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====How Not To Play D2==== The deadites are "on their way northwest to serve the Drow" - by way of a bypass that end-runs the whole damn D2 module, northeast, currently obstructed. If the party clears their way for them, they'll get a horde of stinky rotting travel-companions on their way right to D3. If the party fights the ghoulies off, they now own a map to the doublehex ST-17 presumably their home - how very Lovecraft Dreamland. Not that the ghoul-kingdom (or -baronetcy) has anything more to do with the plot than, er, D2 does. And Gygax probably should have mooted this at the first encounter of D1, by way of hex O10. BUT ANYWAY The Player's Map like it did for M12 shows part of this bypass too - but only the start of it, so PCs won't naturally dare it. If the DM wants to cut to the chase, as it were, s/he can have someone hint at this route instead. Although probably not Eclavdra herself since she's not a spider-worshipper anymore. The ghouls are an option. For an encounter-table north to hex S20's intersection you may as well stick with module D1's. Beyond, use D3's except - at the last tertiary - you'll have to omit or at least explain the Deep Gnomes (they can't ''teleport'', remember). Maybe the svirfs got spies at intersections S, K<sup>2</sup>, and/or T<sup>2</sup>. DMs who dislike kuo-toa, are creative, and have time on their hands, can consider another end-run. That's through W22 and then F<sup>2</sup>29; doublehex I<sup>2</sup>J<sup>2</sup>-34/35 sits out on the latter sideline as optional-to-that-option. Since the ghouls don't take this path we may assume it is not ghoul-friendly; the DM gets to decide why, and where to put the obstruction. The ''Queen of the Spiders'' appendix 3 has ideas.
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