Monday, October 29, 2018

The Mystery of the Sea Door Part 4

So, lets say that the group has found the "key" through adventure or some reward and now they would like to use the "key".  Here is where the adventure begins.  I would highly recommend this for a mid to high level group, but you can always scale monsters down, or out, if you really have a reason for lower level characters to run this dungeon.

Here is the flavor text for the door itself and the opening of the door.

In an alcove of a sand stone and granite is a door of immense height, large enough to allow an ogre to pass through with ease. The door before you is covered in a gilded sun surrounded by stars, which sparkle in the right light.  In the center is a depression that fits the key the group holds.  As the key slides into place, a light engulfs the stars and sun, causing the stars to literally move around the door, as if turning the key in place.  With a large 'pop' the door opens letting stale air flow out along with dust and sand.  The darkness beyond betrays no secrets, but the echo which resounds back to the group says the hallway goes for some distance.

Tuesday, October 16, 2018

The Mystery of the Sea Door Part 3

Some examples of possible adventures to find the "key" are as follows:

1) The group has a "treasure map" to where the "key" was last found or part of the "key" was found.  This can go on as long as you want, so if you just want to find one piece, or find it in one step, you can do it that way.  You can also use it as a trail of clues, one map leading to another, along with another piece.

2) The group knows the key is in a specific location, such as a cave, old shrine, dungeon, or abandoned manor. I would take time to flesh out each location with level appropriate, as well as location appropriate, bad guys and monsters.  Props and handouts are also very fun.

3) The group needs to do research to reach part one or two. This is more for the groups who like to find those tidbits of information in game.  Make sure you have good back stories and detailed information.  Handouts would be great for this.  (Parchment to write on can be found pretty much anywhere now and a little weathering of the edges and the paper make the whole adventure so much more personal!)

More later!

Thursday, October 11, 2018

The Mystery of the Sea Door Part 2

If you, as a GM, wish to send your group on a search for the "key" to the sea door, here are some options.

One, you can have them find a piece or the whole "key" while adventuring else where.  This could lead them to the door and the adventure that lays within.  This is a good hook if you are trying to get them on to their next dungeon delve.

Two, you could have them find a piece and with some research they go in search for the other pieces, (the number is up to you) to find their "treasure".  They can also come across a reference to the "key" and then hear of the door which spurs them to look for the "key".

Three, the group can come to the sea door as guard mercenaries and a reward could be offered to find the "key", so they decide to go in search of the key. 

All of these are good jumping off points for having your group to find the "key" before they actually get into the actual delve.

More later.

Tuesday, October 9, 2018

The Mystery of the Sea Door

So last post I detailed a door found in a cliff side that can not be opened. There are two ways, as a GM, you could use this.  You could have the group already have a way to open it, (AKA a key they may have discovered in their travels), or they are hired to find the "key" to open the door.  I will detail, in the next few days and weeks, both options.  Feel free to change anything you need to fit your campaign, because I really want you to have fun with it.  I'm kinda taking from an adventure string that my husband ran us through, (though there was no sea door involved).  He had us go and look for a "key" for a tower that was the center of a curse.  (That is a story for another day.)  There is no curse related to this door, but I like the key search idea.  More to come!

Tuesday, October 2, 2018

Expanded Timeline For After Chaos (AC) Part 316

Year 316 AC
A door is discovered in a cliff side on the west side of Taina when the water recedes, leaving it exposed for the first time in centuries, it would seem.  The door is covered in arcane writing, that even the most learned can not discern.  The mages and priests have tried to open it with magic, but have not managed to do so.  The door is covered with a large sun, with stars dancing around it.  There is a notch in the middle with slots going into the door, but there is no indication what goes there.  Many of the learned believe the "key" for the door goes there and they just have to find the "key".