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PostPosted: Wed Dec 11, 2013 11:09 pm 
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Ill-Fated Peasant

Joined: Wed Dec 11, 2013 10:53 pm
Posts: 3
I just bought Castle Whiterock a week ago and am already finding a few problems with navigation.

I can't find any actual place on the maps where you can access Sublevel 6B the Halls of Forgotten Lore. And there is no reference in the writing as to where to access it. The closest I can find is in Area 1-15 Hidden Chamber. However, this cannot be where the door is to 6B because it says on page 146 of the Blue Book at area 6B-1

"The winding passage ends in a small natural
chamber, perhaps 10 feet in diameter. Situated
in the eastern wall is a massive stone door
about 12 feet high and almost 10 feet wide."

There is no "winding passage" in the tiny Hidden Chamber of Area 1-15. So where is the access point from the rest of the dungeon to the 6B-1 Door Guardian??? I need help!


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PostPosted: Fri Dec 13, 2013 10:21 am 
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Steely-Eyed Heathen-Slayer
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Joined: Sat Dec 04, 2004 7:44 pm
Posts: 631
This thread is the one for you:
viewtopic.php?t=3599

Castle Whiterock had a lot of moving parts, and this one slipped through. This link should fix that for you.
Hope you are enjoying the rest of the adventure!

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Co-Author: The Almanac of the Endless Traders, DCC #13, DCC #29, DCC #49, DCC #51, DCC #52, DCC #63

Author: DCC #55: Isle of the Sea Drake, DCC #61: Citadel of the Corruptor, more to come....


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PostPosted: Fri Dec 13, 2013 2:24 pm 
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Ill-Fated Peasant

Joined: Wed Dec 11, 2013 10:53 pm
Posts: 3
Thanks!! What is funny is that is exactly where I was going to put it! :)


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PostPosted: Fri Dec 13, 2013 2:29 pm 
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Ill-Fated Peasant

Joined: Wed Dec 11, 2013 10:53 pm
Posts: 3
You would think that the monk who initiated the building of an intricate library would have at least put a more direct route than through a passageway of ants. A secret tunnel perhaps but not one where he would have to travel through 5 other levels to get to. :roll:


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PostPosted: Fri Dec 13, 2013 5:45 pm 
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Steely-Eyed Heathen-Slayer
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Joined: Sat Dec 04, 2004 7:44 pm
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Quote:
Thanks!! What is funny is that is exactly where I was going to put it!


Great minds...

Quote:
You would think that the monk who initiated the building of an intricate library would have at least put a more direct route than through a passageway of ants. A secret tunnel perhaps but not one where he would have to travel through 5 other levels to get to.


The library was built waaaay before the ants moved in. Once upon a time, there probably was a more direct route, but centuries of orcs, giants, crashing flying castles, troglodytes, duergar, earthquakes, dragons, and the odd adventurer have changed things around.

It's like in the Clockwork Academy level...there used to be another way to access the laundry than through the dumbwaiter, but, well, things got smashed.

If you come across any other questions, let us know!

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Co-Author: The Almanac of the Endless Traders, DCC #13, DCC #29, DCC #49, DCC #51, DCC #52, DCC #63

Author: DCC #55: Isle of the Sea Drake, DCC #61: Citadel of the Corruptor, more to come....


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PostPosted: Sat Dec 14, 2013 6:23 am 
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Far-Sighted Wanderer

Joined: Sun Apr 01, 2012 9:52 am
Posts: 36
Location: Austin, TX
One does not simply walk into Sublevel 6B.


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PostPosted: Sat Dec 14, 2013 10:20 am 
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Cold-Hearted Immortal
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Joined: Fri Mar 10, 2006 1:46 pm
Posts: 2853
Location: Left Coast, USA
FLGS: Bizarro World
thogard wrote:
One does not simply walk into Sublevel 6B.

Aaaaand scene. 8)

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Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.
Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters.

Link: Here Be DCC Monsters

VOORAK, L, Hunter, S10, A12, Sm10, P6, I13, L13, AC 10, HP 3, Spear +0 1d8, Init 0; R 0, F 0, W -1, Holy water, Pelt, 3 iron spikes, 50' rope, 3d ration, 4-leaf clover (Find secret doors) (+1), Com +1

SARKLA, C, Gatherer, S9, A14, Sm14, P15, I14, L8, AC 11, HP 4, Knife +0 1d4, Init 1, R 1, F 1, W 1, Chest, Basket of veggies, 2d ration, lg sack, 1lb herbs, waterskin, torch, Seventh son (Spell checks), Com +1

TARR, C, Hunter, S14, A11, Sm15, P13, I7, L7, AC 10, HP 3, Spear +1 1d8+1, Init 0, R 0, F 1, W 1, Holy water, Pelt, 4 torch, flint/steel, 1d ration, sm sack, 10' chain, torch, Fox's cunning (traps), Com

TELVA, RIP


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PostPosted: Sun Dec 15, 2013 1:33 pm 
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Wild-Eyed Zealot

Joined: Thu Sep 07, 2006 9:15 am
Posts: 68
Location: Goodman Games East
Adrian,

Thanks for chiming in on this.

arlanni


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