The skeleton nods and points the direction the ship is headed.
Trin gets a feeling of non-committal from his attempt to figure out what Head Office might want here. They don't seem to be concerned either way at this point.
What are you guys wishing to do at this point? Trin, with Imp in tow, is heading off down the river and is too far away for you to get aboard his boat with him. What do you guys wish to do now?
Stigr's voice comes out of the imp's mouth, "Trin, you know we're supposed to be mapping this place, right? Not just reaching the bottom as fast as possible? Also, what are you planning to do if you encounter hostile forces? I'll be right back, just going to update the others."
He then returns to his own senses and passes along the events in the boat so far, "I'm not sure what Trin's plans are at the moment. Should we wait for him here, or maybe at the stair so we're closer? Or should we just explore on our own for a while?"
“I don’t like splitting the group,” Rurik grumbles, “but I don’t see any other solution at the moment. Can he ask if the boat can bring him back? And can your imp draw out a map as the boat goes too?”
"Splitting the group is never a good idea, even more so down in these dungeons. However he seemed to have made up his mind. So I suggest we continue on and hope our paths come across once more." Maximus says, head hung low.
Ooc: what do you guys figure an 80-90% complete map is worth? Significantly less than a 100% map? If I saw 2 maps for sale and one was extremely thorough and showed me every corner of a small area, I might fi d that useful, but if I was looking for a treasure map, I'd prefer one sparse on the details thst shows me some hazards some landmarks and a clear path to follow. Now, rather Mets, if I see something to interact with, I plan to try and interact with it. We can pretty well see in here and rest in here, so it's not like an old school megadungeon, the rules are fu damentally different, so exploring every nook shouldn't really give more rewards than not doing that. Good design means you don't force your players to go everywhere and do everything. It's the difference between an "open world" game of high quality and the middling sort chock full of pointers and icons to tick off your list. It's correlation, not causation, but if you've built a solid game, it holds up without forcing players to the 'Good bits'. And sometimes, it is a good idea to split the party. Usually not great solo, though, unless briefly. Anyhow, I'm committed to it. Death be damned.
Ooc: what do you guys figure an 80-90% complete map is worth? Significantly less than a 100% map? If I saw 2 maps for sale and one was extremely thorough and showed me every corner of a small area, I might fi d that useful, but if I was looking for a treasure map, I'd prefer one sparse on the details thst shows me some hazards some landmarks and a clear path to follow. Now, rather Mets, if I see something to interact with, I plan to try and interact with it. We can pretty well see in here and rest in here, so it's not like an old school megadungeon, the rules are fu damentally different, so exploring every nook shouldn't really give more rewards than not doing that. Good design means you don't force your players to go everywhere and do everything. It's the difference between an "open world" game of high quality and the middling sort chock full of pointers and icons to tick off your list. It's correlation, not causation, but if you've built a solid game, it holds up without forcing players to the 'Good bits'. And sometimes, it is a good idea to split the party. Usually not great solo, though, unless briefly. Anyhow, I'm committed to it. Death be damned.
My understanding is we're not being paid by someone looking to sell the map, its a commission by someone who wants a complete map. And we don't know how much area we'd miss by skipping this floor to go to the next, it could be missing 40% of the floor or it could be 90% of the floor. I was not present at the start of the campaign and may have missed things, but I was under the impression the point of exploring this dungeon was the map, not the goodies we'd get for ourselves.
That being said, if we and the DM want to change things around for player engagement, no issues, but that would be something to discuss as a group.
You travel South on the river for a good bit, the craft flashing past what would have taken hours by foot. Still it is a bit before you pass the last point you and your companions had traveled in this direction before. It is even a bit longer before you reach another tunnel, which is on the East wall of the river passage. The skeleton pulls up to the Eastern bank and holds its craft steady near the shore path. It holds out a hand towards you.
You see Trin quickly move off South downt he river. He is soon out of sight. What do you wish to do now? There is nothing more to explore North of here. If you go South, you have unexplored areas to the East, near the stairs you took down to this level, or West, across the river. Further South you have another area, again across the river, you left unexplored. From there you have an unexplored area South, where you stopped before and turned back North.
Looking over his map Maximus suggests the following, "Why we don't we head down and then to the east first and then we can explore everything on this side of the river and then we can cross and take care of that side. Sound good?"
I am moving you to a PM, please see there for next steps.
Main group
You travel back South, coming to the tunnel you first used to reach the river. Turning you head back down that tunnel. Please give me a marching order and a perception check for whomever is in the lead.
This post has potentially manipulated dice roll results.
[OOC: I would assume the following for marching order, I think with my assumptions, does this work for everyone? Also having the person in front be maybe 15' in front of the rest. We are not that stealthy of a group but at least this way there is some measure of safety.
Maximus, Rurik, Samantha then Stigr.
However if the space allows I would prefer this: (having Rurik and Samantha walking nest to each other)
Maximus
Rurik Samantha
Stigr
Maximus and Stigr both have +5 in perception and Max's AC is just one lower than Rurik, I don't necessarily like having Stigr at the rear but I prefer Samantha being more toward the middle and able to go in any direction quickly with her speed.
As the main group is coming up onto the tunnel that leads back East, Maximus hears soft sounds ahead of you. It is enough to keep you from being surprised as 5 drow move into view. One is a female drow wielding a scourge. The other normal male drow warriors.
Trin
The skeleton nods and points the direction the ship is headed.
Trin gets a feeling of non-committal from his attempt to figure out what Head Office might want here. They don't seem to be concerned either way at this point.
With a shrug if gus shoulders, the elf confirms, "steady as she goes."
