RangerWickett
Legend
By the way, if I ever get around to writing a storyhour of this campaign, consider this thread to be mild spoilers.
See, here's my problem. Players hate having their characters captured. I don't know why, since often in movies (especially with James Bond) the hero gets captured, learns something about his enemies, and has a daring escape in the process. It would seem like being captured would be a great thing, narratively-speaking.
But players don't like their characters being captured.
Now, the PCs in my game know a lot, enough that several different badguys would prefer to either a) make friends with them and have them as allies, or b) capture and interrogate them before the actual killing. Additionally, the PCs have made a few bad choices recently, which has resulted in one of the major badguys knowing they're going to be at a particular place on a particular day with a particularly powerful magic item that the villain wants. And the villain has it within her power to make sure there's practically no chance the party can escape. We're talking armies surrounding them so they can't flee over land, dozens of trained antimagic mages to counterspell their attempts to fly or teleport away, and overwhelming strength of numbers.
So, this Friday, on Halloween, there's going to be an ambush, and the party will quite possibly be captured. If they go along with this, they get to enjoy an adventure breaking out of a haunted dungeon. If they miraculously escape (who knows, they might manage to get off a teleport spell even with several dispel magics aimed at them), I've got a few hooks to lead them to an equally spooky location.
But I'm worried that they might not go for it. Do you have any suggestions to help make it easier for me to capture my party? Or do you think I should scrap the whole thing, simply toss a small force against them to teach them the error of revealing too many secrets, and then just prepare for them to explore another spooky location?
Spooky Location 1: Haunted Husk Dungeon. If the PCs are captured, they'll be brought to this dungeon, deprived of their equipment, and imprisoned deep below the earth. The dungeon has been crafted by the slave labor of thousands of captured spellcasters, and though it is supposedly just a mine to recover ore, the layout of the dungeon actually forms a huge glyph that produces antimagic fields, so magic is unreliable, and teleportation out just causes you to get stuck in walls and stuff.
The dungeon has seen the deaths of hundreds of magic-using slaves, such that the place wails with uneasy spirits. Additionally, the psychic incarnation of Agony has taken residence in the tomb, and will oppose any attempt to escape. Once every day, pain washes across everyone in the dungeon like a crashing wave pressing down tunnel after tunnel, and learning the pattern the wave takes is critical to escaping, since the guards make sure to sequester themselves in their rooms before the pain hits them. And, of course, being wracked with agony for 3d4 rounds per day can have a painful effect on people.
Finally, deep in the center of the dungeon/glyph is a heavily-guarded room that holds a very important prisoner. The party has heard about him before and if they can rescue him they'll be halfway toward defeating the main badguys. However, he's defended by numerous traps and undead guards, one of whom used to be a party member. All in all, I think it will make for a good spooky adventure.
Spooky Location 2: Phylactery Cave of Pilus the Stormbringer. Pilus is a lich air elementalist mage who is building a doomsday weapon. The group has managed to learn where his phlactery is, but unfortunately, it seems to be an entire cave. Yes, the man has bonded his soul with a cave, particularly a cave which figures into the mythology of the world, in a story about a giant eagle and a dragon. Long story short, the eagle is lured into chasing the dragon deep underground, and after the eagle clips its wing on the narrow wall of the cave, the dragon is able to kill it. But the dragon cannot eat the eagle entirely, or else it would disrupt the balance of the world, so it hides the eagle's heart.
This isn't the place where the heart is, but rather is the cave where the eagle was killed. It is infused with powerful magical energy that can overwhelm people and allow them to see spirits and visions. Because Pilus needs to guard this place, but can't use living people, he has created constructs of air and storm, plus various magical traps, and he has the mountains around the cave guarded by dangerous creatures. Sadly, this place isn't very spooky until you get to the end, so I'd like to thing of some more tricks to make the place interesting.
Spooky Location 3: The Tomb of the Aquiline Heart. Legend says that after the great dragon killed the eagle, it hid the heart in a place so dangerous that even he would never be tempted to return and devour the rest. The power of the Aquiline Heart is to make anyone who eats of it immortal, unaging, and impossible to kill, and thus many have sought it throughout history. And apparently, a handful have found it. Of this handful, one is a major villain of the campaign.
The 'Tomb' is actually just a cavern network made of a rare stone called Opalite, which scrambles teleportation and negates magic. The source of the opalite is unknown, but people who have held it have compared it to touching the end of time.
