Notes from running the dungeon with my group:
Exploit 1: The Cure was intended to be a way to force the party into a confrontation with the Beast on its terms. Instead, the party decided to grab a random selection of every plant out there that looked as if it could be ready to bloom, and plant them in pots within the Servant's Quarters, in the hopes of foiling the "flower that only blooms at night" ploy.
Exploit 2: Spell components. Because it was a wizard's tower, the party alchemist was able to find ingredients for almost anything, including sleeping potion (which could be used on the gryphons and even the Cat).
Things I wish I had done differently:
Wish I had included more opportunities for combat. The adventure was intended to provide a way around almost all combat, and that's fine, but it would be good to include a list of optional combat encounters that the GM could throw at his/her players if things start to lag.
Here are some ideas:
I could also have included a few more non-combat disasters. What things could go wrong or out of control without the wizard's direct oversight? Automated tower responses are a rich area that I didn't get a chance to explore.
I needed a better mechanism for deciding when the clock would chime. Probably rolling a die every 10 minutes?
Finally, more thought should be given to the werewolf's behaviour during the day. I think it would generally refuse to go outside, but what if the alarm goes off in the Wizard's Quarters? What if the party flees outside into the daylight? Who knows how a werewolf would react in those situations?Go to Comment
This is a good start. When reading this, I thought of about a dozen questions that I would want answered if I was a PC in this environment. Here are a few:
1. Emergency procedures. What happens in the event of a natural disaster, hull breach etc? Are the prisoners left to drown, or would there be an opportunity to escape?
2. The elevator can't really be the only way to move between levels, right? Otherwise, what happens when the power goes out?
3. If 5 of the maximum security cells are occupied, it'd be neat to have a list of those inmates' names and what they were in for. Are they gang leaders? I bet there are lots of stories/legends circulating about them on the prison floor, so having that info would be nice.
To be honest, you lost me at "Mermaid Nookie". Some of these items are quite creative, especially in the weapons section, but most are pretty average. The gifts of "gold coins" or "caviar", for example, would probably already be on most GMs' minds, and so they add little to this sub. Try to focus on creating more unique gifts -- like the fresh water pearl or the dolphin mounts. Things that other people wouldn't immediately think of.
P.S. Suggesting Enya's music for the mermaid concert was a great call.
Agreed, this is a great write-up and an entertaining read (though most of your subs are). Not that I'm complaining, really, but would merfolk of any kind really have breasts? Perhaps the dolphinkind (being mammals) would, but it just struck me that the greentails and the Cecaelias probably have no need for them.
I simply loved this piece. The writing, the atmosphere -- it really makes me want to use it one day. I can imagine a religion springing up around Lojcrelt, some sort of "cult of the universe" whose sages seek an audience with the Wisdom. Too bad it sounds like they'd never return after achieving enlightenment. Overall, a Teller's Stone sounds like a worthy quest goal and provides plenty of motivation to seek it out. Once again, I tip my hat to you, sir!
I like the fact that there are two levels effectively named "Complex 2" -- the real one and the secret one. Would make it kinda hard to communicate with others who knew about both, though. "I'm heading on over to Complex 2" vs "I'm heading on over to Complex 2 *significant look*. . . *eyebrow waggle*. . ."
Just about perfect in every way. I would love to use this prison one day. The only thing that bothers me is the fact that this is a co-ed prison -- I'd assume that only the most dangerous prisoners would be sent down to Davy Jone's Lockdown, so I would question the ability of the prison guards to keep the female prisoners' quarters inviolate. Still, this is for a fantasy game, so it doesn't have to be entirely believable.
Really, truly well done! 5/5
I also greatly enjoyed the feeling of this piece -- you did a great job of putting the creature's suffering into words. If you added just a few more things, however, this could easily go from being a good sub to a great one:
Plot hooks -- why would anyone want to go to this world? Are they biologists, intent on studying the unique life here? Were they forced to make an emergency stop for supplies or due to a ship malfunction? Is the All trying to reestablish contact with this child through intermediaries?
Other means of escape -- wrestling free through brute force is unlikely, which forces the party to reason with a semi-insane godlike being. Having no other way out (other than to dance to its whims) might annoy your gamers. Can it be tricked? Does it have a hidden weakness that they can exploit? Give us some options, please.
Possibility 4: The demon is after the players themselves, and is trying to con them into killing an innocent man. Then he can rile the town and possibly the whole area against them. If the party includes a paladin, expect there to be repercussions for spilling innocent blood -- and that of a priest, no less! For more intrigue, give the demon some accomplices in the village or in the mission itself. Perhaps a frier who stands to gain a promotion if he can frame the priest for various misdeeds.