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EXPERIMENT: Fractal Adventure Design (COMPLETED)
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<blockquote data-quote="BookTenTiger" data-source="post: 8864198" data-attributes="member: 6685541"><p><strong>Structure for the Dungeon Part 3: The Atrium</strong></p><p>According to 5 Room Dungeon, the third part of a dungeon should be a <em>Trick or Set-Back</em>. In the Lair, I figure the characters will think they are overcoming the main challenge of the dungeon (the Fangs and Grimlocks), but find out there's a much bigger threat.</p><p></p><p>Here's the structure I came up with for this part of the dungeon:</p><p></p><p><strong><em>The Atrium</em></strong></p><p></p><p>The Atrium provides a false hope of solving the problems of the town. Throughout these larger rooms, the characters will face combat with the Minion and the Goon. Complicating combat are more of the Guardian, as well as a secondary distraction related to (<strong>flaw</strong>) that can be overcome with (<strong>skill / class ability</strong>).</p><p></p><p>The Minion will be ultimately defeated here as the characters face its leader, a challenging foe (<strong>class / background</strong>) talented in (<strong>skill / class feature</strong>) and resistant to (<strong>class feature</strong>). Defeating the leader of the Minion will open access to the Lair.</p><p></p><p>Throughout the Atrium, the characters will find a number of important things:</p><p></p><p>The characters will find a generous treasure related to <strong>(skill / tool / class feature</strong>).</p><p></p><p>Through the use of (<strong>skill</strong>), the characters will uncover the treacherous connection between the Minion and the rival organization.</p><p></p><p>Past a challenge that might be overcome through the use of (<strong>class ability</strong>) or (<strong>skill</strong>), the characters will find clues to the identity of the Big Bad, and its machinations.</p><p></p><p>The characters will be rewarded with a treasure related to (<strong>skill / tool / class feature</strong>).</p><p></p><p>Furthermore, through the use of (<strong>skill</strong>) or (<strong>class ability</strong>), the characters will find an item or resource that can help them overcome a Wilderness challenge.</p><p></p><p><strong>Rolling, Rolling, Rolling</strong></p><p></p><p>As usual, I rolled up random character order, and random character features. It was interesting how some features are getting repeated a lot, such as Arkmenos' bond and flaw, </p><p></p><p><strong><em>The Atrium</em></strong></p><p></p><p>The Atrium provides a false hope of solving the problems of the town. Throughout these larger rooms, the characters will face combat with the Minion and the Goon. Complicating combat are more of the Guardian, as well as a secondary distraction related to Arkmenos’ flaw: I am easily distracted by the promise of information; that can be overcome with Medicine (Croto).</p><p></p><p>The Minion will be ultimately defeated here as the characters face its leader, a challenging Knight (Danara) talented in Stealth (Bug) and resistant to Archery (Bug). Defeating the leader of the Minion will open access to the Lair.</p><p></p><p>Throughout the Atrium, the characters will find a number of important things:</p><p></p><p>The characters will find a generous treasure related to Unseen Servant (Arkmenos).</p><p></p><p>Through the use of History (Danara), the characters will uncover the treacherous connection between the Minion and the rival organization.</p><p></p><p>Past a challenge that might be overcome through the use of Speak with Animals (Croto) or Acrobatics (Bug), the characters will find clues to the identity of the Big Bad, and its machinations.</p><p></p><p>The characters will be rewarded with a treasure related to Chain Mail (Croto). Furthermore, through the use of Investigation (Arkmenos) or Unarmored Defense (Danara), the characters will gain an item or resource that will help them overcome a Wilderness challenge.</p><p></p><p><strong>Filling in the Details</strong></p><p></p><p>Okay, this one was a challenge! There were some parts that came out... interesting. I'm not sure how they would really run, and would probably change them on a final draft. BUT I'm keeping to the experiment, so here we go!</p><p></p><p><strong><em>The Atrium</em></strong></p><p></p><p>The final level of the Bastion of the Stone Sword includes a grand meeting hall, grand bedrooms for its leaders and dignified guests, and an ossuary where the bones of dead warriors are entombed. The three zones are connected by a well-guarded hallway in which the characters must fight grimlocks, gricks, and Fangs. However, the characters can use guardian gargoyle doors to bypass the worst of the threats.</p><p></p><p>One guardian gargoyle, with fish-like features, says, “The earth requests; weather abides.” A successful Insight check reveals the gargoyle sounds thirsty. Pouring water into its mouth opens the door, and will allow secret access to the meeting hall.</p><p></p><p>Another guardian gargoyle with outstretched hands says, “Let donations go onward.” A successful Insight check reveals the gargoyle sounds greedy. Placing a gold coin in its hand opens the door, and will allow secret access to the grand bedrooms.