The party has upset someone with some decent summoning/binding capability.
The idea is to make a chaotic battlefield in the bottom of her gambling boat. I already have ideas for the rest of the boat, but the whole thing is supposed to be a trap for them -- it has out-lived it's usefulness at this point.
So she lures them into the hold with spells and a hostage. She then seals off the exit with a Wall of Stone, from outside.
She has previously bound an Invisible Stalker and it is in the room. Additionally, two Huge Water Elementals are outside the boat and -- at her signal -- start the boat sinking by opening valves to the seawater outside. The valves can be closed with Disable Device checks, though they re-open after 1d4 rounds (if all four are open the water depth increases by 1' throughout the hold each round).
So here's the way this 'should' play out...
Round 1) Wall of Stone. Two flood-valves open.
Round 2) One of the Water Elementals comes in through the opening to fight the PCs, aided by the Invisible Stalker. The second Water Elemental opens the third flood-valve.
Round 3) The Fourth Flood-valve opens. Elementals continue to attack.
Round 4) Now *both* water elementals and the Invisible Stalker are in the fight.
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All three elementals are CR 7, so that part is easy. The CR should probably be boosted by 1 or 2 for how much the terrain favors the Water Elementals, especially as the water gets deeper. If it ever gets to 10', the party is in real trouble, as the water elementals can use Vortex and really mess them up -- though it will reveal the invisible stalker. The summoner considers all of them expendable, so it doesn't matter to her.
What should the CR be for the "trap" of sinking the boat around them?
The idea is to make a chaotic battlefield in the bottom of her gambling boat. I already have ideas for the rest of the boat, but the whole thing is supposed to be a trap for them -- it has out-lived it's usefulness at this point.
So she lures them into the hold with spells and a hostage. She then seals off the exit with a Wall of Stone, from outside.
She has previously bound an Invisible Stalker and it is in the room. Additionally, two Huge Water Elementals are outside the boat and -- at her signal -- start the boat sinking by opening valves to the seawater outside. The valves can be closed with Disable Device checks, though they re-open after 1d4 rounds (if all four are open the water depth increases by 1' throughout the hold each round).
So here's the way this 'should' play out...
Round 1) Wall of Stone. Two flood-valves open.
Round 2) One of the Water Elementals comes in through the opening to fight the PCs, aided by the Invisible Stalker. The second Water Elemental opens the third flood-valve.
Round 3) The Fourth Flood-valve opens. Elementals continue to attack.
Round 4) Now *both* water elementals and the Invisible Stalker are in the fight.
-------------------------
All three elementals are CR 7, so that part is easy. The CR should probably be boosted by 1 or 2 for how much the terrain favors the Water Elementals, especially as the water gets deeper. If it ever gets to 10', the party is in real trouble, as the water elementals can use Vortex and really mess them up -- though it will reveal the invisible stalker. The summoner considers all of them expendable, so it doesn't matter to her.
What should the CR be for the "trap" of sinking the boat around them?