This was originaly a comment I left on Jason Bricks discussion about a fantasy version of Dwarf Trees.The basic premise is, what appears to be a small tree above ground is actually a huge underground tree.
I decided I would post one of my responses here as I find it interesting and wanted to save it, since I will likely use it in later campaigns.
You can view the original discussion here. Which contains more fun ideas about The Dwarf's Trees.
When dwarf trees ( or The Dwarf's Trees as some people call them) grow in a circle cultivated by fairies, the underground cone of wood that is formed becomes almost completely impenetrable due to their tough nature and the fairy magic.
One of the few ways into an underground fairy circle, which is alot like a tiny city, is to first destroy the magic of the above ground circle of foliage. Which can itself be very difficult. Its like taking on an ant colony of fairy folk.
The above ground circle may appear to be between 7 to 13 trees only 12 to 15 feet tall sometimes even appearing smaller like sprawling bushes of branches. But underneath is a cone of dwarf tree trunks going hundreds of feet down with the trees interlocking making it wider then a human house or even larger.
It is unknown exactly how many fairy folk, gnomes or other of their kin can live inside an underground fairy circle. But it has been seen that over populated fairy cities sometimes hollow out old parts of the trunk and 15 foot thick branches to make room for more fairy residences.
Sometimes the mischief caused by such a fairy city stretches hundreds of miles away from the source.
Some fairy mounds, as the traditional fairy citys are called, is actually a circle of dwarf trees who's branches have been buried over and grass and flowers grown right on top disguising the circle as a knoll or foot hill.
This may be further evidence that dwarf trees may be able to survive without sun light.
Showing posts with label role. Show all posts
Showing posts with label role. Show all posts
Monday, January 26, 2015
Saturday, August 24, 2013
Themed Dungeon Dressing
Mine
|
Cave
|
Arcane
|
Ruins
|
Dungeon
|
|
Wood Door
|
Timber
Supports
Archway or just a wood door |
Roots
|
Polished Maple
Door
|
Planked Door
|
Wooden Portcullis
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-- Locked
|
Door and Keyhole
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Overgrown
|
Alarm Spell
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Barred
|
Lever on other
side
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-- Stuck
|
Cave In
|
Petrified
|
Hold Portal Effect
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Rusty Hinges
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Rusty Gears
|
-- Trapped
|
Tripe Wire drops
rocks
|
Pit
|
Animated
|
Spikes or Darts
|
Tile drops
Portcullis on you
|
Iron Door
|
Vault Door
|
Boulder
|
Reinforced Oak
Door
|
Sliding Hatch
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Jail Door
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-- Locked
|
Combination Lock
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Cave In
|
Wizard Lock
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Mechanical Lever
|
Key Hole
|
-- Stuck
|
Rusted Turn Crank
|
Jammed in place
or
Transmuted Stone |
Open/Close effect
Re-shuts door
|
Rusted Gears
|
Rusted in
Place
Could be bars or hinges |
-- Trapped
|
Gas Trap
|
Slime
|
Spell such as
Magic Missile
Or Fireball
|
Animated Dead
|
Chute to another
cell
|
Small Chamber
|
Alcove, Break room
or storage area.
|
Partial Cavern
|
Sitting Room,
Bedroom or closet
|
Partially
collapsed room
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Cell or break room
|
Medium Chamber
|
Ore deposit,
Loading zone or barracks
|
Cavern or serious
of Caverns
|
Library, arena,
Master Bedroom, Dining Hall, Treasure
room, or workshop such as Apothecaries
or Artificers
|
Storage room or
old room with decayed furniture maybe bugs rodents or bones
|
Torture Room,
Barracks, cafeteria or waste/body disposal
|
Large Chamber
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Cavern or Rail
Station, With Support beams
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Serious of caverns
and drops offs or underground stream or lake possibly a lair for creatures or
a large monster
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Cafeteria,
Menagerie, Statue room, garden, Music
Hall,
|
Series of rooms
with collapsed walls, ancient temple or throne room, crypt or burial chamber such as for
mummification or ceremonies
|
Execution chamber
or common room for many prisoners to be locked to benched or walls
|
Passage Way
|
Tunnels with or
without rails usually with support possible natural caverns
|
Tunnels usually
natural and varying heights and depths
|
Hallway, possibly
with pillars or statues. Sometimes chairs and small tables.
|
Sometimes hallways
other times just holes in the wall or crumbled rooms.
