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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="Ogg" data-source="post: 3424111" data-attributes="member: 48751"><p><strong>ideas</strong></p><p></p><p>I've found the rat scouts I'm using in mine a great way to guide PC's. It would be the same idea as some of the earlier posts with the lantern archons. Basically they lead the PC's in a direction. Got greedy PC's? Have the "guide" tell them they saw a glowing sword to the East if you want them to go East. Have it turn out to be a sword with continual flame on it if there's nothing applicable. <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=";)" /> </p><p></p><p>Anyways I've used the guides to motivate the players to head to the East before going North from A. It's working quite well. Players tend to go in the direction they're getting info from. So if they're told "There's goblins to the east." They're likely to go in that direction.</p><p></p><p>Erucsbo, if you don't want the NPC to bail them out to teach them a lesson have him just come out of another battle himself & be weak or even worse blinded, "Where art these foul minions?" *swing thump* "Sorry friend." Or have one of the bad guys cast a huge illusion that the paladin fails to make them all look the same so he has to spend a lot more time finding friend from foe. "Standard action: detect evil. Ok he can attack this one. Next round attack evil" If any players drop have him run over & dump a couple points of lay on hands enough to stabilize but not bring above 0 having the paladin explain he needs to save the majority for himself to make sure they don't all fall to evil. Remember just because he's good doesn't mean he won't feel the good guys are incompentent for calling on him. Have them wake up in the situation given above but the paladin mysteriously vanished. (Maybe he ran off chasing a demon that appeared late in the battle) Have their capture explain this in a classic bad guy soliliquey. "Oh yessss...your friend...well it appears he was rather pre-occupied with a demon ally of mine, a former prisoner of this forsaken tomb, last I saw he was chasing my poor ally down a hall away from here....now where were those lovely spider legs I wanted to see would graft properly to dwarven flesh."</p></blockquote><p></p>
[QUOTE="Ogg, post: 3424111, member: 48751"] [b]ideas[/b] I've found the rat scouts I'm using in mine a great way to guide PC's. It would be the same idea as some of the earlier posts with the lantern archons. Basically they lead the PC's in a direction. Got greedy PC's? Have the "guide" tell them they saw a glowing sword to the East if you want them to go East. Have it turn out to be a sword with continual flame on it if there's nothing applicable. ;) Anyways I've used the guides to motivate the players to head to the East before going North from A. It's working quite well. Players tend to go in the direction they're getting info from. So if they're told "There's goblins to the east." They're likely to go in that direction. Erucsbo, if you don't want the NPC to bail them out to teach them a lesson have him just come out of another battle himself & be weak or even worse blinded, "Where art these foul minions?" *swing thump* "Sorry friend." Or have one of the bad guys cast a huge illusion that the paladin fails to make them all look the same so he has to spend a lot more time finding friend from foe. "Standard action: detect evil. Ok he can attack this one. Next round attack evil" If any players drop have him run over & dump a couple points of lay on hands enough to stabilize but not bring above 0 having the paladin explain he needs to save the majority for himself to make sure they don't all fall to evil. Remember just because he's good doesn't mean he won't feel the good guys are incompentent for calling on him. Have them wake up in the situation given above but the paladin mysteriously vanished. (Maybe he ran off chasing a demon that appeared late in the battle) Have their capture explain this in a classic bad guy soliliquey. "Oh yessss...your friend...well it appears he was rather pre-occupied with a demon ally of mine, a former prisoner of this forsaken tomb, last I saw he was chasing my poor ally down a hall away from here....now where were those lovely spider legs I wanted to see would graft properly to dwarven flesh." [/QUOTE]
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