Search found 72 matches

by arlanni
Fri Nov 09, 2007 10:53 am
Forum: DCC-2008 Tournament
Topic: Design Discussion
Replies: 64
Views: 893

Adrian, Thanks for copy/pasting the e-mails so everything is in one place. The Greek theme is sounding better and better. One night in December I think we need to meet at a diner, eat some pie, and continue developing this concept. Meanwhile, we get an extra year to plan the Devil-Lich's return! Chris
by arlanni
Fri Nov 09, 2007 6:15 am
Forum: Castle Whiterock
Topic: Castle Whiterock
Replies: 247
Views: 350822

Maldroth, Yes, you can leave the dungeon in between adventures. It was actually designed that way, which is why we included the gaz. material on Morrain, and designed the entire city of Cillamar. Cillamar is the closest settlement so it has inns (one central to the plot of the adventure), equipment ...
by arlanni
Mon Sep 10, 2007 10:12 am
Forum: Adventure Design
Topic: By Request: The Writing of Whiterock
Replies: 29
Views: 123782

Lol. Argamae, that is too funny. In honor of Mr. Cook, I originally planned to have a 10x10 room with a single orc guard and a tasty pie somewhere in the upper levels of CW. I just never got around to it. Should I have known pie was going to be such a theme in our post CW discussions, the room would...
by arlanni
Fri Aug 31, 2007 9:41 am
Forum: Adventure Design
Topic: By Request: The Writing of Whiterock
Replies: 29
Views: 123782

I'll try to keep up with this thread, and add to Adrian's comments as needed. Believe it or not, the concept of Castle Whiterock was generated at the same meeting (with Joe Goodman, at an Irish pub in Valdosta, Ga) we laid the foundation for Crypt of the Devil Lich. If I have my dates correct, that ...
by arlanni
Wed Aug 22, 2007 4:16 am
Forum: Castle Whiterock
Topic: Castle Whiterock
Replies: 247
Views: 350822

Yes, CW is part of the Known Realms. We even referenced CW and Cillamar in DCC #35.

Harley is close on the DCC tie-in comment. CW includes tie-ins with all DCCs #0 to #35B, with a few in the 40's to boot. Somewhere in the boxed set is a list, as a few are very obscure.

Chris
by arlanni
Tue Apr 17, 2007 5:11 am
Forum: DCC Modules - 3E
Topic: Legends are Made, not Born -- Castles & Crusades Style
Replies: 25
Views: 38340

Jediore, Chris Doyle here. I just wanted to let you know how much I'm enjoying this thread! Keep 'em coming! I'm glad you are having a blast-I had a great time writing Legends, and I love hearing how others tackled the challenges. I also share in your joy of having a wife who games. My wife has actu...
by arlanni
Wed Mar 21, 2007 8:35 am
Forum: DCC
Topic: DCC Urban Crawl
Replies: 32
Views: 837

Harley, This is a great idea, and long overdue for GG. The thought process should also be applied to "Wilderness Crawl Classics", along the lines of the Isle of Dread. Instaed of Urban Crawl Classics (UCC), what about "City Sprawl Classics" (CSC#1, etc.). Sprawl is a term always ...
by arlanni
Fri Jan 05, 2007 9:38 am
Forum: DCC
Topic: Whiterock
Replies: 69
Views: 981

Hey guys, Sorry, I kinda forgot this thread was here on the website. I've just caught up on all the posts (a xornist, huh?). You guys are doing a great job fleshing out all the minor details. I like the the gnomish rail cart system, now destroyed. It could provide the seed for a related adventure. I...
by arlanni
Wed Dec 13, 2006 9:23 am
Forum: DCC
Topic: Whiterock
Replies: 69
Views: 981

Jeff,

No problem with altering the distance between Cillamar and Castle Whiterock. We just need to be consistent in the text of the adventure.

One (or two) days via horse is fine with me.

Chris
by arlanni
Mon Dec 11, 2006 9:48 am
Forum: DCC
Topic: Whiterock
Replies: 69
Views: 981

Hey Guys, Here is what is needed: 1. The castle is about one day travel from Cillamar on foot. (This can be altered, but Cillamar needs to be the nearest settlement. Or we rename it the large city on the bay. 2. The castle is in a mountainous region, situtaed on the edge of a caldera lake. During an...
by arlanni
Tue Oct 31, 2006 9:31 am
Forum: DCC
Topic: Whiterock
Replies: 69
Views: 981

Damn, now I need to dig out my copy and look... :shock: Not so much the format, but the type of tidbits included. I also liked the way the geographical regions had their own blurb. For example: Say the PCs rout some goblins from the castle. Where do they go? What about the nearby tribe in the Deadwo...
by arlanni
Thu Oct 26, 2006 8:18 am
Forum: DCC
Topic: Whiterock
Replies: 69
Views: 981

Jeff,

Can I have your e-mail address? I'll send you the Inn of the Slumbering Drake file. There are many cool tidbits in there. Adrian is handling the rest of the town. Feel free to use (my work e-mail) doyle@alliedbiological.com to contact me directly.

