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<blockquote data-quote="Kristivas" data-source="post: 4102748" data-attributes="member: 34179"><p>I had the same problem a few years ago. The group kinda got a little too used to tombs, crypts, caverns, and so forth. Eventually, I came up with a few different things to spice things up a bit, such as..</p><p></p><p>A "forest crawl". It's winter, and the group is trapped in a heavily forested valley, covered in a blanket of snow from a recent storm, after their mount was killed in the air. There's only one way out, a labyrinth on the other side of the valley. However, the group is being hunted for sport, their 'crash-landing' being no accident or random encounter. There are three stone idols, hidden throughout the forest, that are needed to open the door to the labyrinth, through which they can escape. I added forest traps, random wandering monsters, and of course the group hunting the party. I also made the cold weather a factor in this, something not able to be often utilized in a dungeon crawl.</p><p></p><p>A "beach-side defense". Here, the group must defend a newly-built and sparsely-manned fort set up on the shore of the kingdom. With a cliff on two sides and the ocean to the other, the only ways to get to the fort is through a miles-long stretch of beach. The group has to set traps, use the cliff side, and both use and keep watch on the ocean nearby until the fleet arrives. The 'invaders' came both down the beach and through the water. A druid using a summoning spell or two here to get a few aquatic creatures really turned the tide for the party for the water encounters.</p></blockquote><p></p>
[QUOTE="Kristivas, post: 4102748, member: 34179"] I had the same problem a few years ago. The group kinda got a little too used to tombs, crypts, caverns, and so forth. Eventually, I came up with a few different things to spice things up a bit, such as.. A "forest crawl". It's winter, and the group is trapped in a heavily forested valley, covered in a blanket of snow from a recent storm, after their mount was killed in the air. There's only one way out, a labyrinth on the other side of the valley. However, the group is being hunted for sport, their 'crash-landing' being no accident or random encounter. There are three stone idols, hidden throughout the forest, that are needed to open the door to the labyrinth, through which they can escape. I added forest traps, random wandering monsters, and of course the group hunting the party. I also made the cold weather a factor in this, something not able to be often utilized in a dungeon crawl. A "beach-side defense". Here, the group must defend a newly-built and sparsely-manned fort set up on the shore of the kingdom. With a cliff on two sides and the ocean to the other, the only ways to get to the fort is through a miles-long stretch of beach. The group has to set traps, use the cliff side, and both use and keep watch on the ocean nearby until the fleet arrives. The 'invaders' came both down the beach and through the water. A druid using a summoning spell or two here to get a few aquatic creatures really turned the tide for the party for the water encounters. [/QUOTE]
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