HELP! I just volunteered to write a tourney module!

Test of Wisdom ideas

Well a 'Test of Wisdom' that doesn't use game mechanics is difficult, since it's probably one of the most difficult of the six statistics to 'quantify' in real life in any meaningful fashion. Given that, I'd probably at least partially use game mechanics and the first place I'd start is with the things that Wisdom modifies. These are:

Will Saves
Heal, Listen, Profession, Sense Motive, Spot, and Survival checks

The most direct way I can think of to 'test' wisdom this way is to create a situation where the right solution is not the obvious one, such as disbelieving an illusion rather than engaging it in combat. The trick is to embed important clues to the nature of the scene in the description in a subtle fashion, so that it is not obvious to a hasty player that there is a non-violent solution.

The inconsistency that tips them of is something they will either recognize directly from your description, or make a high DC spot or listen check to notice. Use language creatively to cloak important clues.

Once they are aware of the inconsistency, they have to jump to the conclusion that maybe things are not as real as they seem, which would trigger a Will Save against continuing to believe the illusion.

If this fits with what you want to do, and you want a few ideas, let me know and I'll dig something up. Either way, good luck...it sounds like a load of fun!

-Dan
 

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If you're worried about players taking too long to work out puzzles, you can always put them on timers. Literally, have something like the tangram be the key to a trap, and as soon as characters walk into the room with it they see an hourglass or a clockface begin to countdown. If the players don't manage the tangram puzzle in time, the trap goes off. This rewards players who get it right, and prevents others from taking an hour to decide on what to do with it.
 

There are also the basics of storytelling to consider; make sure you have cohesion, so going from fight to fight makes some measure of sense. I think the 'test' concept of keeping these various MOBs separated (kill MOB, pass test, proceed, rinse, repeat) is good, but you'll want to make sure (as nycdan & a few others pointed out) that the puzzles are solvable within the time frame and have the necessary clues, which is one of the hardest parts to nail down.

As my players regularly tell me; combat is easy. Roleplaying is the heavy lifting, and it's made harder when the situation isn't crystal clear, especially for an esoteric situation such as the ones you're describing.

- Visual aids are your friends.
- Do you have playtesters?
- And for your final boss encounter, two suggestions;

First, having them see a 'mind blowing vision' is a bit far-fetched, not because it wouldn't happen, because it's impossible to describe. I'd suggest side-stepping the 'vision' part and having the knowledge rage through their minds like a tornado, tapping into and unlocking concepts and ideas that have been lost since time immemorial. The +2 Crystal is fine. :cool:

Your end boss, though, could be something more dramatic than 'another MOB' - you could reasonably build legends and clues throughout the entire dungeon, imprinting enough information (old books, altar stones, ancient scars in the walls from climactic battles of will) that tell the tale of the person who had the First Thought and the man who was there, attempting to create the universe in his own image.

Your end boss becomes an Illithilich which is utterly stark-raving mad from having been here for heaven knows how long with no brains, nothing to study - this room is his prison. Thusly, you'd have the set up, the follow-through, and the horrible truth revealed at the end, as the lich cannot learn anything, leave, or perform any other action other than go more insane.

My thoughts.
 

Let me know what you think of this. It's a working concept for the Test of Insight/Wisdom:

"The bare room before you measures some 20 feet by 20 feet with the same rounded courners you've seen in previous chambers. There are no exits save the one in which you stand. The rooms sole feature is a small pedestal with the top cut at a 45 degree angle facing towards you. The sloped face of the pedestal is covered in a square array of red, white, blue, green and transparent gems seven gems to a side. There seems to be no pattern to there arrangement. A slight humming sound can be heard in the room"

The array is totally random. Pressing the correct jewel will transport the party to the final chamber a top the obelisk. The solution can be determined by listening closely to the humming sound which eminates from the correct jewel. The 15 DC Listen check will determine which jewel is humming and this check may be assisted by up to three other characters. Someone pressing the incorrect jewel will be struck by a CL9 Energy Ray. The type of ray depends on the colour of the jewel (red=fire, white=ice, blue=lightning, green=acid, and transparent=sonic). If an incorrect jewel is pressed the correct jewel changes randomly, process of elimantion will not work. If the players choice randomly roll d100 and the correct jewel is picked on a roll of 99-00.

