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<blockquote data-quote="Elder-Basilisk" data-source="post: 726213" data-attributes="member: 3146"><p>You might also consider the extensive use of illusionary walls in the labrynth. It's a permanent low level spell that's perfect for such things. If you take an ordinary maze and create illusionary walls so that it is a series of identical boxes (to visual inspection), it should be disorienting to say the least. It could be defeated by True Seeing but that costs money and uses party resources. Find the Path would defeat the maze and any disorienting effect it has but wouldn't do anything about the traps.</p><p></p><p>Even better, it could enhance the use of True Seeing by bad guys. Since you're stealing from Piratecate, you could go all the way and steal his true ghoul Deepwood Sniper too. Slap a True Seeing effect on her and she can shoot the party through several illusionary walls. Only a PC with True Seeing up would be able to return the favor. </p><p></p><p>And if PCs without True Seeing rush through the (now obviously) illusionary walls to attack her, that is when they discover that there can be illusionary floors concealing pit traps filled with fire giant zombies (or shadows or true ghoul fire giants, etc). Of course, True Seeing would make that pointless. What True Seeing most likely wouldn't reveal however, would be a reverse gravity trap of the same nature with the pit on the ceiling.</p><p></p><p>Other possibilities: The illusionary walls don't all cover passages. They also cover up the arrow slits in real walls. And the murder holes in the real ceiling. Etc. Etc.</p><p></p><p>Of course, with your party, you're only likely to make any of these tricks work once (if that) since they have access to magics that would enable them to defeat most of these.</p><p></p><p>The trick is that they are unlikely to all have access to the magics that defeat each trick/trap at once--at least until they twig on to what you're doing. So, other than the initial surprise value and possible disorienting effect of everything looking identical, the main effect that these things are likely to have is to split the party. Aethramir and Dravot have true seeing up but Valanthe doesn't? Well then, the two of them may be tempted to move forward to deal with the ghoulish sniper while the rest of the party moves more slowly and cautiously. Similarly, Scorch can go ethereal, blink, or dimension door onto the other side of the illusionary wall to deal with the hidden arrow slit ambush and Valanthe can Shadow Jump to do the same thing but can everyone get there at once? If it turns out that the threat is more than it initially appeared--(maybe a vampiric girallon monk is waiting to come to the ghoulish sniper's aid or a she has a wall of force item to prevent further pursuit) , things that would not be a threat to the whole party could prove useful to the Shadow Taker's defenses.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 726213, member: 3146"] You might also consider the extensive use of illusionary walls in the labrynth. It's a permanent low level spell that's perfect for such things. If you take an ordinary maze and create illusionary walls so that it is a series of identical boxes (to visual inspection), it should be disorienting to say the least. It could be defeated by True Seeing but that costs money and uses party resources. Find the Path would defeat the maze and any disorienting effect it has but wouldn't do anything about the traps. Even better, it could enhance the use of True Seeing by bad guys. Since you're stealing from Piratecate, you could go all the way and steal his true ghoul Deepwood Sniper too. Slap a True Seeing effect on her and she can shoot the party through several illusionary walls. Only a PC with True Seeing up would be able to return the favor. And if PCs without True Seeing rush through the (now obviously) illusionary walls to attack her, that is when they discover that there can be illusionary floors concealing pit traps filled with fire giant zombies (or shadows or true ghoul fire giants, etc). Of course, True Seeing would make that pointless. What True Seeing most likely wouldn't reveal however, would be a reverse gravity trap of the same nature with the pit on the ceiling. Other possibilities: The illusionary walls don't all cover passages. They also cover up the arrow slits in real walls. And the murder holes in the real ceiling. Etc. Etc. Of course, with your party, you're only likely to make any of these tricks work once (if that) since they have access to magics that would enable them to defeat most of these. The trick is that they are unlikely to all have access to the magics that defeat each trick/trap at once--at least until they twig on to what you're doing. So, other than the initial surprise value and possible disorienting effect of everything looking identical, the main effect that these things are likely to have is to split the party. Aethramir and Dravot have true seeing up but Valanthe doesn't? Well then, the two of them may be tempted to move forward to deal with the ghoulish sniper while the rest of the party moves more slowly and cautiously. Similarly, Scorch can go ethereal, blink, or dimension door onto the other side of the illusionary wall to deal with the hidden arrow slit ambush and Valanthe can Shadow Jump to do the same thing but can everyone get there at once? If it turns out that the threat is more than it initially appeared--(maybe a vampiric girallon monk is waiting to come to the ghoulish sniper's aid or a she has a wall of force item to prevent further pursuit) , things that would not be a threat to the whole party could prove useful to the Shadow Taker's defenses. [/QUOTE]
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