“ The small coastal town of Her-Desh has vanished - the bay where it once stood is now unspoiled countryside. Moreover, the locals claim to have never heard of the place. Perhaps the Priests of the local Temple can shed some light on the mystery...”
“ When a miracle is worked, when a God turns His attention to the mortal realm, the mortal realm is irrevocably changed by the Divine Presence. When this takes place through a living being, they become the Godmarked. Ever with one foot in life, and one foot in the realm beyond, they are emotionally and physically altered - always in a fashion that reflects the nature of the God that they have channeled - One who channels a God of the Winds may forever have a breeze lifting their hair, while a Goddess of Anger may blacken the skin and strengthen the body.”
“ Here at Dragonsfoot http://www.dragonsfoot.org/forums/viewtopic.php?f=42&t=65381 The post discuses the use of the classic arcade game " Dragon's Lair" as a playable dungeon but it approaches it like a normal D&D game. You cannot represent DL with " Ok Bob, it's your turn what are you doing?" So I've got a germ of an idea.
The castle itself is a dream construct of the way-too-powerful-to fight Dragon. From a distance the castle is changing, growing towers, walls falling , getting bigger and smaller in rapid succession. The castle "eats" interesting things that the players will need to extract. It is also Multidimensional and planer and moves around.
The way I am planning on running it is that individual rounds are broken into 3 parts and only one player gets an action to interact with the "trap". a second player will be able to aid the "phasing" player in what ever action he takes. casting spells will be broken up over the 3 partial rounds(depending on L of spell).The phasing player will in essence be the party leader for the 3 partial rounds. The phasing player "job " will be rotated in some fashion(havent got this worked out yet). This is all run w/ the idea that you are trying to recreate the frantic pace of DL The growing and shrinking nature of the castle forces constant movement on the players A brief description of the situation will be provided with the idea of "looking around" will be an action that takes up a whole "partial" round. A few normal combats to be sprinkled in.
Since a lot of work will go into an encounter that should only take IRL 2 maybe 3 min., the rooms and traps are reusable (justified by the "dream logic")
This will obviously not work for a large group of players. Prob want to keep it to 3 or 4.
This will require MASSIVE prep time for what will prob amount to a 1 hour crawl at best (depending on how many standard fights you work in) That's why REUSABILITY is key. To make the prep worth it , you can rerun it w/ the "dream logic"
Not sure if I'm going to pull the trigger on this. But I really like the idea.Not promising a part two if I don't.”