ok well here we go. i a a dm... and i have a game tommorow. we are starting a new part, and the players want to do a level 10 evil campain. that i am fine with. we did an evil one once. it was kinda fun. but the problem is i have to have it done by tommorow, or at least a bit of it, i know i can finish it but i dont know if i can make it intresting enough. if you have any ideas please throw them at me, traps, monsters, items, spells anything i will tak'em. it is mostly going to be undead they are dealing with. the party is a little screwed up tho, but that is there problem. there are two assasins, a sorc and a wiz.
they are going to join a guild like thing and are sent on a mission to kill a leader of another one, he lead a kinda clan of plaladins befor he abandoned them. and ideas would be nice. oh and it first doungeon takers place in a crypt. i love crypts...and mines, but my pcs said i can use mines... i over used them...but i love them...ok ignor the mine this i am just insane.
thanks. abobo
need some help, a lot of it...badly...
Fun Time Givers
If you are looking for a way to slow the party down without slowing down the game, you could use some of these doors. They really do slow them down, and if they don't, you can make alarms go off!!! Woot to the doors, yo.
Forgive the length, I copied like 3 pages out of one of the books... :laugh:
Dungeon Terrain: Doors
A dungeon with walls made of ice or flesh demands doors a bit more exotic than those of simple wood or stone. The following new door types help to define unusual dungeons. Unless otherwise noted, these doors function in much the same way as those presented in the Dungeon Master's Guide (page 60).
Substances such as air, magma, and insects are not typical for doors, since walls made of such substances can be penetrated, unless they are held together with walls of force or similar magic. Doors are often made of a different material from the surrounding walls, setting them off as portals.
Bone Doors
Ribs and spines make up the frame of this macabre door, and skulls form much of the body. Some doors of bone have the same effects as bone walls, but more often these portals are imbued with permanent magic mouth spells that ask for passwords. Such a door might also include an alarm spell that sets off loud shrieking if intruders attempt to bypass it.
Energy Doors
This gleaming door is made of searing energy, such as fire, burning cold, acid, or electricity. An observer can see the swirling energy within the door's rune-scribed frame. The door does not open; instead, the PCs must walk though its energy field to continue on. Such portals usually punctuate walls of more solid material. Choose any single energy descriptor. Anyone who passes through the door takes 2d6 points of damage of the chosen energy type. Such doors can be translucent (providing concealment) or opaque (for total concealment).
Flesh Doors
A flesh door might be a relatively thin membrane, resembling an eardrum or diaphragm, that responds to a particular vibration. Breaking through the membrane is fairly easy, by dealing piercing or slashing damage, but such intrusions often trigger alarms or traps. Some flesh portals resemble muscular valves, opening only under a particular set of circumstances, such as a mind blast or other stunning effect, or when dealt a particular type of damage. Instead of breaking a valve door, creatures can attempt to squeeze through with a successful Strength or Escape Artist check, as though it were stuck.
Glass
Doors made from glass are used primarily to achieve a desired aesthetic effect. They are usually clear, to show off the contents of the enclosed space, and always carefully balanced. As with walls, doors made of glass can shatter when broken, though being thinner than walls, they produce fewer deadly shards. Anyone adjacent to a door of glass when it shatters takes 1d6 points of slashing damage (Reflex DC 15 half). Glass doors can also contain pockets of poisonous or acidic gas that are released if the door is shattered. Due to the glass's transparency, Open Lock checks to unlock a glass door receive a +2 circumstance bonus. However, the locking mechanism might be rendered invisible to avoid standing out (in which case this bonus does not apply).
Golem Doors
A truly bizarre -- and truly secure -- creation, a golem door is carefully crafted from pieces of iron and adamantine. It opens only with the proper key or when so commanded by its creator. Such a door shares many of the traits of an iron golem. It does not have hardness but instead has damage reduction 10/adamantine. It is immune to all forms of magic, with some exceptions. Rusting effects, such as a rusting grasp spell, deal damage to a golem door normally, as if it were a ferrous creature. Electricity damage weakens a golem door temporarily; for 3 rounds, the DCs to open or break such are door are reduced by 5. Fire damage cancels this effect and fortifies the door, increasing open and break DCs by 5.
