Dungeon Master
Posts: 3160
Joined: Sunday, 5th August 2012, 14:52
Cut Lair to 4 levels, make a new Lair-difficulty branch
So, what that calls for (the way I see it) is a new branch that's approximately as difficult as the Lair, about 4 levels long, but different. Ideally the new branch would not introduce new monsters, or at the very least not many -- there are already a lot of interesting early game monsters, and there's already a lot of monster inflation, at least according to some. Given that these branches will try to avoid introducing new monsters, I'd like to see them do interesting things with terrain and structure or (worse) branch-specific gimmicks.
So, I have a few ideas I'd like to throw out and see if they spark anything before I get around to proposing a serious thread in GDD. I've put these in approximate order of how good an idea I think they are -- the ones that are less good ideas I'm pitching not because I think they're necessarily good as-is, but rather in the hopes that it'll spark something interesting from someone else.
The Chasm
Layout is mostly in the form of hallways between 2 and 7 tiles wide. The wider hallways have the middle formed largely from open air tiles. Players cannot be trampled into open air tiles. Players voluntarily stepping into open air tiles are shafted one level. There are also down hatches, but no up/down staircases. The top and bottom levels each contain a branch exit stair. Shallow water "streams" run between walls and some open air tiles, giving the sense of water running into the chasm below. Terrain features a higher-than-normal chance of generating triangular open spaces and 2x2 pillars, sometimes with one of the corners removed. Upon entering, the player receives a warning that it may be difficult to return once they go deeper.
Monsters should be a mix of bands, ranged threats, and some single melee threats. Example monster lists might include snakes, bands of ants, gnoll and orc bands with priests and slings or nets, hippogriffs and griffons, drakes (possibly including wind drakes as high-end threats), trapdoor spiders, kobold bands, bats, stalkers, jellies, centaurs, and manticores as high-end threats. Possibly vanilla nagas as well.
The bottom level may include pools of water and the branch opening to the water Lair branch. Slime could be here or in Lair.
The Caverns
8 level layout involving sharp, triangular terrain, with a few 2x2 pillars as above. It is contains a mix of single targets of varying power, fast monsters, and groups of monsters that may be backed by slow/statue-type monsters that could limit the number of "safe" paths through the area. Each level is relatively small, between 1/2 and 1/3 of a normal level size. Levels are joined by down-hatches, with branch exits on the 1st, 5th, and 8th levels. Upon entering, the player receives a warning that it may be difficult to return once they go deeper. The entrances to either Lair branch may be placed here, along with a random chance of the Slime branch entrance.
The Subterranean Forest
Terrain and enemies TBD; enemies will probably include a higher proportion of melee brutes than normal. Level generation places a number of fog generators around, such that visibility is shifting but frequently poor.
The Halls of Dread
Terrain features and monster set not yet considered. Inside the Halls of Dread, each time a monster notices the player, the player suffers a penalty. Possible penalties include -1 to AC/EV until monsters are not actively tracking the player, small but irresistible damage, and suchlike.
- For this message the author Lasty has received thanks: 3
- Brannock, doubtofbuddha, Klown