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General Tabletop Discussion
*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="TiQuinn" data-source="post: 1250493" data-attributes="member: 4871"><p>A lot of good suggestions here and many that I'll have to remember to use myself.</p><p></p><p>A couple of rat-bastard DM tricks that I've used or seen:</p><p></p><p>1) A trapped room that had alternating zones of Reverse Gravity. It works even better when a Beholder is floating in the room along with them, easily moving about.</p><p></p><p>2) Invisible quasits accompanying guards, monsters, or lurking in encounter areas. Their job: To do nothing but observe the PCs, follow them, and report their location and tactics back to their masters. If they are spotted with See Invisibility or Detect Evil, more are sent out with Nondetection spells cast upon them as well.</p><p></p><p>3) Our 13th level characters loved to create burrows in the earth that we would seal behind us to prevent intruders from gaining entry. And the cleric we eventually fought thanked us for the opportunity to cast Earthquake once he had divined our location.</p><p></p><p>4) Any evil druids in the area? Stone Tell is a nice little spell for rooting out PCs who like to hide in self-created burrows.</p><p></p><p>Finally, the party does have to rest eventually. I know this may sound like a way of cheating, but think about it...once the big shots in the dungeon know that you are essentially camping in their backyard, they are going to take advantage of the fact that YOU eventually HAVE to rest. His minions, particularly undead, either don't have to or can search in teams. They have the advantage of numbers and this is a good way to put that advantage into play. Eventually the party is going to have to switch tactics, possibly leaving the dungeon to rest.</p></blockquote><p></p>
[QUOTE="TiQuinn, post: 1250493, member: 4871"] A lot of good suggestions here and many that I'll have to remember to use myself. A couple of rat-bastard DM tricks that I've used or seen: 1) A trapped room that had alternating zones of Reverse Gravity. It works even better when a Beholder is floating in the room along with them, easily moving about. 2) Invisible quasits accompanying guards, monsters, or lurking in encounter areas. Their job: To do nothing but observe the PCs, follow them, and report their location and tactics back to their masters. If they are spotted with See Invisibility or Detect Evil, more are sent out with Nondetection spells cast upon them as well. 3) Our 13th level characters loved to create burrows in the earth that we would seal behind us to prevent intruders from gaining entry. And the cleric we eventually fought thanked us for the opportunity to cast Earthquake once he had divined our location. 4) Any evil druids in the area? Stone Tell is a nice little spell for rooting out PCs who like to hide in self-created burrows. Finally, the party does have to rest eventually. I know this may sound like a way of cheating, but think about it...once the big shots in the dungeon know that you are essentially camping in their backyard, they are going to take advantage of the fact that YOU eventually HAVE to rest. His minions, particularly undead, either don't have to or can search in teams. They have the advantage of numbers and this is a good way to put that advantage into play. Eventually the party is going to have to switch tactics, possibly leaving the dungeon to rest. [/QUOTE]
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Running dungeons with high level PCs (my players don't read - and yes, I'll know!)
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