Kind of a cross post from a topic I brought up over there since it seemed kinda dead here. Mown was right however, and the best way to breathe life into this section is to actually post here.
I need some help devising a good ending to a 5e D&D dungeon adventure that I'm trying to put together for my wife and two of our friends. I'm not sure if the RPG section of this forum is either dead, or just slower than dead, so I figured I'd toss what I had here to see if you guys had any ideas.
The basics: -Three PCs are basically young level 1 adventurers growing up in a middling farming community and just need the right "push" to get them on their way toward a life of daring and excitement. -One night, an "Event" happens that sets things in motion to reveal a dungeon right outside their town (the local lake has hidden an ancient excavation site for hundreds of years). -With the lake drained, the dungeon is revealed and the three players are super excited to prove what they are worth before the local adults (or hired professionals) get in there and take the glory for themselves so they sneak in one night and explore to their heart's content.
Maps found online and lightly edited
The Town:
The Dungeon:
I've figured out mostly what I want to do to get them into the dungeon, however, I'm having issues with what to do when they get to the bottom. Like, there needs to be a resolution that ends with them turning off the thing at the bottom and then racing back up to the top as the dungeon begins to refill with water......but I'm sorta at a loss here at to what happens when they reach Area 10. Any ideas? I kinda want the trinket item they find in Area 1 to be relevant somehow.
The dungeon so far:
Spoiler
The Descent
Main Chamber 1a: - The spiral path leading down from the revealed quarry enters into a steamy chamber. The mists obscure just how far down the chamber goes, but two passages can easily be discerned from where the pathway abruptly ends, in what looks to be a broken stair. One tunnel is near the end of the stairway while the other is on the other side of the chamber, requiring players to devise a way to cross the broken stairway to reach it. (See Crossing the Broken Path skill challenge) Players who succeed on a DC 15 Perception check see that there is a third and fourth tunnel near the bottom of the chamber and stairs that spiral down even further into the shrouding steam. An impromptu waterfall has formed from the creek by the mill draining into the chasm below. It seems as though something down there is converting the water to steam as fast as it is draining down the hole. - Crossing the Broken Path: In order to cross the broken path, players must succeed in a DC 10-15-20 (depending on choices) skill challenge that requires six successes before three failures. Failure leaves the group with one level of Exhaustion until they complete a short rest. Taking this rest increases the number of Giant Fire Beetles found in Area 3 from four to six.)
Area 1: - The easiest area to get to, this passageway opens in to a medium sized (20x30ft) room that looks like it might have been a supply room long ago. Almost everything inside is ruined, looking to have been burned ages ago and waterlogged for ages longer. There is a soft ashy mud covering the ground. Players investigating the remains find a skeletal arm in the muck wearing an iron gauntlet with a brass lens fastened to the palm (trinket item).
Area 2: - The three chambers that comprise this area seem to be religious in nature. Old, worn murals of three eyed metal giants razing the land. Some depict one of the giants shooting fire from its third eye, and fiery monsters (or people on fire? It’s hard to tell.) blooming from where the burning beam makes contact. A DC 20 History or Religion check reveals these murals to be somewhat similar to a legend from the times of the Dawn War where metal giants fell from the sky and set fire to the world with the help of fiery demons that they summoned via their third eye. The central chamber has what is left of a small stone shrine and altar where an iron candlestick with a fell symbol on it and a bronze figurine of a long-forgotten monstrous god (trinket items) can be found. There are also a couple of charred looking skeletons jumbled around the altar.
Area 3: - On the stairway down, players can make a DC 15 Perception check to notice the sounds of clicking and skittering over the noise of the waterfall. The smell of rotten fish is somewhat prevalent the closer they get to the room below. The room itself seems to have been a somewhat large (40x40ft) meeting room or mess hall. Broken, burned, waterlogged, or otherwise ruined remains of tables and chairs, as well as slippery dead rotting fish carcasses, litter the ground making the area difficult terrain. The room is fully lit however by four (or six) Giant Fire Beetles that were “peacefully” fighting over fish remains until the party interrupted them. Seeing as how they outnumber the party, the beetles click menacingly in their direction and attack. The beetles’ glands can be harvested with a DC 10 Nature or Survival check.
