I want to do some fashion of encounter based on the seven deadly sins. My premise so far is that they come to a room at the end of a long dungeon and come across seven gateways with an animal lit up with a certain color (these are based on the individual sins). They're told that each gate will only hold one person and that each gate must be entered, once you've made a choice inside of the gate you will be allowed to leave and the final doorway will open once all seven gates have been completed. They will also be told that for each sin that the players commit, the monster behind the gate will grow stronger.
So what I would like are some ideas on what could be inside of each of these gates. I will have prewritten notes detailing their experience inside of the gates. They won't be allowed to show other players and after reading what happened in the gate they will have codewords at the bottom (different for every gate. Ex: Yes-Fish, No-Winter). If they answer with the yes then they are given a reward, but will be given the reward in a way that the other players won't know it came from the gate (Ex. For greed if they get gold, then they're character will stumble across 10,000gp or something in the next room).
I want these to be difficult choices. I don't want each of them to say well let me just say no so the boss isn't stronger. I want them to be difficult decisions. So any advice/ideas?
That sounds like the "typical" dungeon crawler mechanic with a twist. I personally would do it a bit differently. I would wrap the campaign around this huge topic "Seven Deadly Sins"... and paint a Location within the world you are playing... in which for example a Baron is so greedy, that he is haunted by some ghost... and so on, and the Characters have to find the source of the haunts and/or try to get the folk back on track. ;):D
That sounds like the "typical" dungeon crawler mechanic with a twist. I personally would do it a bit differently. I would wrap the campaign around this huge topic "Seven Deadly Sins"... and paint a Location within the world you are playing... in which for example a Baron is so greedy, that he is haunted by some ghost... and so on, and the Characters have to find the source of the haunts and/or try to get the folk back on track. ;):D
I could do something like that. Maybe have seven towns where the leaders embody one of the seven sins, then have to decide whether or not these people should be put to death. Either buffing the monster for each person saved or reducing the monster's stats for each person killed. Which would create a moral aspect of it as well. Not a bad idea.
Or maybe a combination of both. Seven cities, each with a gate that needs to be shut, and they can only be shut by completing a task (one of the seven sins), then the town leaders are also guilty of the same sin. Then in an underground dungeon or something they are reminded of their choices and have to decide whether to punish the leader for their sins.
It really depends what you want with your campaign. It seems that you are thinking big in terms of encounters and DungeonCrawling. Then all these ideas you have will work fine. But.. if your players would want to roleplay more I might argue, that you want to focus more on the moral part and only "lean" on the "Seven Deadly Sins" as aspect of what is happening instead of putting this into the players face with the buffs, rules and riddles.
Lets say you have a Demon from the some circle of Hell who inflicts a couple of the Plagues onto the land you are playing in. The People in the villages blame certain people to have inflicted this upon them because the villagers accuse them to have sinned... the players have to find out what is what and at the end slay the demon. Also Clichee, but has more opportunities instead of beeing to technical in the first place. (my opinion of course)
I really like the door idea, though I think that it may be one of the climaxes of the campaign instead of a regular dungeon. Pride could be choosing whether or not to have a permanent scar. Wrath could be a chance of revenge on a hated enemy. Lust could be finding a permanent Philter of Love.
Lust - A succubus (or incubus) in a room. You need to resist her seduction. If you can't, you become a slave.
Gluttony- A bunch of really nice, tasty food in a room. You can't eat any. If you do, you balloon up to 400 pounds (or your race's equivalent of that.)
Greed- A room of gold and powerful magic items. You can't take any or you turn into a pile of gold.
Sloth- This room is simply a door to the next with a very hard puzzle to solve. If you work on the puzzle, you can move on. If you laze off, you fall into an eternal sleep.
Wrath- You see a carbon copy of your greatest enemy chained to the wall. If you strike them, you become hated by almost everyone.
Envy- You see a group that looks everything like the party, but with better magic items/powers. If you do anything negative to them, you turn into a literal green-eyed monster.
Pride- You see a copy of yourself in a room, with inscriptions saying you must kill them. If you don't, you become hideous.
