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Designing a Deathtrap Dungeon
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<blockquote data-quote="RangerWickett" data-source="post: 6237463" data-attributes="member: 63"><p>But it needs to be sporting.</p><p></p><p>So imagine there's a planar conjunction every X hundred years and it just so happens to occur on the night I need to run a one-shot for my gaming friends who are in town for the holidays. Said conjunction throws those friends into a fantasy world, but also makes them semi-immortal. If they die, they respawn at whatever bonfire/save point they last rested at, returning to life 5 minutes later.</p><p></p><p>The players have until dawn (both in game and in the real world) to get to the bottom of a deathtrap dungeon. I'd like some help in designing it.</p><p></p><p> </p><p><strong>Some Ideas</strong></p><p>Mechanically, I'm thinking of doing D&D Next, and the party starts at 1st level. Every so often they'll gain a feat, or a +1 bonus to something. But I need it to be simple.</p><p></p><p>I'd like there to be traps, and monsters who require some clever thinking to defeat. Ideally most of these things should take a few attempts to get through. Try once, die confused. Try a second time, die but figure out the trick. Try a third time and pull it off.</p><p></p><p>I've got 3 days to come up with ideas.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 6237463, member: 63"] But it needs to be sporting. So imagine there's a planar conjunction every X hundred years and it just so happens to occur on the night I need to run a one-shot for my gaming friends who are in town for the holidays. Said conjunction throws those friends into a fantasy world, but also makes them semi-immortal. If they die, they respawn at whatever bonfire/save point they last rested at, returning to life 5 minutes later. The players have until dawn (both in game and in the real world) to get to the bottom of a deathtrap dungeon. I'd like some help in designing it. [b]Some Ideas[/b] Mechanically, I'm thinking of doing D&D Next, and the party starts at 1st level. Every so often they'll gain a feat, or a +1 bonus to something. But I need it to be simple. I'd like there to be traps, and monsters who require some clever thinking to defeat. Ideally most of these things should take a few attempts to get through. Try once, die confused. Try a second time, die but figure out the trick. Try a third time and pull it off. I've got 3 days to come up with ideas. [/QUOTE]
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Designing a Deathtrap Dungeon
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