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Ruins of Sybaroum 5e: Adventure Compendium – Complete Review

Introduction

I ran the Ruins of Sybaroum 5e recently at my table. It’s been a while since I’ve ran 5e and we wanted to make our return. Ruins of Symbaroum offered a different enough setting and flavor that we made our plunge and start with the Adventure Compendium. I did buy this book with my own money, and ran it using the official Alchemy RPG module (also purchased with my own money). This review will be on both the game and the module. You can pick up a copy of the Adventure Compendium on the official Free League Publishing site or your favorite game store. You can also pick it up through my Amazon Affiliate link. It really helps me out. I’ll be leaving affiliate links where I can.

What is Ruins of Sybaroum 5e: Adventure Compendium?

The adventure compendium is a 5e compatible adventure that takes players from levels 1-8. If you’re planning to run any of the other pre-written adventures in this series, or are a new DM, this is the place to start.

The Adventure Compendium is a collection of adventures that lets players not only explore the world of Symbaroum, but get a taste of the different types of adventures. There are witch hunts, murder mysteries, escort missions, and a few other neat surprises. You will need access to at least the OGL ruleset, but it doesn’t hurt to have a Gamemaster’s Guide. Things like the Ruins of Symbaroum Core Setting Book, Player’s Guide, and Beastiary are nice to have, but you can run this game with just the OGL.

The Module

Alchemy RPG is a VTT that focuses on enhancing Theater of the Mind campaigns. It can be used to run combat and it has tools to run battle maps, but the modules main job is to set the mood with its cool visuals and atmospheric soundscape.

The Adventure Compendium Module is fine, but it is incomplete. Buying other modules will make prep easier, but hombrewing what you need isn’t hard, just time consuming. If this is your first VTT, buying into it isn’t going to be a problem. It is reasonably priced with a clean UI that is simple and easy to use. As far as substance goes, the visuals for the module are cool, but not the real reason you’re buying the game. You can always supplement the module with your own content for free. I found the font too small to read, and I don’t like that you can’t move or resize any of the windows. It be nice to be able to move the notes around to move characters.

Combat in this module works fine. If you like to use maps, the experience feels a bit lacking. Resizing maps feels a bit clunky (but better than Roll20) and the maps included with the module aren’t very optimized. They work well enough if you ever need to run something quick, but Foundry VTT does it better. If you don’t care about maps, it’s great. Setting up the encounter is easy, and every chapter is neatly divided so you only get the stat blocks you need. I don’t think the included visuals and sounds did much to enhance combat, but setting up your own scenes with music and visuals is easy and quick.

Alchemy is a solid VTT for those who want to focus on the story and don’t care much about combat. It is free to try (with a few limitations), but you can start with the module if you want to support the publisher and want the convenience the module provides. You can run the game without the module, but it is a little time consuming.

The Book

If you’re a new Gamemaster with new players looking for a darker grittier adventure, the Adventure Compendium is a great place to start. The book has solid pacing and a good variety of actives to get things started.

The world of Symbaroum is very unforgiving and will wipe a careless party. GMs can always tweek and change an adventure to fit their table, but the adventure is supposed to be harsh. Monsters are supposed to be strong, resources are supposed to be scarce, and the danger is supposed to be feel real. Games like these seem to have more meaningful moments of epic heroism, but the table needs to be in the mood for it. Changing survival mechanics and re-balancing combat is always fine, but it takes away a bit of the spirit of the campaign. As it turns out, we weren’t really in the mood for a more serious campaign and we couldn’t form that connection. Lowering the difficulty to allow room for shenanigans made it not as good.

But, just because the game didn’t fit the flavor of our campaign, it doesn’t mean it won’t fit yours. The Adventure Compendium does a fantastic job at being an intro product, and with a good amount of difficulty to keep things grim. It does feel like it is geared towards newer GMs and players (it could be a lot harder) and that is perfectly fine. The stories it tells are also fine, but not a real reason to buy this book. If you want to explore the world of Symbaroum and don’t need the crutch, you can try starting with the setting book instead. I’ll be doing a full review at some point so stay tuned.

Ruins of Symbaroum 5E is Getting Two Exciting Expansions!

