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Writing a 4e Planescape adventure for community
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<blockquote data-quote="Quickleaf" data-source="post: 5892230" data-attributes="member: 20323"><p>You know, when I was looking over my notes an just started writing I thought this adventure would be around 30 pages. Now I realize that it's going to take 2 times that to do the concept justice.</p><p></p><p>Here's the basic structure I'm working from;</p><p></p><p><strong>Part 1: Carnival of Doors:</strong> A quest scenario in Sigil with multiple leads for the players to pursue as they see fit, with foreshadowing of encounters later on in the adventure.</p><p></p><p><strong>Part 2: Canal of Curses:</strong> A quasi dungeon-crawl/"overland travel" scenario using a canoe, curse-puzzles revealing what befell those who came before (including thief of Book of Lies) and a skill challenge with a marraenoloth.</p><p></p><p><strong>Part 3: Niflheim:</strong> An optional freeform scenario in the Gray Waste to release a damned soul, uses skill challenge with very different strategies to achieve this goal (possibly involving negotiating with the goddess Hel).</p><p></p><p><strong>Part 4: Mentiri:</strong> An optional 5-room dungeon to free an imprisoned paladin from the prison of Dis, it's built around a combat escalation mechanic (I.e. you want to avoid fights and end them quickly if you must).</p><p></p><p><strong>Part 5: The Iron City:</strong> A sandboxy settig presentation of Dis and the Iron Tower, NPCs and the Book of Lies. A lot of information packed into this final chapter, meant to be unpacked by the DM according to the player's plans.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5892230, member: 20323"] You know, when I was looking over my notes an just started writing I thought this adventure would be around 30 pages. Now I realize that it's going to take 2 times that to do the concept justice. Here's the basic structure I'm working from; [b]Part 1: Carnival of Doors:[/b] A quest scenario in Sigil with multiple leads for the players to pursue as they see fit, with foreshadowing of encounters later on in the adventure. [b]Part 2: Canal of Curses:[/b] A quasi dungeon-crawl/"overland travel" scenario using a canoe, curse-puzzles revealing what befell those who came before (including thief of Book of Lies) and a skill challenge with a marraenoloth. [b]Part 3: Niflheim:[/b] An optional freeform scenario in the Gray Waste to release a damned soul, uses skill challenge with very different strategies to achieve this goal (possibly involving negotiating with the goddess Hel). [b]Part 4: Mentiri:[/b] An optional 5-room dungeon to free an imprisoned paladin from the prison of Dis, it's built around a combat escalation mechanic (I.e. you want to avoid fights and end them quickly if you must). [b]Part 5: The Iron City:[/b] A sandboxy settig presentation of Dis and the Iron Tower, NPCs and the Book of Lies. A lot of information packed into this final chapter, meant to be unpacked by the DM according to the player's plans. [/QUOTE]
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