8(more or less) Simple Tips. [Archive] - Wizards Community

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angry_keebler

09-16-03, 02:38 AM
After seeing the great success of my last tip thread, I decided to try again. This time, I will try to post 8 new tips every few days.


This first post will Notify you of any updates, and the topic of the post, for easier viewing pleasure.

Up first, 8 ways to defend a town from your Parties.

UPDATE 09-16

8 lethal traps!!

09-26

8 Monster Combos
angry_keebler

09-16-03, 02:55 AM
Please note, not all of these stack.

The benefit of these examples is that the town doesn't require high level characters, simply high level magic items, which should be easily obtainable for a moderately sized town.

1. Anti Magic Towns

After years of bandit attacks, draconic assaults, and barbarian raids, the Lord of the kingdom decreed that all magic was verboten within 500 yards of a town. To ensure this, he had his mages research a form of antimagic field, one that allowed the healing energies of clerics and paladins, but not the arcane arts of sorcerers, wizards, bards, and druids. He had this spell cast on any town, once it's infrastructure was firmly established, and then had permanancy cast.

This tactic spread around, and now many outlying areas employ this tactic, mostly for protection, but also to limit accidental damage from errant spells. Spell casters aren't criminals in any sense of the word, but are limited to living/working at the boundaries of the town.

2. Arrows of Huminoid Slaying

A rare evil magic has embued these arrows with the ability to kill any medium sized humanoid. Very rarely are they created, but the average town may have as many as ten of these wicked objects. Often held in extreme safety, such as by the constable or local lord, they are used for gruesome executions or, in the event of an attack by outside armies, to kill generals and other officers and cause dissention.

3. Suicide Bombers

Captured slave children, often at the end of their rope from abuse, torture, and years of hard labor, are retired to a brainwashing camp, where they are taught that the most noble thing for them to do is to die for their captors. They are told that they must run into the arms of any attackers, and then detonate themselves by activating a rod of Fireball, Area Disentegration, Empowered Meteor Swarm, etc.

This can be even more potent if the children aren't told that the item they have is lethal, and instead, some how mangage to "escape" from their captors as the enemy army approaches. Then, after they are rescued by the PCs, the rod can detonate on some seemingly innocuous word or phrase(evil, poor child, let me help, don't cry, etc.) This prevents the party from making a sense motive check, as the child is unaware of the power.

4. Shocking suprize.

Shocker Lizards. Easily caught, easily trained. A band of 20 trained shocker lizards can create a number of potent electrical blasts, to fight low level creatures, or one Mega Blast per round to destroy even the hardiest of adventurers. 40d8, Ref Save 30, 25 foot burst. Hide them in a pit trap, on the bottom floor of a tower or keep, or in an open field. Perhaps a Rod of Shocker Lizard Control, which can control up to 50 of the creatures at a time, is called for?

5. Join my armies of the undead

Skeletons make great workers. Work all day. Work all night. A few hundred skeletons can clear a forest, dig pit traps, use ranged weapons, gather important material components, etc. A moderately powerful Necromancer, with a rod of Undead control, could prepare a town's defense in a matter of hours/days.

Sure, your fighter hits every time, but as he kills off the peasantry, they rise again as zombies, cocked, locked, and ready to rock.(albiet, a bit slowly)
angry_keebler

09-16-03, 03:00 AM
6. Tunnels and Trolls

The town stands abandoned. As the PCs approach, they sense something is not quite right. But they encounter no resistance. All of the shops look recently boarded up, and there are signs of a mass exodous.
As the Party Searches the town, they find an entrance to an old mine shaft, and the area seems to be the center of recent, hurried activity. They decide to investigate.

As the party ventures forth, they have to dodge all of the traps the pesantry has established to keep out intruders in the event of an invasion. Tripwires into pits, support columns that dump tons of rock on the party if they distrub them, the undead from tip 5, etc. Finally, they arrive at what seems to be the doors to an underground cathedral. Two rows of 6 stone statues of Trolls brandishing wicked looking scimitars and bright torches guard the pathway to the door in their rigid stances forever. The doors are sealed with ten magical gems, each of which must have dispell magic cast on it in order to open the doors.

