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First time making a "serious" dungeon! How do you do it?
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<blockquote data-quote="Quickleaf" data-source="post: 7019717" data-attributes="member: 20323"><p>Thanks Lanefan. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> Yeah, that's my next step. I've got a loose association of places and I'm brainstorming chamber adjacencies. Takes a bit of thought, and I'm still figuring out my list of chambers, so it's very much in flux.</p><p></p><p><img src="http://i.imgur.com/UV2eTFX.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>The basic layout has maybe four core principles:</p><ol> <li data-xf-list-type="ol">The citadel is built into the rock-face of a caldera ridge (think Petra), with levels above and below the "ground floor" hewn from the stone and lava rock. The rock-face would be where the Gate of Mysteries is.</li> <li data-xf-list-type="ol">The citadel's "ground floor" is organized around an enchanted courtyard space: The Great Garden. A 100-ft diameter space boasting real plants and a bubbling fountain, with an illusory sky, and clever construction & a permanent <em>maze</em> spell making it appear endless to the untrained. Many archways open off of the Great Garden, connecting other areas.</li> <li data-xf-list-type="ol">Chambers are connected by a series of repeated room/passage types that reinforce the theme (mystical ancient flame mage citadel in the desert). While chambers will be #'d areas, these will be lettered (A, B, C) frequent areas.</li> <li data-xf-list-type="ol">A few areas are distinct from the rest, notably: The Teleportation Circle is away from the rest because there is a permanent <em>forbiddance</em> spell on most of the citadel. The Bonfire's Tower is like a mini 5-room dungeon wizard's tower within the larger dungeon, containing the Phoenix Egg Chamber among others. The Sacred Ruins are unlike the rest of the citadel, dating back to the mystics of an ancient civilization before they were corrupted into the Brotherhood.</li> </ol><p></p><p></p><p></p><p>Bulette! Oh man, haven't seen one of those critters in a game in ages. They are arcane creations, apparently, so maybe there's a way I can work that into the story. Another layer of defense/deterrent created by The Bonfire and his alchemists perhaps.</p><p></p><p>You're the second person to suggest mummies to me. I do have wights acting as "crypt servants" tending the flame mage tombs & urns of their ashes. I wonder where mummies might fit? Hmm. Maybe the long-long dead pre-Brotherhood mystics have mummies in their ranks? Maybe playing up their "undead archivist" role...Lawful Neutral mummy philosophers...they were originally created to preserve the original teachings in the face of growing corruption in their ranks...The Bonfire wavers between having them all put to the torch, but finds the glimmer of knowledge he occasionally gleans from their raspy riddling mouths to be worth keeping them sequestered.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7019717, member: 20323"] Thanks Lanefan. :) Yeah, that's my next step. I've got a loose association of places and I'm brainstorming chamber adjacencies. Takes a bit of thought, and I'm still figuring out my list of chambers, so it's very much in flux. [IMG]http://i.imgur.com/UV2eTFX.png[/IMG] The basic layout has maybe four core principles: [list=1][*]The citadel is built into the rock-face of a caldera ridge (think Petra), with levels above and below the "ground floor" hewn from the stone and lava rock. The rock-face would be where the Gate of Mysteries is. [*]The citadel's "ground floor" is organized around an enchanted courtyard space: The Great Garden. A 100-ft diameter space boasting real plants and a bubbling fountain, with an illusory sky, and clever construction & a permanent [I]maze[/I] spell making it appear endless to the untrained. Many archways open off of the Great Garden, connecting other areas. [*]Chambers are connected by a series of repeated room/passage types that reinforce the theme (mystical ancient flame mage citadel in the desert). While chambers will be #'d areas, these will be lettered (A, B, C) frequent areas. [*]A few areas are distinct from the rest, notably: The Teleportation Circle is away from the rest because there is a permanent [I]forbiddance[/I] spell on most of the citadel. The Bonfire's Tower is like a mini 5-room dungeon wizard's tower within the larger dungeon, containing the Phoenix Egg Chamber among others. The Sacred Ruins are unlike the rest of the citadel, dating back to the mystics of an ancient civilization before they were corrupted into the Brotherhood.[/list] Bulette! Oh man, haven't seen one of those critters in a game in ages. They are arcane creations, apparently, so maybe there's a way I can work that into the story. Another layer of defense/deterrent created by The Bonfire and his alchemists perhaps. You're the second person to suggest mummies to me. I do have wights acting as "crypt servants" tending the flame mage tombs & urns of their ashes. I wonder where mummies might fit? Hmm. Maybe the long-long dead pre-Brotherhood mystics have mummies in their ranks? Maybe playing up their "undead archivist" role...Lawful Neutral mummy philosophers...they were originally created to preserve the original teachings in the face of growing corruption in their ranks...The Bonfire wavers between having them all put to the torch, but finds the glimmer of knowledge he occasionally gleans from their raspy riddling mouths to be worth keeping them sequestered. [/QUOTE]
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