DMing, help me challenge these power gamers.


Advice

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Hello all. My group is transitioning between games pretty soon, so I suggested a concept for a 6 - 12 session HARD dungeon that I would run. I haven't really power gamed, or DM'd much past level 6, so I'll explain the format of this game and maybe you can help me with some diabolical challenges, and overall what to account for.

- All non-third party material allowed.
- The DM does not get to see the character sheets, it is self regulated
- Everyone starts at level 9, no background needed, commensurate starting gold, no item greater than 50% of this gold.
- Point buy of 35, Subtract (Race points - 10) from this.
- Character descriptions at beginning of game can be misleading for DM. i.e. the Fighter has an illusion up to make him look like the Mage.
- No ad-hoc adjustments for balance, I want to account for things ahead of time or they stomp the dungeon.
- Leadership allowed, though cohorts have 25 point buy.

So I want to make a very hard dungeon that would wipe non-power gamers, with the hope that it becomes challenging for this well oiled machine. I'm thinking it will have some mechanic that only allows a certain amount of beings in it, and that at a certain amount of deaths, the players fail entirely. This way, they can have an encampment of backup characters, but have an in game reason to swap out/replace.

Any and all advice would be appreciated. Whether it is things I need to account for before we start, or just mastermind level challenges.


That's very noble of you to not look at your players' character sheets in a Power-Gaming setting, but um............

NNNNO!BAD!

If you're adamant on this, then the best advice I can give you is to have a group auditor - a third-party person with no investments toward you the GM or them the players. This way, you're still kept in the dark , and they won't get away with any shenanigans.

As far as any other advice, I'd need to know the level of the PC's first.


We have the type of people that normally shy away from things that are broken, but in this case its fully expected for them to make broken characters. Its kind of a less serious game, where they can work together to foil the DM's plans. My challenge is to make a dungeon that rewards diversity, and has a good chance to kill them if they don't surprise me in some way.

But yeah, they are starting at level 9.


I don't quite understand the reasons for some of the parameters such as the GM not looking at the character sheets. There should be a synthesis of ideas brought to the table by the PCs and the GM. That said, if you want a tough dungeon, just throw them into Rappan Athuk.


Consider this "The Purge" of Pathfinder games. We are just getting out of a low-magic, high political game where everything was very regulated and balanced by the DM. We're moving to a very dramatic game. So this transition game is going to be an adversarial deathmatch between the DM and the players, where we chuck surprises at each other and see who has the last laugh. I'm a little worried about over-killing it. I want only a fully optimized party that covers all their bases to be able to get through this baby, not for it to be impossible.


Cuup wrote:


As far as any other advice, I'd need to know the level of the PC's first.

He did state they were starting at level 9. That said, I kind of agree with Cuup on the idea of an arbitrator, but obviously you know your players better than we do.

The cynic in me says to just adapt Tomb of Horrors to PF (if it hasn't been yet). That should take care of any power gaming issues. Regardless though, I think you are off to a good start. The one thing I would caution you on is that odds are, you won't beat them in a straight up fight. Things will almost assuredly need to be tilted in such a way as to give the "Home Field Advantage". Frankly though, this actually makes sense. Your monsters/NPCs live in the dungeon, so its only natural that they would have adapted to it, and tailored it to suit their needs. For example, you won't find many White Dragons living in a Volcano, but a Red Dragon wouldn't have too many qualms about it.

Additionally, I would look at traps and puzzles. These tend to be the easiest way to level the playing field so to speak, though traps can still be negated by a good rogue. This is also the kind of challenge where Save or Die effects are more acceptable in my opinion (they may be acceptable anyway, but obviously the inherent agreement here is that you are going to do your best to actually kill them).

Finally, when designing your BBEG, I think its fair game to stat him in the same manner as the PCs. If the PCs are given a really generous chargen system, so should the BBEG. This will particularly help with things like save or die/suck effects as the added point buy points allow for a higher stat for determining the base save. Bad Guys with class levels are also a good idea here rather than just relying on stock monsters, etc.


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There's a thread with a lot of talk about how to make creatures like kobolds tough. As one of the participants, I'll say that there are quite a few good ideas floating in the air. You're not going to be using kobolds, obviously, but this is a good place to start thinking about how you can boost "mook" monsters (like orcs and gnolls) to be powerful in a fight.

