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Adding spice to the dungeon crawl
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<blockquote data-quote="Breakstone" data-source="post: 996749" data-attributes="member: 481"><p>I hate to say this, but could my players please stay out of this thread? I'd hate to ruin any surprises for the future of my campaign. Thank you!</p><p></p><p>Now, onto the real topic:</p><p></p><p></p><p>If everything goes to plan, my next campaign is going to be pretty dungeon-heavy. There's going to be the classic dungeon feel- the monster-filled catacombs, the deadly traps, the mind-bending puzzles- but I know it needs spice to keep in from a boring "kill the monsters, take the treasure, onto the next room..." sort of drawl.</p><p></p><p>So I was pondering a few ways in which to spice it up, and I came up with the following:</p><p></p><p><strong>Rivalries:</strong> Throwing another adventuring party into the mix could add a rivalry between the two groups. When the Demonbane Blade has already been won by the Knights of the Oakenbarrel Tavern, it'll add another reason to get to the Heavenforged Hammer first.</p><p></p><p><strong>Mysteries:</strong> Calling back upon Gary Gygax's original Great Stone Face and Running Jewel Man, I've been pondering a few mysteries to place into my dungeons as well. Archaic passages chiseled into dungeon walls, translateable only through books found throughout the dungeon should peak the characters' curiousities, especially if the passages give away secrets about the dungeon's past and where certain treasures can be found. A race of mysterious gray-cloaked flute players who seem to keep the dungeon neat and clean could add another reason to journey deeper and deeper.</p><p></p><p><strong>Recruitment:</strong> Instead of journeying into the dungeon with a vow to kill all undead, the characters could be on a mission to build an army. Why kill the minotaur when he can be used to knock down those pesky locked doors; why slay the mimic when he can keep guard over your treasure? Although other adventuring groups and villains may get the same idea!</p><p></p><p>How about you, folks? How do you add spice to your dungeons?</p></blockquote><p></p>
[QUOTE="Breakstone, post: 996749, member: 481"] I hate to say this, but could my players please stay out of this thread? I'd hate to ruin any surprises for the future of my campaign. Thank you! Now, onto the real topic: If everything goes to plan, my next campaign is going to be pretty dungeon-heavy. There's going to be the classic dungeon feel- the monster-filled catacombs, the deadly traps, the mind-bending puzzles- but I know it needs spice to keep in from a boring "kill the monsters, take the treasure, onto the next room..." sort of drawl. So I was pondering a few ways in which to spice it up, and I came up with the following: [B]Rivalries:[/B] Throwing another adventuring party into the mix could add a rivalry between the two groups. When the Demonbane Blade has already been won by the Knights of the Oakenbarrel Tavern, it'll add another reason to get to the Heavenforged Hammer first. [B]Mysteries:[/B] Calling back upon Gary Gygax's original Great Stone Face and Running Jewel Man, I've been pondering a few mysteries to place into my dungeons as well. Archaic passages chiseled into dungeon walls, translateable only through books found throughout the dungeon should peak the characters' curiousities, especially if the passages give away secrets about the dungeon's past and where certain treasures can be found. A race of mysterious gray-cloaked flute players who seem to keep the dungeon neat and clean could add another reason to journey deeper and deeper. [B]Recruitment:[/B] Instead of journeying into the dungeon with a vow to kill all undead, the characters could be on a mission to build an army. Why kill the minotaur when he can be used to knock down those pesky locked doors; why slay the mimic when he can keep guard over your treasure? Although other adventuring groups and villains may get the same idea! How about you, folks? How do you add spice to your dungeons? [/QUOTE]
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