The mage, of course, isn't going to waste 10 castings to open the door. He'll utilize the area burst to dispell all the gems at once.

This is a big mistake. The troll statues all come to life, and surround and fight the party. Also, all of the lights are extinguished, as they were magical. Since the party has probably killed their torches by this time, the trolls get a great suprise round.

Troll Statue Statistics:
Troll lvl 10 fighter
113 HP(average, 184 max)
Regen 5, scent, darkvision 90'

7. Wanna Get High?

A wizard created the eversmoking bottle to obsucre troop movements in a large army. However, a recent upgrade in eversmoking technology makes this a potent weapon. After the bottle is unstoppered, it begins to release the smoke as described in the DMG. However, this smoke is more potent. It could be cloudkill, stinking cloud, or Corrosive gas. Or maybe the eversmoking bottle is used as a censor in a temple ritual, and releases a hallucenagenic drug, or mind influencing chemical. Load em up in the catapult, launch em into the enemy ranks, and watch as the fighters roll around on the ground, laughing and coughing.

8. When all else fails, send in the Soul Train.

An evil town may very well create rituals to capture the souls of powerful creatures, and force them to do their bidding. Ghosts are potent, hard to hit, and can each drain 1d4 str, dex, con, and cha. Permanently. The save can be fair, DC 10+Ghosts Charisma+1/2 Ghost HD. Imagine the Fighters with low willpower walking into that trap.

This can be EXTREMELY potent if the ghosts have simply been a dungeon dressing up until this point. Have a few illusions of ghosts in the woods, to try to "scare" the Party away. When they encounter Ghosts on the battle field, they'll think it's another illusion. Bam! A quick way to weaken the party.

Well, that's 8 ways to maim and kill mid to high level pc's, without resorting to "The hamlet happens to be the home of 10 dragons...
...and God."
Glenn711

09-16-03, 03:52 AM
Don't get me wrong, these are all awesome ideas, but...seems you like whipe out parties a lot :)

But seriously, these are awesome ideas, and I'll probably borrow some ideas ;) I especially like the suicide bombers:
DM: You see a dirty human child running at you, seemingly frightened.
PC: You're safe now. Everything's going to be ok-

BOOM

:bow:
-Glenn
Dexion

09-16-03, 10:23 AM
Be careful about number 3. Depending on the age/beliefs of your players, it could cause problums (because of its connection to real world events). I'm not saying i don't like the idea (i actually used it once before), but it made some of the players highly uncomfortable.

I would think teens/early 20's players would have no problum with it, while older players may find it "Distasteful".

If you have a firm idea of what your players do and don't find acceptable, it can be a good idea. But if they are newer players, this one is best left alone.
Kaya Kenobi

09-16-03, 11:09 AM
I love Shocker Lizards... They're actually one of my favorites.. :)

The undead thing is just interesting.. ;)

The ideas rock.. But I agree that number 3 can be trouble to older people. I don't care about the past, but some people are sensitive to suicide bombers..
kidjay76

09-16-03, 12:30 PM
Originally posted by Kaya Kenobi
The ideas rock.. But I agree that number 3 can be trouble to older people. I don't care about the past, but some people are sensitive to suicide bombers..

How nice of you to presume that suicide bombings and the reasons for their occurence lie securely in the past. :rolleyes:

Any use of #3 in game terms demands context. More specifically, an explanation of the horrific oppression and abuse that drives a person to spend his own life to take another human being's life.
Kaya Kenobi

09-16-03, 12:34 PM
Originally posted by kidjay76
How nice of you to presume that suicide bombings and the reasons for their occurence lie securely in the past. :rolleyes:

Any use of #3 in game terms demands context. More specifically, an explanation of the horrific oppression and abuse that drives a person to spend his own life to take another human being's life.

Well, I don't feel like getting into the statement that was made 2 years ago. And that's all I feel, it was a statement. If they wanted massive death, they would have done so on a Sunday when they could take out 50-100k worth of people at football games.