Creating a hard, challenging dungeon without knowing what your players will throw at you should involve a number of things:

1) Environmental challenge. The environment needs to work against the players at times. Fighting underwater when going up against merfolk, fighting in total darkness when up against Drow, climbing a ladder while under fire from snipers, being in an antimagic field while grappling with robots... these are all situations where the environment is working against the players. This may not be as huge of a factor considering you're looking at a 9th level party with all the spellcasting that comes with that (so you're going to be hitting levels when people are levitating over difficult terrain and what-not), but it's still something you should take into account.

2) Alarms and patrols. A dungeon should feel alive. If the party attacks a trio of trolls, one of those trolls should start banging on a gong or something to alert the rest of its tribe. Now the whole gaggle of trolls is chasing the party out of their den.

Alarms, as I discuss in the other thread, can come in the form of a lot of things: spells, creatures, traps, bells, mushrooms. Having a good alert system keeps your dungeon rough.

3) Resting issues. Not every spot is a good resting spot. This ties into the alarms/patrols/living dungeon concept. Your players should be forced to be choosy about where they rest, either choosing a place because it's secluded, because they cleared the whole level out already, or because it's a defensive position.

One thing I do to encourage good resting habits for my players is I have a pair of notecards for use during resting periods. One notecard will have all the random encounters possible for the place they're sleeping, which normally has a safe number (1-50) in which nothing happens, encounter numbers (51-100), and then REALLY rough encounters (101-120). I roll a d100. This may not make sense yet; the frequency of encountering monsters may seem way too high, there's no way to roll a 120 on a d100, etc. Read on.

The second notecard has a series of modifiers that I apply based on how the party's resting. There are ways to reduce encounter chances and to increase them. For instance:

Decreasers - Secluded area, adequate camp defenses, camp alarm, constant watch, cleared level, defensive position

Increasers - Frequented area, campfire, enemy patrols, corpses nearby, party is being loud

So they can decrease their chances of having an encounter down to 10% through various modifiers, but they can increase them to the point that they can encounter monsters well above the typical CR for the dungeon level / for the party if they don't rest safely.

4) Switch up your tactics. Let me start with an example for this one.

In the megadungeon I'm running, the party's dealt with kobolds for their first level. It was rough, but they got used to the kobolds' style of fighting: ambush, surround, swarm, and knock out the combatants still standing.

Upon hitting level 2, they went on out into an abandoned city street and encountered a pair of ghouls. The ghouls were pretending to be corpses, and they supremely failed their stealth checks as they tried to get up and attack the party. Despite having that advantage over the ghouls, the party almost lost a member of their party to them due to one ghoul paralyzing him with a bite and the other picking the body up and bolting off the battlefield with it.

Your tactics should be flexible and changing as you design the dungeon. Don't stick to one sort of encounter throughout the game; have a variety of approaches. In one fight, focus on swarming. In another, focus on using grapple to remove casters from the fight. Perhaps you can design a fight based around paralyzing your players and then delivering Coup de Graces. Etc.

5) Challenge ratings do NOT always equal party level. Just because your party is level 9 doesn't mean you should just throw four CR 9 encounters at the party and call it a day. Indeed, the best recipe involves a few fights that are below the party's level, a couple at their level, and a few above it. You should also be throwing serious high-level zingers at the party for particularly memorable encounters, such as a boss fight or to capture the feeling of fighting off a horde of enemies. Sticking to Challenge Rating = Party level for all encounters makes for a boring game.

6) Combat isn't the only kind of encounter there is. Trapped halls are dangerous - or, better yet, a magical mirror maze with floors that are hidden trapdoors leading into snake-filled pits is dangerous. A door of riddles hiding treasure behind it that shoots fireballs at the party each time they get a wrong answer is dangerous. Underwater exploration in an anti-magic zone can be dangerous (thanks, drowning). Etc.

Social encounters can lead to combat encounters should the party fail to do things the nice way (or the scary way). That's worth keeping in mind as well.

I'll post more general thoughts as they come.


Thanks @ Gargs and Inlaa. I'll be thinking about this at work today and check back when I can.


Brother Fen wrote:
I don't quite understand the reasons for some of the parameters such as the GM not looking at the character sheets.

I think its specifically so the GM doesn't know what exactly they're doing, and hence can't design encounters specifically around them and their weaknesses.

