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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="BlueBlackRed" data-source="post: 2690648" data-attributes="member: 24239"><p>Oh the deal has already been struck. But in true evil form, he's going to let the PC's wipe out Kasteoficiss and then take the keys from a weakened party so he can be the one to free the great one.</p><p></p><p>Kasteoficiss has become blinded by her fear and her zealotry. I will probably give her a couple of levels and change her spell selection minorly.</p><p></p><p>Invistis has changed his spells drastically to account for the party's known abilities.</p><p></p><p></p><p>Undead who have a source for buffs will get them.</p><p>I do not give every monster Dispel Magic just because the party is smart. Both clerics have memorized enough Death Wards to cover the party once. Dispels from chump creatures will only create a minor nuisance and simply make it look like the DM is out to screw them over.</p><p></p><p></p><p>Closing the doors automatically will end up being a time consuming nuisance that they'd learn to get past pretty quickly. Repeating the 2 hours, not counting golem/guardian combats, it took them the first time to get past the traps is not something I'd care to repeat on a weekly basis.</p><p></p><p>I am very into challenging the PCs. But the doors would have become a time sink.</p><p></p><p></p><p>Not my style. Not a big Cthulu fan.</p><p></p><p></p><p>I've basically decided that Invistis knows everything that goes on in his area. He will be prepared in the event the PCs decide to visit him.</p><p></p><p></p><p>Did that, kind of, with the giant mouth and summon trap room.</p><p>The party and their main fighter couldn't see each other. Even with a Dispel Magic on the fighter he was fine. But the kicker was that the party didn't know what was going on. So I had the player make an easily audible sound of paper being ripped up so the rest of the group would think it was his character sheet.</p><p>It was pretty interesting to watch the rest of the party cast a series of Dispels (regular and greater), Disintegrates, and Knocks to get to him.</p><p></p><p></p><p>You'll get over it.</p><p></p><p>I think you're misunderstanding the level of the problem.</p><p>Region N is deadly with the traps.</p><p>Traps alone have killed 2 party members, almost 4.</p><p>The maximized arch of fire killed one cleric, and almost the other.</p><p>The first Wail of the Banshee trap killed their first sorcerer.</p><p>The 2nd Wail of the Banshee trap would have killed their 2nd sorcerer had they not had Death Ward on all.</p><p>But that is the price the party paid for having no rogue.</p><p></p><p>Combat has claimed only 1 life, and that was from the player not thinking before acting(which is the cause of most of their deaths).</p><p>Vinnara almost got their big fighter. He was at 0hp, healed, and then back to 0hp.</p><p></p><p>After a few combats the party adapted to their situation. I was just looking to find something new because the party can now drop a mohrg and its mount in record speed.</p><p></p><p>So I've upped Invistis to level 21 and will let him have a few Vrocks in addition to his current retinue, given Kasteoficiss some powered up shield guardians, and every single undead in the area that the party has not killed will be there in the final fight.</p><p></p><p>My solution, so far, was to reduce the minor fights that really are nothing more than a fight for a fights sake. If a boss is gone, then that boss's minions have gone into hiding.</p></blockquote><p></p>
[QUOTE="BlueBlackRed, post: 2690648, member: 24239"] Oh the deal has already been struck. But in true evil form, he's going to let the PC's wipe out Kasteoficiss and then take the keys from a weakened party so he can be the one to free the great one. Kasteoficiss has become blinded by her fear and her zealotry. I will probably give her a couple of levels and change her spell selection minorly. Invistis has changed his spells drastically to account for the party's known abilities. Undead who have a source for buffs will get them. I do not give every monster Dispel Magic just because the party is smart. Both clerics have memorized enough Death Wards to cover the party once. Dispels from chump creatures will only create a minor nuisance and simply make it look like the DM is out to screw them over. Closing the doors automatically will end up being a time consuming nuisance that they'd learn to get past pretty quickly. Repeating the 2 hours, not counting golem/guardian combats, it took them the first time to get past the traps is not something I'd care to repeat on a weekly basis. I am very into challenging the PCs. But the doors would have become a time sink. Not my style. Not a big Cthulu fan. I've basically decided that Invistis knows everything that goes on in his area. He will be prepared in the event the PCs decide to visit him. Did that, kind of, with the giant mouth and summon trap room. The party and their main fighter couldn't see each other. Even with a Dispel Magic on the fighter he was fine. But the kicker was that the party didn't know what was going on. So I had the player make an easily audible sound of paper being ripped up so the rest of the group would think it was his character sheet. It was pretty interesting to watch the rest of the party cast a series of Dispels (regular and greater), Disintegrates, and Knocks to get to him. You'll get over it. I think you're misunderstanding the level of the problem. Region N is deadly with the traps. Traps alone have killed 2 party members, almost 4. The maximized arch of fire killed one cleric, and almost the other. The first Wail of the Banshee trap killed their first sorcerer. The 2nd Wail of the Banshee trap would have killed their 2nd sorcerer had they not had Death Ward on all. But that is the price the party paid for having no rogue. Combat has claimed only 1 life, and that was from the player not thinking before acting(which is the cause of most of their deaths). Vinnara almost got their big fighter. He was at 0hp, healed, and then back to 0hp. After a few combats the party adapted to their situation. I was just looking to find something new because the party can now drop a mohrg and its mount in record speed. So I've upped Invistis to level 21 and will let him have a few Vrocks in addition to his current retinue, given Kasteoficiss some powered up shield guardians, and every single undead in the area that the party has not killed will be there in the final fight. My solution, so far, was to reduce the minor fights that really are nothing more than a fight for a fights sake. If a boss is gone, then that boss's minions have gone into hiding. [/QUOTE]
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