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Help Me Flesh Out the "Teeny Tiny Dungeon"
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<blockquote data-quote="uzirath" data-source="post: 8125100" data-attributes="member: 8495"><p>This looks fun. I'm just brainstorming here in no particular order:</p><p></p><p>My first thought is to send them in without their stuff. The potion shrinks their bodies, but not their gear. This adds the extra challenge of arming themselves with gear found in the tunnels (or improvising ... toothpick swords?).</p><p></p><p>I might tie the missing items into the ongoing story of the campaign. Maybe the party is after some special ring (or another magic item) in the possession of an eccentric wizard who tells them that the rats in the wall took it. If there's a political angle with the Ahjualused, maybe you can introduce them into some earlier adventures in a minor fashion. Lay some seeds for the future.</p><p></p><p>Regardless, the particular items should be adjusted to match the challenge level. I don't imagine that 13th level characters will be super-excited about a ring of warmth. (Though it is personally one of my favorite items.) </p><p></p><p>What prevents the party from just breaking into the wall while full-sized? Maybe it is stone. Or enchanted? Maybe this is a fae or extra-planar realm where the rules of reality are different. Maybe the wizard is powerful enough (whether in magical might or level of importance as an ally) to prevent them from tearing down his walls.</p><p></p><p>Similarly, it's worth thinking about what spells the party might have access to. Passwall? Teleport? Dig? (Of course, maybe the spell effects scale downward too... Dig affects cubic centimeters...)</p><p></p><p>Maybe the Ahjualused are engaged in some sort of demon-worshipping cult thing. Add a temple to the map. The wizard has been noticing ominous signs and isn't sure why. Maybe he thinks it's due to a magic item that was taken by the darn rats. Maybe this is true. Or maybe it's a red herring and the Ahjualused are in the process of summoning Great Cthulhu or whatever.</p><p></p><p>I like the idea of the ashes from the fireplace having some special significance. Is the fireplace where the wizard brews his magical potions? Maybe the ashes have powers. Maybe it's not about magical potions but about the wood that the wizard (or his servant) harvests from Yazor's Grove...</p><p></p><p>As far as factions go, this might depend on how you want to link things to your wider campaign. As a mini-adventure, it could just be something about the line of succession (riffing off the throne room). If you go with the cult, there could be another group with different ideas.</p><p></p><p>I'd love to hear what you eventually come up with!</p></blockquote><p></p>
[QUOTE="uzirath, post: 8125100, member: 8495"] This looks fun. I'm just brainstorming here in no particular order: My first thought is to send them in without their stuff. The potion shrinks their bodies, but not their gear. This adds the extra challenge of arming themselves with gear found in the tunnels (or improvising ... toothpick swords?). I might tie the missing items into the ongoing story of the campaign. Maybe the party is after some special ring (or another magic item) in the possession of an eccentric wizard who tells them that the rats in the wall took it. If there's a political angle with the Ahjualused, maybe you can introduce them into some earlier adventures in a minor fashion. Lay some seeds for the future. Regardless, the particular items should be adjusted to match the challenge level. I don't imagine that 13th level characters will be super-excited about a ring of warmth. (Though it is personally one of my favorite items.) What prevents the party from just breaking into the wall while full-sized? Maybe it is stone. Or enchanted? Maybe this is a fae or extra-planar realm where the rules of reality are different. Maybe the wizard is powerful enough (whether in magical might or level of importance as an ally) to prevent them from tearing down his walls. Similarly, it's worth thinking about what spells the party might have access to. Passwall? Teleport? Dig? (Of course, maybe the spell effects scale downward too... Dig affects cubic centimeters...) Maybe the Ahjualused are engaged in some sort of demon-worshipping cult thing. Add a temple to the map. The wizard has been noticing ominous signs and isn't sure why. Maybe he thinks it's due to a magic item that was taken by the darn rats. Maybe this is true. Or maybe it's a red herring and the Ahjualused are in the process of summoning Great Cthulhu or whatever. I like the idea of the ashes from the fireplace having some special significance. Is the fireplace where the wizard brews his magical potions? Maybe the ashes have powers. Maybe it's not about magical potions but about the wood that the wizard (or his servant) harvests from Yazor's Grove... As far as factions go, this might depend on how you want to link things to your wider campaign. As a mini-adventure, it could just be something about the line of succession (riffing off the throne room). If you go with the cult, there could be another group with different ideas. I'd love to hear what you eventually come up with! [/QUOTE]
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