Main Chamber 1b: - The passage from Area 3 reenters the main chamber area on the “lower level.” The path around the Main Chamber’s lower level circles behind the small waterfall and past another passage opening before spiraling down further into the steam-filled hole.
Area 4: - The passageway to this area is blocked by some sort of locked iron gate. The gate itself rusty and corroded in places. A DC 15 Strength or Dexterity (Thieves Tools) check is required to break down or unlock the gate. There is a skeleton tangled up in the gate that looks like the person was trying to get in before they died. The skeleton has a single cloth glove with an alien symbol in the palm (trinket item) of its right hand. The room itself is long (20x40) with stairs leading off to the right. In the alcove opposite the gated entryway, a somewhat intact suit of armor. All around the edges of the room, broken stone bookshelves are filled with ashy remains of books while what were probably once work tables and a desk sit mostly rotted away. If the players enter the area, the suit of armor comes to life as an Animated Armor and demands to see the players’ credentials…or badges…or it wants a password, it’s hard to tell. The Animated Armor cycles through the request in two or three languages (Celestial, Sylvan, and Primordial), but its use of the language is so old that it requires listeners to make a DC 10 Intelligence check to get the basic gist of what it is after. If a player puts on the glove from the skeleton and shows the symbol to the armor, the suit will return to its alcove and deactivate. Otherwise, it will attack until slain.
Area 5: - The stairs from Area 4 lead to an antechamber and what looks like a private quarters that, other than hundreds of years of water damage, is otherwise preserved. What remains of a stone bedframe, a trunk, some stone tables, ruined alchemical tools, and what was probably a desk sit mostly undisturbed. The trunk is locked, but the materials are so rotted and corroded that the lid breaks off easily. Inside are the desiccated remains of some clothes, parts of a broken compass in a small leather bag, a jade chess piece engraved with the symbol of a legendary alchemist, a crystalline orb filled with filings of iridescent metal, and a perfectly preserved scroll tube with half of a map of a dungeon in a distant kingdom (trinket items). The antechamber is mostly empty save for a large standing mirror that stands covered opposite the secret door leading to Area 6. The mirror radiates slight divination magic if Detect Magic is cast on it. The player wearing the symbol glove can see the secret door if the mirror is uncovered and they either look in the mirror or pass by it with a Passive Perception of 12.
Area 6: - The door is locked, but the metal is corroded enough that a DC 15 Strength check can bash it down. The small room is surprisingly dry (thanks to the previously airtight door, and later the resulting air pocket), and mostly empty, save for a chest propped up on a stone bench. The Chest is locked and trapped. (See Mechanical Trap) The chest, when opened, contains 2100 cp, 1400 sp, 80 gp, and 11 gems worth about 110 gp in value. - Mechanical Trap: A Poisoned needle is hidden within a Treasure chest’s lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison. When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 (2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be Poisoned for 1 hour. A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap’s presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity (Thieves’ Tools) check disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap.
Main Chamber 2: - The stairway leading down to this area ends abruptly at a passageway and a broken gap. The air down here is thick with steam and there seems to be an unearthly glow coming from further down below. The players can hear the water from the waterfall making contact with what is surely the bottom floor, but there is too much steam to see much of anything. The passageway is partially blocked by a calcified skeleton that seems to be propping up a cave-in by itself. There is a broken bottle on the ground with a label in an old Common that reads “get stronger.” There are two other bottles as well. One is labeled “get away” (Potion of Gaseous Form) while the other is labeled “get better” (Potion of Superior Healing). The passage is dangerous, and is considered a Falling Rocks trap if the players do not find the weak points and shore them up before entering. - Falling Rocks: DC 15 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 14 Dexterity save or take 2d10 damage; apprentice tier, dangerous.