“At this rate do we want to attempt our own boat, and put in? Or do we follow by foot?”
Trin
The boat sails onward down the river.
Others
What are you guys wishing to do at this point? Trin, with Imp in tow, is heading off down the river and is too far away for you to get aboard his boat with him. What do you guys wish to do now?
Stigr's voice comes out of the imp's mouth, "Trin, you know we're supposed to be mapping this place, right? Not just reaching the bottom as fast as possible? Also, what are you planning to do if you encounter hostile forces? I'll be right back, just going to update the others."
He then returns to his own senses and passes along the events in the boat so far, "I'm not sure what Trin's plans are at the moment. Should we wait for him here, or maybe at the stair so we're closer? Or should we just explore on our own for a while?"
“I don’t like splitting the group,” Rurik grumbles, “but I don’t see any other solution at the moment. Can he ask if the boat can bring him back? And can your imp draw out a map as the boat goes too?”
"Splitting the group is never a good idea, even more so down in these dungeons. However he seemed to have made up his mind. So I suggest we continue on and hope our paths come across once more." Maximus says, head hung low.
Ooc: what do you guys figure an 80-90% complete map is worth? Significantly less than a 100% map? If I saw 2 maps for sale and one was extremely thorough and showed me every corner of a small area, I might fi d that useful, but if I was looking for a treasure map, I'd prefer one sparse on the details thst shows me some hazards some landmarks and a clear path to follow. Now, rather Mets, if I see something to interact with, I plan to try and interact with it. We can pretty well see in here and rest in here, so it's not like an old school megadungeon, the rules are fu damentally different, so exploring every nook shouldn't really give more rewards than not doing that. Good design means you don't force your players to go everywhere and do everything. It's the difference between an "open world" game of high quality and the middling sort chock full of pointers and icons to tick off your list. It's correlation, not causation, but if you've built a solid game, it holds up without forcing players to the 'Good bits'. And sometimes, it is a good idea to split the party. Usually not great solo, though, unless briefly. Anyhow, I'm committed to it. Death be damned.
Ooc: what do you guys figure an 80-90% complete map is worth? Significantly less than a 100% map? If I saw 2 maps for sale and one was extremely thorough and showed me every corner of a small area, I might fi d that useful, but if I was looking for a treasure map, I'd prefer one sparse on the details thst shows me some hazards some landmarks and a clear path to follow. Now, rather Mets, if I see something to interact with, I plan to try and interact with it. We can pretty well see in here and rest in here, so it's not like an old school megadungeon, the rules are fu damentally different, so exploring every nook shouldn't really give more rewards than not doing that. Good design means you don't force your players to go everywhere and do everything. It's the difference between an "open world" game of high quality and the middling sort chock full of pointers and icons to tick off your list. It's correlation, not causation, but if you've built a solid game, it holds up without forcing players to the 'Good bits'. And sometimes, it is a good idea to split the party. Usually not great solo, though, unless briefly. Anyhow, I'm committed to it. Death be damned.
My understanding is we're not being paid by someone looking to sell the map, its a commission by someone who wants a complete map. And we don't know how much area we'd miss by skipping this floor to go to the next, it could be missing 40% of the floor or it could be 90% of the floor. I was not present at the start of the campaign and may have missed things, but I was under the impression the point of exploring this dungeon was the map, not the goodies we'd get for ourselves.
That being said, if we and the DM want to change things around for player engagement, no issues, but that would be something to discuss as a group.
(Moved OOC to the OOC PM. Let's discuss there and figure out things.)
Trin
You travel South on the river for a good bit, the craft flashing past what would have taken hours by foot. Still it is a bit before you pass the last point you and your companions had traveled in this direction before. It is even a bit longer before you reach another tunnel, which is on the East wall of the river passage. The skeleton pulls up to the Eastern bank and holds its craft steady near the shore path. It holds out a hand towards you.
Main group
You see Trin quickly move off South downt he river. He is soon out of sight. What do you wish to do now?
There is nothing more to explore North of here. If you go South, you have unexplored areas to the East, near the stairs you took down to this level, or West, across the river. Further South you have another area, again across the river, you left unexplored. From there you have an unexplored area South, where you stopped before and turned back North.
Looking over his map Maximus suggests the following, "Why we don't we head down and then to the east first and then we can explore everything on this side of the river and then we can cross and take care of that side. Sound good?"
Stigr nods, "I'll have the imp keep Trin company and he can help guide him back when he's done with the boat."
Trin
I am moving you to a PM, please see there for next steps.
Main group
You travel back South, coming to the tunnel you first used to reach the river. Turning you head back down that tunnel. Please give me a marching order and a perception check for whomever is in the lead.
[OOC: I would assume the following for marching order, I think with my assumptions, does this work for everyone? Also having the person in front be maybe 15' in front of the rest. We are not that stealthy of a group but at least this way there is some measure of safety.
Maximus, Rurik, Samantha then Stigr.
However if the space allows I would prefer this: (having Rurik and Samantha walking nest to each other)
Maximus
Rurik Samantha
Stigr
Maximus and Stigr both have +5 in perception and Max's AC is just one lower than Rurik, I don't necessarily like having Stigr at the rear but I prefer Samantha being more toward the middle and able to go in any direction quickly with her speed.
If this works for everyone here is my roll.]
Perception: 18
That works
I have an intelligence of six, I know what I'm doing.
Encounter
As the main group is coming up onto the tunnel that leads back East, Maximus hears soft sounds ahead of you. It is enough to keep you from being surprised as 5 drow move into view. One is a female drow wielding a scourge. The other normal male drow warriors.
Roll initiative please.
Maximus Initiative: 13