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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="Ogg" data-source="post: 3347945" data-attributes="member: 48751"><p><strong>!!</strong></p><p></p><p>Well...</p><p></p><p>On characters scaling remember you have 2 factors on your side:</p><p>1) Surprise: Monsters that are prepped can be a major difference. </p><p>Are you having the players walk into a room full of monsters. Everyone roll initiative.</p><p>Or</p><p>As you enter the room you suddenly see eyes peer out at you from around rocks. You've been making enough noise to raise the dead walking around & it appears they heard you coming from a mile away. Your hit by a volley of arrows, javelins, etc.</p><p></p><p>Have smart monsters can hold fire until they see someone casting. Nothing can change spell as having to make a concentration check modified by damage. It can quickly turn into an impossible roll for even the highest level casters.</p><p></p><p>And we won't even go into flat footed AC & monsters with levels in rogue.</p><p></p><p>2)Resistances</p><p>Do players keep using the same tactic? Shouldn't word get around. Imagine what happens the first tiem they let loose with firely blast and all the monsters seem to have shimmering blue auras that repel most of the damage. </p><p></p><p>Another trick is to put in magic dead zones into areas with monsters that rely on no magic. Remember it's a prison. It's not unrealistic that areas might be covered with wards against magic. Or have dead magic pockets in the same room. You could allow a rogue to learn to find these areas & act as a spotter for the casters. Make players have to use even more tactics & less spray & pray.</p><p></p><p>---------------------</p><p>In my world they players have encountered an alter (I stuck it in the empty spot behind the 3 big pillar rooms) of a god that allows them to convert treasure into magic items to take the place of an inn or shop.</p><p></p><p></p><p>Basically they're allowed rolls on tables they can ask for but must donate a certain amount of treasure based on a prayer roll. Only issue is any roll on the lower side demands even more money & sucks experience from the player while a high roll throws in bonus stuff. </p><p></p><p>I posted the altar on another board </p><p><a href="http://www.alderac.com/forum/viewtopic.php?t=49950&sid=d1afea3bd0e4627d5086a9222d773e8b" target="_blank">Altar of Sacrifice</a> </p><p></p><p>but have already changed it somewhat to make it less mean but the first 2 "prayer rolls" at it have been a 1 & a 11 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-P" title="Stick out tongue :-P" data-smilie="7"data-shortname=":-P" /> Been rough at the old prayer alter. I kind of metagamed & let the players know this was an add on to take the place of a shop so they didn't obsess on it too much. </p><p></p><p>I also threw in this artifact which they were given to start:</p><p>*Manual of the Tutor: Miscellaneous Magic Item. Has 8 uses to train anyone in any class or prestige class after 1d6+1 days of studying. After it is used 8 times the Manual Crumbles to dust.</p></blockquote><p></p>
[QUOTE="Ogg, post: 3347945, member: 48751"] [b]!![/b] Well... On characters scaling remember you have 2 factors on your side: 1) Surprise: Monsters that are prepped can be a major difference. Are you having the players walk into a room full of monsters. Everyone roll initiative. Or As you enter the room you suddenly see eyes peer out at you from around rocks. You've been making enough noise to raise the dead walking around & it appears they heard you coming from a mile away. Your hit by a volley of arrows, javelins, etc. Have smart monsters can hold fire until they see someone casting. Nothing can change spell as having to make a concentration check modified by damage. It can quickly turn into an impossible roll for even the highest level casters. And we won't even go into flat footed AC & monsters with levels in rogue. 2)Resistances Do players keep using the same tactic? Shouldn't word get around. Imagine what happens the first tiem they let loose with firely blast and all the monsters seem to have shimmering blue auras that repel most of the damage. Another trick is to put in magic dead zones into areas with monsters that rely on no magic. Remember it's a prison. It's not unrealistic that areas might be covered with wards against magic. Or have dead magic pockets in the same room. You could allow a rogue to learn to find these areas & act as a spotter for the casters. Make players have to use even more tactics & less spray & pray. --------------------- In my world they players have encountered an alter (I stuck it in the empty spot behind the 3 big pillar rooms) of a god that allows them to convert treasure into magic items to take the place of an inn or shop. Basically they're allowed rolls on tables they can ask for but must donate a certain amount of treasure based on a prayer roll. Only issue is any roll on the lower side demands even more money & sucks experience from the player while a high roll throws in bonus stuff. I posted the altar on another board [URL=http://www.alderac.com/forum/viewtopic.php?t=49950&sid=d1afea3bd0e4627d5086a9222d773e8b]Altar of Sacrifice[/URL] but have already changed it somewhat to make it less mean but the first 2 "prayer rolls" at it have been a 1 & a 11 :-P Been rough at the old prayer alter. I kind of metagamed & let the players know this was an add on to take the place of a shop so they didn't obsess on it too much. I also threw in this artifact which they were given to start: *Manual of the Tutor: Miscellaneous Magic Item. Has 8 uses to train anyone in any class or prestige class after 1d6+1 days of studying. After it is used 8 times the Manual Crumbles to dust. [/QUOTE]
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