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Dungeon 112: Map problems
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<blockquote data-quote="Emirikol" data-source="post: 1645872" data-attributes="member: 10638"><p>But those maps are pretty.</p><p></p><p>Here are some issues that I am currently having trouble with:</p><p>* Yes the grid is too small.</p><p>* There is no indication of the SCALE on any of the maps. I had to look in my autographed WG5 copy (thanks Gary) to see what the scale was.</p><p>* The dungeon maps have no "north" direction marker (whatever that's called)</p><p>* A map of immediate surrounding area may have been cool..how about a map of the ruined upper levels..how about info on the above-ground levels shown in the artwork? The regional map is nice for people who don't know where it's at..a given to be sure, but 'where do we park our horses?' is a common player question too <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>As for the remainder of the scenario, here are my random and somewhat unforgiving thoughts (because I had to read this beast in order to run it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p>:</p><p> </p><p>0. Shouldn't TYRG's get more than one attack?</p><p>1. There were 4 people who worked on this scenario, all thankfully knowledgeable about the world <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>2. The final level has virtually no relation to the rest of the scenario</p><p>3. For having been ransacked and overrun by Mordy and his bunch, there sure a lot of the same monsters in the exact same areas...</p><p>4. The adventure hooks have no interesting follow-up material. (Where are Kerfanes notes anyway?)</p><p>5. The addition of the mention of the 'elder gods' and the god "y" are intriguing but give us nothing to go on that could have been more useful</p><p>6. Encounter #9 has one of my pet peeves in the read-aloud (aka boxed text). "As you examine it.." Dungeon has become very good at not leading PC's by the nose (i.e. writing the text in 3rd person), but this is evidently just a missed editing error. </p><p>7. Theres a TON of background material that never gets explained to the PC's. This is also then known as fluff. If it's never revealed, don't put it in the scenario. If it is to be revealed, for the sake of the Goddess, put it in some books in the "library," have the NPC spout it, or something.</p><p>8. It's a dungeon crawl no matter how you spank it.</p><p>9. Shouldn't the IRON GOLEM have the abilities defined from the Monster Manual? There's a large chunk of info missing here.</p><p>10. The "tidbits" of the Lost City of the Elders are no more useful now than they were in the original scenario because there is so little to go on to add any kind of flavor at all. Those are 5 common words. Had there been a wierd name in there it would have been more interesting.</p><p>11. Kerzit's fane remains a nightmare for the Dm to have to map (since the original adventure) and it is expected that any DM will waste an immense amount of time scribbling and erasing. No, the ambiguuity isn't fun anymore and it doesn't add to the 'sense of adventure' by having PITA maps <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>12. The Purple Turd is definately better handled this time around.</p><p>13. The Wandering Monster charts are WELL-DONE. They give the source area as well as the EL. This is a simple, but effective touch.</p><p>14. Torakian is a lame write-up. A Bard? Bards are support characters, not 'opponents.' I can see this meaningless combat lasting all of about 1 minute. There's no other evidence that he's there for anything useful except for a place that bards can pick up some stuff. Other writers have attempted the "let's get the gnolls to gang up on the bad guys" theme before..and failed. It's not effective in a work this 'contained.'</p><p>15. The artwork is good.</p><p>16. There is a regular lack of "tactics" by the monsters and NPC opponents, while a lot of FLUFF is devoted to detailing the background of these NPC's (that the PC's will never hear about..or care to hear about). Shryg, for example, resurrected Eli. Nuff said! Instead, there's 4 paragraphs devoted to her background. She's going to die all the same (as my players would say).</p><p>17. They use the Fiend Folio, BoVD, and some others. Bravo! We get to use the 'other' books we purchased. </p><p>18. THE MAPS, OH THE MAPS! No scale, no direction, inconveniently located. Next time, put the maps in an APPENDIX in the back for easier reference. There was one thing that impressed me however. Finished walls have a 'boxed' look to the outline, while cave walls do not. Nice touch.</p><p>19. The Statuary level was interesting from a high-level standpoint.</p><p>20. Ely's artwok of him sundering is really cool. I wonder if he'll bother to stop and try to sunder a PC's weapon or if he'll spend the same amount of time to waste them with some damage.</p><p></p><p></p><p>jh</p><p></p><p></p><p></p><p>..</p></blockquote><p></p>
