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Plot hooks with WotC Map o' the Week Mega-map
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<blockquote data-quote="CrazyMage" data-source="post: 299780" data-attributes="member: 565"><p>Hey, two replies and this thing is still not kicked into Plots and Places. Whoo-hoo!</p><p></p><p></p><p></p><p>Excellent question, and it gets to the issue of what kind of story you want driving the hunt for these pieces. For example, a epic wizard is using this dungeon to test parties for a job he has in mind. He has put all the pieces of the map in the rooms of the dungeon itself, so that one of the rooms of map one might contain the map for section two or six or 15. A lower level party can more easily miss secret doors and passages, so having a map where that is indicated would be a plus over just mapping it yourself as you go. Season with monsters and traps to taste, and serve. Perhaps there are other teams of adventurers competing with the PCs.</p><p></p><p>Maybe the adventure is to track down the pieces of the map from clues or research. Somewhere there is enough information; the PCs just have to find it. Trick is to make it worth their while. Perhaps in the center is hidden an artifact. Maybe it's an evil artifact that was concealed by hiding the pieces of the map hither and yon. (Don't use that phrase often enough). It's an item that should not be found, but those pesky PCs want it (or maybe they need it to counter some greater evil). Maybe it's a good artifact, and evil forces that couldn't destroy it, tried to hide in the dungeon, but the good guys had a map. To keep the bad guys from destroying the map, the pieces are hidden.</p><p></p><p>Maybe they know exactly where all the pieces are, but it's going to be real hard to get any of them, much less all. Someone who helped hide the pieces left notes. A deity gives them a divine quest, helps them by telling them where to go, but after that they're on their own to get that page from the lich's spellbook, convince the ancient red dragon will just hand over the map he has, etc.</p><p></p><p>If you want to keep PCs from going to the dungeon early, just have the final piece/last piece they find contain the location of the dungeon. Otherwise they just have a map for an unknown location.</p><p></p><p>For extra fun, the PC's map is incorrect. </p><p></p><p>I just think it's a neat excuse for a planar treasure hunt.</p></blockquote><p></p>
[QUOTE="CrazyMage, post: 299780, member: 565"] Hey, two replies and this thing is still not kicked into Plots and Places. Whoo-hoo! Excellent question, and it gets to the issue of what kind of story you want driving the hunt for these pieces. For example, a epic wizard is using this dungeon to test parties for a job he has in mind. He has put all the pieces of the map in the rooms of the dungeon itself, so that one of the rooms of map one might contain the map for section two or six or 15. A lower level party can more easily miss secret doors and passages, so having a map where that is indicated would be a plus over just mapping it yourself as you go. Season with monsters and traps to taste, and serve. Perhaps there are other teams of adventurers competing with the PCs. Maybe the adventure is to track down the pieces of the map from clues or research. Somewhere there is enough information; the PCs just have to find it. Trick is to make it worth their while. Perhaps in the center is hidden an artifact. Maybe it's an evil artifact that was concealed by hiding the pieces of the map hither and yon. (Don't use that phrase often enough). It's an item that should not be found, but those pesky PCs want it (or maybe they need it to counter some greater evil). Maybe it's a good artifact, and evil forces that couldn't destroy it, tried to hide in the dungeon, but the good guys had a map. To keep the bad guys from destroying the map, the pieces are hidden. Maybe they know exactly where all the pieces are, but it's going to be real hard to get any of them, much less all. Someone who helped hide the pieces left notes. A deity gives them a divine quest, helps them by telling them where to go, but after that they're on their own to get that page from the lich's spellbook, convince the ancient red dragon will just hand over the map he has, etc. If you want to keep PCs from going to the dungeon early, just have the final piece/last piece they find contain the location of the dungeon. Otherwise they just have a map for an unknown location. For extra fun, the PC's map is incorrect. I just think it's a neat excuse for a planar treasure hunt. [/QUOTE]
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