The Ruins of Symbaroum 5E is getting two new expansions: The Throne of Thorns Part I and The World of Symbaroum. You will need the 3 core Ruins of Symbaroum (Player’s Guide, Gamemaster’s Guide, and Bestiary) and a fundamental understanding of the 5E OGL rules to play the expansion. I can see you running games with just the Gamemaster’s guide, but there is always room for more flavor. The expansions bring new characters, monsters, and adventures to fans of Ruins of Symbaroum 5E. If you’re looking for a way to spice up your next campaign, you might want to look into the Ruins of Symbaroum 5E.

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What is Ruins of Symbaroum 5E?

Ruins of Symbaroum is a dark fantasy TTRPG that uses the 5th Edition OGL rule set as a foundation, but expands on it with its intruduction of new settings, mechanics, and classes. If you enjoy 5E but want to change things up without having to learn a new system, Ruins of Symbaroum might be worth looking into. While there is a lot of content to keep you busy for a while, all you really need is the Gamemaster’s Guide. Everything else you can purchase as you need it. 

Synopsis

The rich and nuanced Symbaroum setting revolves around the Ambrians – a civilization that two decades ago were forced to flee their ancestral soil after a devastating war. Their new and promised land borders on the vast forest of Davokar, covering the remnants of the Empire of Symbaroum which fell into ruin hundreds of years ago. Brimming with natural resources and mythical treasures, the forest calls out to the Ambrians to be explored and plundered, but the road into its depths lays far from open. Not only are the shadows beneath the foliage fraught with danger, monsters and infectious Corruption; there are also the elves of the Iron Pact who have vowed to die to keep anyone from disturbing the ruins of old, warning that the ancient evil of Symbaroum stirs in its sleep. 

Throne of Thornes I

Throne of Thornes I contains the first two episodes of the epic adventure chronicle. Designed for players levels 7-9, the book takes adventures on a perilous expedition into the dark depths of the Davokar Forst. The stakes of this adventure are high as heroes must fight off cultists, monsters, and other horrifying dangers that fill its pages. The book introduces:

  • 20+ color maps with new towns and areas to explore
  • 50+ stat blocks for new NPCs, monsters, and advesaries
  • New side quests and adventures
  • Handouts for clues and other important information

I’ll need to see the book and read through it to form a better opinion, but the world seems pretty neat so far. If you’re looking for a new campaign in the Ruins of Symbaroum universe, Throne of Thornes I might be worth the preorder. You can preorder the beautiful hardcover from the official Free League Publishing website for $47.85. Preordering the book also gives you instant access to PDF so you don’t have to wait for shipping. 

The World of Symbaroum

The World of Symbaroum is more of a resource book for the GMs who enjoy the world but want to create their own campaign. The book expands on existing lore and settings presented in the Ruins of Symbaroum Gamemaster’s Guide by diving into the history of the world and introducing new people, places, and events. The book also provides Gamemasters with 34 plot hooks, 18 historical secrets, and 7 adventure landscapes in the forest of Davokar for level 5-10 adventurers. 

I’ll need to get my hands on this first before I can form an opinion, but this seems like a wonderful resource for people who are already invested in this game. If you have a table that cares about lore, or just need some ideas to freshen up that next session, go preorder The World of Symbaroum. You can preorder The World of Symbaroum from the official Free League Publishing website for $47.85. Preordering the book gets you instant access to the PDF so you don’t have to wait for shipping. 

Conclusion

These expansions seem to be geared more toward people who are already invested in the system. I recommend you check out the core book and move from there. If you’re already invested, make sure you put in your preorder! I’ll be doing a preview of the core book soon, so make sure you stay tuned for that.

D&D Homebrew: Jafar the Boss Fight

I want to take the time to write about one of the boss fights I just conducted in hopes that it might inspire some of you in your future endeavors. As always, notes and suggestions are always welcome. I want to become better at what I do.

The boss was Jafar, master of illusions and the leader of the Red Scorpions Gang. The party was tasked with taking out this gang by a rival gang. The task was simple enough, and as far as fights went, they were able to get to Jafar rather quickly. Bodies began to pile around the PC’s and when victory seemed eminent, the field changes and they are transported to another realm where they are once again surrounded by members of the Red Scorpions who are hungry for blood.

To understand how I ran this encounter you need to understand a bit about the composition of my group. It breaks down into two parts, those who metagame and min max and those who don’t and play to chill. There is nothing wrong with either playstyles but it does create a few issues. The first has to do with the balancing of the encounter. Often, if I go by the cr guides in the book, the min maxers kill everything before everyone else gets the chance to play. Makes combat kind of boring when everyone is just supporting the person who watched a video on how to break the game.

