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Haunted House Part 2 (Four-Storey Mansion)

🕑 Added 2024-10-31 18:15:11 +0000 UTC
Haunted House Part 2 (Four-Storey Mansion)
Haunted House Part 2 (Four-Storey Mansion)
Haunted House Part 2 (Four-Storey Mansion)
Haunted House Part 2 (Four-Storey Mansion)
Haunted House Part 2 (Four-Storey Mansion)
Haunted House Part 2 (Four-Storey Mansion)
Haunted House Part 2 (Four-Storey Mansion)

Comments

Dynamic Dungeons

Thanks for the feedback, not yet, but we'll be adding a new feature to allow this soon.

Daniele Vicini

Thank you so much for your awesome maps! One question, if I wanted to number the rooms of the master's map and not the one projected to the players, do I have to use specific props? Or does the dynamic dungeon editor have a suitable function?

DungeonMasterMind

I really like this because it speaks to using it to run a whole Session. I can really picture the 3-4 hour use case for this in a single gaming day, which is fantastic. In the same vein, I would love to see more "progression maps" where you have 1 great map to start with, and then add/subtract details to that starting map to tell a battle story. Ex. A 2-bridges over water map where the bridges come down in 2-3 stages impacting battle strategy and mixing things up. A room that fills with lava or acid over the course of 3-4 maps until there are hardly any safe places to stand, or by the last map, just a pure ocean of lava or acid. Falling through the sky map where in each progression the ground elements that start small and fuzzy (far away) get closer and closer as you plummet to your death. Mountainside cliff battle with an avalanche/boulder component in several stages. Castle drawbridge up, down, destroyed up, destroyed down. I actually think (I could be completely wrong about this) that may be less work for you in a given month because you're pivoting off of a single staring map and then making alterations to it, but not making 4 brand new maps. It would really be amazing for the DMs who want to tell a story over the course of a battle, or switch up elements over a big battle to make it feel more progressive and dynamic.


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