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Building a Lost Dwarven Kingdom
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<blockquote data-quote="der_kluge" data-source="post: 1871817" data-attributes="member: 945"><p>First - yes, I *do* spend too much time on my maps. Second, I have some 'splaining to do.</p><p></p><p>This module I ran for my players was set in the Bluffside world. This complex was found on a remote, previously undiscovered continent devoid of advanced civilization. Any treasure they found here, they couldn't really do anything with. So, there is a room described as "knee deep full of gems". This isn't a trick, or an illusion. It really is full of gems knee deep. It's designed by the dwarves to deter would-be intruders from venturing further into the dungeon. It was worthless stuff to them eons past when the place was inhabited. Put this into any kingdom as it is, and the PCs will alter the economics of the world. You probably want to change that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> In my game, it didn't matter, since they didn't have anywhere to sell them. Even though they did scoop most of them up into their portable holes. By the time my players managed to get back to civilization (the campaign ended before then for RL reasons) the game would be completed, so I didn't care.</p><p></p><p>Secondly, there are uber amounts of treasure to be had in the last room. I intended for them to get in, fight craploads of shadows, and get out. They got clever on me, and found ways to deter them enough, and they ended up getting everything out. I kind of built that room on the theory that they wouldn't be able to examine everything and would just grab something and go. There is armor in there suitable to the backstory of one of my PCs, and you'll see a reference to Ivo, so change that to suit your needs. My theory was that if you give players 100 +2 swords, and they can only really use 1 of them, the rest are just eye candy. Again, if you're placing this into a normal setting where things can be sold, you're just asking for trouble.</p><p></p><p>Also, be wary, the CRs in this place aren't terribly high. They don't have to be. Sending a half a dozen shadows in wave after wave against almost *any* party can result in a TPK. Shadows drain strength (1d6, btw) not hit points. Even high level fighters don't have that much to spare. You might consider dropping the damage to 1d4 so that you can nickle and dime them to death slower. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Also, the puzzle thing on Map 5 I've already posted in and old thread. That thread is long. I'll dig it up and post it next.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 1871817, member: 945"] First - yes, I *do* spend too much time on my maps. Second, I have some 'splaining to do. This module I ran for my players was set in the Bluffside world. This complex was found on a remote, previously undiscovered continent devoid of advanced civilization. Any treasure they found here, they couldn't really do anything with. So, there is a room described as "knee deep full of gems". This isn't a trick, or an illusion. It really is full of gems knee deep. It's designed by the dwarves to deter would-be intruders from venturing further into the dungeon. It was worthless stuff to them eons past when the place was inhabited. Put this into any kingdom as it is, and the PCs will alter the economics of the world. You probably want to change that. :) In my game, it didn't matter, since they didn't have anywhere to sell them. Even though they did scoop most of them up into their portable holes. By the time my players managed to get back to civilization (the campaign ended before then for RL reasons) the game would be completed, so I didn't care. Secondly, there are uber amounts of treasure to be had in the last room. I intended for them to get in, fight craploads of shadows, and get out. They got clever on me, and found ways to deter them enough, and they ended up getting everything out. I kind of built that room on the theory that they wouldn't be able to examine everything and would just grab something and go. There is armor in there suitable to the backstory of one of my PCs, and you'll see a reference to Ivo, so change that to suit your needs. My theory was that if you give players 100 +2 swords, and they can only really use 1 of them, the rest are just eye candy. Again, if you're placing this into a normal setting where things can be sold, you're just asking for trouble. Also, be wary, the CRs in this place aren't terribly high. They don't have to be. Sending a half a dozen shadows in wave after wave against almost *any* party can result in a TPK. Shadows drain strength (1d6, btw) not hit points. Even high level fighters don't have that much to spare. You might consider dropping the damage to 1d4 so that you can nickle and dime them to death slower. :) Also, the puzzle thing on Map 5 I've already posted in and old thread. That thread is long. I'll dig it up and post it next. [/QUOTE]
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