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What are some good ideas for this adventure?
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<blockquote data-quote="Abstraction" data-source="post: 2061164" data-attributes="member: 25995"><p>My group is currently on their way to an adventuer locale that they will reach by next week's game. Here is what they know: A servant went with his employers, an adventuring group, as they were tracking down an item for a wizard. They stopped at a tavern. The employers told the servant not to come in, but wait with the horses until they came out. Three days later, and nobody has gone in or out. The servant has convinced the group to go with him to the tavern and "rescue the bodies of my masters". Separately, the group also found out that the adventurers were going after an item that supposedly granted eternal youth.</p><p></p><p>Here is what I have worked out so far. (Note, you may recognize this as being loosely based on an adventure that Piratecat ran once, which he probably got from somewhere else). First, I am going to do something new. Set up half of my house to be the "tavern". The players come in and act as their characters. Wherever player A is standing, that's where his character is. Then, either after some set period of time or after something or other happens, they all get zapped with magic. All the characters (and familiars and whatnot) are shrunk to the size of, well, a mini. At that point, the "tavern" part of the house becomes the battle mat, with the characters now possibly separated by enormous distances.</p><p></p><p>So, the setup is pretty cool. What should the adventure/monsters be? My wife suggested that rats and vermin would natural and of course the huge comparative size would make tough encounters for five level five pcs. However, I was thinking of adding to the mix a change in relative time. After the characters get zapped, one day in outside time is twenty years in shrunken time. This is to help explain why they didn't see any little figures moving around, the mini people are simply moving too fast to register. It also removes any hope of help from the outside. I was thinking of having good guys and bad guys. The good guys are decendants of the original adventurers and maybe others who had also gotten trapped in the (relative) ancient past.</p><p></p><p>Any good ideas? Core + complete class books + homebrewed.</p></blockquote><p></p>
[QUOTE="Abstraction, post: 2061164, member: 25995"] My group is currently on their way to an adventuer locale that they will reach by next week's game. Here is what they know: A servant went with his employers, an adventuring group, as they were tracking down an item for a wizard. They stopped at a tavern. The employers told the servant not to come in, but wait with the horses until they came out. Three days later, and nobody has gone in or out. The servant has convinced the group to go with him to the tavern and "rescue the bodies of my masters". Separately, the group also found out that the adventurers were going after an item that supposedly granted eternal youth. Here is what I have worked out so far. (Note, you may recognize this as being loosely based on an adventure that Piratecat ran once, which he probably got from somewhere else). First, I am going to do something new. Set up half of my house to be the "tavern". The players come in and act as their characters. Wherever player A is standing, that's where his character is. Then, either after some set period of time or after something or other happens, they all get zapped with magic. All the characters (and familiars and whatnot) are shrunk to the size of, well, a mini. At that point, the "tavern" part of the house becomes the battle mat, with the characters now possibly separated by enormous distances. So, the setup is pretty cool. What should the adventure/monsters be? My wife suggested that rats and vermin would natural and of course the huge comparative size would make tough encounters for five level five pcs. However, I was thinking of adding to the mix a change in relative time. After the characters get zapped, one day in outside time is twenty years in shrunken time. This is to help explain why they didn't see any little figures moving around, the mini people are simply moving too fast to register. It also removes any hope of help from the outside. I was thinking of having good guys and bad guys. The good guys are decendants of the original adventurers and maybe others who had also gotten trapped in the (relative) ancient past. Any good ideas? Core + complete class books + homebrewed. [/QUOTE]
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What are some good ideas for this adventure?
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