I do hope to run DotMM someday, but that day is not very soon. I'll give my answers none the less.
1) Characters will need to rest, that is a fact. The megadungeon is not going to be a one day excursion. When players rest take note of how they prepared before resting, where they are resting, and whether they have a lookout. For each level, take note of "what dwells here" and any "wandering monsters" that might be listed there. I didn't see a random encounter table, but you may want to make one yourself. When your players take a rest roll to determine if something stumbles upon them.
2) I am going to use roll20 and fog of war to hide the maps, revealing it as they explore and discover each room.
3) Since PCs are starting at level 5, it stands to reason that they have already adventured and achieved before arriving here. You can choose to grant them a few common and uncommon magic items, as well as some gold. Or you may just want to run a low level campaign up to this point. Waterdeep dragon Heist would be the "go to" for this plan, but others will work (I plan to run it as an epilogue to tyranny of dragons).
4) Rations AND water AND sleep. If they are down there for multiple in game days, they need to take care of themselves same as usual. The game is pretty lax on food and water needs (like it knew we'd forget), but if they don't sleep, hit them with those CON saves.
Rest: I’m expecting my players to find a reasonably secureable location, set watches and all the usual things if they try and rest in the middle of a busy passageway or don’t set a good watch, that does rather make it easier for some wandering monster to find them.
Fog of war for reveals, and I’m going to suggest that one of the character might want to make a map of their progress. I’ve been considering fogging the path back up after a few days but I need to think that through more carefully. Perfect recall of a twisty turny path lasting over levels/days/weeks is unlikely.
My usual practice for rolling new lvl 5 characters is for them to add 2 uncommon or one rare item (subject to approval) in addition to the usual starting gear. One of the things I’m wondering about is that DoMM seems very loot-light, especially as it’s intended to take characters to level 20. I’m happy enough to add to Treasure piles using the standard tables and my own preferences - even though as written, it doesn’t seem to support/suggest that, but with that and the lack of random tables, I’m a bit perturbed.
Absolutely rations, as part of the survival challenge of the dungeons. Either bought, hunted or created through magic, and using the food and water exhaustion rules from the PHB.
For rest, I agree with Papervolcano. They can’t run a level in a single day, so they’ll have to figure out how to create rests for themselves. I’ll decide when they need an extra challenge.
For the dungeon, tha’ts tricky. First, I have a player who has the Keen Mind feat. I figure that gives him a photographic memory of the layout of the dungeon he’s seen over the last month, so he’d be able to draw a pretty accurate map by memory. We play in person, so no Roll20 Fog of War features. This sounds kind of clunky, but at the end of each session I will take scissors to a paper map I’ve printed out and give him a cutout of the corridors and rooms they’ve visited. That way, they won’t see the scope of the vast unexplored sections of the dungeon (I’m trying to avoid the moment when they would say, “We found the exit to the next level, but it looks like we failed to explore the northwest quadrant of the dungeon. Let’s find that corner of the dungeon before we leave.”).
And, yeah, they need to figure out the rations issue.
Hi I'm new here but I was hoping you guys could help me out with something. Of those who have played Dungeon of the Mad Mad, how often did you play and how long did it take to finish the whole book? Thanks in advance for any help you can give.
If/when I run it, I'm going to have my players need rations and water, AND have them start with no gear. They'll have to scrounge the ruins for usable armor and weapons as well as food and water. Not sure it'll be easy on them, but it'll be fun.
The dungeon is clearly a lived in area, i wouldn't be surprised if say, a wandering monster or three happened upon the players and lay in wait for them, gaining a surprise round to go ham on the players. heck, Halister could cheekily cast dispel magic while they are sleeping.... (i don't advocate for punishing players constantly, but under mountain is supposed to be a threatening place)
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Hey other DMs,
I'm about to run DotMM and wondering;
1. how people were going to run the short /long rests?
2. Are people going to give the player the "player version" of the map as it contains all the secret rooms? How are you going to reveal the map?
3. Did people start the characters as "standard campaign" for $ / items if the players were creating new characters?
4. Are people using rations?
Cheers
Mith
I do hope to run DotMM someday, but that day is not very soon. I'll give my answers none the less.
