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Hey all,

So my players are approaching the end of their adventure and I need some advice. I may have gamemastered my way into a corner....

So far, they are on a mission and keep hearing rumours of a magic-hating thing that is killing high-level wizards, druids and the like. I have a good idea of a mechanic (not saying here in case some of them read this) but I also need a motivation.

Why would a baddie in a magic-filled world hate magic? I'm stuck on boring and non-epic reasons like jealous of magic brother, or jilted by magic lover.

thanks in advance,
Stephanie


Hey all,

Just to follow up on this, this Library was a huge hit.

There were many levels, each successively harder and each with new monsters. Lots of magical siderooms with weird magical settings - lakes, mountains, crypts, etc. The players loved it - kept trying to go back for more without good reason.

Thanks everyone for all your help!


The library is in the magical university my characters attend. They're about to explore it for the first time.

It's very old, and known to be dangerous. But the creatures aren't going to be evil, just true neutral in a very scary way.

These ideas are great.


I would say 2 also, but it takes 10 min to cast. I think that nerfs it enough to be useless in combat but interesting for other situations. So my vote is 1.


Hi all,

I'm running a campaign with a dangerous library-themed dungeon. I'm looking for some good library or book monsters or even weird traps to put in there. I suspect the players will be back here a lot, so I need quite a bit of content of any level.

Some thoughts so far:

crazy traps
ghosts (i.e. http://paizo.com/PRD/monsters/ghost.html) of former visitors
spiders and worms in wet corners of the library
air elementals (because fire and water ones have no place in a library)

But I really want some more, I dunno, explicitly library-themed monsters. I was thinking a mimic that looks like a magical tome instead of a chest but not sure if that's too cheesy.

Ideas?



This is my first post on this site and I am looking for advice on how to overcome the problems my group are having in Kings of The Rift. We are a large group usually around seven but can be upto nine on any one session. I have noticed on the messageboard that most DM's are complaining that the players are just breezing through no problems. Well if thats the case then you need us because we have been slogging through the rift once a week since Christmas 2010 and other than being tortured by Dragons we are no further forward. The problem is we keep getting mugged by the Dragons every time we move. Every session is close to a TPK in fact the DM is having to bend the rules in order to avoid this.
Problem - Start of evening we move out of what ever cover we have rested up in to explore the city. The dragons clearly spot us and start to buff. Group has poor spot skills max is the ranger with +18. We never spot the Dragons hiding amoung the clouds ect. Once the dragons are buffed, displacement, greater invisibility, mirror image, spell turning you get the picture its time to dish the pain on the poor smucks who claim to be adventurers.
Round one surprise round run of the mill Dragons drop out of the clouds and fly by using a move action (150 feet) and hit us with there quickened breath weapon DC 28 most party members require 20's on the dice. Major Dragon, Blue, Green or Grey one (you pick although we have been hit by both at the same time on one occasion) will Plummet down on top of largest congregation of party members with its crush attack. As we have poor reflex saves we simply lay underneath taking damage. It automatically gains a pin as a free action. Those trapped underneath can not beat its grapple check even with a 20 so only option lay there until the dragon gets bored or stop taking damage due to death.
Round Two - Usually half the party gets to act before the Dragons. Buff spells or activate a magic item ect, On the Dragons turn they fly off at (300). Major Dragon automatically crushing damage full round attack against anyone in range and quickened breath weapon. Party now usually with a number of characters close to death, others trapped and some palyers havn't even had chance to take an action yet. To avoid TPK DM flys off dragon.
Once Dragons have recovered there Breath repeat tactic.
Problem for players invisible Dragons with a move of 150 players spells such as invisablity purge range 60 feet. No chance of spotting dragons their hide checks coupled with invisability too high.
Chacters available Fighter, Barbarian/Cleric, Barbarian, Ranger, Bard/Barbarian, Ranger/Cleric, Monk/wizard, swashbuckler, Thief/wizard. We know that we need access to high level wizard spells but hindsight is the best general.
Help for the desperate required