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Post by NewbDM on Mar 19, 2018 5:39:54 GMT
Hey everybody! I am running LMoP but weaving my own sub plot throughout it to extend it a little. I need some help though as I'm a new DM. The basic premise is that there is a wizard who has been consumed by darkness or some such nonsense. He's gone around the sword coast seeking out younguns with an aptitude for magic and collecting them in an attempt to train them up and create an "army". I am going to scatter elemental puzzles and various other types of puzzles where they honed their craft as remnants of these students of his throughout the main campaign. I want these to build up to things he did to the kids or forced them to tamper with magics.
I want to use a chronomancer of sorts for one puzzle. Essentially a couple rooms or small section of a dungeon that is in a time loop. I'm really struggling to flesh this out though. I know I want there to be an hourglass involved and I want there to be at least one or two TPK where they all restart at the beginning again (skipping what they've successfully done). I was thinking of having the hourglass needing to be placed somewhere to break the loop. Maybe after successfully clearing three or four rooms.
Any ideas or suggestions? The thing I'm struggling with the most is how to break the loop.
I want them to get flashbacks of their past when they first touch the hourglass. I was thinking maybe if they turn the hourglass a couple times it will "rewind" time within the loop?
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Post by blakeryan on Apr 9, 2018 10:33:52 GMT
you could have six pieces, say A, B, C, D, E, F. These pieces can be placed in wall niches. - If you put any three of them together without the others, then the loop restarts, all memories lost. - If you put any two or four together, then the loop restarts, with memory of what they did. - Every second try, chance for draining D6 HP or Spell slots, 1-3 on D8. - Every third try, chance of encounter, 1-3 on a D8. - If every one dies, they loop resets, this is a test not an execution. If all six are put in wall niches, starting at the most southern and going anti clockwise, the time loop will stop.
Now some people struggle with puzzles, so you can allow Int checks DC 15 after attempts or discussion, success means a hint from the GM.
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