But anyways, let's not even go there..
angry_keebler

09-16-03, 01:48 PM
8 Mostly Lethal Traps

These traps are designed to kill, crush, and maim. They shouldn't be seen as inescapable, just failry certain. THe CR is varialbe, depending on how viscious you feel.


1. 1 Pill Makes you Taller, 1 Pill makes you Smaller

A pit trap that can isolate a character from a combat, or delay the party as a villian escapes.

A cleverly disguised pit trap(DC 25) conceals a smooth chute, which narrows approximately 40 feet down. The narrow section of the chute is barely large enough for a medium sized creature to fit through, though a small or smaller creature will fit, with some room to spare. Immediately before the chute narrows, a ring of spell glyphys cast Reduce, as a 15th level caster, shrinking the target creature 50%. If the target fails his saving throw, the disoriantation of the spell prevents him from bracing himself against the narrow chute. The now reduced creature is dumped into a 5' deep room, 2' on a side, covered with spikes on the walls and ceiling. When he hits the bottom, he activates a pressure plate, which lowers two panels in the room, one after the next. The first panel casts Dispel magic, and returns the creature to normal size. the second casts Enlarge, as a 15th level caster, increasing the targets size by 50%. Then, the pressure plate activates a mechanical alarm(bells) in an adjacant room, filled with guards.

The target is now far too large to turn about comfortably in the room, let alone crawl back out of the chute. Also, the creature will take 1d6-2d6 damage each round he is impailed on the spikes that line the room, depending on the leniency of the DM.

During this time, the party above will be attacked by some force,
Such as an EL appropriate for the entire Party.

After the spells wear off, and if the rest of the party is still alive, they can attempt to help their friend out of the pit, assuming he is still alive. However, each of the magical glyphs have 50 charges, and will activate again, if so triggered.


2. Crushing Killer

A 15 foot diamater room, with several small doors along the floor, and 2 regular sized doors, leading out of the room, and opening outwardly into the adjoining hallways.

In the hallway the PCs enter the room from, there is a 20 foot long pressure plate, which extends into the room for 3 feet. Once more than 50 pounds of pressure is applied, the trap in the next room is armed. Thus, the party will proabably all walk into the room, remove the weight from the plate, and then the trap will be sprung.

The door slams shut, held firm by a strong spring(str DC 25), while the Entire ceiling of the room falls down. However, instead of crushing the party outright, the ceiling stops at 2 feet above the floor. Allow the PCs a reflex save (DC 15 for small or smaller, or 20 for medium) to hit the ground before the plate hits them. If they fail the save, they take 10d6 crushing damage. Then, the second stage of the trap activates. All of the small doors spring open, and allow any number of small, viscious creatures to enter the room.

I reccomend poisonous snakes, shocker lizards, or Dire rats, though any non intelligent vermin would also do.

Should the party survive, they face a new dillemna. None of the small doors are large enough to fit through, and the door they entered from, and the other door in the room, are now only slightly exposed. So the DC 25 str check now becomes 30 or 35, as it is harder to push on the door, since the characters are on their backs/stomachs.


3. A slow Crush Trap

Any falling ceiling trap will work for this example.

The ceiling slowly decends, and will crush the party in 5 rounds. The doors are sealed, and requre a DC 30 str check to open. However, there are 4 2' by 2' shafts in the ceiling,each around 20 feet high after the ceiling has completely fallen,, which, when climed up, lead to a ladder which leads to a higher room.

The players will need to quickly make themselves fit in a 2' by 2' space, and will probably decide to each take one of the 4 chutes. If there are more Characters in the room, they may attempt to stand on eachothers shoulders, etc, to avoid the crush.

Now, the fun really begins. Any of the Following are potent, and probably shoud not be combined if you want the PCs to have a slim chance of survival.

>Dump hot oils, acid, or other damaging substances from above. Arrows and boulders are particularly good choices.

