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Why Exploration Is the Worst Pillar
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<blockquote data-quote="J-H" data-source="post: 8047692" data-attributes="member: 7020951"><p>I like the vats. Here's another one. This <em>could</em> be a combat encounter, but I class it as an exploration encounter. Most parties (?) can solve it without anything more than a couple of skill checks.</p><p></p><p>This was in the treasury area in my soon-to-be-published <s>Castlevania</s> Castle Dracula campaign.</p><p>[spoiler=Spoilered for length]</p><p><strong>Western Door: Shoggoth-in-a-box</strong></p><p></p><p><em>You find a locked door made of iron, inscribed with a few runes</em> (Arcana DC 15: They are runes of protection against acid). <em>A simple wooden cabinet rests outside it. Inside the cabinet are several flasks of oil, a flint & steel, three torches, and a magic rod. The door is locked</em> (DC 25).</p><p></p><p>The magic rod is the Rod of Telekinesis. It can be identified via the runes, DC 15 Arcana check. It gives the wielder the ability to cast Telekinesis once per day, or +2 on their DC if they cast it from a spell slot.</p><p></p><p><em>The room is about 30x30, and contains an iron-framed structure in the form of a flattened metal cube 10x10x5’H. The walls of the cube appear to be made of an opaque force field, like a Wall of Force. A large wooden funnel with a lid (5’H and wide, going down to 1’ diameter) lies to one side, and there appears to be an area at the top of the cube where it can be opened (1x1 square), or there’s a seam where you could undo a couple of latches and lift the entire top.</em></p><p><em></em></p><p> <em></em></p><p><em>The floor is dusty. Nobody has been here in a long time.</em></p><p></p><p>If the party opens the lid, the Shoggoth inside begins to squeeze itself out through the opening (taking one round to exit). The party has the chance to react, using the Rod to move it back inside, or using opposed Strength checks to try to slam the lid, or using some other method to solve the problem.</p><p></p><p><strong>Identifying the Shoggoth</strong></p><p>Arcana DC 20: It’s not a natural creature. You feel like fire would help. The rod of Telekinesis might be effective at shoving it back in the box.</p><p>Arcana DC 25: You’ve seen a couple of references to a “shoggoth” and know that it’s extremely dangerous and strong, more so than any mere ooze. Thunder and fire damage are likely to be most effective on its unprotected flesh.</p><p>Arcana DC 30: There are theories that shoggoths can be controlled with music.</p><p>Nature DC 20: You feel like you should kill it with fire. It doesn’t belong.</p><p></p><p>There's a big Shoggoth statblock. It has a specific disadvantage against telekinetic movement.</p><p>It can also be controlled with music (Performance checks) if the party decides to go that route.</p><p>Or they can just kill it with fire.</p><p>[/spoiler]</p><p></p><p>My party explored, then opened the lid while staying at a distance, then panicked and shoved it back in the box immediately.</p><p></p><p>It was fun.</p></blockquote><p></p>
[QUOTE="J-H, post: 8047692, member: 7020951"] I like the vats. Here's another one. This [I]could[/I] be a combat encounter, but I class it as an exploration encounter. Most parties (?) can solve it without anything more than a couple of skill checks. This was in the treasury area in my soon-to-be-published [s]Castlevania[/s] Castle Dracula campaign. [spoiler=Spoilered for length] [B]Western Door: Shoggoth-in-a-box[/B] [I]You find a locked door made of iron, inscribed with a few runes[/I] (Arcana DC 15: They are runes of protection against acid). [I]A simple wooden cabinet rests outside it. Inside the cabinet are several flasks of oil, a flint & steel, three torches, and a magic rod. The door is locked[/I] (DC 25). The magic rod is the Rod of Telekinesis. It can be identified via the runes, DC 15 Arcana check. It gives the wielder the ability to cast Telekinesis once per day, or +2 on their DC if they cast it from a spell slot. [I]The room is about 30x30, and contains an iron-framed structure in the form of a flattened metal cube 10x10x5’H. The walls of the cube appear to be made of an opaque force field, like a Wall of Force. A large wooden funnel with a lid (5’H and wide, going down to 1’ diameter) lies to one side, and there appears to be an area at the top of the cube where it can be opened (1x1 square), or there’s a seam where you could undo a couple of latches and lift the entire top. The floor is dusty. Nobody has been here in a long time.[/I] If the party opens the lid, the Shoggoth inside begins to squeeze itself out through the opening (taking one round to exit). The party has the chance to react, using the Rod to move it back inside, or using opposed Strength checks to try to slam the lid, or using some other method to solve the problem. [B]Identifying the Shoggoth[/B] Arcana DC 20: It’s not a natural creature. You feel like fire would help. The rod of Telekinesis might be effective at shoving it back in the box. Arcana DC 25: You’ve seen a couple of references to a “shoggoth” and know that it’s extremely dangerous and strong, more so than any mere ooze. Thunder and fire damage are likely to be most effective on its unprotected flesh. Arcana DC 30: There are theories that shoggoths can be controlled with music. Nature DC 20: You feel like you should kill it with fire. It doesn’t belong. There's a big Shoggoth statblock. It has a specific disadvantage against telekinetic movement. It can also be controlled with music (Performance checks) if the party decides to go that route. Or they can just kill it with fire. [/spoiler] My party explored, then opened the lid while staying at a distance, then panicked and shoved it back in the box immediately. It was fun. [/QUOTE]
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