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Post by EdinNuir on Nov 12, 2013 6:07:11 GMT
Ever-Ascending/Descending Stairs As part of my 3rd encounter area being managed by a school of wizards and alike, i wanted to come up with some odd things to figure out.. and one of which would be that as a means of deterring adventurers a staircase would seemingly go on forever.. i don't figure this will last too long since the Mage in the group should be able to detect magic it relatively easily... however i want them to figure it out so i intend to make several sets of the same stairs all almost identical except perhaps 1 has a torch on the wall... one maybe has some creep busting in from a crack in the wall etc, so they when they potentially pass the same thing again and again alarm bells start ringing. As a reward for picking it up within a certain amount of passes they will either find the door at the top unlocked (1 pass), locked (2-3 passes) or locked with the few occupants aware of them..and hostile (4+ passes). Any ideas on improvement? have i made something too derpy? im still easing my way into DM'ing and the game so all advice is gratefully received ^^ ..... If its ok on the forum i intend to update either this initial post or this thread with any of the more interesting puzzles i doodle down.
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Post by EdinNuir on Nov 12, 2013 13:32:45 GMT
OK, a quick refresh of something i posted about on the previous forum, which i got some cool feedback on... (under a different name, i made a new account because i somehow broke my prev. one)
Early in the Campaign the group come across a knife/dagger on a Bandit's body (a body because they killed him in a fight).. Happily because our Dwarf Fighter had no skill checking items he picked it up and handed to the wizard, upon which its magical effect occurred.. When the dwarf held it, it was in the shape of a neat, precise Bronze hilted poniard, however when the elf wizard came in contact with it, the blade changed to a slender single edged and intricately decorated knife.
So for the future (session 3.. session 1 they got the knife) Whilst delving into the old fort the bandits we're occupying they'll come across rooms forced open etc (if they check on it)they'll also come across some NPC's held against their will hinting towards trying to get in somewhere. Toward the end of the Dungeon/Fort they'll come to a grand room with a mural bordering the room and statues either out and around the room or in alcoves surrounding the room... The mural depicts battle scenes and will have centralized in each portion some 'heroic' character defeating a foe.. Somewhere in the room will be a statue of that hero, and will be a statue of his adversary when coupled together will make up that scene, save for a missing weapon.. Which is where the blade comes in, im going to also have 1 NPC who vaguely knows about the blade and also the guy from session 1's room will contain notes about his discoveries about the place. After moving the statues in place (to create the statued representations of what is visible on the murals)... which should become very simple (str/dex checks to move... or creative methods) after the first is solved, heavy locks will be heard opening from the oversize door to the end of the room..
Behind the sealed door the player party will come across the vampires tomb.. theirs gimmicks with him as well due to the Wizards behind the bandits movements but i wont go into that..
Anyway, thought i'd just re-post this with the few additions.
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