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View Full Version : December/January Challenge: Dungeoneering 101



Savannah
01-05-2011, 05:28 AM
Do not choose the room containing the alter and creepy floor carvings resembling a summoning circle as your campsite.

Everyone else was doing outdoor campsites, so I opted to go for a mid-dungeon crawl rest site. I also had fun playing with textures that I had never done before.

In non-map news, I have spent way too much time trying to figure out how to attach the dang thing as a thumbnail. Can someone give me a hand? Preferably in itty bitty baby steps. Thanks in advance.

### Latest WIP ###

tilt
01-05-2011, 05:33 AM
congrats on joining the challenges - you're of to a good start :9

To attach a picture to a post - press the button "go advanced" - then use "manage attachments" to upload your picture to our server - then press "done" and finaly "submit reply" - then the site automatically makes a thumb for you :)

Savannah
01-05-2011, 05:45 AM
Aha! You don't tell it where to put the image. I was adding in unnecessary steps. Thanks a bunch!

Jaxilon
01-05-2011, 05:53 AM
Bah, by the time I got a visual made up it's over :(

Ascension
01-05-2011, 05:26 PM
I always make my campsites in the room where the rituals are - more chance for killing baddies with good loot instead a chunk of tinder and a torch.

jtougas
01-05-2011, 05:29 PM
Very cool start and welcome to the challenges !! :)

Savannah
01-05-2011, 05:35 PM
I always make my campsites in the room where the rituals are - more chance for killing baddies with good loot instead a chunk of tinder and a torch.

You rest when you still have enough hp and spells to take on summoned baddies?

I'm still trying to figure out how to add a handle to the door and have it look good...

rdanhenry
01-08-2011, 10:12 PM
That's the place to camp. At least you're guarding it. Otherwise, you're leaving the summoning room available to call in who knows what while you sleep.

Jaxilon
01-09-2011, 02:45 AM
Or maybe it's not visible when the party beds down for the night and while they sleep it gradually comes to life and something steps into the room with them? ewwwww, that's scary

tilt
01-09-2011, 04:43 AM
hehe... I remember in Order of the Stick (GREAT free online comic) when once they camped at nightfall - and the characters were confused about camping and talking about they usually only camped when they had to heal and get their spells back - normal day/night rythms confused them *lol*

Gidde
01-09-2011, 10:13 AM
Ooh, Jax, that's a great idea. Someone needs to use that in their campaign, that tickles my nasty-DM alternate persona ;)

Savannah
01-09-2011, 04:06 PM
Or maybe it's not visible when the party beds down for the night and while they sleep it gradually comes to life and something steps into the room with them? ewwwww, that's scary

*makes note* I know what's happening in my next game >:) I'll just have to make sure that the room with the invisible summoning circle is the most obvious one to camp in...


hehe... I remember in Order of the Stick (GREAT free online comic) when once they camped at nightfall - and the characters were confused about camping and talking about they usually only camped when they had to heal and get their spells back - normal day/night rythms confused them *lol*

Sadly, that's exactly how almost every game I've been involved with goes. (And, yeah, OotS is awesome!)

Jaxilon
01-09-2011, 04:14 PM
Hey, you don't have to make that room the obvious choice. Since the circle is invisible until activated, you just make it exist in whatever room they decide to bed down in. The players will never know the difference and unless you tell them they are not going to know you had it preplanned all along. That's also why just before anything happens you roll a fistful of dice behind your referee's screen, act like you are checking the pips and then make a "hmm" sound. By the time you start to describe what's going on they will be sitting on the edge of their seats.

Savannah
01-09-2011, 04:19 PM
Oh, sure, I could stick it wherever they end up sleeping. But it's more fun to give them a chance to notice that there's exactly one safe-seeming room in the heavily-trapped structure, to give them a chance to avoid it.