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Learning to be a bit more evil.
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<blockquote data-quote="Kyramus" data-source="post: 676879" data-attributes="member: 7072"><p>1) remove your kid gloves. if you want a serious campaign, show it to the players.</p><p></p><p>2) set encounters that are higher and lower than them. They have to learn to run once in awhile.</p><p></p><p>3) to keep them in the dungeon or have them wanting to come back to this maze like place...</p><p>a) have them find a scroll that states something along the lines of hidden treasure.</p><p>b) take the Dark Skull from the DMG and put it somewhere in the maze like complex, makes people wonder why the things they kill keep coming back.</p><p>c) an intelligent undead manage to capture their commanding officer. it's their responsibility to get their people out.</p><p></p><p>4) tricks and traps are nice, but try puzzles to open doors. or encounters that require the rogue to do open lock while the rest of the party are holding the fight at bay so they can hve the retreat. (open lock is a full round action, taking 10 or 20 would mean 10 to 20 rounds)</p><p></p><p>5) set up obstacles that require them to use their military skills. wouldn't it be painful if no one can jump over 7 feet across a pit to escape a group of undead that can possibly overrun them. Remember armor check penalties. Most characters can do a running jump (requires at least 20 feet). Characters with heavy armor cannot do a running jump. they can do a standing jump. </p><p></p><p>note: if you read up on the skills, there are all sorts of things you can do, including walking across a narrow horizontal beam without falling off it.</p><p></p><p>6) which the party is a military unit, and with 2 of them being CN, ig uess this is a crack squad. Most likely there will be a group out there that is a "elite" squad. Give them something to prove themselves against. When they return to base camp to report, have another group show up with several rescues of their fellow people. Have the camp cheer for the "elite" group. but make sure you drop the hint that there are more survivors that were cut off and still in the maze. <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><p></p><p>7) don't need to put intelligent monsters. use skeletons and zombies. zombies are pretty mindless, but skeletons have some rudimentary military skill since they are raised from dead soldiers or some such. just the use of small things to full effect works well. can you imagine a skeleton that has a beehive in it's ribcage? he targets the wizard with a gob of honey and all the bees go after him like asummon swarm. end of spellcasting. <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="Kyramus, post: 676879, member: 7072"] 1) remove your kid gloves. if you want a serious campaign, show it to the players. 2) set encounters that are higher and lower than them. They have to learn to run once in awhile. 3) to keep them in the dungeon or have them wanting to come back to this maze like place... a) have them find a scroll that states something along the lines of hidden treasure. b) take the Dark Skull from the DMG and put it somewhere in the maze like complex, makes people wonder why the things they kill keep coming back. c) an intelligent undead manage to capture their commanding officer. it's their responsibility to get their people out. 4) tricks and traps are nice, but try puzzles to open doors. or encounters that require the rogue to do open lock while the rest of the party are holding the fight at bay so they can hve the retreat. (open lock is a full round action, taking 10 or 20 would mean 10 to 20 rounds) 5) set up obstacles that require them to use their military skills. wouldn't it be painful if no one can jump over 7 feet across a pit to escape a group of undead that can possibly overrun them. Remember armor check penalties. Most characters can do a running jump (requires at least 20 feet). Characters with heavy armor cannot do a running jump. they can do a standing jump. note: if you read up on the skills, there are all sorts of things you can do, including walking across a narrow horizontal beam without falling off it. 6) which the party is a military unit, and with 2 of them being CN, ig uess this is a crack squad. Most likely there will be a group out there that is a "elite" squad. Give them something to prove themselves against. When they return to base camp to report, have another group show up with several rescues of their fellow people. Have the camp cheer for the "elite" group. but make sure you drop the hint that there are more survivors that were cut off and still in the maze. :) 7) don't need to put intelligent monsters. use skeletons and zombies. zombies are pretty mindless, but skeletons have some rudimentary military skill since they are raised from dead soldiers or some such. just the use of small things to full effect works well. can you imagine a skeleton that has a beehive in it's ribcage? he targets the wizard with a gob of honey and all the bees go after him like asummon swarm. end of spellcasting. :) [/QUOTE]
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