Smoutwortel
2022-05-04, 10:43 AM
In order to defeat team evil a good trap can be really useful like it has proven to be against Elan's father.
If you have suggestions, points of criticism or own ideas feel free to post.
A challenge they will face is the need to not reveal the existence of the teleport trap, while still using the surprise effect it grants.
I suggest to do this by using one of the locations it teleports to for a trap, which can be done since team evil recently had to reset their entire search schedule, due to the discovery of the wrongly marked doors.
One of the bigger challenges of the order is that they want so many of their adversaries alive. O'chul and Sereni want the monster in the dark alive, everyone wants Redcloack alive and Oona and their animal companion can probably get at least some sympathy from Sereni, O'chul, Belkar, Durkon and Roy(Not having been a big an active threat to them and mostly just being an bystander who got sucked in).
I think the best way to get rid of the monster of the dark without seriously harming is to use their tankiness to seperate them from the rest.
I suggest to do that by taking a long and complex hallway with many rigid doors, a slow way to drain liquids out of it and two great basins of a liquid(I advice holy water) at both of its ends that can be drained in the hallway from one of the rooms with a by bars obstructed way to drain liquids out of it. Close all doors except for the door of the room from where the basins are operated and place O'chul in another room than that room. Prepare a fast way to sturdily close the door opening(like Stone Shape, Wall of Stone, Sunny's Telikinesis ray and Wall of Force).
If team evil enters the hallway flush the hallway. Thanks to its tankiness the monster of the dark probably has the most stable footing of team evil and will thus flow the slowest making it possible to lock the door opening before they too flow into the room.
After separating them from the rest of the team and waiting until enough of the liquid is drained out of the hallway for O'chul to enter let O'chul explain the situation to them and don't give O'chul the location of the now obstructed control room. Close the door of the control room, so the monster in the dark will have more trouble finding it.
They also have to disable redcloack before Redcloack casts uses a 9th level spell slot.
My suggestion to achieve this:
Make sure this room has a high ceiling.
Install in this room small with Serini's signature poison poisoned pikes on the bars, by the liquid drainage point and have Sunny float high up and aim their anti-magic field at it, so Redcloack doesn't get saved from the poison effect by the Crimson Mantle or any other of his magic items.
First if the liquid is drained from the room have Miranda and the female paladin strip all the unconscious creatures of their magic items and constrain them.
Second have Sunny move the anti-magic field from the area and shoot Redcloack with the petrify ray, shoot Oona with the sleep ray and shoot their animal companion with the paralyzing ray.
At last have Miranda and the female paladin lock cast neutralize poison on them and lock them up somewhere safe.
Xykon is a really strong caster and yet still a lich and thus basically impervious to non-magical attacks.
My suggestions to work around this are
- Surround him when the possibility appears, so less of this area of effect spells will help him.
- Let everyone who faces Xykon carry objects with silence cast on it and communicate with a telepathy spell, so Xykon can't cast verbal spells.
- (only works if liches can't see in the dark, but I thought they couldn't) Cast darkvision on Roy and make the room dark, so he doesn't see his enemies, since he is a human and thus can't see in the dark.
- Try to use dexterity based attacks on him, since that's his weakest stats(petrify ray and clubbing him with a magical sword for example)
- Have Roy focus on pulling spell splinter manouvres, while the rest of the martial characters like Belkar, Haley and Serini try to beat him up.
- Have Sunny focus his anti-magic cone on the faraway casters, since you can still fire spells out of a anti-magic cone, but inside they do nothing.
Xykon can probably teleport good enough on those places he got teleported to by the teleport trap that if he were to try the would succeed.
My suggestion:
Use dimensional lock or use a magic item with a comparable effect. You don't want to deal with the side effects of other dimensional locking spells like hallow(Belkar), forbiddance(They enemy gets thrown out of the room) and Anti-magic field(You can't use magic).
If you have suggestions, points of criticism or own ideas feel free to post.
A challenge they will face is the need to not reveal the existence of the teleport trap, while still using the surprise effect it grants.
I suggest to do this by using one of the locations it teleports to for a trap, which can be done since team evil recently had to reset their entire search schedule, due to the discovery of the wrongly marked doors.
One of the bigger challenges of the order is that they want so many of their adversaries alive. O'chul and Sereni want the monster in the dark alive, everyone wants Redcloack alive and Oona and their animal companion can probably get at least some sympathy from Sereni, O'chul, Belkar, Durkon and Roy(Not having been a big an active threat to them and mostly just being an bystander who got sucked in).
I think the best way to get rid of the monster of the dark without seriously harming is to use their tankiness to seperate them from the rest.
I suggest to do that by taking a long and complex hallway with many rigid doors, a slow way to drain liquids out of it and two great basins of a liquid(I advice holy water) at both of its ends that can be drained in the hallway from one of the rooms with a by bars obstructed way to drain liquids out of it. Close all doors except for the door of the room from where the basins are operated and place O'chul in another room than that room. Prepare a fast way to sturdily close the door opening(like Stone Shape, Wall of Stone, Sunny's Telikinesis ray and Wall of Force).
If team evil enters the hallway flush the hallway. Thanks to its tankiness the monster of the dark probably has the most stable footing of team evil and will thus flow the slowest making it possible to lock the door opening before they too flow into the room.
After separating them from the rest of the team and waiting until enough of the liquid is drained out of the hallway for O'chul to enter let O'chul explain the situation to them and don't give O'chul the location of the now obstructed control room. Close the door of the control room, so the monster in the dark will have more trouble finding it.
They also have to disable redcloack before Redcloack casts uses a 9th level spell slot.
My suggestion to achieve this:
Make sure this room has a high ceiling.
Install in this room small with Serini's signature poison poisoned pikes on the bars, by the liquid drainage point and have Sunny float high up and aim their anti-magic field at it, so Redcloack doesn't get saved from the poison effect by the Crimson Mantle or any other of his magic items.
First if the liquid is drained from the room have Miranda and the female paladin strip all the unconscious creatures of their magic items and constrain them.
Second have Sunny move the anti-magic field from the area and shoot Redcloack with the petrify ray, shoot Oona with the sleep ray and shoot their animal companion with the paralyzing ray.
At last have Miranda and the female paladin lock cast neutralize poison on them and lock them up somewhere safe.
Xykon is a really strong caster and yet still a lich and thus basically impervious to non-magical attacks.
My suggestions to work around this are
- Surround him when the possibility appears, so less of this area of effect spells will help him.
- Let everyone who faces Xykon carry objects with silence cast on it and communicate with a telepathy spell, so Xykon can't cast verbal spells.
- (only works if liches can't see in the dark, but I thought they couldn't) Cast darkvision on Roy and make the room dark, so he doesn't see his enemies, since he is a human and thus can't see in the dark.
- Try to use dexterity based attacks on him, since that's his weakest stats(petrify ray and clubbing him with a magical sword for example)
- Have Roy focus on pulling spell splinter manouvres, while the rest of the martial characters like Belkar, Haley and Serini try to beat him up.
- Have Sunny focus his anti-magic cone on the faraway casters, since you can still fire spells out of a anti-magic cone, but inside they do nothing.
Xykon can probably teleport good enough on those places he got teleported to by the teleport trap that if he were to try the would succeed.
My suggestion:
Use dimensional lock or use a magic item with a comparable effect. You don't want to deal with the side effects of other dimensional locking spells like hallow(Belkar), forbiddance(They enemy gets thrown out of the room) and Anti-magic field(You can't use magic).