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Chronomancer/Lich's Time Tower - ideas?
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<blockquote data-quote="Pyske" data-source="post: 387074" data-attributes="member: 3567"><p>There should be an intelligent guardian construct before door #1. </p><p></p><p>Trap #1: On passing through this portal, time rewinds 10 minutes. Any items collected disappear, creatures slain are back, and the PCs are "teleported away" to wherever they were standing 10 minutes ago (don't tell them they went back in time). The only thing that remains unchanged is the knowledge of what happened over the last 10 minutes. Both PCs and creatures remember... better hope the PCs didn't ambush something recently. Similarly, the guardian is intelligent enough to adapt its tactics to what it learned about the party (who the casters are, etc.). </p><p></p><p>If you want to be really mean (but risk metagaming), hit them with a forgetfulness spell with a will save, so that the monsters remember them, but the PCs don't remember the monsters. Pass this info to those who fail on notes so that the rest of the party does not immediately brief them. Of course, have the monsters prepare ambushes ahead of the party. Of course, this undermines the initial assumption that they were just teleported away.</p><p></p><p>Bypassing Trap #1: The trap requires 10 minutes to recharge. Either bluff past the guardian (he remembers that you are allowed passage when time rewinds), or wait 10 minutes after killing him to go through the door.</p><p></p><p> . . . . . . . -- Eric</p></blockquote><p></p>
[QUOTE="Pyske, post: 387074, member: 3567"] There should be an intelligent guardian construct before door #1. Trap #1: On passing through this portal, time rewinds 10 minutes. Any items collected disappear, creatures slain are back, and the PCs are "teleported away" to wherever they were standing 10 minutes ago (don't tell them they went back in time). The only thing that remains unchanged is the knowledge of what happened over the last 10 minutes. Both PCs and creatures remember... better hope the PCs didn't ambush something recently. Similarly, the guardian is intelligent enough to adapt its tactics to what it learned about the party (who the casters are, etc.). If you want to be really mean (but risk metagaming), hit them with a forgetfulness spell with a will save, so that the monsters remember them, but the PCs don't remember the monsters. Pass this info to those who fail on notes so that the rest of the party does not immediately brief them. Of course, have the monsters prepare ambushes ahead of the party. Of course, this undermines the initial assumption that they were just teleported away. Bypassing Trap #1: The trap requires 10 minutes to recharge. Either bluff past the guardian (he remembers that you are allowed passage when time rewinds), or wait 10 minutes after killing him to go through the door. . . . . . . . -- Eric [/QUOTE]
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