Party for Maure Castle!

Sol,

It's fine you wanted to make them your own. I honestly felt they were the easiest to pin down for two reasons. 1) Gharis and Arliss being new recruits allowed them to showcase their individual talents while also learning to work as a part of a larger group. 2) They know each other well enough to know what each is capable of. Thus they prove to the others they are capable of working with the team. Dusk is the one that has the most to prove.

I realize how dangerous Maure Castle is. (I have both Dungeons that showcase the Greater Halls and the Chamber of Antiquities. Just don't have the actual issue of Maure Castle.) I just believed that good teamwork can overcome the deficienices of some lesser talents. That's why I didn't go the route of installing an insta-heal cleric or something similiar. I am saying I was fully expecting Bonecrusher to have something to protect his party as he's the team leader. But then that's what happens when you allow others to do the work. (I'm still happy with the way he's turned out.)

Anyway great work guys. Let's see how this turns out. Good luck Matt.
 

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Let me think about this... matt's players stay out!
[sblock=Floor 1]Advanced Stone Golem w/ petrifying cockatrice whip and a deadly poisonous sword. A pack of Bodaks. A tempting chalice set up around a fountain with magical burning pirahna that is actually scrying bait. Hmn... I think there was something along the lines of a primitive flying carpet...[/sblock]

[sblock=Floor2]Seeker/Gnoll central. Filled to the brim with classed humans and gnolls. There is a Ressurection-capable Cleric Gnoll in there somewhere. Nabasuu encounter with Uhallow area for home team advantage. Teleport loop trap. Golem waste disposal trap. Haunted auto-triggering trap w/ Specter encounter. Tapestry encounter? Was that the 1st floor? Vaugely remember a githyanki cleric of Olidamara being tortured.[/sblock]

[sblock=Floor 3]I remember this is where it really starts to get messy. Cult central: sleeping area shunts you to the Astral where advanced Devourers attack you. Advanced Slow Shadows in a shadow-infested area. Statue of a Succubus Queen that eats your soul and enforces it with a Suggestion complete with high Will save. Purple Nurple Stone (it's much evilier than it sounds). Oh, and who could forget the TPK mechanism, the teleporting unique demon with cruel, cruel capabilities.[/sblock]

[sblock=Floor 4]The bottom of this place. BBEG with evil arms, and artifact weilding lackeys. Dragon head trap. Traped summoning stairs. Lich encounter. Id monsters. One of the original inhabitants of Maure. Id vortex. Evil Pillars of doom. Evil ray-shooting orbs of doom. Statue assasins centuries off mark. Major artifact belonging to a demon lord. And the shield wards![/sblock]
These reasons and more are why I say Raise Deads are nigh-inevitable. And this is mostly off the top of my head.
 







Considering what I've seen in the other parts of Maure Castle (Greater Halls and such), I'm finding that...doubtful.
 

True. I haven't seen the Greater Halls yet, but the Chamber of Antiquities is fairly dangerous, with endless loops, super-advanced Chaos Beasts, a contrsuct (I think) Hydra with enough breath weapons to put Tiamat to shame, Hordelings all over the friggin place, and a maze-construct that traps players with and endless stream of combats until they get lucky.

Maure Castle proper is also equally dangerous and deadly. Has anyone thought of what happens when you mix Fire with Ice? :]
 

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