Doors to the Unknown - DM Help

Post/Author/DateTimePost
#1

zombiegleemax

Dec 27, 2003 19:21:03
Alright, as is often done around here, I am asking for some help running a module. ANy particular pitfalls that you guys have found in this module?
#2

xanxost_the_slaadi_dup

Dec 28, 2003 9:56:27
Xanxost's players didn't want to get involved with that barmy dwarf's speech. They heard "Aoskar" and decided that they'd be better off very far away. They also didn't take a hint in regards to the bladed staff in Acheron, and were shocked several times as a result.

Xanxost also had to drop many hints in order for them to find the key to get off that Acheron cube.

As a result, Xanxost's players didn't want to go anywhere near the other three doors...Xanxost wanted to see their faces when they found out what the third door was too!
#3

primemover003

Dec 28, 2003 14:48:08
I never really got to run it as my copy was missing about a third of the amber falvor text. Also they really just liked beating on the Harmonium in the first part of the adventure. The got to about the second door before the party decided it wasn't worth the trouble... that and they turned stag on each other.
#4

Shemeska_the_Marauder

Dec 29, 2003 9:40:22
*chuckle* I know the feeling, I've had a party find a hint of anything connected with Her Serenity and refuse to even touch the paper I'd drawn figures on for what they saw. In that module, that Bladed Staff in Acheron, and in my game the exterior of one of the mazes within the deep ethereal with solidified ether sprouting bladed and rebus-like unreadable runes.

It was amusing, they actually got pale out of the game. And they've done so anytime Her Serenity is even mentioned as being involved. Which She hasn't actually been, except for that one flaying of Nilesia and a few others that one time. It wasn't my fault entirely that they got splattered with her guts a bit during that all. They were the ones who decided to move closer for a better view. *snicker*
#5

tzarevitch

Dec 31, 2003 13:33:16
Two things I remember that the DM needs to be prepared for:

1. Do you want the PCs to be able to take some of the stuff from the junkyard? Decide what your overall policy is going to be with this. Figure out beforehand what the PCs will be likely to try and salvage and decide whether or not you want to allow them to do it. (The flying ship for example.) If you are going to allow the PCs to root through the "junk" make yourself a list of random stuff (broken or otherwise) for them to find.

2. The module leaves a lot of loose threads (i.e. the entire Aoskar-Sign of the One thing for one) . . . come up with story arcs for them before your players surprise you by trying to follow them.

Tzarevitch
#6

bonemage

Mar 10, 2004 14:29:51
Just thought I would top this off and ask for any more suggestions as I will be running this module after I start my campaign out with the Eternal Boundry. The game should be starting in like a month I think.