catsclaw227
First Post
From Mearls' gleemax blogpost
This makes me REALLY want to know what all the core environmental effects are.
I'm currently working on part of an adventure for 4e, in addition to my usual core 4e rules duties. I'm having a lot of fun drawing maps and planning out encounters, primarily because I think the core concept I created for the mini-dungeon I'm designing gives me a lot of excuses for weird, crazy encounters.
The concept: a demon temple where minotaur priests would test adherents. The worthy ones who pass the tests get to enter the cult. Those who fail become demon chow. The nifty thing is that you cantake a sort of White Plume Mountain approach and it all makes sense. The temple's links to the Abyss power the weird parts of the encounters, and the elaborate traps and set pieces are all there for a good reason.
It's a nice change from H1 and the adventure I wrote for playtesting. In H1, Bruce and I built an environment where the monsters moved into an existing dungeon. The same thing happened with the playtest dungeon I wrote.
Anyway, it's a good excuse to show off all the new rules for building encounters with weird environments, bizarre magical effects, and so on in 4e. It makes me want to do a conversion of White Plume Mountain, Ghost Tower of Inverness, and any of the other classic puzzle dungeons.
This makes me REALLY want to know what all the core environmental effects are.