You know, like if somebody had "Immunity to all damage that doesn't come from wood", if the GM knew that going in, he'd be tempted to have someone grab a table leg as an improvised weapon for no good reason. If he doesn't know about that weakness, then there's no temptation to exploit it unfairly.

Just sounds like a good old fashioned "get it out of your systems" game to me.


Tucker's kobolds.

But make them goblins.

But also make them barghests.

But also also make them greater barghests.

Done.

Silver Crusade

Here's a vaguely related thread that may give the GM some ideas.


A few immediate thoughts/questions:

1) How many players? If you have a lot for everyone's sanity and to keep things moving I'd suggest banning Leadership (the more members of each encounter the bigger the PC's action economy advantage - but as importantly the more characters on the table the slower every round (typically) takes - even with experienced players.

2) If you don't want to review every PC's character I would at a minimum suggest that the players do some review of sheets with each other (or all use an app like Hero Lab) - especially when building a higher level character from scratch it is pretty easy to miss some key elements (say missing that some archetypes can't stack, or that an errata somewhere changed how something works etc.

That aside my general advice to making any level of play more challenging are:

Environment - make it matter - vary it up, keep it big, use simple things like difficult terrain but also remember to keep in mind that by level 9 monsters and PC's will have access to flight and other forms of movement - make those matter and have a real impact

Don't start every encounter close up and/or with plenty of time to buff. Have encounters that flow right into others (monsters in one room that hear the sounds of battle nearby, guards that investigate a disturbance in a city, carrion animals flying by attracted by carnage in the wilderness etc. Don't be evil about this - but neither go easy on PC's - it is often the limited number of encounters plus ample time for buffing as well as an ability to close quickly that makes some high level play feel "easy" - but monsters that keep outs for themselves (and use them) and monsters that react to the PC's make "easy" encounters hard - as can monsters who are well suited to their environment defending that environment on their own terms.

Avoid the single lone monster vs a large number of PC's (and cohorts etc) - action economy by itself will often doom those encounters. Often what helps make them memorable is to have a reason to interact that might not be immediately a combat and then a return that might indeed be combat but where both sides may have had time to prepare based on the first interactions (some levels of Thornkeep do this very well if you want to see it in a printed product).

Broadly I would suggest designing a range of encounters that would let very different characters shine - i.e. don't just use undead, but don't shy from a some undead encounters that let a Cleric of Saranrae really shine. Likewise have some encounters where a clever rogue or other sneaky type might be able to scout ahead, gain some advantages and use the environment to really sneak attack effectively. Have some encounters where ranged folks (spell casters or martial types) will shine - and likewise have a few encounters where the melee types will have to wade in and dish it out in close combat and the ranged folks will have to improvise a bit (this can be as simple as narrow, winding passages with choke points that make ranged attacks hard due to lack of line of sight. Don't make every encounter have spell resistance and/or energy resistances - but neither shy away from some encounters that do (the occasional golem that is immune to magic for example)

Make players have the experience of having to weigh whether to press their luck or take their gains and regroup (i.e. do they keep going even as they have been using up their limited resources for that day - knowing that if they do they may capture a great prize. But if they hold back they may lose an opportunity or an enemy may regroup/prepare - but they too may regain spells, heal wounds, shake off effects etc. Whatever the level and the play style as resources start to get used up players have to dig deeper into their builds and resources and get more creative - risk goes up but so to does the satisfaction of success (and mechanically perhaps the rewards of that success.


At level 9 you want to introduce resource exhaustion.

I would actually make the very first fight look dangerous but have it be a pretty low CR / cake walk, with new characters the players will probably be overly eager to throw down their coolest stuff right away. After that begin to cut off avenues of escape, the easiest way is to get them into areas that prevent teleport or put them into demiplanes or other planes that make teleport increasingly less useful.

Poison, ability damage, status effects, they will run low on lesser restoration and restoration (which is expensive) very quickly, either the cleric will have buffed with delay poison he didn't, same goes for deathward (get them to pop it early on a non threat, then go in for the kill once it wears off).

Have them be hit with scrying, either they begin to waste dispels or private sanctums (which don't move) or they put up with having an enemy watching them, greater scrying as a level 7 spell could be begin to push into the unfair but a consumable scroll could be used and will also scare them once the censor doesn't vanish after 15 minutes.

