tag:blogger.com,1999:blog-5377543525075660166.post8042475917679864682..comments2024-03-26T22:17:42.458-04:00Comments on Semper Initiativus Unum: Mapping Around StonehellWayne Rossihttp://www.blogger.com/profile/11347401495298367324noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-5377543525075660166.post-84943550107006743562013-07-15T01:43:18.436-04:002013-07-15T01:43:18.436-04:00What oil rule is S&W missing? On the Complete...What oil rule is S&W missing? On the Complete book there are rules for oil as a weapon on page 30. It's not as dangerous as the Moldvay rules, though, only 1d4 damage plus 1 per round for 2 rounds.yippyjoehttps://www.blogger.com/profile/12708300656126031627noreply@blogger.comtag:blogger.com,1999:blog-5377543525075660166.post-22476984461249397112013-07-15T00:09:49.543-04:002013-07-15T00:09:49.543-04:00I've almost finished my read through Stone Hel...I've almost finished my read through Stone Hell and I really like it so far. I didn't actually consider making bigger modifications before reading this post, but the idea of breaking the "squareness" with some nicely placed stairs sounds very tempting. BTW, given how far apart from of the levels are, some of the "straight stairs" seem a little too short: Those steps would be *really* steep. I think that's really my only caveat about the layout of the dungeon. In any case, very nice reading all your little play reports!Peter Fröhlichhttps://www.blogger.com/profile/03688076015831464616noreply@blogger.comtag:blogger.com,1999:blog-5377543525075660166.post-36200990508549126032013-07-14T10:24:56.325-04:002013-07-14T10:24:56.325-04:00Yeah, I've thought of that - my plan is before...Yeah, I've thought of that - my plan is before they reach level 3 to actually tear out one of the quadrants ("monster dorm" which would get really grind-y) and replace it with something more irregular. I also want to plant a side dungeon off of level 2, just haven't picked one out yet.Wayne R.https://www.blogger.com/profile/04118962136054206381noreply@blogger.comtag:blogger.com,1999:blog-5377543525075660166.post-61021271413833297442013-07-14T10:15:20.177-04:002013-07-14T10:15:20.177-04:00The players probably wont perceve the squareness i...The players probably wont perceve the squareness if you adjust the vertical aspect of the dungeon. Also, if you add in some sub levels, that'll throw them off even more. There's a big 100 room one in level 3, and the bandit caves above. It wouldn't be too hard to throw in some smaller ones here and there. Some 5-10 room mini-dungeons for example. Lairs of unique creatures or NPCs. David The Archmagehttps://www.blogger.com/profile/11649391406526258069noreply@blogger.comtag:blogger.com,1999:blog-5377543525075660166.post-39707537180009334192013-07-14T10:11:58.297-04:002013-07-14T10:11:58.297-04:00That's a good way to start, but I think the sq...That's a good way to start, but I think the squareness also could use a good bit of work.Wayne R.https://www.blogger.com/profile/04118962136054206381noreply@blogger.comtag:blogger.com,1999:blog-5377543525075660166.post-59845562969522453902013-07-14T09:55:17.002-04:002013-07-14T09:55:17.002-04:00"If I were to start over, I'd probably cu..."If I were to start over, I'd probably cut it up and move some things around so it's more of a 3-dimensional dungeon and less of a stack of five huge levels (for book 1 anyway)"<br /><br />Probably the easiest way to do this is to add some short stair cases around here and there. It'll give the impression of vertical movement, and freak out the players. Lots of up and down drives them nuts!David The Archmagehttps://www.blogger.com/profile/11649391406526258069noreply@blogger.com