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Post by necrogamer on Feb 8, 2013 16:39:17 GMT -5
Hey guys, I plan on running my friends through the Raid on Cygnosa at Dundracon over President's Day weekend. Reading through it, I find my sense of direction getting challenged frequently.  I was wondering if anyone has a map of the above and below ground areas. I know there is a rough sketch map at the back of the book, but it does not appear to include many of the underground encounter areas.
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Post by mister frau blucher on Feb 8, 2013 16:50:47 GMT -5
That is next weekend, right? Let me work up a few sketch maps of the levels and sub-levels, and I will post them in this thread next week.
There were so many encounter areas that we decided to put in a map showing the outside of the mountain, and the relative location of the levels in the mount.
I think I said I'd do this last year - thanks for the prompt!
Bret
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Post by necrogamer on Feb 8, 2013 19:14:15 GMT -5
Awesome. Thanks, I really appreciate it. I am having a blast reading the adventure. It will make an excellent GM run adventure and introduction to the LAW system.
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Post by bizarrojoe on Feb 15, 2013 8:18:32 GMT -5
Any chance that the maps are ready? I was going to play ROC with my friends as well this weekend, and the maps would be a nice accessory!
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Post by mister frau blucher on Feb 15, 2013 10:06:45 GMT -5
OK, guys, I finally found my original maps last night. but they were pretty crude, so I drew them again. Still crude, but this should suffice. SPOILERS! Levels 1, 1a, 1b, and 1c:  The main entrance to level 1 is under the caprian Keep (at instruction 150, at the top of the map). killing the toll-demanding rock troll lets you get access to 1a, which leads to 1b, which connects to the orc hunting caves in level 1. Climbing the tough south face of Cygnosa brings you to the batknights caves, level 1c, which also connects to 1b. The dotted line is the underworld trade route. Levels 2 and 3: There are two connections from level 1 to 2: the underworld trade route, and a secret route from the minotaur cavern. There are two connections from level 2 to 3 - from the western shore of Bleaklake, and the old serpent way at the west of the mushroom caverns. Please be aware that some older printings of ROC had a typq, that if you took the stairs west of bleaklake (instruction 172) it leads you to 202 rather than 208. This still kinda worked out, as you wound up at one of the entrances to the third level, just the wrong one. 208 is the proper arrival point from instruction 172. Instruction 206 leads to 202 (a little fuzzy on the map).
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Post by mister frau blucher on Feb 15, 2013 10:25:25 GMT -5
OK guys, there are the maps.
A few quick thoughts:
As has been discussed here and there, and alluded to in the text of the adventure, this is a large place. Beginning characters will not get through it in one raid. In the playtests, and subsequent playings, it usually takes 30-40 game days to get to the bottom and face the Ochre Mask. This includes lots of resting, and opportunities to improve the characters. by the end of the adventure, original characters will have 60-70 xp.
Also, there are opportunities to recruit more henchemen. The maximum party size is 6; at the end, it is imperative to have this extra help.
Use healing resources wisely!
Totally off topic - Necrogamer - is your handle from being a fan of Necromancer Games?
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Post by Deleted on Feb 19, 2013 16:44:56 GMT -5
are these drawn to scale? 
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Post by bizarrojoe on Feb 20, 2013 15:29:21 GMT -5
I'm a GM for this adventure, and so far the PCs have been stumbling around Level 1, and doing a so-so job of keeping themselves healed up  GM Questions (somewhat spoilerish): The PCs find themselves wanting to run back to town and rest up before heading up the mountain. How do you handle such requests? Do you just make an assumption that it takes a certain amount of days to get back? Do you replenish any of the goods that are available for sale? Are there any more henchmen that are available for hire (besides the one in town)?
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Post by mister frau blucher on Feb 20, 2013 15:50:53 GMT -5
are these drawn to scale?  Ha! Only if your scale is "not to scale."