1) Characters will need to rest, that is a fact. The megadungeon is not going to be a one day excursion. When players rest take note of how they prepared before resting, where they are resting, and whether they have a lookout. For each level, take note of "what dwells here" and any "wandering monsters" that might be listed there. I didn't see a random encounter table, but you may want to make one yourself. When your players take a rest roll to determine if something stumbles upon them.
2) I am going to use roll20 and fog of war to hide the maps, revealing it as they explore and discover each room.
3) Since PCs are starting at level 5, it stands to reason that they have already adventured and achieved before arriving here. You can choose to grant them a few common and uncommon magic items, as well as some gold. Or you may just want to run a low level campaign up to this point. Waterdeep dragon Heist would be the "go to" for this plan, but others will work (I plan to run it as an epilogue to tyranny of dragons).
4) Rations AND water AND sleep. If they are down there for multiple in game days, they need to take care of themselves same as usual. The game is pretty lax on food and water needs (like it knew we'd forget), but if they don't sleep, hit them with those CON saves.
I’m hoping to run it in the near future.
Rest: I’m expecting my players to find a reasonably secureable location, set watches and all the usual things if they try and rest in the middle of a busy passageway or don’t set a good watch, that does rather make it easier for some wandering monster to find them.
Fog of war for reveals, and I’m going to suggest that one of the character might want to make a map of their progress. I’ve been considering fogging the path back up after a few days but I need to think that through more carefully. Perfect recall of a twisty turny path lasting over levels/days/weeks is unlikely.
My usual practice for rolling new lvl 5 characters is for them to add 2 uncommon or one rare item (subject to approval) in addition to the usual starting gear. One of the things I’m wondering about is that DoMM seems very loot-light, especially as it’s intended to take characters to level 20. I’m happy enough to add to Treasure piles using the standard tables and my own preferences - even though as written, it doesn’t seem to support/suggest that, but with that and the lack of random tables, I’m a bit perturbed.
Absolutely rations, as part of the survival challenge of the dungeons. Either bought, hunted or created through magic, and using the food and water exhaustion rules from the PHB.
I’m starting DMM tomorrow, using AL rules.
For rest, I agree with Papervolcano. They can’t run a level in a single day, so they’ll have to figure out how to create rests for themselves. I’ll decide when they need an extra challenge.
For the dungeon, tha’ts tricky. First, I have a player who has the Keen Mind feat. I figure that gives him a photographic memory of the layout of the dungeon he’s seen over the last month, so he’d be able to draw a pretty accurate map by memory. We play in person, so no Roll20 Fog of War features. This sounds kind of clunky, but at the end of each session I will take scissors to a paper map I’ve printed out and give him a cutout of the corridors and rooms they’ve visited. That way, they won’t see the scope of the vast unexplored sections of the dungeon (I’m trying to avoid the moment when they would say, “We found the exit to the next level, but it looks like we failed to explore the northwest quadrant of the dungeon. Let’s find that corner of the dungeon before we leave.”).
And, yeah, they need to figure out the rations issue.
I use Fantasy Grounds in my home game. I throw the map up on a TV and reveal it as they go. Could use Roll20 Fog of War for the same.
The Outlander Background makes it next to impossible to get lost. As a player I love that background!
Professional computer geek
Hi I'm new here but I was hoping you guys could help me out with something. Of those who have played Dungeon of the Mad Mad, how often did you play and how long did it take to finish the whole book? Thanks in advance for any help you can give.
If/when I run it, I'm going to have my players need rations and water, AND have them start with no gear. They'll have to scrounge the ruins for usable armor and weapons as well as food and water. Not sure it'll be easy on them, but it'll be fun.
From what Ive seen you would have to put random equipment for them to find or have them have a tough battle and just take it off the fallen enemies
How will we handle Tiny Hut? It would let them rest as much as they want with no monsters.
When the DM smiles, it is already to late.
The dungeon is clearly a lived in area, i wouldn't be surprised if say, a wandering monster or three happened upon the players and lay in wait for them, gaining a surprise round to go ham on the players. heck, Halister could cheekily cast dispel magic while they are sleeping.... (i don't advocate for punishing players constantly, but under mountain is supposed to be a threatening place)