Tuesday, September 13, 2022

Building an Adventure & Environs: 1.5

 Map in Progress 

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Features Thus Far:


Daemon Wastes: Inspired by the Demon Wastes of Eberron, but with of a more doom & gloom, less hell-fire feel. Daemons are named according to their alignment (some are only moderately evil): chaotic, Cacodaemons; neutral, daemon; lawful, Eudaemon. Foolish wizards sometimes travel to the border of the daemon wastes to seek a patron or strike a bargain with a fiendish spirit.
Windless Hills: An eerie silences hangs over these hills. Folks buried their dead in these hills long before the walls of Galen's Well were raised. Abscesses run through many of the mounds, and a flat-faced runestone standing near a sealed archway signifies that the limestone hollow has been widened and now serves as a resting place for some ancient clan.
Whispering Wood: Most will divert around this fae-haunted forest. Intrepid adventures will trip on roots and have their clothes torn by thorny vines. It is impossible to traverse the woods without being noted by the fae inhabitants. Laughing foxes dart in bushes and tiny yellow-eyed things drop rocks and prick travelers with needles dipped in sick-pus.
Bone Raven Crags: The domain of The Bone Raven. A thirteen-foot highly-intelligence undead corvid formed from the bones of countless ill-fated creatures. It's bones are held together with sap pecked from a weeping sore in the World Tree—in whose brances it makes its nest. Of course, this is only the conjecture of shamans and curse-spitters, as none have ever lived to see the Bone Raven's nest. It never leaves the crags but has complete freedom of movement within them, able to disappear and appear anywhere at-will unless under the gaze of a halfling. If slain, the boneraven reforms in its nest as a flightless five-foot chick.
River Brack: This river flow backwards, bringing briney waters and ocean creatures far in-land. The lands around the river are thoroughly warped: oil-slicked mangrove forests, salt marshes, and dried salt plains where only tufts of razor-grass grow. The river was cursed by a foul sorcerer spurned by the queen of the city that now lies in ruins on it's banks. As part of the curse, the sorcerer set a condition now lost to history: The reversal can be ended by baptising a beardless dwarf in its waters.

Building an Adventure & Environs: 1

When I'm taking notes I'll put a "?" in front a thought to indicate uncertainty or incompleteness. 
I'll be referencing the Tome of Adventure Design, Gygax-75, and AD&D DMG. 
    Inspiration:
  • Electric Wizard
  • Dungeon Crawl Classics
  • Dying Earth
  • Anomalous Subsurface Environment
First a quote from the DMG pg.86:
"To belabor an old saw, Rome wasn’t built in a day. You are probably just learning, so take small steps at first. The milieu for initial adventures should be kept to a size commensurate with the needs of campaign participants (. . .) This will typically result in your giving them a brief background, placing them in a settlement, and stating that they should prepare themselves to find and explore the dungeon/ruin they know is nearby. As background you inform them that they are from some nearby place where they were apprentices learning their respective professions, that they met by chance in an inn or tavern and resolved to journey together to seek their fortunes in the dangerous environment, and that, beyond the knowledge common to the area (speech, alignments, races, and the like), they know nothing of the world. Placing these new participants in a small settlement means that you need do only minimal work describing the place and its inhabitants. Likewise, as player characters are inexperienced, a single dungeon or ruins map will suffice to begin play."

I plan on creating several locales but will start by outlining the background, settlement, and dungeon. I tend to work by jumping around haphazardly between topics and will keep the current info here. (TODO)