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New dungeon I'm composing for my home game
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<blockquote data-quote="Cernor" data-source="post: 6460006" data-attributes="member: 6780066"><p>Depending on your players, it could be an interesting challenge to make it the Vault of Compassion: the kobolds in it are dying out or mutating from a magical influence in the vault, so they initially try to drive the party away for their own safety, being hostile but not violent unless attacked. It should be obvious that something is wrong with these kobolds (diseased coloration or something) which <strong>should</strong> prompt the party to offer to help rather than kill them all. There are rooms filled with dead kobolds which they couldn't bury or burn because of their frailty and rapidly decreasing numbers. 10 of the kobolds remain alive, but barely so.</p><p></p><p>The more time the party spends in the vault, the more likely it is that they would be affected by the magical emanations (ability score decreases, reduced vision, slower healing, etc.) which all fade over the course of a few days after the source disappears. If the party decides to kill the kobolds, they should face no penalties (but gain no rewards other than the XP). However, if they decide to help the kobolds, they should face aberrations and mutated kobolds on the way to the bottom of the vault. </p><p></p><p>Inside the final chamber is an orb with a piece which releases bolts of magical energy (such as <em>magic missile</em> bolts) on random intervals, making it dangerous to approach. Putting the missing piece in would heal all the surviving kobolds, both normal and mutated, as well as teaching the party Channel Divinity: Preserve Life and giving them one (or one more) use of Channel Divinity. The player who risked death to close the hole would instead get two, or two extra, uses of Channel Divinity.</p><p></p><p>Let me know what you think!</p></blockquote><p></p>
[QUOTE="Cernor, post: 6460006, member: 6780066"] Depending on your players, it could be an interesting challenge to make it the Vault of Compassion: the kobolds in it are dying out or mutating from a magical influence in the vault, so they initially try to drive the party away for their own safety, being hostile but not violent unless attacked. It should be obvious that something is wrong with these kobolds (diseased coloration or something) which [B]should[/B] prompt the party to offer to help rather than kill them all. There are rooms filled with dead kobolds which they couldn't bury or burn because of their frailty and rapidly decreasing numbers. 10 of the kobolds remain alive, but barely so. The more time the party spends in the vault, the more likely it is that they would be affected by the magical emanations (ability score decreases, reduced vision, slower healing, etc.) which all fade over the course of a few days after the source disappears. If the party decides to kill the kobolds, they should face no penalties (but gain no rewards other than the XP). However, if they decide to help the kobolds, they should face aberrations and mutated kobolds on the way to the bottom of the vault. Inside the final chamber is an orb with a piece which releases bolts of magical energy (such as [I]magic missile[/I] bolts) on random intervals, making it dangerous to approach. Putting the missing piece in would heal all the surviving kobolds, both normal and mutated, as well as teaching the party Channel Divinity: Preserve Life and giving them one (or one more) use of Channel Divinity. The player who risked death to close the hole would instead get two, or two extra, uses of Channel Divinity. Let me know what you think! [/QUOTE]
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