Yora
2020-05-11, 06:21 PM
In the near future, my players will most likely go to an underground prison on a tiny island to get a prisoner and find that the guards who let them inside were escaped prisoners waiting for someone to bring them a boat to complete their escape, while everone else inside the dungeon has become victims to meenlocks. They are either dead, insane, or turned into meenlocks. With the guards being all dead, nobody has been refilling oil lamps, so the whole place has been pitch black for days. And of course, if the players get fooled by the fake guards, they lock the gate behind them and the players have to find a way out, whether they find the guy they are looking for or not.
I've been thinking for several days about possible spooky things to find in the dark dungeon before the meenlocks are discovered and faught in the most distant room, but I think simply having only the meenlocks as the only monster and them just relying on cool tactics could perhaps work even better.
Meenlocks have paralyzing claw attacks and they can also teleport 30 feet between two places that are both outside of bright light. So I gor the idea that they would use their teleport ability to jump between the shadows in unlocked cells and get themselves into positions to attack the party from two sides at the same time.
Then they use their claws to try paralyzing PCs and drag them away into the darkness. Since they are small and only have 7 Strength, I would have them drag paralyzed PCs at half speed, so they won't get very far quickly. But if two PCs are being dragged into opposite directions at the same time, that would be really bad. And I think the players realizing this is a possibility will already be pretty dramatic.
The party currently only has one cleric who could cast light and a warlock whi can see in darkness. So there is a good chance that when two PCs are down, the remaining three won't be able to just split up and run after both. Immediately I feel that waeak CR2 critters with light sensitivity, and paralysis that allows a new save every round, could potentialy wipe out an entire party one by one.
The players could get more careful and carry multiple lanterns or torches. Mine are prefering lanterns, which is great. Lanterns can be disarmed and then break when they hit the floor. Now we have an oil puddle on fire in the middle of the party and the meenlocks can run off until it burns out. If the cleric is not providing any magical light, it will then be complete darkness snd the meenlocks come back to have a day.
The players could take shelter in a cell with a lantern, torch, and spell, to completely fill it with bright light and make it impossible for the meenlocks to teleport through the door or walls. So they have a safe place to rest. But in the hour of a short rest, the meenlocks can also torment one of the half dead and mad prisoners, and it should only take one failed safe for him to turn into another meenlock. The players could then be hearing the faint mad screams somewhere on the other side of the door.
By putting the prisoner they want to get and an alternative escape route from the dungeon at the far end, the players would have to travel deep into the dark corridors. Or they could try to find a way to break open the gate, forever living with rhe humiliation that they ran away from an unexplored dungeon that was too spooky for them.
Returning with a larger and better prepared force is of course an option, but doing an especially equiped extermination mission would also be super cool.
What do you think of this approach? Any flaws that I made, or potential additional tricks that I overlooked?
I've been thinking for several days about possible spooky things to find in the dark dungeon before the meenlocks are discovered and faught in the most distant room, but I think simply having only the meenlocks as the only monster and them just relying on cool tactics could perhaps work even better.
Meenlocks have paralyzing claw attacks and they can also teleport 30 feet between two places that are both outside of bright light. So I gor the idea that they would use their teleport ability to jump between the shadows in unlocked cells and get themselves into positions to attack the party from two sides at the same time.
Then they use their claws to try paralyzing PCs and drag them away into the darkness. Since they are small and only have 7 Strength, I would have them drag paralyzed PCs at half speed, so they won't get very far quickly. But if two PCs are being dragged into opposite directions at the same time, that would be really bad. And I think the players realizing this is a possibility will already be pretty dramatic.
The party currently only has one cleric who could cast light and a warlock whi can see in darkness. So there is a good chance that when two PCs are down, the remaining three won't be able to just split up and run after both. Immediately I feel that waeak CR2 critters with light sensitivity, and paralysis that allows a new save every round, could potentialy wipe out an entire party one by one.
The players could get more careful and carry multiple lanterns or torches. Mine are prefering lanterns, which is great. Lanterns can be disarmed and then break when they hit the floor. Now we have an oil puddle on fire in the middle of the party and the meenlocks can run off until it burns out. If the cleric is not providing any magical light, it will then be complete darkness snd the meenlocks come back to have a day.
The players could take shelter in a cell with a lantern, torch, and spell, to completely fill it with bright light and make it impossible for the meenlocks to teleport through the door or walls. So they have a safe place to rest. But in the hour of a short rest, the meenlocks can also torment one of the half dead and mad prisoners, and it should only take one failed safe for him to turn into another meenlock. The players could then be hearing the faint mad screams somewhere on the other side of the door.
By putting the prisoner they want to get and an alternative escape route from the dungeon at the far end, the players would have to travel deep into the dark corridors. Or they could try to find a way to break open the gate, forever living with rhe humiliation that they ran away from an unexplored dungeon that was too spooky for them.
Returning with a larger and better prepared force is of course an option, but doing an especially equiped extermination mission would also be super cool.
What do you think of this approach? Any flaws that I made, or potential additional tricks that I overlooked?