Let's make a dungeon


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trentonjoe said:
If you still need proofreaders sent me a chunk.

I could get it done by wednesday night.
Mark has been trying to contact you, to no avail.

Please send him an e-mail to

Mark at creativemountaingames dot com
 




Okie doke. Sent next sections - section four to Merak, section three to Creamsteak. And I think the trouble with Email and PDF access is settled with TrentonJoe. I'll check in later for any updates but Email is going to reach me more quickly. In and out again today. That's it from me for now. :)
 

I'm going back an editing the CD-2 again based on what Merak has sent in as editing corrections. Trying to trim down the process as much as possible. I hope it is a cleaner copy this time, though I assure you it needs Merak's professional editing versus my haphazard and uneducated stylings'

later
 

Shallown said:
I'm going back an editing the CD-2 again based on what Merak has sent in as editing corrections. Trying to trim down the process as much as possible. I hope it is a cleaner copy this time, though I assure you it needs Merak's professional editing versus my haphazard and uneducated stylings'

later

I am back in the loop guys. Sorry. I finshed editing the first 8 pages and in daily email contact with CMG Mark.
 


Here is the update from tonight's game session in CD1. I bought the Unearthed Arcana today, and studied it this afternoon (it was the last one in my FLGS !). We use the "player's roll all the dice" rule, and it's been quite fun. The learning curve of that method is very easy.

So...

The players got to room 10. The 15 wasps emerged, and were easy targets from the sorceror's Purified Fireballs. 2 rounds later, no more wasps.

In front of the door to room 11, Vlask struck again. However, the monk heard him, won init, and tumbled between the sorceror and vlask. Fearing the monk, Vlask didn't even attack, stayed invisible and blinked away.

Room 11: They bashed the door down, alerting Kargal and his goons. A melee ensued, but the sorceror had time to cast Slow before it was Kargal's turn, and they ALL failed their saving throws. By the time the players finished him, he didn't even have time to swing his mighty sword even once (and I SO wanted to bash the Lawful Good monk with it...). The monk levels-up (we do level-ups on the spot).

Room 12: Roleplaying the little critters was fun, especially when they squealed like pigs when the barb walked toward the darts. They decided to let the kobolds remain chained and left the room... is that evil ? I haven't decided yet, because Kobolds are evil...

Room 13: Kudos to the monk recognising the Bralani from the dream-vision. They did quick work in removing the helmets while being attacked by them. They didn't ask the Bralani to follow them, the Bralani made sure to tell the PC's that when they find their gear that they will re-appear to claim the items... I gave the PC's full XP as if they defeated them (which they actually did in a way).

Room 14: This one was fun. It went as planned. The PC's shoved the remains in their bag of holding, and told Haleg that they would bury him near his hometown when their business here would be finished. I made the PC's roll spot checks. The monk succeeded, and I told him that he saw a ressemblance in the facial features of the ghost and Kargal.

Monk:"Did you have a brother ?"
Haleg:"No, but I had a son"
Monk:"Huh... whas he here ?"
Haleg:"Why yes... do you know what happened to him ?"
Barbarian:"He's dead... some powerful adventurers killed him."
Haleg:"OOooo... if only I could find them, and avenge his death !"
Monk: *gulp*

Being Lawful-Good, is the monk obligated to come out with the thruth ? HE didn't lie, he just shut up. Oh well...

Room 8: That room worked perfectly. The PC's stayed outside while the monk very carefully approached the sword. As he neared it, the eyes of the Balors started to glow. Spent some time wondering what to do... The sorceror had enough, he came in and grasped the sword handle. The monk and Barb screaming "NOOO !". Of course, nothing happened, and the Barb grasped it and pulled it out... rolled 26 on his strength check: SO close. They don't know it yet, but all this for a meager plushone...

Room 15: They bash-in the door, and find the fair maiden chained to the wall. They were suspicious at first, but I roleplayed her so darn well, that they totally beleived her story and "freed" her. She thanked them profusely, and asked them if they would be so kind to go retreive her belongings in the next room (16). They accept...

Room 16: They bash in the door, and find Vlask ready for them... with the Hag behind them readying a spell. Combat starts, first thing, she casts silence on the floor under the feet of the sorceror. Sorceror backs off in the corridor... However, vlask is doing very bad and is blinded by the sorceror's glitterdust. He blindly blinks to room 15, leaving Bruntel to face the PC's. I intended for her to Dispel Vlask's blindness, but the monk made damn sure she never had the time to flinch. He kept stunning her every round. Vlask did his best to protect her, but they were both quickly dispatched. Too bad... I really set up that combat well (she had many defensive spells up). I hope the rest of CD1 will make them sweat a bit. The barb levels up...

Room 19: The fight with the two invisible stalkers was way too easy... the sorceror's glitterdust made sure of that. Plus, they are two CR 8 critters against 3 level 15-16 PC's... not a chance.

So that's that. The players and I, even though it was a cakewalk, really enjoyed it so far.
 

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