>The ladders, which aid the Pc's in climbing, go up about another 20 feet. About half way up, a fake rung causes the ladder to fall off its mounting. Any careless PC will fall and take 3d6 damage.

>Flood the Chambers from above, and seal the tops.

>When the PCs reach the top, they are in 4 separate rooms, which lead down separate paths of the dungeon. This allows for good split forces encounters, and can allow you to tailor your encounters for the PCs instead of the party.
angry_keebler

09-16-03, 02:19 PM
4. Terminal Velocity

This one is a fairly simple way to deal massive damage, yet still give the characters a chance to figure out a solution to the trap.

A normal pit trap, with a 50' high shaft above it. The pit is 50' deep. When a character falls in, they trigger the trap. Immediately before hitting the ground/spikes/pit of acid, they are teleported by a magical glyph, with 50 charges, which teleports them to the top of the chute. This process is repeated untill there are no more charges, and the character goes splat.

Allow a reflex roll to try to grab the individual on the way by, and a strength check to bring them back in. If the reflex fail saves, the character missed. If the character fails the Strength check, allow another, high difficulty reflex save. If the second reflex save fails, they too have fallen into the pit.

The charactes are nearly falling a mile before they hit the ground, and so the party might have time to figure out a way to stop the creature from falling. Remeber, the target is moving so fast after the first cycle, that spells will be unable to target him.

5. Ball Bearings of Doom

Several hundred small holes line the sides of a passage way. When a pressure plate is triggered in the middle of the hall, the holes open up and begin shooting ball bearings at extreme velocity. The holes are all offset, so when the ball bearing hits the opposite wall, it ricochets.

4d10 ball berrings with a +5 to hit, each doing 1d6 damage isn't unreasonable for this trap.

Obviously this isn't too hard to spot for the experience rogue, or even the observant adventurer. The holes are approximately 2 cm in diamater, as are the ball bearings.

Once the fun is over, the party still needs to make a reflex save DC 25, any time they take actions which involve movement, such as battle, movement, spells with somatic components, to stay on their feet. This is an ideal time for the goblins to enter the hallway.

6. Mangler

After any chest has been opened, and any obvious traps disarmed, this trap is activated.

The rogue, having become over confident, now might ignore the possiblility of additional traps. Use this after the party has disarmed a number of extremely easy traps, and is getting bored/smug. Make a will save (DC 20+, depending on the arrogance of the player) for the rogue, unless the player specifically states they are looking for another trap. If this roll fails, the character cannot use anything but his base reflex save to dodge the trap. (reflex dc 25)

The lid of the chest snaps shut, severing any limbs,(including torsos, heads, arms) which are in the chest at the time, with any obviously non-fatal injury dealing 10d10 damage. If the character succeeds on the Reflex save, only do 6d6 damage.

7. A hand in the trap is worth two on the floor.

The characters encounter a door with no apparent latch, with an extremely deep recess on the right hand side.

Should the characters probe the shaft with a pole, sword, or other object, they will find nothing. No traps activate, no door opens.

So they insert their hands.

This trap utilizes a magical switch which is ativated by body heat. Once a limb is thrust all the way into the trap,that is, up to the shoulder, a large blade severs the arm at the elbow. 10d10 damage, reflex save (DC 30)

In order to successfully open the door, the character will need to insert their arm and feel up along the recess. They will find a button about 2 feet in, which opens the door.

8. The Tomb Raider's Muddy Demise

A four step spell trigger trap. The first step turns the target to stone, the second casts stone to mud. The third portion casts dryness, and the fourth creates wind, and blows the dust into oblivion.

This trap works best in areas where it would be hard to collect dust, such as an old tomb.

Allow a fortitude save for the first two steps of the spells.
Llathos

09-16-03, 04:01 PM
one word: BRUTAL:)

Very amusing traps though, I must give you that.

My only complaint would be that I usually attempt to provide my PCs some way to succeed or escape a trap room. Many of yours seem like an exercise in sadism that would mostly just exasperate your PCs...
Grizelda

09-16-03, 04:15 PM
Originally posted by Llathos
one word: BRUTAL:)

Very amusing traps though, I must give you that.