The other issue that arises is the meta gaming. Players who min max at my table treat the whole thing like a game they need to win. Again nothing wrong with that but it does create a cycle that is quite repetitive. RP always ends with the min maxer being a jerk because he can back it up and boss fights always end anti climatically because everyone empties their clip on the boss.

 To combat this I created an encounter where every enemy on the field was the boss. For this encounter I had a general HP pool that the players could chip away at by attacking any enemy. The enemies all had 1 hp so that they would go down easily. For AC I used 12 for magic casters, 14 for scouts or ranged fighters, and 16 for melee. Other than that, use real stats from the monster manual for attacks, abilities, and saves.

At my table this created a situation where they were busy either fighting the “scraps” or emptying everything they had on the boss with the minions quickly closing in on them. What ended up happening was that they ended up surrounded by the minions and started taking a lot of damage due to the advantage they gained from flanking. The solution here would be taking out the minions because all the damage done to the minions, even if the hp is 1, goes against the general pool. So if a player does 10 damage to a minion, the whole unit takes 10 damage. For my encounter I used 300 because that was reasonable for my party.

This helps with the meta gaming because no one knows what is  going on. The other more positive effect is that everyone gets a chance to feel important. Everyone at my table had an opportunity to describe a kill and have the satisfaction of contributing instead of it revolving around the one or two characters who built more optimally.

Now the other aspect of this encounter was the changing environment. After a certain amount of turns, I did 1d6 turns, the field would change. This also resulted in more minions to fight and everyone was moved to a different location on the map. I chose random maps that I thought would be fun to use but you can stick to a theme. I picked 6 different maps and had the player who goes after the scene change to roll to see what map we got. I like leaving things to chance, but you can do this however you want. It is important to note that the boss is smart enough to place the players in a way that gives the boss advantage. Close combat pc’s get sent to the back for example. This keeps combat fresh and gives you a fresh pool of minions to work with.

Overall I think it went well. My players really enjoyed the map changing. The only thing I would change is maybe describing what happens with the minions to give them a chance to figure out the mechanic on their own. My players really enjoyed this fight although my min maxers were a bit annoyed by the combat until I explained the mechanic. I have no issue with min maxing, I just have players with different goals and experience. It isn’t fun for one person in the party to do all the work while you are trying to learn the game. The idea wasn’t to nerf anyone, but rather to create an encounter where everyone felt they contributed equally and it would still be a more epic fight than the usual encounter.

As for monster stats, you can use whatever you want. I found these to be sufficient:

25 Statblocks ideas | dnd monsters, d d monsters, dungeons and dragons homebrew (pinterest.com)

This worked well enough. My party is level 6 at the moment and they had no problem facing him. The charm spell was underwhelming though, I think full mind control with a chance of saving at the end of the turn would have been a lot better. As for legendary actions I gave him a fireball that did 4d6 damage and two force attacks that do 1d8 force damage. For his main action I tried to charm but the charm was a waste of a turn it felt like.

This part is optional. At the end, when the pool goes to zero, the illusion drops and the party returns to the original room. I did this battle theater of the mind, but you can run it with a map. Jafar then turns into a massive fire genie who is 20 ft tall and has a large range. He has an explosive fire attack that does fireball damage and 2 melee swipe attacks that can knock a player prone on a failed strength save. You can do Hp for this one but I like to make it hits. After a number of hits, Jafar runs out of magic and turns back human. This is completely optional but I did it because it made sense in my story.

Let me know what you think. I would love any suggestions to make this encounter better.

D&D Homebrew: Merchant Bot

I want to take a moment to write about another homebrew I have added to my game. Because of the time crunch that exists at my table, I have to find way to automate a lot of the processes in the game to optimize the session. This also means there are aspects of the game I need to cut out.

My players hate shopping. They are mean to the shop keeps or don’t talk to them at all and as much as I try to make the shop keep interesting and engaging, my players are only interested in getting to the next leg of combat. There is nothing wrong with that, that is just the truth of my table. As a result, we do shopping outside of our game session. Now the prices are set to what they are unless the player wants to haggle, then they must do the work and haggle and talk with the shop keep. Why? Because I want to play too.