Enemies with fast healing and greater teleport can also wear them down quickly with easy pop in and out tactics, if they can't take down the DR/10 evil creature in a round or two it just vanishes, look for creatures with abilities that are at will, outsiders can spam all sorts of bad stuff all day long while the wizard will be sweating after casting his 3rd or 4th dispel magic for the day.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Every fight has poisonous level-drainers. So do the traps.

Done.


I like skill challenges!

Such as the one where the girl had to spin straw into gold. Failure means death.

or maybe a few knowledge checks with a very obscure knowledge. Correct answers are rewarded with a potion of reduce person. Failure means being thrown into a maze where the only exits are actually smaller and smaller holes. With a time limit.


Opening scene - a 400'x400' battle field to the entrance guarded by a horde of level 6 ranged skirmishers with mixed traps on the field - charge and fall into a pit, get too close and the one you are attacking retreats while his companions turn you into a pin-cushion.

Swarms and incorporeal creatures - even though the players should have the resources to deal with them, those can run out fast causing the players to search for creative solutions.

make the battle grounds larger and use techniques to surround the party, when the sorc finds herself attacked by 3 ninjas with greater invisibility and the closest support is 50' away, she is in a good position.


So what stops someone giving themselves 1,000,000 HP and +20 to all saves at level 1 if nobody is reviewing the sheets?


Grokk_Bloodfist wrote:
So what stops someone giving themselves 1,000,000 HP and +20 to all saves at level 1 if nobody is reviewing the sheets?

Something that obvious would be noticed?

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

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cnetarian wrote:
Swarms and of incorporeal creatures

Fixed that for you. ;)


It's not too original, but make the final encounter be an exact copy of the PCs as they entered the dungeon, or as they entered the last room, except the copies are fully healed and have a full suite of spells, while the PCs are hopefully ground down a bit from the rest of the dungeon.


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Grokk_Bloodfist wrote:
So what stops someone giving themselves 1,000,000 HP and +20 to all saves at level 1 if nobody is reviewing the sheets?

Uh, a desire not to cheat?

If you're playing with people who would cheat at the game without GM oversight then you need to find a new group.


Jaunt wrote:
It's not too original, but make the final encounter be an exact copy of the PCs as they entered the dungeon, or as they entered the last room, except the copies are fully healed and have a full suite of spells, while the PCs are hopefully ground down a bit from the rest of the dungeon.

Hard to do when he isn't looking at their sheets.

Best advice is to exploit terrain mercilessly. Whatever favors the opposition-- tight spaces with a group of golems so there's no "run away and kite them", open spaces for Erinyes archers, underwater spaces, a nice-sized room full of lava for a couple half-Red Dragon trolls... don't just think opposition, give them the space they need to work.


kestral287 wrote:
Grokk_Bloodfist wrote:
So what stops someone giving themselves 1,000,000 HP and +20 to all saves at level 1 if nobody is reviewing the sheets?
Something that obvious would be noticed?

How?


strumbleduck wrote:
Grokk_Bloodfist wrote:
So what stops someone giving themselves 1,000,000 HP and +20 to all saves at level 1 if nobody is reviewing the sheets?

Uh, a desire not to cheat?

If you're playing with people who would cheat at the game without GM oversight then you need to find a new group.

If you're playing a group where nobody is reviewing a sheet and QA over third party material and troublesome things like game balance are not an issue then I really don't see how you would get caught (unless you are super careless) but more importantly why anyone would care even if you were. You're practically cheating anyway under the above conditions.

The DM in this instance has established an impossible set of game criteria to really present a credible challenge. The rules of the game - including character creation - provide a basic framework in which to present the story and challenge the players. The premise as established in the OP is laughable.

I would suggest establishing a more clear framework in which to operate. Impose some real conditions. At the very least, auditable character sheets.


kestral287 wrote:
Jaunt wrote:
It's not too original, but make the final encounter be an exact copy of the PCs as they entered the dungeon, or as they entered the last room, except the copies are fully healed and have a full suite of spells, while the PCs are hopefully ground down a bit from the rest of the dungeon.
Hard to do when he isn't looking at their sheets.

