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<blockquote data-quote="WizarDru" data-source="post: 785185" data-attributes="member: 151"><p>Okey-doke. We're back. After the roller-coaster ride of pain that was <a href="http://enworld.cyberstreet.com/showthread.php?s=&postid=756905#post756905" target="_blank">The Durance Vile</a>, we're on track for the <strong>Crypt of the Shadow-Taker</strong>.</p><p></p><p>Which brings me to the next request for ideas. Traps, I've got now, from here and other sources. But let's talk about the dungeon environment. How to make it otherworldly?</p><p></p><p>Here's the basic concept for the Crypts: using the concept that Forge of Fury did, namely separate but distinctly different styles and locations, essentially creating several 'sub-dungeons', forcing the players to switch both tactics and gears, possibly even having to retreat more than once to change spell load-outs, and so forth.</p><p></p><p>Problem number one: How to keep them in the actual dungeon? I intend to have sections of the dungeon either co-terminous or actually IN other planes (even if they're just demi-planes) to partially limit mobility. What other things do I need to be aware of and plan for. A <em>forbiddance</em> effect is a start, but the characters have access to some serious mojo, with a high-level cleric, druid and wizard.</p><p></p><p>Problem number two: What kind of nightmarish things will serve the Shadow-taker? Undead, sure, but not <strong><em>just</em></strong> undead. That gets boring, and cheats several characters from using their special talents (such as sneak attack, improved critical, and so forth). Plus, many of the undead are going to be sitting ducks to the cleric/hunter of the dead/radiant servant.</p><p></p><p>The goal here is, as always, to never rob the players of their abilities, other than for a short time. The first battle in Durance Vile, for example, was a mixed bag: some players had lots to do, others had very little. The next session everyone had a chance to shine. That's the admirable goal. Since this will be a dungeon session, with lots of encounters and traps, I'm not as worried on the individual encounter level, as long as <strong>overall</strong>, everyone has their chance.</p><p></p><p>I do intend to use beasties that are invulnerable, unless their weak spot is found. I don't want pure force to be the way to win the day. One thing I truly enjoyed about Forge of Fury was how it could be approached from several different angles, and proper tactical thinking was rewarded. I want to do that here...but I also want a dungeon built specifically, over time, by an evil and powerful being to keep his enemies and the surface world out. I'm also itching to unleash a veritable swarm of some sort of low-level beasties, probably not dangerous, per se, but interesting.</p><p></p><p>Scrying will be blocked in whole dungeon areas. I may even have a 'scrying-feeback' enchantment running, to counter such things. The meepites rarely depend on divining spells, but I'll need to consider them, at least.</p><p></p><p>So, there's the starting parameters, folks. Hit me with the good stuff! Shower me with the ENWorlders wonderful ideas. The ideas you feed me often lead me to other, equally interesting ideas, even when I don't use yours. </p><p></p><p>Let's brainstorm!</p></blockquote><p></p>
[QUOTE="WizarDru, post: 785185, member: 151"] Okey-doke. We're back. After the roller-coaster ride of pain that was [URL=http://enworld.cyberstreet.com/showthread.php?s=&postid=756905#post756905]The Durance Vile[/URL], we're on track for the [b]Crypt of the Shadow-Taker[/b]. Which brings me to the next request for ideas. Traps, I've got now, from here and other sources. But let's talk about the dungeon environment. How to make it otherworldly? Here's the basic concept for the Crypts: using the concept that Forge of Fury did, namely separate but distinctly different styles and locations, essentially creating several 'sub-dungeons', forcing the players to switch both tactics and gears, possibly even having to retreat more than once to change spell load-outs, and so forth. Problem number one: How to keep them in the actual dungeon? I intend to have sections of the dungeon either co-terminous or actually IN other planes (even if they're just demi-planes) to partially limit mobility. What other things do I need to be aware of and plan for. A [i]forbiddance[/i] effect is a start, but the characters have access to some serious mojo, with a high-level cleric, druid and wizard. Problem number two: What kind of nightmarish things will serve the Shadow-taker? Undead, sure, but not [b][i]just[/i][/b][i][/i] undead. That gets boring, and cheats several characters from using their special talents (such as sneak attack, improved critical, and so forth). Plus, many of the undead are going to be sitting ducks to the cleric/hunter of the dead/radiant servant. The goal here is, as always, to never rob the players of their abilities, other than for a short time. The first battle in Durance Vile, for example, was a mixed bag: some players had lots to do, others had very little. The next session everyone had a chance to shine. That's the admirable goal. Since this will be a dungeon session, with lots of encounters and traps, I'm not as worried on the individual encounter level, as long as [b]overall[/b], everyone has their chance. I do intend to use beasties that are invulnerable, unless their weak spot is found. I don't want pure force to be the way to win the day. One thing I truly enjoyed about Forge of Fury was how it could be approached from several different angles, and proper tactical thinking was rewarded. I want to do that here...but I also want a dungeon built specifically, over time, by an evil and powerful being to keep his enemies and the surface world out. I'm also itching to unleash a veritable swarm of some sort of low-level beasties, probably not dangerous, per se, but interesting. Scrying will be blocked in whole dungeon areas. I may even have a 'scrying-feeback' enchantment running, to counter such things. The meepites rarely depend on divining spells, but I'll need to consider them, at least. So, there's the starting parameters, folks. Hit me with the good stuff! Shower me with the ENWorlders wonderful ideas. The ideas you feed me often lead me to other, equally interesting ideas, even when I don't use yours. Let's brainstorm! [/QUOTE]
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