|
Cramped or dark
halls torch scones maybe skulls
|
Archway
|
Timber Supports
|
An odd shaped
passage or crawl way
|
Carved Archway of
stone or fine maple usually with many patterns possibly faces
|
Collapsed door or
wall, possible a ventilation shaft
|
Door frame or bars
on both sides
|
Stairs
|
Dug steps or a
rope ladder
|
Sudden cliffs or
drop offs
|
Spiral stairs or
an elevator system
|
Damage floors or
ceilings, old stairs sometimes a sudden collapse or a pile or rumble to climb
up or down
|
Stone stairs,
possibly chutes or pits
|
Secret Door
|
Concealed or caved
in
|
Strange twists and
turns make a passage almost unnoticeable
|
Illusion or finely
crafted secret door such as a sliding wall or rotating bookshelf
|
Collapsed wall
covers a door or passage, or an old sliding door.
|
Usually concealed
construction or masonry such as an emergency escape route or hidden armory.
|
Saturday, November 24, 2012
D&D Next: Future of Edition Wars.
For Many people the ideas behind D&D Next were exciting
and appeared to be a chance to bring together many different play types and
maybe bring a change to the conflicting world of Dungeons and Dragons editions.
Most of this however was based on various promises by the development team.
“We saw an audience that had been divided by differences in editions and play styles, and wanted to design a version of D&D that all players could experience and enjoy” ~Mearls
Wizards of the Coast Spoke very highly of these three things; finding what was common in every edition, establishing a strong and simple core and then adding in modularity.
In my opinion they are not doing this at all. First I’ll start with an example of not doing what is common in every edition. In at least three versions of D&D skills were optional, you could play completely without out them, with the exception of the rouge/thief. Currently in D&D next every class gets skills, every background gets skills and there is a skills specialty.
However maybe you could just cut all that if you wanted, right? Well that brings me to my next point every melee class gets Expertise Dice and practily every class feature is depend on these Expertise Dice, so to cut them would be cutting everything they currently have for the Fighter, Rouge and Monk. What makes it even worse is the Rouge is touted as being different from the fighter because he has Skill Mastery. So now skills are being used to balance classes against each other.
Sure maybe you could cut skills from all classes except the rouge and let them have skill mastery. But then lets not forget a lot of the rouges skills are not just “Rouge Skills” it could be Knowledge or Profession or Track it’s basically a complete list of 3.x skills with specific stat dependencies.
Well lets move on.
So what about these expertise dice, don’t like them and now every melee class doesn’t have their class features. Maybe you could play with no class maneuvers. Lets see you could rework sneak attack as that is now a maneuver and then remake the entire monk class and be left with a fighter who has no ability to cleave or precise shot. But that’s ok right not every fighter has to have maneuvers right, surely they even have an option for that. Nope every fighter has Expertise Dice if you don’t like it then rework the system yourself. Many people on the forums just say “well assume you use deadly strike every time.”
So for a straight and simple melee attacking fighter your either juggling when and how to use these special dice or at least assuming your spending them on Deadly Strike so for damage you’d be rolling something like 1d10 + 1d4 + Your Strength. That’s not too bad but certainly doesn’t look like a common thread throughout editions or a strong simple core.
Maybe you disagree with me though, maybe you think skills are a common thread and the Expertise Dice are a new way of handling common abilities. So lets move on again.
How about a very common thing like flanking or surprise, well in D&D Next this would give you advantage so Roll 2d20 and take the highest…..? Seriously roll 2d20 is a core rule for flanking and such. In what edition was this common? How about if your in a situation that’s bad were you would normally get a penalty; roll 2d20 and take the lowest. So unless your combat has nothing interesting going on your more then likely rolling two dice to hit. Sure you could just ignore it but as it stands that’s a core rule and has been for multiple playtest packets. I have seen no evidence that it will be bumped to being an optional rule, so you can’t just assume that either.
There are many examples of things like this but I’m going to give just one more. As it stands every current clerical healing spell works at range of 50 feet away. So cure light wounds is not a touch spell it is a power word that lets you heal your ally 50 feet away and still lets you attack that turn. This is the default option.
I have not seen any of these presented as optional or modular or any discussion from the development team saying that this is not their strong simple core. I see no common, strong simple core, and very little modularity. Even their critical hits are strange.
Maybe we will get lucky and by the end of the play test they will have a core that shows the common threads and simplest forms of D&D with options to adjust it to be what you want to play. But as it sits it is nothing more then an entirely new edition for which people will Edition War about!
My best judgment tells me this new edition will do nothing more the splinter the player base even further. I could go on with reasons why but this post is long enough already.
I wish the Development Team luck and hope the playtest goes well.
Unfortunately my players no longer want to play test D&D Next as they don’t want to deal with a new game or edition with new rules. We will likely be playing other editions of D&D and/or our own games. You can expect some future posts about Adventures Dark and Deep as well as a few custom content posts.
P.S. If anyone is interested in play testing the new edition I strongly recommend it as the more people play testing and sharing their opinions then the more likely it will become what the community or a larger community wants.
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