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scenario_e_the_water_temple [2019/01/03 12:33]
triptycho [Water Temple]
scenario_e_the_water_temple [2019/01/03 12:38] (current)
triptycho [Tweaks]
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 This scenario could be part of a side quest where the players seek treasures rumored to hide within the temple ruins, or you could use it as part of a primary campaign where the PCs must venture underwater in search of plot-centric information or items hidden away here. This scenario could be part of a side quest where the players seek treasures rumored to hide within the temple ruins, or you could use it as part of a primary campaign where the PCs must venture underwater in search of plot-centric information or items hidden away here.
  
-In order to unlock the temple'​s secrets, the PCs must find and insert 3 Keyrods into the Keyslots. The Keyrods function on a timer; they must all be inserted in the same round, or the slots eject the rods at the end of the round. Keyrods may be inserted in any slot. In addition, a pair of switches control the rise or fall of the water levels, making some traversals easier while adding new threats to other regions. Whenever the water level rises or falls, PCs may go up or down with it without spending a Move. The water level is low at the start of the scenario.+In order to unlock the temple'​s secrets, the PCs must find and insert 3 Keyrods into the Keyslots. The Keyrods function on a timer; they must all be inserted in the same round, or the slots eject the rods at the end of the round. Keyrods may be inserted in any slot. In addition, a pair of switches control the rise or fall of the water levels, making some traversals easier while adding new threats to other regions. Whenever the water level rises or falls, PCs may go up or down with it without spending a Move (freely crossing the Up or Down exit). The water level is low at the start of the scenario.
  
 All regions are lit by glowstones firmly embedded in the walls (next to impossible to remove without damaging the stones). All regions are lit by glowstones firmly embedded in the walls (next to impossible to remove without damaging the stones).
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 ==== Tweaks ==== ==== Tweaks ====
-With five players, drop all the Respawn timers down to 1. If you have three players that lack any real lockpicking capabilities,​ consider using lower-level doors, or replace them with other Obstacles such as [[analects_book_4_part_2_chapter_2#​slick_surface|Slick Surfaces]] or [[analects_book_4_part_2_chapter_3#​haunted_passage|Haunted Passages]].+With five players, drop all the Respawn timers down to 1, and consider dropping the free Move when changing water levels. If you have three players that lack any real lockpicking capabilities,​ consider using lower-level doors, or replace them with other Obstacles such as [[analects_book_4_part_2_chapter_2#​slick_surface|Slick Surfaces]] or [[analects_book_4_part_2_chapter_3#​haunted_passage|Haunted Passages]].
  
 It's assumed that any player in the lower area is taking frequent trips to the surface to breathe; rounds in this scenario take anywhere from 5-10 minutes, so the 1d4 damage doesn'​t represent asphyxiation. Rather, interpret it as a combination of the extra effort needed to swim about, the questionable quality of the water that's filling and draining in this ancient place, and the hazards of swimming into sharp or hard things while moving about underwater. You can apply the Fatigue damage type to it if you want, or even Cold if you want the water to be frigid. If you do, consider upping the base damage to 1d6. You're also welcome to remove the damage effect if you want to reduce the emphasis on changing the water levels. It's assumed that any player in the lower area is taking frequent trips to the surface to breathe; rounds in this scenario take anywhere from 5-10 minutes, so the 1d4 damage doesn'​t represent asphyxiation. Rather, interpret it as a combination of the extra effort needed to swim about, the questionable quality of the water that's filling and draining in this ancient place, and the hazards of swimming into sharp or hard things while moving about underwater. You can apply the Fatigue damage type to it if you want, or even Cold if you want the water to be frigid. If you do, consider upping the base damage to 1d6. You're also welcome to remove the damage effect if you want to reduce the emphasis on changing the water levels.
  
-If you want to remove the water level effect entirely (perhaps because in your setting this place is neither magical nor technologically advanced enough to manage such a feat), reduce the Height values on the Obstacles to 2 and make the lower floors ​always submerged (though without the automatic damage effect), which makes the Murky Pools stay in play.+If you want to remove the water level effect entirely (perhaps because in your setting this place is neither magical nor technologically advanced enough to manage such a feat), reduce the Height values on the Obstacles to 2 and make the 1F regions ​always submerged (though without the automatic damage effect). The Murky Pools are always ​in play with this setup. Yoy may want to have the Steam Vents in A remain as well, though you could also replace them with something else like [[analects_book_4_part_2_chapter_3#​unsettling_ambiance|Unsettling Ambiance]].
  
 On the other hand if you want to further emphasize the water level mechanic, you can upgrade the Slimy Walls to extremely high-level climbing Obstacles, essentially forcing the PCs to use the switches to go up. On the other hand if you want to further emphasize the water level mechanic, you can upgrade the Slimy Walls to extremely high-level climbing Obstacles, essentially forcing the PCs to use the switches to go up.
  
 [[dm_s_toolbox_book_2_chapter_3|More level 3 exploration scenarios]] [[dm_s_toolbox_book_2_chapter_3|More level 3 exploration scenarios]]
scenario_e_the_water_temple.1546547634.txt.gz ยท Last modified: 2019/01/03 12:33 by triptycho