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| #1nimrandAug 03, 2008 15:53:42 | I'm working on an adventure for a party of 2 level 1 adventurers. Many of the details are sketchy, but the gist of the adventure is that the party is sent by a wizard to a dungeon where the wizard believes there are some lost tomes that the wizard needs for his research. The dungeon is an ancient workshop that belonged to another wizard who was famous for building constructs/golemns. No one is known to have entered this workshop since the ancient empire fell, but it is believes that within it is a library that contains much of the dead wizard's lore. In addition to the combat encounters, I wanted to throw in some skill challenges as well. When the party reaches the workshop (which is deep in the woods), they encounter two Clay Scouts (Homunculi) disguised as statues guarding the entrance. My idea is that after the scouts are taken care of, they enter the dungeon, but find it warded with a trap designed to keep out intruders. Here is what I have so far:
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| #2danmarlokAug 03, 2008 18:44:48 | Depends on how harsh you want to be. Generally it's a good idea not to blow up the adventure though because they failed so we don't want to be that harsh. In general. Obviously the trap isn't going to destroy things unless there's a second copy. So that's an idea. Have the place blow up but a careful search reveals clues to a secondary location that's located in an even more remote location the ways in to which are guarded by various tribes or other dangers. The wizard could be counting on there not being enough people to bypass the runes, he used his constructs to stand on various runes while he walked the path, that keeps X players in the room. Then just nuke the room when the trap is triggered and then have it reset and they can try the challenge again at an easier path, perhaps give them their correct answers as successes on the second check. Or maybe it randomizes and they have to do it again from scratch. The wizard was a construct kind of person so perhaps even tougher guardians could unfold from the walls. Although why he'd have those there and not outside I'm not sure. Give the players the option to go back to town and do a research skill challenge to come up with more information that would grant them bonuses on figuring out the problem. Have the room blow up or lock down or whatever but in so doing the ancient mechanisms break and a breach is opened that provides a path further. Anything helping? |
| #3nimrandAug 03, 2008 21:22:11 | Yes, thank you. Those are a lot of good ideas. I particularly like the idea of the trap locking things down, but then causing a collapse that creates a second pathway. Maybe the collapse destroys some of the books the party was after, and so the party will get less monetary reward. That fits with the flavor I had envisioned for the dungeon fairly well: an old workshop that's slowly falling apart. The other option I'm leaning towards is having it teleport the intruders to a jail cell in the workshop's basement. Because the workshop is abandoned, there is no one to guard the cell, so the party can thieve or bash their way out. But, the party now has to work their way up to the main floor, and fight some nasties along the way. |