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ENWorld Adventure Path - Update
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<blockquote data-quote="Steel_Wind" data-source="post: 2141938" data-attributes="member: 20741"><p>ENWorld Adventure Path – Update</p><p></p><p></p><p></p><p><strong>Adventure Outline</strong></p><p></p><p><u>Length</u></p><p></p><p>The adventure is expected to be about 15,000-20,000 words and takes place in a polar setting in a remote region of an unspecified world. For game purposes, the region shall be called “the Frostfell”, a generic name simply given to those remote areas of snow and ice as detailed in WotC’s Frostburn environment series.</p><p></p><p><u>Rule Composition</u></p><p></p><p>The adventure will make use of rules and options detailed in Frostburn; however, it will do so only as a DM option. Should a DM wish to do so, he or she may resolve the adventure entirely using the SRD if that is desired. Resorting to monsters contained within the MM2, FF, and Frostburn may be done if there are open sources available or alternatives presented if the designated creature is not used. The encounter charts in Frostburn do provide for expanded encounter lists and SRD MM1 encounters. </p><p></p><p><u>Party Composition</u></p><p></p><p>A module is aimed at a balanced party of 4, of about 7th level. The ADVENTURE PATH will not “begin” at this module, rather the path itself is rather progressed into the main plot by this point in the series. As such, we are simply breaking into the Path with an exciting adventure which features one of the highlight adventures in the proposed path.</p><p></p><p><u>Encounter Details </u></p><p></p><p>It was agreed that encounter details in the module should be similar to those in the Worlds’ Largest Dungeon by AEG in terms of describing the tactics of the encounter and the inter-relation of the encounters to other nearby groups within the module so as to promote coherency and interdependence of design. WLD’s encounter treatment was agreed to be generally a superior approach which provided increased value to the reader.</p><p></p><p><u>Formatting</u></p><p></p><p>Otherwise, basic form and format shall be that adopted by Dungeon and reference should be had to Dungeon’s guidelines in terms of adventure details and construction.</p><p></p><p><u>Maps and Artwork</u></p><p></p><p>Any maps generated by designers should focus on basic layout and location of important elements. Artistic detail is unimportant and the artists shall finish off those elements of the map when a “camera ready” copy of the map is created.</p><p></p><p><u>Proposed Challenges and Monster Denizens of the Area</u></p><p></p><p>Nearby encounters in the areas were discussed with reference being had to many iconic “icy” monsters, i.e. remorhaz, white dragons, ice trolls, frost giants, et al.</p><p></p><p>The encounter charts in Frostburn should prove inspirational for creature detailing.</p><p></p><p><u>Adventure Zones</u></p><p></p><p>Adventure zone descriptions shall follow the basic formula of approach and format as are exemplified in Dungeon magazine’s modules.</p><p></p><p><strong>Adventure Design - Specifics </strong></p><p></p><p>In addition to the general description of the Frostfell environment in which the module takes place, the adventure areas that are to be detailed present four specific areas for detailing in the module, They are as follows:</p><p></p><p>1. <strong>The Dwarven Village:</strong> The locale of civilization closest to where the adventure takes place, the as yet unnamed Dwarven Village consists of a few hundred Dwarven miners, their families and others in the community who exist to support the miners. Their village and a few buildings in the area will be detailed so a DM can provided a launch base for the adventure, has a means of supporting player requests for supplies in the village and otherwise serves to provided context to the plot.</p><p></p><p>The dwarves use coal to heat their buildings. Wood is rare given that the area is near the tree line.</p><p></p><p>Some opportunity for roleplaying conflict should be present in the town, but given the ample opportunities for adventure and combat presented in the other encounter areas, physical conflict should be remote.</p><p></p><p>A possibility for a cultist to be present in the town should be aveailable to add as a possible source of conflict later, betrayal and as perhaps even as a source of adventure information for the players under certain circumstances. The cultist should be non-obvious but, as well, prominent enough in the setting that the PCs should have an opportunity to meet him within the village, unaware of his true nature.</p><p></p><p>2. <strong>The Ice Tunnels & Mines: </strong>The dwarves of the region mine the rock below the glacier for gemstones, rare high pressure ice as well as coal. The gemstones are what attract the dwarves to the area, while the coal in the region sustains the dwarves in terms of providing a heating fuel. The high pressure ice is merely an oddity peculiar to a Dwarven priest who professes an interest in the rare magical ice.</p><p></p><p>The mines are within rock areas itself while the ice tunnels are used by the dwarves to access certain areas under the glacier. These tunnels are partly excavated but intersect older tunnels that have been created by natural ice movement as well as creatures of the Frostfell, particularly remorhaz. </p><p></p><p>Lately, the ice tunnels have becomes dangerous as certain horrors which are connected to the Tomb have become active since the crevasse has been discovered.</p><p></p><p>3. <strong>The Tomb "Annex": </strong> The tomb of the mud sorcerer was buried beneath the ice over a millennia ago. During this time, the glacier has expanded greatly in size but has also moved considerably. Over time, the movement of the glacier and the incredible pressure and weight placed upon the tomb have broken a part of the tomb off, burying the smaller portion shallower in the ice at the same time as moving it farther away from the main tomb. This tomb portion, for lack of a better designation at this point, shall simply be referred to as “The Annex”. </p><p></p><p>The Annex has become occupied by certain creatures native to the area and most of the traps and protection of the main tomb have been triggered or disabled in this section.</p><p></p><p>The inherent construction and architecture of the section itself should hint that it was part of a larger complex. </p><p></p><p>The section should be about 5-12 areas in size, exclusive of exterior entrances. </p><p></p><p>4. <strong>The Main Tomb: </strong>Apart from the damage of the Annex being broken off from the strucutre, the main tomb is largely intact and the protections and traps contained therein remain active and dangerous. This tomb should be about 35 area or so in size and is located deeper within the glacier.