Area 7: - This area appears to be an old worker recreation room. Tables and chairs have long since decayed away and there are more than a few skeletons lying about the muddy, ashen floor. To the right is a passageway that leads to what might have been the private room of a foreman or taskmaster as well as some stairs that lead down to a hallway that splits to the left and to the right.
Area 8: - These rooms appear to have probably been bunk rooms for workers. Rotted remains of bunks litter the floors and more than a few skeletons poke up from the debris. The fetid muck on the ground isn’t the healthiest of stuff to be breathing in, but pressure from the steam being generated in Area 10 sometimes causes pockets of steam to squeeze through cracks in the floor here, causing an eruption of poisonous gas like a Poisonous Gas Trap that players may be caught in if they investigate the rooms. - Poison Gas Trap: DC 15 to find; affects all targets within a 10 ft. square area, DC 15 Constitution save or take 2d10 poison damage; apprentice tier, dangerous.
Area 9: - This hallway leads to an old trash hole. A Gray Ooze has lived in this hole for a very long time, eating the trash dumped by the ancient inhabitants, and then later, after whatever incident caused the dungeon to flood, it left the hole occasionally to scavenge the remains. It isn’t particularly fond of the heat and has remained in its hole for now. If a player gets too close to the trash hole, it looks like it is filled with water and goes down a fair depth. The ooze will attack if disturbed, or if the players linger. It will not give chase if they flee from it.
Area 10: - The broken stairway leading down to Area 10 can be circumvented with a DC 15 Dexterity (Acrobatics) or Strength (Athletics) check (or other means). Fail could end in a dangerous situation ending in a level of Exhaustion, or a fall several feet down to the ground bellow (as well as corresponding falling damage). Falling damage is 5d6 halved due to the soft conditions of the walls and ground as well as the growing pile of dead fish at the bottom of the waterfall. - At the bottom the stairway, large piles of mostly dead fish are baking on the rather hot floor at the bottom of the waterfall. The water from the fall is quickly converted to steam, making visibility in the room hard. This area leads into an excavation site where a giant metal head is partially exhumed. A large red stone that is cracked on one side on the head of the metal giant is the source of the mysterious light as well as, most likely, the heat. If the players tamper with the stone in any way, a burst of energy issues forth causing a Steam Mephit and two Spitfires (Custom 1/4 CR monsters) to appear and fight the party.
What's your overall tone? Are you going for a Gygaxian "Little people in a big, mysterious, scary place" Legend of Zelda esque "Puzzles and wonder", a sort of open-word-western-RPG "You can do anything as long as you have the stats to pull it off" sandbox?
My instinct is that the players are about as new as their characters, yes? In that case, I'd urge you to make the matter contained, though that might not be a necessary admonishment. That is, keep the dungeon in the dungeon.
The fire gem seems both the obvious cause of these woes, and the problem that must be overcome. Since 'tampering' with it summons monsters, I'd recommend the following possible solutions, with one or all available for the players
- More Exploratory players might discover some manner of hidden passage or secret room or cache up in the dungeon -- perhaps the "Foreman's private room" off Area 7 could be repurposed or extended to have this. Inside, they find something of use (Perhaps a Decanter of Endless Water or something else magical) that lets them mess with the gem from a position of strength, disarming its mephit-summoning defenses and eliminating its threat. - More investigative players might continue the excavation of the Giant Metal Head without (repeatedly) messing with the Gem. Reward their diligence with a discovery -- perhaps this is the head of an ancient, titanic, but irreparably damaged golem and finding the correct inscription allows you to command it to rise, with some destructive results (Treat the head as a legendary, if very low CR, custom monster with a couple lair actions) but the side effect of rapidly draining its damaged power supply (the gem) to nothing (The head's hp don't matter, after a few rounds it will die from its own exertion) - More scientifically minded players (that is, those that think "I wonder if it does that every time" rather than "I guess I shouldn't do that again") or perhaps more bull-headed ones should be rewarded with different (possibly harder) fire monsters being summoned and some visual changes to the gem. After a couple waves of this, a forceful attempt to shatter the gem can result in facing off against some manner of boss -- a foe that the party better have rested before taking on, but the defeat of which will cause the gem to crumble.
