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A trap on a book
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<blockquote data-quote="Celebrim" data-source="post: 7232439" data-attributes="member: 4937"><p>The pits will make the confusion gas much more 'fun'. </p><p></p><p></p><p></p><p>I'd play with the DC to control lethality, or up the bugbears to zombies, or make the pits 20' deep. I suspect though for 5 6th level characters, this is already a very difficult to lethal encounter as it is. (The gas is about CR 5, the 5 pit traps each in the circumstances a CR 2, the 6 bugbear skeletons each CR 2. The symbol effectively a CR 3 or 4, and figure in another bit for the sliding block that traps you in here.) The whole thing is about EL 10.</p><p></p><p>The problem with permanent after 3 failed saves is by the time you get to round 5 or 6, the whole party is permanently insane. You want this encounter to go a long while. There is a lot to do and it won't drag. If you really feel like making the timer hard because you want this to work like 'Tomb of Horrors' or a tournament level dungeon, increase the DC over time as the gas gets harder and harder to resist. That will work similarly but give the party moments of lucidity as time goes by. </p><p></p><p>As far as working in the pit traps, you can always 'Tardis' up this room so that it is bigger on the inside than the outside. </p><p></p><p></p><p></p><p>I generally agree. The heir is intended to solve this problem easily, so as to not get killed. The outsider before the room would probably simply tell the heir something like, "Remember always to put your faith in your ancestors true colors, and remember also that for the brave and dedicated it is always possible to ascend to true knowledge, no matter the obstacle." Any heir that doesn't solve the room trivially with a clue like that is too stupid to be a wizard anyway. But if the PC's are the heir they both miss all the fun and lose the opportunity to be really clever.</p><p></p><p></p><p></p><p>I agree that actually taking the real book should end all difficulty.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7232439, member: 4937"] The pits will make the confusion gas much more 'fun'. I'd play with the DC to control lethality, or up the bugbears to zombies, or make the pits 20' deep. I suspect though for 5 6th level characters, this is already a very difficult to lethal encounter as it is. (The gas is about CR 5, the 5 pit traps each in the circumstances a CR 2, the 6 bugbear skeletons each CR 2. The symbol effectively a CR 3 or 4, and figure in another bit for the sliding block that traps you in here.) The whole thing is about EL 10. The problem with permanent after 3 failed saves is by the time you get to round 5 or 6, the whole party is permanently insane. You want this encounter to go a long while. There is a lot to do and it won't drag. If you really feel like making the timer hard because you want this to work like 'Tomb of Horrors' or a tournament level dungeon, increase the DC over time as the gas gets harder and harder to resist. That will work similarly but give the party moments of lucidity as time goes by. As far as working in the pit traps, you can always 'Tardis' up this room so that it is bigger on the inside than the outside. I generally agree. The heir is intended to solve this problem easily, so as to not get killed. The outsider before the room would probably simply tell the heir something like, "Remember always to put your faith in your ancestors true colors, and remember also that for the brave and dedicated it is always possible to ascend to true knowledge, no matter the obstacle." Any heir that doesn't solve the room trivially with a clue like that is too stupid to be a wizard anyway. But if the PC's are the heir they both miss all the fun and lose the opportunity to be really clever. I agree that actually taking the real book should end all difficulty. [/QUOTE]
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