DragonBaneDM
2018-05-28, 11:10 AM
Hey gang!
First up, MegaD crew starting Inverted Pyramid, git outta here.
Second! I'm working on the intro skill challenge for my new adventure I do in a campaign with rotating DMs, so I came here to throw some spaghetti at the wall and see what you guys think. The party's average level is around 10 right now, so I'm trying to turn over a new leaf and ramp up the challenge since we're entering a new tier.
So here's what I did. Entrance chamber to our MegaDungeon got all shook up and totally reformed by an earthquake. It's now a collection of different pits that DMs can open/close on their whim. I'm starting with 4 different pits open, each of which leading through a remarkably similar mini-dungeon that all open out the same place, an underground town of revenants that's going to be the homebase for the true adventure. Once two PCs enter through one path, the entrance closes up/collapses.
Question 1: Is that too hamfisted/fiat-ish? This group is pretty guilty of "Trust the portal!" mentality. If they're able to blast open/invest resources into opening a path back up, do I let them?
The paths are set to have varying difficulties, with The Path of the Innocent being comically easy (there's soft moss at the bottom of the pit that cushions your fall!) and the Path of the Beast being comically (I hope?) hard (There's a waterfall going down the pit that you're trying to grip onto during an earthquake). 2 PCs can go into each. The idea is that "time is sick" in the MegaDungeon right now, and it's because of these two mischievous demigods that recent earthquakes have woken up. So these four paths are magical reflections of each other, a theme I'm going to explore more in the longer dungeon that comes later.
The rooms that I have finished so far are:
The initial pits themselves (Strength saves and Acrobatics checks ahoy)
A quick combat built for 2 PCs varying from Easy to Deadly.
After that my ideas include:
A portal puzzle with some sort of riddlemaster in the middle of each (one legged blind kobold > winged kobold > dragonborn mage > dragon). (Oo, or maybe some sort of brain-worm going through metamorphosis to a big moth with book pages for wings?)
Some sort of complex trap, probably an infernal engine that the miniparties have to keep from exploding using skill checks.
Some kind of gemstone/matching puzzle. No idea what to do with this one, it's my weakest idea so far. Q 2: Any ideas what I could do with this idea/instead of this idea?
I like the idea of the paths being able to interact with each other along the way. For example, before the combat in Path of the Beast (the hardest path) that group will find an altar with blood on it and the names of the other three paths. Quick Religion check shows them that if they spill their own blood (let's say 5 HP worth?) they can teleport a monster from another path and add it to their own. The Path of the Auger (2nd easiest) will be able to swap the places of two other PCs after the Portal Puzzle room. The Path of the Innocent can send a Superior Healing Potion to one of the paths after solving the Infernal Engine Room. Path of the Sentinel (2nd hardest) can swap one of the PCs on their path with someone else on a different path.
I don't want the minidungeon/intro crawl to last for more than a session, so I'm thinking 4-5 rooms, only one of which is a fight, in total ending with a big combat where everyone's back together and squaring off against this necromancer who's trying to brainwash revenants right outside of the town they'll be staying in.
It's experimental and ambitious. DMs: What kind of steps would you take to make sure this is fun and stays organized? We play online, so I'm not too worried about saying "Okay you finished your combat, hang out for a bit while the other groups wrap up!" Players: What sort of encounters/challenges do you think would be cool/fun to see in varying levels of difficulty?
Thanks in advance everyone!
First up, MegaD crew starting Inverted Pyramid, git outta here.
Second! I'm working on the intro skill challenge for my new adventure I do in a campaign with rotating DMs, so I came here to throw some spaghetti at the wall and see what you guys think. The party's average level is around 10 right now, so I'm trying to turn over a new leaf and ramp up the challenge since we're entering a new tier.
So here's what I did. Entrance chamber to our MegaDungeon got all shook up and totally reformed by an earthquake. It's now a collection of different pits that DMs can open/close on their whim. I'm starting with 4 different pits open, each of which leading through a remarkably similar mini-dungeon that all open out the same place, an underground town of revenants that's going to be the homebase for the true adventure. Once two PCs enter through one path, the entrance closes up/collapses.
Question 1: Is that too hamfisted/fiat-ish? This group is pretty guilty of "Trust the portal!" mentality. If they're able to blast open/invest resources into opening a path back up, do I let them?
The paths are set to have varying difficulties, with The Path of the Innocent being comically easy (there's soft moss at the bottom of the pit that cushions your fall!) and the Path of the Beast being comically (I hope?) hard (There's a waterfall going down the pit that you're trying to grip onto during an earthquake). 2 PCs can go into each. The idea is that "time is sick" in the MegaDungeon right now, and it's because of these two mischievous demigods that recent earthquakes have woken up. So these four paths are magical reflections of each other, a theme I'm going to explore more in the longer dungeon that comes later.
The rooms that I have finished so far are:
The initial pits themselves (Strength saves and Acrobatics checks ahoy)
A quick combat built for 2 PCs varying from Easy to Deadly.
After that my ideas include:
A portal puzzle with some sort of riddlemaster in the middle of each (one legged blind kobold > winged kobold > dragonborn mage > dragon). (Oo, or maybe some sort of brain-worm going through metamorphosis to a big moth with book pages for wings?)
Some sort of complex trap, probably an infernal engine that the miniparties have to keep from exploding using skill checks.
Some kind of gemstone/matching puzzle. No idea what to do with this one, it's my weakest idea so far. Q 2: Any ideas what I could do with this idea/instead of this idea?
I like the idea of the paths being able to interact with each other along the way. For example, before the combat in Path of the Beast (the hardest path) that group will find an altar with blood on it and the names of the other three paths. Quick Religion check shows them that if they spill their own blood (let's say 5 HP worth?) they can teleport a monster from another path and add it to their own. The Path of the Auger (2nd easiest) will be able to swap the places of two other PCs after the Portal Puzzle room. The Path of the Innocent can send a Superior Healing Potion to one of the paths after solving the Infernal Engine Room. Path of the Sentinel (2nd hardest) can swap one of the PCs on their path with someone else on a different path.
I don't want the minidungeon/intro crawl to last for more than a session, so I'm thinking 4-5 rooms, only one of which is a fight, in total ending with a big combat where everyone's back together and squaring off against this necromancer who's trying to brainwash revenants right outside of the town they'll be staying in.
It's experimental and ambitious. DMs: What kind of steps would you take to make sure this is fun and stays organized? We play online, so I'm not too worried about saying "Okay you finished your combat, hang out for a bit while the other groups wrap up!" Players: What sort of encounters/challenges do you think would be cool/fun to see in varying levels of difficulty?
Thanks in advance everyone!