Actually, it'd be some hybrid IC/OOC brilliance. He gets to see their sheets (or, at least, the output of them) when they interact with the world. So throw a bunch of minions intended to be challenges, but also have a bunch of minions whose only purpose is to feel them out. It's a malevolent, magical AI trying to build a team of peak efficiency murderbots (murderementals?) by experimenting on the PCs. The best way to win, which you don't have to hint at unless you're feeling nice, is to conceal your strongest abilities until the end.

You could also have a bunch of non-traditional traps that do things like Detect Magic. It'd be pretty cool.


Says the image of an angry eyeball on my computer O_o


Jiggy wrote:
cnetarian wrote:
Swarms and of incorporeal creatures
Fixed that for you. ;)

Incorporeal swarm creatures? That is a sick and disgustingly overpowered encounter. I salute you sir.

1) nilbogs

2) have throw away 1st level magic types for no XP and treasure enter the dungeon behind the party and use a scroll (lightning is good) at long distance on the party any time they remain a room for more than two minutes.

3) no doors, they just let the party control the battlespace.


If you applied the Ghost template to a swarm, would its ability-draining touch attacks automatically hit everyone in the area?

Ghost bat swarm.


cnetarian wrote:
Incorporeal swarm creatures? That is a sick and disgustingly overpowered encounter. I salute you sir.

Nononononono. The weakness of swarms is AoE magic, so making them incorporeal doesn't do anything. You need to give swarms magic immunity.


voideternal wrote:
cnetarian wrote:
Incorporeal swarm creatures? That is a sick and disgustingly overpowered encounter. I salute you sir.
Nononononono. The weakness of swarms is AoE magic, so making them incorporeal doesn't do anything. You need to give swarms magic immunity.

The weakness of swarms is AOE attacks, a smart party prefers to save precious spells slots on swarms and use alchemical weapons instead. Add incorporeal to that and only AOE spells are effective against them and those spells only do 3/4ths damage (+50% AOE versus swarm = 150%, halved because of incorporeal = 75%).


cnetarian wrote:
The weakness of swarms is AOE attacks, a smart party prefers to save precious spells slots on swarms and use alchemical weapons instead. Add incorporeal to that and only AOE spells are effective against them and those spells only do 3/4ths damage (+50% AOE versus swarm = 150%, halved because of incorporeal = 75%).

Screw it, just make it a golem-ghost-swarm.


Against power gamers: play the NPCs like they want to win!
(warning, may be tough on some egos and literally is a gm-vs-players game, but if they like tactical challenges it can work fine).

No suicide charging in small groups, but instead hit & run, ambushes in places with traps, calling for reinforcements, illusory reinforcements, delaying tactics if the players use short-term buffs, etc. Never give them enough time to rest and buff (unless of course they actually need it), but let them earn every victory.


Grokk_Bloodfist wrote:
kestral287 wrote:
Grokk_Bloodfist wrote:
So what stops someone giving themselves 1,000,000 HP and +20 to all saves at level 1 if nobody is reviewing the sheets?
Something that obvious would be noticed?
How?

As a player, ever try to figure the AC of a target during a fight?

"Okay, I hit on a ten but miss on a fourteen... my to-hit is +10, his AC is somewhere between 21 and 24"

The GM can do that over the course of the game. And it's not hard to figure out what, say, the maximum Fort save of a 9th-level Wizard is. So if the Wizard rolls a 3 to survive the DC20 poison, then yeah, you know what happened.

It wouldn't be immediate, since you have to narrow things down-- make sure it's a Wizard and not a Magus, try to figure out where his feats were spent so you can figure out if he used one to boost his Fort save, etc.

But it would happen.

Jaunt wrote:
kestral287 wrote:
Jaunt wrote:
It's not too original, but make the final encounter be an exact copy of the PCs as they entered the dungeon, or as they entered the last room, except the copies are fully healed and have a full suite of spells, while the PCs are hopefully ground down a bit from the rest of the dungeon.
Hard to do when he isn't looking at their sheets.

Actually, it'd be some hybrid IC/OOC brilliance. He gets to see their sheets (or, at least, the output of them) when they interact with the world. So throw a bunch of minions intended to be challenges, but also have a bunch of minions whose only purpose is to feel them out. It's a malevolent, magical AI trying to build a team of peak efficiency murderbots (murderementals?) by experimenting on the PCs. The best way to win, which you don't have to hint at unless you're feeling nice, is to conceal your strongest abilities until the end.

