Moonlitdreams
2010-10-31, 09:12 PM
So. I am running a levels long gauntlet for a party of 8th level with intention to get them to level 15 or higher by the time they finish. It is basically a tower shaped out of a mountain by the wizard tower master that has various levels. I would like input on how to make this a difficult challenge for optimized characters while still making the encounters appropriate for their level. All Pathfinder books are allowed, and 3.5 books are allowed with the exception of things alright converted. That is, for example: you cannot be a 3.5 Druid, you have to be a Pathfinder Druid.
The Party:
One Wizard that intends to go Archmage at the appropriate level.
One Fighter/Swashbuckler/Dervish.
One Catfolk Ranger.
One Eldritch Chain focused Warlock.
One Psion, discipline undecided.
I have no clue as of yet what they plan to do for healing. The group seems the type to just charge in though, so traps will be deadly for them, especially without a rogue.
The Plan:
Each layer of the tower is themed after a specific plane of the multiverse, starting with Carceri and ending with a living demiplane of the aforementioned wizard's own creation. There should be about one layer per level, with the players reaching the top around level... 16 or so. I have not decided on every plane I am going to use yet, though I know Acheron, The Beastlands and the Abyss will make an appearance. Any feedback on fun planes to use would be awesome.
So far, for the first level I plan to make it laid out like a winding prison, with bodies of the previous parties that tried to get through the layer frozen inside of the cells. The end of the layer will have a locked gate that the only way to open it is with a series of keys found in rooms throughout the layer. All while having to defeat the occupants of the place, of course. I am thinking of using Kythons (BoVD) and Bone Devils as jailers, with perhaps a Fiendish Cryohydra at the end.
Thoughts? Should I put more traps? More minions and less big bosses? Any ideas if/how the keys should be hidden?
The Party:
One Wizard that intends to go Archmage at the appropriate level.
One Fighter/Swashbuckler/Dervish.
One Catfolk Ranger.
One Eldritch Chain focused Warlock.
One Psion, discipline undecided.
I have no clue as of yet what they plan to do for healing. The group seems the type to just charge in though, so traps will be deadly for them, especially without a rogue.
The Plan:
Each layer of the tower is themed after a specific plane of the multiverse, starting with Carceri and ending with a living demiplane of the aforementioned wizard's own creation. There should be about one layer per level, with the players reaching the top around level... 16 or so. I have not decided on every plane I am going to use yet, though I know Acheron, The Beastlands and the Abyss will make an appearance. Any feedback on fun planes to use would be awesome.
So far, for the first level I plan to make it laid out like a winding prison, with bodies of the previous parties that tried to get through the layer frozen inside of the cells. The end of the layer will have a locked gate that the only way to open it is with a series of keys found in rooms throughout the layer. All while having to defeat the occupants of the place, of course. I am thinking of using Kythons (BoVD) and Bone Devils as jailers, with perhaps a Fiendish Cryohydra at the end.
Thoughts? Should I put more traps? More minions and less big bosses? Any ideas if/how the keys should be hidden?