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PostPosted: Sun Jun 29, 2008 7:45 am 
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Wild-Eyed Zealot

Joined: Sun Jan 27, 2008 7:05 pm
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I have started mapping DCC#10 using Dundjinni for Prestor's. You can track the progress at the Dundjinni forums here: http://www.dundjinni.com/forums/forum_p ... 10602&PN=1

But I thought I would post a little preview here for all the folks at GG.

The Trophy Room
Image

The Sewing Room
Attachment:
sewing-final.JPG
sewing-final.JPG [ 143.5 KiB | Viewed 4440 times ]


The Warehouse
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PostPosted: Sun Jul 06, 2008 4:36 am 
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Very nice! This will make a fine addition to Prester's.

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PostPosted: Sun Jul 06, 2008 7:38 pm 
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Wild-Eyed Zealot

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Level 2 should be completed in its entirety in the next few days and I'll post it to Prestor's. I then will begin working on level one after that.

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PostPosted: Wed Jul 09, 2008 1:47 pm 
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Wild-Eyed Zealot
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Very cool. In our game the group is about to go down to level 2! Thanks for the mapping work! Now, I'll have a lot of printing and cutting to do but it will be worth it. :)


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PostPosted: Fri Jul 11, 2008 12:09 pm 
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Wild-Eyed Zealot

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Level 2 is in its final stages. I will release it for all on Monday, July 14th.

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PostPosted: Sun Jul 13, 2008 8:06 am 
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Wild-Eyed Zealot

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Level 2 of DCC10 The Sunless Garden is now complete and ready for download. A DAY EARLY!

Full sized JPG Maps (31MB)
DCC10-Level2-JPG.zip

Ready to print, PDF Battlemaps (19.9MB)
DCC10-Level2-PDF.zip

Have Fun Guys!

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PostPosted: Sun Jul 13, 2008 7:22 pm 
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Cold-Hearted Immortal

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Nice work! I will get this added to Prester's soon.

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PostPosted: Mon Jul 14, 2008 6:54 am 
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Wild-Eyed Zealot
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Very nice and just in time! Thanks! :)


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PostPosted: Tue Jul 15, 2008 9:10 am 
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Wild-Eyed Zealot

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At the request of Astrocat here are the ready to print PDF's at 11x17 Ledger Sized.

DCC10-Level2-PDF-LedgerSize.zip (21.8MB)

Have Fun!

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PostPosted: Tue Jul 15, 2008 9:27 am 
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Wild-Eyed Zealot
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Thanks!

bwatford wrote:
At the request of Astrocat here are the ready to print PDF's at 11x17 Ledger Sized.

DCC10-Level2-PDF-LedgerSize.zip (21.8MB)

Have Fun!


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 Post subject: Is level#1 in the works?
PostPosted: Wed Jul 23, 2008 8:21 pm 
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Far-Sighted Wanderer

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Is level#1 in the works? My players are about to get started (or at least they are at the tail end of DCC17, and will soon be ambushed heading to garland's fork....or they will do something unexpected).

I'm currently painting the alternate outside area that is in Saga of the Dragon Cult, but I'm not so sure about doing level-1. I'm not very artistic.

Which looks a lot like this, but bigger:

[attachment=0]DCC10-camp.jpg[/attachment]


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File comment: The camp map.
DCC10-camp.jpg
DCC10-camp.jpg [ 37.76 KiB | Viewed 4056 times ]

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PostPosted: Wed Aug 20, 2008 6:03 pm 
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Far-Sighted Wanderer

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I play ALOT of Goodman Adventures with my group on Fantasy Grounds. As Such I am always converting maps for the adventure.

Here is the Garden Area I did for the Sunless Garden. It's roughly 30px = 5 ft.

If You can get some use out of it, go ahead and use it.

Thanks
Doc


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PostPosted: Wed Aug 20, 2008 6:05 pm 
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Far-Sighted Wanderer

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I play ALOT of Goodman Adventures with my group on Fantasy Grounds. As Such I am always converting maps for the adventure.

Here is the Garden Area I did for the Sunless Garden. It's roughly 30px = 5 ft.

If You can get some use out of it, go ahead and use it.

