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<blockquote data-quote="Rokes" data-source="post: 3463410" data-attributes="member: 27508"><p>I'm designing an encounter for tonight, and I'm looking to see if it's a good (but difficult) encounter for a group of 5 (maybe 6) 7th level characters.</p><p></p><p></p><p>First:</p><p></p><p>Double Trap:</p><p>Search DC 14 Caltrop Trap.</p><p>Search DC 28 Alarm Trap. (Alarms the Wizard down the hall)</p><p></p><p>we use a "stealth mode" house rule for Rogue stuff. Essentially the rogue takes 10 throughout dungeon settings for Search, Spot, & Listen and is assumed moving at 1/2 speed. If he sees something specific he wants to check out in better detail, then he rolls normally.</p><p></p><p>The first trap is something easy and guaranteed to be found. The second trap, while taking a 10 won't be initially seen, but when he stops to investigate trap #1, he realizes that he set off trap #2. So now the party is aware of the fact that someone knows they're coming. Let the buffing commence. </p><p></p><p>In the very next chamber, the enemies are setting up their "ambush."</p><p></p><p>In my head at the moment is a large square room, probably about 30W x 30L x 20H with the following:</p><p></p><p>(1) Wizard 7 - Flying, Greater Invis.</p><p>(1) Barbarian 2/Fighter 4/Frenzied Berserker 1 - Chained to a 10ft long chain in the middle of the room. (meaning the outer 10ft of the room are safe).</p><p>(2-3) Ninja 5 - Tricked out with skill tricks like Corner Reach, Extreme Leap, Leaping Climber, Speedy Ascent, Wall Jumper. They'll have darts with Vapid Leafextract poison (A&EG, DC16, Prim: Dazed (Euphoric), Sec: 2d6 INT), as well as kukris.</p><p></p><p>The group would be hasted, and perhaps the ninjas would have used potions of blur.</p><p></p><p>The wizard will use open/close to shut a heavy (30 lbs.) vertical closing stone door behind the party, with the only other way out of the room locked behind the wizard (who has the key).</p><p></p><p>After combat starts, the ninjas "do their ninja things" by jumping and tumbling and ghost stepping all over the place, while the FB in the middle goes nuts. (he's actually a prisoner of the mage's boss, so if calmed and talked to the PCs could get him as an ally). The wizard would cast his only other 4th level spell (confusion). He'll follow up with things like Deep Slumber or Silent Images (perhaps dusty footprints moving around to mimic ghost stepped ninjas). </p><p></p><p>The ninjas would be told to go after anyone trying to blast the FB from range and spellcasters first.</p><p></p><p>Too tough?</p><p></p><p>The party consists of a Human Warblade, Human Rogue, Dwarven Monk, Human Sorcerer (mostly force spells), Human Paladin, maybe an Orc Fighter, and perhaps the Human Cleric might show up too. I would probably just adjust the number of ninjas to the number of players who show up.</p></blockquote><p></p>
[QUOTE="Rokes, post: 3463410, member: 27508"] I'm designing an encounter for tonight, and I'm looking to see if it's a good (but difficult) encounter for a group of 5 (maybe 6) 7th level characters. First: Double Trap: Search DC 14 Caltrop Trap. Search DC 28 Alarm Trap. (Alarms the Wizard down the hall) we use a "stealth mode" house rule for Rogue stuff. Essentially the rogue takes 10 throughout dungeon settings for Search, Spot, & Listen and is assumed moving at 1/2 speed. If he sees something specific he wants to check out in better detail, then he rolls normally. The first trap is something easy and guaranteed to be found. The second trap, while taking a 10 won't be initially seen, but when he stops to investigate trap #1, he realizes that he set off trap #2. So now the party is aware of the fact that someone knows they're coming. Let the buffing commence. In the very next chamber, the enemies are setting up their "ambush." In my head at the moment is a large square room, probably about 30W x 30L x 20H with the following: (1) Wizard 7 - Flying, Greater Invis. (1) Barbarian 2/Fighter 4/Frenzied Berserker 1 - Chained to a 10ft long chain in the middle of the room. (meaning the outer 10ft of the room are safe). (2-3) Ninja 5 - Tricked out with skill tricks like Corner Reach, Extreme Leap, Leaping Climber, Speedy Ascent, Wall Jumper. They'll have darts with Vapid Leafextract poison (A&EG, DC16, Prim: Dazed (Euphoric), Sec: 2d6 INT), as well as kukris. The group would be hasted, and perhaps the ninjas would have used potions of blur. The wizard will use open/close to shut a heavy (30 lbs.) vertical closing stone door behind the party, with the only other way out of the room locked behind the wizard (who has the key). After combat starts, the ninjas "do their ninja things" by jumping and tumbling and ghost stepping all over the place, while the FB in the middle goes nuts. (he's actually a prisoner of the mage's boss, so if calmed and talked to the PCs could get him as an ally). The wizard would cast his only other 4th level spell (confusion). He'll follow up with things like Deep Slumber or Silent Images (perhaps dusty footprints moving around to mimic ghost stepped ninjas). The ninjas would be told to go after anyone trying to blast the FB from range and spellcasters first. Too tough? The party consists of a Human Warblade, Human Rogue, Dwarven Monk, Human Sorcerer (mostly force spells), Human Paladin, maybe an Orc Fighter, and perhaps the Human Cleric might show up too. I would probably just adjust the number of ninjas to the number of players who show up. [/QUOTE]
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