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Thread: Scales of War Part 01 Rescue at Rivenroar

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  1. #1

    Post

    This is the map of the tavern where the campaign starts. As it was my first map, I did not add anything special.

    edit- I added extra details and nicer furniture. I also made some changes to adapt the map to the Brindol battle map I'm creating.
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    Last edited by cogollo; 02-15-2009 at 11:39 AM.

  2. #2

    Post

    This is the map of the first room of the Rivenroar dungeon.

    I added two special things:
    1. A crate of chickens the Goblins have stolen at the village. I plan to tell my players that they smell a delicious aroma coming from the dungeon when they descend the stairs. It is also a good explanation to make the Goblin guards too busy to pay much attention.

    2. Generally, I prefer not to use too much traps in my adventures. So, in this case, I have substituted the braziers with a hanging chandelier. One Goblin will throw the switch by the northwestern torch to let the chandelier start swinging around, and the Goblins Sharpshooters will stay behind, shooting their crossbows.

    All the squares between the doors except the four squares (2x2) in front of each door will be affected by the swinging chandelier (that's an area of 2x7).

    Everyone that goes through the affected squares will suffer a +4 Reflex attack. A hit does 1d6 damage and leaves the creature prone. Someone who moves through each affected square as if it was difficult terrain gets a +2 bonus to his Reflex defense.
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    Last edited by cogollo; 02-12-2009 at 12:20 PM.

  3. #3

    Post Rooms 2-4 of Rivenroar Dungeon

    Couple things to mention here:

    1. I added some graffitti in room 2, as I find it nice to be able to convey some jokes with the maps, hehe. The one here says "Orcses Suck". You'll see more graffittis in other rooms.

    2. Room 2 also has a crate of fish. The Hobgoblins will be merrily eating some fried fish, and this will help me add some more fluff to the story. The brownish thingy northeast of the fire is the fish remains. I have also added some stains to the bedrolls of the Hobgoblins; this will help me remember to describe my players how dirty the whole place looks.

    3. I have added four statues in the room with the magic portrait (room 4). They are just normal statues (at least in my campaign will be), but I am sure my players will get anxious about them... playing with their minds is always great.
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    Last edited by cogollo; 02-12-2009 at 12:21 PM.

  4. #4

    Post Rooms 5-7 of Rivenroar Dungeon

    1. The black stain in room 5 is where the Magma Claws will appear.

    2. The text on the floor in room 5 says "Hail Von Urstadts! Ascend with Glory!", as the adventure suggests. I've made two changes here:
    a. I have written it in Latinish (not real Latin, but I am Spanish, and Spanish comes mostly from Latin, so it should be close enough);
    b. I have also used Greek font. I will explain what the text means to the players if they pass a History DC10 check (and say it is Ancient Common or something similar).

    3. The Gnomes' camp is in room 6.

    4. I plan to have some spider swarms help the ettercaps in room 7. Squares with Spiderwebs will require an Athletics or Acrobatics DC12 check to avoid getting stuck. Squares adjacent to the spiderwebs will be DC10 (as the adventure suggests).
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    Last edited by cogollo; 02-12-2009 at 12:22 PM.

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