You could also have a bunch of non-traditional traps that do things like Detect Magic. It'd be pretty cool.

While this might sound like it runs a bit contrary to what I just said... that might be tricky to pull off. Over six-plus sessions with good notes it could work, but only if the GM is taking those copious notes-- which might get in the way.

Or not, depends on how fast of a notetaker he is and how much he picks up the little stuff.


Templates! Look at Pod-Spawned (-1 level adjustment, penalty to CHA, whoop de do...).

Advanced, Giant, Half-Dragon...
Devil Bound...

Vampire.

All of these are fun, especially when you stack them.

One of my favorite monsters is the Moss Troll/Half-Red Dragon.

Immune to fire, regeneration that isn't countered by anything. Hard to kill. Only CR 5. Make them Pod-Spawned, CR 4 and they lose some CHA.

Give them four levels of Fighter and the Advanced template, they get pretty scary.

Anything that explodes when you kill it is good.
Make sure some of the treasure they find is cursed.
Anything able to cast Animate Dead should have Bloody Skeletons with them (does not raise CR, but fills out the ranks with nearly indestructible minions that have fast heal).

Half Dragon Trex has an 18 HD breath weapon, and gains 2 claw attacks... for CR 11 (10 if Pod Spawned, oh no, CHA penalty!).

Dispel Magic is your friend.

Magic dead areas can be fun.

Ropers.

Fill the dungeon with water. Even if they can breath, it makes combat REALLY different.

Diminutive, invisible Ghosts.

Shadow Giants (CR 13) have energy drain on every attack...


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Grokk_Bloodfist wrote:
strumbleduck wrote:
Grokk_Bloodfist wrote:
So what stops someone giving themselves 1,000,000 HP and +20 to all saves at level 1 if nobody is reviewing the sheets?

Uh, a desire not to cheat?

If you're playing with people who would cheat at the game without GM oversight then you need to find a new group.

If you're playing a group where nobody is reviewing a sheet and QA over third party material and troublesome things like game balance are not an issue then I really don't see how you would get caught (unless you are super careless) but more importantly why anyone would care even if you were. You're practically cheating anyway under the above conditions.

The DM in this instance has established an impossible set of game criteria to really present a credible challenge. The rules of the game - including character creation - provide a basic framework in which to present the story and challenge the players. The premise as established in the OP is laughable.

I would suggest establishing a more clear framework in which to operate. Impose some real conditions. At the very least, auditable character sheets.

Fear of getting caught isn't what keeps honest people honest, fear of getting caught is what keeps cheaters honest.

Don't play with cheaters.


Considering how strong your party will be, don’t bother throwing anything less than CR 11 encounters at them. Here are a few amusing CR 11 encounters:

tick swarm plus two spectres

two shadow demons

sixteen twigjacks

twenty lantern archons

three greater shadows

two erinyes plus two sceaduinars

four remorhaz

five seugathis

Those will make them spend a few resources. To put them in actual danger, you’ll need approximately CR 13 encounters, which you can get by doubling or mixing and matching the above...two tick swarms and four spectres? Three greater shadows and two shadow demons?

Scarab Sages

Convert a Beholder from WOTC to PF and give it the advanced template.

Create a pit covered by an illusion floor, except the pit is really a purple worm, and failure to make the Will save to believe that the floor is real results in a swallow whole by the purple worm as the PC falls through. Succeeding at the believing the floor is real prevents those PCs from seeing (and attacking) the purple worm for at least one round before choosing to disbelieve the floor. Cutting your way out of the worm has a 50% chance of ending up in the tunnel behind it.

After swallowing someone whole, the purple worm could retreat into it's tunnel. If the PC cuts himself out, he's now in complete darkness one on one with the purple worm until the other PCs make it past the illusionary wall, then drop 50ft straight down the tunnel before it becomes flat enough to stand on and help fight the worm.


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Wage a war of attrition.

If you are restricting yourself to keeping encounters within CR parameters start off with several encounters of swarms of low level creatures, let them blow spells and points on the low level stuff before you start throwing your big monsters at them.

This will also give you an opportunity to see what they are before you play all your cards.

Have several different sets of monsters in reserve and make a few adjustments on the fly to ensure you throw only the most challenging ones at the party.

