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Switch to Forum Live View Adventure Tailoring: Hotel California
9 months ago  ::  Oct 10, 2012 - 5:22PM #21
JTheta
Date Joined: Mar 22, 2011
Posts: 400

What else might encourage the PCs to stick around and "never leave?"




I guess what I'm trying to get at is that it shouldn't be just the PC's who never leave. NPC's wandering into this place shouldn't be able to leave either. At least, that's the idea that the song seems to carry. 

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9 months ago  ::  Oct 10, 2012 - 5:27PM #22
iserith
Date Joined: Jun 1, 2005
Posts: 5,492

Oct 10, 2012 -- 5:16PM, ricochet173 wrote:

With this group? Honestly, nothing would convince them to stick around besides the need to complete an assigned mission, or being forced by outside means (the curse/sandstorm/whatever). An alternative that I've considered is that the PCs could be brought into the curse only to an extent... meaning, they COULD leave, but it is possible that they keep getting brought back later for further adventures. Maybe the layout could change each time?




If they are okay with quest-based stuff, then that's what I'd probably do. It works if they buy in. That's not much different from them just saying what the quest is themselves (another form of buy-in without the horror of rejection). 

I thought about your other idea in terms of a curse or disease earlier. Slapping it on them as a "gotcha" might not be taken well though so I've been trying to think about it from another angle. Nothing's coming to mind yet. As above, I may table that till later since ultimately it's not too important for prep purposes.

EDIT: @JTheta, yeah, I took NPCs not being able to leave as a given. 

No amount of tips, tricks, or gimmicks will ever be better than simply talking directly to your fellow players to resolve your issues.
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9 months ago  ::  Oct 10, 2012 - 5:38PM #23
iserith
Date Joined: Jun 1, 2005
Posts: 5,492
Idea for exploration before I forget about it: Situation set "In the Master's Chamber" where guests gather for a feast. Pink champagne on ice (terrain power/consumable). Maybe the keystone that's missing is meant for this grand chamber which surrounds the oasis in a dome or something.

Edit: Mirrored ceilings - some kind of terrain effect, monsters with ray attacks that bounce or something.  
No amount of tips, tricks, or gimmicks will ever be better than simply talking directly to your fellow players to resolve your issues.
Reduce DM Prep & Increase Player Engagement: Don't Prep the Plot  |  Structure First, Story Last  |  Collaborative Roleplay  |  "Yes, and..."  |  Prep Tips
Games I'm Running on Roll20: Island of the Frog  |  Vanguard of Dis  |  Star*Juice  |  Tesseract  |  The Crucible  |  Fimbulvetr  |  The Delve  |  Draj, City of the Moon
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9 months ago  ::  Oct 10, 2012 - 6:03PM #24
Kerapalli
Date Joined: Aug 22, 2012
Posts: 176
Interesting take on mirrored ceilings. I was thinking something along the lines of an enchanted room that would randomly spawn hostile minion copies of the characters in the room from the ceiling who would try to "replace" the guests. The mirror trap would be controlled by some solo creature that is resistant to metal weapons but vulnerable to natural weapons / magic ("They stab it with their steely knives but they just can't kill the beast")
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9 months ago  ::  Oct 10, 2012 - 6:22PM #25
iserith
Date Joined: Jun 1, 2005
Posts: 5,492

Oct 10, 2012 -- 6:03PM, Kerapalli wrote:

Interesting take on mirrored ceilings. I was thinking something along the lines of an enchanted room that would randomly spawn hostile minion copies of the characters in the room from the ceiling who would try to "replace" the guests. The mirror trap would be controlled by some solo creature that is resistant to metal weapons but vulnerable to natural weapons / magic ("They stab it with their steely knives but they just can't kill the beast")




You know, before I looked it up earlier, I thought that lyric was "steely eyes."

I like this idea. 

