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General Tabletop Discussion
*Dungeons & Dragons
Encounters for 4 10th level characters using CR1s
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<blockquote data-quote="Shiroiken" data-source="post: 8356322" data-attributes="member: 6775477"><p>Emphasis mine on traps, because I assume the trap must enhance the monsters, rather than being the threat itself? Otherwise I can just make a trap deadly to a 10th level party...</p><p></p><p>Anyway, I think the most threatening low CR monster is the shadow. The strength drain is rough, more likely to kill than the damage is. The party must traverse a 5ft wide, 150 ft long passageway that has a rotating wall every 15 ft. The walls only rotate every 5 rounds, and only permit 1 character through at a time, which leaves at least 1 character alone for 5 rounds. Shadows seep in an out through cracks in the walls, picking off a lone character. With 8 attacks a round (as they can seep in and out, taking only 1 OA per round), even a high AC character is going to take a few hits. When the wall would rotate, they don't come out again until a character is alone (or in pairs if they figure out a way). Repeating this 10 times will be extremely deadly.</p><p></p><p>The only real problem is Turn Undead. If not by a cleric, you can have the rotating walls stop for 2 minutes after such magic is summoned (maybe the walls are being rotated by undead above the hallway), giving the shadows time to recover and return. By a cleric, it will destroy them if they can either see or hear the cleric. There are solutions to this too, but they get into the cheese range. The hallway could be blanketed by silence, preventing anyone from hearing the cleric, and beyond the walls might be magical darkness to prevent sight. With them coming out one at a time, the cleric could only get one with turn undead.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8356322, member: 6775477"] Emphasis mine on traps, because I assume the trap must enhance the monsters, rather than being the threat itself? Otherwise I can just make a trap deadly to a 10th level party... Anyway, I think the most threatening low CR monster is the shadow. The strength drain is rough, more likely to kill than the damage is. The party must traverse a 5ft wide, 150 ft long passageway that has a rotating wall every 15 ft. The walls only rotate every 5 rounds, and only permit 1 character through at a time, which leaves at least 1 character alone for 5 rounds. Shadows seep in an out through cracks in the walls, picking off a lone character. With 8 attacks a round (as they can seep in and out, taking only 1 OA per round), even a high AC character is going to take a few hits. When the wall would rotate, they don't come out again until a character is alone (or in pairs if they figure out a way). Repeating this 10 times will be extremely deadly. The only real problem is Turn Undead. If not by a cleric, you can have the rotating walls stop for 2 minutes after such magic is summoned (maybe the walls are being rotated by undead above the hallway), giving the shadows time to recover and return. By a cleric, it will destroy them if they can either see or hear the cleric. There are solutions to this too, but they get into the cheese range. The hallway could be blanketed by silence, preventing anyone from hearing the cleric, and beyond the walls might be magical darkness to prevent sight. With them coming out one at a time, the cleric could only get one with turn undead. [/QUOTE]
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Encounters for 4 10th level characters using CR1s
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