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Showing posts with label Castle Ravenloft. Show all posts
Showing posts with label Castle Ravenloft. Show all posts

Wednesday, October 12, 2011

Castle Ravenloft's Main Hallways


The first drawings of what became the main hallways of Castle Ravenloft.  There are 6 drawings here:  the first floor (top left), what became the second half of the first floor - or final part of the zone (bottom left), the parapets - which were never created (middle), a repeating-room void - which was never created (top right), and conceptual entrances to the chapel and spire (red, bottom middle/right).

The items drawn in blue were a first draft, later refined in red, and again in black.  The "parapets" section was never realized, nor was the repeating void area.  Instead of the void, which would have existed at the top of one tower, I decided to go with the obyrith grid in the past and future on the tops of two towers.  The void would have just been a repeating grid going downwards, while I think the Zionyn grids were much scarier.  The first draft was going to have players acquire 4 shards - to get a key to Strahd's chamber.  That was awfully close to Tharnadian Rifts quest, however, and instead went with a more thematic quest for the Dayheart and the Idol of Ravenloft to get the key, preceded by the two essences from the Zionyn/Obyrith grids to reach the Dayheart.

Another cool thing of note on here are some bonus mini-zones that I conceptualized for the Archives/Ravenloft Library (seen on the left side of the first floor hallway/top left).  Here's what they say:

1. Ferrick Bloodyfist Chronicles
2. The Fall of Waterdeep
3. The Fall of Leuthispar
4. The Reign of Kezyr-Dryn
5. The Legendary Tarrasque
6. The Barbarian Horde (Boadwyn)
7. The Might of Khildarak Strongstone
8. The Trials of Shinjin
9. The Trials of Maelborg
10. The Search for the Hammer
11. The Gift of Selune
12. The Wizards Duel
13. The Grell Hive
14. Tree Top Town
15. (blank)
16. (blank)

These were to be the titles of books that would be rareload teleporters in the Library/Archives, which on average 2-3 would load per boot allowing players to access small mini-zones that were thematic to legendary pieces of Duris lore and equipment to match.  15. and 16. were left blank here, but one that I actually did name was "Awaken, Mustakrakish!" - a reference to the popular cartoon Metalocalypse.  By the time I had finished the actual content of the zone, players were looking at ~3 hours at least to complete it and I put these on the backburner, where they've been since.  I do plan on finishing them, however!

I also think it is neat to see how the drafts progressed from blue to red, so did the different variables of the zone.  Like "vault" became "vault-false" with a secret entrance to "real vault", and the extra exit/servant's access entrance to the chapel alcove.

Friday, April 22, 2011

Castle Ravenloft In The Realm of Barovia

(click to enlarge)


Castle Ravenloft, sitting atop Mount Ravenloft, the foreboding mountain range that dominates the northern reaches of the realm of Barovia.  The city of Barovia, seen on the bottom of the drawing, leads into the wilderness of Barovia2, which eventually leads to the outer gates of Castle Ravenloft.
This above drawing was a conceptual image drawn to better understand where some of the featured portions of Barovia2 will be and be in relation to each other.  The Ivlis Marsh to the west of Ravenloft Chasm, the crossing marked between them.  The Tser Falls and Lysaga Hill topped with the ruined tower of the Mountain Fane.  Crystal and red dragons added later to create additional areas of interest.
Castle Ravenloft has two little blips at the ends of lines above it, to suggest it had two towers that take you to separate segments.  (Had conceptualized a part of this to be similar movement-initiated group teleporting.. like inTransparent Tower.)

Barovia2 is pretty direct.. kill the mobs, get the keys.  It retains the style of Barovia1 but is led much differently.  For example, Barovia1 has some specific segments that one can choose to do for certain equipment, or only epics.  And rooms are simple streets/intersections with wandering mobs and clumps at the cross-roads.  Barovia2 is a wide-open set of grids with wandering aggros and a couple quest mobs, much more like Jotunheim.