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General Tabletop Discussion
*Dungeons & Dragons
How to destroy or close a portal to the Nine Hells?
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<blockquote data-quote="Oofta" data-source="post: 7301842" data-attributes="member: 6801845"><p>I would run it as a series of skill checks using different types of skills and abilities. They can't simply destroy the temple, they have to destroy it in the correct manner.</p><p></p><p>So an entire adventure could be a series of religion/history/arcana checks so that the characters remember something similar happened once and how it was handled. Then a series of challenges where they need to disable or physically destroy certain pieces in certain sequences, all while fighting off enemies. Perhaps there are sets of spinning crystals hidden around the temple that need to be disabled or smashed (they explode if smashed of course) in a specific order or within a certain period of time.</p><p></p><p>Think of it like shutting down a nuclear power plant. You can't just bash away, you need to figure out what steps are necessary (maybe there's a book with details somewhere) then do things in order or risk the gate exploding and Tiamat getting out even more easily. You can also involve an NPC ritualist that the group needs to escort from place to place while protecting them from attack at the same time, or maybe a guide who can tell them what to do but the guide can't physically be there to do it themselves.</p><p></p><p>I've done variations on the theme a few times, the trick was to allow different skills, give the players enough hints (or just state "You know that in order to disable this you will need to ...") so they know the direction to take and keep the story moving. Remember that while Bob isn't a genius, his wizard Razzmattaz <em>is</em>, good ol' Razzy may think of how to do things Bob would never consider. That doesn't guarantee automatic success of course, just that the players know an option (or two) of what can be done.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7301842, member: 6801845"] I would run it as a series of skill checks using different types of skills and abilities. They can't simply destroy the temple, they have to destroy it in the correct manner. So an entire adventure could be a series of religion/history/arcana checks so that the characters remember something similar happened once and how it was handled. Then a series of challenges where they need to disable or physically destroy certain pieces in certain sequences, all while fighting off enemies. Perhaps there are sets of spinning crystals hidden around the temple that need to be disabled or smashed (they explode if smashed of course) in a specific order or within a certain period of time. Think of it like shutting down a nuclear power plant. You can't just bash away, you need to figure out what steps are necessary (maybe there's a book with details somewhere) then do things in order or risk the gate exploding and Tiamat getting out even more easily. You can also involve an NPC ritualist that the group needs to escort from place to place while protecting them from attack at the same time, or maybe a guide who can tell them what to do but the guide can't physically be there to do it themselves. I've done variations on the theme a few times, the trick was to allow different skills, give the players enough hints (or just state "You know that in order to disable this you will need to ...") so they know the direction to take and keep the story moving. Remember that while Bob isn't a genius, his wizard Razzmattaz [I]is[/I], good ol' Razzy may think of how to do things Bob would never consider. That doesn't guarantee automatic success of course, just that the players know an option (or two) of what can be done. [/QUOTE]
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How to destroy or close a portal to the Nine Hells?
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