Undocumented Bonekeep 1 rules [spoilers, naturally]


GM Discussion

5/5

I've played bonekeep 1, I've run it, and I've prepped it several times.

I've also heard people talk about playing it, and running it, and have witnessed it being run by other GMs.

One thing that I've noticed is that it seems that there are some rulings and effects that don't appear to have been consistent between these runnings.

Specifically:

  • I have heard some GMs claim that the knowledge required to gain information about the Rat Demons as anywhere from "DC = 15 + CR" (the way I have run it) "DC in excess of 32", and even "there's no way anyone could know about this thing".
  • Similar knowledge DCs for the golem.
  • I was told that there is an effect that prevents extradimensional spaces (specifically create pit) from functioning: which doesn't appear to be in the scenario.

In the interests of providing "an even, balanced experience to all players" (as stipulated on p32 of the Guide), can someone please explain the meaning behind these effects, and how it should be run?

The Exchange 4/5 5/5

Mekkis wrote:


I have heard some GMs claim that the knowledge required to gain information about the Rat Demons as anywhere from "DC = 15 + CR" (the way I have run it) "DC in excess of 32", and even "there's no way anyone could know about this thing".

While DCs are left open to the GM, DC 32 seems quite excessive (that's 26+CR). I would continue to run it the way you are (as a rare creature with a DC of 15 + CR).

Quote:
Similar knowledge DCs for the golem.

Ditto

Quote:
I was told that there is an effect that prevents extradimensional spaces (specifically create pit) from functioning: which doesn't appear to be in the scenario.

This may have come from the "thou shalt not rest" command - which I do not believe appears in the scenario itself - that was clarified on the messageboards by John or Mike. It started as "if you leave the dungeon you are done." Then some clever people suggested "what if we use a rope trick?" (an extradimensional space). I can't seem to find the quote now, but the answer was that resting like that wouldn't work either.

It's possible someone misinterpreted that as forbidding extradimensional spaces completely. Of course that would knock out everyone's Handy Haversacks as well. In other words, create pit would work.

5/5

An undocumented change I heard going around was that none of the enemies suffered miss chances for the rat demons' mists.

4/5 ****

2 of the times I ran it with the Rat Demons not having a miss change in the cloud of disease due to them being immune to disease and thus immune to the cloud.

Amusingly enough in both those cases there were Paladins in the party, and I didn't have them roll the miss chance either.

The most recent time I ran this I decided that I was probably wrong and gave them the miss chance.

5/5

While the party cannot leave the dungeon and come back, they could certainly try to rest in the dungeon via rope trick or otherwise. However, I would fully expect the rat demons of the dungeon to make regular rounds to ensure everything is okay. Finding a rope dangling where no rope should be would be quite the giveaway that something is amiss. This is likely to go very badly for the party.

So, it is in the PCs' hands, but I would strongly encourage them against trying to rest in Bonekeep.

As far as the rest, there are no restrictions on extra-dimensional spaces, mists have a miss chance for the enemies, knowledge DCs should not be increased beyond typical (rare creatures), etc. Bonekeep is plenty challenging as it is written - there is no cause or basis to invent additional rules.

Like all scenarios, run as written.

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