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<blockquote data-quote="MaxKaladin" data-source="post: 109915" data-attributes="member: 1196"><p>Wow! Thanks for all the responses. </p><p></p><p>First of all, I don't have any planescape material so that's pretty much out. </p><p></p><p>I do like the shadow walk idea and I may have to give that a try. </p><p></p><p>I've been trying to avoid obvious Deux-ex-machina like the ship sinking just as they get there or the high level cleric getting shot in the head just after he serves his purpose. I suppose the ship should be fair game to the defenses, though I was thinking of Sahuaghin. </p><p></p><p>Sailing does leave lots of room for adventure so I could take that route after all. The party is fairly low level for a tomb of archmages. I'd considered having this prove to be an outpost with further instructions leading on to the actual tomb elsewhere, for instance. I have this neat idea involving a map you have to fold just right and draw lines between various points to find the right spot. I figure it would be a great handout. </p><p></p><p>There *is* a time constraint. The party knows of the place because they came across someone else buying a copy of the map and got a good look at it over her shoulder invisibly. She will be proceeding to the tomb herself. There will probably be a fight since she's evil (with a imp familiar). </p><p></p><p>Getting stuff out of the partie's hands is one thing I *don't* have to worry about. Frankly, I've been too stingy thus far and I plan to use the tomb to rectify the situation.</p></blockquote><p></p>
[QUOTE="MaxKaladin, post: 109915, member: 1196"] Wow! Thanks for all the responses. First of all, I don't have any planescape material so that's pretty much out. I do like the shadow walk idea and I may have to give that a try. I've been trying to avoid obvious Deux-ex-machina like the ship sinking just as they get there or the high level cleric getting shot in the head just after he serves his purpose. I suppose the ship should be fair game to the defenses, though I was thinking of Sahuaghin. Sailing does leave lots of room for adventure so I could take that route after all. The party is fairly low level for a tomb of archmages. I'd considered having this prove to be an outpost with further instructions leading on to the actual tomb elsewhere, for instance. I have this neat idea involving a map you have to fold just right and draw lines between various points to find the right spot. I figure it would be a great handout. There *is* a time constraint. The party knows of the place because they came across someone else buying a copy of the map and got a good look at it over her shoulder invisibly. She will be proceeding to the tomb herself. There will probably be a fight since she's evil (with a imp familiar). Getting stuff out of the partie's hands is one thing I *don't* have to worry about. Frankly, I've been too stingy thus far and I plan to use the tomb to rectify the situation. [/QUOTE]
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