@Tevish - Yeah all three are mostly newish or casual players who haven't played in along time/ever. Looks like the party is shaping up to be a Tabaxi Rouge, a Tabaxi Bard, and a Human Wizard. I got Volo's Guide and the girls like the cat people. I expect the game to be a rather lighthearted adventurous romp in a mysterious place. That's the feel I'm going for anyway.
- I'm kind of wanting it to be a thing at the end where the players shut down the gem and get ready to celebrate a job well done before realizing that with the gem deactivated the cave is filling with water again and they have to rush to get themselves (and their heavy treasure chest) out before they drown.
- This is sort of a one-shot possibly springboard to more later. The fact that the town never knew the excavation site was there in the first place, and may later look to draining and reopening it later is a thing for another story.
@Mown - I kind of kept the mystery of the ancient dig site pretty loose in-game. Out of game, I figure this site was a place that an group led by an ancient alchemist was digging in hopes of unearthing a lost iron titan of an even more ancient time for some scheme or another. Either way things went awry and everyone died. The event may have diverted a nearby river and flooded the site. Flashforward a few hundred years. An unsuspecting village has sprung up around the lake and some bored kids grew up in that town. During some random yearly festival an unrelated magical event nearby kicks the metal giant into reboot and the gem reactivates boiling away the lake and unearthing the site. Theoretically, the town elders would be freaked out and not only set up a token guard but also put out a call for adventurers to figure this out. However the local kids want in on that adventure and sneak down there first.
Reminds me of Deep Carbon Observatory. That is much darker in tone though. Perhaps the golem/whatever wants the players' help? It could be the thing that sens them on their next quest. Perhaps it wants to check up on its fellows. Or it needs some replacement parts before it can rise again to conquer the world. In either event that map the PCs found is likely relevant.
In either event that map the PCs found is likely relevant.
So, a note on all the trinkets items; they were all pretty much randomly generated and then picked out from the list if they might prove useful later or could add as an interesting substitute for small bits of treasure usually found laying around in dungeons (I hate rooms that have pocket change laying around on the floor to find). The two trinkets that are 100% relevant to the immediate situation are the gauntlet with the lens (that I'd like to work into some solution to turn off the gem) and the glove with the alien symbol (which "controls" the animated armor and magic mirror). The map is a hook to another adventure if the players want to pursue it later (and sure, probably ties in with more information about why there is a doomsday machine buried under their village). Pretty much everything else is a cool memento unless someone can come up with a good reason for it to be otherwise.
So, as things stand, I'm looking for some inspiration on how to make an iron gauntlet with a brass lens in its palm (that the players find in Area 1) into some sort of key to shutting down the iron titan's third eye laser in the last dungeon area. I only plan on spawning one group of monsters in the room, so the party is free to try to puzzle solve, but with some time limit involved (like maybe the room is too hot and they take a small amount (1-2) of fire damage every round they are in the area. I haven't sorted it out yet, but maybe there is some construction or device in the room that holds a lens that refracts the laser, making it less direct and harmful that the players can poke at to maybe overload or power down the eye. I'm not great with puzzles.
Also Areas 7, 8, and 9 seem kinda blah. Any help spicing them up would be nice. I don't really need more monsters, but it feels like I'm wasting a large swath of my dungeon space's potential.
_________________
magicpablo666 wrote:
You fell victim to one of the classic blunders - The most famous of which is "never get involved in an thread with GM_Champion" - but only slightly less well-known is this: "Never go in against AzureShade when card design is on the line!"
