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5/1/2006 10:04:27 AM
PostID: 13072
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History: Adhala Stargazer was a prominent wizard. She was obsessed with illusion magic and her crypt reflects her school of speciality. Knowing her reputation and the likelyhood of adventurers ravaging her tome Adhala devised a sort of training ground for worthy adventurers.
Description: A crumbled tower juts from the ground. The tower looks as though it has been abandoned for some time. Moss covers the majority of the tower and the tower's roof has long since collasped. (Adhala's illusion makes the "tower" look different depending on the viewer so different people see different things. An elf might see a tree house, a half-orc might see a large battle tent, and a drunk might see an abandoned tavern.)
Note: It is only upon further examination that hopeful pillagers find a starting point for their expedition. A door, cave, or stairs lead down in the basement of the tower. Upon examination of the room a riddle can be found that also changes for the individual. The riddle typically has something to do with a personal struggle or secret in their past. Only upon answering the riddle will a door appear. Those who answer their riddle may step through. Inside any group of heros can find any number of challenges. They could find themselves fighting a dire shark underwater, a troll in a swamp, a yeti in the frozen tundra, an ancient wizard in his tower, or anything of the imagination (literally). Any number of encounters are possible. It depends on the group who stepped into the portal. Adhala pushes the group to their limits. When the encounter is finished adventurers who survived find themselves in a dark void by themselves. Adhala speaks to the adventurer privately. She congratulates them on their success, gives them some words of wisdom, and gives them an item to help them on their future quests. After they are given the item, the room ceases to be dark and they find themselves exactly where they need to be, though the hero might not know it.
Design notes: I can develop this more but I ran out of time due to finals for college. Anyone is free to steal this idea and make it their own. I regret not being able to finish this as I had high hopes. Oh well, maybe on the next contest ;)
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Noble
5/1/2006 10:05:46 AM
PostID: 13073
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Read this one, I fixed my wording with his post.
History: Adhala Stargazer was a prominent wizard. She was obsessed with illusion magic and her crypt reflects her school of speciality. Knowing her reputation and the likelyhood of adventurers ravaging her tome Adhala devised a sort of training ground for worthy adventurers.
Description: A crumbled tower juts from the ground. The tower looks as though it has been abandoned for some time. Moss covers the majority of the tower and the tower's roof has long since collasped. (Adhala's illusion makes the "tower" look different depending on the viewer so different people see different things. An elf might see a tree house, a half-orc might see a large battle tent, and a drunk might see an abandoned tavern.)
Note: It is only upon further examination that hopeful pillagers find a starting point for their expedition. A door, cave, or stairs lead down in the basement of the tower. Upon examination of the room a riddle can be found that also changes for the individual. The riddle typically has something to do with a personal struggle or secret in their past. Only upon answering the riddle will a door appear. Those who answer their riddle may step through. Inside any group of heros can find any number of challenges. They could find themselves fighting a dire shark underwater, a troll in a swamp, a yeti in the frozen tundra, an ancient wizard in his tower, or anything of the imagination (literally). Any number of encounters are possible. It depends on the group who stepped into the portal. Adhala pushes the group to their limits. When the encounter is finished adventurers who survived find themselves in a dark void alone. Adhala speaks to the adventurer privately. She congratulates them on their success, gives them some words of wisdom, and gives them an item to help them on their future quests. After they are given the item, the room ceases to be dark and they find themselves exactly where they need to be, though the hero might not know it.
Design notes: I can develop this more but I ran out of time due to finals for college. Anyone is free to steal this idea and make it their own. I regret not being able to finish this as I had high hopes. Oh well, maybe on the next contest ;)
This post last edited on 5/1/2006 10:08:51 AM
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