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I need some help from you DMs. A dungeon for 14th-level adventurers (longish)
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<blockquote data-quote="Pax" data-source="post: 1076166" data-attributes="member: 6875"><p>Antimagic Field renders that item useless. The ELH lists walls and <em>doors</em> made of force in it's tables. multi-inch-thick Adamantine has a lot of hardnessand hitpoints (for example, a two-inch-thick adamantine door has hardness 20 and 80hp).</p><p></p><p></p><p></p><p>A light, knee-height fog shoudl be suitable for a +5 to +10 circumstance bonus to spot checks against nonflying enemies.</p><p></p><p>Make the dungeon an ice cave with fresh snow a couple inches deep, and invisibility and moving silently BOTH largely go away.</p><p></p><p>Then there're tricks like tremorsense and blindsight.</p><p></p><p>If half the time, invisibility isn't as terribly useful as it might've seemed, that shouldn't be too unfair ... 'cause the other half, it's still a big advantage.</p><p></p><p></p><p></p><p>Dimensional Lock throughout the caverns, except in a heavily-trapped-and-defended "Telepad" room. That shuts out the whole "teleport in / whack BBEG / teleport home" schtick, and it's within the Lich's power to do that.</p><p></p><p>As for scry -- we're talking stuff with darkvision, tremorsense, and blindsight, in most cases. That renders scry less than useful:</p><p></p><p></p><p></p><p>For the few places where light is needed -- <em>Mordenkainens' Private Sanctum</em>.</p><p></p><p></p><p></p><p>Dimensional Lock also solves this problem.</p><p></p><p>Also, give some of the hard monsters spellcasting abilities (even Liches can have apprentices ...). Give them the Transdimensional Spell metamagic. Blast the ethereal fools ANYway. <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></p><p></p><p></p><p>Leave a few places where they can; natural caversn with aeas of finished stonework are just plain NEAT.</p><p></p><p>Then, when they DO knock a wall down -- make sure you had some big-bad-nasties nerby, who will come running to respond to the godawful RACKET the party is making. Knockind walls down with a supermagichammer DOES tend to be noisy, after all. 8)</p><p></p><p></p><p></p><p>Yep, but here's some other things you could tie to that Unhallow:</p><p></p><p>Dimensional Lock (stops teleportation; if DimAnchor is fine, DimLock should work too); Deeper Darkness (stymies scrying); Dispel Magic (constantly ping their magicstuff, bwa haha!).</p><p></p><p></p><p></p><p>Dimensional Lock is what you're looking for. Forbiddance keeps them form entering the area, PERIOD; once in, they can flit back and forth from ethereal to nonethereal, to their hearts' content.</p><p></p><p>It's in T&B and MoF; 6th or 8th level spell, I forget which. Durations is one day per caster level, so one lich ought to be able to keep a moderately-sized complex closed off quite long term, especially if he's the BBEG for a 14-15 level party! 8)</p></blockquote><p></p>
[QUOTE="Pax, post: 1076166, member: 6875"] Antimagic Field renders that item useless. The ELH lists walls and [i]doors[/i] made of force in it's tables. multi-inch-thick Adamantine has a lot of hardnessand hitpoints (for example, a two-inch-thick adamantine door has hardness 20 and 80hp). A light, knee-height fog shoudl be suitable for a +5 to +10 circumstance bonus to spot checks against nonflying enemies. Make the dungeon an ice cave with fresh snow a couple inches deep, and invisibility and moving silently BOTH largely go away. Then there're tricks like tremorsense and blindsight. If half the time, invisibility isn't as terribly useful as it might've seemed, that shouldn't be too unfair ... 'cause the other half, it's still a big advantage. Dimensional Lock throughout the caverns, except in a heavily-trapped-and-defended "Telepad" room. That shuts out the whole "teleport in / whack BBEG / teleport home" schtick, and it's within the Lich's power to do that. As for scry -- we're talking stuff with darkvision, tremorsense, and blindsight, in most cases. That renders scry less than useful: For the few places where light is needed -- [i]Mordenkainens' Private Sanctum[/i]. Dimensional Lock also solves this problem. Also, give some of the hard monsters spellcasting abilities (even Liches can have apprentices ...). Give them the Transdimensional Spell metamagic. Blast the ethereal fools ANYway. :D Leave a few places where they can; natural caversn with aeas of finished stonework are just plain NEAT. Then, when they DO knock a wall down -- make sure you had some big-bad-nasties nerby, who will come running to respond to the godawful RACKET the party is making. Knockind walls down with a supermagichammer DOES tend to be noisy, after all. 8) Yep, but here's some other things you could tie to that Unhallow: Dimensional Lock (stops teleportation; if DimAnchor is fine, DimLock should work too); Deeper Darkness (stymies scrying); Dispel Magic (constantly ping their magicstuff, bwa haha!). Dimensional Lock is what you're looking for. Forbiddance keeps them form entering the area, PERIOD; once in, they can flit back and forth from ethereal to nonethereal, to their hearts' content. It's in T&B and MoF; 6th or 8th level spell, I forget which. Durations is one day per caster level, so one lich ought to be able to keep a moderately-sized complex closed off quite long term, especially if he's the BBEG for a 14-15 level party! 8) [/QUOTE]
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I need some help from you DMs. A dungeon for 14th-level adventurers (longish)
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