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World's Largest Dungeon?
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<blockquote data-quote="jim pinto" data-source="post: 1705617" data-attributes="member: 17619"><p>you could skip the first 30 rooms and not miss a lot, except</p><p>some general mood and developmental concepts... the initial</p><p>rooms are supposed to be creepy and hint that this isn't just</p><p>any old dungeon. the PCs, who are 1st level, have never been</p><p>in a dungeon, anyway, but seasoned PCs should be asking questions</p><p>like why does this trap lead to an empty room?!?!</p><p></p><p>oh crap. now we have to go back through it?</p><p></p><p>however, one of the advantages of these dead ends is they make great places to rest.</p><p></p><p>if you compress the loathesome concepts of these rooms</p><p>into the next subsection of the dungeon, then you'll</p><p>get some morose orcs, ambushing kobolds, fearless rats,</p><p>and a powerful darkmantle in a much smaller area.</p><p></p><p>it might take some work, depending on whether you want</p><p>the adventurers to go north or east, but in the end, just</p><p>having them start at 2nd level is enough.</p><p></p><p>heck, start them at the beginning, but advance them to 3rd level</p><p>MUCH later than anticipated.</p><p></p><p>as for the rest of our d20 line, there are plenty of good books</p><p>that i'm very proud of... mercenaries, magic, monster, feats,</p><p>toolbox (ennie winner), adventure (i and ii), and relics.... that</p><p>would be quite useful for DMs running this dungeon</p><p></p><p>and if you run the dungeon as intended, the money won't be</p><p>of much use to them afterwards.</p><p></p><p>note. the whole 1st level vs. 2nd level thing should be based on</p><p>style. PCs that like the struggles of a low level adventure should</p><p>endure the slow progress of 3 sessions before they advance to</p><p>second, while a group that starts at 2nd level should have to</p><p>wait 5 or 6 sessions before advancing.</p><p></p><p>the book details XP progression and this should also help you</p><p>determine who you would like to advance the party through the</p><p>adventure.</p></blockquote><p></p>
[QUOTE="jim pinto, post: 1705617, member: 17619"] you could skip the first 30 rooms and not miss a lot, except some general mood and developmental concepts... the initial rooms are supposed to be creepy and hint that this isn't just any old dungeon. the PCs, who are 1st level, have never been in a dungeon, anyway, but seasoned PCs should be asking questions like why does this trap lead to an empty room?!?! oh crap. now we have to go back through it? however, one of the advantages of these dead ends is they make great places to rest. if you compress the loathesome concepts of these rooms into the next subsection of the dungeon, then you'll get some morose orcs, ambushing kobolds, fearless rats, and a powerful darkmantle in a much smaller area. it might take some work, depending on whether you want the adventurers to go north or east, but in the end, just having them start at 2nd level is enough. heck, start them at the beginning, but advance them to 3rd level MUCH later than anticipated. as for the rest of our d20 line, there are plenty of good books that i'm very proud of... mercenaries, magic, monster, feats, toolbox (ennie winner), adventure (i and ii), and relics.... that would be quite useful for DMs running this dungeon and if you run the dungeon as intended, the money won't be of much use to them afterwards. note. the whole 1st level vs. 2nd level thing should be based on style. PCs that like the struggles of a low level adventure should endure the slow progress of 3 sessions before they advance to second, while a group that starts at 2nd level should have to wait 5 or 6 sessions before advancing. the book details XP progression and this should also help you determine who you would like to advance the party through the adventure. [/QUOTE]
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