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<blockquote data-quote="twofalls" data-source="post: 1745548" data-attributes="member: 23718"><p><strong>Traps!</strong></p><p></p><p>Jim gets a big round cookie stuffed with chocolate chips for Region B. I love traps, and couldn't agree more that monitoring what the party can handle is one of the many balls the GM has to keep in the air during the game. I mentioned to the Sanguine Sentinels before we started play that one section of the dungeon has more traps in it than I'd typcially put in design and they groaned in anticipated misery as I have a bit of a reputation for them. There are trapped traps! Woohoo!</p><p></p><p>The current anticipated resloution is going to be that I will map the game as they play, and update it as we go along when they request it. We discussed photocopying the map, using whiteout to remove the symbols and then creating a second photocopy. However since the space between rooms is dark brown the whiteout areas would stick out like a soar thumb and make it obvious where to check for traps.</p><p></p><p>As for placing minis on the table, the Sentinels purchased the Fiery Mountian Gold Collection of counters yesteday specifically to use for the dungeon, and I have a huge collection of tiles to use with them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> For $25 I highly recommend the counter set as an inexpensive alternative to a massive minature collection.</p><p></p><p>As far as finishing the entire dungeon with original characters... HA! Fat chance. I actually made it a goal just to give them something to worry about. Our campaign concept is that the evil will be unleashed upon the unsuspecting world unless the PC's deal with it. Each player gets two PC's that are mystically linked, when one dies he can activate the link to bring in the other if he wishes. Monsters and other Dungeon allies will present themselves during the game as potential allies and replacments for PCless players. If at any time all twelve of the PC's created at the start of the game (this includes the backups) are all dead, the game is over and the players loose. No ressurection maigc is avalible outside of what I personally place in the dungeon, and there is no level loss penalty for raising anymore. I only plan to place one raise potion and one raise scroll in each Region... carefully hidden/guarded of course. <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><p></p><p>Jim Hauge - I attempted you at the address you listed but it bounced. It's uncommonly kind of you to make the offer you did and I won't hold you to it, but whatever assistance you can offer in this direction will be greatly appreaciated by myself and future DM's who encounter this issue... THANKS! You could try me at <a href="mailto:jamesbeadle@sanguinesentinels.com">jamesbeadle@sanguinesentinels.com</a> if you have the opportunity. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="twofalls, post: 1745548, member: 23718"] [b]Traps![/b] Jim gets a big round cookie stuffed with chocolate chips for Region B. I love traps, and couldn't agree more that monitoring what the party can handle is one of the many balls the GM has to keep in the air during the game. I mentioned to the Sanguine Sentinels before we started play that one section of the dungeon has more traps in it than I'd typcially put in design and they groaned in anticipated misery as I have a bit of a reputation for them. There are trapped traps! Woohoo! The current anticipated resloution is going to be that I will map the game as they play, and update it as we go along when they request it. We discussed photocopying the map, using whiteout to remove the symbols and then creating a second photocopy. However since the space between rooms is dark brown the whiteout areas would stick out like a soar thumb and make it obvious where to check for traps. As for placing minis on the table, the Sentinels purchased the Fiery Mountian Gold Collection of counters yesteday specifically to use for the dungeon, and I have a huge collection of tiles to use with them. :) For $25 I highly recommend the counter set as an inexpensive alternative to a massive minature collection. As far as finishing the entire dungeon with original characters... HA! Fat chance. I actually made it a goal just to give them something to worry about. Our campaign concept is that the evil will be unleashed upon the unsuspecting world unless the PC's deal with it. Each player gets two PC's that are mystically linked, when one dies he can activate the link to bring in the other if he wishes. Monsters and other Dungeon allies will present themselves during the game as potential allies and replacments for PCless players. If at any time all twelve of the PC's created at the start of the game (this includes the backups) are all dead, the game is over and the players loose. No ressurection maigc is avalible outside of what I personally place in the dungeon, and there is no level loss penalty for raising anymore. I only plan to place one raise potion and one raise scroll in each Region... carefully hidden/guarded of course. ;) Jim Hauge - I attempted you at the address you listed but it bounced. It's uncommonly kind of you to make the offer you did and I won't hold you to it, but whatever assistance you can offer in this direction will be greatly appreaciated by myself and future DM's who encounter this issue... THANKS! You could try me at [email]jamesbeadle@sanguinesentinels.com[/email] if you have the opportunity. :) [/QUOTE]
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