I believe that a Gray Ooze is quite beatable under the circumstances, so perhaps putting something at the bottom of the garbage chute if the players mess with it, beat the ooze, and investigate. Nothing critical to the process, but perhaps some ancient object(s) with tantalizing, fragmentary hints of the history that went on here -- a broken locket with a cracked and grimy cameo portrait can let the players know what manner of beings were here before, a broken sword etched with its makers' mark (Perhaps silvered or even adamantine and worth some money as scrap now) tells a story in both its existence and form. Clay tablets, shattered into a few large pieces and bereft of any magic they may have had, but with a partial inscription that can be read by anyone who knows (stealthily choose the most obscure language someone in the party knows -- guessing the missing words from context could replace messing with the head for waking it up)
Area 8 needs a reason to be explored. Right now the party misses nothing if they 'nope' out of the toxic steam jets (Which could perhaps be "Disarmed" by laying down a ramshackle floor of scrap -- at least unless you step off that and into the mud?). I'm not sure you need to 'bait the trap' so much as leave SOMETHING for the PCs to recover should they actually make the effort of poking around. A few common trinkets in the scrapped wreckage of footlockers or on the skeletons, perhaps an ancient, waterlogged vellum journal they'll need translated into *modern* common by an expert before it can be read that you can use as a MacGuffin/plot hook later to let the PCs in to what went on here and a larger context of why should you continue this past a 1-shot.
For Area 7, I just feel like the Foreman's room should mean something. Maybe the key to the trapped chest in area 6 is here if they poke around?
_________________
"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
Yeah, I wanted to flesh out the foreman's room and the bunk area a bit more. If I can figure out some sort of puzzle device to stick at the end, maybe the foreman's room holds another integral part to solving it? It's just that my trinket well sorta ran dry and not much on any of the custom lists online seem to be jumping out at me right now.
EDIT: Maybe an Adamantine Weapon (like a short sword or dagger) in the bunk area? Something that would resist the corrosion from the Ooze?
EDIT EDIT: Idea for the Foreman's Room - Have there be a skeleton, a closed chest, and an open scroll tube on the ground that is full of some desiccated vellum paper. The Wizard can have a look-see and determine that it was once a Scroll of Water Breathing (the foreman tried to used it but drowned before he could get it out of the tube). The chest is locked (auto-locked when closed) but has a Scroll of Protection from Elements and some puzzle piece trinket that will help solve the last room puzzle?
_________________
magicpablo666 wrote:
You fell victim to one of the classic blunders - The most famous of which is "never get involved in an thread with GM_Champion" - but only slightly less well-known is this: "Never go in against AzureShade when card design is on the line!"
Okay, in lieu of a traditional "key," what if the chest in the foreman's room had a "1-ounce block made from an unknown material" or "a multicolored stone disk" trinket item. Then that item would be needed to actually activate some device down in the final room.
Like, imagine this: Back in the day when the excavation site was active, the excavators build some sort of diffusion device with some kind of crystal or mirror focus that maybe absorbed the iron titan's eye-laser for power (essentially mining it of magical energies), or just diffused it harmlessly while they worked to dig it out of the ground. At some point, the device malfunctioned or the crystal or mirror cracked, causing the beam and/or stored energy to go haywire and killing everything. Then, overloaded, the iron titan went dormant and the site flooded. With it reactivating, the eye beam is focusing on a non-functioning defuser, causing the current predicament. The foreman had a boot-key for the defuser machine and one of the engineers who almost escaped had a control gauntlet (the iron gauntlet with the brass lens from Area 1) for the defuser. With both things (and some ideas to repair the crystal/mirror via like a Mending spell or other creative plan) the party can start up the defuser and use it to shut down the iron titan again some how. Now I just need a puzzle of some kind to work the defuser machine.....
_________________
magicpablo666 wrote:
You fell victim to one of the classic blunders - The most famous of which is "never get involved in an thread with GM_Champion" - but only slightly less well-known is this: "Never go in against AzureShade when card design is on the line!"
The machine has three interface points: a distinctive keyhole, and two plates with a handprint indentation. All markings have been effaced to illegible by time. For the handprint plates to be not locked in place, the key must be inserted and turned. Once the key is in place, someone wearing the control gauntlet can turn each plate left or right or press it down.
Pressing down either plate resets all plates to CENTER and all components to OFF
In the room there are four "components" -- a Crystal, a Mirror, a Lens, and an Arcane Stylus. They all start in the "Off" position -- out of alignment, uncharged, whatever.