My only complaint would be that I usually attempt to provide my PCs some way to succeed or escape a trap room. Many of yours seem like an exercise in sadism that would mostly just exasperate your PCs...

no doubt..:) not to mention this guys seems to VASTLY over estimate the availible magic power of a small town..:) a specialized anti-magic field that works on everyone but clerics? and not only that but a single spell creates a field that covers the town out to a distance of 500 yards??? then made permanent with a permanance spell? Waterdeep dpesn't have the resources to pull that off, that would require a DIETY, not divine intervention by some servitor, but Pelor himself showing up and saying ok, this is how its gonna be... can you IMAGINE how many EXP that mage had to give up to make a spell of this magnitude permanent? i mean its OBVIOUSLY an epic spell and he probablly blew a few grand to cast it in the first place assuming any DM smaoked enough ganja to allow it in the first place.. the permanance prolly consumed him bodily. :D i mean, this is the kind of effect that might surround the sight where a deity was slain not something evey small hamlet in the kingdom hires Tim the Enchanter to throw up for them..:rolleyes:
angry_keebler

09-16-03, 04:41 PM
I don't know about that...

We run a pretty high magic campaign(the sort where artifact power items could theoretically be created by the NPCs on a fairly regular basis), and allow permanancy to be cast on any non-instantaneous effect which is not cast on the character(that is, we don't allow buffs to be made permanent.) Also, we don't charge a exp price for permanancy. We have a rare flower that must be harvested, powdered, and combined with other rare ingredients. But consider the following...

The average mid level wizard can cast antimagic field with a ten foot radius. 100 wizards should be able to increase the power of the effect, say, 50 times. 1000 wizards could easily create an effect that would extend a mile, and could probably bottle it up in a rod or wand. What exactly are the students at the mage school doing? Busy work? Or are they collecting rare objects, contributing to mass spells, and becoming part of a community of wizards that works together?

Therefore, powerful wizards at the beck and call of kings, with nothing better to do, could easily blanket a few towns a year in antimagic goodness. A single epic level caster could probably do this by himself. And there are always hundreds, if not thousands, of epic folks, just lounging about, waiting for instructions.

Also, Dieties are usually thought of as being emobiements of what they stand for. They are also very active in the material plane. It's not like They have anything better to do.

Think of it this way. Anything the PCs could do (say kill a diety and make a giant antimagic field) the NPCs could do. But they've had thousands of years to practice, and there's a lot more of them.


And since the experience cost(roughly) for covering a square mile(larger than most hamlets) is only 159,235,668, it should be fairly safe to say that a wizard school could, over the course of a century or two, research and construct an item that could do this.
Grizelda

09-16-03, 05:46 PM
Originally posted by angry_keebler
I don't know about that...

We run a pretty high magic campaign(the sort where artifact power items could theoretically be created by the NPCs on a fairly regular basis), and allow permanancy to be cast on any non-instantaneous effect which is not cast on the character(that is, we don't allow buffs to be made permanent.) Also, we don't charge a exp price for permanancy. We have a rare flower that must be harvested, powdered, and combined with other rare ingredients. But consider the following...

The average mid level wizard can cast antimagic field with a ten foot radius. 100 wizards should be able to increase the power of the effect, say, 50 times. 1000 wizards could easily create an effect that would extend a mile, and could probably bottle it up in a rod or wand. What exactly are the students at the mage school doing? Busy work? Or are they collecting rare objects, contributing to mass spells, and becoming part of a community of wizards that works together?

Therefore, powerful wizards at the beck and call of kings, with nothing better to do, could easily blanket a few towns a year in antimagic goodness. A single epic level caster could probably do this by himself. And there are always hundreds, if not thousands, of epic folks, just lounging about, waiting for instructions.

Also, Dieties are usually thought of as being emobiements of what they stand for. They are also very active in the material plane. It's not like They have anything better to do.

