My players are about to enter a cultist hideout, but the cult isn't bad guys. I introduced the cult as a religious sect that is being blackmailed by a guy, and instead of going after the guy working for the BBEG, my players decided cult must be up to something sinister, The cult is just a weird religious group trying to talk to gods, they have no malicious intent. Honestly, I was giving them hooks left, right, and centre trying to get them away from the cult without railroading, but it didn't work, so here I am.
I'm trying to build the dungeon right now, but I'm not entirely sure how to prep it. Does anyone have any ideas for some puzzles or loot they might find while basically just invading this hidden church? I have my NPC's sketched out with stats incase they go in guns a-blazing, but I'm hoping they'll be able to work out that the cult is well-intentioned.
Any advice or ideas would be greatly appreciated! :)
Honestly, I wouldn't make it a dungeon at all. No puzzles, no nothing. Instead, when they enter, weapons drawn, they're greeted by a cheerful old man who offers them some food and water after their journey. Inside, everyone is just kind of chilling. They wave and smile as the PCs pass by. You should totally just crush all their expectations. If they decide to fight, all the so called cultists are extremely underleveled and wimpy, and they mostly flee and try to get everyone to safety. Maybe a few would fight either if cornered or to ensure that the others can shepherd the rest to safety, but they would go down in a single blow and deal garbage damage.
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"Ignorance is bliss, and you look absolutely miserable."
I wouldn’t make it a dungeon. I would have them approach what appears to be a normal house or storefront and then on the inside.... it’s a house or one of those strip mall churches and just normal people inside with funny hats or something. Make it a completely social encounter with social skill checks that main gain the party a strange ally in some way. You don’t even have to figure out what they can do until later if you keep it vague enough. It would work since the BBE is also an enemy of the “cult’s” as well.
My players are about to enter a cultist hideout, but the cult isn't bad guys. I introduced the cult as a religious sect that is being blackmailed by a guy, and instead of going after the guy working for the BBEG, my players decided cult must be up to something sinister, The cult is just a weird religious group trying to talk to gods, they have no malicious intent. Honestly, I was giving them hooks left, right, and centre trying to get them away from the cult without railroading, but it didn't work, so here I am.
I'm trying to build the dungeon right now, but I'm not entirely sure how to prep it. Does anyone have any ideas for some puzzles or loot they might find while basically just invading this hidden church? I have my NPC's sketched out with stats incase they go in guns a-blazing, but I'm hoping they'll be able to work out that the cult is well-intentioned.
Any advice or ideas would be greatly appreciated! :)
Honestly, I wouldn't make it a dungeon at all. No puzzles, no nothing. Instead, when they enter, weapons drawn, they're greeted by a cheerful old man who offers them some food and water after their journey. Inside, everyone is just kind of chilling. They wave and smile as the PCs pass by. You should totally just crush all their expectations. If they decide to fight, all the so called cultists are extremely underleveled and wimpy, and they mostly flee and try to get everyone to safety. Maybe a few would fight either if cornered or to ensure that the others can shepherd the rest to safety, but they would go down in a single blow and deal garbage damage.
"Ignorance is bliss, and you look absolutely miserable."
I wouldn’t make it a dungeon. I would have them approach what appears to be a normal house or storefront and then on the inside.... it’s a house or one of those strip mall churches and just normal people inside with funny hats or something. Make it a completely social encounter with social skill checks that main gain the party a strange ally in some way. You don’t even have to figure out what they can do until later if you keep it vague enough. It would work since the BBE is also an enemy of the “cult’s” as well.
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Yeah, most random innocuous groups lack meaningful fighting ability (congratulations, you kill a dozen Commoners).
That's an excellent idea! Thank you so much.