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<blockquote data-quote="Summer-Knight925" data-source="post: 5714582" data-attributes="member: 80297"><p>for 2 hours of play, an 8 room dungeon (6 actual encounters) with 1 out of dungeon wilderness encounter and the actual role play hook (talking to the older dwarf)</p><p></p><p>Room 1 is a cave entrance where they are attacked by (what else) Kobolds. </p><p></p><p>Room 2 is a split, one corridor to the left, one to the right.</p><p></p><p>Room 3 is down the left corridor, it is a fungi chamber with a shrieker and some stirge, I figure a composite encounter like that should be fun.</p><p>Room 4 is down the right corridor, it's a trap! a crossbow is set up to fire at the door when the pressure plate is triggered.</p><p></p><p>Room 5 is an empty room that gives a few clues of what to come (in particular, something with mirrors and some 'slug god')</p><p></p><p>Room 6 is a long hall that curves around the corner, while the characters travel they set off a goblin ambush, with a few search checks they should find a hidden room and lots of treasure.</p><p></p><p>Room 7 is a puzzle room, the entire room is one giant mirror with a single mirror pedestal in the center, on the pedestal is a large blue mirrored sphere. The door into the chamber reads, "when no blue shows through, the door will open to you" (if you remove the blue sphere the door opens and the adventure continues, also good treasure in this room if they survive yet another trap from the non-hidden door (this trap is an acid pit trap that if you open the door and fail a save slide into the pit of acid.)</p><p>Room 8 is actually a gateway to future adventures, if they fight through the carrion crawler they find that a large 'well' is actually a chute to a dungeon below. Although they are aware they are to weak to go down. </p><p></p><p>On the way out they encounter a bad guy (reoccurring that a few players will recognize and thus rage about) who threatens the characters but leaves them with a message.</p><p><em>"Your lands will be mine some day, all of them, tell your lords and dukes there is nothing they can do, tell them to fear Vladmir Ranzevour, Knight of the fallen standard</em></p><p></p><p>*Note:Most of these people have never played a fantasy table-top rpg ever, some have never even played a fantasy rpg. I am using the basic fantasy role playing game to get them started, when they say basic, they really mean it.</p><p>I do have to run through this in 2 hours for 2 different groups, although I bet if they run over a little (either group) it won't matter to much.</p></blockquote><p></p>
[QUOTE="Summer-Knight925, post: 5714582, member: 80297"] for 2 hours of play, an 8 room dungeon (6 actual encounters) with 1 out of dungeon wilderness encounter and the actual role play hook (talking to the older dwarf) Room 1 is a cave entrance where they are attacked by (what else) Kobolds. Room 2 is a split, one corridor to the left, one to the right. Room 3 is down the left corridor, it is a fungi chamber with a shrieker and some stirge, I figure a composite encounter like that should be fun. Room 4 is down the right corridor, it's a trap! a crossbow is set up to fire at the door when the pressure plate is triggered. Room 5 is an empty room that gives a few clues of what to come (in particular, something with mirrors and some 'slug god') Room 6 is a long hall that curves around the corner, while the characters travel they set off a goblin ambush, with a few search checks they should find a hidden room and lots of treasure. Room 7 is a puzzle room, the entire room is one giant mirror with a single mirror pedestal in the center, on the pedestal is a large blue mirrored sphere. The door into the chamber reads, "when no blue shows through, the door will open to you" (if you remove the blue sphere the door opens and the adventure continues, also good treasure in this room if they survive yet another trap from the non-hidden door (this trap is an acid pit trap that if you open the door and fail a save slide into the pit of acid.) Room 8 is actually a gateway to future adventures, if they fight through the carrion crawler they find that a large 'well' is actually a chute to a dungeon below. Although they are aware they are to weak to go down. On the way out they encounter a bad guy (reoccurring that a few players will recognize and thus rage about) who threatens the characters but leaves them with a message. [I]"Your lands will be mine some day, all of them, tell your lords and dukes there is nothing they can do, tell them to fear Vladmir Ranzevour, Knight of the fallen standard[/I] *Note:Most of these people have never played a fantasy table-top rpg ever, some have never even played a fantasy rpg. I am using the basic fantasy role playing game to get them started, when they say basic, they really mean it. I do have to run through this in 2 hours for 2 different groups, although I bet if they run over a little (either group) it won't matter to much. [/QUOTE]
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