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<blockquote data-quote="Shallown" data-source="post: 1652052" data-attributes="member: 1368"><p>I would Go for the Brackish water 3-4 feet deep but put in a maze like structure with an open top 10 feet tall. Have hanging from the ceiling globes of alchemist fire, tanglefoot bags, thunder stones etc. Then use this spell list.</p><p></p><p>0 - create water, detect magic, light, mage hand, dancing lights, open/close, mending, light</p><p></p><p>1- divine favor, shield of faith , magic missile, ray of enfeeblement, mage armor</p><p></p><p>2- shatter, eagles splendor, invisibility</p><p></p><p>3- summon monster III, Fly</p><p></p><p>Use the maze to seperate and disorientate the characters. Use shatter, magehand, open/close to trigger traps at a distance. They don't even have to be targetting the characters just having things explode rain fire where they can see it will frighten them. Fly and invisibility helps your manuverability and going underwater when you need to is useful (rmember it render's the invisbility not so useful). Think 3 dimensional in your tactics. Use monster summon for fiendish squids and other water advantaged creatures. </p><p></p><p>Eagles splendor helps your spell saves and your charming gaze DC. Use the Charming Gaze to turn the characters away and to perhaps lead others into traps. </p><p></p><p>Use PC's idea of holes but make them in the maze walls under the water so the Naga can move through the Maze knowing the shortcuts better than the players. </p><p></p><p>Knock out flyers as fast as possible. Ray of enfeeblement and a tangle foot bag makes for a bad day.</p><p></p><p>none of the traps should extremely lethal. Just terrorize the characters. Make them afraid to move and make them pay if they don't.</p><p></p><p>As far as equipment goes the alchemist stuff should take up some of the coin and the rest can be potions of healing and such since you need to run whenever your hurt. Always leave open a retreat point. Use the terrain to your advantage.</p><p></p><p>later</p></blockquote><p></p>
[QUOTE="Shallown, post: 1652052, member: 1368"] I would Go for the Brackish water 3-4 feet deep but put in a maze like structure with an open top 10 feet tall. Have hanging from the ceiling globes of alchemist fire, tanglefoot bags, thunder stones etc. Then use this spell list. 0 - create water, detect magic, light, mage hand, dancing lights, open/close, mending, light 1- divine favor, shield of faith , magic missile, ray of enfeeblement, mage armor 2- shatter, eagles splendor, invisibility 3- summon monster III, Fly Use the maze to seperate and disorientate the characters. Use shatter, magehand, open/close to trigger traps at a distance. They don't even have to be targetting the characters just having things explode rain fire where they can see it will frighten them. Fly and invisibility helps your manuverability and going underwater when you need to is useful (rmember it render's the invisbility not so useful). Think 3 dimensional in your tactics. Use monster summon for fiendish squids and other water advantaged creatures. Eagles splendor helps your spell saves and your charming gaze DC. Use the Charming Gaze to turn the characters away and to perhaps lead others into traps. Use PC's idea of holes but make them in the maze walls under the water so the Naga can move through the Maze knowing the shortcuts better than the players. Knock out flyers as fast as possible. Ray of enfeeblement and a tangle foot bag makes for a bad day. none of the traps should extremely lethal. Just terrorize the characters. Make them afraid to move and make them pay if they don't. As far as equipment goes the alchemist stuff should take up some of the coin and the rest can be potions of healing and such since you need to run whenever your hurt. Always leave open a retreat point. Use the terrain to your advantage. later [/QUOTE]
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