yeah, I'd keep a close eye on this for a few sessions -- if it doesn't get drastically better soon, I'd advise you and your GF dropping from this campaign
I feel that pain. About a month ago, our DM swapped duties with a player after a big turning point in the campaign. We expected that the new character would quickly be introduced and move into the fold. Instead, the new character was left out for a solid hour and a half, including the first combat, and then made the captain of an enemy force, making it hard for us to find a way to justify being so cool with him.
We were all pretty unhappy that he really didn't get to do anything for the longest time that game, and the player and I ended up coming up with a list of pro and cons for the session to give to the DM.
To be fair, the new DM had never hadn't run a game before. I think he just go so excited about planning the game as the DM, he forgot to look at things as if he was a PC.
Hopefully a similar thing is happening here too, and everybody can just put this behind them as an accident.
so yeah -- trying to figure out how to lay out the various crypt-clusters? that make up the burial level, if you will, of my catacomb
and how many of them to toss in for that matter
so far, I'm wondering if each of them should basically be a different 5 room dungeon, with the first few directly connected to each other and the rest only accessible through the canal network
as well as how many to toss in (my first thought is 9, one for each of the 5-room-dungeon archetypes IDed in that Gnome Stew post, but that could be too many)
alrighty -- for those who haven't had the background :) the PCs are there to fix a zombie problem that the crypt has been suffering from lately, and it was built as a communal burial crypt because the conditions in the area make coffins do undesirable things when buried in the ground (like come floating back up from 6' under)
@GreySage yeah -- I asked because I wanted it to be a matter of necessity, not just convenience or rite -- something that could be justified as an ongoing public works
the WB question worked out OK I think, and we've pretty much established how things work overall
it seems that in Paris, many of the "room" spaces are the product of quarrying while the rest are more like galleries if you will (i.e. wide hallways with room for stuff on each side)
while Odessa is primarily galleries with some stub tunnels
and the whole gallery-based thing isn't much use for dungeon design I suspect (the net effect is a dungeon with no defined rooms or corridors, just a short walk down a long hall...)
Many dungeons—published and homemade—often contain a multitude of long, empty passageways between rooms.
For example, my DM is running "The Hidden Shrine of Tamoachan" from Tales from the Yawning Portal (and he still is—no spoilers!), and in the shrine the PCs frequently find long, narrow hallwa...
@BESW yeah -- I tend to think of sewers as more...non-navigable than most fantasy work assumes (i.e. most sewer segments save perhaps for very large storm drains are round pipes that you can't really go walking around in, never mind the confined space hazards!)
- "I think that's grandma in that hole over there... HI GRANDMA! TOLD YOU I'D VISIT! I'M ON A BOAT!" - "Sir! Please sit down! You are annoying the other guests!"