January 3rd, 2005


Questions that came up last session.

I had a few questions come up that I wanted to ask everyone here in the community that I jotted down while running my session yesterday.

1. How do you make a dungeon challenging besides throwing monsters in it?

2. Where do you get ideas for clever traps, and how do you get around the rogue that checks for traps every time they're in a room?

3. Do you let players do the optional "take the 20" rule where they search for a long period of time and get an automatic success on, say, search checks?

4. If you use riddles, what do you do for the group that doesn't like to think as players, and wants to use their character's intelligence score to solve the riddle instead of solving it themselves?

5. How do you incorporate good monsters into your campaign (if your party is good aligned)?

6. How do you make an NPC/long-term villain terrifying to the players without killing one of them, especially when they all act fearless?

7. In dungeons, do you draw a map for your players as the DM while they're going through the dungeon (or if you're a player, does the DM do this for you), is there a player that draws the maps, or do you run dungeons where they just randomly go left and right without a map guiding them? How do you incorporate visuals into the concepts of a dungeon if you don't provide the players with an ongoing map/drawing of the rooms they enter?

8. Have you ever had a PC roleplay falling in love with an NPC? (This wasn't planned, but this instance is starting to happen between one of my PCs and an NPC I have through his clever use of roleplaying, and I like encouraging roleplaying, so I want to try to encourage this.) What have you done if you had this scenario?

9. How do you handle when the group splits up?

Thanks for your input in advance!

NPC quirks

I'm working on an NPC and I want him to be a rather developed character. He's a gnome sage (not to be confused with my previous Forest Gnome post). I want to stay away from some of the stereotypes if possible. Not all of them. He *is* a paper pusher. ;) I'd prefer if he didn't talk like a leprechaun (tons of "o'" and "aye"). He could be somewhat forgetful, or more "distracted" much of the time, but not too much. He's pretty friendly and likes to share his knowledge. He's probably LN, NG, or something along those lines.

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Any ideas or suggestions?


Thank you for everyone earlier who responded to my post. There were two questions I had that needed to be clarified, mainly:

The group splitting up. My idea with this was characters splitting in a dungeon, not players leaving the game. Sorry for the confusion there.

How do you use good monsters in your campaign? In this sense, I meant how to you employ mosnters in other ways other than combar--I know with good monsters (creatures from the Monster Manuals, whatever you want to call them), they can be used as NPCs or as bargainers between the players and themselves. I was just wondering how you personally implemented these non-combat monsters into your campaign. However, regardless of the confusion on this, the answers were still interesting.

Thank you so much especially on all your advice on "taking a 20!"

OA nezumi

this was brought up elsewhere and I wanted more opinions on it.
Is giving nezumi immunity to all disease a fair, too little, or too strong of a tradeoff for losing immunity to Shadowland taint.

Shadowland taint will not exist in the new setting and it is a pretty bid deal not to have to worry about the taint in OA