Let's Play Betrayal at Krondor #83: Clearing Cavall Run
As large as Cavall Run is, the main part of the dungeon is a loop that helps makes sure you come across most areas just through natural exploration. There are quite a lot of locked doors, but even a small amount of lockpick training on James is probably enough to open them without too much difficulty. The giant holes, however, require either rope or going the long way around, if such a detour is possible. The enemies we've spoken about a lot, but taking things slow and careful will ensure you don't get swamped by them.
All in all, this dungeon seemed daunting at all, but it's actually not half as bad as I thought it would be. How much of that is to do with us being heavily overequipped and higher skill due our little grinding session at the start of chapter two is anyone's guess, thoiugh I imagine even an ill-prepared party wouldn't have too much difficulty provided they detoured out for rest and supplies often.
On a scale of 1 to Khamulon, this is definately a 3: it's big and full of encounters, but the ability to retreat whenever you want negates most of the threat it could otherwise cause.
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