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Help With Swamp Encounters [My players please stay out]
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<blockquote data-quote="The Forsaken One" data-source="post: 1567261" data-attributes="member: 799"><p>I'd like to inform you to prepare yourself for an experience that might be... disappointing. I have experienced it myself in my early DMming years. Swamp encounters and any enviromental encounters on this level and especially the higher level it gets...</p><p></p><p>Wizards.</p><p></p><p>And you have just 1, I am graced most of the time by the presence of like 4 of the buggers in my game.</p><p></p><p>Fly is definately on your list of spells to ruin your tactics and plans. An invisible flying wizard on some reconnaissance flight might spoil ALOT of your ambushes plans and other stuff. A party who is aware of the dangers ahead, skips most ambushes and then takes to the air (all of them) and rain down death from above or just airially invade your temple might spoil it for you. </p><p></p><p>But remember that you (potentially) have some intelligent NPC's, maybe even a couple of high level psions or wizards who will very much be aware of this possible threat. Especially when concerned with nasty interloping adventurers. So when you have some intelligent NPC's they should be thinking of this kind of a threat and prepare accordingly.</p><p></p><p>Always remember what a wizard can literally pull out of his hat and spoil some of your plans. Players inventiveness is nice and very encouragable and shouldn't be spoiled or prevented just to have your plans work since cleverness should be rewarded. But they shouldn't always be saves by some weird wizard spell that might undo an entire encounter most of the time. It gets boring and tedious.</p><p></p><p>Don't ever start with this stuff when they gain access to scry and teleport in a few levels.</p><p></p><p>I suggest you prepare against this and possible even use it against them.</p><p></p><p>Btw this sounds like a great mini campaign if the swamp is really big and in that case as suggested here before should definately have some recurring villains. Possibly this could lead somewhere interesting with a new adventure as a followup adventure due to someone escaping (possibly with something or someone...) or ends left open or mysteries unsolved. </p><p></p><p>Or some gate to some layer of the abyss or such lies at the bottom of the temple and from beyond that gate the lizardmen are directed and instructed by some other evil nameless entity from beyond the astral and the planes beyond! So possibly a way to get your party into the planes, maybe having them to cause the portal to collapse to save the "world" or nation and have them trapped on the other side, forced to find a way home. Guide them through the plane, get into sigil and from there things could get really interesting <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />.</p><p></p><p>Ok.... ok... talking to much, have fun sounds like a great game <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="The Forsaken One, post: 1567261, member: 799"] I'd like to inform you to prepare yourself for an experience that might be... disappointing. I have experienced it myself in my early DMming years. Swamp encounters and any enviromental encounters on this level and especially the higher level it gets... Wizards. And you have just 1, I am graced most of the time by the presence of like 4 of the buggers in my game. Fly is definately on your list of spells to ruin your tactics and plans. An invisible flying wizard on some reconnaissance flight might spoil ALOT of your ambushes plans and other stuff. A party who is aware of the dangers ahead, skips most ambushes and then takes to the air (all of them) and rain down death from above or just airially invade your temple might spoil it for you. But remember that you (potentially) have some intelligent NPC's, maybe even a couple of high level psions or wizards who will very much be aware of this possible threat. Especially when concerned with nasty interloping adventurers. So when you have some intelligent NPC's they should be thinking of this kind of a threat and prepare accordingly. Always remember what a wizard can literally pull out of his hat and spoil some of your plans. Players inventiveness is nice and very encouragable and shouldn't be spoiled or prevented just to have your plans work since cleverness should be rewarded. But they shouldn't always be saves by some weird wizard spell that might undo an entire encounter most of the time. It gets boring and tedious. Don't ever start with this stuff when they gain access to scry and teleport in a few levels. I suggest you prepare against this and possible even use it against them. Btw this sounds like a great mini campaign if the swamp is really big and in that case as suggested here before should definately have some recurring villains. Possibly this could lead somewhere interesting with a new adventure as a followup adventure due to someone escaping (possibly with something or someone...) or ends left open or mysteries unsolved. Or some gate to some layer of the abyss or such lies at the bottom of the temple and from beyond that gate the lizardmen are directed and instructed by some other evil nameless entity from beyond the astral and the planes beyond! So possibly a way to get your party into the planes, maybe having them to cause the portal to collapse to save the "world" or nation and have them trapped on the other side, forced to find a way home. Guide them through the plane, get into sigil and from there things could get really interesting :D. Ok.... ok... talking to much, have fun sounds like a great game :) [/QUOTE]
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