Think of it this way. Anything the PCs could do (say kill a diety and make a giant antimagic field) the NPCs could do. But they've had thousands of years to practice, and there's a lot more of them.


And since the experience cost(roughly) for covering a square mile(larger than most hamlets) is only 159,235,668, it should be fairly safe to say that a wizard school could, over the course of a century or two, research and construct an item that could do this.

your PCs can kil dietys? so this isnt a real campaign, just some trolling for outrageous replies right? :rolleyes:
angry_keebler

09-16-03, 05:52 PM
By the time they're epic level, sure.

Besides, it doesn't have to be in 1on1 combat.

They could convince another diety to do it for them.

Gods aren't so tough that nothing mortals do can kill them..
angry_keebler

09-26-03, 06:19 AM
8 Combinations of Monsters sure to p iss off the players.


1. Red Heads and the Tin Man

This is a fairly simple combo. Take 1 Red Dragon. Add 1 or 2 Iron golem. Shake vigorously for 10 minutes. Serve Heated.

The Iron Golem fighting in front of an Adult Red Dragon will Recieve and average of 10 Hit Points of Healing a round from the Dragons Breath, with a maximum of 40 Hit Points each round. Guaranteed to knock down the cockiness rating of your party.

Hint: The golem counts as part of the dragon's treasure horde.

PCs: Phhh. It's only and adult guys. We can take it.

2. Mad Scientists Creation.

Another golem combo. Pair up your Flesh golems with Some Shocker Lizards. Where do you think that mad scientist was getting the electricity to raise the dead anyway?

1 Flesh Golem and 20 shocker lizards are a potent combination. The shocker lizards deal 20d8 damage in a 25 foot burst, every round. The Flesh Golem recieve, on average, 27 points of healing each round, or 53 points maximum.


3. Forests and Faries

Use a Few Grigs, with Stirge Mounts. After the Party is Otto's Irresistable Danced, have a pack of stirges drink some blood. Even High constitution fighters will be dead in a few rounds.

2 Grigs, on stirges, 10 stirges as attackers. 1st round (probably a suprise round, as the monsters are so small as to go unnoticed, OID and attach the stirges. Against a party of 4 adventurers, and average Constitution drain of 2 Points Per Character/ Per Round, or 12 points each, after which the stirges fly away to digest the blood of the now severely weakened party.

4. Ghouls and Ghosts

The ghouls attack before the ghosts manifest,paralyzing the party. Then, the ghosts manifest, and each drain 1d4 str, dex, con, and cha. DC(15+Ghosts Cha Modifier)

Since the party is paralyzed, they have a -2 to all saving throws to the ghosts horrific apearance and corrupting gaze.

By the Time the party gets to move again, the odds are the Ghosts have drained away all their Charasima, leaving them comatose and paralyzed anyway.

4 Ghouls, 2-4 Ghosts.

5. Satyrs on Lamia Back

The Lamia Charge in, using thier fisticuffs to drain wisom from the fighter types, whilst the Satyrs play the pipes, and use charm, sleep, or fear to disrupt the party. Then, resort to simple ranged weapons and Lamia wisdom drain to further weaken the party.

2 Lamia with Satyr riders

6. Hey, That's not a vampire, he has a shadow.

Almost any vampre will do, so you can just use the one out of the Monsterous Manual 3.0, CR 7. Now, give him a couple of helpers. Namely, 3 shadows that replace the shadow he no longer casts. Once the party has been lured into a false sense of safety, the shadows attack, gaining the suprise round, potentially draining enough Strength from one target to kill him the first round. The vampire then attacks the weakest among the party, or the shadow's victim, with his grapple attack to drain the suckers dry.

This is pretty much a wash rinse repeat encounter for the DM. Don't forget, anyone killed by the Shadow's strength drain becomes a shadow in 1d4 rounds.

7. Another trip to the Mad Scientists Chambers

After barely defeating the crazy old scientists Flesh Golem, the party staggers into the nearby laboratory, where they finds another of the crazed experiements. 4 Ravens with blood red eyes, and twisted, grotesque, dragon like talons.

