Official ICE Forums
Systems & Settings => Rolemaster => Topic started by: Druss_the_Legend on January 05, 2023, 09:57:33 AM
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The party are about to explore a 'secret armoury' that was created by an order of good paladins, knights and monks. Many of the weapons and armour kept in this armoury are holy weapons or weapons that slay undead and vampires.
1. What defenses and enemies would you place in such a dungeon?
My initial thoughts were undead spirit knights.
2. One of the party PCs is a paladin of the same order/similar order of knights.
what benefits should he gain in such a dungeon?
thanks for your input.
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Constructs or golems could be good if you want guardians that won't be smart enough to recognize that the players are good guys (and therefore there will still be a fight).
A member of a related order might have a symbol that is recognized. It could be a key, or it could result in the guardians not attacking that one individual.
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Traps and puzzle locks, that's the first thing that came to mind. Ghosts and undead warriors/paladins.
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1. Temptation, sin, tests of faith, scriptural traps (Indiana Jones and the last crusade).
2. Discipline, virtue, faith and knowledge of scripture.
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Check out the Norek Book. The final adventure has just that specific scenario.
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Heres what im going with...
a spirit knight to test the knights lores/faith knowledge in his religion
6 skeleton zombies
1 vampire spirit
4 giant animated suits of armour
1 trapped room where no magical items work (they might be fighting the animated knights here if they dont bypass the spirit guide peacefully).
4 giant spiders
2 swarms of bats
3 wraiths
its a lot i know but is spread across a number of caves and rooms.
The test of faith requires the knight to be willingly stabbed by his own sword taking an auto crit!
I have 3 lore questions as well but those are quite mundane just requiring some note checking of stuff ive given the players already but a while ago.
In the room where the giant animated golem knights are there is a central magic crystal that powers the knights but also radiates an anti-magic field for anything fighting them.
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Also lots of locked doors to test the rogue and burglar in the party.
there are 7 party members. 4 PCs. 3 NPCs. Average level is 7.
depending on what drection and what order the party choose to face these eneies they may get some support from the magic weapons in the secret armoury which is the reason they are there.
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do you have the Norek book, it would save you a lot of work. Everything you are describing is fully set out