
DMFTodd |

How deep is the water in area 18 (the sea urchins)?
How deep is it in area 17 (the dock)?
And lastly, how deep when moving between those two areas?
One area is described as a "rhagodessa pen". Is there supposed to be a door or some type to keep them in the "pen"? If not, why wouldn't they wander about that area?

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How deep is the water in area 18 (the sea urchins)?
How deep is it in area 17 (the dock)?
And lastly, how deep when moving between those two areas?One area is described as a "rhagodessa pen". Is there supposed to be a door or some type to keep them in the "pen"? If not, why wouldn't they wander about that area?
Area 18 water: 5 to 10 feet deep
Area 17 water: 5 to 15 feet deepBetween the two areas: 10 feet deep
Area 19: The rhagodesa pen works because the rhagodesas are super stupid, well fed, and don't really have any motivation to leave the room. If the PCs kill all the Lotus Dragons and move in, eventually the rhagodesas here will get hungry and start crawling out to find munchies.

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Not sure whether this counts as "map clarification", but are all the doors in the Guildhall stuck from moisture, thus requiring a DC 12 Str check to open (provided the alarm is raised)?
Yup. Which is why they generally leave the doors ajar when they're not in Lockdown Defense Mode.

Hierophantasm |

Yup. Which is why they generally leave the doors ajar when they're not in Lockdown Defense Mode.
Heh. My players couldn't understand how their tactics worked, and found it strange that they lived down there. They're making it their mission to hunt down any local Carpenter's and Mason's Guilds, presuming that they must've been in cahoots with the Lotus Dragons for a dungeon with so many doors and passageways. ;-)