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Keeping Mid-High Level characters in a dungeon
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<blockquote data-quote="EPRock" data-source="post: 1301643" data-attributes="member: 11399"><p>As a DM, and a Player, I was wondering the best way to keep a party inside a dungeon if they do not want to stay there. Our party is an average of 13th level.</p><p></p><p>For example, my friend who is DM'ing a module which the introduction railroads the characters into a dungeon. (Failed assassination plot, and uber mage wins combat automatically).</p><p></p><p>First questions asked after we regained control of our characters.</p><p>Me: How deep am I (as I am a dwarf)</p><p>DM: (thinks in his head as it is not outlined in the module) 20 ft.</p><p>Player: I cast Dimension Door to go to the surface.</p><p>DM: You fail</p><p>Player: I make a spellcraft check to determine what prevented my Dimension Door. I rolled a 18, and I get +24 in that skill so that is 42, so what stopped me?</p><p>DM: Seems that you were unable to pass through a Dimensional Lock.</p><p></p><p>We did not want to ruin the adventure so I was considering disintegrating my way to the surface and once passing the dimensional lock teleporting back to town.</p><p></p><p>We basically came to the conclusion that the only way to keep a party in a dungeon (as part of a campaign) would be to give them a reason to stay there. I am a 13th level Wizard, with a scroll of plane shift, teleports, disintegrates, silent dim door. If needed I could polymorph into an umber hulk and start digging through the walls.</p><p></p><p>Any suggestions (falling in within the rules) for keeping the party within a dungeon.</p><p></p><p>Any suggestions for making some doors not able to get through eventually with disintegrates. (Like making a door reinforced with a wall of force, could get through with 2 disintegrates).</p></blockquote><p></p>
[QUOTE="EPRock, post: 1301643, member: 11399"] As a DM, and a Player, I was wondering the best way to keep a party inside a dungeon if they do not want to stay there. Our party is an average of 13th level. For example, my friend who is DM'ing a module which the introduction railroads the characters into a dungeon. (Failed assassination plot, and uber mage wins combat automatically). First questions asked after we regained control of our characters. Me: How deep am I (as I am a dwarf) DM: (thinks in his head as it is not outlined in the module) 20 ft. Player: I cast Dimension Door to go to the surface. DM: You fail Player: I make a spellcraft check to determine what prevented my Dimension Door. I rolled a 18, and I get +24 in that skill so that is 42, so what stopped me? DM: Seems that you were unable to pass through a Dimensional Lock. We did not want to ruin the adventure so I was considering disintegrating my way to the surface and once passing the dimensional lock teleporting back to town. We basically came to the conclusion that the only way to keep a party in a dungeon (as part of a campaign) would be to give them a reason to stay there. I am a 13th level Wizard, with a scroll of plane shift, teleports, disintegrates, silent dim door. If needed I could polymorph into an umber hulk and start digging through the walls. Any suggestions (falling in within the rules) for keeping the party within a dungeon. Any suggestions for making some doors not able to get through eventually with disintegrates. (Like making a door reinforced with a wall of force, could get through with 2 disintegrates). [/QUOTE]
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