Note that characters using the Synesthete power to see sound will be automatically able to know which jewel is humming.


Opinions?

Jack
 

Thia Halmades said:
As my players regularly tell me; combat is easy. Roleplaying is the heavy lifting, and it's made harder when the situation isn't crystal clear, especially for an esoteric situation such as the ones you're describing.

- Visual aids are your friends.

Already in the works

Thia Halmades said:
- Do you have playtesters?

Dear lord I hope so.

Thia Halmades said:
- And for your final boss encounter, two suggestions;

First, having them see a 'mind blowing vision' is a bit far-fetched, not because it wouldn't happen, because it's impossible to describe. I'd suggest side-stepping the 'vision' part and having the knowledge rage through their minds like a tornado, tapping into and unlocking concepts and ideas that have been lost since time immemorial. The +2 Crystal is fine. :cool:

Precisely what I had in mind

Thia Halmades said:
Your end boss, though, could be something more dramatic than 'another MOB' - you could reasonably build legends and clues throughout the entire dungeon, imprinting enough information (old books, altar stones, ancient scars in the walls from climactic battles of will) that tell the tale of the person who had the First Thought and the man who was there, attempting to create the universe in his own image.

Your end boss becomes an Illithilich which is utterly stark-raving mad from having been here for heaven knows how long with no brains, nothing to study - this room is his prison. Thusly, you'd have the set up, the follow-through, and the horrible truth revealed at the end, as the lich cannot learn anything, leave, or perform any other action other than go more insane.

My thoughts.

An interesting idea but I like my concept of the massive Psi Crystal left after it's master has accended to a higher level of being. Remember this place isn't the origin of the "First Thought" but rather the home of the Seer/Sage who was investigating it. His discovery led him to become something more and his Psi Crystal, which was a fragment of him, has rearranged the place to test those who would follow after him.

Hmm... Interesting idea just occured to me. The Psi Crystal was advanced and held two aspects of the Sages personality. The "insightful" side wants others to learn the secret, and the "protective" side which created the Psion-Killer to stop others from potetially abusing the secret. Have to massage the idea a bit but it would make for a more interesting climax with the crystal warring with its two perspectives while the party fights off its guardian.

Jack
 

All variations on a theme. My major point here is that in four hours, you have plenty of time to go beyond "bottled module" and tell a specific short story in the medium of an RPG. Mechanics don't factor into that part; there are people on these boards who are infinitely more gifted than I in that regard. My strength is story telling, so I think you would have a much more memorable module with the flow of a film.

- Opening. Establish presence, cause, and conflict. Why are we here? Why are they here? Two paragraphs should be sufficient to just set the scene.

- Initial Engagement (Crossing the Departure Threshold, for the Campbellians in the hizzouse). Once they're in, there's (literally) no turning back. Their first fight within the walls and the first tests of their mettle come here.

- Adventure (The actual 'plot'). This is where the action happens; the PCs learn the history, possibly through images, flash backs they can't control as the Crystal tests them from the moment they enter, thus making the Crystal a major character in and of itself. They engage forces which are also terrifying real manifestations of memories the Crystal has had, or one of its two Avatars have encountered in their time.

- The Guide (Optional); the Guide is a separate character (a manifestation, an idea taken form, a crow, a coyote, Merlin) who grants a boon (excalibur, the ability to see spirits, hear thoughts, see ghosts, etc.) and helps guide the party through to the climax of the adventure.

- Epiphany/The Boon - gaining the knowledge of the prize/boon that the Guide (optional) has lead them towards. i.e., the First Thought was really (insert THE TRUTH here) or perhaps it was (insert alternate THE TRUTH here). However, reaching this point usually leads directly into the final conflict, which also occurs here.

- Return - the exit, with heroic music playing in the background, as the PCs with prize in hand triumphantly leave everything behind and go on to their next adventure.
 

Jack of Shadows said:
PCat what if we combined the Psion-Killer battle with the final test. Might add a greater sense of climax if they have to have a philosophical discussion while fighting the thing. Maybe have the walls close in slowly the longer they debate with the thing?

Love it. That will work wonderfully.
 

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