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| #1ChigaruNov 22, 2009 12:18:08 | So I've got my players hunting for an Emerald Claw hideout in the Fallen district of Sharn. I've set up some precedence at the kind of enemies they'd be fighting (bullywugs and undead), and the boss is a Skullborn necromancer, who's partially Genre Savvy: specifically, he knows how adventurers think and has them wandering through a "dungeon" that he's set a variety of traps and pitfalls in for his own amusement. Still, I've never run a "classic" dungeon crawl before, so I'd like some help designing some memorable encounters and moments. So far, environmental hazards I've thought up involve walls and pits lined with spikes, which are broken shards of the Crystal Tower that fell into Fallen. The bullywugs are there because it's so deep within Fallen that there are plenty of areas where water collects into former sewer systems, providing the bullywugs with a nice habitat that's close to the sea if they need to get there. Because of this I've thought of having some water-related skill challenges like flooding rooms and pipes, but I haven't started putting those together. Anyway, I'd like to know what other people have to recommend for this kind of adventure, and how my brewing ideas can be turned into something great. Perhaps share details about previous adventures of this sort that you enjoyed. Thanks in advance. |
| #2GiloNov 22, 2009 15:21:08 | I was planning a session in the Fallen district (which was cut somewhat shorter then I anticipated), some of the ideas I was playing with: 1. A tower that was partially rebuilt after the fall of the Glass Tower - a secret floor was added (with a very low ceiling) elevators will skip that level. A group of halflings from the Boromar clan run an illegal alchemy workshop here, any creature larger then Small suffer the squeeze effect while on this floor. 2. A secret smugglers tunnel (The Goonies themed) leading all the way down to the waterfront/Mud caves area. DMG2 has some useful terrain powers and traps you can use: Rope Bridge, Ruined Wall (p.63), Water-Filling Chamber Trap (p.67). and the Mad Alchemist functional template (p.129) for the alchemy workshop halflings. |
| #3noneedforanameNov 22, 2009 16:07:48 | When I come up with a dungeon crawl I really try to think of it as a micro ecosystem. Every predator has a prey, every trap has a purpose, every undead has a story as to why how it got there and why it stayed. If I have a species thats "owns" the dungeon (like your bullywugs and thier master) I usually have them only occupying part of the dungeon. There is usually a bigger badder monster roaming around that they are more afraid of then some random adventurers wandering around. The traps should appear to be designed for that monster. I also like to think of the trap designers, thier technology level and who else might've put in traps before them. My hope is that the PC will be able to look at a trap and be able to deduce a little history of the place from it. Also think about the evidence that creatures would leave behind to clue PCs in on what's ahead. Even lack of evidence can be a clue ("hmm, there's no bullywug footprints in the dirt of this chamber, I wonder what they were avoiding") I'm not sure if that helps at all, the only other advise I can think of is writting very detailed descriptions of every room and remember to think in three dimensions. Hope that helps. |
| #4howlofmemoriesNov 22, 2009 19:11:42 |
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