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Help me write a tomb crawl!
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<blockquote data-quote="Zaruthustran" data-source="post: 6408668" data-attributes="member: 1457"><p>I think it'd be cool if the traps, undead, and other monsters were put in place by the active temple's ancestors. This lost temple was sealed and <em>deliberately</em> lost, and never intended to be found. Those obstacles were put there not only to keep intruders out, but to keep something <u>in.</u></p><p></p><p>So, as they're slaying the mummies, maybe a Religion check to note that the mummies are wearing the raiment of ancient practitioners of the active temple's faith. The PCs might conclude that they're corrupted, or cursed. Nope: they volunteered for the honor of defending and guarding this place.</p><p></p><p>Maybe at the very end, after they crack the last seal, you reveal an old story about a place so horrible, a mistake so shameful, that an entire temple was abandoned, an entire priesthood compelled to undead guardianship, and an entire region erased from history. That story was thought to be apocryphal, but nope--you found it. Tease out the story in bits and pieces (scraps of journal notes, or canned NPC dialogue from their guides/henchmen) the same way games like Bioshock feed scraps of lore. </p><p></p><p>When the players realize what they've done, cue the earth-shaking and the column-toppling. They have to flee upward, running through previously cleared areas while dodging collapses, environmental hazards, and minions/spawn. When they finally escape* they have to wonder if the collapse will keep the Bad down, or if that dried-up underground river they passed on the way down will provide an avenue of escape. </p><p></p><p>* <em>If</em> you let them escape. Would be fun to wipe the party. Treat the entire thing as the pre-opening-credits scene of a movie that sets up the <u>real</u> campaign. If you do that, give the players pre-gens (and just say "trust me on this, for one or two sessions" when they ask to make their own).</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 6408668, member: 1457"] I think it'd be cool if the traps, undead, and other monsters were put in place by the active temple's ancestors. This lost temple was sealed and [I]deliberately[/I] lost, and never intended to be found. Those obstacles were put there not only to keep intruders out, but to keep something [U]in.[/U] So, as they're slaying the mummies, maybe a Religion check to note that the mummies are wearing the raiment of ancient practitioners of the active temple's faith. The PCs might conclude that they're corrupted, or cursed. Nope: they volunteered for the honor of defending and guarding this place. Maybe at the very end, after they crack the last seal, you reveal an old story about a place so horrible, a mistake so shameful, that an entire temple was abandoned, an entire priesthood compelled to undead guardianship, and an entire region erased from history. That story was thought to be apocryphal, but nope--you found it. Tease out the story in bits and pieces (scraps of journal notes, or canned NPC dialogue from their guides/henchmen) the same way games like Bioshock feed scraps of lore. When the players realize what they've done, cue the earth-shaking and the column-toppling. They have to flee upward, running through previously cleared areas while dodging collapses, environmental hazards, and minions/spawn. When they finally escape* they have to wonder if the collapse will keep the Bad down, or if that dried-up underground river they passed on the way down will provide an avenue of escape. * [I]If[/I] you let them escape. Would be fun to wipe the party. Treat the entire thing as the pre-opening-credits scene of a movie that sets up the [U]real[/U] campaign. If you do that, give the players pre-gens (and just say "trust me on this, for one or two sessions" when they ask to make their own). [/QUOTE]
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