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The Wreaking Crypt
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<blockquote data-quote="Aberzanzorax" data-source="post: 5632419" data-attributes="member: 64209"><p>Thanks for the change in font, and openness to ideas. I'm always hesitant to critique font or grammar. I believe the regular font is Verdana.</p><p> </p><p> </p><p>To your actual adventure: it seems fun.</p><p> </p><p>A few questions:</p><p>*What motivates the players to be there in the first place?</p><p> </p><p>*Are the traps meant for undead effective against the living? I can imagine traps that are totally ineffectual, incredibly deadly (especially so against the living), just the same (like a disintegration or blade trap), or even ones that might HEAL the living (e.g. a positive energy trap).</p><p> </p><p>*I worry about the glammor door. I don't know about your group, but if there is not a strong incentive to get into a crypt/dungeon/etc. and even if there is, there might be some reticence to camping there for a while until a glamour door appears. Your mileage may vary, of course, but my group would likely leave, impatient, in search of adventure....but of course, patience has its virtues.</p><p> </p><p>*I like the mystery of different, and unique undead...I also like that they are the most powerful to have existed (in their time....who knows what has happened since the creation of the crypt) but they are weakened into the form of "shades". Were I a player in this adventure, I'd like to see/learn a pattern of shades, on general things that could hurt them and general things that might not work (even though they might ordinarily)....e.g. all shades are incorporeal, so vampires and mummies are especially complicated. I think a "template" which I put in quotes because I don't mean a real template in 3e terminology, could work. If you came up with a set of descriptions about what happens when an undead becomes a shade, that might benefit the adventure. I also think the ghost and demon should NOT have this template. It's a question of providing problem solving, discovery, mystery investigation, etc. along the lines of the major undead, but also having 2 wildcards in the adventure... along with the third major wildcard of the Warlock-pulling the strings.</p><p> </p><p>*I'd like to hear more about the warlock. Is he pulling strings? How does he observe? How does he influence? In what ways is he exactly invested? Might he just reveal all and actually help the players out, assuming he can get his one specific coveted treasure? Is he evil/an antagonist or might he be an ally?</p><p> </p><p>*I'm getting you're looking for deadly traps and fun undead, along with a few random encounters (as per tomb of horrors). Is this correct? Assuming it is, have you looked into traps that are "dynamic" as opposed to "roll a die to find it; roll a die to disarm or set it off"? </p><p> </p><p>*Mapping. I think the whole project might do well with a map. Sharing it with us could be helpful for critique, but, in general, I think it might help to solidify your "zones" for each undead, as well as "safe areas" for the warlock, ghost, and demon.</p><p> </p><p>*Unforseen consequences: These are the MOST powerful undead. That's a heavy weight. What are the possibilities of releasing them, not as shades, but as full borne evil? What might that entail? Also, here's a fun one, what if players can destroy all of 2 types of undead permanently (e.g. NEVER will there be another new mummy or ghoul) but to do so, they must unleash a single undead paragon upon the world (e.g. free the most powerful vampire or lich in the world, kept as a shade in this crypt).</p></blockquote><p></p>
[QUOTE="Aberzanzorax, post: 5632419, member: 64209"] Thanks for the change in font, and openness to ideas. I'm always hesitant to critique font or grammar. I believe the regular font is Verdana. To your actual adventure: it seems fun. A few questions: *What motivates the players to be there in the first place? *Are the traps meant for undead effective against the living? I can imagine traps that are totally ineffectual, incredibly deadly (especially so against the living), just the same (like a disintegration or blade trap), or even ones that might HEAL the living (e.g. a positive energy trap). *I worry about the glammor door. I don't know about your group, but if there is not a strong incentive to get into a crypt/dungeon/etc. and even if there is, there might be some reticence to camping there for a while until a glamour door appears. Your mileage may vary, of course, but my group would likely leave, impatient, in search of adventure....but of course, patience has its virtues. *I like the mystery of different, and unique undead...I also like that they are the most powerful to have existed (in their time....who knows what has happened since the creation of the crypt) but they are weakened into the form of "shades". Were I a player in this adventure, I'd like to see/learn a pattern of shades, on general things that could hurt them and general things that might not work (even though they might ordinarily)....e.g. all shades are incorporeal, so vampires and mummies are especially complicated. I think a "template" which I put in quotes because I don't mean a real template in 3e terminology, could work. If you came up with a set of descriptions about what happens when an undead becomes a shade, that might benefit the adventure. I also think the ghost and demon should NOT have this template. It's a question of providing problem solving, discovery, mystery investigation, etc. along the lines of the major undead, but also having 2 wildcards in the adventure... along with the third major wildcard of the Warlock-pulling the strings. *I'd like to hear more about the warlock. Is he pulling strings? How does he observe? How does he influence? In what ways is he exactly invested? Might he just reveal all and actually help the players out, assuming he can get his one specific coveted treasure? Is he evil/an antagonist or might he be an ally? *I'm getting you're looking for deadly traps and fun undead, along with a few random encounters (as per tomb of horrors). Is this correct? Assuming it is, have you looked into traps that are "dynamic" as opposed to "roll a die to find it; roll a die to disarm or set it off"? *Mapping. I think the whole project might do well with a map. Sharing it with us could be helpful for critique, but, in general, I think it might help to solidify your "zones" for each undead, as well as "safe areas" for the warlock, ghost, and demon. *Unforseen consequences: These are the MOST powerful undead. That's a heavy weight. What are the possibilities of releasing them, not as shades, but as full borne evil? What might that entail? Also, here's a fun one, what if players can destroy all of 2 types of undead permanently (e.g. NEVER will there be another new mummy or ghoul) but to do so, they must unleash a single undead paragon upon the world (e.g. free the most powerful vampire or lich in the world, kept as a shade in this crypt). [/QUOTE]
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