</p><p></p><p>A final guardian gargoyle with sharp teeth and a long tongue says, “Oh desirous broth of leeches!” A successful Insight check reveals the gargoyle sounds thirsty. Pouring blood onto its tongue opens the door, and allows secret access to the ossuary.</p><p></p><p>As the characters near the ossuary they will encounter alcoves in which lie the bones of dead Stone Swords. The corpses hold in their desiccated arms thin stone tablets in which their knowledge has been recorded. Attempting to free the tablets disturbs the corpses, releasing a cloud of mold and dust into the air. Creatures exposed must make a Constitution saving throw or be afflicted with the disease Corpse Cough; they gain one level of exhaustion, and until their next long rest have disadvantage on Stealth and Concentration checks as their body is wracked with a terrible cough. If the corpse is exposed to 5 or more points of damage, it is destroyed, creating the same diseased cloud and shattering its tablet.</p><p></p><p>A character can study a tablet during a short or long rest. After studying five tablets, they may gain proficiency in Arcana, History, Medicine, or Nature. There is a 25% chance that a tablet will crumble into gravel and dust after being studied.</p><p></p><p>Within the ossuary the characters will face the leader of the Fangs: Jovian Emberclaw, a halfling monk trained by the Hands of Fire (use the stats of a Githzerai monk, but double the hit points, add 1 to Proficiency Bonus, replace psychic damage with fire damage, and grant it a special attack: as an action, the monk makes an unarmed strike and casts Burning Hands, dealing only unarmed damage with its strike; recharge on 5 or 6).</p><p></p><p>Some tiles in the floor of the ossuary are made up of the same style of guardian gargoyle that allowed secret access; if blood is spilled on these tiles from a bludgeoning, piercing, or slashing attack, the trap door will open, spilling whoever is standing on it into a pit filled with carrion beetles.</p><p></p><p>Emberclaw’s face is tattooed with the standard long teeth of the fangs. However, on his chest he is marked by a tattoo showing an open hand, each finger replaced by a sword. A successful History check will reveal the connection between this symbol, the Hands of Fire and the Stone Swords. In truth, the Hands of Fire are a corrupt offshoot of the Stone Swords. After the mercenaries disbanded, some continued to work for one of the petty tyrants of the Giants Chain, and called themselves the Five Blades. The symbol of the Stone Swords (found all around the Bastion) is five swords bursting from a cracked stone. The symbol of the Hands of Fire is an open hand with claw-like fingers surrounded by flames. The symbol on Emberclaw’s chest is that of the Five Blades. The Hands of Fire are, in fact, warriors trained in the school of the Five Blades, still attempting to take back the Giant’s Chain.</p><p></p><p>Throughout the Atrium, the characters will find a number of important things:</p><p></p><p>In the meeting hall, the characters will battle a grimlock who carries a Wand of Enemy Detection.</p><p></p><p>In the grand bedrooms, the characters will find a recently written letter than has been torn to shreds, and used as nesting material by a family of rats far beneath a hollow made from ancient, tipped over furniture. They may be able to gather the pieces by using Speak with Animals on the rats, or by using Acrobatics to quickly crawl beneath the fallen furniture without getting bitten by the defensive critters.</p><p></p><p>Placing the pieces of the letter together, the characters will read a missive from Valhaxron to a member of the Hands of Fire. It will detail Valhaxron’s return to the halls where he taught the Stone Swords the wisdom of the mountains, and how now he brings word of a new teacher, the Elder Brain. The letter attempts to convince the Hands of Fire to weaken the power of the Greenfolk Council in order to better prepare Greenmount for the arrival of the Elder Brain. The Hands of Fire will be rewarded with immeasurable power.</p><p></p><p>If the characters do defeat the guards in the central hall, they will find +1 Chain Mail. Furthermore, they will find a trapped hallway with a statue at the end holding a stone scroll case. Stepping on the tiles of the hallway releases a volley of arrows from hidden compartments in the walls. However, the use of Investigation reveals that the tiles are painted with the symbols of weapons. If the characters walk a path starting with weapons of the furthest range to closes (longbow, javelin, handaxe, pike, sword), they will not trigger the trap. The stone spell scroll holds two scrolls of Greater Restoration, which can be used to recover from the petrifying gaze of the basilisk in the Wilderness.</p><p></p><p><strong>Reflections</strong></p><p></p><p>I found this level of the dungeon a greater challenge than the others, I think because in this level the characters had to learn more about what was going on. But instead of starting with "here's the bad guy's plan" and working backwards, I had to basically design in the opposite directions: "here's how they'll find information... now what's the info?"