Strolen\s Citadel content. 
Dungeons
Tundra/ Arctic
Style

4.21

7 Votes

33xp

ID:2483
Hits:8756
Comments: 8
Ideas: 0
Rating:4.21428571
Condition: Normal

Submitted:
April 4, 2006, 6:34 pm
Updated:
October 30, 2006, 2:13 pm





Voted Hall of Honour:
Cheka Man ( 1x )


Ice Caves
By: Scrasamax

Nothing but snow, nothing but ice and snow. I fear we will all loose our minds out here. Even the caves have frozen into ice… 

from the collected notes of an unknown explorer.

The Ice Caves offer a new avenue of non-subterranean dungeon-crawling. With the typical avenues of sculpted tunnels, chambers, and slick flows, the danger of an unseen pool is all the great. Even away from the wind, the PCs are constantly exposed to cold, making spending the night, resting to regain spells, and other options far from preferrable.

What is different?
The biggest difference in an ice cave dive is the presentation of the setting itself. Rather than massive weight of dark stone, the ice itself can be as clear as glass, or milky opaque. The upper caves could have their own illumination from light filtered through the walls. Some ice loving creatures could have even crafted the walls, and supports to channel light in such a manner. The color palette is going to be predominantly white and blue, becmong darker and darker blue until the light is lost due to snow cover, or simple depth.

Lifeforms in an ice cave are going to be radically different from those in a traditional stone dungeon. There is little food, no warmth, and not much biomass for fungus and such to break down. Consequently, the ice cave is going to be cleaner than a rock and stone cave. More things are likely to be frozen into the walls and floor than encountered, wandering about.

What is the Same?
The principle motion behind an ice cave is wind, drainage and temperature variation. Clear ice froze at a much lower temperature than milky ice, and milky ice will melt first. So a warm spell might cause veins of milky ice to melt, leaving behind the stronger clear ice. Combine this with ice sheets buckling, rolling, and otherwise acting like techtonic plates creates a suitable enviroment for an ice cave system. Salt water could also erode out ice caves, possibly making the entrances and such for the caves.

Why Use Ice?
Aside from simply changing the backdrop of a dungeon, the change from stone to ice removes many things that the tradition PC will take for granted. It removes all those special stone-work advantages of dwarves and elves, since ice isnt stone. It makes the PCs be more active, not letting them have time to lounge around, start a fire and rest, restore spells and HP by time. A fire could cause a roof collapse, resting too long invites hypothermia and frostbite. The PCs could even become lost in a funhouse like area of light refraction.

Plot Hooks
The Cold Path - Rather than crafting a complete ice dungeon, the entrance to a new underground warren/sunken ship/location has been covered by ice, and the passageway is somewhere beneath. Once the PCs trek through a mile or two of ice, they find the main entrance and welcoming embrace of the cold earth.

Ice Age - The McGuffin was lost in a north expedition/raid. The trail of the item was lost near a poorly known glacial area, and there are rumors of ice caves full of terrible spirits. The PCs investigate.

Shaken, not Stirred - The PCs are sent to find elemental ice, ice that will never melt. Supposedly it rests at the heart of the ice caves. Fun for parties or a greater evil?

Short, but added since the Arctic/tundra category had no entries. See Ice Age, the movie for a good ice cavern.



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Comments ( 8 )
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Voted MoonHunter

2006-04-05 12:07 AM
Link: [2483#14062|text]
0xp
Okay. The write up was a great one 4. Plus 1 for the best darn dungeon write up I have seen in a long time. Plus 1 for filling in an empty gap in the category. sorry can't vote a 6, so I guess I just have to give you a 5 and two paws up.
Voted Cheka Man

2006-04-05 09:46 AM
Link: [2483#14070|text]
0xp
5/5. An ice cave will be a whole new envioroment to game in.
Voted manfred

2006-04-05 09:59 AM
Link: [2483#14071|text]
0xp
Hooo! A new dungeon style! Thanks for filling the hole again, with a great post, too.

To the caves!
Voted Drackler

2006-04-05 02:10 PM
Link: [2483#14084|text]
0xp
Great idea!
Voted Murometz

2006-04-06 09:24 PM
Link: [2483#14138|text]
0xp
I guess I'll be the lone voice of dissent. Why is everyone gushing about this being such an "new" thing? "new dungeon environment?" ummm "6??".

As always, it is written VERY WELL! But I dont get the uproar??? Haven't you all sent your players through ice caves countless times? Is this really a brand new idea?? My pc's have frozen their backsides off in ice caves thousands of times!

Ice caves are cool(hehe) dont get me wrong, and fun to play in. This sub does a great job describing said caves for gaming purposes, but ummm...they are ice caves! I know you've played in them before!!

I vote 3.5 which according to rankings means "Sweet Idea", which it is.
Voted CaptainPenguin

2006-04-08 08:14 AM
Link: [2483#14182|text]
0xp
I agree with Mur. It's been done.

3/5.
Voted Pariah

2006-04-11 09:05 PM
Link: [2483#14340|text]
0xp
This helps me a bit with my Europa stuff.
pureionized

2006-06-07 03:21 PM
Link: [2483#16260|text]
0xp
its a great post this one

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Master of the Citadel
Culture/Religion: based on fear and respect. Gods are very dangerous creatures, sometimes friendly, often not. Temples are the way to make contact with them... if not easier, then at least more concentrated in one place. Were it not for the temples, gods could be running amok among the people. Therefore, mortals have to keep the gods close to temples, entertained and worshipped. It doesn't make the bad ones any friendlier, though (and is no guarantee some won't go on trips now and then). Still, there have to be priests that are hardy men, able to survive the rigours of their position, get a sufficient number of worshippers to make the gods feel important enough, and mediate the contact between mortals and immortals.
By: manfred | UpVote