Chris
by arlanni
Wed Oct 25, 2006 4:54 am
Forum: DCC
Topic: Whiterock
Replies: 69
Views: 981

Jeff, Its a pleasure to work with you. Adrian and I have rough outlines for all the levels, with some specific encounters fleshed out. Levels 1-6 and 8 are pretty much done, but we have no problem going back in a tweaking things to tie in to the dungeon. As for the surrounding lands, I was thinking ...
by arlanni
Fri Oct 20, 2006 9:13 am
Forum: DCC-2007 Tournament
Topic: Design Discussion
Replies: 60
Views: 1209

I like it. Nice to get a nature/animal feel to a dungeon crawl. I like the hook- go get the fleeing animals. Sounds like something fledgling PCs would be up for, and something a master would send his apprentices on. We should tie the master into the later rounds. Such as the half demon knocking off ...
by arlanni
Fri Oct 13, 2006 7:55 am
Forum: DCC-2007 Tournament
Topic: Design Discussion
Replies: 60
Views: 1209

Whoa! Adrian has outdone himself again. He's like a radio station that just plays 80's music: the hits just keep coming. I like the Ironwood Tower idea. A living tower=a nice (small) dungeon for our PCs frought with all sorts druidic and elemental baddies. I say we run with this idea. An evil druid ...
by arlanni
Mon Oct 09, 2006 9:39 am
Forum: DCC-2007 Tournament
Topic: Design Discussion
Replies: 60
Views: 1209

Adrian makes some good points. I agree, whoever designs area 4 should be a veteren designer we've worked with before. I also agree that the healing should be limited. I think its great to "change things up" for round three. Use the players knowledge against them! What once was a secret doo...
by arlanni
Fri Sep 22, 2006 8:33 am
Forum: DCC-2007 Tournament
Topic: Design Discussion
Replies: 60
Views: 1209

Harley, I like it! It has an old school feel. I envision area 4 to be a meaty encounter (ala the Castellen in VotDK). There should be alot to do in that room. We need to make sure the starting encounter funnels the PCs to their chosen (by us) adventure path. You know" You trudge down the sewer ...
by arlanni
Mon Sep 18, 2006 1:03 pm
Forum: DCC-2007 Tournament
Topic: Design Discussion
Replies: 60
Views: 1209

Last I heard he'd sworn off writing forever. Of course, he's done that three or four times, and I hear the fifth time's the charm!

Wow, was DCC #15 that bad?[/quote]
by arlanni
Fri Sep 15, 2006 8:11 am
Forum: DCC-2007 Tournament
Topic: Design Discussion
Replies: 60
Views: 1209

Different themes for each of the round 1's is fine. The hard part will be balancing the encounters so team A doesn't feel shafted b/c their encounters were more difficult. With EL's and CRs (boy we love 'em), its easier to balnce encounter then in the old days. I side with Adrian on the cleric assas...
by arlanni
Thu Sep 14, 2006 8:45 am
Forum: DCC-2007 Tournament
Topic: Design Discussion
Replies: 60
Views: 1209

Funneling the PCs in the team tourney is important. Give them a few choices, but go with Josephs idea that the final encounter can only be acheived after the PCs perform A, B, C, etc. Vault was like this on level 1. Also refer to the layout of Crypt , for an example of a few choices, but really is a...
by arlanni
Mon Sep 11, 2006 8:54 am
Forum: DCC-2007 Tournament
Topic: Things to remember for 2007
Replies: 3
Views: 92

Right you are Harley, regarding traps. In DCC #0 I had to get creative and come up with Spot checks to give the PCs a chance to avoid some of the traps. During the playtest, it worked well.

Chris
by arlanni
Fri Sep 08, 2006 8:03 am
Forum: DCC-2007 Tournament
Topic: Design Discussion
Replies: 60
Views: 1209

I agree 100%. The tourney module should be only 6-7 encounters per round. And by adding "blank rooms", it only slows the teams down. Although not realistic (but then again again pre-selected spell lists and replenishing hp between rounds aren't either), I say we add the dungeon dressing in...

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