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<blockquote data-quote="rmcoen" data-source="post: 8983399" data-attributes="member: 6692404"><p>Here was my Dungeon from Monday's session:</p><p></p><p>Edit: map formatting was abysmal!</p><p></p><p>[ATTACH=full]281107[/ATTACH]</p><p></p><p>1 was the entry; an alternate concealed entry/exit in 7. 7 is actually a huge room. the path between 5 and 6 is broken (15' gap over a 45' fall to water). Room 3 is partially submerged, and has water tunnels to the surface and to another location. the paths between 1 & 4, and 2 & 5 are mostly blocked by roots hanging down <em>almost</em> to the floor.</p><p></p><p>1 is empty. 2 is empty, but slimy, and mushrooms; trail on wall leading to 3. 3 has two giant crocs in the water, and a piece of equipment leading to the other area. 4 has a threat, primed to grab anyone crawling under the vines in the passage. 5 has a handful of CR 2 fungus monsters. 6 has one violet fungus, some coins, a +1 sword that needs repair, and a minor puzzle to gain access to 7. 7 has a gelatinous cube, and more violet fungus in the corner. 8 has hostile terrain, the dragon skeleton, and oozes. 9 has a golem and some "special materials" as treasure.</p><p></p><p>The party entered at 1, went to 2, went to 3, killed the crocs, chose not to follow the underwater path, and went to 6. They solved the puzzle, went to 7, killed the cube, went to 8, figured out how to handle the hostile terrain, but retreated from the oozes. They tried to hack a path from 2 to 5, but got attacked by violet fungus tentacles (reach 10' under the hanging vines). "Screw this, I'm going home," and they left.</p><p></p><p>This "dungeon" had multiple potential access paths, differing terrain (water, acidic moss, bare stone and slimy stone), a couple puzzles (opening a portcullis, dealing with acidic moss), minor treasures and materials, and some Story/lore advancement, and of course, the "rescue the noble" quest (and political benefits of that). the party was 8th level, the biggest threats were pairs of CR 5 creatures. Should have been a 2 session activity (our sessions are short and... unfocused at times). Instead, it was one session, partially completed, and abandoned.</p><p></p><p></p><p>WHICH IS FINE (I keep reminding myself). The PCs made decisions, those decisions have consequences for good and ill. They got some money, a magic sword (actually, nonmagical +1, of special material), some XP, had some fun, and we moved on.</p><p></p><p>[I should be fair... bad luck resulted in the Rogue's death -- which was reversed with a <em>revivify </em>item -- so she was understandably leading the "let's leave!" parade!]</p></blockquote><p></p>
[QUOTE="rmcoen, post: 8983399, member: 6692404"] Here was my Dungeon from Monday's session: Edit: map formatting was abysmal! [ATTACH type="full"]281107[/ATTACH] 1 was the entry; an alternate concealed entry/exit in 7. 7 is actually a huge room. the path between 5 and 6 is broken (15' gap over a 45' fall to water). Room 3 is partially submerged, and has water tunnels to the surface and to another location. the paths between 1 & 4, and 2 & 5 are mostly blocked by roots hanging down [I]almost[/I] to the floor. 1 is empty. 2 is empty, but slimy, and mushrooms; trail on wall leading to 3. 3 has two giant crocs in the water, and a piece of equipment leading to the other area. 4 has a threat, primed to grab anyone crawling under the vines in the passage. 5 has a handful of CR 2 fungus monsters. 6 has one violet fungus, some coins, a +1 sword that needs repair, and a minor puzzle to gain access to 7. 7 has a gelatinous cube, and more violet fungus in the corner. 8 has hostile terrain, the dragon skeleton, and oozes. 9 has a golem and some "special materials" as treasure. The party entered at 1, went to 2, went to 3, killed the crocs, chose not to follow the underwater path, and went to 6. They solved the puzzle, went to 7, killed the cube, went to 8, figured out how to handle the hostile terrain, but retreated from the oozes. They tried to hack a path from 2 to 5, but got attacked by violet fungus tentacles (reach 10' under the hanging vines). "Screw this, I'm going home," and they left. This "dungeon" had multiple potential access paths, differing terrain (water, acidic moss, bare stone and slimy stone), a couple puzzles (opening a portcullis, dealing with acidic moss), minor treasures and materials, and some Story/lore advancement, and of course, the "rescue the noble" quest (and political benefits of that). the party was 8th level, the biggest threats were pairs of CR 5 creatures. Should have been a 2 session activity (our sessions are short and... unfocused at times). Instead, it was one session, partially completed, and abandoned. WHICH IS FINE (I keep reminding myself). The PCs made decisions, those decisions have consequences for good and ill. They got some money, a magic sword (actually, nonmagical +1, of special material), some XP, had some fun, and we moved on. [I should be fair... bad luck resulted in the Rogue's death -- which was reversed with a [I]revivify [/I]item -- so she was understandably leading the "let's leave!" parade!] [/QUOTE]
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