Yeah, gluttony would probably be the hardest. Most parties commit greed, wraith, pride (and maybe lust) automatically, and the others are pretty easy to trick the players into doing. Still, you can't really trick someone into eating fake food with no effect.
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For god's sake. Find a hobby or something. Sheesh. Please stop using this font.
Perhaps cast your mind back to what your players have already done before this was even a concept.
For each item they've taken that they didn't absolutely need (greed), each time they've slacked off or taken the easy option (sloth), each time they've stolen something of value (envy) etc. add a mark and modify that boss appropriately. This way they've already been judged, without even realising it, assuming this isn't your first adventure.
During the course of your lead up, you can put more obvious 'traps' in place to buff your bad guys. Maybe even do it over the course of a couple of adventures.
I know my players would find the greed boss to be the toughest, followed by wrath and lust would be the easiest. I may even borrow your idea :-)
I realize that this is an older thread, so people may not see this post, but I ran a campaign based on the seven deadly sins recently. The party was in search of seven talismans, each one hidden in a temple based off of each sin. I had a lot of trouble figuring something out for gluttony, and I kind of copped out to be honest with you. I couldn't think of what to do for a full Temple, so instead I made the characters investigate a house that was broken down and in ruin. The house previously belonged to a wealthy adventurer who was also in search of the talismans, this adventurer obtained the gluttony talisman and possessed it for several years. Over time, the tailisman began to warp the adventurers mind. He was always ravenous. Eventually, he ran out of food, so he resorted to cannibalism. It got so bad that after eating his servants and even his own children, the adventurer turned into a wendigo based off of Native American lore. By far it was actually one of the most fun sessions to design, because it was something different than the cookie-cutter molds that I was creating for the other temples. I don't know if this will help you, or if anybody will even read this with how old this thread is, but I hope someone finds it and can use this idea for the future. :)
I'm designing a haunted house low level adventure. There will be seven encounters in the house, and on the estate, based off of the seven deadly sins. Plus numerous other minor encounters. I like your idea for Gluttony. Each of the other sins will be portrayed by family members that the Glutton killed in his ravenous desire. The party will have to obtain minor items from each encounter in order to defeat the Glutton. There will be a small chance in each encounter that someone will be inflicted with a minor curse reflecting the sin embodied in that encounter.
Thanks for the idea, I hope you see this, and know at least one person was inspired by your post.
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I want to do some fashion of encounter based on the seven deadly sins. My premise so far is that they come to a room at the end of a long dungeon and come across seven gateways with an animal lit up with a certain color (these are based on the individual sins). They're told that each gate will only hold one person and that each gate must be entered, once you've made a choice inside of the gate you will be allowed to leave and the final doorway will open once all seven gates have been completed. They will also be told that for each sin that the players commit, the monster behind the gate will grow stronger.
So what I would like are some ideas on what could be inside of each of these gates. I will have prewritten notes detailing their experience inside of the gates. They won't be allowed to show other players and after reading what happened in the gate they will have codewords at the bottom (different for every gate. Ex: Yes-Fish, No-Winter). If they answer with the yes then they are given a reward, but will be given the reward in a way that the other players won't know it came from the gate (Ex. For greed if they get gold, then they're character will stumble across 10,000gp or something in the next room).
I want these to be difficult choices. I don't want each of them to say well let me just say no so the boss isn't stronger. I want them to be difficult decisions. So any advice/ideas?
Published Subclasses
That sounds like the "typical" dungeon crawler mechanic with a twist. I personally would do it a bit differently. I would wrap the campaign around this huge topic "Seven Deadly Sins"... and paint a Location within the world you are playing... in which for example a Baron is so greedy, that he is haunted by some ghost... and so on, and the Characters have to find the source of the haunts and/or try to get the folk back on track. ;):D
Published Subclasses
It really depends what you want with your campaign. It seems that you are thinking big in terms of encounters and DungeonCrawling. Then all these ideas you have will work fine. But.. if your players would want to roleplay more I might argue, that you want to focus more on the moral part and only "lean" on the "Seven Deadly Sins" as aspect of what is happening instead of putting this into the players face with the buffs, rules and riddles.
