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Attn Pkitty and other DMs of high-level games: encounters on the road at high-level?
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<blockquote data-quote="ashockney" data-source="post: 3768106" data-attributes="member: 1363"><p>Examples from recent high level dungeon I developed:</p><p></p><p>First, your adventure setting is probably a supernatural and fantastic location. In my instance, it is a keep, housed some two miles below the surface of the earth, with no apparent means to reach it through passages, etc. Travelling not only assumes the use of very potent magical abilities and super-skills, it demands it! </p><p></p><p>Given that we are now using such things, the "random" encountered villians have similiar tactics available to them. Examples include those that travel through the use of Burrowing or Earthglide, another example is a group of undead who "roam" ethereally around the outskirts of the buried keep and use their abilities to detect living in an effort to locate and attack the enemy. </p><p></p><p>Finally, many of the enemies have abilities of their own (teleportation, dimension door, etc.) that allows them to bring the fight to the party. In these instances, you have key locations (trapped/secret doors that are magically warded, and require passwords) that your opponents will use as a rallying point to ambush the party.</p><p></p><p>Sprinkle in liberal uses of Dimensional Lock, Proof from Teleportation, Zone of Non-Detection, Screen, and the like, to help "point" the party in the right direction.</p><p></p><p>Specific to "wind walking" to the end boss, you have to keep in mind that not everything can be accessed through windwalk. Further, it requires either 5 rounds to change form (a certain death sentence against a well-armed, knowledgeable opponent), unless the spell is dismissed, and no longer used.</p></blockquote><p></p>
[QUOTE="ashockney, post: 3768106, member: 1363"] Examples from recent high level dungeon I developed: First, your adventure setting is probably a supernatural and fantastic location. In my instance, it is a keep, housed some two miles below the surface of the earth, with no apparent means to reach it through passages, etc. Travelling not only assumes the use of very potent magical abilities and super-skills, it demands it! Given that we are now using such things, the "random" encountered villians have similiar tactics available to them. Examples include those that travel through the use of Burrowing or Earthglide, another example is a group of undead who "roam" ethereally around the outskirts of the buried keep and use their abilities to detect living in an effort to locate and attack the enemy. Finally, many of the enemies have abilities of their own (teleportation, dimension door, etc.) that allows them to bring the fight to the party. In these instances, you have key locations (trapped/secret doors that are magically warded, and require passwords) that your opponents will use as a rallying point to ambush the party. Sprinkle in liberal uses of Dimensional Lock, Proof from Teleportation, Zone of Non-Detection, Screen, and the like, to help "point" the party in the right direction. Specific to "wind walking" to the end boss, you have to keep in mind that not everything can be accessed through windwalk. Further, it requires either 5 rounds to change form (a certain death sentence against a well-armed, knowledgeable opponent), unless the spell is dismissed, and no longer used. [/QUOTE]
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Attn Pkitty and other DMs of high-level games: encounters on the road at high-level?
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