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The second is in the dungeon level where you fight the massive battle of Goblins and Dire Wolves
I realize if you'd never played the original 1st edition module you probably wouldn't know that, but for the record the maps are pretty accurate to the original Secret of the Slaver's Stockade.
But now I can't figure out how to get back to the area where I fought the Commander to look for the door.
I hate quitting, but cripes, I have other games I want to play. There's limited numbers of areas to go in, but I ***cannot*** find that one section again. Ugh, so annoyed.
Pretty frustrating after 2 solid adventures to be stuck on this one.
Thanks again for these remarquables adventures.
Not too many loot upgrades, since everyone already had full slots of attuned items by the end of A2, but there were still a few high-tier items hiding in there. The map design was quite good again, as well, though I was a little confused by the layout of one part of the stockade's guard towers, as they seemed like they were going up to a third floor but were still on the same 2nd floor as the other half of that level.
Recommended custom module!
The module features many battles where your 6th-7th level party battles 12-20 low level enemies. Make sure you have one or two good AOE options or some battles will have to go unfaught (you can sneak around many). But us khornates know better
Once I figured out a trick this map can actually be fast to clear. Invisible plus Spiritual Guardians, is experienced from the slavers' point of view as a whirlwind of spirits weaving through the keep. [/spoilers]
I was able to get past it by killing it before it spotted me, but thought you should know about it.
Below you will fight your way through the Goblin Elites and Markessa. After beating them, you should be able to find your way out through the Dungeon Level.
The only place the encounters were changed are where I did not have the monsters that were listed in the module. One example is the Lower Caverns where I did not have any Steam to cover the whole cavern so had to replace a visual obscurity with a Minotaur pack..
I had to substitute Orcs for Hobgoblins since there are none in the toolset.
Or for example in Markessa's lab where I did not have owlbears so had to substitute Badlands Bears. Or since I could not make a Haunt "possess" a character I had to make it a straight up fight instead.
But the encounters in here are almost monster for monster straight out of the PnP module up to and including the numbers unless they were not in the Dungeon Maker.
You are indeed playing the actual PnP encounters as close as listed in the module itself.
Generally I scout the area during the day, then go rest at camp until nightfall.