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Piratecat's dungeon design: fun with tesseracts!
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<blockquote data-quote="Pielorinho" data-source="post: 1398598" data-attributes="member: 259"><p>I used it in a game once, thanks to Piratecat. It was pretty fun, although I discovered that Find the Path is a terrible spell <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />. I really had to work to make sure the players got what they needed out of the prison, after the cleric pulled that spell out.</p><p> </p><p>My setup involved an extradimensional prison used for big nasties; due to a fluke, the PCs and the enemies they were fighting were sucked into the prison into separate rooms. Each door was guarded by a symbol of weakness, to which the guardians were attuned; the doors could only be opened by the keys that the guardians carried. </p><p> </p><p>The guardians were heavily modified chain-demons with powers similar to the scary prison guards in Harry Potter: they could shake you with fear from a gaze attack, they would gesture with their keys to make magical chains wrap around you (a hold person-ish spell with a reflex save instead of will), and they could animate chains that hung on each wall to attack. They themselves were constructed entirely of coiled chains and locks.</p><p> </p><p>There was a central control room with a gate leading out to the Ur-Prison: an open immense cavern in which thousands of these guardians floated and from which there were hundreds of gates to similar tesseract prisons. The gate was the only place from which a <em>plane shift</em> could work successfully.</p><p> </p><p>The prison-dimension did have some advantages: prisoners couldn't die while there (all wounds regenerated at a rate of 1 hp/hour until the prisoner reached 0 hp), and all checks to escape were at a penalty (whether you were trying to escape a grapple, escape from chains, or escape by running away).</p><p> </p><p>But as I said, the PCs short-circuited the whole thing by casting <em>Find the Path</em>. My advice? Run the adventure before they hit 11th level.</p><p> </p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 1398598, member: 259"] I used it in a game once, thanks to Piratecat. It was pretty fun, although I discovered that Find the Path is a terrible spell :D. I really had to work to make sure the players got what they needed out of the prison, after the cleric pulled that spell out. My setup involved an extradimensional prison used for big nasties; due to a fluke, the PCs and the enemies they were fighting were sucked into the prison into separate rooms. Each door was guarded by a symbol of weakness, to which the guardians were attuned; the doors could only be opened by the keys that the guardians carried. The guardians were heavily modified chain-demons with powers similar to the scary prison guards in Harry Potter: they could shake you with fear from a gaze attack, they would gesture with their keys to make magical chains wrap around you (a hold person-ish spell with a reflex save instead of will), and they could animate chains that hung on each wall to attack. They themselves were constructed entirely of coiled chains and locks. There was a central control room with a gate leading out to the Ur-Prison: an open immense cavern in which thousands of these guardians floated and from which there were hundreds of gates to similar tesseract prisons. The gate was the only place from which a [i]plane shift[/i] could work successfully. The prison-dimension did have some advantages: prisoners couldn't die while there (all wounds regenerated at a rate of 1 hp/hour until the prisoner reached 0 hp), and all checks to escape were at a penalty (whether you were trying to escape a grapple, escape from chains, or escape by running away). But as I said, the PCs short-circuited the whole thing by casting [i]Find the Path[/i]. My advice? Run the adventure before they hit 11th level. Daniel [/QUOTE]
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