Now for selling items, we’ve come up with a sort of gambling mechanic. Now story wise, this will be an NPC follower of the party. One whose only job in the party will be to carry around the junk the party doesn’t want and sell them when they arrive in town. You can adjust the responsibilities this NPC has to better fit your campaign, but in mine a follower that is a mule is fine enough. I do not do combat with this NPC or make checks with them. In combat, you can ignore him and say he hides or holds his own but I don’t see the point in making roles for him. This should be about the party, not the random bot you made for them. You can however, set him as a target to add complexity to the combat. She can’t sell if they are dead. And if they lose the NPC, make them work to gain another. If they keep killing off their npcs, maybe no one will agree to join them. You can have fun with this.

Now for the mechanic.

The players will give the NPC the items they don’t want. Armor, weapons, and other junk items that are worth gold. You as the DM keep track of the price on all of these items. I use the DND Beyond pricing, but you can use whatever you want as long as it is consistent. You keep the tally until the party makes it to town. Then, the NPC will take a few days to sell the items. I roll a d6 because I want to roll dice. One member of the party will then roll 1d100. The result of that will be how much of the total they will receive.

For example, if they collected 100gp worth of junk and the player rolls a 60, they only get 60g. I suggest rolling on a computer or app so you get more variety but rolling dice is just fine.

If the players want to try to haggle to get the better price, that is always an option. The caveat being that they can either roll the d100 or try to haggle. It wouldn’t be fair if they roll a one and then they haggle for the better price. What they get is what they get.

So far it has worked pretty well. My players always opt out for rolling dice and it is exciting to see the how much of the cut they receive. I charge my character a wage for the NPC. You can choose the rate that goes for. The NPC can quit if they are mistreated or if life gets too dangerous so they should be actively trying to keep him or her happy like some kind of Tamagotchi. You should also think about setting a carrying capacity to try to limit any abuse. My players at least will take advantage of the lack of carrying capacity and try to steal enormous items in the hopes of being imaginary billionaires.

Let me know what you think? Is there any ways that I can improve this system?

Mad Mage Chronicles – CH6

The Fight at the End of the Hall

This story is part of a larger series based on the published adventure “Waterdeep: Dungeon of the Mad Mage”. There will be spoilers.

Source

The party continues through dark desolate passages of ancient dirty stone. Black soot and long deep scratches cover these tunnels. They record the history of the dungeon. The party steps over pools of dried blood and broken decomposing bodies. The further them move in, the mustier and warmer it gets. Drips of water can be heard somewhere in the darkness. Roakala leads the party with the dim glow of her new blade guiding her. She eyes for danger with each cautious step she makes. She steps on a piece of discarded bone, it shatters under her wait but she seems to take little notice. Instead, she moves forward until she enters a small room.

Here is where the tunnel ends. A room etched at the end of the hall. A room full of the remains of failed adventurers. Bodies, both whole or in pieces, are scattered in small piles. Those with flesh intact rot away slowly in the darkness. Those who aren’t have long since become bone and are now lost here forever. Roakala pauses for a moment, her eyes trying to make sense of the scene before her but her eyes begin to water from the foul odor that assaults her nostrils. The party moves in carefully, each scanning the room for dangers or valuables. As the party makes its way around the room, carefully trying to stay close to one another, two piles of discarded flesh begin to move. From them sprout large floating flesh creatures with bodies like brains and beaks for mouths. Attached to each are long tentacles that wave wildly below them. They raise with loud deafening screeches.

Source

“What the fuck is that?” Roakala lets out as she moves her sword and shield into position.

“They’re Grell. Watch out for their tenticles, they’re poisones” Diljaris replies.

Before she can say anymore, the Grell is on top of her. Its skin slimy and full of discolored ridgels. It swipes at her with its long heavy tentacles. The force of the impact knocks the breath out of her. The tentacles wrap around her tightly and begin to carry her off. She coughs and gasps as she struggles to breath. The monster pulls her to its mouth and takes a nip at her with its sharp beak. She screams in agony as the beak tears into her flesh, ripping through her robe. Warm blood begins to seep down her shoulder. The monster turns and begins to take her away.

Roakala takes a step to help her the young dragonborn, but her path is blocked by the other Grell whose tentacles flare angrily and its beak snarls violently. Tentacles snap towards the Orc like whips, but Roakala’s instincts kick in as she doges and blocks the incoming flurry. She quickly closes the gap between her and the Grell who now faces her. Its eyeless face turns to her and takes a large nip at her side but instead of the soft Orcish flesh it excepted, its mouth bangs against the cold metal face of her shied. The force of the impact shakes Roakala to her core. It forces her to step back as her arm shakes under the weight of the monster’s attack but she stands strong. Sweat begins to form on her brow as she attempts to create an opening for her blade.

