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Challenging my high-lvl group (NPCs and monsters; my players shouldn't read this!)
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<blockquote data-quote="Westwind" data-source="post: 156977" data-attributes="member: 3241"><p><strong>More fun with horror</strong></p><p></p><p>Ahh, the joys of DMing the Underdark....</p><p></p><p>Depending on the resources of the villians the Defenders of the Daybreak are facing, some of these might not make sense in terms of what they run into, but.....</p><p></p><p>What they see: Narrow corridor to force a tight marching order. The roof of the corridor is covered in roots (or, as an alternative, stone). Players continue along until they realize they`re one short. No noise, no warning, nothing.</p><p></p><p>What happened: The last person in the marching order passed under an Assassin Vine (eqv.) trap, which promptly used its surprise action to grapple the player and pull them up through its roots (or the illusionary 5x5 section of the ceiling). You might want to give someone a listen check, but the poor victim is gagged and on the other side of an ancient and thick tree, so the DC would be pretty high.</p><p>-------</p><p>What they see: Water, water, and more water.</p><p></p><p>What happened: Great thing about undead is tons of various environmental effects don't affect them. A wall separating an underground city and an underground river collapsed after a few hundred years of erosion. Players now have to spend spell slots on surival spells rather than utility spells, making them slightly weaker vs. the undead (bloated...the visual possibilities here are endless) denzins, who have (of course) adapted to their environment through foul and unnatural magics. I think there's a spell called Dark Water in Relics and Rituals. I used that to great effect when some of my players decided to Spider Climb on a flying Shadow Dragon and he decided to nose-dive a lake. (Str check, Str check, Swim check-don't forget your new Str...heh).</p><p>--------</p><p>What they see: A group of Zombies which, somehow, resist all their turning attempts.</p><p></p><p>What happened: Alas, these aren't Zombies, just skin puppets inhabited by fiendish creatures of Tiny-esque size. Their lack of coordination in the "skin balloon" is what leads to the staggering gait of the Zombie. Strike one in melee and "Hey, look! It`s a gas spore!" and "Hey, look! It's a hive of dire wasps/rot grubs/whatever!"</p><p>--------</p><p>Along more role-playing lines, it's always interesting to see what players will do if they find themselves in dire straits. A small enclave of drows, a "good" undead, slave traders, etc. Anything living in the White Kingdom would be afraid of the ghouls. But are the Defenders willing to make alliances with those who might have more knowledge even if it means consorting with unsavory types? Note: This is an adventure in role-playing, not a screw-the-paladins tactic. I love well-played paladins and think one could make it through is soul intact. What price are those dwarves willing to pay for victory?</p><p>--------</p><p></p><p>Well, more oddly constructed monsters to come. My dnd-deprived brain needed something like this.</p></blockquote><p></p>
[QUOTE="Westwind, post: 156977, member: 3241"] [b]More fun with horror[/b] Ahh, the joys of DMing the Underdark.... Depending on the resources of the villians the Defenders of the Daybreak are facing, some of these might not make sense in terms of what they run into, but..... What they see: Narrow corridor to force a tight marching order. The roof of the corridor is covered in roots (or, as an alternative, stone). Players continue along until they realize they`re one short. No noise, no warning, nothing. What happened: The last person in the marching order passed under an Assassin Vine (eqv.) trap, which promptly used its surprise action to grapple the player and pull them up through its roots (or the illusionary 5x5 section of the ceiling). You might want to give someone a listen check, but the poor victim is gagged and on the other side of an ancient and thick tree, so the DC would be pretty high. ------- What they see: Water, water, and more water. What happened: Great thing about undead is tons of various environmental effects don't affect them. A wall separating an underground city and an underground river collapsed after a few hundred years of erosion. Players now have to spend spell slots on surival spells rather than utility spells, making them slightly weaker vs. the undead (bloated...the visual possibilities here are endless) denzins, who have (of course) adapted to their environment through foul and unnatural magics. I think there's a spell called Dark Water in Relics and Rituals. I used that to great effect when some of my players decided to Spider Climb on a flying Shadow Dragon and he decided to nose-dive a lake. (Str check, Str check, Swim check-don't forget your new Str...heh). -------- What they see: A group of Zombies which, somehow, resist all their turning attempts. What happened: Alas, these aren't Zombies, just skin puppets inhabited by fiendish creatures of Tiny-esque size. Their lack of coordination in the "skin balloon" is what leads to the staggering gait of the Zombie. Strike one in melee and "Hey, look! It`s a gas spore!" and "Hey, look! It's a hive of dire wasps/rot grubs/whatever!" -------- Along more role-playing lines, it's always interesting to see what players will do if they find themselves in dire straits. A small enclave of drows, a "good" undead, slave traders, etc. Anything living in the White Kingdom would be afraid of the ghouls. But are the Defenders willing to make alliances with those who might have more knowledge even if it means consorting with unsavory types? Note: This is an adventure in role-playing, not a screw-the-paladins tactic. I love well-played paladins and think one could make it through is soul intact. What price are those dwarves willing to pay for victory? -------- Well, more oddly constructed monsters to come. My dnd-deprived brain needed something like this. [/QUOTE]
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