In light of those negative aspects, I find that the wandering monster is a saving grace: Ollar's ghost appears and laughs at you!
Another great feature of using Quest notes to their fullest
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Goblin-King wrote:Oh yeah... there's not really any victory conditions.
If the players know the quest they can in principle just walk right back up the stairs.
I guess we just didn't find Ollar's fake goldmine...




cynthialee wrote:If I have 5000GP in a dungeon and it is fake, the first thing they would assume is that the fake gold is a dodge for the real treasure somewhere in the dungeon.
I'd have them soon plotting to take the building apart brick by brick if needed.
When I ran the AD&D classic Tomb of Horrors after I took a few heads...the party left, then returned with a construction company of Dwarves, a few hundred religious pilgrims and a handful of highly skilled mercenaries.
They "tore the mountain down, and brought it to the town and raised a cathedral to the gods in praise. Can I get an Amen?".
I got a handful of out of the box thinkers who can get obsessed with ease.
5000 fake gold would be just such a thing.
You have to know your players and choose the dungeons wisely. If a dungeon would not fit well with your players, then move on to greener pastures.







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