| GreyPlauge |
I've got something I like, but it's not perfect yet. What I have so far: party of level one characters in a dungeon that with rooms that either have undead invaders or the room automatically casts a summon nature's ally type spell when they walk in. One of the rooms contains a magic mirror (the Trojan horse mirror the invading necromancer used to store an undead army). Inside of the mirror is a shadow creature (or something). He can interact with reflections that has a slight effect on the normal world. The room summons five or so foxes that can walk on walls when the party enters, but they flee into a corner on the ceiling away from the mirror.
The creature can only communicate via charades and very basic telepathy. He has been trapped in the dungeon for over a century and in the mirror an unknown amount of time. The pcs have a few options:
Let it go. There's nothing against ignoring the puzzle.
Help the creature. He can stun the reflections of the foxes, which stuns the foxes. The party will have to physically bring the foxes to the mirror, presumably to be eaten.
Kill the mirror. Someone might try to smash the mirror, which will cause that person to get captured as ransom for the foxes.
If he gets the foxes, he can kill them all at once from the inside of the mirror and hitch a ride back to whatever plane they came from. The only way out of the mirror for the creature is extra planar.
I'm looking for some good role play or ethical issues for the group to work through. Or some kind of punishment/reward system for the choices.
Malag
|
Mundane punishment/reward system would be XP. You could for example reward players in such way that evil actions provide gold and good action XP. It's not recommended to use any punishment method. They always backfire. Providing reward for well done quest is already enough.
If you aren't interested into XP or gold, you could design some special traits for good or bad choices maybe.