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Post by mister frau blucher on Feb 20, 2013 16:02:28 GMT -5
I'm a GM for this adventure, and so far the PCs have been stumbling around Level 1, and doing a so-so job of keeping themselves healed up  GM Questions (somewhat spoilerish): The PCs find themselves wanting to run back to town and rest up before heading up the mountain. How do you handle such requests? Do you just make an assumption that it takes a certain amount of days to get back? Do you replenish any of the goods that are available for sale? Are there any more henchmen that are available for hire (besides the one in town)? Hey Joe, If they want to head back and rest, that is cool. There are a few spots to rest on the mountain (the goblins at the top, the caprian keep) and inside (between levels, the trading post on level 2). You can let them rest in an area they cleared out, if you want as well. Time: it is a quarter day to the first foot of the mountain from Thunder Keep. There are four encounters/areas in a quarter day, and other distances between encounters specify whether it is a quarter or half day. So basically you can track time as Morning (or Morning+1, or +2, +3, or +4), Mid-Day (or +1, 2, 3, or 4) Evening (ditto), or Night (ditto). Never had too much of a problem doing this, but if you want to handwave a bit of it for ease of play, that is certainly cool. If they return to town back through the caprian keep from the first level, it might take a day and a half; through one of the other paths, make it a day or so. No problem with merchants' supplies being replenished after a day or two, except for the rare items (Snaca tablets, etc.). There is an orc who will hire out to the party at area 080, the orc outpost. At the dwargg trading post, area 185, there are a few hirelings to choose from. But if you want to have another hireling available at Thunder Keep, no problem! Or one of the goblins at the top of the mountain might hire out to them for some wine...
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Post by Deleted on Feb 20, 2013 17:03:29 GMT -5
are these drawn to scale?  Ha! Only if your scale is "not to scale." actually, i broke out my ruler and calculator. from a series of precise measurements and complex calculations, i was able to derive the following scale: 1 circle = 1 numbered paragraph 
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Post by mister frau blucher on Feb 21, 2013 15:03:56 GMT -5
Ha! Only if your scale is "not to scale." actually, i broke out my ruler and calculator. from a series of precise measurements and complex calculations, i was able to derive the following scale: 1 circle = 1 numbered paragraph  You, sir, are a master of precision! ;D
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Post by necrogamer on Feb 25, 2013 15:53:23 GMT -5
Totally off topic - Necrogamer - is your handle from being a fan of Necromancer Games? Brett, Thank you for the maps. As it turned out I was able to run the adventures at Dundracon without them. I ran it two times for different groups with 2 players who played both times. Everybody had a blast. The first group had a lot of fun trying to reach the Caprian fortress at the top of Mount Cygnosa. They had a good battle with the troll at the troll at the bridge and had a lot of fun interacting with Lord Nog and his band of partying goblins. One of them gained a point of karma by spendinga wild night with a goblin "beauty" that left him with scars. Great roleplaying! They were then tpked by the band of cannibal goblins at the ruined fort. Goblins are deadly! I started the seond group off right at the entrance to the Caprian stronghold. They were an all goblin party! It was going well until they met up with the Snaca sorceror and his summoned/illusory? gargoyles. Another tpk. Both times, the players acknowledged their tactical mistakes that led to the tpk. The scenario was tough, but winnable. Thanks much for the excellent work. Oh, I almost forgot, I selected my handle "necrogamer" because I play "dead" games.
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Post by mister frau blucher on Feb 27, 2013 14:50:21 GMT -5
Hey, cool! Thanks for using ROC at the con, it sounds like you GMed it to perfection. Glad no one was upset by the TPKs. Really glad you and your players enjoyed playing it.
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Post by aceofspades on Apr 14, 2021 18:01:03 GMT -5
I have been making a map of the Cygnosa underworld on HEX paper. Not sure if I have all the directions correct, but I thought I had followed the cues. See the attached PDF for your viewing pleasure. I haven't yet completed the adventure and am continuing the quest for the Ochre Mask south from Blackledge. I envisioned it as a giant cave with buildings and shops in the middle. ROC_Underworld_1.pdf (715.44 KB) -ace
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