becoming a evil DM


Advice

Dark Archive

My group is giving me s!&# for not killing anyone in a few months. There for i want to make a dungeon with a sole purpose to kill there or at least to put the fear in them. they will be 18. we got a zen archer AC 37, cleric AC 42, barbarian AC 33 wizard AC 28 slayer archer stealth 53. 1 round they can do 400 hp if not more. what should my death dungeon have in it?


You could throw this at them XD

Hellscape dragon(dracula dragon) cr(41)
LE Colossal dragon, undead(mythic rank 10)
Init +32; Senses dark vision special, blind sight 60 ft., blind sense 120 ft., true sight 240 ft. smoke vision; Perception +86
Frightful presence (600 ft., DC 58)
DEFENSE
AC 104, touch 52, flat-footed 95 (+8 Dex, +52 natural, -8 size, +23 deflection, +18 untyped, +1 dodge)
hp 1785 (51d12+1173); fast healing 10
Fort +80, Ref +65, Will +75
DR 20/good and adamantine and mythic; Immune fire, cold, acid, electricity, paralysis,petrification, sleep, positive energy, ability damage, undead immunities; SR 55-special, channel resist +12
sonic resist 25, force resist 25
evasion(see rogue ability), stalwart(see inquisitor ability), uncanny dodge, improved uncanny dodge

OFFENSE
Speed 60 ft., fly 360 ft. (perfect)
Melee bite +81 (8d8+53/17-20x4), 2 claws +81 (8d6+53/17-20x4), gore +81 (8d6+53/17-20x4)(2 wings +81 (4d8+53/17-20x4), tail slap +81 (8d6+53/17-20x4)
Melee with power attack bite +68 (8d8+131/17-20x4), 2 claws +68 (8d6+131/17-20x4), gore +68 (8d6+131/17-20x4)(2 wings +68 (4d8+131/17-20x4), tail slap +68 (8d6+131/17-20x4)
Space 30 ft.; Reach 20 ft. (30 ft. with bite)
Special Attacks breath weapon (150-ft. cone or 360-ft. line with 20 foot width, DC 58, 30d12 special), crush (gargantuan creatures, DC 58, 8d6+24), manipulate flames, melt stone, tail sweep (Medium creatures, DC 58, 2d8+24), pounce
Spell-Like Abilities (CL 51th; concentration +74)

At will— detect magic, discern location, find the path, pyrotechnics , suggestion , wall of fire, dimension door(self only and any equipped gear), plane shift
Spells Known (CL 51th; concentration +74)
9th (16/day)— time stop, weird , wish, Mage’s Disjunction, create demiplate greater, suffocation mass

8th (18/day)— greater shout, prismatic wall, screen, orb of the void, dimensional lock
7th (18/day)— limited wish, mass hold person, spell turning, force cage, power word blind, finger of death
6th (19/day)— antimagic field, contingency, greater dispel magic, acid fog, disintegrate
5th (19/day)— polymorph, telekinesis, teleport, wall of force, cone of cold, dominate person, waves of fatigue
4th (19/day)— fear (DC 20), fire shield, greater invisibility, stoneskin, arcane eye, black tentacles, dimension door, enervation, greater invisibility
3rd (19/day)— dispel magic, displacement, haste, tongues
2nd (20/day)— alter self, detect thoughts, misdirection, resist energy, see invisibility, blur, glitter dist, invisibility, summon swarm, whispering wind
1st (20/day)— alarm, grease, magic missile, shield, true strike, mage armor, shield, obscuring mist
0 (at will)— arcane mark, bleed, light, magehand, mending, message, open/close, prestidigitation, read magic, resistance, create water

STATISTICS
Str 74(+32), Dex 27(+8), Con -, Int 41(+15), Wis 46(+18), Cha 55(23)
Base Atk +51; CMB +91; CMD 151 (155 vs. trip)

Feats craft wondrous items, dimensional agility, dimensional assault, dimensional dervish, dimensional savant,dodge, Empower Spell, Improved Critical, Improved Iron Will, Iron Will, , Power Attack, Quicken Spell, Wingover, weapon focus, dragon style, improved unarmed strike, tiger style, tiger claws, tiger pounce, Alertness, Combat Reflexes, Improved Grapple, Improved Initiative, and Lightning Reflexes , improved lightning reflexes, lingering spirit, vampiric nobility, hover, flyby attack, great fortitude, improved great fortitude, mythic iron will, mythic lightning reflexes, mythic great fortitude, mythic improved critical, mythic power attack, mythic improved initiative

