The scribblers rhymes


Advice


Hi there,

I'll soon be running the fifth book of Rise of the Runelords and i wanna make the fight with the Scribbler something speciel. I've want the Pcs to feel the madness of the place and the scribbler. First off i will let them see a lot of his scribbles on their way through the catacombs of wrath. Then they will meet his familiar who they failed to kill. I will fill the rooms with fog and they have to take saves against confusion, but i want more!

I considered making the rooms or doors change location but i couldnt find a way to make it work out fairly without just saying the doors go where i want them.

Please help me making this dungeon even more confusing and disorientating.


Just musing here... perhaps a small table of random modifiers that you could roll on for every combat. Perhaps once per combat at the start for each player or even - if you prefer - at the start of each players turn.
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I'm thinking something like:

1. +4 attack rolls
2. +4 AC
3. +4 saves
4. spells cast are automatically twinned
5. movement rates are is doubled
6. you gain teleport (your movement rate) as a move action
7. you are staggered
8. all movement is considered over difficult terrain
9. spells cast have a 50% failure rate
10. -4 saves
11. -4 AC
12. -4 attack rolls

And obviously you can explain these effects anyway you like, from time and space seeming to expand and contract to the dizzying confusion that affects the minds of everyone exposed to the Scribbler's madness.


Nice ideas!
I would really like some ideas for the enviroment aswell. The standard dungeon isnt very chaotic and i realle would like it to be. Moving doors/rooms or the like.

Any ideas?


Zippomcfry wrote:

Nice ideas!

I would really like some ideas for the enviroment aswell. The standard dungeon isnt very chaotic and i realle would like it to be. Moving doors/rooms or the like.

Any ideas?

Sloped floors giving a +2 attack bonus to those on higher ground and serving as difficult terrain when moving up. Nothing says those slopes couldn't tilt on their axis from time to time to reverse positions as well.

A 'T' intersection with a wall on a 90 degree flip (kind of like a door), turning a straight hallway into an 'L' shaped one after the PC's pass. Just a couple of those could really wreck a party's attempt to map.

Side-by-side elevator shafts which use continuous levitate and feather fall spells. Rooms where all the party members are automatically enlarged or reduced in size.

Just a few thoughts.


More ideas on letting players feel the madness?

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