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The Shadow in the Flame: A Workshop on Designing Dungeons, Monsters, and a Villain
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<blockquote data-quote="Quickleaf" data-source="post: 7029154" data-attributes="member: 20323"><p>Beware the fearsome tambourine <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Haha, well my understanding is that "al-mazhar" derives from a Quranic term meaning "the divine manifestation." But I guess tambourines can be almost as divine as well-played cow bell, so...</p><p></p><p>Back to serious gaming seriousness!</p><p></p><p>Yes, flying and teleporting are two things I've considered strongly in this adventure. There are a host of other spells I need to think about too...for example, passwall might let them skip right to the BBEG's lair unless I arrange the layout so his "tower" is toward the center of the complex...or design a highly adaptive adventure which can accommodate bopping right into the BBEG's bedchamber. I'm inclined to do a little bit of the former, and a lot of the latter.</p><p></p><p>For flying – it can help access certain areas, yes, but since the citadel is carved into the stoney caldera ridge, there are some areas that are flat out inaccessible by flight. Because rock.</p><p></p><p>For teleporting – there's blanket <em>forbiddance</em> spell over most of the citadel that prevents teleporting. I usually avoid such methods of "red lighting" player abilities, but in this case it fit both the BBEG's abilities, personality, and modus operandi. When it fits, it fits!</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7029154, member: 20323"] Beware the fearsome tambourine ;) Haha, well my understanding is that "al-mazhar" derives from a Quranic term meaning "the divine manifestation." But I guess tambourines can be almost as divine as well-played cow bell, so... Back to serious gaming seriousness! Yes, flying and teleporting are two things I've considered strongly in this adventure. There are a host of other spells I need to think about too...for example, passwall might let them skip right to the BBEG's lair unless I arrange the layout so his "tower" is toward the center of the complex...or design a highly adaptive adventure which can accommodate bopping right into the BBEG's bedchamber. I'm inclined to do a little bit of the former, and a lot of the latter. For flying – it can help access certain areas, yes, but since the citadel is carved into the stoney caldera ridge, there are some areas that are flat out inaccessible by flight. Because rock. For teleporting – there's blanket [I]forbiddance[/I] spell over most of the citadel that prevents teleporting. I usually avoid such methods of "red lighting" player abilities, but in this case it fit both the BBEG's abilities, personality, and modus operandi. When it fits, it fits! [/QUOTE]
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The Shadow in the Flame: A Workshop on Designing Dungeons, Monsters, and a Villain
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