Skills Appraise +69, Bluff +87,climb +60, Diplomacy +87, Fly +70, Intimidate +87, Knowledge all +69, Perception +86, Sense Motive +86, Spellcraft +69, Stealth +46,swim +61 Use Magic Device +77
Languages all of them

the save dc for all the hellscape dragons abilities are charisma based, also due to the hellscape dragon having both the mythic ability hard to kill and the feat lingering spirit they can continue to fight on until they reach negative double their charisma score instead of being killed at 0hp

mythical casting(su)
if any of the spells, spell like or supernatural abilities use a spell with a mythic version, use the mythic version instead

Stable Form (Ex)
A Hellscape dragon is immune to all polymorph effects except those it casts on itself.

Acidic Bite (Su)
the bite of a Hellscape dragon deals an additional 8d10 acid damage.

Flame claws (Su)
the claws of a Hellscape dragon deal an additional 6d10 fire damage

Superior natural attacks (ex)
the natural attacks of a Hellscape dragon deal damage as if they were one size category larger even though they are already colossal size this effect stacks with other effects that boost natural weapon damage die based on creature size such as impact, in addition they can bypass all forums of alignment based DR, as well as adamantine, silver, cold iron and magic based DR

superior flight(ex and su)
the flight of the hellscape dragon is both supernatural and extraordinary in nature allowing them to fly at full speed with perfect maneuverability and maintain such abilities even in an anti magic field

incineration breath (ex)
the damage type of the Hellscape dragon is both acid and fire, however it is so potent a creature needs to have equal resistances to both fire and acid to gain the most effect meaning they need both acid and fire resist 10 to block 10 damage from the breath weapon if a creature has fire resist 5 and acid resist 10 only 5 damage will be blocked, a creature with immunity to one of the damage types but not the other takes full damage from the breath weapon unless they have resistance to the other damage type in which case the damage will be reduced by an amount equal to resistance, if a creature is immune to both fire and acid damage they take no damage from the breath weapon, any creature damaged by the breath weapon must make a second reflex save (dc 58) on a failed save they take 6d6 incineration damage each round until they make the save creatures may take a full round action to roll around on the ground to grant themselves a +6 bonus to their save

unholy might(ex)
the hellscape dragon gains a bonus to saves equal to its charisma modifier this even applies to fortitude saves even though you already receive your charisma modifier to fortitude saves from being undead, it also gains a deflection bonus to ac equal to its charisma modifier and a un-typed bonus to ac equal to its wisdom modifier plus an additional 1 per 5 hit die(the wisdom modifier to ac is only active while not wearing armor or using a shield and does not stack with the normal monks wisdom bonus to ac)

lord of undeath(ex)
the hellscape dragon is immune to any abilities that would normally allow a creature to bypass its immunities including its undead immunities in addition instead of being immune to energy drain and negative levels the hellscape dragon instead gains a bonus to hit, ac, damage, saves, skills equal to the number of negative levels gained as well as gaining 15 temporary hit points per negative level this effect stacks indefinitely the hellscape dragon can never die from negative levels any temporary negative levels automatically become permanent negative levels these bonuses last until the negative levels are removed however each time they would regain spells they must make a fortitude save dc 95 or lose a negative level

spell suppression(ex)
the hellscape dragon gains SR 55 and suppresses any feats and abilities that allow piercing spell resistance from non mythic sources

incinerate metal and stone(su)
instead of dealing the normal breath weapons damage a hellscape dragon can instead just incinerate all metal and stone(also minerals) within its breath weapon range the action to do this is decreased to a swift action

imperial strength(ex)
all the hellscape dragon's natural attacks are changed to primary attacks as long as they don't attack with manufactured weapons in the same round(this makes their wing attacks and any other secondary attacks they may gain primary attacks) in addition they always gain 1.5 times strength modifier to damage with each natural attack

imperial strikes(ex)
a hellscape dragons natural attacks have a critical threat range of 19-20 x3 this stacks with other effects that grant increased threat range and critical multipliers such as improved critical. In addition any feat that requires a specific weapon to be chosen such as weapon focus (bite) applies to all of the hellscape dragons natural attacks

soul rend(su)
each of the hellscape dragons natural attacks require those hit by them take 2 permanent negative levels(which may be removed via restoration and other similar abilities) on a critical hit they take 5 negative levels instead( the hellscape dragon can not use this ability on themselves

bringer of darkness
a hellscape dragon puts all the myths about vampires to rest, neither they nor their spawn have the typical vampire weaknesses, the hellscape dragon also receives max hit points per hit die