I advise against using a single creature in any given encounter, make sure they have to split their attention and spend resources controlling every encounter so they are drained before they reach the end.

If its a dungeon, have it set on some kind of timer, it is slowly filling up with water or sand, etc, that way they have to keep moving and cannot stop to rest and recover hit points or spells, and have to push from one encounter to the next with debuffs from previous fights/traps still active. You could do a push/pull method with this, not only is the dungeon filling with water but the sahaguin have captured an NPC critical to the PC's success and are spiriting him away into the dungeon as fast as they can. Forcing the PC's to either sacrifice a substantial tool for future success, or blunder haphazardly through the pits and traps you have set up for them in a mad goose chase.

EDIT: Ok I just saw the no ad hoc adjustments. That will significantly increase the difficulty of your task. Go overboard setting up traps, spelltraps and illusions, ambushes...get down and dirty. Reverse gravity trap, gelatinous cubes on the ceiling (eats all their gear), rust monsters, charms, dispels, level drains, ability drains. Hammer them with debuffs and traps, keep them on the move with environmental pressure (the dungeon is filling with water), and don't let them catch their breath at any point.


Give everything a Poison or Disease effect.


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Detoxifier wrote:

Wage a war of attrition.

If its a dungeon, have it set on some kind of timer, it is slowly filling up with water or sand, etc, that way they have to keep moving and cannot stop to rest and recover hit points or spells, and have to push from one encounter to the next with debuffs from previous fights/traps still active.

Yes, this. Or have it filling with something very dangerous, like poisonous fog, or a negative energy cloud that drains levels. Or have it filling with a cloud of darkness that is filled with swarms of very hazardous creatures that only attack when you enter.


Arturus Caeldhon wrote:
Detoxifier wrote:

Wage a war of attrition.

If its a dungeon, have it set on some kind of timer, it is slowly filling up with water or sand, etc, that way they have to keep moving and cannot stop to rest and recover hit points or spells, and have to push from one encounter to the next with debuffs from previous fights/traps still active.

Yes, this. Or have it filling with something very dangerous, like poisonous fog, or a negative energy cloud that drains levels. Or have it filling with a cloud of darkness that is filled with swarms of very hazardous creatures that only attack when you enter.

I like these even better.


Use traps in surprisingly beneficial ways. For instance, make the entire dungeon covered in reverse gravity traps and make the ceiling a nice floor, and the floor covered in poison-coated spikes at the bottom of an acid pool. You fail your save and get to walk on a nice comfy ceiling, or you succeed on your save and get to wade through liquid death.

And then, just when you think you've got the hang of it, make a few patches where there just is no reverse gravity trap, so the instant you walk out of the reversed gravity's effect, you get a one way ticket to poisonacidspikeville. The dedicated trapfinder might be able to detect the Reverse Gravity traps, but can he detect the ABSENCE of reverse gravity traps?

Another fun idea: make traps that are mostly undetectable. Make two stone compartments. One of them is an elevator, and the rogue figures out that if you trigger the "trap", it just goes up to the next floor. The other one also goes up, but it goes up to a lava vat, or a one-way gate to the negative energy plane. To protect your trap from further analysis, coat the whole thing in an anti-magic field. If the PCs dispel the AMF, it causes the elevators to become affected by reverse gravity, causing them to overshoot the next floor and slam anyone in the elevator violently into the ceiling, while the elevator itself was sealing a vast chamber of Cloudkill, which now falls up at any of the party smart enough not to be standing in the elevator when they dispel the AMF.

Really, as long as you're not limited to pulling traps out of the core book, you can do some tremendously nasty things. Remember, luring the PCs into breaking a totally safe, helpful, functional thing in a way that causes it to be tremendously dangerous is not a trap, it's just an environmental hazard. A 10d6 pit trap would be unfair for a first level party, but a 100 foot cliff that for some reason they insist on jumping off of is totally fair game, for example.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Have the whole purpose of going into the dungeon be to rescue a level 1 commoner, who is the lover of the rich person paying you to go in. Commoner doesn't survive, mission failed.

Every trap is fireball, every monster has a breath weapon.


Get really devious, have illusions cast on rust monsters to make them look like kobolds or something.

Rooms full of foilage, and Stirges

http://paizo.com/pathfinderRPG/prd/monsters/stirge.html

Trap of hideous laughter, draws the attention of 20 something stirges.

