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Old 11-13-2018, 12:40 PM   #11
hcobb
 
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Default Re: Favorite things to put in 'uninhabited' dungeons?

I'm putting together a naturalist adventurer scavenger hunt webpage for GMs who like to put the puzzle in how it all works out.
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Old 11-13-2018, 04:13 PM   #12
ak_aramis
 
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Default Re: Favorite things to put in 'uninhabited' dungeons?

While I like them also for inhabited regions, large grow chambers with permanent light sources enchanted, growing a variety of photosynthetic life... and nearly blinding anyone adapted to the darkness of a megadungeon...
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Old 11-13-2018, 04:18 PM   #13
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Default Re: Favorite things to put in 'uninhabited' dungeons?

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While I like them also for inhabited regions, large grow chambers with permanent light sources enchanted, growing a variety of photosynthetic life... and nearly blinding anyone adapted to the darkness of a megadungeon...
Just have giant gate spider windows let in (but not out) light.
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Old 11-13-2018, 08:09 PM   #14
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Default Re: Favorite things to put in 'uninhabited' dungeons?

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Originally Posted by hcobb View Post
Just have giant gate spider windows let in (but not out) light.
I prefer it to be a suppressible magic item - allows more ways to "solve" the issue.
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Old 11-14-2018, 01:48 AM   #15
Chris Rice
 
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Default Re: Favorite things to put in 'uninhabited' dungeons?

I like illusions for things like this. At first the players will think they are real but after a while will realise the truth. After they have become comfortable with the fact that everything here is an illusion, that's when you hit them with something real.
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Old 11-14-2018, 07:54 AM   #16
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Default Re: Favorite things to put in 'uninhabited' dungeons?

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I like illusions for things like this. At first the players will think they are real but after a while will realise the truth. After they have become comfortable with the fact that everything here is an illusion, that's when you hit them with something real.
  1. Cast Spellsniffer
  2. Gather up the Maintain Illusion items
  3. Book it to the Wizard's Guild for payday.
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Old 11-14-2018, 10:31 AM   #17
Chris Rice
 
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Default Re: Favorite things to put in 'uninhabited' dungeons?

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  1. Cast Spellsniffer
  2. Gather up the Maintain Illusion items
  3. Book it to the Wizard's Guild for payday.
Possibly, but it's a fairly advanced spell (IQ17), requires die rolls to succeed, and has its costs, so it won't be a solution for many parties.
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Old 11-14-2018, 11:11 AM   #18
hcobb
 
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Default Re: Favorite things to put in 'uninhabited' dungeons?

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Possibly, but it's a fairly advanced spell (IQ17), requires die rolls to succeed, and has its costs, so it won't be a solution for many parties.
Why doesn't your starting party have an IQ 17 Goblin?

Goblin Hero ST 6 DX 9 IQ 17
Maul(1d), Physicker Kit, Labyrinth kit, goblin sized Backpack, 2 days Rations, 1q Wine, Belt pouch, 1q water, 3 healing potions, middle class clothing
Alertness(2), Expert Naturalist(2), Goblinish(free), Humanish(1), Literacy(1), Master Physicker(2), Miner(free), Naturalist(2), Physicker(2), Recognize Value(1), Spellsniffer(3), Tactics(1)
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Last edited by hcobb; 11-14-2018 at 04:16 PM.
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Old 11-14-2018, 05:46 PM   #19
Chris Rice
 
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Default Re: Favorite things to put in 'uninhabited' dungeons?

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Why doesn't your starting party have an IQ 17 Goblin?

Goblin Hero ST 6 DX 9 IQ 17
Maul(1d), Physicker Kit, Labyrinth kit, goblin sized Backpack, 2 days Rations, 1q Wine, Belt pouch, 1q water, 3 healing potions, middle class clothing
Alertness(2), Expert Naturalist(2), Goblinish(free), Humanish(1), Literacy(1), Master Physicker(2), Miner(free), Naturalist(2), Physicker(2), Recognize Value(1), Spellsniffer(3), Tactics(1)
I don't recall any party I've seen having a Goblin like that. It's quite possible of course, but you've thought of it only to overcome my idea of illusions? With a ST of 6 Mr Goblin will be lucky to survive long enough to use any of his Talents. Still, if it works for you that's fine.
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