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How would a Demon Queen defend her palace?
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<blockquote data-quote="Kyramus" data-source="post: 447263" data-attributes="member: 7072"><p>1) A chamber of roughly 60 feet in diameter, when the party walks in, the door closes and disappears behind them. Instantly hordes of spiders and scorpions appear, rushing towards the players. The vermin are nothing more than the player's true HP. The players will most likely attack the vermin, so for each vermin they kill, they loose a certain amount of HP.</p><p></p><p>example. 2 fighters level 20 with 200hp each. there are 400 spiders that appear charging towards the players. combine this with shadow monsters and the fighters still take damage and they think it's the spiders. each spider they kill, is a hp that they loose.</p><p></p><p>2) various coffins all closed and sealed. detect evil will not show anything. detect good will emit strongly within. upon opening the coffins, Half fiends jump out and engage the group, they all have misdirection on them.</p><p></p><p>3) A hallway that seems endless with statues on both sides. detect magic will show the whole room and statues glow. Have the pc's get really paranoid about the statues seem to be looking at them, creaking noises, squeeking noises, etc. As they continue to head down, make sure you mention that their steps and voices echo from both sides. they have been passing mirrors of opposition between the statues. the mirrors are blocked by an invisible screen and all counterparts come out invisible.</p><p>They trail the part and wait for the next encounter before they join the fight.</p><p></p><p>4) two children playing marbles, glowing marbles. if the pc's interrupt them, they attack, otherwise the two children continue to play marbles with souls. The two children are intelligent iron golems, they protect the marbles. If they are talked to, they will ignore pc's. when touched, they will fight. The children iron golem each has an imprissoned efreet inside that keeps them healed each round. If the children are ever defeated, the efreet comes out and keeps fighting.</p><p></p><p>5) Three staves hang in the air. the chamber is empty but there are signs that many have passed through here. Each staff emits a strong aura when a detect magic is made. The staff's don't do anything special, but they are continained in a blast chamber. when any of the staffs are touched, they expolde releasing the energy they have stored up inside of them. roll d 20 for each staff. 3d20. add up the numbers and roll that amount in d6. for example 3d20= 30, that's 30d6. This doubles as an alarm for any awake inhabitants.</p></blockquote><p></p>
[QUOTE="Kyramus, post: 447263, member: 7072"] 1) A chamber of roughly 60 feet in diameter, when the party walks in, the door closes and disappears behind them. Instantly hordes of spiders and scorpions appear, rushing towards the players. The vermin are nothing more than the player's true HP. The players will most likely attack the vermin, so for each vermin they kill, they loose a certain amount of HP. example. 2 fighters level 20 with 200hp each. there are 400 spiders that appear charging towards the players. combine this with shadow monsters and the fighters still take damage and they think it's the spiders. each spider they kill, is a hp that they loose. 2) various coffins all closed and sealed. detect evil will not show anything. detect good will emit strongly within. upon opening the coffins, Half fiends jump out and engage the group, they all have misdirection on them. 3) A hallway that seems endless with statues on both sides. detect magic will show the whole room and statues glow. Have the pc's get really paranoid about the statues seem to be looking at them, creaking noises, squeeking noises, etc. As they continue to head down, make sure you mention that their steps and voices echo from both sides. they have been passing mirrors of opposition between the statues. the mirrors are blocked by an invisible screen and all counterparts come out invisible. They trail the part and wait for the next encounter before they join the fight. 4) two children playing marbles, glowing marbles. if the pc's interrupt them, they attack, otherwise the two children continue to play marbles with souls. The two children are intelligent iron golems, they protect the marbles. If they are talked to, they will ignore pc's. when touched, they will fight. The children iron golem each has an imprissoned efreet inside that keeps them healed each round. If the children are ever defeated, the efreet comes out and keeps fighting. 5) Three staves hang in the air. the chamber is empty but there are signs that many have passed through here. Each staff emits a strong aura when a detect magic is made. The staff's don't do anything special, but they are continained in a blast chamber. when any of the staffs are touched, they expolde releasing the energy they have stored up inside of them. roll d 20 for each staff. 3d20. add up the numbers and roll that amount in d6. for example 3d20= 30, that's 30d6. This doubles as an alarm for any awake inhabitants. [/QUOTE]
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How would a Demon Queen defend her palace?
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