No one can scry here. No one can teleport here. Magic is practically useless. The plain above the cave is a wasteland full of cracked stone where no life grows, and the sun never breaks through the haze of clouds. Any one of the cracks in the earth could lead to the cave, and the tunnels cross and interweave like a labyrinth more complex than any artist could ever create. In random caves one might find the remains of an expedition that failed, just a few bones and equipment covered in pale white dust. Somehow, even undead do not enter here, so the caverns are truly empty. The only danger is your own mind and fears. You may begin to travel so long that your sense of place and the passage of time becomes warped, and it feels like it takes years to cross one chamber.
And that is the trap of this tomb. After you lose sight of the open sky, the deeper you travel, the closer you come to eternity. Space becomes time, and a few hundred feet equates to a year, or a decade. As you near the center of the tomb, you can see the signs of aging in yourself. Flesh wrinkles, sags. Muscles weaken. Joints seize. You never grow younger, only older, and the change is subtle enough that few notice it until they are already graying.
When you reach the age of sixty (or the equivalent for your race), you see the first signs of danger. Smoke coils across the floor, clings to the ceiling. You see flashes of fire out of the corner of your eye down other tunnels. Like will-o-the-wisps on the moor, if you follow these, you'll be led to oblivion. And like the legend of the aquiline heart, if you chase them too long, eventually the flames will turn and bite you. This fire is the memory of the great dragon, now immortal, and it will kill anyone who tries to destroy the heart.
When you are very near the heart, the pains begin, as your body revolts against the unnatural aging. You feel like one hundred years old, and though your mind is still clear, all your memories feel distant and faded. And then, you enter the last chamber, and can hear the beating of the heart from the depths of a bottomless, black pit. A rough path is cut into the stone, leading down into the pit, but the beating of the heart is like a clock counting down your remaining life. You know that if you turn around now, you just might be able to see the sun again before your bones collapse, and you sink into death. And if you do continue downward, the fire dragon is there to stop you.
If you do turn back, you actually do grow younger, and will be back to your original age when you reach the surface. But I imagine few will be willing to fight a dangerous monster when they are nearly dead from age, even if they know that they can get out alive.
This location isn't actually necessary if the party wants to save the day. But I know at least two players would like to have their characters be immortal, so I can see them going here if they can manage to find out where it is. Also, the one immortal badguy they know of is bad, but there's a normal, mortal villain that is much worse, and he will eventually find out where the Aquiline Heart is, so they may have to go after him to stop him.
So, what do you think?
See, here's my problem. Players hate having their characters captured. I don't know why, since often in movies (especially with James Bond) the hero gets captured, learns something about his enemies, and has a daring escape in the process. It would seem like being captured would be a great thing, narratively-speaking.
But players don't like their characters being captured.
Now, the PCs in my game know a lot, enough that several different badguys would prefer to either a) make friends with them and have them as allies, or b) capture and interrogate them before the actual killing. Additionally, the PCs have made a few bad choices recently, which has resulted in one of the major badguys knowing they're going to be at a particular place on a particular day with a particularly powerful magic item that the villain wants. And the villain has it within her power to make sure there's practically no chance the party can escape. We're talking armies surrounding them so they can't flee over land, dozens of trained antimagic mages to counterspell their attempts to fly or teleport away, and overwhelming strength of numbers.
So, this Friday, on Halloween, there's going to be an ambush, and the party will quite possibly be captured. If they go along with this, they get to enjoy an adventure breaking out of a haunted dungeon. If they miraculously escape (who knows, they might manage to get off a teleport spell even with several dispel magics aimed at them), I've got a few hooks to lead them to an equally spooky location.
But I'm worried that they might not go for it. Do you have any suggestions to help make it easier for me to capture my party? Or do you think I should scrap the whole thing, simply toss a small force against them to teach them the error of revealing too many secrets, and then just prepare for them to explore another spooky location?
Spooky Location 1: Haunted Husk Dungeon. If the PCs are captured, they'll be brought to this dungeon, deprived of their equipment, and imprisoned deep below the earth. The dungeon has been crafted by the slave labor of thousands of captured spellcasters, and though it is supposedly just a mine to recover ore, the layout of the dungeon actually forms a huge glyph that produces antimagic fields, so magic is unreliable, and teleportation out just causes you to get stuck in walls and stuff.
The dungeon has seen the deaths of hundreds of magic-using slaves, such that the place wails with uneasy spirits. Additionally, the psychic incarnation of Agony has taken residence in the tomb, and will oppose any attempt to escape. Once every day, pain washes across everyone in the dungeon like a crashing wave pressing down tunnel after tunnel, and learning the pattern the wave takes is critical to escaping, since the guards make sure to sequester themselves in their rooms before the pain hits them. And, of course, being wracked with agony for 3d4 rounds per day can have a painful effect on people.
