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<blockquote data-quote="Mark Hope" data-source="post: 2044361" data-attributes="member: 27051"><p>A player in my campaign took a real liking to Undermountain and used to take his necromancer there on solo missions (ie. one player with a bunch of hired NPC help) whenever I could find the time to run it for him. He developed some very good maps and a fair amount of knowledge on the dungeon.</p><p></p><p>Then, one day, he got the rest of the players together and the whole party headed down there with 5 or 6 PCs and no NPC hirelings. They were deep in the southern areas of the 1st level when a nasty encounter with a bulette ended with the necromancer dead and the rest of the party badly injured. The noise of the battle attracted other monsters (wraiths, iirc) and the party started to get a bit panicky and decided it was time to high-tail it out of there.</p><p></p><p>They frantically pored over the necromancer's maps of the dungeon, trying to find out where they were. It slowly dawned on them that the necromancer knew the dungeon so well that he had never bothered to mark the entrance on the map. They ran like frightened little rabbits through the maze-like halls, pleading for a clue or a hint on how to get out. I said nothing of course, and the dead necromancer's player remained equally tight-lipped, thoroughly enjoying the growing desperation of his fellows. They made it out eventually (a few levels lighter) but mapping was dealt with a little more carefully after that point. Local knowledge is only useful when you are sufficiently alive to share it, I guess <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></blockquote><p></p>
[QUOTE="Mark Hope, post: 2044361, member: 27051"] A player in my campaign took a real liking to Undermountain and used to take his necromancer there on solo missions (ie. one player with a bunch of hired NPC help) whenever I could find the time to run it for him. He developed some very good maps and a fair amount of knowledge on the dungeon. Then, one day, he got the rest of the players together and the whole party headed down there with 5 or 6 PCs and no NPC hirelings. They were deep in the southern areas of the 1st level when a nasty encounter with a bulette ended with the necromancer dead and the rest of the party badly injured. The noise of the battle attracted other monsters (wraiths, iirc) and the party started to get a bit panicky and decided it was time to high-tail it out of there. They frantically pored over the necromancer's maps of the dungeon, trying to find out where they were. It slowly dawned on them that the necromancer knew the dungeon so well that he had never bothered to mark the entrance on the map. They ran like frightened little rabbits through the maze-like halls, pleading for a clue or a hint on how to get out. I said nothing of course, and the dead necromancer's player remained equally tight-lipped, thoroughly enjoying the growing desperation of his fellows. They made it out eventually (a few levels lighter) but mapping was dealt with a little more carefully after that point. Local knowledge is only useful when you are sufficiently alive to share it, I guess ;) [/QUOTE]
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