</p><p></p><p></p><p><u><strong>To Do:</strong></u></p><p></p><p>1 – Finalize plot and area details</p><p>2 – Divide design elements among participants</p><p>3- Create target goals for completion of first draft of area details</p><p>4 – implement</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 2141938, member: 20741"] ENWorld Adventure Path – Update [B]Adventure Outline[/B] [U]Length[/U] The adventure is expected to be about 15,000-20,000 words and takes place in a polar setting in a remote region of an unspecified world. For game purposes, the region shall be called “the Frostfell”, a generic name simply given to those remote areas of snow and ice as detailed in WotC’s Frostburn environment series. [U]Rule Composition[/U] The adventure will make use of rules and options detailed in Frostburn; however, it will do so only as a DM option. Should a DM wish to do so, he or she may resolve the adventure entirely using the SRD if that is desired. Resorting to monsters contained within the MM2, FF, and Frostburn may be done if there are open sources available or alternatives presented if the designated creature is not used. The encounter charts in Frostburn do provide for expanded encounter lists and SRD MM1 encounters. [U]Party Composition[/U] A module is aimed at a balanced party of 4, of about 7th level. The ADVENTURE PATH will not “begin” at this module, rather the path itself is rather progressed into the main plot by this point in the series. As such, we are simply breaking into the Path with an exciting adventure which features one of the highlight adventures in the proposed path. [U]Encounter Details [/U] It was agreed that encounter details in the module should be similar to those in the Worlds’ Largest Dungeon by AEG in terms of describing the tactics of the encounter and the inter-relation of the encounters to other nearby groups within the module so as to promote coherency and interdependence of design. WLD’s encounter treatment was agreed to be generally a superior approach which provided increased value to the reader. [U]Formatting[/U] Otherwise, basic form and format shall be that adopted by Dungeon and reference should be had to Dungeon’s guidelines in terms of adventure details and construction. [U]Maps and Artwork[/U] Any maps generated by designers should focus on basic layout and location of important elements. Artistic detail is unimportant and the artists shall finish off those elements of the map when a “camera ready” copy of the map is created. [U]Proposed Challenges and Monster Denizens of the Area[/U] Nearby encounters in the areas were discussed with reference being had to many iconic “icy” monsters, i.e. remorhaz, white dragons, ice trolls, frost giants, et al. The encounter charts in Frostburn should prove inspirational for creature detailing. [U]Adventure Zones[/U] Adventure zone descriptions shall follow the basic formula of approach and format as are exemplified in Dungeon magazine’s modules. [B]Adventure Design - Specifics [/B] In addition to the general description of the Frostfell environment in which the module takes place, the adventure areas that are to be detailed present four specific areas for detailing in the module, They are as follows: 1. [B]The Dwarven Village:[/B] The locale of civilization closest to where the adventure takes place, the as yet unnamed Dwarven Village consists of a few hundred Dwarven miners, their families and others in the community who exist to support the miners. Their village and a few buildings in the area will be detailed so a DM can provided a launch base for the adventure, has a means of supporting player requests for supplies in the village and otherwise serves to provided context to the plot. The dwarves use coal to heat their buildings. Wood is rare given that the area is near the tree line. Some opportunity for roleplaying conflict should be present in the town, but given the ample opportunities for adventure and combat presented in the other encounter areas, physical conflict should be remote. A possibility for a cultist to be present in the town should be aveailable to add as a possible source of conflict later, betrayal and as perhaps even as a source of adventure information for the players under certain circumstances. The cultist should be non-obvious but, as well, prominent enough in the setting that the PCs should have an opportunity to meet him within the village, unaware of his true nature. 2. [B]The Ice Tunnels & Mines: [/B]The dwarves of the region mine the rock below the glacier for gemstones, rare high pressure ice as well as coal. The gemstones are what attract the dwarves to the area, while the coal in the region sustains the dwarves in terms of providing a heating fuel. The high pressure ice is merely an oddity peculiar to a Dwarven priest who professes an interest in the rare magical ice. The mines are within rock areas itself while the ice tunnels are used by the dwarves to access certain areas under the glacier. These tunnels are partly excavated but intersect older tunnels that have been created by natural ice movement as well as creatures of the Frostfell, particularly remorhaz. Lately, the ice tunnels have becomes dangerous as certain horrors which are connected to the Tomb have become active since the crevasse has been discovered. 3. [B]The Tomb "Annex": [/B] The tomb of the mud sorcerer was buried beneath the ice over a millennia ago. During this time, the glacier has expanded greatly in size but has also moved considerably. Over time, the movement of the glacier and the incredible pressure and weight placed upon the tomb have broken a part of the tomb off, burying the smaller portion shallower in the ice at the same time as moving it farther away from the main tomb. This tomb portion, for lack of a better designation at this point, shall simply be referred to as “The Annex”. The Annex has become occupied by certain creatures native to the area and most of the traps and protection of the main tomb have been triggered or disabled in this section. The inherent construction and architecture of the section itself should hint that it was part of a larger complex. The section should be about 5-12 areas in size, exclusive of exterior entrances. 4. [B]The Main Tomb: [/B]Apart from the damage of the Annex being broken off from the strucutre, the main tomb is largely intact and the protections and traps contained therein remain active and dangerous. This tomb should be about 35 area or so in size and is located deeper within the glacier. [U][B]To Do:[/B][/U] 1 – Finalize plot and area details 2 – Divide design elements among participants 3- Create target goals for completion of first draft of area details 4 – implement [/QUOTE]
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