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It's a level 1-3 adventure that was built as a way to ease people into the campaign as opposed to just chucking them into the meatgrinder at level 1. No clue what it's supposed to take in Solasta time but in real time, maybe two sessions if the author was going for a faithful port of this adventure (6-8 hours).
Traps cannot be deactivated.
Your task is to get out of the house.
I'm sorry I didn't make a clear ending.
So after escape the catacomb there are al lot of traps and bats every where. My thief could not deactivate the traps even when she roll´s an 18 ?
I tried to run out of the house. When i reached outside, there is no escape and when i turne back there are dozens of bats ....
Now i only want to quit without the feeling i waste my time ...
there is a floor plate that works if you stand on it.