4-6 Half Raven, Half Red Dragons, with a 1/day cone of fire, 6d10(dc 19)
Guaranteed to make the party afraid of dungeon dressing animals from here on out.

8. Pop music Kills

The harpy sings her song, enchanting the party and luring them over the real danger.

2 Grey oozes sit on the floor, looking like innoocent puddles to be splashed through. Since the party is enchanted, they have almost no chance against the suprize round. Probably time to buy some new equipment...

Well, there ya have it. Mostly low to Medium Encounters, with a few higher level encounters in the mix.

What 8 Tips would you like to hear? 8 tips on any subject are available, just ask away.
Llathos

10-06-03, 11:06 AM
I love these concepts, and will likely pilfer and adapt.

One thought though: is there any possibility for survival from these? I usually only maim/kill in situations where the PCs make a mistake or get greedy, not as par for the course.

As a previous poster put it, this seems almost sadistic since there is little to no way to survive it...
Mike the DM

10-06-03, 12:08 PM
Originally posted by Llathos
One thought though: is there any possibility for survival from these? ...[T]his seems almost sadistic since there is little to no way to survive it...

Yeah.

Isn't it great?

:devil:
Nifft

10-06-03, 12:44 PM
These are great!

How about 8 Terrible NPC Secrets?

-- N
Dungeon_Master

10-06-03, 07:21 PM
Originally posted by angry_keebler

8. Pop music Kills

The harpy sings her song, enchanting the party and luring them over the real danger.

2 Grey oozes sit on the floor, looking like innoocent puddles to be splashed through. Since the party is enchanted, they have almost no chance against the suprize round. Probably time to buy some new equipment...

For added fun, throw in a evil elf that looks like Brittany Spears, has energy drain, and the enchanting song ability. A quote: "OH NO! ITS HER! GODS, MAKE HER STOP!!!!! SHE WANTS MY SOUL!!!!!!!!!!!!!!!"

:rofl: Ya, pop music tends to suck anymore. Now rock, thats a diffrent story. :cool:


How about 8 tips to keep your group together, and make them come regularly? The NPC secrets sounds good too.
Darthos the Librarian

10-06-03, 11:56 PM
Secrets:

1. Cult member. No, the character isn't a cult member. Rather, the character's black sheep brother/cousin/uncle/whatever is, and he loves his relative, and refuses to turn him in. This is good for a lawful alignment in particular, or anyone who is fiercely loyal to a fault.

2. NPC is not as powerful as some think he/she is. The rumor is that the local barkeeper is also a fairly powerful diviner. He refuses to "talk shop" with local adventurers, but has a "no divining" sign posted, and enforces it with extreme prejudice. Truth is, he just has loads of ranks in intimidate and maybe one level of diviner, perhaps to cast detect magic on occasion.

3. Secret grudge. Bob is a basically good guy. He's a member of the local guard, respected in his community, and has a reputation for playing everything by the book. However, every now and then he loses it. He has a great hatred for one race/class/whatever.

OK, that's all for now.
Dungeon_Master

10-07-03, 01:32 PM
Another trap: Whirling tops of doom. It's exactly what it sounds like: Giant spinning tops. :D That can crush you to dust by running over you.


And, who can forget Sharks-With-Laser-Beams-Attached-to-Their- Heads? :D

BBEG: "Are those sharks with laser beams attached to their heads?"
BBEG's son: "Yep. :D "
BBEG: "You're the best evil son an evil dad could ask for!"

Then there's miniature clones of the BBEG....
ikkonoishi

10-08-03, 04:16 PM
Originally posted by angry_keebler
[B]4. Terminal Velocity

I think a quick reverse gravity spell properly placed would put a stop to this.
Originally posted by angry_keebler
8. The Tomb Raider's Muddy Demise

I would argue that the flesh to stoned person would count as worked or magical stone and would therefore be unaffected by the stone to mud, but thats just me.

Would be a lot simpler just to have a stone eating monster that doesn't like the local stone, but loves the taste of petrified PCs. :)