If someone tries to open a golem door without the proper key or command word, the door belches forth a cloud of deadly poison in the square immediately outside the door and in squares adjacent to that square (inhaled, Fort DC 19, initial damage 1d4 Con, secondary damage 3d4 Con). The cloud is 20 feet tall. A golem door can produce a poison cloud once per hour. It dissipates after 1 round(the poison cloud, not the door)(that would be a WORTHLESS door).
Ice Doors
Like glass doors, those made of ice are often clear, delicately sculpted, and easily damaged, so they rarely secure critical areas. Due to an ice door's transparent nature, Open Lock checks to unlock it receive a +2 circumstance bonus on the roll. Fire damage can readily destroy an ice door, just as it does a wall made of ice, and other forms of energy act as they would on an ice wall.
Plant Doors
Like walls of living vegetation, plant doors are a favorite among druids. A plant door has the same requirements and characteristics as a wall of plants, although it is thinner. Plant doors made of fungus also exist. Sometimes plant doors do not open in the normal way but form passages for those entitled to pass.
Void Doors
A void door appears as inky, liquid blackness filling a rusted door frame. A thin curtain shaped from the stuff of the Negative Energy Plane, this door does not open but is simply passed through. The negative energy has a strange effect on the senses: Anyone reaching through is unable to sense anything beyond, even the floor. Neither sound nor light can pass through a void door, making it difficult to determine what lies on the other side.
More powerful versions of void doors also exist. Some deal damage to creatures that pass through, and exceptionally dangerous versions bestow negative levels.
Water Lock Doors
This circular bronze barrier is inscribed with Aquan runes. It has a latch set in its middle, and it is cool to the touch. This door serves as an "airlock" that holds back water. On the other side might be a subterranean lake, an artificial pool, or even a portal to the Elemental Plane of Water. Opening such a door could flood an entire dungeon level. The area beyond could be flooded or dry (having already been emptied) -- simple observation does not reveal any hints, other than condensation on a cold surface.
Releasing the water produces a torrent that can sweep PCs off their feet; each character in its path must succeed on a DC 20 Strength check or be pushed 4d20 feet and take 3d6 points of damage. On a successful check, a character holds his ground and takes no damage. Closing a door through which water is rushing requires a successful DC 25 Strength check. After the initial push, water continues to flow beyond the door, creating a shallow or deep pool (DMG 64).
Zombie Doors
Made from corpses that have been stitched together, zombie doors are a favorite of necromancers. The bodies retain their limbs and have a reach of 5 feet, lashing at anyone within reach who does not speak the proper command word (attack +2, 1d6+2 points of bludgeoning damage). A turning or rebuking check that affects at least 4 HD of undead deactivates a zombie door for 1 minute, allowing it to be opened or closed easily. If the result of a turning check is destruction, the door crumbles. If the result of a rebuking check is command, the door attacks only those targets designated by its new master. Zombie doors do not count toward the total Hit Dice of undead a spellcaster can control.
If you are looking for a way to slow the party down without slowing down the game, you could use some of these doors. They really do slow them down, and if they don't, you can make alarms go off!!! Woot to the doors, yo.
Forgive the length, I copied like 3 pages out of one of the books... :laugh:
Dungeon Terrain: Doors
A dungeon with walls made of ice or flesh demands doors a bit more exotic than those of simple wood or stone. The following new door types help to define unusual dungeons. Unless otherwise noted, these doors function in much the same way as those presented in the Dungeon Master's Guide (page 60).
Substances such as air, magma, and insects are not typical for doors, since walls made of such substances can be penetrated, unless they are held together with walls of force or similar magic. Doors are often made of a different material from the surrounding walls, setting them off as portals.
Bone Doors
Ribs and spines make up the frame of this macabre door, and skulls form much of the body. Some doors of bone have the same effects as bone walls, but more often these portals are imbued with permanent magic mouth spells that ask for passwords. Such a door might also include an alarm spell that sets off loud shrieking if intruders attempt to bypass it.