Each plate has LEFT, RIGHT, and CENTER stops that it can be turned between. Turning either plate from either side back to CENTER does nothing. Turning a plate away from CENTER toggles the status of one or more of the components: if it's "off" it turns it "on". They all move visibly when toggled
Turning plate 1 from CENTER to LEFT toggles the Crystal and Stylus Turning plate 1 from CENTER to RIGHT toggles the Mirror and Crystal Turning plate 2 from CENTER to LEFT toggles the Stylus Turning plate 2 from CENTER to RIGHT toggles the Lens, Stylus, and Mirror
The goal is to have all four components "on". A solution is as follows Turn plate 1 LEFT. Crystal and Stylus are on Turn plate 1 RIGHT. Crystal turns off. Stylus and Mirror are on. Turn plate 2 RIGHT. Stylus and Mirror turn off. Lens is on Turn plate 2 LEFT. Stylus and Lens are on Turn plate 1 RIGHT (must be reset to center first). Crystal, Mirror, Lens, and Stylus are now all on.
EDIT: Designing these things to be non-trivial is hard. A faster solution is 2 Left, 2 Right, 1 Left. Of course, with only experimentation to discover a solution, it should still take some time to figure out since every switch has to be flipped and button pressed. Heck, It'll take some time to figure out that the components toggle (rather than setting to position X) and that it's hitting the left or right position, not relative motion that does it.
_________________
"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
Alternative puzzle (Mastermind/Passtune): The control panel (again worn so as to have no instructions) has four dials that can each be set to one of seven stops (A-G). After setting the dials, use the "Ignition Key" The machinery will make up to four sounds, which you can relate to players with "you hear X tumblers click and Y gears turn" A tumbler clicking means that one of the dials has a value that is correct for a different dial. A gear turning indicates a dial was set to its own correct value.
So if the solution is ACGC and players trigger it on AAAA, it will result in one gear turning. If they then try GACG, three tumblers will click but no gears will turn. ACCG will hear two tumblers click and two gears turn.
If all four gears turn, success!
You can make it easier or harder by reducing or increasing the number of variables or the length of the sequence, but the puzzle can be brute forced fairly well which is kind of important when you can't go look for a guide.
_________________
"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
Got anything that can be described more visually/involves colors?
_________________
magicpablo666 wrote:
You fell victim to one of the classic blunders - The most famous of which is "never get involved in an thread with GM_Champion" - but only slightly less well-known is this: "Never go in against AzureShade when card design is on the line!"
we.., Mastermind could be done with indicators that glow red or blue instead of tumblers clicking and gears turning. Visual feedback is important to the paired-toggle puzzle, with armatures swinging into position and back out of it to let the players know what they're doing (The original way I saw that puzzle done, you were raising and lowering halves of color-coded bridges, so that the Blue, Gold, Red, and White all had to be down for you to get where you were going).
Lemee see what I can come up with...
A more visual feedback, rather than logic puzzle: the array consists of several reflectors and lenses in sequence to get a beam of power into the correct position and quality. Working with the control panel lets the players manipulate the lenses. the basic 'sense' this makes is the colors and properties of light
All four sets must be on a particular setting. Order is important.
Input: Intense yellow light Desired output: Thin Red Beam (they might guess from how it reacts and what their target is, but not know
The following disks of lenses can be applied in any order. Each has 3-4 settings
Disk 1: Gels Red Gel: Adds Red Blue Gel: Adds Blue Yellow Gel: Adds Yellow Clear Gel: No Alteration
Disk 2: Intensity control. Scatter: Creates a broader, less intense beam Concentrate: Creates a tighter, more intense beam Nothing: Does not change the input
Disk 3: Filters Red, blue, and yellow filters plus clear/no filter. Work like the gels in reverse (Subtract a color or don't)
Disk 4: Focusing Iris Broad: Creates a broad, flashlight-like beam without really changing intensity Medium: Creates a cohesive beam Fine: Creates a sharp, laser-like beam
Players would have to tinker with the machine a LOT and feedback would be important -- having it give off warnings/steam if the beam is too intense, having the area react to a red beam even if it doesn't fit other "correct" traits but not to other colors.
