I'm Planning a Cursed Cabin where the PC's are trapped in a cabin, whenever they try to leave the age 1d8 Years. The Cabin was cursed by an evil goddess who wants to age them to the point they can't fight in the war against her. But I can't think of a solution to get them out the trap. Any suggestions would be greatly appriciated
Yeah, I don’t understand the problem of getting out. Are you looking for advice on some mechanism to let them do that?
Maybe a god, or solar or something knows they’ll be instrumental in the future and opens a portal in the cabin. But the cabin’s magic twists it, so the portal open in, well, wherever you like, but hell is a classic option.
If you’re looking to undo the aging, maybe greater restoration. Or some artifact, maybe near where the portal opens if you want it over quickly. Far away if you want to drag it out.
I think more detail and context might help answer the question.
For one thing, what's the specific thing that triggers the aging? Is it trying to open the door? Crossing the threshold? And what's to stop the party from just saying "screw it, I'll just take the 1d8 years of age and run for it?" Knowing more about the cabin, and the mechanics of the aging, might make it clear what the players would need to do to get around it. Maybe they can teleport, or plane shift, or something like that. If the aging effect is being maintained by something physical (warding runes, or an artifact) then the question for the party might be how to disable it without triggering it-- and clues to that might be buried somewhere in the lore of the evil goddess.
Also, why strand them in a cabin, instead of just killing them, or transporting them to another plane? It sounds like maybe the goddess wants to toy with her enemies, keeping them close enough to watch the war "from the sidelines" without being able to intervene. If that's the case, maybe the whole place is filled with "possible ways out" to give them false hope, only for their efforts to fail... but it might be possible to figure out a loophole based on the information that can be gained from the attempts.
I kind of like the idea Xalthu mentioned, of having a portal out, but it doesn't open to somewhere convenient. Then the "adventure" isn't just the trap, it's also the journey back. You could even add a "ticking clock" to that journey with a loophole in the aging, where Greater Restoration could undo it, but only if cast within a specific time limit.
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I'm Planning a Cursed Cabin where the PC's are trapped in a cabin, whenever they try to leave the age 1d8 Years. The Cabin was cursed by an evil goddess who wants to age them to the point they can't fight in the war against her. But I can't think of a solution to get them out the trap. Any suggestions would be greatly appriciated
How do you, as the DM, plan the puzzle?
From the player's perspective, the important question is: "How do I get out and stop this crazy thing?"
You made the puzzle, what's the solution?
Yeah, I don’t understand the problem of getting out. Are you looking for advice on some mechanism to let them do that?
Maybe a god, or solar or something knows they’ll be instrumental in the future and opens a portal in the cabin. But the cabin’s magic twists it, so the portal open in, well, wherever you like, but hell is a classic option.
If you’re looking to undo the aging, maybe greater restoration. Or some artifact, maybe near where the portal opens if you want it over quickly. Far away if you want to drag it out.
I think more detail and context might help answer the question.
For one thing, what's the specific thing that triggers the aging? Is it trying to open the door? Crossing the threshold? And what's to stop the party from just saying "screw it, I'll just take the 1d8 years of age and run for it?" Knowing more about the cabin, and the mechanics of the aging, might make it clear what the players would need to do to get around it. Maybe they can teleport, or plane shift, or something like that. If the aging effect is being maintained by something physical (warding runes, or an artifact) then the question for the party might be how to disable it without triggering it-- and clues to that might be buried somewhere in the lore of the evil goddess.
Also, why strand them in a cabin, instead of just killing them, or transporting them to another plane? It sounds like maybe the goddess wants to toy with her enemies, keeping them close enough to watch the war "from the sidelines" without being able to intervene. If that's the case, maybe the whole place is filled with "possible ways out" to give them false hope, only for their efforts to fail... but it might be possible to figure out a loophole based on the information that can be gained from the attempts.
I kind of like the idea Xalthu mentioned, of having a portal out, but it doesn't open to somewhere convenient. Then the "adventure" isn't just the trap, it's also the journey back. You could even add a "ticking clock" to that journey with a loophole in the aging, where Greater Restoration could undo it, but only if cast within a specific time limit.