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Need Advice on a Scenario Idea I have
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<blockquote data-quote="Werewolf_26" data-source="post: 351119" data-attributes="member: 1317"><p>After mentioning an older PC game (The Conan the Cimmerian computer game) to someone today, I remembered a particular puzzle/quest problem that the brave warrior faced in that game.</p><p></p><p>During one of the adventures, Conan found a jungle inhabited by a large number of hostile tribesmen (mindless goons) lead by a Sorcereress. All who had sought out the head of the sorcereress found a grizzly end (no pun intended), due to the fact she was a shape-shifter (some bear/wolf-like creature). The Sorceress laired near a large monolith that attracted metals to it.</p><p></p><p>The particular problem set out for Conan here was all of the swords he had collected to this point in the game were of a magnetic sort-they flew to the stone and were useless in the fight against the shape-shifter. The game's solution was for Conan to find an obsidian blade and slay the sorceress with that.</p><p></p><p>I thought this might make for an interesting D&D dungeon problem.</p><p></p><p>Some kind of magnetic cavern/lair of some horrible creature (perhaps even a group of lycanthropes, undead, or unusually tough monster) that uses the cave as an advantage-all of its would be slayers would come dressed up in their full plate & greatswords, only to find themselves stuck at the entrance and severely weakened.</p><p></p><p>This would also make highly specialized Warrior types seek out other (less capable of dealing out damage) weapons to combat the monsters. It may not effect wizards too much, or clerics for that matter, other than the fact that most people would have to ditch the armor and weapons for the most part that they are accustom to.</p><p></p><p>I know this would adjust CRs & ELs for the scenario. But this would mainly be used against my high level party (17th+) and they should have little trouble coping with the difficulties of the adventure.</p><p></p><p>I've spent some time looking for a simple list of what is magnetic (iron, cobalt, & nickel) and what isn't so that I should be able to construct the place logically, if it has intelligent creatures living inside the area.</p><p></p><p>What I am unclear on is whether Mithril or adamantine should be magnetic. What do ya'll think? And what do you think of the scenario in general?</p><p></p><p>Werewolf_26</p><p>"Red Elf is about to die."</p></blockquote><p></p>
[QUOTE="Werewolf_26, post: 351119, member: 1317"] After mentioning an older PC game (The Conan the Cimmerian computer game) to someone today, I remembered a particular puzzle/quest problem that the brave warrior faced in that game. During one of the adventures, Conan found a jungle inhabited by a large number of hostile tribesmen (mindless goons) lead by a Sorcereress. All who had sought out the head of the sorcereress found a grizzly end (no pun intended), due to the fact she was a shape-shifter (some bear/wolf-like creature). The Sorceress laired near a large monolith that attracted metals to it. The particular problem set out for Conan here was all of the swords he had collected to this point in the game were of a magnetic sort-they flew to the stone and were useless in the fight against the shape-shifter. The game's solution was for Conan to find an obsidian blade and slay the sorceress with that. I thought this might make for an interesting D&D dungeon problem. Some kind of magnetic cavern/lair of some horrible creature (perhaps even a group of lycanthropes, undead, or unusually tough monster) that uses the cave as an advantage-all of its would be slayers would come dressed up in their full plate & greatswords, only to find themselves stuck at the entrance and severely weakened. This would also make highly specialized Warrior types seek out other (less capable of dealing out damage) weapons to combat the monsters. It may not effect wizards too much, or clerics for that matter, other than the fact that most people would have to ditch the armor and weapons for the most part that they are accustom to. I know this would adjust CRs & ELs for the scenario. But this would mainly be used against my high level party (17th+) and they should have little trouble coping with the difficulties of the adventure. I've spent some time looking for a simple list of what is magnetic (iron, cobalt, & nickel) and what isn't so that I should be able to construct the place logically, if it has intelligent creatures living inside the area. What I am unclear on is whether Mithril or adamantine should be magnetic. What do ya'll think? And what do you think of the scenario in general? Werewolf_26 "Red Elf is about to die." [/QUOTE]
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