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Need some advice on a new 3.5 campaign.
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<blockquote data-quote="howandwhy99" data-source="post: 1319673" data-attributes="member: 3192"><p>Have all the characters start out as prisoners in strange, individual, force-globe cells in the back of a gargantuan hoard of gold. Each has different memories of where they last were, but only a few clues as to the Who and How of their abduction. Give each player just enough information for the whole group to peice together that they are all somehow related to each other in some bizarre manner (perhaps they were all on different quests for the same item? or have the same father? or whatever you find fun). </p><p> </p><p>The odd one out is an insectoid creature (or your choice of NPC) that is buzzing about in its own prison. Periodically it emits a high, piercing screech because of its inability to escape (presumably the effect that finally awoke the PCs). Suprisingly, the character have all of the equipment and are otherwise unhurt. Make sure to sprinkle some unconventional tools around the cells that can be used to free the whole group once one gets out. Freeing the insect-monster can be a dilemma for the group depending on how much you want to play it up. (is it angry or is it cute?)</p><p> </p><p>Regardless on if the group splits up after escaping the cells or doesn't even free each other, those that move past the gleaming hill of gold nuggets will soon learn that they all have another problem in common. Surveying the vast cavern behind the pile, their eyes see what appears to be a monstrously-colossal dragon sleeping. But after some closer inspection they should notice the dozens of insectoid creatures that parade up and down its unmoving form.</p><p> </p><p>If the players haven't figured it out by now, they are all actually only 1/2" inches tall! (why would their collector take away their gear then, right?) To escape the cavern, the must travel past the insect guards and dragon body in their path. The exit simply leads to a mountain pass, but it should be enough of a challenge to daunt the players. (if they want to travel home at their current height, you've reached adventure #2) </p><p> </p><p>Success lies in finding what secrets are within the insect's fort made from the dead dragon's body. This should be difficult enough to require the help of everyone in the party (in case they purposefully left some behind). Their fellow insect prisoner may serve useful or not. Play up the exploration of the dragon's body making a map including whatever areas you feel are fun (heart, eyes, stomach, firebreath gizzard). When finally reaching the treasure room or throne room (maybe there is an insect queen? who knows), they find....</p><p> </p><p>...well, anything that makes them large again, presumably. Perhaps a 'huge'-sized wand of dispelling that causes the recipient PC to burst up out of the dragon form to normal height? Use whatever device you think works best, as long as it makes sense within a dragon's hoard. </p><p> </p><p>Once one character is normal-sized the insects should no longer be a big problem (pun intended). The device doesn't necessarily need to work for every PC depending on how RatBastard you want to be. Maybe the PC's know the number of charges or effects ahead of time? Maybe it affects their insect prisoner buddy, too? The hoard of gold nuggets should be equivalent for their usual treasure take. For the sake of reasonability, you will want to give the insects a prison-making device (rather large compared to them). And a reason for the dragon's death that would leave its treasure intact (I suggest a blown up shrinking machine).</p><p> </p><p>Depending on how you played up the character's connection to begin with, (why the dragon collected them in the first place) you should have some interesting plot points for the group to figure out. Not the least of which is who the dragon originally was and why it choose them. </p><p> </p><p>There. Memorable and different. I personally like the 30's and 40's throw back to early SciFi stories*. </p><p> </p><p>*Go read William Tenn's "Of Men and Monster's" for one of the best.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 1319673, member: 3192"] Have all the characters start out as prisoners in strange, individual, force-globe cells in the back of a gargantuan hoard of gold. Each has different memories of where they last were, but only a few clues as to the Who and How of their abduction. Give each player just enough information for the whole group to peice together that they are all somehow related to each other in some bizarre manner (perhaps they were all on different quests for the same item? or have the same father? or whatever you find fun). The odd one out is an insectoid creature (or your choice of NPC) that is buzzing about in its own prison. Periodically it emits a high, piercing screech because of its inability to escape (presumably the effect that finally awoke the PCs). Suprisingly, the character have all of the equipment and are otherwise unhurt. Make sure to sprinkle some unconventional tools around the cells that can be used to free the whole group once one gets out. Freeing the insect-monster can be a dilemma for the group depending on how much you want to play it up. (is it angry or is it cute?) Regardless on if the group splits up after escaping the cells or doesn't even free each other, those that move past the gleaming hill of gold nuggets will soon learn that they all have another problem in common. Surveying the vast cavern behind the pile, their eyes see what appears to be a monstrously-colossal dragon sleeping. But after some closer inspection they should notice the dozens of insectoid creatures that parade up and down its unmoving form. If the players haven't figured it out by now, they are all actually only 1/2" inches tall! (why would their collector take away their gear then, right?) To escape the cavern, the must travel past the insect guards and dragon body in their path. The exit simply leads to a mountain pass, but it should be enough of a challenge to daunt the players. (if they want to travel home at their current height, you've reached adventure #2) Success lies in finding what secrets are within the insect's fort made from the dead dragon's body. This should be difficult enough to require the help of everyone in the party (in case they purposefully left some behind). Their fellow insect prisoner may serve useful or not. Play up the exploration of the dragon's body making a map including whatever areas you feel are fun (heart, eyes, stomach, firebreath gizzard). When finally reaching the treasure room or throne room (maybe there is an insect queen? who knows), they find.... ...well, anything that makes them large again, presumably. Perhaps a 'huge'-sized wand of dispelling that causes the recipient PC to burst up out of the dragon form to normal height? Use whatever device you think works best, as long as it makes sense within a dragon's hoard. Once one character is normal-sized the insects should no longer be a big problem (pun intended). The device doesn't necessarily need to work for every PC depending on how RatBastard you want to be. Maybe the PC's know the number of charges or effects ahead of time? Maybe it affects their insect prisoner buddy, too? The hoard of gold nuggets should be equivalent for their usual treasure take. For the sake of reasonability, you will want to give the insects a prison-making device (rather large compared to them). And a reason for the dragon's death that would leave its treasure intact (I suggest a blown up shrinking machine). Depending on how you played up the character's connection to begin with, (why the dragon collected them in the first place) you should have some interesting plot points for the group to figure out. Not the least of which is who the dragon originally was and why it choose them. There. Memorable and different. I personally like the 30's and 40's throw back to early SciFi stories*. *Go read William Tenn's "Of Men and Monster's" for one of the best. [/QUOTE]
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