Energy Doors
This gleaming door is made of searing energy, such as fire, burning cold, acid, or electricity. An observer can see the swirling energy within the door's rune-scribed frame. The door does not open; instead, the PCs must walk though its energy field to continue on. Such portals usually punctuate walls of more solid material. Choose any single energy descriptor. Anyone who passes through the door takes 2d6 points of damage of the chosen energy type. Such doors can be translucent (providing concealment) or opaque (for total concealment).
Flesh Doors
A flesh door might be a relatively thin membrane, resembling an eardrum or diaphragm, that responds to a particular vibration. Breaking through the membrane is fairly easy, by dealing piercing or slashing damage, but such intrusions often trigger alarms or traps. Some flesh portals resemble muscular valves, opening only under a particular set of circumstances, such as a mind blast or other stunning effect, or when dealt a particular type of damage. Instead of breaking a valve door, creatures can attempt to squeeze through with a successful Strength or Escape Artist check, as though it were stuck.
Glass
Doors made from glass are used primarily to achieve a desired aesthetic effect. They are usually clear, to show off the contents of the enclosed space, and always carefully balanced. As with walls, doors made of glass can shatter when broken, though being thinner than walls, they produce fewer deadly shards. Anyone adjacent to a door of glass when it shatters takes 1d6 points of slashing damage (Reflex DC 15 half). Glass doors can also contain pockets of poisonous or acidic gas that are released if the door is shattered. Due to the glass's transparency, Open Lock checks to unlock a glass door receive a +2 circumstance bonus. However, the locking mechanism might be rendered invisible to avoid standing out (in which case this bonus does not apply).
Golem Doors
A truly bizarre -- and truly secure -- creation, a golem door is carefully crafted from pieces of iron and adamantine. It opens only with the proper key or when so commanded by its creator. Such a door shares many of the traits of an iron golem. It does not have hardness but instead has damage reduction 10/adamantine. It is immune to all forms of magic, with some exceptions. Rusting effects, such as a rusting grasp spell, deal damage to a golem door normally, as if it were a ferrous creature. Electricity damage weakens a golem door temporarily; for 3 rounds, the DCs to open or break such are door are reduced by 5. Fire damage cancels this effect and fortifies the door, increasing open and break DCs by 5.
If someone tries to open a golem door without the proper key or command word, the door belches forth a cloud of deadly poison in the square immediately outside the door and in squares adjacent to that square (inhaled, Fort DC 19, initial damage 1d4 Con, secondary damage 3d4 Con). The cloud is 20 feet tall. A golem door can produce a poison cloud once per hour. It dissipates after 1 round(the poison cloud, not the door)(that would be a WORTHLESS door).
Ice Doors
Like glass doors, those made of ice are often clear, delicately sculpted, and easily damaged, so they rarely secure critical areas. Due to an ice door's transparent nature, Open Lock checks to unlock it receive a +2 circumstance bonus on the roll. Fire damage can readily destroy an ice door, just as it does a wall made of ice, and other forms of energy act as they would on an ice wall.
Plant Doors
Like walls of living vegetation, plant doors are a favorite among druids. A plant door has the same requirements and characteristics as a wall of plants, although it is thinner. Plant doors made of fungus also exist. Sometimes plant doors do not open in the normal way but form passages for those entitled to pass.
Void Doors
A void door appears as inky, liquid blackness filling a rusted door frame. A thin curtain shaped from the stuff of the Negative Energy Plane, this door does not open but is simply passed through. The negative energy has a strange effect on the senses: Anyone reaching through is unable to sense anything beyond, even the floor. Neither sound nor light can pass through a void door, making it difficult to determine what lies on the other side.
More powerful versions of void doors also exist. Some deal damage to creatures that pass through, and exceptionally dangerous versions bestow negative levels.
Water Lock Doors
This circular bronze barrier is inscribed with Aquan runes. It has a latch set in its middle, and it is cool to the touch. This door serves as an "airlock" that holds back water. On the other side might be a subterranean lake, an artificial pool, or even a portal to the Elemental Plane of Water. Opening such a door could flood an entire dungeon level. The area beyond could be flooded or dry (having already been emptied) -- simple observation does not reveal any hints, other than condensation on a cold surface.
