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slashdevnull Djinni (Admin)


Joined: 04/15/2004 Location: United States Posts: 2597
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| Posted: 09/14/2004 at 2:50pm | IP Logged
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I'm working on a little mini-adventure called "Rescue from Rusty Cage". It's designed to more or less make heroes think about what they're doing rather than simply charging into combat every time they see something resembling an enemy.
It's a mini-dungeon initially filled with only a few low-level bad guys, but they know their jobs and they have some terrain advantage, etc., on their side. I plan on being able to upgrade the bad guys for future re-plays of the scenario (more on that below).
Here's a little preview of the map I'm working on. Once the adventure is complete, I'll be posting it in the Adventures section.
I hope to do some interesting things with this map. First, demonstrate to players how some of the rules can work for or against them, such as AC bonuses provided by cover, or a situational bonus or penalty applied depending on whether you are attacking while ascending or descending the tower's spiral staircase.
Second, make several "strings" of bad guys to inhabit the map, each of which is initially placed off of the printed area of the map. Each string will be more powerful than its predecessor. This way, I can scale the challenge of the adventure by simply copying and pasting counters from the appropriate string into their associated rooms.
My hope is to make a good "intro to D&D" map/encounter, and one that might be interesting to re-play with varying levels of heroes and opponents, to practice tactics, try different approaches to the same problems, etc.
UPDATE: Here's the zipped DJA: C6D_Rescue_from_Rusty_Cage.zip
Update to the update:
Here's the most recent files, posted in another message in this thread:
The DJA file:
594_Rescue-DJA.zip
The adventure, in PDF format:
48Z_Rescue-PDF.zip
Edited by slashdevnull on 11/29/2004 at 9:27pm
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Kalex the Omen Legend


Joined: 01/05/2004 Location: United States Posts: 264
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| Posted: 09/14/2004 at 4:01pm | IP Logged
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Could you also post the DJA pre-adventure? Very, very nice map by the way.
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Frost Janni (Moderator)


Joined: 05/08/2004 Location: United States Posts: 923
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| Posted: 09/14/2004 at 4:10pm | IP Logged
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This is a great map.
__________________ sometimes I wake up grumpy.
other times I let him sleep.
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Wurm Legend


Joined: 08/04/2004 Location: United States Posts: 480
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| Posted: 09/14/2004 at 4:38pm | IP Logged
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How did you do the merlons? Really nice work....
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slashdevnull Djinni (Admin)


Joined: 04/15/2004 Location: United States Posts: 2597
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| Posted: 09/14/2004 at 6:06pm | IP Logged
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Creation of merlons/crenelations is covered in the manual. Has no one other than me read it?
Basically, it works like this. Create a wall, then make a copy of it. Move the copy off to the side, and delete swatches from it. Select the various crenelation pieces that you just created, and click the "Move up a layer" button (the blue upwards-facing triangle). Then, move the pieces back over the original wall. Ta da!
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slashdevnull Djinni (Admin)


Joined: 04/15/2004 Location: United States Posts: 2597
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| Posted: 09/14/2004 at 6:08pm | IP Logged
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I'm holding off on posting the DJA until the adventure's done. That should be tomorrow, however, so please don't despair.
Additional: I have made an effort to not place any User art in this map. My hope is to have a map/adventure that is easily useable by Dundjinni users without a lot of tweaking. You will need the Platinum version, or to have the Castle, Village and Wild art packs installed, I believe.
Edited by slashdevnull on 09/14/2004 at 6:25pm
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Wurm Legend


Joined: 08/04/2004 Location: United States Posts: 480
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| Posted: 09/14/2004 at 8:06pm | IP Logged
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slashdevnull wrote:
Creation of merlons/crenelations is covered in the manual. Has no one other than me read it?
Basically, it works like this. Create a wall, then make a copy of it. Move the copy off to the side, and delete swatches from it. Select the various crenelation pieces that you just created, and click the "Move up a layer" button (the blue upwards-facing triangle). Then, move the pieces back over the original wall. Ta da! |
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There's a manual?
Thanks for the explanation. Heading off to play with it...
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dalost1 Legend


Joined: 02/04/2004 Location: United States Posts: 440
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| Posted: 09/14/2004 at 9:24pm | IP Logged
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Great map!
Just one thing... You don't show where the stairs come out at the top of the tower. Could make a strategy difference for PCs and NPCs alike.
Da-Lost-1
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Mindy Djinni (Admin)

Joined: 01/19/2004 Posts: 644
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| Posted: 09/15/2004 at 1:24am | IP Logged
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Cool map - can't wait to see the full adventure - we haven't had one posted in a while.
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slashdevnull Djinni (Admin)


Joined: 04/15/2004 Location: United States Posts: 2597
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| Posted: 09/15/2004 at 7:49am | IP Logged
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The stairs lead from the top of the tower (40' up) to the roof of the main building (approx 20' up)
In playtesting, there were no stairs, and I realized that the tower guards, while having excellent cover, had no mobility should they need it. My players rushed to the side of the building after they had incited a rain of arrows from the guards, and, basically, that was that -- they had full cover from the guards, and there was basically a standoff (boring!). Unfortunately, they had nowhere to go other than to run away after that, and the guards felt no compelling reason to leave the building to hunt them down. Letting them move down to the roof of the main building, I believe, is a good idea.
Something not shown on the map yet is a trellis alongside the chimney. I'm hoping that resourceful players may think to sneak up to the roof first, perhaps while the tower guards are distracted (or simply just try to sneak past them) and open the portcullis or otherwise make their way to the tower and assault the building from the top down. Note that a knock spell does not open a portcullis, so even magically equipped characters will need to find a way past that impediment if they choose to try to enter via the front door. Of course, there's always disguise/trickery, etc.
My hope is that this map provides a means whereby a DM can allow his or her players to actually try to plan what they want to do, then implement that plan. I think it would be a refreshing change from all of the linear "move from room 1, fight, to room 2, fight, to room 3, fight..." style adventures I see so much of these days.
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