unhindered stride
a hellscape dragon never takes penalties to movement

Create Spawn (Su)
Hellscape dragons can create spawn only if their victims are kept in coffin homes until they rise. A coffin home can be any container capable of accommodating the corpse. The container is often a coffin however it may be another item that may be used for storage such as a crate or other similar item. When a hellscape dragon wants to make a specific creature its spawn, however, it often places the body in a specifically designed receptacle, such as an iron box. If a hellscape dragon’s or one of its spawn's coffin home is ever destroyed, they cannot reform and is destroyed when it reaches 0 hit points. They can however preform a ritual to create a new coffin home the cost of doing so varies but what ever the gm decides the cost to be the coffin home for the hellscape dragon should be 10 times that of the normal coffin homes of their spawn.
Under these conditions, a creature slain by a hellscape dragon's soul rend ability ability rises as a standard vampire (modified by the hellscape dragon's bringer of darkness ability) 24 hours after death. Any creature with an Intelligence score of 10 or higher whose Constitution score reaches 0 from a hellscape dragon's blood drain attack returns as dread vampire 24 hours after death. A vampire or dread vampire created in this manner is under the command of its creator (as dominate monster) and remains so until either it or the creator is destroyed. At any given time, a hellscape dragon may have enslaved vampires or dread vampires totaling no more than six times its own Hit Dice(number of vampires not hit die value of the vampires); spawn created that exceed this limit rise as free-willed vampires or dread vampires. A dread vampire enslaved to its creator may create and enslave spawn of its own; thus, a master dread vampire can indirectly control a large number of lesser vampires. A hellscape dragon may voluntarily free an enslaved vampire or dread vampire in order to enslave a new one, but once freed, the former spawn cannot be enslaved again.

Children of the Night (Su)
A hellscape can command the lesser creatures, dragons and undead of the world. Six times a day, as a standard action, a hellscape dragon can summon creatures of the animal, dragon vermin, or undead type. The hellscape dragon can summon any combination of creatures so long as their total Hit Dice is less than the dread vampire’s. Summoned creatures arrive in 2d6 rounds and serve the dread vampire for up to 1 hour.

Blood Drain (Ex)
A hellscape dragon can drink blood from a living victim with its fangs by making a successful grapple CMB roll. If it pins the foe, it drains blood, dealing 1d10 points of Constitution damage each round it maintains the pin. The hellscape dragon heals 25 hit points or gains 25 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Dominate (Su)
A hellscape dragon can crush an opponent’s will as a standard action. Anyone the hellscape targets must succeed on a Will or fall instantly under its influence as though by a dominate monster spell (caster level equals hellscape dragon's character level). The ability has a range of 90 feet and is a mind-affecting effect. The save DC is 58

Uncanny Climber (Su)
A hellscape dragon can climb with its hands (or upper limbs) free and even walk about on the ceiling as if affected by a spider climb spell. In addition, it can use the accelerated climb action to cover any distance up to four times its climb speed, with each check allowing it to climb a distance equal to its climb speed. Climbing a distance equal to or less than its climb speed is a move-equivalent action.

Rejuvenation (Su)
Hellscape dragons are notoriously hard to destroy. If reduced to 0 hit points in combat, a hellscape dragon turns to ash. It then begins to reform in its coffin, the hellscape dragon is helpless. It regains 1 hit point after 1 hour, and then is no longer helpless and resumes healing at the rate of 10 hit points per round.
Even if a hellscape dragon is killed, if its remains are bathed in the blood of one or more good creatures who's hit die total are at least a number of HD equal to the hellscape dragon's, it returns to unlife within instantly.

Humanoid forum(ex)
a hellscape dragon may take the forum of a human as a free action except that they retain all their abilities and natural attacks(they still have wings, claws a tail ect.) and even though they are now medium size they retain the full impact of their natural attacks(don't downgrade weapon damage die for natural attacks used in human forum)they may return to their normal forum as a free action

Mythic path champion

Sudden Attack (Ex)
As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Always a Chance (Ex)
You don’t automatically miss when you roll a 1 on an attack roll.

Punishing Blow (Ex)
Any opponent you hit with a melee or ranged attack loses the benefits of regeneration and fast healing for 1 round. In addition, if you score a critical hit against the target, it loses the benefit of its damage reduction for 1 round. A creature whose regeneration can’t be suppressed or ignored (such as the tarrasque) is immune to this effect.