Releasing the water produces a torrent that can sweep PCs off their feet; each character in its path must succeed on a DC 20 Strength check or be pushed 4d20 feet and take 3d6 points of damage. On a successful check, a character holds his ground and takes no damage. Closing a door through which water is rushing requires a successful DC 25 Strength check. After the initial push, water continues to flow beyond the door, creating a shallow or deep pool (DMG 64).
Zombie Doors
Made from corpses that have been stitched together, zombie doors are a favorite of necromancers. The bodies retain their limbs and have a reach of 5 feet, lashing at anyone within reach who does not speak the proper command word (attack +2, 1d6+2 points of bludgeoning damage). A turning or rebuking check that affects at least 4 HD of undead deactivates a zombie door for 1 minute, allowing it to be opened or closed easily. If the result of a turning check is destruction, the door crumbles. If the result of a rebuking check is command, the door attacks only those targets designated by its new master. Zombie doors do not count toward the total Hit Dice of undead a spellcaster can control.
i know im late, but i think the next eve will come, so
and how do you play ?
do your players share information, eg. "oh look this time i got an lvl 5 wiz with some nice spells", or do they just play and are trying to be mysterious
we once made an adventure ( high level / evil ) where the group was
an adult blue dragon, vampire, evil mage and such stuff,
but the fun part nobody knew what the other guy was, they all where disguised and thought kind of they where the only evil/strong guy there,
and since they are all quiet handy with rp they tried to use each other,
it ended in quiet a battle between the dragon and the vampire funny thing
well just a general tip here,
1. evil people are selfish so they all need their own profit to do some thing
2. evil does not always fight the good guys, often themselfs
but back to topic, i would really like to help just tell me something what happend, and what they are 2 assasins and 2 arcane magic users
so they lack a warrior and a priest,
if you like crypts and undead as u meantioned, let them deal with a lich or stong vampire as "end boss"
of course a lich is too strong, but remember, a lich usually does not try to go into a 1on1 fight since hes where fragile, let them just fight the simulacrum of the lich, and the actual lich is watching through a glasswall/orb of farsight so he is at a safe place, and the simulacrum is easier but still a though battle for the pcs
anyway just tell us what happend and we are maybe able to help you
and how do you play ?
do your players share information, eg. "oh look this time i got an lvl 5 wiz with some nice spells", or do they just play and are trying to be mysterious
we once made an adventure ( high level / evil ) where the group was
an adult blue dragon, vampire, evil mage and such stuff,
but the fun part nobody knew what the other guy was, they all where disguised and thought kind of they where the only evil/strong guy there,
and since they are all quiet handy with rp they tried to use each other,
it ended in quiet a battle between the dragon and the vampire funny thing
well just a general tip here,
1. evil people are selfish so they all need their own profit to do some thing
2. evil does not always fight the good guys, often themselfs
but back to topic, i would really like to help just tell me something what happend, and what they are 2 assasins and 2 arcane magic users
so they lack a warrior and a priest,
if you like crypts and undead as u meantioned, let them deal with a lich or stong vampire as "end boss"
of course a lich is too strong, but remember, a lich usually does not try to go into a 1on1 fight since hes where fragile, let them just fight the simulacrum of the lich, and the actual lich is watching through a glasswall/orb of farsight so he is at a safe place, and the simulacrum is easier but still a though battle for the pcs
anyway just tell us what happend and we are maybe able to help you
if you want to make something that will keep players interested then make a defend ground scenario for your campaign.
A village has heard of the evil people *change the name lol* and wants them dead. they riot and storm into watever place they are. however the village is heavily diseased and famine ridden so you can usually drop a peasant in like... 1-3 hits. make something so that players cant get hit more than once a turn like... throwing up a table to hinder movement and give more time to cut them up. gets harder as guards are added to the mix. could be a good way to rack up some God of Slaughter Points.
A village has heard of the evil people *change the name lol* and wants them dead. they riot and storm into watever place they are. however the village is heavily diseased and famine ridden so you can usually drop a peasant in like... 1-3 hits. make something so that players cant get hit more than once a turn like... throwing up a table to hinder movement and give more time to cut them up. gets harder as guards are added to the mix. could be a good way to rack up some God of Slaughter Points.
The Blood Stained Hurricane