Quickleaf
Legend
Here's my latest design challenge:
There's an area of the mountain called the Halls of Justice which used to house the dwarven civil services, record-keeping, and handling of legal matters. Strangely, it can only be accessed via the mining area...that doesn't make sense does it? Anyhow, the northern half of it is controlled by an elite strike force of kobolds who devout their lives to defending the mountain and making the lives of intruders living hell. I've made them pyromaniacs. This area lacks any defining schticks. The most interesting thing about it is the use of tactical wall maps which the kobolds try to destroy during the PCs advance.
I've been wanting to include a puzzle which requires some knowledge of kobold culture/ecology (or at least their maxims/strategic philosophies) to solve, and I think this might be a good place for it. Some possible elements I've brainstormed, but uncertain how to go forward with, are:
* A wall (or a bunch of walls) falling and sealing off the exits until the puzzle is resolved or a work around is found. These walls might be decorated with old dwarven maps of the mountain, to steal a page from Lost.
* There's something very lethal in the environment (poison, magical fire, necrotic energy...), but there is an antidote potion somewhere among an alcove full of potions. Figuring out the answer to some riddle reveals which potions to drink in which order to create the antidote. This could involve a prop-heavy encounter for DMs so inclined.
* Something akin to a dwarven gate puzzle (http://polyhedral.wordpress.com/2009/01/24/the-dwarven-gate-puzzle/#more-63) that's been repurposed by kobolds.
* A slightly comic (albeit menacing) aspect to puzzle, something like accessing the ancestral memories of kobolds who've been killing adventurers in this mountain for centuries.
* Solving the puzzle will provide the PCs with some kind of special map, and possibly score some alchemical items and/or sabotage the kobolds' production of alchemical items.
There's an area of the mountain called the Halls of Justice which used to house the dwarven civil services, record-keeping, and handling of legal matters. Strangely, it can only be accessed via the mining area...that doesn't make sense does it? Anyhow, the northern half of it is controlled by an elite strike force of kobolds who devout their lives to defending the mountain and making the lives of intruders living hell. I've made them pyromaniacs. This area lacks any defining schticks. The most interesting thing about it is the use of tactical wall maps which the kobolds try to destroy during the PCs advance.
I've been wanting to include a puzzle which requires some knowledge of kobold culture/ecology (or at least their maxims/strategic philosophies) to solve, and I think this might be a good place for it. Some possible elements I've brainstormed, but uncertain how to go forward with, are:
* A wall (or a bunch of walls) falling and sealing off the exits until the puzzle is resolved or a work around is found. These walls might be decorated with old dwarven maps of the mountain, to steal a page from Lost.
* There's something very lethal in the environment (poison, magical fire, necrotic energy...), but there is an antidote potion somewhere among an alcove full of potions. Figuring out the answer to some riddle reveals which potions to drink in which order to create the antidote. This could involve a prop-heavy encounter for DMs so inclined.
* Something akin to a dwarven gate puzzle (http://polyhedral.wordpress.com/2009/01/24/the-dwarven-gate-puzzle/#more-63) that's been repurposed by kobolds.
* A slightly comic (albeit menacing) aspect to puzzle, something like accessing the ancestral memories of kobolds who've been killing adventurers in this mountain for centuries.
* Solving the puzzle will provide the PCs with some kind of special map, and possibly score some alchemical items and/or sabotage the kobolds' production of alchemical items.