How to Run Keys from the Golden Vault The Murkmire Malevolence. Check out more #dnd and #roll20 links in this description!
PLAYING D&D
Keys 1: • Keys 1 | Keys from the Golden Vault |...
DragonLance 1-2: • Dragonlance 1-2 | Shadow of the Drago...
Academy 1: • Spelljammer Academy 1 | Orientation |...
Xaryxis 1a: • Light of Xaryxis 1a | Seeds of Destru...
DM GUIDE AND TIPS
Keys 1: • How to Run Keys from the Golden Vault...
DragonLance 1-2: • How to Run Dragonlance Shadow of the ...
Academy 1: • Spelljammer Academy DM Tips 1 | Orien...
Xaryxis 1: • Light of Xaryxis 1 DM Tips | Seeds of...
CONVENTION/GAMEDAY PACING FOR 4 HOURS
Hour 0-1: Character Intros, Briefing (A Cry for Help)
Hour 1-2: Planning (The Opening Gala)
Hour 2-3: Executing (Varkenbluff Museum of Natural History)
Hour 3-4: Conclusion
TOOLS FOR PACING
More or less interactions with NPCs
Complications/Opportunities
Rivals
NOTES
1 - why so many guards? reduce number, move some to break room, move one to privy
1 - no save to avoid net?
12 - add gnomish subpanel
13 - show last image of stone only after 10:30pm
MUSIC
Medieval Town (Fantasy, Historical, Keys 1 Intro)
Royal Salon (Historical, Keys 1 Meeting)
Candlekeep (Fantasy, Historical, Library, Museum, Keys 1 Museum)
Swamplandia (Ambience, Nature, Swamp, Keys 1 Exhibits)
Fishing Village (Historical, Fantasy, Village, Keys 1 Exhibits)
Dinotopia (Fantasy, Jungle, Tomb of Annihilation, Dinosaurs, Nature, Keys 1 Exhibits)
Cave of Time (Fantasy, Nature, Underdark, Water, Sewers, Cave, Keys 1 Exhibits)
Ancient Artifact (Fantasy, Scifi, Keys 1 Stone)
Covert Ops (Music, Modern, Keys 1 Executing)
Mansion: Night (Music, Keys 1 Conclusion)
TOKENS
Dr. Cassee Dannell: • Запись
Alda Arkin: • Запись
Noble: • Запись
The Murkmire Stone: • Запись
MAPS
Heroic Maps: https://www.dmsguild.com/product/426438
KNOWLEDGE
/w gm *12His* The Sage’s Quill is a quiet, plush tavern that caters to academics and intellectuals. Located next to Varkenbluff Museum of Natural History, one mile from Varkenbluff University.
/w gm *12Per* You find secret doors on the west wall.
/w gm *10Arc* One of the stone tipped darts includes glyphs of power. It is probably magical.
/w gm *12Per* You find secret doors on the east wall.
/w gm *12Per* You find a secret door on the north wall.
/w gm *12Per* You find a secret door on the south wall.
/w gm *Read Gnomish* The gnomish writing reads "Danger! Experimental!"
/w gm *10Arc/ThT/Tinker* You think you can override the normal controls and make the allosaurus go on tilt. It would be very dangerous though, it appears it could even come off its base and move around.
/w gm *12Arc* You think all doors leading to this room will lock if the stone is removed from the pedestal.
/w gm *12Per* You find a secret door on the south wall.
/w gm *12Per* You find a secret door on the north wall.
HOW TO NOTES AND VIDEOS
d20play How To Notes: http://d20play.com/d20playHowTo.pdf
Token Macros and Blazing Combat: • Roll20 Tips | Token Macros and Blazin...
Token Setup, Movement, and More: • Roll20 Tips | Token Setup and Movemen...
Making Great Tokens: • How to Make Great Tokens for your D&D...
Making Character or Monster Token Macros: • Roll20 Tips - Player Character Token ...
Ramp Up Monster Damage: • Ramping Up Damage in D&D Using Token ...
Adventure Token Creation: • Roll20 Tips - Adventure Token Creatio...
Map Preparation: • Roll20 Tips - Map Preparation for D&D
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