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How would a Demon Queen defend her palace?
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<blockquote data-quote="s/LaSH" data-source="post: 455724" data-attributes="member: 6929"><p>Something for the fortress: Nobody seems to have considered that standard architecture is obsolete for demons. They can teleport and most of them can fly. So instead of having staircases in the palace, have whole towers that can only be accessed from the top, vertical passages a hundred feet deep, and floors that were never made for people to stand on (for example, some rooms might not have floors at all, while others might be made of huge blocks of stone ten feet on a side that are piled in different heights).</p><p></p><p>And here's an evil idea for discouraging intruders: A pit trap in a corridor. The pit is quite deep, and lined with blades along the walls. At the bottom of the pit is a <em>teleportation circle</em>, with the destination the ceiling at the top of the pit. Someone who fell in would actually hit the bottom of the pit before being teleported, thus taking falling damage over and over and over. The blades on the walls are to stop people 'air surfing' to get to the edge. However, to be fair, a victim of the pit would probably only fall through once a round.</p><p></p><p>Now imagine a room full of these pits, with lost souls falling through endlessly, crushed into unrecognisable pulp by an eternity of smashing into hard stone, yet still able to scream. The eternal sounds of 'Splat!' echoing at staccatto intervals throughout a chamber is bad enought, but if anyone here has played through Serious Sam: Second Encounter, you'll know that the doppler effect on screaming creatures moving rapidly is very weird. It's difficult to explain... imagine a whole chorus of screaming creatures, each starting their scream at a high note and quickly dropping in tone, completely out of synchrony.</p><p></p><p>What's worse is if you have a source of healing magic nearby, and the 'splat' creatures can be rescued and restored. What are they? Demons or petitioners?</p><p></p><p>And for a really happy twist, have the PCs run into old foes as tormented souls... except they don't recognise them as old foes, not at first. How will they interact?</p><p></p><p>It occurs to me that, if Anomaly wants the PCs to slay her, she shouldn't make things too hard, only <em>seem</em> that way... until she's dead, at which point they've got to get out of the palace, which will undoubtedly be much, much harder. If they've got the Goddess of Love with them it could be easier... but still, legions of quasits with <em>dimensional anchor</em> wands (or some creature that anchors people naturally) would be nasty.</p><p></p><p>However, demons are naturally perverse and self-defeating. Anomaly doesn't have to make sure the PCs reach her; she could very well be trying to kill them as they battle their way to the place she wants them. Innate intelligence isn't a factor; she's still a manifestation of evil, it's part of her nature.</p></blockquote><p></p>
[QUOTE="s/LaSH, post: 455724, member: 6929"] Something for the fortress: Nobody seems to have considered that standard architecture is obsolete for demons. They can teleport and most of them can fly. So instead of having staircases in the palace, have whole towers that can only be accessed from the top, vertical passages a hundred feet deep, and floors that were never made for people to stand on (for example, some rooms might not have floors at all, while others might be made of huge blocks of stone ten feet on a side that are piled in different heights). And here's an evil idea for discouraging intruders: A pit trap in a corridor. The pit is quite deep, and lined with blades along the walls. At the bottom of the pit is a [i]teleportation circle[/i], with the destination the ceiling at the top of the pit. Someone who fell in would actually hit the bottom of the pit before being teleported, thus taking falling damage over and over and over. The blades on the walls are to stop people 'air surfing' to get to the edge. However, to be fair, a victim of the pit would probably only fall through once a round. Now imagine a room full of these pits, with lost souls falling through endlessly, crushed into unrecognisable pulp by an eternity of smashing into hard stone, yet still able to scream. The eternal sounds of 'Splat!' echoing at staccatto intervals throughout a chamber is bad enought, but if anyone here has played through Serious Sam: Second Encounter, you'll know that the doppler effect on screaming creatures moving rapidly is very weird. It's difficult to explain... imagine a whole chorus of screaming creatures, each starting their scream at a high note and quickly dropping in tone, completely out of synchrony. What's worse is if you have a source of healing magic nearby, and the 'splat' creatures can be rescued and restored. What are they? Demons or petitioners? And for a really happy twist, have the PCs run into old foes as tormented souls... except they don't recognise them as old foes, not at first. How will they interact? It occurs to me that, if Anomaly wants the PCs to slay her, she shouldn't make things too hard, only [i]seem[/i] that way... until she's dead, at which point they've got to get out of the palace, which will undoubtedly be much, much harder. If they've got the Goddess of Love with them it could be easier... but still, legions of quasits with [i]dimensional anchor[/i] wands (or some creature that anchors people naturally) would be nasty. However, demons are naturally perverse and self-defeating. Anomaly doesn't have to make sure the PCs reach her; she could very well be trying to kill them as they battle their way to the place she wants them. Innate intelligence isn't a factor; she's still a manifestation of evil, it's part of her nature. [/QUOTE]
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