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EXPERIMENT: Fractal Adventure Design (COMPLETED)
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<blockquote data-quote="BookTenTiger" data-source="post: 8864734" data-attributes="member: 6685541"><p><strong>Structure for the Dungeon Part 5: The Antechamber</strong></p><p></p><p>Following the 5 Room Dungeon, the Antechamber should provide a reward, revelation, or plot twist. I like the idea of this being an area of the dungeon without combat, where characters can use their skills to gain their just rewards.</p><p></p><p>Here's the structure I came up with:</p><p></p><p><strong><em>The Antechamber</em></strong></p><p></p><p>In a final area of the dungeon, the characters will have the opportunity to gain the following:</p><p></p><p>Using <strong>(skill / class ability)</strong>, the characters gain a mighty reward related to <strong>(bond / skill / class ability)</strong>.</p><p></p><p>Using <strong>(skill / class ability)</strong>, the characters retrieve something or someone that will provide more power to the major organization.</p><p></p><p>Using<strong> (skill / class ability)</strong>, the characters discover the connection between the Big Bad and the hindering NPC, along with clues to a Major Threat to the realm!</p><p></p><p><strong>Rolling, Rolling, Rolling</strong></p><p></p><p>This was a pretty quick one to roll up!</p><p></p><p><strong><em>The Lair</em></strong></p><p></p><p>In a final area of the dungeon, the characters will have the opportunity to gain the following:</p><p></p><p>Using <strong>Survival (Croto)</strong>, the characters gain a mighty reward related to <strong>Rage (Danara)</strong>.</p><p></p><p>Using <strong>Brave (Bug)</strong>, the characters retrieve something or someone that will provide more power to the major organization.</p><p></p><p>Using <strong>Investigation (Arkmenos)</strong>, the characters discover the connection between the Big Bad and the hindering NPC, along with clues to a Major Threat to the realm!</p><p></p><p><strong>Filling in the Details</strong></p><p></p><p>This was a pretty easy one to figure out. Again, this is a small area of the dungeon, and acts as a reward and a branch to the next adventure!</p><p></p><p><strong><em>The Antechamber</em></strong></p><p></p><p>After returning to the Stone Giant village, Valhaxron made his home in a pit beneath the coliseum. It can be accessed through a huge, heavy grate in the coliseum floor. Long ago, the Stone Giants kept great beasts here, who gladiators would battle with to test their martial might.</p><p></p><p>Using Wisdom (Survival), a character may identify Valhaxron’s footprints leading to a secret panel in a wall. Behind the secret panel, Valhaxron keeps an Amulet of Health, a blood red gem on a silver chain forged by the Stone Giants long ago. It is marked with the rune of his original clan. Perhaps Valhaxron kept it as a reminder of his uncorrupted past.</p><p></p><p>In the chamber is one more spectral figure, the illusionary double of Dunrak Rouge, the dragonborn leader of the Hands of Fire. Its crystal eye is protected, like the other crystals, by a ward that causes fear in those who approach.</p><p></p><p>Finally, the characters will find letters written in a strange, coded script. Using Intelligence (Investigation), they can decode the missive. It is a letter Valhaxron received from Vyra Foxfoot, reporting on her efforts to send more thralls to the Bastion of the Stone Swords. She notes that there are other parties interested in the arrival of the Elder Brain, who are doing their part to prepare the entire realm for subjugation!</p><p></p><p><strong>Reflections</strong></p><p></p><p>I'm pretty happy with this. I can imagine the characters using this area as an opportunity to catch their breath, apply what they've learned about the crystal eyes, and make plans for their return to Greenmount.</p><p></p><p>Next up we have the final part of my experiment, a last location to add a little flair to the world: the Camp!</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 8864734, member: 6685541"] [B]Structure for the Dungeon Part 5: The Antechamber[/B] Following the 5 Room Dungeon, the Antechamber should provide a reward, revelation, or plot twist. I like the idea of this being an area of the dungeon without combat, where characters can use their skills to gain their just rewards. Here's the structure I came up with: [B][I]The Antechamber[/I][/B] In a final area of the dungeon, the characters will have the opportunity to gain the following: Using [B](skill / class ability)[/B], the characters gain a mighty reward related to [B](bond / skill / class ability)[/B]. Using [B](skill / class ability)[/B], the characters retrieve something or someone that will provide more power to the major organization. Using[B] (skill / class ability)[/B], the characters discover the connection between the Big Bad and the hindering NPC, along with clues to a Major Threat to the realm! [B]Rolling, Rolling, Rolling[/B] This was a pretty quick one to roll up! [B][I]The Lair[/I][/B] In a final area of the dungeon, the characters will have the opportunity to gain the following: Using [B]Survival (Croto)[/B], the characters gain a mighty reward related to [B]Rage (Danara)[/B]. Using [B]Brave (Bug)[/B], the characters retrieve something or someone that will provide more power to the major organization. Using [B]Investigation (Arkmenos)[/B], the characters discover the connection between the Big Bad and the hindering NPC, along with clues to a Major Threat to the realm! [B]Filling in the Details[/B] This was a pretty easy one to figure out. Again, this is a small area of the dungeon, and acts as a reward and a branch to the next adventure! [B][I]The Antechamber[/I][/B] After returning to the Stone Giant village, Valhaxron made his home in a pit beneath the coliseum. It can be accessed through a huge, heavy grate in the coliseum floor. Long ago, the Stone Giants kept great beasts here, who gladiators would battle with to test their martial might. Using Wisdom (Survival), a character may identify Valhaxron’s footprints leading to a secret panel in a wall. Behind the secret panel, Valhaxron keeps an Amulet of Health, a blood red gem on a silver chain forged by the Stone Giants long ago. It is marked with the rune of his original clan. Perhaps Valhaxron kept it as a reminder of his uncorrupted past. In the chamber is one more spectral figure, the illusionary double of Dunrak Rouge, the dragonborn leader of the Hands of Fire. Its crystal eye is protected, like the other crystals, by a ward that causes fear in those who approach. Finally, the characters will find letters written in a strange, coded script. Using Intelligence (Investigation), they can decode the missive. It is a letter Valhaxron received from Vyra Foxfoot, reporting on her efforts to send more thralls to the Bastion of the Stone Swords. She notes that there are other parties interested in the arrival of the Elder Brain, who are doing their part to prepare the entire realm for subjugation! [B]Reflections[/B] I'm pretty happy with this. I can imagine the characters using this area as an opportunity to catch their breath, apply what they've learned about the crystal eyes, and make plans for their return to Greenmount. Next up we have the final part of my experiment, a last location to add a little flair to the world: the Camp! [/QUOTE]
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