TjwBlake
2020-12-23, 10:04 AM
Hi All,
I have a 5e adventure that I am working on.... in this case I am using a Morkoth as the final boss.
I am working on some traps/encounters/whatever you want to call them as the PCs enter its lair and just looking for some ideas or to bounce the below idea off some folks.
I have a group of 6 lvl 9 PCs of moderate power (I often have to up hitpoints and the like to keep things challenging)
The goal with a lot of this is to ensure they cannot go in and simply alpha strike the badguy. The need for waterbreathing will help a little bit
One hazard I have is:
Halls of weeds – Thick strands of seaweed like plants fill the walls in here... movement causes the vines to reach out.. Towards the source like ghostly fingers...
Those affected by the Morkoths hypnosis are allowed passage
All others:
Stealth check DC 15 to avoid the trigger
Failure = grappled DC15 escape. At the start of the creatures turn it must make a DC 15 CON save vs poison or gain 1 pt of exhaustion (each turn spent grappled will also delay arrival in the Morkoth's lair)
If the group spends more than 2 rounds dealing with the trapped PCs, it will take a DC 13 Perception check to find the PC(s) going to the Morkoth
Does this seem reasonable as a bit of a challenge an a way to help "break up" the party's ability to stay organized and planned? Any other ideas?
I have a 5e adventure that I am working on.... in this case I am using a Morkoth as the final boss.
I am working on some traps/encounters/whatever you want to call them as the PCs enter its lair and just looking for some ideas or to bounce the below idea off some folks.
I have a group of 6 lvl 9 PCs of moderate power (I often have to up hitpoints and the like to keep things challenging)
The goal with a lot of this is to ensure they cannot go in and simply alpha strike the badguy. The need for waterbreathing will help a little bit
One hazard I have is:
Halls of weeds – Thick strands of seaweed like plants fill the walls in here... movement causes the vines to reach out.. Towards the source like ghostly fingers...
Those affected by the Morkoths hypnosis are allowed passage
All others:
Stealth check DC 15 to avoid the trigger
Failure = grappled DC15 escape. At the start of the creatures turn it must make a DC 15 CON save vs poison or gain 1 pt of exhaustion (each turn spent grappled will also delay arrival in the Morkoth's lair)
If the group spends more than 2 rounds dealing with the trapped PCs, it will take a DC 13 Perception check to find the PC(s) going to the Morkoth
Does this seem reasonable as a bit of a challenge an a way to help "break up" the party's ability to stay organized and planned? Any other ideas?