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<blockquote data-quote="paradox42" data-source="post: 2823099" data-attributes="member: 29746"><p>For a puzzle, you have one obvious (to me at least) place to start: if this place is set to imprison a powerful demon or other Horrid Thing From Beyond[sup]<span style="font-size: 9px">TM</span>[/sup], when the characters retrieve the construct, it sets in motion a chain reaction that will release the prisoner. Then the wizard's puzzle is a very creative one: come up with a replacement component that will allow the party to take and use the construct without releasing the prisoner.</p><p></p><p>Alternately, you could have the reaction set in motion by the removal of the construct take a while to work its way to the final release of the Thing, in which case whatever adventure the PCs needed the construct for has a built-in time limit unless they don't mind releasing the demon.</p><p></p><p>As for in-place dungeon features, there are several that leap irresistably to mind: since demons can by their very nature Teleport at will, the dungeon it's imprisoned in should have a permanent Dimension Lock in place in at least the central areas where the prison itself is; walls constructed of Adamantine or other super-expensive material with special properties are also a good way to go. You yourself already came up with the feature that it has a sort of "antipathy" effect on it keeping people away; what if this effect also helps keep the demon inside? In other words, it's a bubble rather than a field- once inside, a creature gets sick if it tries to leave.</p><p></p><p>For non-D-Locked areas of the dungeon, it makes sense to have some areas be simply inaccessible from others without Fly spells, or even teleportation or ethereal travel; forcing the characters to use those high-level powers they spent so much time acquiring in order to make any progress (as opposed to just shortcutting around a problem) is always a good way to give the players warm fuzzies.</p><p></p><p>You might also use guardians that don't traditionally see use as villians (or antagonists) in your game: for example, angels. What if the prison dungeon has a series of angelic guardians that are charged with the task of keeping all other creatures out? Then the party has to make a choice between fighting angels (or somehow negotiating a peaceful way past them), and giving up the construct they came to get.</p><p></p><p>Those are just my immediate thoughts. Hope they're helpful.</p></blockquote><p></p>
[QUOTE="paradox42, post: 2823099, member: 29746"] For a puzzle, you have one obvious (to me at least) place to start: if this place is set to imprison a powerful demon or other Horrid Thing From Beyond[sup][size=1]TM[/size][/sup], when the characters retrieve the construct, it sets in motion a chain reaction that will release the prisoner. Then the wizard's puzzle is a very creative one: come up with a replacement component that will allow the party to take and use the construct without releasing the prisoner. Alternately, you could have the reaction set in motion by the removal of the construct take a while to work its way to the final release of the Thing, in which case whatever adventure the PCs needed the construct for has a built-in time limit unless they don't mind releasing the demon. As for in-place dungeon features, there are several that leap irresistably to mind: since demons can by their very nature Teleport at will, the dungeon it's imprisoned in should have a permanent Dimension Lock in place in at least the central areas where the prison itself is; walls constructed of Adamantine or other super-expensive material with special properties are also a good way to go. You yourself already came up with the feature that it has a sort of "antipathy" effect on it keeping people away; what if this effect also helps keep the demon inside? In other words, it's a bubble rather than a field- once inside, a creature gets sick if it tries to leave. For non-D-Locked areas of the dungeon, it makes sense to have some areas be simply inaccessible from others without Fly spells, or even teleportation or ethereal travel; forcing the characters to use those high-level powers they spent so much time acquiring in order to make any progress (as opposed to just shortcutting around a problem) is always a good way to give the players warm fuzzies. You might also use guardians that don't traditionally see use as villians (or antagonists) in your game: for example, angels. What if the prison dungeon has a series of angelic guardians that are charged with the task of keeping all other creatures out? Then the party has to make a choice between fighting angels (or somehow negotiating a peaceful way past them), and giving up the construct they came to get. Those are just my immediate thoughts. Hope they're helpful. [/QUOTE]
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