In addition, we made some basic conclusions about how big an encounter area should be to provide a fun combat experience. If those four spirits can be appeased, they will provide the means to open the final gateway and allow access to the trapped demon. The final area (day 26) is sealed by the power of four elven priests whose spirits have been bound by the traitor spirit. Black areas (days 21 through 25) are cursed with powerful necrotic energy fueled by a vengeful spirit of a betrayed elven hero and can only be accessed when the spirit has been laid to rest. Brown areas (day 20) can only accessed when the entire party can fly. Purple areas (days 18 and 19) are sealed by doors that also project magical walls of energy and can only be dispelled with a certain magical artifact. Blue areas (days 16 and 17) are accessible only one the party gains the magical ability to create magical gates between two nearby points they can see. The aquamarine colored areas are accessible only after the party changes the position of the floodgate so as to drain the lower levels of the dungeon and restore the flow of water to the canals in the upper level. Green areas (days 11 and 12) are accessible through underwater passages that require the party to use magic to allow them to survive and fight underwater. The roots wither and die once the party kills the toxic plant monster strangling the great tree. Yellow areas (days 8 to 10) are blocked by thick thorny roots that exude powerful poisonous gas. Orange areas (days 6 and 7) require a more powerful magical key that can also remove arcane locks. Red areas (days 4 and 5) require the party to discover a mundane key to unlock doors too strong or complex to break or pick. Light gray areas (days 1 to 3) are areas accessible from the start of the adventure. While we’re at it, let’s review the colors. The little colored push-pin like thingies on some of the days represent optional encounter spaces accessible with certain prerequisites. The lines coming off those days represent the path that we expect the PCs to follow from one day to the next. The color refers to the prerequisite item or plot event needed to access that area of the dungeon. Each “day” of adventure – and remember that the word “day” now refers to a collection of encounters and dungeon spaces which provide the right balance that a party could reasonably explore them without needed a long rest – each day of adventure is represented as a colored bubble. Disregarding the nonexistent Week of Disaster, two weeks ago, we came up with a map of the critical path of our adventure. Ultimately, remember, we rolled our work back. Happy Megadungeon Monday! Now on an actual Monday!Īfter discussing last week’s debacle, we’re going to pretend it didn’t happen.
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