@Jiggy, instead of commoner dies mission failed, the commoner has a +5 vorpal dagger on his belt and the monsters are just a couple trap laden rooms ahead of the PC's at any point, dragging his unconscious body to their Wizard overlord.


If you want to try and be as 'fair' as possible you'll need to spend time calculating XP budgets and treasure. Depending on how many PCs there are and with your high point buy You're looking at an APL of around 10 or 11 which gives you 9600 or 12,800 XP per encounter and you'll want to throw 4 or 5 encounters at them per day or rest cycle.

Since you're allowing leadership with a generous stat buy for the cohort you should just assume that everyone will have a level 7 buddy in tow. You should also further assume that players will be bringing in animal companions, improved familiars, and maybe even an eidolon, and of course lots of summons. While normally a GM would adjust encounter difficulty on the fly in accordance with high well all those builds work and synergize together, but since you don't want to do that you should just make it as hard as possible within the above constraints.

As for treasure, it's a little more complicated but you're looking at around 5450 to 7000 per encounter, with some things like NPCs throwing that number way off. Be careful with treasure because if the PCs start out steamrolling your encounters and you give away too much treasure too quickly they will just pick up momentum and eat through your set pieces even faster. The cruelest way to go about this is to give monsters consumables as treasure and ensure they consume them, second would be to make the treasure useless to the PCs, "what another valuable 10 foot oil painting?", a fairer way to go is to just have the magical treasure be stuff the monsters use (eventually another +1 cloak of resistance will be useless anyway and the PCs will probably all start with a better cloak than that anyway).

To organize yourself I would follow emmits advice and put together lots of CR 11 encounters, be sure to calculate the treasure and hand it out to your critters, and then be sure to toss 4 or 5 of them at the party per day while they dungeon delve. If you want to be really modular you can give each stated out encounter a map that can just pop right in as needed, then just roll randomly to see which each new area it is, and if the players decide they want to stop before they've had their daily regiment, roll on a random encounter table you've built for wandering monsters(same thing but sans map and with the idea that they are wondering predators so be sure to give them lots of senses and stealth and the ability to break down doors, glide through stone, turn ethereal, or whatever is useful for mobility).


Actually, at level 9, the party would be silly for walking into a deathtrap without some means of restoring the dead. Letting the level 1 aristocrat housewife die, then carrying her body to the finish line and using raise dead would be a mostly painless way of completing the escort mission.

On treasure distribution: potions of CAUSE x wounds are always fun to give undead and very strange living folk. Otherwise, a lot of +1 items will strengthen your dungeon dwellers without helping the PCs very much except maybe for outfitting cohorts for whom there was no money left over. For added fun, include those random, overpriced magic items that the PCs might be able to make useful, but only by being really creative.


another means that can be fun to raise the value of treasure without (necessarily) shifting the balance too greatly is to have some "fun" intelligent items - perhaps with useful abilities but also with personality. They can quickly be very valuable w/o being too overpowering.

(in an AP I'm running I gave the party a "cursed" handy haversack w/intelligence. It is a fun addition to the group, with some useful abilities but nothing too overpowering - it has some senses and a limited ability to identify items - and a desire to constantly get new items to examine...)


Wow this exploded! There are so many great ideas.

Yeah its confirmed, they are going to coordinate the cheesiest of the cheese.

I am not sure how much I should post of what I am going to use in the case that the party reads this topic. I am already planning on implementing much of what you all are suggesting. Especially the more general advice of attrition, resource exhaustion, diversity, action economy and environment working against them. I'll opt to fill you in on the specifics as they are used in game.

For an example of an idea they chucked out: They were thinking of going "Bathfinder" in investing their gold into water production wondrous items and all going aquatic races for a sort of home field advantage. Had they gone this route they certainly would have screwed themselves since there are going to be near infinite outlets for the water in the form of pocket dimensions and whatnot. Still, I am expecting some other sort of balls to the wall coordination on their parts.


Synergistic opponents:

* Werewolves with rust monsters
* Gorgons with gargoyles
* Red dragons with iron golems

Put two creatures that complement each other in the same fight. Those are just three ideas, but there are loads more.


Not necessarily adding to the challenge, but more adding to the fun ... make every room subject to a random effect from Rod of Wonder (use an expanded list floating around out there).

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