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Help me write a tomb crawl!
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<blockquote data-quote="JWO" data-source="post: 6414511" data-attributes="member: 6777577"><p>I decided to go with Zaruthustran's amazing idea and I've started putting together the encounters room by room. I've decided that the big evil they've locked away used to be a human priest of the order who was transformed into an efreeti in his quest for power (I may have watched Aladdin recently...), so in the last couple of rooms leading up to where he's sealed away (maybe in a lamp for that traditional flavour!) it'll start getting warmer and warmer with fiery creatures popping up here and there when the adventurers arrive.</p><p></p><p>Again, this is the map we'll be using, with the big bad sealed away in the furthest north eastern room:</p><p><a href="http://3.bp.blogspot.com/-6PeQSVm15H4/T6NHOao--4I/AAAAAAAACLo/_4b9LZLUiM0/s1600/PathfinderBeginnerBoxFlipmap.jpg" target="_blank">http://3.bp.blogspot.com/-6PeQSVm15H4/T6NHOao--4I/AAAAAAAACLo/_4b9LZLUiM0/s1600/PathfinderBeginnerBoxFlipmap.jpg</a></p><p></p><p>A couple of the rooms I'm not sure of are the square room with the glowing circle in it. I'm going to have it that this used to be a room in which the consecrated water was kept for visitors to cleanse themselves before entering the temple. I'm going to use [MENTION=386]LostSoul[/MENTION]'s idea and have it open at the top but it'll just open up to the sky so the sun can filter down. The twist is going to be that the pool is actually no longer filled with holy water but burns people if they splash themselves with it. There'll be a plaque on the wall that reads something like “Cleanse thyself in the radiant waters before entering.” d'you reckon that's a good idea? It'll be the adventurers first sign that something is working to try to keep them out. Would you give them a chance to notice that something's up with the water? Maybe a smell or a slight sheen to it? I was only going to have it deal 1d6 acid damage or something.</p><p></p><p>The other room I'm not sure of is the adjoining room with the altar in it. I feel like it should have something special in it but I don't know what. Some kind of interesting encounter that'll start to clue them in to the true nature of the temple and what happened to the priests.</p><p></p><p>Other than that they'll encounter skeletons, a giant scorpion, dust mephits, all in rooms that used to be part of the temple and the living quarters of the priests, with clues dotted around; and then in the far north western room there's going to be the burial chamber with a mummy and some skeletons. It's going to be the most difficult encounter of the dungeon as these are going to be the final guardians of the temple, the priests who were assigned the task of protecting the final chamber.</p></blockquote><p></p>
[QUOTE="JWO, post: 6414511, member: 6777577"] I decided to go with Zaruthustran's amazing idea and I've started putting together the encounters room by room. I've decided that the big evil they've locked away used to be a human priest of the order who was transformed into an efreeti in his quest for power (I may have watched Aladdin recently...), so in the last couple of rooms leading up to where he's sealed away (maybe in a lamp for that traditional flavour!) it'll start getting warmer and warmer with fiery creatures popping up here and there when the adventurers arrive. Again, this is the map we'll be using, with the big bad sealed away in the furthest north eastern room: [url]http://3.bp.blogspot.com/-6PeQSVm15H4/T6NHOao--4I/AAAAAAAACLo/_4b9LZLUiM0/s1600/PathfinderBeginnerBoxFlipmap.jpg[/url] A couple of the rooms I'm not sure of are the square room with the glowing circle in it. I'm going to have it that this used to be a room in which the consecrated water was kept for visitors to cleanse themselves before entering the temple. I'm going to use [MENTION=386]LostSoul[/MENTION]'s idea and have it open at the top but it'll just open up to the sky so the sun can filter down. The twist is going to be that the pool is actually no longer filled with holy water but burns people if they splash themselves with it. There'll be a plaque on the wall that reads something like “Cleanse thyself in the radiant waters before entering.” d'you reckon that's a good idea? It'll be the adventurers first sign that something is working to try to keep them out. Would you give them a chance to notice that something's up with the water? Maybe a smell or a slight sheen to it? I was only going to have it deal 1d6 acid damage or something. The other room I'm not sure of is the adjoining room with the altar in it. I feel like it should have something special in it but I don't know what. Some kind of interesting encounter that'll start to clue them in to the true nature of the temple and what happened to the priests. Other than that they'll encounter skeletons, a giant scorpion, dust mephits, all in rooms that used to be part of the temple and the living quarters of the priests, with clues dotted around; and then in the far north western room there's going to be the burial chamber with a mummy and some skeletons. It's going to be the most difficult encounter of the dungeon as these are going to be the final guardians of the temple, the priests who were assigned the task of protecting the final chamber. [/QUOTE]
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