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Skill Challenge: Survive a night in the haunted dungeon
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<blockquote data-quote="pukunui" data-source="post: 4497134" data-attributes="member: 54629"><p>Awesome! I love it! Thanks LostSoul!</p><p></p><p>Now, if I can just think of some way to enhance this encounter with regard to the PC wizard who, if you recall from my other thread, was raised from the dead "improperly" and thus still has one foot in the Shadowfell. I want him to experience this encounter somewhat differently. My initial thought is that perhaps the restless spirits can't see any of the PCs except the wizard? I dunno.</p><p></p><p>And, in case any of my players ask, I thought that the goblins could've been protected from the restless spirits and things by their shaman (I added a hexer to the encounter). Now that he is dead, the magical wards and things he'd put in place to ward away the spirits and make this area of the dungeon a safe place to rest have collapsed.</p><p></p><p>Good point. I'll make traps made with Nature and Dungeoneering only do midrange damage instead of high damage.</p><p></p><p>We don't, but the wizard is trained in Thievery and tends to fill in as the rogue in those sorts of situations.</p><p></p><p>The party consists of a dragonborn paladin, a minotaur fighter, a human ranger, an elf cleric, and an eladrin wizard - all 2nd level - in case it matters to anyone.</p></blockquote><p></p>
[QUOTE="pukunui, post: 4497134, member: 54629"] Awesome! I love it! Thanks LostSoul! Now, if I can just think of some way to enhance this encounter with regard to the PC wizard who, if you recall from my other thread, was raised from the dead "improperly" and thus still has one foot in the Shadowfell. I want him to experience this encounter somewhat differently. My initial thought is that perhaps the restless spirits can't see any of the PCs except the wizard? I dunno. And, in case any of my players ask, I thought that the goblins could've been protected from the restless spirits and things by their shaman (I added a hexer to the encounter). Now that he is dead, the magical wards and things he'd put in place to ward away the spirits and make this area of the dungeon a safe place to rest have collapsed. Good point. I'll make traps made with Nature and Dungeoneering only do midrange damage instead of high damage. We don't, but the wizard is trained in Thievery and tends to fill in as the rogue in those sorts of situations. The party consists of a dragonborn paladin, a minotaur fighter, a human ranger, an elf cleric, and an eladrin wizard - all 2nd level - in case it matters to anyone. [/QUOTE]
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