Belbarrus
First Post
Picture this scenario: The adventurers had gone through a small dungeon and at the end is a huge stone door, leading to a treasure vault. The DM has created a long scenario as to what the party will need to go through to open this door. First, the door is locked, but with no visible keyhole, except a groove that a small sphere will fit into. The door is too large for any of the Arcane casters to Knock open.
The adventures is supposed to continue thusly:
The party, finding no way to open the door, head back to town and gather information on said vault. Research leads them to a sage that will tell them what he knows of the key, if they perform a service. The service is a simple 'retrieve an item' quest that takes the party on a minor adventure. Then the sage will tell the party about a special orb secreted away in castle ruins that will open the treasure vault. The party is supposed to venture to the ruins, brave the dangers and retrieve the orb, while dodging an enemy party also seeking the orb, which leads to background story about someone trying to overthrow the kindly king of the land. With the orb in hand, the party returns to the vault and uses the orb to magically unseal the dor and opens it, gaining the treasure.
Or, when they first encounter the door, they could just batter it down with battering rams and sledghammers and break their way into the vault. Or, the Wizard polymorphs into an Umber Hulk and burrows through the door in 1 second. Thereby negating the need for the 'extra' adventures that the DM had planned.
I needs tips on how to fortify areas, or at least discourage a party from merely battering their way through everything. Even if they take damage and are destroyed over time, sledgehammers and battering rams are cheap and if the party has the time, whats to prevent them from busting through areas? I know, in modules, the normal tactic is that the 'noise gets the attention of wandering monsters'. But, monsters are merely more Experience Points for the group.
Any ideas on this?
The adventures is supposed to continue thusly:
The party, finding no way to open the door, head back to town and gather information on said vault. Research leads them to a sage that will tell them what he knows of the key, if they perform a service. The service is a simple 'retrieve an item' quest that takes the party on a minor adventure. Then the sage will tell the party about a special orb secreted away in castle ruins that will open the treasure vault. The party is supposed to venture to the ruins, brave the dangers and retrieve the orb, while dodging an enemy party also seeking the orb, which leads to background story about someone trying to overthrow the kindly king of the land. With the orb in hand, the party returns to the vault and uses the orb to magically unseal the dor and opens it, gaining the treasure.
Or, when they first encounter the door, they could just batter it down with battering rams and sledghammers and break their way into the vault. Or, the Wizard polymorphs into an Umber Hulk and burrows through the door in 1 second. Thereby negating the need for the 'extra' adventures that the DM had planned.
I needs tips on how to fortify areas, or at least discourage a party from merely battering their way through everything. Even if they take damage and are destroyed over time, sledgehammers and battering rams are cheap and if the party has the time, whats to prevent them from busting through areas? I know, in modules, the normal tactic is that the 'noise gets the attention of wandering monsters'. But, monsters are merely more Experience Points for the group.
Any ideas on this?