Diljaris begins to regain her breath as the shock from the blow begins to wear off. She begins to catch her breath. The grip on her body tightens as the slimy grey tentacles squeeze at her side. With the little breath she is able to mumble in an ancient tongue. Her eyes begin to glow blue. Her fingers spark with a bright blue flame. Where her burning hands she shimmies to touch the beast. Its skin begins to sizzle under the heat of the magical flame. A sudden burst of blue fire leaps from her hands, singing the creature. It screeches in pain and drops her to the ground. Diljaris lands in a loud and painful thug, once again knocking the breath from her lands. With the little strength she is able to muster, she stands up slowly. She takes wobbled labored steps away from the beast as the smoke and scent of burning flesh surrounds her.

Drugnar watches the dragonborn get swooped up and dragged away, he takes a step before the monster is able to make it far. He watches as the dragon born drops to the ground and struggles to make her escape. He moves as his legs can take him. Each step landing with heavy metaled determination. His right hand reaches for the pendant around his neck. Another gold coin hidden under his armor. This one houses the image of a beautiful woman carefully carved on its face. Drugnar moves himself between the monster and Diljaris and reaches out to touch his wounded ally.

“Sune lend me your light. Protect this creature as your own. Give her the strength to move forward. To continue to see the beauty of this world.”

There is a moment of silence as the two continue to move slowly. Suddenly, the coin in his hand begins to glow softly. The light spills through the cracks between his fingers. His left hand begins to glow warmly over Diljaris’s blue scales. Her steps begin to quicken as she appears to have newfound strength to move her forward. She no longer clutches at ther ribs, but moves quickly to make distance between her and the Grell. “Thanks” she expresses the two move away from the assailant.

An arrow flies by them from the darkness. It wisps by Drugnar’s head and connects with the floating monstrosity. Gorak stands at the other end, loading a second arrow onto his bow. He squints into the darkness, takes a breath and fires. The second arrow whiles through the air, piercing into the cold grey flesh. Drops of blood spray out, splashing against the filthy dungeon floor. A small river of blood starts to make its way down the shaft of the arrow. The Grell begins a hastened retreat. Blood drips bellow it, creating a trail in it’s wake.

On the other side, the second Grell is still locked in combat with Roakala. It snarls and flails against the orcs shield. The Grell makes quick swipes against the orc who has no choice but to move back and look for an opening. The Grell continues to make careless attacks, landing in loud cold slaps against the floor of the dungeon. Roakala dodges them, using the momentum of her movement to quickly close the gap between her and the monster. Before the Grell has a chance to react, Roakala is near the beast. She takes a strong confident swipe at the monster. The blade slices through the skin, leaving behind a deep gushing would and pain. In its desperation, the Grell takes swipe at the orc, but Roakala proves too fast. Instincts kick in and the blade comes down against the assailing tentacle. The blade swipes through easily. It’s soft glow momentarily obscured by the blood that slowly drips down its face. A large half of tentacle drops on the floor besides her. It flails uselessly without it’s body until finally, the last bit of life it held fades away into the darkness surrounding it. The Grell turns to run. It begins to float away in fear leaving itself open to Roakala’s third attack. The blade swipes quickly towards the retreating beast, slicing into unsuspecting flesh. It screeches in undeniable agony as it hastens it’s retreat.

Diljaris now stands more confidently, although her hands still shake. She closes her eyes, takes a long calming breath as she begins to recite the ancient words that fill the pages of her book. Her tail wages in a circle, her hands flail above her head. Her eyes glow blue as flames erupt from her hands. She goes silent as her eyes glare down the retreating monsters. ‘With this flame, I purge you from this world”. The flames launch from her hands, landing and creating a large explosion that engulfs the two Grell. The room fills with blinding light. When the fire fades and the room dim, the two Grell are left blackened and still burning. They float away weakly, their tentacles no longer flailing but instead left singed and curled against their scared bodies.

Drugnar takes advantage of the situation. With holy coin in hand he begins to say “Sune, mistress of beauty, show these beasts your light!” A flash of light chases down the farthest Grell. Instinct kicks in and the Grell moves out of the way. The soft glow of the spell reveals the battered beast and its desperation. It crashes against the wall. Small bits of it crumble to the floor as the Grell passes by, still in its attempt to escape. An arrow whiles into its back. This time instinct fails the creature. The arrow digs itself deep into the Grell’s body. Large spouts of blood poor from it. It falls from the air and squirms as it’s last ounce of life escapes it.

