(Continued from last week.)
The campaign will feature locations of note. Below is a Work In Progress.
The Elves talk of the first of their kind to master both sword and spell simultaneously. This legendary figure is entombed on the Isle. Legends say that this place holds the secrets to the spells he created to make exploit his mastery as well as the items he creates using these spells and the processes to make new ones. Those who find this place may recover these treasures and return the power of ancient days to the world.
This location is a lesser mega-dungeon.
There are two distinct areas to delve. Going down is the tomb. Going up is the stronghold. There is a defensible area between the two to establish a base camp to operate from, and from this camp one can establish and maintain control over the immediate area. The Elf Patron will have an edge in finding and accessing it, as it builds off Elf legends in particular, but that edge is not decisive in itself.
As the quote states, there are unique treasures to be found here that cater to the Fighter/Magic-User sort- be that the demi-human multi-class, a Dual-Classed Man, or even the Ranger who has become able to cast Magic-User spells. What will be found therein will also be themed around Elves and how they live (as the game describes), taken to logical conclusions. Having someone that knows Elvish in your delve crew will be vital to success.
Other dungeons and locations will contain clues that point to this location. Some may also possess additional treasures that allow the posessor to circumvent or control defenses in the mega-dungeon, if those treasures can be found and recovered. This is intended; some places previously visited may need to be revisited upon reconsideration of past delves therein.
These locations can be contested once two or more parties know of them and wish to contest control over access to them; as some of these treasures include unique spells and items, in addition to more information about The Tower (the primary mega-dungeon). Multiple such dungeons can be active in the campaign at a time, and this is intended; control of the surrounding area is also intended. Failure to hold a location against a hostile party results in denied access to the dungeon, retarding or arresting progress towards The Tower (or, if in the Tower, to your Patron's Hero).
This arrangement ensures that Patrons and Adventurers alike have reason to locate and secure access to these locations, and for both tiers to benefit from doing so.
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