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[ZEITGEIST] The Continuing Adventures of Korrigan & Co.
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<blockquote data-quote="gideonpepys" data-source="post: 6118253" data-attributes="member: 79141"><p><strong>Expanding the Vault 1</strong></p><p></p><p>Following the suggestion of the published adventure, I decided to expand the clergy vault on the Isle of Odiem to provide a greater challenge to my PCs (and extend the adventure).</p><p></p><p>I'm not going too far, or making the dungeon too complex, because I like the idea of a dungeon that has been comprehensively trashed already. I used the blueprint map provided, with each numbered area being approximately the same dimensions as the prison of Ashima-Shimtu, and the large hallway occupied by Gene. (So big.)</p><p></p><p>Areas 1-2 (and the huge hallway between them) are occupied by wights - adventurers and others who have perished in the vault over the centuries, and determined to swell their numbers. In the huge hallway between 1 & 2 there are also statues (represented by the Dreamblade Saint of Roses miniature) which pacify intruders, and a black pudding. The terrain and the monsters were designed to complement one another: how often have you seen a pudding gain an advantage due to its ability to squeeze, for example? I wanted to really showcase the tactical combat elements of 4E and encourage the party to prioritize their attacks, having worked out how these creatures cooperate.</p><p></p><p>The Iron Golem in the centre of the room was a huge Juggernaut, but when Uru's player desperately played his <em>Things are Not What They Seem</em> Plot Twist card, I changed it. Of course, it was never intended to function as an actual iron golem, but a rusting trap that would collapse if jostled during combat. </p><p></p><p>Now it is a statue wearing armour, or so it seems: it is in fact a Stone Titan paladin named Maur Granatha who swore fealty to the clergy over a thousand years ago and vowed to guard the vault for all eternity. (In his hands is a huge<em> Holy Avenger </em>if the players can work out how to get hold of it, let alone use it.) The wards perserving this proud guardian have failed due to the corrupting influence of the crumbling vault, and he has perished (or perhaps lapsed into a torpor, I can't decide). Or maybe he was killed while he slept by Gene?</p><p></p><p>Chamber 2 - Heretic Texts - has been comprehensively trashed and looted. The shelves are more or less empty now. There are more wights hiding here on an upper tier. A lectern in the centre fo the room is trapped and warded against interference from all but devout clergy worshippers. Here the players will find some clues about the vaults construction which will encourage them to try to find a variety of 'keys' (or key objects) that will grant them access to Ashima-Shimtu. The first is this book. The second is guarded by a very deadly trap. The third is the sword of Mur Granatha. </p><p></p><p>In actual fact, as the door to chamber 9 has been broken open by Gene, the party won't need these objects at all, but it remains to be seen if they establish this fact before pressing on with their 'quest'.</p><p></p><p>Beneath the debris on the floor of the chamber is a bronze map of the layout of the vault, large enough to take up the whole of the floor. But will the PCs notice it?</p><p></p><p>Beyond areas 1&2, the interconnecting, diamond-shaped passageways are much more narrow than the hallways between chambers and are lined with the bones of deceased clergy, a touch which I like and have kept. The bones prevent the wights from delving deeper into the complex. Occasionally, the players will see a pair of strange, winged avatars standing at the far ends of the corridors. These mysterious creatures are Blessed Ones (angels that served Trigenes in his fights against the Demonocracy). They merely observe the party. If the party was evil they would attack. As it is, they keep out of their way and are only there to provide an enigma and to freak them out a bit.</p><p></p><p>More details to follow.</p></blockquote><p></p>
[QUOTE="gideonpepys, post: 6118253, member: 79141"] [b]Expanding the Vault 1[/b] Following the suggestion of the published adventure, I decided to expand the clergy vault on the Isle of Odiem to provide a greater challenge to my PCs (and extend the adventure). I'm not going too far, or making the dungeon too complex, because I like the idea of a dungeon that has been comprehensively trashed already. I used the blueprint map provided, with each numbered area being approximately the same dimensions as the prison of Ashima-Shimtu, and the large hallway occupied by Gene. (So big.) Areas 1-2 (and the huge hallway between them) are occupied by wights - adventurers and others who have perished in the vault over the centuries, and determined to swell their numbers. In the huge hallway between 1 & 2 there are also statues (represented by the Dreamblade Saint of Roses miniature) which pacify intruders, and a black pudding. The terrain and the monsters were designed to complement one another: how often have you seen a pudding gain an advantage due to its ability to squeeze, for example? I wanted to really showcase the tactical combat elements of 4E and encourage the party to prioritize their attacks, having worked out how these creatures cooperate. The Iron Golem in the centre of the room was a huge Juggernaut, but when Uru's player desperately played his [I]Things are Not What They Seem[/I] Plot Twist card, I changed it. Of course, it was never intended to function as an actual iron golem, but a rusting trap that would collapse if jostled during combat. Now it is a statue wearing armour, or so it seems: it is in fact a Stone Titan paladin named Maur Granatha who swore fealty to the clergy over a thousand years ago and vowed to guard the vault for all eternity. (In his hands is a huge[I] Holy Avenger [/I]if the players can work out how to get hold of it, let alone use it.) The wards perserving this proud guardian have failed due to the corrupting influence of the crumbling vault, and he has perished (or perhaps lapsed into a torpor, I can't decide). Or maybe he was killed while he slept by Gene? Chamber 2 - Heretic Texts - has been comprehensively trashed and looted. The shelves are more or less empty now. There are more wights hiding here on an upper tier. A lectern in the centre fo the room is trapped and warded against interference from all but devout clergy worshippers. Here the players will find some clues about the vaults construction which will encourage them to try to find a variety of 'keys' (or key objects) that will grant them access to Ashima-Shimtu. The first is this book. The second is guarded by a very deadly trap. The third is the sword of Mur Granatha. In actual fact, as the door to chamber 9 has been broken open by Gene, the party won't need these objects at all, but it remains to be seen if they establish this fact before pressing on with their 'quest'. Beneath the debris on the floor of the chamber is a bronze map of the layout of the vault, large enough to take up the whole of the floor. But will the PCs notice it? Beyond areas 1&2, the interconnecting, diamond-shaped passageways are much more narrow than the hallways between chambers and are lined with the bones of deceased clergy, a touch which I like and have kept. The bones prevent the wights from delving deeper into the complex. Occasionally, the players will see a pair of strange, winged avatars standing at the far ends of the corridors. These mysterious creatures are Blessed Ones (angels that served Trigenes in his fights against the Demonocracy). They merely observe the party. If the party was evil they would attack. As it is, they keep out of their way and are only there to provide an enigma and to freak them out a bit. More details to follow. [/QUOTE]
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