| Ender's Ghost |
Ok, so I chose to basically force my group to do the "Delivered into Danger" sidebar in HoHR, and now I have a question...
How do the Dopplegangers get them inside Sodden Hold? The only way to the cells is up the rickety ladder (which falls apart). The door to the north is a false door, so they would have to use the ladder, which supposedly falls apart when anyone uses it.
Did anyone else use this sidebar? Did you just gloss over how they got inside?
| MeanDM |
Ok, so I chose to basically force my group to do the "Delivered into Danger" sidebar in HoHR, and now I have a question...
How do the Dopplegangers get them inside Sodden Hold? The only way to the cells is up the rickety ladder (which falls apart). The door to the north is a false door, so they would have to use the ladder, which supposedly falls apart when anyone uses it.
Did anyone else use this sidebar? Did you just gloss over how they got inside?
Easy enough, just have them be blindfolded or hooded, or even have them make fort saves in jail for the sleep poisoned food. Personally, since I doubt that my characters will end up in jail (one of the characters in my game has something like a +25 dipolmacy) I thought I would cut out the trap on the ladder as it makes NO sense as written. If the dopplegangers had to use the ladder to get in how would they ever enter or leave their lair?
| Ender's Ghost |
If the dopplegangers had to use the ladder to get in how would they ever enter or leave their lair?
Exactly. Ok, I'll just toss the ladder. I was going to make the false door a real door, but I kind of like the idea of them seeing the door on the map and going, "Why couldn't we see this on the other side? Then when they open it, "Waaaaaaah".
I was probably going to have them hooded anyway. I think taking out the ladder and just putting stairs up to the catwalk in that room makes more sense.
I didn't read anything about poisoned food in the sidebar, but thanks for the idea ;-)
| Peruhain of Brithondy |
There was an earlier thread on Sodden Hold in which I published some fixes for this problem. Basically, most sensible is to make the fake door real, and put a lever for disarming the trap in the cell room. When the doppelgangers return from outside they have a way of signaling (knock code on the wall, maybe), and get let in--this keeps intruders out, but makes it possible to get prisoners in and out without manhandling them up and down ladders or stairs, or worse, having to use a rope to pull them up to the catwalk. There are lots of small problems of this sort with the module, although they're technical details and easily fixed, and don't detract from the overall quality.