</p><p></p><p>On the other hand, I really like the idea of characters being able to use their skills and abilities to gather information and access exposition. I'm really happy with the Hands of Fire being a descendent organization of the Stone Swords, that's a really cool combo! And those Guardian Gargoyles are just so much fun to generate.</p><p></p><p>Next up we get to the big stuff, the main boss Valhaxron!</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 8864198, member: 6685541"] [B]Structure for the Dungeon Part 3: The Atrium[/B] According to 5 Room Dungeon, the third part of a dungeon should be a [I]Trick or Set-Back[/I]. In the Lair, I figure the characters will think they are overcoming the main challenge of the dungeon (the Fangs and Grimlocks), but find out there's a much bigger threat. Here's the structure I came up with for this part of the dungeon: [B][I]The Atrium[/I][/B] The Atrium provides a false hope of solving the problems of the town. Throughout these larger rooms, the characters will face combat with the Minion and the Goon. Complicating combat are more of the Guardian, as well as a secondary distraction related to ([B]flaw[/B]) that can be overcome with ([B]skill / class ability[/B]). The Minion will be ultimately defeated here as the characters face its leader, a challenging foe ([B]class / background[/B]) talented in ([B]skill / class feature[/B]) and resistant to ([B]class feature[/B]). Defeating the leader of the Minion will open access to the Lair. Throughout the Atrium, the characters will find a number of important things: The characters will find a generous treasure related to [B](skill / tool / class feature[/B]). Through the use of ([B]skill[/B]), the characters will uncover the treacherous connection between the Minion and the rival organization. Past a challenge that might be overcome through the use of ([B]class ability[/B]) or ([B]skill[/B]), the characters will find clues to the identity of the Big Bad, and its machinations. The characters will be rewarded with a treasure related to ([B]skill / tool / class feature[/B]). Furthermore, through the use of ([B]skill[/B]) or ([B]class ability[/B]), the characters will find an item or resource that can help them overcome a Wilderness challenge. [B]Rolling, Rolling, Rolling[/B] As usual, I rolled up random character order, and random character features. It was interesting how some features are getting repeated a lot, such as Arkmenos' bond and flaw, [B][I]The Atrium[/I][/B] The Atrium provides a false hope of solving the problems of the town. Throughout these larger rooms, the characters will face combat with the Minion and the Goon. Complicating combat are more of the Guardian, as well as a secondary distraction related to Arkmenos’ flaw: I am easily distracted by the promise of information; that can be overcome with Medicine (Croto). The Minion will be ultimately defeated here as the characters face its leader, a challenging Knight (Danara) talented in Stealth (Bug) and resistant to Archery (Bug). Defeating the leader of the Minion will open access to the Lair. Throughout the Atrium, the characters will find a number of important things: The characters will find a generous treasure related to Unseen Servant (Arkmenos). Through the use of History (Danara), the characters will uncover the treacherous connection between the Minion and the rival organization. Past a challenge that might be overcome through the use of Speak with Animals (Croto) or Acrobatics (Bug), the characters will find clues to the identity of the Big Bad, and its machinations. The characters will be rewarded with a treasure related to Chain Mail (Croto). Furthermore, through the use of Investigation (Arkmenos) or Unarmored Defense (Danara), the characters will gain an item or resource that will help them overcome a Wilderness challenge. [B]Filling in the Details[/B] Okay, this one was a challenge! There were some parts that came out... interesting. I'm not sure how they would really run, and would probably change them on a final draft. BUT I'm keeping to the experiment, so here we go! [B][I]The Atrium[/I][/B] The final level of the Bastion of the Stone Sword includes a grand meeting hall, grand bedrooms for its leaders and dignified guests, and an ossuary where the bones of dead warriors are entombed. The three zones are connected by a well-guarded hallway in which the characters must fight grimlocks, gricks, and Fangs. However, the characters can use guardian gargoyle doors to bypass the worst of the threats. One guardian gargoyle, with fish-like features, says, “The earth requests; weather abides.” A successful Insight check reveals the gargoyle sounds thirsty. Pouring water into its mouth opens the door, and will allow secret access to the meeting hall. Another guardian gargoyle with outstretched hands says, “Let donations go onward.” A successful Insight check reveals the gargoyle sounds greedy. Placing a gold coin in its hand opens the door, and will allow secret access to the grand bedrooms. A final guardian gargoyle with sharp teeth and a long tongue says, “Oh desirous broth of leeches!” A successful Insight check reveals the gargoyle sounds thirsty. Pouring blood onto its tongue opens the door, and allows