Gorak turns his head to the last remaining Grell who continues to burn and move through the darkness. His eyes squint as he takes careful aim. The arrow finds its place in burnt flesh. Agony and terror echo inside the last desperate squeals of the retreating Grell. In its desperation, it never noticed Roakala closing the distance until her cold glowing blade sunk deep into its flesh. Blood pours out of the wound and washes over Roakala’s hands as she uses all her strength to continue to cut the beast. The Grell grows heavy on her blade as blood as entrails begin to spill from the new wound. She takes the blade out, the blood drips over the runes making them illegable. The Grell drops heavily on the ground, lifeless.

The party stands in silence, still weary of danger, still searching for hostiles.

“Good news guys” Diljaris finally says, breaking the tense silence “You passed the test. Congratulations”

Modular Dungeons of the Mind

I ran a dungeon crawler the other day over discord using only theater of the mind and flashcards.

I usually use Foundy VTT to run my games but I wanted to switch things up and focus on the story telling and roleplaying aspect. What I did isn’t a particularly innovative idea, I borrowed a few elements from a few places. The most notable of the sources is little dungeon crawler by the name of One Deck Dungeon. The idea is simple, I grab a bunch of flash cards and design a room on each. A room can be a trap they overcome, a random room with secrets that they players can discover, or encounters. I create other complications such as dead ends or scenarios they have to overcome like a random cavein. Time is important in my campaign so I assign each card a difficulty and time associated for that difficulty. Because mine is a large dungeon, easy is 1 hour, medium is 2 hours, and hard is 3. If the room needs a detailed description, I write it on the back. I then shuffle the deck. The entranced of the dungeon is a good place to set the scene. Then you start drawing cards and playing them out as they go.

I like the randomness of drawing cards but you can have a strict order to follow. The key here is having certain challenges that they have to overcome rather than having them needlessly explore a large dungeon. There isn’t anything wrong with exploration, it’s just that for my table time is limited so exploration is cut out. Not all if the cards have to be encounters, you can add npcs or moments where you can allow for roleplay to switch things up. In one of my rooms, the challenge they had to overcome was to play Pictionary so we played Pictionary for a bit and that was super fun. You know your table so try to design things around that. If you are worried about leveling, that is not a problem. I design the rooms and the difficulty but I don’t include any monsters. That way, I can reuse them down the road and if they happen to level mid dungeon, I can adjust the difficulty.

Be sure to include doors and secret doors so that the players have a choice on what they have to do. At the end of the session, you can piece the dungeon together and see how far they have gotten. If you are doing a multiple level dungeon or if there is a boss at the end, I rolled a 10 sided dice and after that many rooms, I mixed a stairs card and shuffled the deck so when I pull it from the dwindling deck, they move on to the next floor. You can also decide the number when it seems appropriate to the plot. I like a bit of randomness in my games and it makes sense in the context of the game.

Why did I choose to run it this way?

Not everyone at my table has a top of the line gaming rig, I don’t either. Some people have Chromebooks that they use only for streaming and that’s ok. While Foundry is not particularly recourse demanding, we do hit a few issues here and there because of technical difficulties. I have run dungeon crawls online before on Roll20 and Foundry and found that it isn’t worth the trouble for my table. The biggest issue was that the large maps crashed the programs or made them painfully slow. We spent more time resetting and refreshing than on the actual dungeon crawl.

The non-technical issue is that the size of the map made my players to weary. We spent too much time in meaningless rooms and choosing what hallways to go down. Also, some of my players would get antsy and move through walls and ruin the surprise. Or, I would end up moving them to the next plot point and there was no real reason to have all of these hallways and rooms. I could have done a mix of theater of the mind and have maps for the important rooms, but I wanted try something new and I didn’t want to spend the time looking for maps.

Again this is all based on my group, and my group likes to speed run so if you have a group that enjoys the exploration, design as much as you need.

I will go back to using the VTT and actual maps when they clear this dungeon, but I thought it was a good way of giving my players a new experience. Let me know what you think.

Disclaimer: I am not associated with any of the links or products I like to, I just didn’t think I have them for people who want to learn more and the links provide the best explinations. Cheers.