The solution would be to use the Red Gel before the Yellow Filter and the Scatter Intensity before the Fine Focusing Iris to get the thin red light to strike the red gem.
Using the yellow filter before using a gel results in no throughput. Using the Scatter after the focusing iris fouls the focusing iris effect Misusing Gels/Filters otherwise gives the wrong color Misusing the Iris/Intensity Control otherwise gives a beam that's either too broad or too dangerously intense.
_________________
"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
I still think that may be too many steps, but you did help me work out a simpler solution, so thanks for that.
_________________
magicpablo666 wrote:
You fell victim to one of the classic blunders - The most famous of which is "never get involved in an thread with GM_Champion" - but only slightly less well-known is this: "Never go in against AzureShade when card design is on the line!"
Alright, let's talk the town for a bit. The first part of this adventure is going to have the players interacting with various NPCs who they work for, as kids in a community are often found doing. I randomly rolled up some NPC's, using the NPC charts in the DMG, based on various named map locations. Here's what I've got so far:
The Town of Harken
Nonnie’s Farm: Nonnie’s Farm is run by the titular Nonnie, a single human female in her mid 30’s with a strange birthmark that mars the side of her face. Nonnie has run the farm with the help of her brother Tobbin and various local farmhands (including Player 1, the Tabaxi Rogue). She has a reputation for being a bit dim witted and slow but friendly, with a high voice and a driving need to gather knowledge (even if it takes her a while) and a dedication to making sure others seek education as well. She is well known for both being a hopeless romantic as well as a masterful drinker, despite her lithe form. She has won many a drinking competition. Tobbin, a few years younger than his sister, is a dashing, charismatic artist with a braided beard. He’s a bit scrawny, and often can be heard speaking in clear, concise words; a habit he picked up talking with his sister. He believes everyone is deserving of respect, and often is slower in conversation as he ponders the right way to talk with people. Tobbin is very protective of Nonnie and rumor around town is that Nonnie’s mental state was his fault due to a childhood accident.
Nonnie
Nonnie - Birthmark - High Dexterity (lithe, nimble) - Low Intelligence (dim witted, slow) - Drinks everyone under the table - Particularly low or high voice - Friendly when interacting with others - Believes in knowledge - Dedicated to fulfilling a personal life goal - Forbidden love or susceptibility to romance
Tobbin
Tobbin - Braided beard - High Charisma (persuasive, forceful, born leader) - Low Strength (feeble, scrawny) - Draws beautifully, an artist - Enunciates overly clearly (due to his sister’s slowness) - Very ponderous when interacting with others - Believes in respect - Very protective of close family members - Shameful or scandalous history
The Broken Gaul: The Broken Gaul is the local roadside tavern where travelers and locals gather to swap gossip and relax to the music and entertainment of the local talent (Player 2, Tabaxi Bard). It is run by Garris Fitch, an older half-elf who took over within the last couple of years when the previous owner fell ill and had to sell the place. Oftentimes Garris can be found spouting oaths and swears as colorful and as changing as his hair colors. He’s very strong, so much so that there’s hardly any trouble in his establishment, though he is also rather absentminded so a lot of work falls on the shoulders of his small staff. Garris is great with animals and is known in the village for his honesty with others, especially keen on not taking sides very often. There are rumors in town that Garris used to run a criminal empire but is now in exile/hiding from his former gang. He’s very protective of a locket that nobody has seen the inside of.
