Paul Farquhar
Legend
Taupe mold absorbs sound.Moss/fungi/mold/algae growing on the walls and ceilings can act like sound dampening foam in modern recording studios. Bonus: they can be an opponent or hazard themselves!
Taupe mold absorbs sound.Moss/fungi/mold/algae growing on the walls and ceilings can act like sound dampening foam in modern recording studios. Bonus: they can be an opponent or hazard themselves!
This happens a lot in adventure design and it drives me crazy. You can do a bit with different options.Just like the title says, I'm confused about the best way to go about this. I'm running a published module/AP and the party is in a massive underground lair for Stone Giants (this particular tribe is extremely warlike, unlike the usual ones in the MM). The caverns have many large open areas where various giants sleep, kennel their dire bears, use as a mess hall, etc. There are no doors in the lair but many potential combat encounters.
The party will need to use stealth, of course, but the the adventure clearly wants them to have these combat encounters. It makes no mention, however, of what might happen if a single giant yells out during a combat or runs for help, which of course they would do. In that scenario, the party is going to have way more giants on them than they can handle and will TPK.
How do you handle the noise of battle in an environment like this which requires numerous combats but has "rooms" that are near each other with no doors? Feels like one explosive fireball cast by the giants and the party is going to attract forty more.
Many thanks as always for any help!
I just edited the original post, Quickleaf, to include the map. Many thanks for your thoughts above and interest!Can you share the map? One of the lenses that I examine a dungeon map through is "how sound might travel."
For example, flowing water or a waterfall might mask all but the loudest of sounds.
Thick stone can muffle sounds to be all but undecipherable echoes.
Giant chanting in Area 13 might drown out sounds in Areas 10, 11, 12, 14, and 15.
Sound in the central chamber might travel within a certain zone of the dungeon, but not into adjoining zones.
Do you have a keyed version? It will make talking about areas easier. Like 1 one line description, 2 one line description, etc?I just editing the original post, Quickleaf, to include the map. Many thanks for your thoughts above and interest!
View attachment 382831
1 sq.=10ft. (makes things a bit easier)
1.) Party enters here.
2.) Kobold barbarian
3.) Tannery, 3 Ogre Berzerkers
4.) Armory, 2 Stone Giants
5.) Small barracks, 4 Stone Giants
6.) Hallway, 2 Troll Guards
7.) 2 Lamia Priestesses
8.) 2 young red dragons (chained, waiting to be sacrificed). Will probably change this as it minimizes the power of dragons in the world imo.
9.) Hill Giant basically on steroids (challenging encounter)
10.) Stone Giant Ghost (yep)
11.) 4 Stone Giants
12.) 4 Stone Giants
13.) Forgot to put a 13 lol.
14.) Pit entrance to area from above and 4 Dire Bears
15.) Stone Giant General (challenging encounter)
So FYI @pontinyc , adventures frequently use this ^^^Moss/fungi/mold/algae growing on the walls and ceilings can act like sound dampening foam in modern recording studios. Bonus: they can be an opponent or hazard themselves!
This is perfect IMO of what a dungeon SHOULD BE!In that scenario, the party is going to have way more giants on them than they can handle and will TPK.
How do you handle the noise of battle in an environment like this which requires numerous combats but has "rooms" that are near each other with no doors? Feels like one explosive fireball cast by the giants and the party is going to attract forty more.
Many thanks as always for any help!
Ok, had a chance to dive into your map, and I've marked it up...Just like the title says, I'm confused about the best way to go about this. I'm running a published module/AP and the party is in a massive underground lair for Stone Giants (this particular tribe is extremely warlike, unlike the usual ones in the MM). The caverns have many large open areas where various giants sleep, kennel their dire bears, use as a mess hall, etc. There are no doors in the lair but many potential combat encounters.
EDIT: here's the map with key at the bottom. . .
View attachment 382831
1 sq.=10ft. (makes things a bit easier)
1.) Party enters here.
2.) Kobold barbarian
3.) Tannery, 3 Ogre Berzerkers
4.) Armory, 2 Stone Giants
5.) Small barracks, 4 Stone Giants
6.) Hallway, 2 Troll Guards
7.) 2 Lamia Priestesses
8.) 2 young red dragons (chained, waiting to be sacrificed). Will probably change this as it minimizes the power of dragons in the world imo.
9.) Hill Giant basically on steroids (challenging encounter)
10.) Stone Giant Ghost (yep)
11.) 4 Stone Giants
12.) 4 Stone Giants
13.) Forgot to put a 13 lol.
14.) Pit entrance to area from above and 4 Dire Bears
15.) Stone Giant General (challenging encounter)
The party will need to use stealth, of course, but the the adventure clearly wants them to have these combat encounters. It makes no mention, however, of what might happen if a single giant yells out during a combat or runs for help, which of course they would do. In that scenario, the party is going to have way more giants on them than they can handle and will TPK.
How do you handle the noise of battle in an environment like this which requires numerous combats but has "rooms" that are near each other with no doors? Feels like one explosive fireball cast by the giants and the party is going to attract forty more.
Many thanks as always for any help!

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.