Also, what will be the defference between Master Dungeon modules and the Dungeon Crawl Classics? What frequency will we see this series come out in comparison to the DCC's?
Tell me more, tell me more!
Moderators: DJ LaBoss, finarvyn, Harley Stroh
And to answer your questions, while it *is* a big dungeon crawl, I think you'll agree once you read it that the scope is very different from the DCCs.xredjasonx wrote:I was wondering if a little more info on this product may perhaps be handed down? It obviuosly looks like a big dungeon crawl...
Not as often --- this allows us to cherry pick the adventures that we'd like to see as DCCs and Master Dungeons and make certain that each has something special that will make it memorable to the players and GM.What frequency will we see this series come out in comparison to the DCC's?
Harley Stroh wrote:There are (by my count) at least 7 finished/near-finished projects not listed yet. We try to only list projects when we are absolutely certain they can make it to print in time. Nothing makes a publisher look more foolish than constantly pushing back a release date.
(Well, all right, there are a lot of things you can do to look more foolish than that, but you get the idea.) An update to the coming soon page will be ... coming soon.
//H
You guys are awesome.Harley Stroh wrote:Updated, my friend!
//H
I've been back and forth over the text and lifted notes re. anything that resembles plots, and I haven't found a lot:Study the encounters beforehand, and you should have little trouble capturing the multilayered plots of the feuding zain-kin. (p.22)
Heh. "Multilayered" might be a stretch, but if memory serves, it did play out to be a huge mess (the good sort) in playtest. Let me go dig for my notes.Happy Gnome wrote:Harley, I'm loving the vibe and vision of this adventure (ditto Aeryn, if you're in earshot).
I've only got one beef with the thing:
Study the encounters beforehand, and you should have little trouble capturing the multilayered plots of the feuding zain-kin. (p.22)
Correct. My premise is that travel in a river, underground, nearly always requires magical assistance. There is no good way to negotiate waterfalls, monsters, etc. using only mundane means. Any zain-kin that have gone into the river, never came back. (Which opens up the fun possibility of seeing the ape-men someplace else.)Happy Gnome wrote:The city has defenses straddling the rivers leading into a bay with ports. So those are relics, right? The rivers lead into the Underdark, but nobody travels them.
Well, this entire paragraph is misleading (My fault --- it is from an earlier draft.):Happy Gnome wrote:Re. faction politics, I'm guessing they might all be trumped by the 'discovery' of the outside world. The city is really tiny (it would take six minutes to walk from area 3.1 to the ports), and they're competing for precious food and water. Outsiders could say, hey, people, there's craploads of space on the surface and more food than you can shake a stick at.
My final intent was that the ZK are only coming out in small numbers, each hand picked by Dragora. Here, my premise was that --- when faced with the unknown --- many cultures become *more* entrenched in the "old ways," retreating back into comfortable ignorance. Again, my fault for not conveying this in the text.The shattering of the seals released a series of arcane spells
intended to herald Parhok’s return. The land heaved and
trembled, lightning rained down from the heavens, and
the earth was rent asunder. A mighty, seething chasm was
torn open, and an army of zain-kin emerged.
Heh. No excuse for this one. This is a patent mistake, sort of like my "broken elevator" mistake in Into the Wilds (that one still bugs me).
I'll nuke the webbed corpses, back in 1-4a. Not sure how those guys got past the rolling ball trap. The spiders would have subsisted on rats and bugs.