Forget what I said last time about the first labyrinth. In fact, it’s not even the first labyrinth. ;-) Not only did I discard my previous idea and go with a different one, I also switched its order to last (or third, for those keeping count). Basically, the first idea involved a bunch of connected rooms, but once I started thinking about how I would fill each chamber, I decided it was restricting me too much. I mean, I could put in traps or creatures, but that just seemed to limit the variety of what I could do. So, dejectedly, I laid down for a nap and came up with a fresh idea. Instead of connected rooms, I went with something that on the surface appears more conventional, namely just hallways and rooms (like any other dungeon). However, what I have in mind are a series of surprises that I hope will keep the players guessing to the end.
Today I was busy working on the second labyrinth, which consists of platforms surrounded by lava. Characters have to jump between these platforms without falling, or face certain death. To make things more interesting, some of the platforms are booby-trapped, including some that fall into the lava once someone lands on it. Others will have creatures (with ranged weapons) to attack the characters as they transverse the platforms. I call this a labyrinth because there is a safe “path,” but the characters will need to find it through trial and error.
I also revisited the side view of the Klixian home city Tholos today. As I mentioned before, I wasn’t very happy with it, and frankly I’m still not. However, I fired up Bryce and did some different mountains in the background and a different sky. I also tweaked the shading a bit, to give it more depth. It’s not great, but I think players will want to know what the city looks like from the side. Judge for yourself:
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