Lets say you have a Demon from the some circle of Hell who inflicts a couple of the Plagues onto the land you are playing in. The People in the villages blame certain people to have inflicted this upon them because the villagers accuse them to have sinned... the players have to find out what is what and at the end slay the demon. Also Clichee, but has more opportunities instead of beeing to technical in the first place. (my opinion of course)
I really like the door idea, though I think that it may be one of the climaxes of the campaign instead of a regular dungeon. Pride could be choosing whether or not to have a permanent scar. Wrath could be a chance of revenge on a hated enemy. Lust could be finding a permanent Philter of Love.Lust - A succubus (or incubus) in a room. You need to resist her seduction. If you can't, you become a slave.
Gluttony- A bunch of really nice, tasty food in a room. You can't eat any. If you do, you balloon up to 400 pounds (or your race's equivalent of that.)
Greed- A room of gold and powerful magic items. You can't take any or you turn into a pile of gold.
Sloth- This room is simply a door to the next with a very hard puzzle to solve. If you work on the puzzle, you can move on. If you laze off, you fall into an eternal sleep.
Wrath- You see a carbon copy of your greatest enemy chained to the wall. If you strike them, you become hated by almost everyone.
Envy- You see a group that looks everything like the party, but with better magic items/powers. If you do anything negative to them, you turn into a literal green-eyed monster.
Pride- You see a copy of yourself in a room, with inscriptions saying you must kill them. If you don't, you become hideous.
Sound good?
I really like these. These are some good ideas I can work with! Thanks!
Published Subclasses
Gluttony could be... A magic potion?
Yeah, gluttony would probably be the hardest. Most parties commit greed, wraith, pride (and maybe lust) automatically, and the others are pretty easy to trick the players into doing. Still, you can't really trick someone into eating fake food with no effect.
It's not a trick, it's "get this sin-related reward and make this monster stronger or not". Sloth could be a magic device that can solve any 1 puzzle.
For gluttony it could be a wisdom saving throw to resist the food maybe?
"Ignorance is bliss, and you look absolutely miserable."
Perhaps cast your mind back to what your players have already done before this was even a concept.
For each item they've taken that they didn't absolutely need (greed), each time they've slacked off or taken the easy option (sloth), each time they've stolen something of value (envy) etc. add a mark and modify that boss appropriately. This way they've already been judged, without even realising it, assuming this isn't your first adventure.
During the course of your lead up, you can put more obvious 'traps' in place to buff your bad guys. Maybe even do it over the course of a couple of adventures.
I know my players would find the greed boss to be the toughest, followed by wrath and lust would be the easiest. I may even borrow your idea :-)
I realize that this is an older thread, so people may not see this post, but I ran a campaign based on the seven deadly sins recently. The party was in search of seven talismans, each one hidden in a temple based off of each sin. I had a lot of trouble figuring something out for gluttony, and I kind of copped out to be honest with you. I couldn't think of what to do for a full Temple, so instead I made the characters investigate a house that was broken down and in ruin. The house previously belonged to a wealthy adventurer who was also in search of the talismans, this adventurer obtained the gluttony talisman and possessed it for several years. Over time, the tailisman began to warp the adventurers mind. He was always ravenous. Eventually, he ran out of food, so he resorted to cannibalism. It got so bad that after eating his servants and even his own children, the adventurer turned into a wendigo based off of Native American lore. By far it was actually one of the most fun sessions to design, because it was something different than the cookie-cutter molds that I was creating for the other temples. I don't know if this will help you, or if anybody will even read this with how old this thread is, but I hope someone finds it and can use this idea for the future. :)
I'm designing a haunted house low level adventure. There will be seven encounters in the house, and on the estate, based off of the seven deadly sins. Plus numerous other minor encounters. I like your idea for Gluttony. Each of the other sins will be portrayed by family members that the Glutton killed in his ravenous desire. The party will have to obtain minor items from each encounter in order to defeat the Glutton. There will be a small chance in each encounter that someone will be inflicted with a minor curse reflecting the sin embodied in that encounter.
Thanks for the idea, I hope you see this, and know at least one person was inspired by your post.