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Sunday, March 23, 2025

Results, Deathslaad, extended Amber Temple - leaving Oni room, puzzles. Grimtooth's traps.

RESULTS:

The kid had a hard fight with the [upgraded] Deathslaad (with the Arcanaloth getting a few potshots in from behind... wall of fire and chain lightning, then he left). The Elf dropped twice. Fighter went down once. Barbarian got blinded (no save pathfinder style) and was stunned (stunning fist 3/day deathslaad 3.5e style) once or twice. Was kinda too close for comfort a couple of moments there... the Shield Guardian was key.  Yeah, that was a CR12 monster the way I did him, nowhere near the CR10. And with the Arcanaloth helping out, maybe a CR14 encounter? 

Final hit was epic... druid was an ankylosaurus and got a hit with the tail when the Deathslaad tried to fly up taking an AOO... thinking his high AC would protect him. Nope, and then the kid rolled four sixes, max damage! Splat, like a mosquito getting slapped, the slaad was dead on the wall.  


TRAPS SECTION BELOW

TRAPS/GRIMTOOTH'S TRAPS (and Wally-DM has many puzzles too): https://www.youtube.com/watch?v=mix457W7nPg 

When tports out of the me-made dungeon area/oni area... I'm using Grimtooths fake tripwire and then devising two of my own. 

RESULTS: These were a fun change of pace. He solved the flipping floor with a mage hand, carefully detecting it, then finally destroying the metal(?) wire. The barred off tport circle, he slowly figured it out and sent the druid in as an eagle. The urns were trickier b/c ... well how do you communicate acid and cold the way I was trying? Was OK, gave a few more clues... then I really liked "his guess for necrotic" instead of cold for that one, because it made more sense when he explained it plus it was more fitting for the Skeletal Mage [who had just escaped] and general theme of this area. 


TRAP DESCRIPTIONS:

  • A set of passageways before you get back to the normal dungeon
    • maybe some sort of failsafe against LIVING beings
    • undead or constructs dont deal with it? Right b/c means Oni or Skel mage was escaping, so didnt want somebody following too close. 
  • #2 room. A barred off other tport circle... it's got glowing greenish barely visible false flames licking up from it. Wall next to it, also touched by flames, has LEVER. IT's like 20 feet from guys behind barred area. Gotta hit lever. 
    • ANTIMAGIC FLAMES... are all over that area, except the first 16 inches by bars. Harmless to walk in or touch. But no magic. 
      • Mage hand won't work.  
      • Dimension door INTO flames won't work. 
      • Can dimension door in the 16 inch safe zone. then go hit lever for friends. 
    • Bars are magical and stone around is magically, doesnt seem to take dmg. 
    • how to get to it?
    • turn into tiny animal, turn big, lever?
    • long 20' stick? Could put arms through bars a little.
    • Can dimension door in the 16 inch safe zone. then go hit lever for friends. 
    • How did Oni get through? Secret button, DC 24. 
    • IF GET PAST, go to #3.
  • #3 room. If use BIG spell, then urn magically pulls magic inward. 
    • Must activate all 4 (each one will glow when done correctly, for 10 minutes). Then the four big rock plates move around, revealing a tport circle big enough for four ppl. 
    • Dead guy shrivelled up mostly skeletal on floor like sleeping.
      • Kind looks like the "cold" head, but it's not sleep... it's cold needed.  
    • Acid activated Urn. 
      • Has clean skull. 
      • Has mold growing on floor and side of it. Why? B/c the dead guy figurd it out, threw up in it to activate it. 
    • Fire activated Urn. Blackened skull. 
      • Note the everburning torches above if need. 
    • Necrotic-dead Cold activated Urn. Sleeping mummy looking head with hair. Has FUR around the neck area (bcuz cold). 
      • Better have magic. 
    • Elec activated??? A hand grasping a stick. Scars on hand (from electr.). Urn has cracks on it, like the scars... weird pattern (more fluid than pure zigzag elec.). 
      • Better have magic or static electr.
      • Worried all have is big lightning bolt. Nobody has shock grasp eh? Prestidigitation for a static shock maybe is enough. 
  • Room #1 is the Grimtooth fake Tripwire trap. Tunnel. You see tripwire. You see kinda like 3 different types of stone for the tunnel (middle area is the trap). 
    • If jump over it, DC13 to super jump far enough. If dont jump far enough, land on spinning trapdoor and fall for 4d6.
      • ((Ofcourse can just fly over. ))
      • has Oil of Slipperiness so spins for hours or days. 
      • Gotta find way to stop it. 
        • IF CUT wire. it stops the spinning,  2 big spikes fire up from floor supporting it. 
        • Maybe a big pole.
        • Maybe athletics check DC 22?
      •  ***can see past the middle area, curves to right and you see Bottomless pit type stuff over there UNDER the walkway. It's a clue. 

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