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Lost City of Barakus: Campaign Discussion and Advice
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<blockquote data-quote="werecorpse" data-source="post: 6997746" data-attributes="member: 55491"><p>I am currently running Barakhus and the party has just reached 4th level. Just focussing on the actual lost city dungeon I have a few issues.</p><p>My group quickly identified that the dungeon is such that they need to go room by room searching everywhere to collect the various maguffins (three keys, three flames, sword) to get to Devron. This is a bit of an old school mission statement (explore the dungeon because it's there). They have already started to question if he's still locked up down there why they would use the keys to confront him? Once they see that the ward is intact they will probably just take the keys (to make sure no one else gets to the ward) and leave. </p><p>In fact why hasn't some other monster just randomly wandered off with one of the keys? </p><p></p><p>If some evil bad guy wants to free him they need to get the three keys, kill the guardians in the stone room while not going mad and duck round behind the stone (plenty of room) open the door and head down to the ward. Once there they can get no further unless they charm a good peasant and through trial and error tell what lies to tell when he goes through the ward. From the other side he just says Devron's dead and it's all good (or evil really)</p><p></p><p>In fact why does Devron have the imposter pretend to be an elf trapped underground for years? How does he survive? Why not have him be a fake Devron and attack the PC's ? Then if it wins it can leave one good person alive to drop the ward, if it dies the PC's will celebrate a bit of an anticlimactic victory and leave with some loot (dropping the ward).</p><p></p><p>Better yet Devron should just spend every round charming or suggesting to good PC's and telling them to "return to your home and tell everyone who asks that Devron is dead". One failed save and he's outa there. He might then go whole hog to get the helm but either way it's a better plan that the elf gambit.</p><p></p><p>edit: I've figured out the flaw in this plan Devron (the muppet) doesn't have charm person or suggestion so needs to rely on the imposter for these abilities. So he needs to have the imposter try twice while invisible then it's all out to capture a good person and keep them here long enough to charm to speak the words that will lift the ward.</p><p></p><p>Plus if he escapes but doesn't get the helm you've got a decent mid level villain who has the party is trying to keep the helm away from.</p><p></p><p>edit: also No lich should wear their phylactery. Devron should bury his somewhere so that if he is killed & the party doesn't realise they need to find a phylactery he will be free when he is restored to unlife</p><p></p><p>also the final question. "Is he dead?" A. He's a lich of course he's dead, B. I can see my players answering that question with a question "Who?"</p><p></p><p>dont nut get me wrong I enjoy the dungeon, I just think some more thought needs to go into why anyone good tries to confront Devron and how he reacts</p></blockquote><p></p>
[QUOTE="werecorpse, post: 6997746, member: 55491"] I am currently running Barakhus and the party has just reached 4th level. Just focussing on the actual lost city dungeon I have a few issues. My group quickly identified that the dungeon is such that they need to go room by room searching everywhere to collect the various maguffins (three keys, three flames, sword) to get to Devron. This is a bit of an old school mission statement (explore the dungeon because it's there). They have already started to question if he's still locked up down there why they would use the keys to confront him? Once they see that the ward is intact they will probably just take the keys (to make sure no one else gets to the ward) and leave. In fact why hasn't some other monster just randomly wandered off with one of the keys? If some evil bad guy wants to free him they need to get the three keys, kill the guardians in the stone room while not going mad and duck round behind the stone (plenty of room) open the door and head down to the ward. Once there they can get no further unless they charm a good peasant and through trial and error tell what lies to tell when he goes through the ward. From the other side he just says Devron's dead and it's all good (or evil really) In fact why does Devron have the imposter pretend to be an elf trapped underground for years? How does he survive? Why not have him be a fake Devron and attack the PC's ? Then if it wins it can leave one good person alive to drop the ward, if it dies the PC's will celebrate a bit of an anticlimactic victory and leave with some loot (dropping the ward). Better yet Devron should just spend every round charming or suggesting to good PC's and telling them to "return to your home and tell everyone who asks that Devron is dead". One failed save and he's outa there. He might then go whole hog to get the helm but either way it's a better plan that the elf gambit. edit: I've figured out the flaw in this plan Devron (the muppet) doesn't have charm person or suggestion so needs to rely on the imposter for these abilities. So he needs to have the imposter try twice while invisible then it's all out to capture a good person and keep them here long enough to charm to speak the words that will lift the ward. Plus if he escapes but doesn't get the helm you've got a decent mid level villain who has the party is trying to keep the helm away from. edit: also No lich should wear their phylactery. Devron should bury his somewhere so that if he is killed & the party doesn't realise they need to find a phylactery he will be free when he is restored to unlife also the final question. "Is he dead?" A. He's a lich of course he's dead, B. I can see my players answering that question with a question "Who?" dont nut get me wrong I enjoy the dungeon, I just think some more thought needs to go into why anyone good tries to confront Devron and how he reacts [/QUOTE]
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