[QUOTE="Emirikol, post: 1645872, member: 10638"] But those maps are pretty. Here are some issues that I am currently having trouble with: * Yes the grid is too small. * There is no indication of the SCALE on any of the maps. I had to look in my autographed WG5 copy (thanks Gary) to see what the scale was. * The dungeon maps have no "north" direction marker (whatever that's called) * A map of immediate surrounding area may have been cool..how about a map of the ruined upper levels..how about info on the above-ground levels shown in the artwork? The regional map is nice for people who don't know where it's at..a given to be sure, but 'where do we park our horses?' is a common player question too :) As for the remainder of the scenario, here are my random and somewhat unforgiving thoughts (because I had to read this beast in order to run it :) : 0. Shouldn't TYRG's get more than one attack? 1. There were 4 people who worked on this scenario, all thankfully knowledgeable about the world ;) 2. The final level has virtually no relation to the rest of the scenario 3. For having been ransacked and overrun by Mordy and his bunch, there sure a lot of the same monsters in the exact same areas... 4. The adventure hooks have no interesting follow-up material. (Where are Kerfanes notes anyway?) 5. The addition of the mention of the 'elder gods' and the god "y" are intriguing but give us nothing to go on that could have been more useful 6. Encounter #9 has one of my pet peeves in the read-aloud (aka boxed text). "As you examine it.." Dungeon has become very good at not leading PC's by the nose (i.e. writing the text in 3rd person), but this is evidently just a missed editing error. 7. Theres a TON of background material that never gets explained to the PC's. This is also then known as fluff. If it's never revealed, don't put it in the scenario. If it is to be revealed, for the sake of the Goddess, put it in some books in the "library," have the NPC spout it, or something. 8. It's a dungeon crawl no matter how you spank it. 9. Shouldn't the IRON GOLEM have the abilities defined from the Monster Manual? There's a large chunk of info missing here. 10. The "tidbits" of the Lost City of the Elders are no more useful now than they were in the original scenario because there is so little to go on to add any kind of flavor at all. Those are 5 common words. Had there been a wierd name in there it would have been more interesting. 11. Kerzit's fane remains a nightmare for the Dm to have to map (since the original adventure) and it is expected that any DM will waste an immense amount of time scribbling and erasing. No, the ambiguuity isn't fun anymore and it doesn't add to the 'sense of adventure' by having PITA maps :) 12. The Purple Turd is definately better handled this time around. 13. The Wandering Monster charts are WELL-DONE. They give the source area as well as the EL. This is a simple, but effective touch. 14. Torakian is a lame write-up. A Bard? Bards are support characters, not 'opponents.' I can see this meaningless combat lasting all of about 1 minute. There's no other evidence that he's there for anything useful except for a place that bards can pick up some stuff. Other writers have attempted the "let's get the gnolls to gang up on the bad guys" theme before..and failed. It's not effective in a work this 'contained.' 15. The artwork is good. 16. There is a regular lack of "tactics" by the monsters and NPC opponents, while a lot of FLUFF is devoted to detailing the background of these NPC's (that the PC's will never hear about..or care to hear about). Shryg, for example, resurrected Eli. Nuff said! Instead, there's 4 paragraphs devoted to her background. She's going to die all the same (as my players would say). 17. They use the Fiend Folio, BoVD, and some others. Bravo! We get to use the 'other' books we purchased. 18. THE MAPS, OH THE MAPS! No scale, no direction, inconveniently located. Next time, put the maps in an APPENDIX in the back for easier reference. There was one thing that impressed me however. Finished walls have a 'boxed' look to the outline, while cave walls do not. Nice touch. 19. The Statuary level was interesting from a high-level standpoint. 20. Ely's artwok of him sundering is really cool. I wonder if he'll bother to stop and try to sunder a PC's weapon or if he'll spend the same amount of time to waste them with some damage. jh .. [/QUOTE]
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