No amount of tips, tricks, or gimmicks will ever be better than simply talking directly to your fellow players to resolve your issues.
Reduce DM Prep & Increase Player Engagement: Don't Prep the Plot  |  Structure First, Story Last  |  Collaborative Roleplay  |  "Yes, and..."  |  Prep Tips
Games I'm Running on Roll20: Island of the Frog  |  Vanguard of Dis  |  Star*Juice  |  Tesseract  |  The Crucible  |  Fimbulvetr  |  The Delve  |  Draj, City of the Moon
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9 months ago  ::  Oct 10, 2012 - 7:02PM #26
ricochet173
Date Joined: Oct 9, 2012
Posts: 12
I like the idea of the mirror trap, but in regards to weapons, my character (who will not be present for the battle) is the only one who actually possesses a metal weapon. Perhaps that lyric could be incorporated in some other way?
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9 months ago  ::  Oct 10, 2012 - 7:18PM #27
iserith
Date Joined: Jun 1, 2005
Posts: 5,492
Heh, I didn't even make the connection between "steel" and the lack thereof on Dark Sun. This will forever be why I like collaborative storytelling. I simply might not have made that connection, obvious though it seems now. "Steely knives" now seems like something way more interesting and important element to include.

I'm working on the Dangers now. Should be up tonight sometime.
No amount of tips, tricks, or gimmicks will ever be better than simply talking directly to your fellow players to resolve your issues.
Reduce DM Prep & Increase Player Engagement: Don't Prep the Plot  |  Structure First, Story Last  |  Collaborative Roleplay  |  "Yes, and..."  |  Prep Tips
Games I'm Running on Roll20: Island of the Frog  |  Vanguard of Dis  |  Star*Juice  |  Tesseract  |  The Crucible  |  Fimbulvetr  |  The Delve  |  Draj, City of the Moon
Follow me on Twitter: @is3rith
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9 months ago  ::  Oct 10, 2012 - 10:44PM #28
iserith
Date Joined: Jun 1, 2005
Posts: 5,492

Here's something I worked up for a Danger to describe Bittercrag itself, a cursed place with an agenda of its own (based on Dungeon World front/danger design):


BITTERCRAG (Cursed Place: Shadowland)
Impulse: to corrupt the living.

Grim Portents
• Reveal the Keystone
• The mission bell rings
• The heroes just can’t kill The Beast

Impending Doom: Impoverishment. Characters are entrapped by Bittercrag, possibly forever, abandoning that which is good and right. Undeath soon follows.

POSSIBLE ACTIONS
• Vomit forth a lesser monster
• Spread to an adjacent place
• Draw the attention of a curious party
• Grow in intensity or depth
• Leave a lingering effect on an inhabitant or visitor
• Hide something from sight
• Offer power
• Dampen magic or increase its effects
• Confuse or obfuscate truth or direction
• Corrupt a natural law

No amount of tips, tricks, or gimmicks will ever be better than simply talking directly to your fellow players to resolve your issues.
Reduce DM Prep & Increase Player Engagement: Don't Prep the Plot  |  Structure First, Story Last  |  Collaborative Roleplay  |  "Yes, and..."  |  Prep Tips
Games I'm Running on Roll20: Island of the Frog  |  Vanguard of Dis  |  Star*Juice  |  Tesseract  |  The Crucible  |  Fimbulvetr  |  The Delve  |  Draj, City of the Moon
Follow me on Twitter: @is3rith
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9 months ago  ::  Oct 11, 2012 - 3:12AM #29
ricochet173
Date Joined: Oct 9, 2012
Posts: 12
That sounds just about right, I'd say... I envision this place being somewhat like the hotel in "The Shining", only with more physical dangers.
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9 months ago  ::  Oct 11, 2012 - 7:42AM #30
freudpimp
Date Joined: Dec 17, 2009
Posts: 193

I might set up a scene or encounter in a weird garden but with several plants/bushes that are slightly smoking and giving off “a warm smell of colitas”. I would use them as terrain effects in that if a player starts their turn adjacent to a plant they need to make an endurance check to resist the effects.


 


  1. dazed-your mine is blown as you ponder what if DOG was spelled CAT
  2. immobilized-you uncontrollably sway to some funky beat in your head
  3. weakened-you are overcome by the giggles


 


dc 24+:   you smoked but didn’t inhale no effects


dc 18-24: contact high choose one condition save ends


dc  17 and below: you just bogarted the bongwater choose 2 conditions save ends


 


more traditionally you could have the character role randomly to determine conditions


 


I would then populate the encounter with some monsters that used forced movement, reflavoring whatever monsters I wanted into lizards or whatever horrific creatures you can find in the dark sun creature catalogue

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