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Running dungeons with high level PCs (my players don't read - and yes, I'll know!)
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<blockquote data-quote="RangerWickett" data-source="post: 1250606" data-attributes="member: 63"><p>Well, the meanest thing I ever did dungeon wise was completely designed to nerf high-level adventurers. The players hated it, but they knew ahead of time that this dungeon was designed so that people would simply not make it in. The dungeon was built in an area of the world that had long ago had magic removed from it, and so when a few thousand years ago a group of well-funded heroes decided to lock away an immortal evil forever, they built the dungeon here.</p><p></p><p>Unfortunately, in this adventure, a group of Nazi-like Orcs (think the Nazis from Indiana Jones movies) were trying to release the evil. They had huge resources at their disposal, and so they would not be stopped, unless the PCs could get to the evil first. The PCs had earlier learned how to kill the immortal evil for good, so in order to stop the badguys, they'd have to get into the dungeon first, find the immortal guy, and stop him.</p><p></p><p>The entire area was antimagic. The entrance seems safe enough, so that people will try to go in rather than be stubborn and dig through hundreds of feet of stone (which is a feasible solution, if you're not in a rush). You enter a chamber where the history of the badguy is recorded, and it warns you to go no further. If you do go further, the entrance to the next room triggers the sealing of the previous room, and the floor drops out, dumping you down a 100-ft. shaft to a spiked bottom. When you hit bottom, that triggers another trap that simply sprays the area with water, hopefully extinguishing any torches you might have. Remember, no magical light.</p><p></p><p>Now, this dungeon was intended to be an annoying hurdle that the PCs would get through with some cunning tactics and good tomb raiding skills. After getting through it, they'd stop the big bad evil and get a few relics that were trapped down there too, plus learn some information that would help them stop another plot that was connected to this one. This was supposed to be the third-to-last episode, which would show them that they can still be heroes without magic. And the last two episodes would have let them see again how cool they are with all their magic.</p><p></p><p>What instead happened was that they got fed up, and half the players left to go see Jay and Silent Bob Strike Back. We went to college after that, and I never finished that campaign.</p><p></p><p>I like to think I learned something from that dungeon.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1250606, member: 63"] Well, the meanest thing I ever did dungeon wise was completely designed to nerf high-level adventurers. The players hated it, but they knew ahead of time that this dungeon was designed so that people would simply not make it in. The dungeon was built in an area of the world that had long ago had magic removed from it, and so when a few thousand years ago a group of well-funded heroes decided to lock away an immortal evil forever, they built the dungeon here. Unfortunately, in this adventure, a group of Nazi-like Orcs (think the Nazis from Indiana Jones movies) were trying to release the evil. They had huge resources at their disposal, and so they would not be stopped, unless the PCs could get to the evil first. The PCs had earlier learned how to kill the immortal evil for good, so in order to stop the badguys, they'd have to get into the dungeon first, find the immortal guy, and stop him. The entire area was antimagic. The entrance seems safe enough, so that people will try to go in rather than be stubborn and dig through hundreds of feet of stone (which is a feasible solution, if you're not in a rush). You enter a chamber where the history of the badguy is recorded, and it warns you to go no further. If you do go further, the entrance to the next room triggers the sealing of the previous room, and the floor drops out, dumping you down a 100-ft. shaft to a spiked bottom. When you hit bottom, that triggers another trap that simply sprays the area with water, hopefully extinguishing any torches you might have. Remember, no magical light. Now, this dungeon was intended to be an annoying hurdle that the PCs would get through with some cunning tactics and good tomb raiding skills. After getting through it, they'd stop the big bad evil and get a few relics that were trapped down there too, plus learn some information that would help them stop another plot that was connected to this one. This was supposed to be the third-to-last episode, which would show them that they can still be heroes without magic. And the last two episodes would have let them see again how cool they are with all their magic. What instead happened was that they got fed up, and half the players left to go see Jay and Silent Bob Strike Back. We went to college after that, and I never finished that campaign. I like to think I learned something from that dungeon. [/QUOTE]
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