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Traps with CR 10-15 anyone?
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<blockquote data-quote="s/LaSH" data-source="post: 497306" data-attributes="member: 6929"><p>You have a vampire in your party? EVIL CLERICS! OK, so turning a level 11 vamp isn't easy in the first place; something like a level 15 cleric is needed merely to rebuke them, and commanding is nigh impossible unless you go Epic-level. So you need to amp up an evil cleric, but a couple of magic items and maybe some added demonic blood abilities can easily boost your turning abilities to the point where that vamp is your plaything. (Come on, Orcus is a demon lord of the undead; half-fiends are sure to have undead-controlling abilities.)</p><p></p><p>OK, if strength isn't a problem, make it one. There are doors that nobody else in the dungeon has opened, but the PCs can... but should they? (My idea about a flooded section of mine stands.) Or you can just start throwing around <em>ray of enfeeblement</em> spells and watch as the PCs try to get out through doors they thought were child's play... it makes sense that kobolds would try to weaken their enemies, because they're not exactly the strongest critters in the woods.</p><p></p><p>Now, if your players are nice and smart, fooling them is always going to be tricky. With reference to Lord Zardoz's bait idea: A paladin fighting a demon in the middle of the evil dungeon is a fairly obvious trap if you're on the ball. So twist things around, and have the paladin actually be a paladin set up to look like a trap. Or heck - you're the DM, you can keep the paladin in a state of quantum flux until the PCs commit to a course of action, wherupon you decide whether he's good or evil in such a manner as to, ahem, screw the players over. Superstating is a mean trick, but it's within the rights of the (evil) DM.</p><p></p><p>And it appears you've got a couple of short party members (gnome and dwarf)... why don't you have plenty of corridors filled with four feet of water? It slows the party down, and the shorties either have to swim (possibly shucking armour), or be carried (or drown). Then the underwater monsters come to life... giant octopi, zombie minotaurs, anything that can cause a bit of an upset. Especially nasty would be the idea of kobolds with lassoos underwater, waiting to snare the dwarf and gnome and haul them into the kobold tunnels, away from the rest of the party (a gang of kobolds can exert quite a pull). If the kobolds have water-breathing offspring (quite a stretch, I know), they could fill the kobold tunnels with water and just let their victims drown.</p><p></p><p>Any of that useful?</p></blockquote><p></p>
[QUOTE="s/LaSH, post: 497306, member: 6929"] You have a vampire in your party? EVIL CLERICS! OK, so turning a level 11 vamp isn't easy in the first place; something like a level 15 cleric is needed merely to rebuke them, and commanding is nigh impossible unless you go Epic-level. So you need to amp up an evil cleric, but a couple of magic items and maybe some added demonic blood abilities can easily boost your turning abilities to the point where that vamp is your plaything. (Come on, Orcus is a demon lord of the undead; half-fiends are sure to have undead-controlling abilities.) OK, if strength isn't a problem, make it one. There are doors that nobody else in the dungeon has opened, but the PCs can... but should they? (My idea about a flooded section of mine stands.) Or you can just start throwing around [i]ray of enfeeblement[/i] spells and watch as the PCs try to get out through doors they thought were child's play... it makes sense that kobolds would try to weaken their enemies, because they're not exactly the strongest critters in the woods. Now, if your players are nice and smart, fooling them is always going to be tricky. With reference to Lord Zardoz's bait idea: A paladin fighting a demon in the middle of the evil dungeon is a fairly obvious trap if you're on the ball. So twist things around, and have the paladin actually be a paladin set up to look like a trap. Or heck - you're the DM, you can keep the paladin in a state of quantum flux until the PCs commit to a course of action, wherupon you decide whether he's good or evil in such a manner as to, ahem, screw the players over. Superstating is a mean trick, but it's within the rights of the (evil) DM. And it appears you've got a couple of short party members (gnome and dwarf)... why don't you have plenty of corridors filled with four feet of water? It slows the party down, and the shorties either have to swim (possibly shucking armour), or be carried (or drown). Then the underwater monsters come to life... giant octopi, zombie minotaurs, anything that can cause a bit of an upset. Especially nasty would be the idea of kobolds with lassoos underwater, waiting to snare the dwarf and gnome and haul them into the kobold tunnels, away from the rest of the party (a gang of kobolds can exert quite a pull). If the kobolds have water-breathing offspring (quite a stretch, I know), they could fill the kobold tunnels with water and just let their victims drown. Any of that useful? [/QUOTE]
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Traps with CR 10-15 anyone?
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