Maximized Critical (Ex)
Whenever you score a critical hit, the weapon’s damage result is always the maximum possible amount you could roll. This doesn’t affect other dice added to the damage, such as from sneak attack or the flaming weapon special ability. For example, if you score a critical hit with a longsword (1d8/×2), treat the sword’s damage dice as if you had rolled 8 both times, then add any other damage bonuses that you would normally apply to a critical hit.

Maneuver Expert (Ex)
You do not provoke any attacks of opportunity when you attempt a combat maneuver check.
As a free action, you can expend one use of your mythic power whenever you attempt a combat maneuver check to gain the benefits of the Improved and Greater feats tied to that maneuver. You must decide to use this ability before making the roll.

Destroyer (Ex)
Whenever you attack an object, including a held or worn item, you ignore any Hardness the object might possess. This includes spell effects such as wall of force, but not objects that are also creatures, such as animated objects.

Shatter Spells (Su)
You can destroy a magical effect (whether it’s on a creature or an independent effect such as a wall of fire) by attacking it with an unarmed strike or natural weapon. You must succeed at a melee touch attack against the creature or effect and expend one use of mythic power. If this attack hits, the creature or effect is subject to targeted greater dispel magic, using double your tier as your caster level. If you dispel an effect, you suffer no harmful effects from touching it. If the effect is on a creature, the creature takes 1 point of damage per spell level of each effect dispelled.

Enhanced Ability (Ex)
You gain a permanent +2 bonus to one ability score of your choice. You can select this path ability up to six times. Each time you do, it must apply to a different ability score.
Enhanced Ability (Ex)
You gain a permanent +2 bonus to one ability score of your choice. You can select this path ability up to six times. Each time you do, it must apply to a different ability score.

Extra Mythic Feat (Ex)
You gain an extra mythic feat. You can take this ability a number of times equal to half your mythic tier (minimum 1). Each time you do, you gain another mythic feat.

Ever Ready (Ex)
Whenever you make an attack of opportunity, you gain a bonus on the attack roll and damage roll equal to your mythic tier. You can make attacks of opportunity while flat-footed, even if you don’t have the Combat Reflexes feat. At 3rd, 6th, and 9th tier, the number of attacks of opportunity you can make each round increases by one.

Legendary Champion (Ex)
At 10th tier, whenever you make an attack roll against a non-mythic foe and miss, you may immediately roll again. You must take the second roll, even if it’s lower. Once per round when you roll a natural 20 on an attack roll, you regain one use of mythic power.

Mythic Power (Su)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Amazing Initiative (Ex)
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.
Hard to Kill (Ex)
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Recuperation (Ex)
At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Force of Will (Ex)
At 7th tier, you can exert your will to force events to unfold as you would like. As an immediate action, you can expend one use of mythic power to reroll a d20 roll you just made, or force any non-mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.

Unstoppable (Ex)
At 8th tier, you can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting you: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyze d, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. You can use this ability at the start of your turn even if a condition would prevent you from acting.

Legendary Hero (Su)
At 10th tier, you have reached the height of mortal power. You regain uses of your mythic power at the rate of one use per hour, in addition to completely refreshing your uses each day.

treasure
fortuitous impact amulet of mighty fists +5 and natural armor +5, headband of mental perfection +6, belt of physical might +6, cloak of resistance +5,5 tomes of +5 to a stat one for str,dex,int,wis and cha they are released from the dragons body oppon its true and final death and a large amount of platinum


kinfoe wrote:
My group is giving me s**$ for not killing anyone in a few months. There for i want to make a dungeon with a sole purpose to kill there or at least to put the fear in them. they will be 18. we got a zen archer AC 37, cleric AC 42, barbarian AC 33 wizard AC 28 slayer archer stealth 53. 1 round they can do 400 hp if not more. what should my death dungeon have in it?

Wave after wave of swarms.


An Artifact of Historical Significance that is guarded by powerful wards and guardians, but more importantly, a division of Order of the Gate Hell Knights, with support of two other orders, is Hell Bent on acquiring said artifact, over the dead PC's bodies as needed...
We call this Dungeon the Anvil, and the opposition force, the Hell Hammer...

