While I would have presented the same scenario very differently, a lot of the differences revolve around my personal prefernces as opposed to yours. I prefer to provide a lot of specific details (assuming that a GM can cut out the ones that don't fit), while your preference seemed to be to keep things generic, allowing the GM to fill in areas for their own world.
I would have like to see more specific information about why the necromancer has set himself up this way. He has set up secure doors which require passwords to enter, but no information is given about why he placed riddles to allow entrance. Is he just absentminded, and expects that he can command his own undead to give him the reminders as needed?
The necromancer called a meeting with a bunch of powerful associates. Why? Is he their minion, master, or associate? If this is an adventure for inexperienced characters, a room full of powerful mages could be an ugly encounter: Hopefully, they're not hostile ("You guys killed off Bob? OK! Bill, you owe me 20 gold pieces, you bet he wouldn't get himself killed until October."). Go to Comment
Sweet idea! I like the skeletons with clues in their head, I like the boss fight with the complication of resurrection, and I must say *with a big evil GM's grin on my face* that I like the twist at the end.
My favourite bit is the riddles. I have a soft spot for riddles. The name is ace too.
Oh, and by the way, welcome to the citadel! Hope that you have a pleasant journey! Go to Comment
Yes, I do sort of like to keep a lot of ideas up to the GM, but the main reason I didn't put them was because I myself didn't have them. IT was something I came up with on the spur of the moment when I realized I had time in between my homework to write it.
And as for setting up riddles, those are just to stop other people. The riddle does not change, so he would be able just to breeze through.
AS for calling a meeting, it was really a defense mechanism set up that the others mistook for him calling a meeting. I guess I should have explained that a little more.
And the Necromancers probabally could take on the adventurers, but they are pretty weak (in my opinion) without there undead minions
Wow, everybody likes the name. I came up with it on the spot.
Yeah, the zombie thing would be cool. Theyed have to be kept in waterproof compartments to keep them safe. But other than that, it is a cool idea. Go to Comment
I too like the name and the idea of clues on the skeletals heads. However, my players are too smart for a scenario like this and would go through it very quickly. Also, they would need some serious motivation to even continue once they were told to go back to the original room. They would probably just leave.
If the only way out was the room behind the throne, that would be different. Go to Comment
Dungeons (Underground) (Rooms/ Halls)
I would have like to see more specific information about why the necromancer has set himself up this way. He has set up secure doors which require passwords to enter, but no information is given about why he placed riddles to allow entrance. Is he just absentminded, and expects that he can command his own undead to give him the reminders as needed?
The necromancer called a meeting with a bunch of powerful associates. Why? Is he their minion, master, or associate? If this is an adventure for inexperienced characters, a room full of powerful mages could be an ugly encounter: Hopefully, they're not hostile ("You guys killed off Bob? OK! Bill, you owe me 20 gold pieces, you bet he wouldn't get himself killed until October."). Go to Comment