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<blockquote data-quote="Whimsical" data-source="post: 8168627" data-attributes="member: 3976"><p>I want to run a Dwarf-themed D&D adventure for a gaming convention. I want to make it the dwarfiest adventure that I can, and I would like some help fleshing it out.</p><p></p><p>The pregenerated Dwarf characters would be around 10th level, and every dwarven subrace would be represented.</p><p></p><p>The adventure would start with these Dwarf PCs coming back from the underdark to their undermountain hold to discover that it has been taken over by orcs & goblins, lead by drow (classic dwarven enemies.)</p><p></p><p>They need to use <strong>Stonecunning</strong> to remember and find the ancient secret passageways to their hold’s royal chambers (it’s meant as a emergency escape for royals). The passageway is full of traps that Stonecunning can be used to find and disable. The air is poisonous, and requires a saving throw every minute to avoid taking poison damage and the Poisoned condition (Dwarven Resilience.) Every two failed saving throws also afflicts a level of Exhaustion. There are also stone golems to overcome. They can be fought, deceived, or halted by a specific ancient dwarven song. The clue for this is on the murals on the walls (Ancestry & History).</p><p></p><p>Enslaved dwarves can be rescued (clan & family ties). A cache of arms & armor can be reached to equip the dwarves (Dwarven Combat Training.) Several skirmishes can be fought, with an opportunity to trigger a hidden stone trap in the room or hallway during the fight.</p><p></p><p>The final fight will involve reaching a poison gas trap that will flood the entire complex with the poison gas for a couple of minutes. Everyone inside will have to dwarf through the saving throws to endure and persevere (Dwarven Toughness.)</p><p></p><p>I’m trying to think of a way to add Tool Proficiency to this adventure. Either something needs to be repaired to work again, or something needs to be disabled to stop working.</p><p></p><p>So what do you think?</p></blockquote><p></p>
[QUOTE="Whimsical, post: 8168627, member: 3976"] I want to run a Dwarf-themed D&D adventure for a gaming convention. I want to make it the dwarfiest adventure that I can, and I would like some help fleshing it out. The pregenerated Dwarf characters would be around 10th level, and every dwarven subrace would be represented. The adventure would start with these Dwarf PCs coming back from the underdark to their undermountain hold to discover that it has been taken over by orcs & goblins, lead by drow (classic dwarven enemies.) They need to use [B]Stonecunning[/B] to remember and find the ancient secret passageways to their hold’s royal chambers (it’s meant as a emergency escape for royals). The passageway is full of traps that Stonecunning can be used to find and disable. The air is poisonous, and requires a saving throw every minute to avoid taking poison damage and the Poisoned condition (Dwarven Resilience.) Every two failed saving throws also afflicts a level of Exhaustion. There are also stone golems to overcome. They can be fought, deceived, or halted by a specific ancient dwarven song. The clue for this is on the murals on the walls (Ancestry & History). Enslaved dwarves can be rescued (clan & family ties). A cache of arms & armor can be reached to equip the dwarves (Dwarven Combat Training.) Several skirmishes can be fought, with an opportunity to trigger a hidden stone trap in the room or hallway during the fight. The final fight will involve reaching a poison gas trap that will flood the entire complex with the poison gas for a couple of minutes. Everyone inside will have to dwarf through the saving throws to endure and persevere (Dwarven Toughness.) I’m trying to think of a way to add Tool Proficiency to this adventure. Either something needs to be repaired to work again, or something needs to be disabled to stop working. So what do you think? [/QUOTE]
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