secret access to the ossuary. As the characters near the ossuary they will encounter alcoves in which lie the bones of dead Stone Swords. The corpses hold in their desiccated arms thin stone tablets in which their knowledge has been recorded. Attempting to free the tablets disturbs the corpses, releasing a cloud of mold and dust into the air. Creatures exposed must make a Constitution saving throw or be afflicted with the disease Corpse Cough; they gain one level of exhaustion, and until their next long rest have disadvantage on Stealth and Concentration checks as their body is wracked with a terrible cough. If the corpse is exposed to 5 or more points of damage, it is destroyed, creating the same diseased cloud and shattering its tablet. A character can study a tablet during a short or long rest. After studying five tablets, they may gain proficiency in Arcana, History, Medicine, or Nature. There is a 25% chance that a tablet will crumble into gravel and dust after being studied. Within the ossuary the characters will face the leader of the Fangs: Jovian Emberclaw, a halfling monk trained by the Hands of Fire (use the stats of a Githzerai monk, but double the hit points, add 1 to Proficiency Bonus, replace psychic damage with fire damage, and grant it a special attack: as an action, the monk makes an unarmed strike and casts Burning Hands, dealing only unarmed damage with its strike; recharge on 5 or 6). Some tiles in the floor of the ossuary are made up of the same style of guardian gargoyle that allowed secret access; if blood is spilled on these tiles from a bludgeoning, piercing, or slashing attack, the trap door will open, spilling whoever is standing on it into a pit filled with carrion beetles. Emberclaw’s face is tattooed with the standard long teeth of the fangs. However, on his chest he is marked by a tattoo showing an open hand, each finger replaced by a sword. A successful History check will reveal the connection between this symbol, the Hands of Fire and the Stone Swords. In truth, the Hands of Fire are a corrupt offshoot of the Stone Swords. After the mercenaries disbanded, some continued to work for one of the petty tyrants of the Giants Chain, and called themselves the Five Blades. The symbol of the Stone Swords (found all around the Bastion) is five swords bursting from a cracked stone. The symbol of the Hands of Fire is an open hand with claw-like fingers surrounded by flames. The symbol on Emberclaw’s chest is that of the Five Blades. The Hands of Fire are, in fact, warriors trained in the school of the Five Blades, still attempting to take back the Giant’s Chain. Throughout the Atrium, the characters will find a number of important things: In the meeting hall, the characters will battle a grimlock who carries a Wand of Enemy Detection. In the grand bedrooms, the characters will find a recently written letter than has been torn to shreds, and used as nesting material by a family of rats far beneath a hollow made from ancient, tipped over furniture. They may be able to gather the pieces by using Speak with Animals on the rats, or by using Acrobatics to quickly crawl beneath the fallen furniture without getting bitten by the defensive critters. Placing the pieces of the letter together, the characters will read a missive from Valhaxron to a member of the Hands of Fire. It will detail Valhaxron’s return to the halls where he taught the Stone Swords the wisdom of the mountains, and how now he brings word of a new teacher, the Elder Brain. The letter attempts to convince the Hands of Fire to weaken the power of the Greenfolk Council in order to better prepare Greenmount for the arrival of the Elder Brain. The Hands of Fire will be rewarded with immeasurable power. If the characters do defeat the guards in the central hall, they will find +1 Chain Mail. Furthermore, they will find a trapped hallway with a statue at the end holding a stone scroll case. Stepping on the tiles of the hallway releases a volley of arrows from hidden compartments in the walls. However, the use of Investigation reveals that the tiles are painted with the symbols of weapons. If the characters walk a path starting with weapons of the furthest range to closes (longbow, javelin, handaxe, pike, sword), they will not trigger the trap. The stone spell scroll holds two scrolls of Greater Restoration, which can be used to recover from the petrifying gaze of the basilisk in the Wilderness. [B]Reflections[/B] I found this level of the dungeon a greater challenge than the others, I think because in this level the characters had to learn more about what was going on. But instead of starting with "here's the bad guy's plan" and working backwards, I had to basically design in the opposite directions: "here's how they'll find information... now what's the info?" On the other hand, I really like the idea of characters being able to use their skills and abilities to gather information and access exposition. I'm really happy with the Hands of Fire being a descendent organization of the Stone Swords, that's a really cool combo! And those Guardian Gargoyles are just so much fun to generate. Next up we get to the big stuff, the main boss Valhaxron! [/QUOTE]
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