Thanks
Doc


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PostPosted: Wed Aug 20, 2008 6:05 pm 
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Far-Sighted Wanderer

Joined: Wed Aug 20, 2008 5:56 pm
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I play ALOT of Goodman Adventures with my group on Fantasy Grounds. As Such I am always converting maps for the adventure.

Here is the Garden Area I did for the Sunless Garden. It's roughly 30px = 5 ft.

If You can get some use out of it, go ahead and use it.

Thanks
Doc


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PostPosted: Thu Aug 21, 2008 5:22 am 
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Far-Sighted Wanderer

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DOH!!!

I was posting at the same time the forums were having problems! I apologize for cluttering up the thread. I am at work now, so I will post the map when I get back home later tonight.

Thanks
Doc


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PostPosted: Fri Aug 22, 2008 8:40 am 
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Far-Sighted Wanderer

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OK!

Here is the Map I had drawn...use it for what you will....

Doc


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File comment: The Sunless Garden
Garden-Players.jpg
Garden-Players.jpg [ 115.95 KiB | Viewed 3923 times ]
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PostPosted: Sat Apr 02, 2016 3:57 am 
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Far-Sighted Wanderer

Joined: Wed Mar 30, 2016 8:28 am
Posts: 30
FLGS: Ted's Hobby Shop
We will be going through a modified Sunless Garden tonight. The party is traveling from NorthEnding towards Doc Island to have a go at the Fane of the Egg.


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PostPosted: Sun Apr 03, 2016 7:09 am 
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Far-Sighted Wanderer

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FLGS: Ted's Hobby Shop
Okay, we are playing a massive variation on Egg OF THE phoenix, one that focuses of the elementals, I was looking for something with an opportunity for an earth elemental temple. This was the mindset when i first looked at the Sunless garden. You know, it is tricky to find a good outdoors module, but this asventure has many thi gs going for it; treants, ettins, purple gems that are tasty for Xorns.

So far, the garden is outdoors in a magnificent section of forrest that has a purple hue. In order to make each special grove as a source for curiosity (i see no other reason why any would enter a grove) the purple gems are actually remnants of a statue that fits together. Together the will fit onto a part of the temple. In our case the temple will be dedicated to Ogremoch.

We played last night.


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PostPosted: Mon Apr 04, 2016 6:03 am 
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Far-Sighted Wanderer

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FLGS: Ted's Hobby Shop
We are a party of 7; Rng 7, Rng 7/ Dr 1, MU 8, Thf 9, Dr 8, Clr 8, Ftr 8 - I am of old stock and so this is based upon 1st edition, tho I am always open to a good idea no matter what source.

We are campaigning based upon the Egg of the Phoenix, which I think has a wonderful story line but is very poorly presented. The emphasis is upon the return of the Archomentals and so I gear things towards elementals over all.

To the story, we were in NorthEnding having just retrieved the EofP from Sepulcher with a DM enforced three month lay over, what with aging ten years from plane travel. The Egg has successfully gone on to Doc's Island from whence an invite was issued from Doc himself for the party to come and try the Fane of the Egg, a legendary event that compares to Arthur removing Excalibur from the stone: go through the challenge and potentially unlock ancient magic. This will actually be a heavily modified version of the Mud Sorcerer's Tomb from Dungeon 37.

And so the party must travel from NorthEnding to Doc's Island. Along the way they come across a magnificent forest with a section having a purple-ish hue and a strong sense that evil is a force in this forest. This makes the Sunless garden all above ground (there are too few outdoor adventures) and provides the party with a reason to be there.

The individual groves in SG are neat but I could not figure out why anyone would explore such a grove. So, wanting to tie this in with Orgermoch the earth Archomental, I made the purple rocks all part of a statue that broke and the breaking cause them to be littered about. The energy force from the purple rock is what gives each grove a magical purpose. (The party explored and retrieved the six sections which, when they put them together started to sing which is what alerted Nockmort to their presence. Nockmort is now no more)

The six pieces will fit into a great statue thingy that will be found in section B, the Chapel of Entropy, which is the real reason why the party is here. Placing all of the pieces together will call Ogermoch to show up!

LG


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PostPosted: Sat Apr 09, 2016 2:59 am 
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Far-Sighted Wanderer

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FLGS: Ted's Hobby Shop
One of my EotP characters, the 9th level thief, has a side adventure on the go. It is a first for me to have another adventure on the go in the same world the we are creating.

