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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: 7026573" data-attributes="member: 20323"><p>Little bit more progress on the concept map...</p><p></p><ul> <li data-xf-list-type="ul">Moved Sacred Ruins (bottom left) to be under the Shrine to Kossuth, and gave them a more interesting approach requiring climbing and crossing a viaduct/bridge.</li> <li data-xf-list-type="ul">Clarified the space in the (upper left) is a Shadow Wyvern Aerie. I was thinking about flying monkeys as aerial security for some reason, but those didn't seem right for the desert. So I went with wyverns using a modified shadow dragon template (see below).</li> <li data-xf-list-type="ul">Added Resplendent Chambers (upper right) for high-ranking mages & aghas and visiting efreeti emissaries.</li> <li data-xf-list-type="ul">Listed out my currently brainstormed Frequent Areas & Numbered Areas.</li> </ul><p></p><p><img src="http://i.imgur.com/fmm4LOy.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Fun bit of design...</p><p></p><p>[SECTION]<strong><img class="smilie smilie--emoji" loading="lazy" alt="💀" title="Skull :skull:" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f480.png" data-shortname=":skull:" />Variant Monsters: Shadow Wyvern</strong></p><p>While <strong>wyverns</strong> are not native to the Great Anvil, the Brotherhood has raised their own breed warped by magics drawing upon the blue fires of Krak al-Mazhar. These “shadow wyverns” gain resistance to fire and necrotic damage, and gain double their proficiency bonus in Stealth (+6). Additionally, they gain the Carry Prey, Living Shadow, Shadow Stealth, Shadowflame Poison, and Sunlight Sensitivity traits. The wyvern’s CR increases to 9 (5,000 XP).</p><p></p><p><strong><em>Carry Prey.</em></strong> The wyvern’s speed is not halved when flying off with Medium creatures it has grappled.</p><p></p><p><strong><em>Living Shadow.</em></strong> While in dim light or darkness, the wyvern has resistance to all damage except force, psychic, and radiant damage.</p><p></p><p><strong><em>Shadow Stealth.</em></strong> While in dim light or darkness, the wyvern can take the Hide action as a bonus action.</p><p></p><p><strong><em>Shadowflame Poison.</em></strong> A creature suffering poison damage from the wyvern’s stinger is wreathed in blue fire; at the start of each of its turns the creature suffers 1d6 necrotic damage and 1d6 fire damage. Casting greater restoration or remove curse on the creature ends the blue fire, as does dousing them with holy water as an action, or immersion in a body of water. If the creature is reduced to 0 hit points by the blue fire, it is reduced to ashes and the wyvern regains 24 (7d6) hit points.</p><p></p><p><strong><em>Sunlight Sensitivity.</em></strong> While in sunlight, the wyvern has disadvantage on attack rolls as well as Wisdom (Perception) checks that rely on sight.[/SECTION]</p><p></p><p>I was inspired by <a href="https://www.artstation.com/artwork/moonlit-meeting" target="_blank">this piece of art</a> by Kate Pfeilschiefter.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7026573, member: 20323"] Little bit more progress on the concept map... [list][*]Moved Sacred Ruins (bottom left) to be under the Shrine to Kossuth, and gave them a more interesting approach requiring climbing and crossing a viaduct/bridge. [*]Clarified the space in the (upper left) is a Shadow Wyvern Aerie. I was thinking about flying monkeys as aerial security for some reason, but those didn't seem right for the desert. So I went with wyverns using a modified shadow dragon template (see below). [*]Added Resplendent Chambers (upper right) for high-ranking mages & aghas and visiting efreeti emissaries. [*]Listed out my currently brainstormed Frequent Areas & Numbered Areas.[/list] [IMG]http://i.imgur.com/fmm4LOy.png[/IMG] Fun bit of design... [SECTION][B]💀Variant Monsters: Shadow Wyvern[/B] While [B]wyverns[/B] are not native to the Great Anvil, the Brotherhood has raised their own breed warped by magics drawing upon the blue fires of Krak al-Mazhar. These “shadow wyverns” gain resistance to fire and necrotic damage, and gain double their proficiency bonus in Stealth (+6). Additionally, they gain the Carry Prey, Living Shadow, Shadow Stealth, Shadowflame Poison, and Sunlight Sensitivity traits. The wyvern’s CR increases to 9 (5,000 XP). [B][I]Carry Prey.[/I][/B] The wyvern’s speed is not halved when flying off with Medium creatures it has grappled. [B][I]Living Shadow.[/I][/B] While in dim light or darkness, the wyvern has resistance to all damage except force, psychic, and radiant damage. [B][I]Shadow Stealth.[/I][/B] While in dim light or darkness, the wyvern can take the Hide action as a bonus action. [B][I]Shadowflame Poison.[/I][/B] A creature suffering poison damage from the wyvern’s stinger is wreathed in blue fire; at the start of each of its turns the creature suffers 1d6 necrotic damage and 1d6 fire damage. Casting greater restoration or remove curse on the creature ends the blue fire, as does dousing them with holy water as an action, or immersion in a body of water. If the creature is reduced to 0 hit points by the blue fire, it is reduced to ashes and the wyvern regains 24 (7d6) hit points. [B][I]Sunlight Sensitivity.[/I][/B] While in sunlight, the wyvern has disadvantage on attack rolls as well as Wisdom (Perception) checks that rely on sight.[/SECTION] I was inspired by [url=https://www.artstation.com/artwork/moonlit-meeting]this piece of art[/url] by Kate Pfeilschiefter. [/QUOTE]
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