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*TTRPGs General
Running dungeons with high level PCs (my players don't read - and yes, I'll know!)
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<blockquote data-quote="A'koss" data-source="post: 1249744" data-attributes="member: 840"><p>The nature of the dungeon crawl does indeed change as you get into higher levels. I know a lot of DMs who like to take the "nerf" approach - dimensional anchor the dungeon, anti-scrying and anti-magic features. Personally, I like to force PCs to <em>use</em> those resources at their disposal. </p><p> </p><p>Think environment... What if several levels of the dungeon were <em>submerged</em> underwater? Think of all the nasty "water hazards" you could put into place... Powerful, random currents to separate the PCs, reduced visiblity in murky water, perhaps some areas are superheated by geothermic vents? And this doesn't even take into account the matter of everyone breathing underwater for long peroids of time (and are now very vulnerable to dispels). You can bleed a lot of PC resources simply dealing with the environment itself. </p><p> </p><p>Perhaps sections of the dungeon have been swallowed up and divided by a major earthquake (even better while the PCs were venturing in it!). The PCs will be required to scry/teleport just to get into some of these areas. And what if some of the surviving sections where turned on end so that instead of walking across a nice level floor, it turns into a major climbing expedition in a very unstable evironment. Put in a few beholders and let the fun begin... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> </p><p>Others? Smoke, volcanic ash, thin air, fouled air, very cold or very hot. Combine them too, make the PCs bleed off their resources having to deal with changing environmental threats. Perhaps apply a little time pressure, but don't go overboard - it's easy to piss players off if they feel they're constantly under the gun. The PCs may have to reach a certain area before it shifts off that plane of existance for example or perhaps they have to stop an artifact that is quickly growing in power and is doing "bad things" the surrounding region.</p><p> </p><p>I could go on and on - you could turn sections of the dungeon into planar nodes, taking on the characteristics of a particular plane and it's effect on magic (this is particularly nasty if you throw in an area that mimic the planes of energy. Throw in a few dormant incorporeal threats which have been entombed/imprisoned in the areas surrounding the dungeon that would awaken if someone were to disturb them by say... moving through the walls or the floors. </p><p> </p><p>Anyway, this should give you a few ideas at least...</p><p> </p><p>Cheers,</p><p> </p><p>A'koss.</p></blockquote><p></p>
[QUOTE="A'koss, post: 1249744, member: 840"] The nature of the dungeon crawl does indeed change as you get into higher levels. I know a lot of DMs who like to take the "nerf" approach - dimensional anchor the dungeon, anti-scrying and anti-magic features. Personally, I like to force PCs to [i]use[/i] those resources at their disposal. Think environment... What if several levels of the dungeon were [i]submerged[/i] underwater? Think of all the nasty "water hazards" you could put into place... Powerful, random currents to separate the PCs, reduced visiblity in murky water, perhaps some areas are superheated by geothermic vents? And this doesn't even take into account the matter of everyone breathing underwater for long peroids of time (and are now very vulnerable to dispels). You can bleed a lot of PC resources simply dealing with the environment itself. Perhaps sections of the dungeon have been swallowed up and divided by a major earthquake (even better while the PCs were venturing in it!). The PCs will be required to scry/teleport just to get into some of these areas. And what if some of the surviving sections where turned on end so that instead of walking across a nice level floor, it turns into a major climbing expedition in a very unstable evironment. Put in a few beholders and let the fun begin... ;) Others? Smoke, volcanic ash, thin air, fouled air, very cold or very hot. Combine them too, make the PCs bleed off their resources having to deal with changing environmental threats. Perhaps apply a little time pressure, but don't go overboard - it's easy to piss players off if they feel they're constantly under the gun. The PCs may have to reach a certain area before it shifts off that plane of existance for example or perhaps they have to stop an artifact that is quickly growing in power and is doing "bad things" the surrounding region. I could go on and on - you could turn sections of the dungeon into planar nodes, taking on the characteristics of a particular plane and it's effect on magic (this is particularly nasty if you throw in an area that mimic the planes of energy. Throw in a few dormant incorporeal threats which have been entombed/imprisoned in the areas surrounding the dungeon that would awaken if someone were to disturb them by say... moving through the walls or the floors. Anyway, this should give you a few ideas at least... Cheers, A'koss. [/QUOTE]
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