Finally, deep in the center of the dungeon/glyph is a heavily-guarded room that holds a very important prisoner. The party has heard about him before and if they can rescue him they'll be halfway toward defeating the main badguys. However, he's defended by numerous traps and undead guards, one of whom used to be a party member. All in all, I think it will make for a good spooky adventure.
Spooky Location 2: Phylactery Cave of Pilus the Stormbringer. Pilus is a lich air elementalist mage who is building a doomsday weapon. The group has managed to learn where his phlactery is, but unfortunately, it seems to be an entire cave. Yes, the man has bonded his soul with a cave, particularly a cave which figures into the mythology of the world, in a story about a giant eagle and a dragon. Long story short, the eagle is lured into chasing the dragon deep underground, and after the eagle clips its wing on the narrow wall of the cave, the dragon is able to kill it. But the dragon cannot eat the eagle entirely, or else it would disrupt the balance of the world, so it hides the eagle's heart.
This isn't the place where the heart is, but rather is the cave where the eagle was killed. It is infused with powerful magical energy that can overwhelm people and allow them to see spirits and visions. Because Pilus needs to guard this place, but can't use living people, he has created constructs of air and storm, plus various magical traps, and he has the mountains around the cave guarded by dangerous creatures. Sadly, this place isn't very spooky until you get to the end, so I'd like to thing of some more tricks to make the place interesting.
Spooky Location 3: The Tomb of the Aquiline Heart. Legend says that after the great dragon killed the eagle, it hid the heart in a place so dangerous that even he would never be tempted to return and devour the rest. The power of the Aquiline Heart is to make anyone who eats of it immortal, unaging, and impossible to kill, and thus many have sought it throughout history. And apparently, a handful have found it. Of this handful, one is a major villain of the campaign.
The 'Tomb' is actually just a cavern network made of a rare stone called Opalite, which scrambles teleportation and negates magic. The source of the opalite is unknown, but people who have held it have compared it to touching the end of time.
No one can scry here. No one can teleport here. Magic is practically useless. The plain above the cave is a wasteland full of cracked stone where no life grows, and the sun never breaks through the haze of clouds. Any one of the cracks in the earth could lead to the cave, and the tunnels cross and interweave like a labyrinth more complex than any artist could ever create. In random caves one might find the remains of an expedition that failed, just a few bones and equipment covered in pale white dust. Somehow, even undead do not enter here, so the caverns are truly empty. The only danger is your own mind and fears. You may begin to travel so long that your sense of place and the passage of time becomes warped, and it feels like it takes years to cross one chamber.
And that is the trap of this tomb. After you lose sight of the open sky, the deeper you travel, the closer you come to eternity. Space becomes time, and a few hundred feet equates to a year, or a decade. As you near the center of the tomb, you can see the signs of aging in yourself. Flesh wrinkles, sags. Muscles weaken. Joints seize. You never grow younger, only older, and the change is subtle enough that few notice it until they are already graying.
When you reach the age of sixty (or the equivalent for your race), you see the first signs of danger. Smoke coils across the floor, clings to the ceiling. You see flashes of fire out of the corner of your eye down other tunnels. Like will-o-the-wisps on the moor, if you follow these, you'll be led to oblivion. And like the legend of the aquiline heart, if you chase them too long, eventually the flames will turn and bite you. This fire is the memory of the great dragon, now immortal, and it will kill anyone who tries to destroy the heart.
When you are very near the heart, the pains begin, as your body revolts against the unnatural aging. You feel like one hundred years old, and though your mind is still clear, all your memories feel distant and faded. And then, you enter the last chamber, and can hear the beating of the heart from the depths of a bottomless, black pit. A rough path is cut into the stone, leading down into the pit, but the beating of the heart is like a clock counting down your remaining life. You know that if you turn around now, you just might be able to see the sun again before your bones collapse, and you sink into death. And if you do continue downward, the fire dragon is there to stop you.
If you do turn back, you actually do grow younger, and will be back to your original age when you reach the surface. But I imagine few will be willing to fight a dangerous monster when they are nearly dead from age, even if they know that they can get out alive.
This location isn't actually necessary if the party wants to save the day. But I know at least two players would like to have their characters be immortal, so I can see them going here if they can manage to find out where it is. Also, the one immortal badguy they know of is bad, but there's a normal, mortal villain that is much worse, and he will eventually find out where the Aquiline Heart is, so they may have to go after him to stop him.
So, what do you think?