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General Tabletop Discussion
D&D Older Editions
The Three Pillars of RPGs - How to Integrate into 4E?
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<blockquote data-quote="Quickleaf" data-source="post: 5812570" data-attributes="member: 20323"><p>In an older 4e campaign I ran the party thru a hardcore dungeon crawl. I think they were at 4th or 5th level and were hankering for an old school hack em up with old school exploration. And since I love having RP in all my games, I put that in the Ruins of Drowned Amandeir.</p><p></p><p>The dungeon was partially submerged so at various points there were water "puzzles" (more problem-solving really) to get around the ruins.</p><p></p><p>There were also a couple optional clues the PCs found thru problem-solving...I recall a strangely patterned gate that when properly backlit revealed a glowing map of the ruins (before they were ruins).</p><p></p><p>The dungeon was haunted so there were ghosts the PCs periodically interacted with. Plus there was a lot on inter-party RP because they had locked themselves inside the dungeon to escape a large enemy force, but they also were trying to reach an objective before their nemesis.</p><p></p><p>I also had a mystery about how the ruins came to be thru treachery of an NPC, which could have made their fight against a blood elemental significantly easier and given them an upper hand in dealing with the oracle dragon later...but they totally ignored it. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>That particular dungeon was small, lasting 3 sessions maybe, but it was the best I've ever run because it had old school exploring, great set piece fights, and opportuniis for RP. All that was missing were meaningful random encounters...</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5812570, member: 20323"] In an older 4e campaign I ran the party thru a hardcore dungeon crawl. I think they were at 4th or 5th level and were hankering for an old school hack em up with old school exploration. And since I love having RP in all my games, I put that in the Ruins of Drowned Amandeir. The dungeon was partially submerged so at various points there were water "puzzles" (more problem-solving really) to get around the ruins. There were also a couple optional clues the PCs found thru problem-solving...I recall a strangely patterned gate that when properly backlit revealed a glowing map of the ruins (before they were ruins). The dungeon was haunted so there were ghosts the PCs periodically interacted with. Plus there was a lot on inter-party RP because they had locked themselves inside the dungeon to escape a large enemy force, but they also were trying to reach an objective before their nemesis. I also had a mystery about how the ruins came to be thru treachery of an NPC, which could have made their fight against a blood elemental significantly easier and given them an upper hand in dealing with the oracle dragon later...but they totally ignored it. :) That particular dungeon was small, lasting 3 sessions maybe, but it was the best I've ever run because it had old school exploring, great set piece fights, and opportuniis for RP. All that was missing were meaningful random encounters... [/QUOTE]
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