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*Dungeons & Dragons
So my players are adventuring in a Bag of Holding...
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<blockquote data-quote="JamesonCourage" data-source="post: 6291334" data-attributes="member: 6668292"><p>This is, like, the best idea ever. Awesome <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The social skills could help (convincing him to swap allegiances with Diplomacy, tricking him into thinking they're with the Vampire with Bluff, making him afraid of getting killed with Intimidate). They could sneak in (Stealth or Streetwise), disguise themselves (Bluff?), obtain a seal (Streetwise?), and potentially get clues with skills like Insight, Perception, History, or even Religion.</p><p></p><p>I like the five-room dungeon concept, personally. It goes like this:</p><p></p><p><strong>Room 1: </strong>Entrance And Guardian</p><p><strong>Room 2:</strong> Puzzle Or Roleplaying Challenge</p><p><strong>Room 3:</strong> Red Herring</p><p><strong>Room 4:</strong> Climax, Big Battle Or Conflict</p><p><strong>Room 5:</strong> Plot Twist </p><p></p><p>If this is the second "room", then it'd be a puzzle or RP challenge. Have them talk it out, use skills, resolve via a skill challenge. Maybe a skill (Insight, Religion, History) lets the PCs realize that this guy is a sucker for bets, and he'll let them through if they beat him at a competition of some sort (Endurance for a drinking contest, or Athletics for wrestling, or maybe he likes strategic games, etc.).</p><p></p><p>As for future rooms, the third should be a "red herring" ("The purpose of this room is to build tension. The players think they've finally found the treasure, confronted the stage boss, and achieved their goal only to learn they've been tricked"). Maybe they think that they fight him, but it's an illusion, or a lesser vampire, or something. Maybe they think they can activate a magical effect that'll trap him here forever, neutralizing him (but it traps them unless they really defeat him). Who knows?</p><p></p><p>Then you've got room 4, the climax ("This room is The Big Show. It's the big combat or conflict encounter and is the final challenge before the Big Reward. Try to make the environment interesting, engage all the PCs, and provide opportunities for PC tactical advantage so thinking players will be rewarded"). This looks like the boss fight with the vampire. He doesn't need to necessarily die (depending on what you want out of him), but being thwarted or defeated if the PCs are successful is probably the best ending. This is most likely a combat, but if he's too powerful, maybe they engage in another activity that thwarts his plans in some way.</p><p></p><p>Finally, room 5, the plot twist ("Here's your opportunity to change the players' bragging to "we came, we saw, we slipped on a banana peel." Room 5 doesn't always represent a complication or point of failure for the PCs, but it can. Room 5 doesn't always need to be a physical location either--it can be a twist revealed in room 4. "). Putting connections to other plot points that the players will be interested in is a good tactic (that I use in my campaign), or tying it to other things they'll encounter down the road (also something I use). Sometimes it means a collapsing cave / dungeon / bag of holding, but a lot of the time it's just "he was working with X?!" or "he was also the sire of the king, who is secretly a vampire as well."</p><p></p><p>At any rate, I'm not sure what your goal is, but the 5 Room Dungeon is a good start (for me, at least), and you can always stretch each step into more than one "room" if you want to. It's more of a 5-step dungeon, in my estimation. Hope something helped <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 6291334, member: 6668292"] This is, like, the best idea ever. Awesome :) The social skills could help (convincing him to swap allegiances with Diplomacy, tricking him into thinking they're with the Vampire with Bluff, making him afraid of getting killed with Intimidate). They could sneak in (Stealth or Streetwise), disguise themselves (Bluff?), obtain a seal (Streetwise?), and potentially get clues with skills like Insight, Perception, History, or even Religion. I like the five-room dungeon concept, personally. It goes like this: [B]Room 1: [/B]Entrance And Guardian [B]Room 2:[/B] Puzzle Or Roleplaying Challenge [B]Room 3:[/B] Red Herring [B]Room 4:[/B] Climax, Big Battle Or Conflict [B]Room 5:[/B] Plot Twist If this is the second "room", then it'd be a puzzle or RP challenge. Have them talk it out, use skills, resolve via a skill challenge. Maybe a skill (Insight, Religion, History) lets the PCs realize that this guy is a sucker for bets, and he'll let them through if they beat him at a competition of some sort (Endurance for a drinking contest, or Athletics for wrestling, or maybe he likes strategic games, etc.). As for future rooms, the third should be a "red herring" ("The purpose of this room is to build tension. The players think they've finally found the treasure, confronted the stage boss, and achieved their goal only to learn they've been tricked"). Maybe they think that they fight him, but it's an illusion, or a lesser vampire, or something. Maybe they think they can activate a magical effect that'll trap him here forever, neutralizing him (but it traps them unless they really defeat him). Who knows? Then you've got room 4, the climax ("This room is The Big Show. It's the big combat or conflict encounter and is the final challenge before the Big Reward. Try to make the environment interesting, engage all the PCs, and provide opportunities for PC tactical advantage so thinking players will be rewarded"). This looks like the boss fight with the vampire. He doesn't need to necessarily die (depending on what you want out of him), but being thwarted or defeated if the PCs are successful is probably the best ending. This is most likely a combat, but if he's too powerful, maybe they engage in another activity that thwarts his plans in some way. Finally, room 5, the plot twist ("Here's your opportunity to change the players' bragging to "we came, we saw, we slipped on a banana peel." Room 5 doesn't always represent a complication or point of failure for the PCs, but it can. Room 5 doesn't always need to be a physical location either--it can be a twist revealed in room 4. "). Putting connections to other plot points that the players will be interested in is a good tactic (that I use in my campaign), or tying it to other things they'll encounter down the road (also something I use). Sometimes it means a collapsing cave / dungeon / bag of holding, but a lot of the time it's just "he was working with X?!" or "he was also the sire of the king, who is secretly a vampire as well." At any rate, I'm not sure what your goal is, but the 5 Room Dungeon is a good start (for me, at least), and you can always stretch each step into more than one "room" if you want to. It's more of a 5-step dungeon, in my estimation. Hope something helped :) [/QUOTE]
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