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First Impressions – Waterdeep: Dungeon of the Mad Mage
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<blockquote data-quote="Daern" data-source="post: 7764199" data-attributes="member: 81800"><p>Hmph. I'll just photo copy the maps then.</p><p>The dungeon seems to be a condensed version of the boxed sets, plus some other old products, which all the extraneous empty corridors blacked out. The weird thing is that this means the old maps don't work, but those maps DO have wandering monster tables, which the book inexplicably does not provide. First thing I did was make a wandering monster table for the level I wanted to run.</p><p>I got the book yesterday and ran two veterans of the SKT giant wars (13th level) through a session of level 7, Maddgoth's Castle. I chose a weird item on the level as the quest item. Interesting dungeon. Definitely surprising for the players with lots of interesting features. I'm stoked to use these dungeons and maybe add others on the offshoots (DeadStone Cleft from SKT could easily be appended to level 7)</p><p>Layout is a bit better than its been. The dungeons have a uniform key, which I realized partway through. There are bolded entries for some key features. They still do things like "this room is full of quicksand, go to chapter 5 of the DMG to find the rules on quicksand" when it could just say, "Characters trapped in quicksand sing 1d4 ft per round. DC10+feet sunk.) Also the partial stat thing: "This monster is just like a normal one but with Xhps and Xstr." Just print the dang stats already, at least the vitals. Quibbles.</p></blockquote><p></p>
[QUOTE="Daern, post: 7764199, member: 81800"] Hmph. I'll just photo copy the maps then. The dungeon seems to be a condensed version of the boxed sets, plus some other old products, which all the extraneous empty corridors blacked out. The weird thing is that this means the old maps don't work, but those maps DO have wandering monster tables, which the book inexplicably does not provide. First thing I did was make a wandering monster table for the level I wanted to run. I got the book yesterday and ran two veterans of the SKT giant wars (13th level) through a session of level 7, Maddgoth's Castle. I chose a weird item on the level as the quest item. Interesting dungeon. Definitely surprising for the players with lots of interesting features. I'm stoked to use these dungeons and maybe add others on the offshoots (DeadStone Cleft from SKT could easily be appended to level 7) Layout is a bit better than its been. The dungeons have a uniform key, which I realized partway through. There are bolded entries for some key features. They still do things like "this room is full of quicksand, go to chapter 5 of the DMG to find the rules on quicksand" when it could just say, "Characters trapped in quicksand sing 1d4 ft per round. DC10+feet sunk.) Also the partial stat thing: "This monster is just like a normal one but with Xhps and Xstr." Just print the dang stats already, at least the vitals. Quibbles. [/QUOTE]
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First Impressions – Waterdeep: Dungeon of the Mad Mage
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