I am running him through various segments of the adventure interludes. Khalil's guild is having him retrieve segments of the Oculum Infernea.

The connection to this thread i how both the OI and the purple rings which are the magic for the groves are connical and used as a gate or portal. In this case both are used to summon elementals.

LG


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PostPosted: Tue Apr 12, 2016 2:50 am 
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Far-Sighted Wanderer

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FLGS: Ted's Hobby Shop
Does anyone have any good mechanics for a good sized earth elemental?

The party of 7 (average level 8) is going to put the rings together which will open a gate to the plane of Ogermoch and I do not want Ogermoch to be the first one through. A high level elemental with some nifty skills, like the ability to scoop and hurl earth, will do. Earth quake or tremor would be neat , wherein the Elemental could move freely while the PCs would lose any dex bonus. Also could high level "monsters" attack as many times per round per 50 hit points. So a monster with 200 hp gets four attacks.

Just thinking

LG


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PostPosted: Thu May 19, 2016 10:21 am 
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Far-Sighted Wanderer

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FLGS: trig
The idea was to have the party collect the pieces of purple rock and bring them into the temple. The temple was to be for Ogremoch, the earth Archomental. Collectively it would have been as though there was some type of alter for Ogremoch that some force gave a big kick to, which is why pieces were scattered here and there. In the temple were two piece, four others are what lay about.

I asked the players to envisage the olympic rings, which made it easy for everyone to keep in mind, only this one has six rings, and, you've got four. They were down with that.

We restarted at the doorway to the temple with a bunch of dead bugbear bodies near by. They walked in; the lighting increased and, after a decent check (int + wis + level on percentiles) they noticed a hum from the rings, which were currently in four backpacks on four people. Inner they went; room got warmer, lighting better still. Beasts came out looking, not demented but (hmm) upset. One or two had a hand at their ear. All were dispatched.

There was a tunnel that looked like living quarters, and, greater doors that were clearly temple-ish. At that point one, Embla the dwarf, had the smart idea of taking their rings back outside and burying them in four separate holes. No wait. Let's keep one as a sort of beacon.

Good move, that. I was going to have the floor (plain earth) start to roll and one or two basic earth elementals pop up like zits. As the battle would be going I was going to have them move physically to be in a way that anyone near the two would have their ring pulled through their backpack to join the two. Ultimately, more rings, higher percentile chance of Ogremoch appearing. He was going to be nasty.

But this did not happen. They grabbed the two and, ultimately, decided to be on their way, back off to Doc's Island to run the Fane of the Egg (mud sorcerer's tomb) to see if they could solve that riddle and be the ultimate champions.
[how and where could I open a new discussion on playing through the mud sorcerer's tomb?]

Lastly, on the way it happened once. Six people were carrying six rings and just through natural movement, and lack of consideration, the six rings were properly aligned. The characters were frozen and, like a web, a series of lights connected each to the other. Ogremoch appeared, sort of. Do you remember the video chess game they played in the first Star Wars? It was that type of graphics. Ogremoch looked at the party and knew this 'calling' was an accident and would be a problem for him. "I see you,' he said. "This is not cool. I see you and will find you. But not now" and poof, he was gone.

The party smartly decided that one person should carry two rings, thus inhibiting their ability to be so aligned.

Losloris


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PostPosted: Sun May 22, 2016 5:14 am 
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Far-Sighted Wanderer

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FLGS: trig
Right then.

I opted to make the Fane of the Egg a challenge that Malodocimus (Doc) the titan had created ages ago to find the ultimate champions. It was easy for my players to grasp once I told them to think of Arthur and excaliber. A challenge they could try only on invite from Doc, who was known to offer that challenge more than once if a really great deed for the common good had occurred. Part of the math on this is to have a carrot to further push the party for reasons on why they should want to do something. The party is now 8th level and rather powerful, and, they fell into the habit of asking, nay demanding a payoff in order to do something. So, yah we 'll do this in exchang for some always increasing powerful magic item, as if everyone always has some mega thing they do not send into the field in the hope that some heroes will happen by.

Do the challenge, if you "die" then you pop out, as if awoken from a dream; if successful you get a scroll to go up one level.

Sold.

I have drafted in the Mud Sorcerers Tomb cause it is nasty and because mud is a combine of earth and water and my focus for this campaign is elementals.

Loslori


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