Dark Archive

Lady-J wrote:

You could throw this at them XD

Hellscape dragon(dracula dragon) cr(41)
LE Colossal dragon, undead(mythic rank 10)
Init +32; Senses dark vision special, blind sight 60 ft., blind sense 120 ft., true sight 240 ft. smoke vision; Perception +86
Frightful presence (600 ft., DC 58)
DEFENSE
AC 104, touch 52, flat-footed 95 (+8 Dex, +52 natural, -8 size, +23 deflection, +18 untyped, +1 dodge)
hp 1785 (51d12+1173); fast healing 10
Fort +80, Ref +65, Will +75
DR 20/good and adamantine and mythic; Immune fire, cold, acid, electricity, paralysis,petrification, sleep, positive energy, ability damage, undead immunities; SR 55-special, channel resist +12
sonic resist 25, force resist 25
evasion(see rogue ability), stalwart(see inquisitor ability), uncanny dodge, improved uncanny dodge

OFFENSE
Speed 60 ft., fly 360 ft. (perfect)
Melee bite +81 (8d8+53/17-20x4), 2 claws +81 (8d6+53/17-20x4), gore +81 (8d6+53/17-20x4)(2 wings +81 (4d8+53/17-20x4), tail slap +81 (8d6+53/17-20x4)
Melee with power attack bite +68 (8d8+131/17-20x4), 2 claws +68 (8d6+131/17-20x4), gore +68 (8d6+131/17-20x4)(2 wings +68 (4d8+131/17-20x4), tail slap +68 (8d6+131/17-20x4)
Space 30 ft.; Reach 20 ft. (30 ft. with bite)
Special Attacks breath weapon (150-ft. cone or 360-ft. line with 20 foot width, DC 58, 30d12 special), crush (gargantuan creatures, DC 58, 8d6+24), manipulate flames, melt stone, tail sweep (Medium creatures, DC 58, 2d8+24), pounce
Spell-Like Abilities (CL 51th; concentration +74)

At will— detect magic, discern location, find the path, pyrotechnics , suggestion , wall of fire, dimension door(self only and any equipped gear), plane shift
Spells Known (CL 51th; concentration +74)
9th (16/day)— time stop, weird , wish, Mage’s Disjunction, create demiplate greater, suffocation mass

8th (18/day)— greater shout, prismatic wall, screen, orb of the void, dimensional lock
7th (18/day)— limited wish, mass hold person, spell turning, force cage, power word blind, finger of death
6th (19/day)—...

i will, i might cut him by half


You know those kung fu movies where they end up fighting in a hall of mirrors? Do that just with Mirrors of Opposition. More cruelty just means more MoOs. Proper set up includes putting some walls of force in front of the mirrors so they don't just goon them. Always enjoy the karmic irony of having players suffer against their own builds. Easy to prep for too, just ask for a copy of everyone's sheet.


A beast described as a "humongous metal scorpion that breathes fire" attacked a border fort. Most of the soldiers died and were consumed, the fortress itself was torn apart. All that was left was a humongous pile of limbs and gore. The fortress was stripped of valuables. Tracks left behind point to a Gargantuan creature retreating into an ancient valley famous for its population of Dinosaurs.

Create several dinosaur encounters in the valley. There are signs of the gargantuan creatures moving through. A tracking roll of DC 20 is required to follow the trail, but a DC 50 to figure out that the creature they are following is much too heavy to be made of flesh and blood. It has to be something denser like stone or metal. The dinosaurs probably aren't a real threat to the party.

Towards the center of the valley along one of the mountains there is a deep crater with some sort of metalic building partially exposed from the mountain side. The building is about 100' tall, and 200' wide. [This is a crashed spaceship that has been here since Starfall, the ruin maintained by robots since then]

[CR 19 encounter] 2 Annhiliators are 'hidden' 250' to either side of the crater in a partially burried bunker they use to disguise themselves. (DC 15 perception to spot the suspicious metalic formations hidden behind netting). 2 rounds after the fight begins 4 Myrmidon fly into assist the Annhiliators from a hatch in the top of the building.

The Annhiliators won't attack until the party approaches the space ship, or they are attacked.

Inside of the ship 6 Terraformers and dozens of repair drones are maintaining a magma-powered power plant that requires their manual supervision to continue providing power to what is left of the ship. There is a massive foundry here where piles of armor, weapons and scrap retrieved from the fortress is being melted into bars for later use. If all 6 Terraformers are destroyed the magma-tap used to power this ship will cease functioning in 3 months as critical parts either melt, fuse or become clogged with obsidian.

While most of the interior rooms have been disassembled for scrap metal and spare parts a few lockers and emergency kits remain along the wall of the ship. Throw in a generous amount of Technological treasures...and 12 batteries.


