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How to Run Combats in a Cavernous Dungeon Without Alerting All NPC's?
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<blockquote data-quote="Quickleaf" data-source="post: 9483906" data-attributes="member: 20323"><p>Ok, had a chance to dive into your map, and I've marked it up...</p><p></p><p>[ATTACH=full]382835[/ATTACH]</p><p></p><p>1st, your scale of 1 square = 10 feet is off for this dungeon. If we used your scale then that big box in Area 12? That would be <strong><em>one stone giant</em></strong>. Clearly, that won't work. Instead, this map implies a scale of 1 square = 30 feet. Those four boxes in Area 12? Now with this scale those are the 4 stone giants you have there.</p><p></p><p>That's a big difference in scale! Because now, the distance from Area 2: kobold to the stone giant hall Area 12 is 300+ feet. While a loud sound <em>will</em> carry that far... it's going to take those stone giants (speed 40) about <em>4 rounds</em> to get to Area 2. Similarly, the lamias in Area 7 are 1000+ feet from Area 2 now, and they definitely won't hear anything, not even a thunderburst.</p><p></p><p>OK, we've fixed the scale, now let's get into it...</p><p></p><p>Greyed out monsters – Area 8: chained red dragons & Area 10: ghost I'm assuming are not the "seek and destroy" types, so for our purposes of "what happens if PCs get heard", they're non-issues.</p><p></p><p>Dashed lines indicate definite areas creating their own "sound bubbles" – Area 4: armory (clang clang) and Area 8: red dragons (roar, snarl, complain, threaten). So... while fighting in Area 2 will attract the ogres in Area 3, the giant armorers in Area 4 may not hear immediately unless it's really loud (e.g. thunderburst). Of course, if fighting in the armory stops the clang clanging... other monsters in the dungeon may notice the <em>absence </em>of that sound.</p><p></p><p>The solid line around Area 14 indicates a chamber which would have acoustic absorbing qualities – the sound would travel up the "pit"/shaft and go into the alcoves, but it probably wouldn't emanate far beyond that chamber.</p><p></p><p>And I noted some ( ? ) areas which I'm not clear what's happening and you might want to consider how they affect the acoustics...</p><ul> <li data-xf-list-type="ul">Area 15: is there an open passage/ledge connecting the general's room to the hallway by Area 2? It's unclear on the map. I would suggest maybe an arrow slit, but not a connection there – because otherwise you'll have the general hear and get involved right away, and that leads to the "Red Alert all forces to the front, cue brutal protracted chokepoint fight scene that overstays its welcome."</li> <li data-xf-list-type="ul">Area 11: What are the four stone giants doing here? Seems like 2 may be guarding the dragons, and 2 guarding the Area 14/15 zone? If that's the case, you need to consider how imperative it is that they keep their posts... yeah intruders are an immediate threat, but they have other allies to deal with that, and if they leave the red dragons unguarded and the dragons were to break free...that might be WORSE. </li> <li data-xf-list-type="ul">Area 6: What are those grey areas north & south of trolls? That may influence what the trolls hear or what they're doing (and thus how alert they are / caring they are about distant sounds).</li> </ul></blockquote><p></p>
[QUOTE="Quickleaf, post: 9483906, member: 20323"] Ok, had a chance to dive into your map, and I've marked it up... [ATTACH type="full"]382835[/ATTACH] 1st, your scale of 1 square = 10 feet is off for this dungeon. If we used your scale then that big box in Area 12? That would be [B][I]one stone giant[/I][/B]. Clearly, that won't work. Instead, this map implies a scale of 1 square = 30 feet. Those four boxes in Area 12? Now with this scale those are the 4 stone giants you have there. That's a big difference in scale! Because now, the distance from Area 2: kobold to the stone giant hall Area 12 is 300+ feet. While a loud sound [I]will[/I] carry that far... it's going to take those stone giants (speed 40) about [I]4 rounds[/I] to get to Area 2. Similarly, the lamias in Area 7 are 1000+ feet from Area 2 now, and they definitely won't hear anything, not even a thunderburst. OK, we've fixed the scale, now let's get into it... Greyed out monsters – Area 8: chained red dragons & Area 10: ghost I'm assuming are not the "seek and destroy" types, so for our purposes of "what happens if PCs get heard", they're non-issues. Dashed lines indicate definite areas creating their own "sound bubbles" – Area 4: armory (clang clang) and Area 8: red dragons (roar, snarl, complain, threaten). So... while fighting in Area 2 will attract the ogres in Area 3, the giant armorers in Area 4 may not hear immediately unless it's really loud (e.g. thunderburst). Of course, if fighting in the armory stops the clang clanging... other monsters in the dungeon may notice the [I]absence [/I]of that sound. The solid line around Area 14 indicates a chamber which would have acoustic absorbing qualities – the sound would travel up the "pit"/shaft and go into the alcoves, but it probably wouldn't emanate far beyond that chamber. And I noted some ( ? ) areas which I'm not clear what's happening and you might want to consider how they affect the acoustics... [LIST] [*]Area 15: is there an open passage/ledge connecting the general's room to the hallway by Area 2? It's unclear on the map. I would suggest maybe an arrow slit, but not a connection there – because otherwise you'll have the general hear and get involved right away, and that leads to the "Red Alert all forces to the front, cue brutal protracted chokepoint fight scene that overstays its welcome." [*]Area 11: What are the four stone giants doing here? Seems like 2 may be guarding the dragons, and 2 guarding the Area 14/15 zone? If that's the case, you need to consider how imperative it is that they keep their posts... yeah intruders are an immediate threat, but they have other allies to deal with that, and if they leave the red dragons unguarded and the dragons were to break free...that might be WORSE. [*]Area 6: What are those grey areas north & south of trolls? That may influence what the trolls hear or what they're doing (and thus how alert they are / caring they are about distant sounds). [/LIST] [/QUOTE]
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