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<blockquote data-quote="smbakeresq" data-source="post: 7495308" data-attributes="member: 28301"><p>Getting ready to run the mindflayer lair now. My thoughts are</p><p></p><p>1. The PC will be able to short rest once. I figure the lair will be alerted, so the first part with the drow goes, then they will SR, then the mindflayer lair.</p><p></p><p>2. Don’t forget the Drow have special Drow magic items that the PC will not be able to use to make them a little tougher.</p><p></p><p>3. I am going to make the zombies “fresher” and have at least one of them be a person from the neighborhood of the Crooked House. I don’t want the PCs to just blast them. If they do though then they have to tell the relatives themselves as we have a Paladin in the group who would do that. PC should be given XP for this.</p><p></p><p>4. If the PC escort the prisoners out the Mindflayer area before cleaning out the whole area the mindflayer would know and prepare traps and defenses. The PCs should know this so they push on as I want this to be one whole adventure without a long rest.</p><p></p><p>5. I tuned the pool to only work for the mindflayer. Otherwise the PCs would want to make it a lair and keep coming back, or someone else in the city would. To make sure I had the pool turn into a grey ooze if the PC stared to long, the ooze could attack all with 10’.</p><p></p><p>6. The aboleth - works fine as a substitute. Since I want to grind down PCs before the final battle I got rid of dominate and just used a psychic blast like a mind flayer but 2d8+2 and DC 11. I figure the mindflayer wouldn’t make any creature that could possibly enslave it.</p><p></p><p>7. Make sure you use the reach on the Octopins. They can stay on the walls and reach PCs. I did this because the Paladin has a reach weapon and the monk has slippers of spider climbing so I want to let them use those fully.</p><p></p><p>8. Cursed items are tough. With summon demons now in game getting the true names of various fiends is a powerful thing. I have an experienced group also that is smart enough to gather things, identify them, and augury for all of them. The knowledge of true names of 100 fiends is worth the risk though. I think what will happen is the wizard in the group will have the Paladin stand next to him while he peruses the manual to boost those saves. Eventually they will work their way through it, so I need to have a permanent downside, probably one of the fiends knowing exactly who the PC is.</p><p></p><p>9. Mindflayers always know things. Therefore Zyrxog would know what energy types the PC uses and resistance is appropriate.</p></blockquote><p></p>
[QUOTE="smbakeresq, post: 7495308, member: 28301"] Getting ready to run the mindflayer lair now. My thoughts are 1. The PC will be able to short rest once. I figure the lair will be alerted, so the first part with the drow goes, then they will SR, then the mindflayer lair. 2. Don’t forget the Drow have special Drow magic items that the PC will not be able to use to make them a little tougher. 3. I am going to make the zombies “fresher” and have at least one of them be a person from the neighborhood of the Crooked House. I don’t want the PCs to just blast them. If they do though then they have to tell the relatives themselves as we have a Paladin in the group who would do that. PC should be given XP for this. 4. If the PC escort the prisoners out the Mindflayer area before cleaning out the whole area the mindflayer would know and prepare traps and defenses. The PCs should know this so they push on as I want this to be one whole adventure without a long rest. 5. I tuned the pool to only work for the mindflayer. Otherwise the PCs would want to make it a lair and keep coming back, or someone else in the city would. To make sure I had the pool turn into a grey ooze if the PC stared to long, the ooze could attack all with 10’. 6. The aboleth - works fine as a substitute. Since I want to grind down PCs before the final battle I got rid of dominate and just used a psychic blast like a mind flayer but 2d8+2 and DC 11. I figure the mindflayer wouldn’t make any creature that could possibly enslave it. 7. Make sure you use the reach on the Octopins. They can stay on the walls and reach PCs. I did this because the Paladin has a reach weapon and the monk has slippers of spider climbing so I want to let them use those fully. 8. Cursed items are tough. With summon demons now in game getting the true names of various fiends is a powerful thing. I have an experienced group also that is smart enough to gather things, identify them, and augury for all of them. The knowledge of true names of 100 fiends is worth the risk though. I think what will happen is the wizard in the group will have the Paladin stand next to him while he peruses the manual to boost those saves. Eventually they will work their way through it, so I need to have a permanent downside, probably one of the fiends knowing exactly who the PC is. 9. Mindflayers always know things. Therefore Zyrxog would know what energy types the PC uses and resistance is appropriate. [/QUOTE]
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