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Designing a dungeon for a big party
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<blockquote data-quote="Reynard" data-source="post: 7025334" data-attributes="member: 467"><p>Thanks everyone for your ideas so far. Keep 'em coming!</p><p></p><p>A little context: The PCs are the action response team for the would-be high king, solving problems and administering justice across the realm. They are heading to a halfling village that is plagued by an interdimensional rift pouring monstrosities into the region. Such rifts happen occasionally but they usually close quickly so the party has reason to believe something else is happening, and of course it is. A dragonborn wizard is holding the rift open in order to study it (without caring about the damage he is causing) using a ley line engine found in an ancient ruin not too far away. Ruins of this sort, left over from a dimension hopping race of wizards that lived in the realm thousands of years before, are not uncommon and in fact the PCs first dungeon adventure was in one that they now use as a secret base. The opposition in the dungeon will be some dragonborn loyal to the villain, some magical creatures the wizard has aligned himself with and the ancient constructs and traps that are still active in the ruin.</p><p></p><p>The party is melee heavy with a paladin, a fighter, a barbarian and now a monk, with a wizard, a sorcerer, and a cleric in support. Of the 2 or 3 other PCs that may or not be present all are melee types of some sort. There is no dedicated rogue.</p><p></p><p>In the previous dungeon of this type I tried to split the party by including a mechanism to open a door that required two casters in two different locations simultaneously casting a spell. It did not work great because I did not cause problems at each of the 3 locations (2 "keys" and 1 door). I think I might make it a standard system in this style dungeon but this time add traps or summons/constructs?</p><p></p><p>Thanks again.</p></blockquote><p></p>
[QUOTE="Reynard, post: 7025334, member: 467"] Thanks everyone for your ideas so far. Keep 'em coming! A little context: The PCs are the action response team for the would-be high king, solving problems and administering justice across the realm. They are heading to a halfling village that is plagued by an interdimensional rift pouring monstrosities into the region. Such rifts happen occasionally but they usually close quickly so the party has reason to believe something else is happening, and of course it is. A dragonborn wizard is holding the rift open in order to study it (without caring about the damage he is causing) using a ley line engine found in an ancient ruin not too far away. Ruins of this sort, left over from a dimension hopping race of wizards that lived in the realm thousands of years before, are not uncommon and in fact the PCs first dungeon adventure was in one that they now use as a secret base. The opposition in the dungeon will be some dragonborn loyal to the villain, some magical creatures the wizard has aligned himself with and the ancient constructs and traps that are still active in the ruin. The party is melee heavy with a paladin, a fighter, a barbarian and now a monk, with a wizard, a sorcerer, and a cleric in support. Of the 2 or 3 other PCs that may or not be present all are melee types of some sort. There is no dedicated rogue. In the previous dungeon of this type I tried to split the party by including a mechanism to open a door that required two casters in two different locations simultaneously casting a spell. It did not work great because I did not cause problems at each of the 3 locations (2 "keys" and 1 door). I think I might make it a standard system in this style dungeon but this time add traps or summons/constructs? Thanks again. [/QUOTE]
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