of questions
Ah yes the corridor trap, I should have made the connection. Sorry about that.
Thanks for the quick answers and for the module. I'll tell you how it went when my group goes through it.
Now go write the next one in the series!
Thanks!
Thanks for the quick answers and for the module. I'll tell you how it went when my group goes through it.
Now go write the next one in the series!
Thanks!
Re: DA1 A Dark Journey - a couple of questions
Working on it nowThoom wrote: Now go write the next one in the series!
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Re: DA1 A Dark Journey - a couple of questions
Oh goody!
-Mike
-Mike
Re: DA1 A Dark Journey - a couple of questions
Great!AGNKim wrote:Working on it nowThoom wrote: Now go write the next one in the series!
Re: DA1 A Dark Journey - a couple of questions
I picked this one up at Gen Con almost as an afterthought (I knew I was grabbing Curse of the Khan and Dark Journey was just right there in easy visual range, so my magpie "LOOKSHINYSHINY" syndrome kicked in), and have been pleasantly surprised by how much I've really enjoyed the bejeezus out it! Kudos to Kim for putting together an 'epic'-style dungeon that has such a great mix of puzzles, encounters and danger for low level parties!
I can't wait for the next C&C Campaign to spring it on my players!
I can't wait for the next C&C Campaign to spring it on my players!
- "I just happen to prefer games where the GM actually has final say on rules and is not just the wall to roll dice off to decide what happens."
Re: DA1 A Dark Journey - a couple of questions
I'm gonna ask Steve if I can get this as the tagline for my next adventure.ArgoForg wrote:... pleasantly surprised by how much I've really enjoyed the bejeezus out it!...
Thanks, Argo
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Re: DA1 A Dark Journey - a couple of questions
On the map for the first level there are a few dead end passages with a star sign at the end of them, does the star symbol have any significance ?
Re: DA1 A Dark Journey - a couple of questions
That seems to be a common question.Falafel Brother wrote:On the map for the first level there are a few dead end passages with a star sign at the end of them, does the star symbol have any significance ?
When I wrote it, those signified where keys were left for the door to the second level. I scrapped that idea since you need keys to descend to level three from level two and didn't want to repeat myself. I sent Pete my hand-drawn maps that included the marks for the keys (which had been removed from the text). So, just disregard them or make them keys for the door to level 2.