Halivar
First Post
So, I've got a confluence of a couple things in the games I run:
1) I hate treasure parcels (and not just the 4E convention; I did it this way in 3.x also). I hate the "and now here is your loot" presentation at the end of the encounter, as if it were merely an afterthought (because it was). I hate how anti-climactic acquiring loot is. And why does the BBEG have a +2 holy sword laying around? It makes no sense.
2) My players love Dragonquest. It's a board-game all about delving dungeons and acquiring gold and treasure under extreme duress (with high mortality rates).
3) My players love dungeons.
So, I've got a crazy idea. Plot-oriented BBEG's now only carry magic items that make sense for them, which for the evil wizard will never be the +3 half-moon axe the barbarian really wants. Instead, every session players will have the option of pursuing treasure dungeons for loot.
Here's how I would explain them in-game:
A thousand years ago, during the reign of Darzul, lichlord of Doomgarde, the weapons and magic items of fallen heroes around the world were collected and hidden away, so that their power might never be brought to bear on him again. Darzul created dungeons in hidden, black warrens of The Steward, and populated these dungeons with traps and monsters. These treasures have lain hidden in their secret lairs ever since.
Every once in a hundred to a thousand years, the evil warrens reveal themselves, and adventurers may explore these dungeons. Once the players leave, the warrens close behind them, never to be seen again.
The players will have an item that reveals evil warrens of the Steward that contain treasure dungeons. In other words, the inclusion of these dungeons into the game will be entirely player-initiated. The plot will never force them into one. They will have the option each session of searching one out, if they so desire.
Each dungeon will have multiple levels, and if the players choose to explore them, it may take multiple sessions to search the whole thing (should they choose such a thing).
The first level is the "catch-up" level. Items are at their level or below, and are accessible with moderate effort. If a player feels like their magic items are anemic, maybe it's time to clean out the first floor of a treasure dungeon. From there, the levels get increasingly harder and more deadly, but the level of magic items acquired goes up.
The bottom level is where the Foozle is. The Foozle is the item the dungeon was built to contain. The players will know only that the Foozle is an item of such power that, should they acquire it, the campaign may become unbalanced in their favor. However, they will also know that the bottom floor of every treasure dungeon is designed not to challenge them, but to kill them. With great risk comes great reward.
In a treasure dungeon, you get experience for acquiring magic items. Acquiring the Foozle is a major feat, and grants commensurate experience. Thus, if the players find creative ways to avoid traps, obstacles, and monsters, they are justified in receiving full experience for the treasure dungeon.
If, at any point, the players choose to leave the treasure dungeon, it closes behind them, and the evil warren seals and never opens to them again.
Comments or suggestions? Also, are there any old 1E modules that have ready made dungeons you would suggest for swiping for this purpose?
1) I hate treasure parcels (and not just the 4E convention; I did it this way in 3.x also). I hate the "and now here is your loot" presentation at the end of the encounter, as if it were merely an afterthought (because it was). I hate how anti-climactic acquiring loot is. And why does the BBEG have a +2 holy sword laying around? It makes no sense.
2) My players love Dragonquest. It's a board-game all about delving dungeons and acquiring gold and treasure under extreme duress (with high mortality rates).
3) My players love dungeons.
So, I've got a crazy idea. Plot-oriented BBEG's now only carry magic items that make sense for them, which for the evil wizard will never be the +3 half-moon axe the barbarian really wants. Instead, every session players will have the option of pursuing treasure dungeons for loot.
Here's how I would explain them in-game:
A thousand years ago, during the reign of Darzul, lichlord of Doomgarde, the weapons and magic items of fallen heroes around the world were collected and hidden away, so that their power might never be brought to bear on him again. Darzul created dungeons in hidden, black warrens of The Steward, and populated these dungeons with traps and monsters. These treasures have lain hidden in their secret lairs ever since.
Every once in a hundred to a thousand years, the evil warrens reveal themselves, and adventurers may explore these dungeons. Once the players leave, the warrens close behind them, never to be seen again.
The players will have an item that reveals evil warrens of the Steward that contain treasure dungeons. In other words, the inclusion of these dungeons into the game will be entirely player-initiated. The plot will never force them into one. They will have the option each session of searching one out, if they so desire.
Each dungeon will have multiple levels, and if the players choose to explore them, it may take multiple sessions to search the whole thing (should they choose such a thing).
The first level is the "catch-up" level. Items are at their level or below, and are accessible with moderate effort. If a player feels like their magic items are anemic, maybe it's time to clean out the first floor of a treasure dungeon. From there, the levels get increasingly harder and more deadly, but the level of magic items acquired goes up.
The bottom level is where the Foozle is. The Foozle is the item the dungeon was built to contain. The players will know only that the Foozle is an item of such power that, should they acquire it, the campaign may become unbalanced in their favor. However, they will also know that the bottom floor of every treasure dungeon is designed not to challenge them, but to kill them. With great risk comes great reward.
In a treasure dungeon, you get experience for acquiring magic items. Acquiring the Foozle is a major feat, and grants commensurate experience. Thus, if the players find creative ways to avoid traps, obstacles, and monsters, they are justified in receiving full experience for the treasure dungeon.
If, at any point, the players choose to leave the treasure dungeon, it closes behind them, and the evil warren seals and never opens to them again.
Comments or suggestions? Also, are there any old 1E modules that have ready made dungeons you would suggest for swiping for this purpose?
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