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Critiques for a riddle in my game
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<blockquote data-quote="GrayIguana" data-source="post: 575177" data-attributes="member: 7265"><p><strong>Some Reasons to do this</strong></p><p></p><p>The idea for creating a challenge in which the PCs must use teleport actually came from an article I read by Monte Cook. This is a group of 15th level PCs. MC's article regarded designing challenges for higher level characters, and that they should involve things that lower characters can not do. In this case I'm forcing them to use skills that they possess. Two of the PCs in this group are wizards, and their players are rather good at using their skills. </p><p></p><p>While a lower level mage could teleport himself and perhaps one other character, this would meet with possible failure as there are surely guardians on the other side. In this scenario, the two wizards should be able to bring the whole group along. </p><p></p><p>As another point, teleport does not allow you to go anywhere you want. You must have an accurate description of where you are going. I'm rather fond of sending PCs somewhere they did not intend to go if they have never been there, or if they have poor directions. Divination spells might help in this instead of researcing the local library, but how they research it is not important to me. </p><p></p><p>Now for the mages lair, the mage is supposedly long dead. He was a traitor to his kingdom, and no one had a clue as to where his lair was until now. This mountain ravine was a staging point for his allies to contact him. Magical devices would allow the mage to detect anyone who entered the ravine, and he could chose whether to meet them if they were not powerful arcane spell casters. His more powerful friends had only to read the enscription and the means to enter would be obvious to them. Over the years since the mages death, the wards of detection wore away, and only the enscription remains. </p><p></p><p>The lair itself is sealed away, deep under the earth. The walls of the complex contain materials to block teleportation and other travel, except for one outer room: the Twin Throne of Disorder. </p><p></p><p>I hope that make sense on why I'm using this riddle combined with teleport.</p></blockquote><p></p>
[QUOTE="GrayIguana, post: 575177, member: 7265"] [b]Some Reasons to do this[/b] The idea for creating a challenge in which the PCs must use teleport actually came from an article I read by Monte Cook. This is a group of 15th level PCs. MC's article regarded designing challenges for higher level characters, and that they should involve things that lower characters can not do. In this case I'm forcing them to use skills that they possess. Two of the PCs in this group are wizards, and their players are rather good at using their skills. While a lower level mage could teleport himself and perhaps one other character, this would meet with possible failure as there are surely guardians on the other side. In this scenario, the two wizards should be able to bring the whole group along. As another point, teleport does not allow you to go anywhere you want. You must have an accurate description of where you are going. I'm rather fond of sending PCs somewhere they did not intend to go if they have never been there, or if they have poor directions. Divination spells might help in this instead of researcing the local library, but how they research it is not important to me. Now for the mages lair, the mage is supposedly long dead. He was a traitor to his kingdom, and no one had a clue as to where his lair was until now. This mountain ravine was a staging point for his allies to contact him. Magical devices would allow the mage to detect anyone who entered the ravine, and he could chose whether to meet them if they were not powerful arcane spell casters. His more powerful friends had only to read the enscription and the means to enter would be obvious to them. Over the years since the mages death, the wards of detection wore away, and only the enscription remains. The lair itself is sealed away, deep under the earth. The walls of the complex contain materials to block teleportation and other travel, except for one outer room: the Twin Throne of Disorder. I hope that make sense on why I'm using this riddle combined with teleport. [/QUOTE]
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