Results 31 to 35 of 35
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2018-09-02, 02:09 PM (ISO 8601)
- Join Date
- Oct 2013
Re: Ways to keep low level adventurers out of your dungeon while minimizing damage
Yup. Setup properly, the group could know about from L1, and yet possibly never wonder what it was hiding. It's just "the magic road".
Throw in other fantastic stuff that doesn't have a purpose (the river that runs uphill - which now has no purpose, but used to lead to a long-lost city) and you reduce the odds of them questioning that specific one greatly.
Only if they think to dig into the mystery (or if you drop a clue) will they discover it's hiding something.
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2018-09-06, 09:06 PM (ISO 8601)
- Join Date
- May 2018
Re: Ways to keep low level adventurers out of your dungeon while minimizing damage
Thank you for all the ideas.
That magic road and epic illusion ideas look very enticing and makes for nice story element. I will have to make note of that.
But I was looking for a mechanical way of doing this. The only way I came up with was to use a series of permanent Symbols of Persuasion, and I was wondering whether there was anything better. The Phase Door idea Jack_Smith brought up is exactly the sort of solution that looks simple and requires very little effort. As for the plane travel is banned problem, I was more thinking of things like Plane Shift and Gate, where you physically move to another plane, rather than things that make use of the ethereal plane in a limited fashion. That should be fine.
As for the question of "Why are there level 30 NPCs in a game where the players are level 12 or below":
It is not a game session. It is from watching an anime (Overlord, to be specific).
The world in this anime basically uses plagiarized 3.5e rules. The protagonist is an evil lich necromancer whose level has been estimated to be somewhere in the 30-70 region. He has similarly powerful minions and a big tomb fortress. They are stuck in a world where the most powerful native can cast level 6 spells, and being able to cast level 5 divine spells makes you a nation's secret weapon.
Often I get the thought "the protagonist is doing things this particularly way because he is an evil lich necromancer, not because this is the most efficient way of doing things for an epic wizard". In this particular instance it is "How can he keep the adventurers from looting his tomb fortress" (and which is not "use your undead and fiendish minions to kill them").
I apologize for the lack of context in the first post.
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2018-09-06, 09:23 PM (ISO 8601)
- Join Date
- May 2006
Re: Ways to keep low level adventurers out of your dungeon while minimizing damage
Last edited by Jack_Simth; 2018-09-06 at 09:39 PM.
Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
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2018-09-06, 09:42 PM (ISO 8601)
- Join Date
- May 2009
- Location
- Perth, West Australia
- Gender
Re: Ways to keep low level adventurers out of your dungeon while minimizing damage
They were indeed the Towers of High Sorcery, but different towers' surrounding groves had different effects. The one at Palanthas was a fear-blaster: basically you couldn't get there unless your name was Raistlin/Fistandantilus. Even kender couldn't get in. The one at Wayreth, where Raistlin completed the Test, phased around, i.e. you couldn't actually find the tower unless it (or the mages within it) wanted to be found. Other towers had groves that induced forgetfulness, or forced a person's emotions to increase beyond the point of control, or just made a person fall asleep.
Last edited by Saintheart; 2018-09-06 at 09:42 PM.
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2018-09-07, 07:42 AM (ISO 8601)
- Join Date
- May 2009
- Location
- In a castle under the sea
- Gender
Re: Ways to keep low level adventurers out of your dungeon while minimizing damage