Tarik Blackhands wrote:
You know those kung fu movies where they end up fighting in a hall of mirrors? Do that just with Mirrors of Opposition. More cruelty just means more MoOs. Proper set up includes putting some walls of force in front of the mirrors so they don't just goon them. Always enjoy the karmic irony of having players suffer against their own builds. Easy to prep for too, just ask for a copy of everyone's sheet.

Throw in some Mirror's of Life Trapping or perhaps Mirrors that do either Life Trapping or Opposition. 50/50 chance each time a mirror is looked into. Smashing releases creatures and/or multiple copies of a PC as well as releasing a burst of prismatic light (treat as if a Prismatic Spray is launched from the mirror towards the smashing PC). Maybe add the occasional tremor/quakes rocking the dungeon leading up to this area. Have Mirrors make saving throws while the PCs are in the room and have a couple break when they fail vs the quakes. Sneakiest yet make the Mirrors not so obviously mirrors ... a crystal clear reflecting pool or polished metal dinner plates on a table etc.. Do it to the point the PCs think any reflective surface is a threat. Or maybe guarding the room is a "Mirror Golem" (create unique weird creature) whose surface can act as one of these mirrors. As they are damaged things escape as per Life Trapping and the PCs risk becoming trapped per gaze attack rules.


Get a copy of the Tomb of Horrors 1ed adventure.


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Tucker's Kobolds.


An army of oh, let's say daemons, using the tactics of Tucker's kobolds.


You want to be evil?

Don't kill the characters. Make them your play things.

Pull a sneaky on them and have a non evil creature cast dominate on someone.
You might enjoy the challenge of constructing a villain that is not evil. Neutral is best for this.

Boost the DC as much as you can. Kitsune sorcerer, heightened dominate, you can hit a rather high DC for them to make. Persistent spell is great here too.

I have seen builds that get the DC into the 40's and require a reroll take worst.

Bonus points if you have the person that hits them with this be early on in the dungeon, and help them out until they get to the end, and then turn on them and have them kill each other.

Grand Lodge

Dang you, DeuxHero! I was gonna say Tucker’s Kobolds!


Rocks fall. Everyone dies.


A single boss monster is not a good idea. They either win initiative and instantly kill a member of the team, or lose and the party gang-stomps them.

It could take a while...but you could design an anti-team to take them out. A group of assassins/bounty hunters that a Big Bad paid to take them out.

Barring that, give them a ring of three wishes that's cursed to always ALWAYS twist the wish, even if it's within the confines of what Wish normally allows, and get creative. >:-D


I had an area with a bunch of undead. Every spell cast causes more undead to appear, with higher level spells causing higher level undead. Also, have 1d4+1 appear raather than 1d3 or 1.

Add in an unholy area to make the undead more resistant.

Add in obscuring mist and difficult terrain to make combat harder.

Hit them with enervate earlier, as well as slow when they enter.

Add in anti-lantern Archons that have an aura that hurts the party.

Add in an undead-bard that inspires the undead.

/cevah


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Are ya'll just dungeon crawling or doing one-offs? Or are you in a campaign or AP?

If the later, then whatever you do... don't just design an encounter to kill a character, just to do it.

Kill someone if you must, but make them a specific target. It should be part of the story, and It should make them say... Wait.. What? Holy sh&t! Part of every good player's responsibility is letting go.

1) Create a custom poison, something so diabolical, that they are bound to fail. Have an Assassin with a particular motive, poison someone who just straight up dies horribly over a day or two. Then allow the rest of the party the ability to figure out the who what when where and why of it all.

2) Have a PC killed in combat, then right before the party avenges them, the BBEG raises their dead comrade, then escapes. With their friend, not serving as an undead slave to their new enemy. (they might even have to fight them later on).

3) My favorite. Heard this from somebody else actually. Have a PC get captured. Tell that player it is only going to be a temporary thing, and have them roll out a backup character. Then when the group with their new friend is exploring, they come upon the executed remains of the captured ally... As was described to me. "I have never had more respect for a DM than I did in that ultimate deception".

The trick with that last one though is ensuring that the PC's capture was on some folly or failed check of her own doing. So that it's not a punishment, just a consequence.


The lair of a Magma Dragon. Have a ceiling that can retract and doors made of stone that can withstand intense heat. The dragon has designed it so that if creatures that are small enter the room, the doors will close behind them, and the ceiling will open. Lava floods into this antechamber, and the party fights an Ancient Magma Dragon in home turf, swimming in lave as either the party dies from the lava, the heat, the suffocation from the noxious fumes or suffocates as they are stuck underneath the molten rock and drown.

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