Garris Fitch
Garris Fitch - Unusual hair color - High Strength (powerful, brawny, strong as an ox) - Low Wisdom (oblivious, absentminded) - Is great with animals - Uses colorful oaths and exclamations - Very honest when talking with others - Believes in neutrality - Protective of a sentimental keepsake - Secret crime or misdeed
Cliffside Brewery: The Cliffside Brewery is run by local gnomish wizard, Litzner (holder of the “Litzner’s Luxurious Libations” brand, a franchise subsidiary of the Wizard of Wines Inc.) Litzner is a very healthy, if fidgety, hot tempered gnome with a twitchy eye and personality as dull and dry as his wines. He does however have a perfect memory and is extremely loyal to his incorporated shareholder, traits which have served him well. He’s also very big on community outreach, taking in several apprentices in both the magical arts and brewmanship. Rumor around town is that Litzner is extremely jealous of another franchisee from Marl that routinely outperforms him in brewmastery and producing quality magicians. Because of this, he is somewhat overly critical of his current wizard apprentice (Player 3, Human Wizard).
Litzner
Litzner - Nervous eye twitch - High Constitution (hardy, hale, healthy) - Low Charisma (dull, boring) - Has a perfect memory - Often fidgets - Hot tempered - Believes in community - Loyal to his benefactor, patron, or employer - Is very envious of another creature's possessions or station
I've still got named map locations for "House of Faith," "Harkenwold Trading Station," and "Constable." I could make about three or so more NPCs to round out the town a bit, but I haven't sorted out what to do with them yet.
EDIT: New people:
Harkenwold Trading Station: The local economic hub of Harken is run by Moonsong Willow-Wind or “Moonie” for short. This Tabaxi matron is quite the beauty, with an exceptionally sharp mind, though she is somewhat frail physically. Often found in her store, whistling away as she works, this masterful merchant is fiercely independent, and even a little suspicious of others. It is well known among the village kids that she cannot abide frogs. Among adults however, several rumors surround this salacious serval. Why does she always send a portion of her profits up the road to Darken every month? Does she really know the various codes of the criminals as some have said to glace as they walk past her shop?
Moonsong Willow-Wind (aka – “Moonie”)
Moonsong Willow-Wind (aka – “Moonie”) - Exceptionally beautiful - High Intelligence (studious, learned, inquisitive) - Low Strength (feeble, scrawny) - Knows thieves’ cant - Prone to singing, whistling, or humming quietly - Suspicious - Believes in independence - Loyal to a benefactor, patron, or employer - Specific phobia
House of Faith: A temple to Waukeen, the goddess of trade, the House of Faith is run by the head priestess, an older human woman by the name of Sister Melly. A very insightful old lady who uses her flowery words and honest demeanor to sooth the locals, Melly has been serving the House of Faith for as long as many can remember. Her sickly appearance is usually brushed off with a rambunctious tale about how she fought with a demon in her youth, and that it ate a few of her fingers, and is now waiting for her to weaken so it could come back and finish her off. It’s hard to tell the veracity of the tale, as Sister Melly always seems to pull through whatever affliction she has at the time and no demon has ever descended upon the town. Gossip around town is that Sister Melly, oddly enough, seems smitten with the gnomish wizard, Litzner, who runs the local brewery. Nobody really knows what to make of that.
Sister Melly
Sister Melly - Missing fingers - High Wisdom (perceptive, spiritual, insightful) - Low Constitution (sickly, pale) - Unbelievably lucky - Uses flowery speech and long words - Honest - Believes in the greater good - Captivated by a romantic interest - Has a powerful enemy
_________________
magicpablo666 wrote:
You fell victim to one of the classic blunders - The most famous of which is "never get involved in an thread with GM_Champion" - but only slightly less well-known is this: "Never go in against AzureShade when card design is on the line!"
Last edited by AzureShade on Fri Mar 17, 2017 3:14 pm, edited 1 time in total.
Here's what I rolled up for an unnamed male constable:
Quote:
Dude - Pronounced Scar - High Constitution (hardy, hale, healthy) - Low Dexterity (clumsy, fumbling) - Great at solving puzzles - Makes constant jokes or puns - Friendly - Believes strongly in beauty - Captivated by a romantic interest - Is a bit arrogant
I'm not really sure what to do with this scarred up Duddly Do-Right joker.
_________________
magicpablo666 wrote:
You fell victim to one of the classic blunders - The most famous of which is "never get involved in an thread with GM_Champion" - but only slightly less well-known is this: "Never go in against AzureShade when card design is on the line!"
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum