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A whole group with Darkvision!
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<blockquote data-quote="pdzoch" data-source="post: 6981725" data-attributes="member: 80982"><p>Several ways to foil darkvision:</p><p></p><p>Several spell effect nullify darkvision (and all vision): darkness (2nd level), Fog Cloud (1st Level), sleet storm (3rd level), stinking cloud (3rd level), as well as the obvious invisibility (2nd level), as well as several other higher level spells.</p><p></p><p>Several monsters employ magical darkness or other vision impairing effects: darkmantle (magical darkness) (CR 1/2), drows and driders (spell effects), oni (spell effect). The dretch has a fetid cloud that obscures vision, and the Kraken's and octopus ink will heavily obscure vision. </p><p></p><p>Which leads to the other aspect of changing the environment. A congested or claustrophobic environment where the field of view is never more than 15 or so feet makes all combat up close and personal, breaks up the party, and completely removed long range vision advantages (in light or dark). The underdark is perfect for this, especially if you want to add echoing effects so they could not use their perception to determine where sounds are coming from. A thicket (bramble forest) also works this way. Place the group in a volcanic environment where the air is filled with ash, reducing all sight to 15 feet. The plane of air call also be a giant cloud environment that also reducing vision to 15 feet. Or take away another sense from them, like sound. (I recently ran an adventure is a "echo chamber" where the party could not communicate or use any hearing senses. The constant noise also nullified verbal spells like a silence spell.) Lastly, you can take away something else more vital, like oxygen -- place the adventure underwater. They might be able to see, but breathing is a whole other issue, especially if they can not swim as well as natural swimming beats in the oceans and seas.</p></blockquote><p></p>
[QUOTE="pdzoch, post: 6981725, member: 80982"] Several ways to foil darkvision: Several spell effect nullify darkvision (and all vision): darkness (2nd level), Fog Cloud (1st Level), sleet storm (3rd level), stinking cloud (3rd level), as well as the obvious invisibility (2nd level), as well as several other higher level spells. Several monsters employ magical darkness or other vision impairing effects: darkmantle (magical darkness) (CR 1/2), drows and driders (spell effects), oni (spell effect). The dretch has a fetid cloud that obscures vision, and the Kraken's and octopus ink will heavily obscure vision. Which leads to the other aspect of changing the environment. A congested or claustrophobic environment where the field of view is never more than 15 or so feet makes all combat up close and personal, breaks up the party, and completely removed long range vision advantages (in light or dark). The underdark is perfect for this, especially if you want to add echoing effects so they could not use their perception to determine where sounds are coming from. A thicket (bramble forest) also works this way. Place the group in a volcanic environment where the air is filled with ash, reducing all sight to 15 feet. The plane of air call also be a giant cloud environment that also reducing vision to 15 feet. Or take away another sense from them, like sound. (I recently ran an adventure is a "echo chamber" where the party could not communicate or use any hearing senses. The constant noise also nullified verbal spells like a silence spell.) Lastly, you can take away something else more vital, like oxygen -- place the adventure underwater. They might be able to see, but breathing is a whole other issue, especially if they can not swim as well as natural swimming beats in the oceans and seas. [/QUOTE]
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