| Post/Author/DateTime | Post |
|---|---|
| Magrus05-09-07, 11:13 AM | I'm making a game based loosely on the action parts of the movie Labyrinth for my players to run as a goofy game. The players are pulling their friends into it now as they are having fun. I switched some of the things around for a darker, more dangerous feel. The goblins have weapons and try killing you. The little eye stalks and worm on the wall are spiders instead. I've officially creeped out my long time players, and they're eager for more. Anyone have any random advice in how to make use of good dungeon crawl concepts to add a bit of flavor to the place? I'm using illusionary walls a lot. They've completely missed several things I had planned, including a chest of monster treasure to make up for all of the XP they are getting for finding these secret passages. (Monster treasure being only 700 gp, but they're still 1st level. :p) The rogue also snuck off on his own and backstabbed the goblins that were good and would have helped them with the nasty things up ahead. :evillaugh I'm also trapping the illusionary walls, and they circumvented the logic trap, and the pitfall to the lower levels. Just for some concepts of what I am doing. They older players know they may skip whole sections of the game by the time they get to the end. Not everyone is aware of this though. It's a way for me to train new players in the game and give the older players a refresher course in creative thinking sans the metagaming that permeates all of us from long time gaming. The new guy found the illusionary wall by swinging his sword at it, the older players were trying to scale the thing and search for traps. :P I'll doing mapping and NPC creation for the next few hours, I'm starting this up at 5:30 NY time, so if you folks have suggestions I could throw in here, lemme know! |
| Return of the Flumph05-09-07, 01:06 PM | Some ideas: -A four way intersection whose exits switch places at random intervals. -Quicksand on the flagstone floor (looks like flagstone, acts like quicksand) that drops one or two party members in an underground dungeon they need to escape. -Something that can jump or fly over the walls. -Teleporters. -Divine rank 1 David Bowie. |
| Magrus05-09-07, 02:48 PM | -Divine rank 1 David Bowie. Ha! I love it. I am going to make a goblin king for the main level boss. Eventually. I dunno what I am doing, but I may make it a weirdo bard to fit that. Currently I'm taking a break, but I was mapping extensively. I've got secret doors that lead to everything under the sun from stair ways down to dead ends with invisible doors that lead to treasure, to nasty critters, whatever. I have a pit trap set up to take them down to level 3. That will be ugly if someone falls in there. However, it's in a relatively "safe" room, for 24 hours. They party could theoretically make it there with some smart choices without falling into the hole after them. If they do all drop down, it will be very rough going. If they don't make it down in time, the player that fell is pretty much food for my monsters and will need to reroll a char. I did put in a teleport room. I doubt they will roll high enough to be able to identify what it does, if they step into it though, it sends them to a town. I figured I would be gentle with the first teleport pad. They've past the room though, so would have to backtrack to get to it. Any other ideas are welcome. This thing is going to be monstrously huge so eventually my creativity will run out. |
| sdragon198405-10-07, 10:30 AM | There used to be a boardgame where the players would wander through a maze, looking for treasure. The catch was, each time one took a turn, they could change the maze by moving tiles. Maybe you could incorporate something like this, for changing walls? And what about junkyards, or magic apples? Bog of Eternal Stench Will Save DC 30 or be nauseated when within 50ft. of bog terrain; Reflex Save DC 50 or be contaminated when in bog terrain. Contamination If a character fails their reflex save for any round while in bog terrain, they become contaminated. A contaminated character takes a -10 to Hide and Move Silently skill checks, and can't apply their CHA bonus to any skill check. Also, any character within 25ft. of a contaminated character must make a Will Save at DC 30 or be nauseated for 1d6 rounds. Each time a character becomes nauseated in this manner in a single day, they gain an accumilative -1 for the number of rounds affected (IE: First time the character is nauseated for 1d6 rounds. Second time, for 1d6-1 rounds, third time 1d6-2 rounds, etc.), as they become accustomed to the stench. The duration of this effect can never be less then 1 round. Just some thoughts ;) |
| Magrus05-10-07, 10:40 AM | Heh, I was debating on whether to write up rules for the bog of eternal stench. I like those. It makes it so they may end up with some horribly smelling character for the next few levels until they get a spell that can fix it. Now that is a flavor aspect that keeps on going. I'll need to reason where to put it. Preferably, somewhere around level 3 of the dungeon I think. That way, they should be at least 3rd level, depending on how far they cross into the center before descending. Closer to a Remove Curse spell being accessible. Also, if it's below ground, it leaves it so there could be a trap door that drops into it the party couldn't see. Now, beyond that...I'll have to find an abberation or something that may hunt around the bog. Something that makes it hard to hide for everyone that comes into contact with it should naturally be a focus for indiscriminate scavengers. |