Fatal One Post Mortem

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==Post Mortem Recap==
=== Finale reveal ===
* There is a long hallway with an easy pathway past the death maze.
* There is an Adult Green Dragon that is chained down to guard the path to the end, that you can dash past.
* There is a room past the maze guarded by a Minotaur and a ton of Goblins that contains a +5 Longsword, an Oathbow, and Robes of the Magi.
* There are a ton of Treasure Chests that were not found. There are three types of chests - Red, with basic consumable items, Blue with decent equippable items, and then Blue/Gold with epic level items.
* There is a room with a ton of Treasure chests in it, and most of them are Mimics.
* South of the teleport area there is a room with a bunch of Zombies and Vampire Spawn, which guards a Long Rest room.
* The DC of the highest hidden rooms was 20
* Characters with good passive perception could have been really good at finding some of the secret areas
* Between the rust monsters and the black dragons was a fountain, were drinking the water would restore your HP to full, but the character would take 1 point of damage each round without a way to stop the effect
* The Two by Two, Hands of Blue Statue riddle was nothing - saying anything set off the trap, and the doors to the dragons were unlocked
* The dig team concept would not have worked.
* The armor with the magic circle room would animate 5 armors and swords to attack you. The armor itself was a cursed Plate Armor of Vulnerability.
* The summoning room with the Cambion has a Dancing Sword that you could use.
* The magic items in the first room were not really magical, and the entire room was fully a troll room.
* The random encounter rooms were small packs, where you roll 2d6 and get an encounter on a table. There is around a 50% chance of no encounter.
* The Gnoll Pack leaders key opens the Green Skull Room. The community DID figure out the correct path through this room.
* The hardest path was through the water room with Harpies and Giant Poisonous Snakes, a small room with an Umber Hulk and 2 Intellect Devourers, a room with Basilisks and statues for a puzzle, and a room with Minotaurs and Gibbering Mouthers.
* Monsters spawn in an space that you cannot see.
* Every 200 rounds + d20 rounds is a 50% chance for a random encounter.
* The water pathway north of the Kobolds with a Ballista had 2 Water Weirds in it.
* The teleportation trap led to a bunch of respawning random encounter rooms.
* There is a room with 6 Gargoyles that has Treasure Chests that only aggros the Gargoyles if you open a chest.
* The alarm spells are just to make players anxious.
* There were magic items in the Bunk Room.
* There was a statue room south of the fountain room with invisible Faerie Dragons.
* Stats on the RegalGoblin - 18 to all primary stats, Plate Mail +1 and Shield +1 for 22 AC, trained in Perception and Athletics, and his Inspire ability or 3 Multiattacks.
* The height of ceilings was not really important, unless it had flying/hiding monsters that needed the extra height.
* Gaseous Form would not have worked to get through doors
* It wouldn't be possible to pick pocket the amulet from the RegalGoblin
===Questions for Neal===
* Neal's favorite room was originally the final boss room, but the encounter and room was so big that it became unmanageable very quickly.
* His actual favorite rooms ended up being the Kobolds with the Ballista then the Banshee / Mummy room.
* Neal's inspiration for this came when talking with his wife about characters dying in a campaign, and she made a joke about it being the "Fatal One". The idea quickly snowballed from there.
* The original plan had an outside area that got scrapped.
* Neal was surprised that Invisibility was not more widely used.
* There were only a few Invisibility wards in key areas.
* As soon as the Ranger cast Longstrider, Neal figured that their strategy was going to work.
* Neal likes Insta Death mechanics (both as a player and a DM) because they bring a bring an element of terror to the game. 
* They also signify that there is something really important beyond it.
* Neal expected the best classes to be the ones with a lot of attacks, for the action economy.
* The unexpected party composition tricks were taking the extra level in fighter.
* The dungeon was planned in a short amount of time, and Neal didn't expect the level of detail that the community put into mapping the dungeon.
* The Leomund's Tiny Hut mechanic was completely unexpected.
* Neal regrets allowing people to use portable rams to open doors.
* Fifth Edition is great for mechanical runs such as this.
* The RP themes were unexpected, fantastic, and really enjoyable.
* Neal expected 20-25 runs before the dungeon was completed.
* Neal has better ideas for movement mechanics to smooth out the gameplay if a 2Fatal dungeon is created.
Category:Fatal One Episodes