Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: $Revision: 1.6.2.16 $; site ISM780.UUCP Path: utzoo!linus!philabs!cmcl2!seismo!harvard!think!ISM780!geoff From: geoff@ISM780.UUCP Newsgroups: net.games.frp Subject: Re: Re: How do YOU fleece PCs? (How NOT Message-ID: <28700001@ISM780.UUCP> Date: Fri, 26-Apr-85 12:24:00 EDT Article-I.D.: ISM780.28700001 Posted: Fri Apr 26 12:24:00 1985 Date-Received: Sun, 28-Apr-85 07:32:29 EDT References: <739@mhuxt.UUCP> Lines: 38 Nf-ID: #R:mhuxt:-73900:ISM780:28700001:000:2466 Nf-From: ISM780!geoff Apr 26 12:24:00 1985 The question is: What does one do about parties with so much magic that they can do a cakewalk in Hades? Many good answers have been posted, but if all else fails, try the "Fourth of July Special*". This is a room, corridor, chest, or whatever that is inhabited by an alien (off-plane) being who lives on magical energy. Usually the trap is set off (read: Creature is awakened) by the use of magic in the area (the size of said area being the DM's option). The effects are not subtle: EVERY MAGIC ITEM RELEASES ITS POWER IMMEDIATELY. (potions act as if ingested by the bearer, scrolls read themselves, wands start shooting off charges, weapons begin acting like dancing swords, etc.) If the DM is kind-hearted, s/he may ignore the possibility of the "multiple potion" side effects discussed in the DMG. If the types of magic carried by the party are well balanced WRT offense/defense, no one will be hurt too much, if not, the DM could make adjustments as needed (perhaps the "creature" inhabiting the trap will set off an anti-magic shell scroll which just happens to be lying in the corner nearest the wimp characters). The party now has a problem, to wit: "How the hell do we get out of here?", the description of the events should prove amuzing enough to allay(sp?) any bad feelings on the part of the worst-hit party members, and many heavy-duty magic items will have to be left behind. This will provide another adventure for the day the party is truly powerful enough to try to get the stuff back, by which time the amount of magic to "rescue" will be more in line with the DM's idea of game balance. The "creature" is not a violent soul, just hungry. The permanently enchanted magic items will keep flying around and swinging at everything that moves as long as there is a corporeal creature in the area of effect. (Some sort of being native to this plane is needed as a "focus" or "gate" for this power to manifest.) To get rid of the creature a gate *might* work (if you can figure out where to gate the creature to), but some or all of the magic items in the area will go through the gate with the creature. Mucho cash can be used on Sage consultation to find out where the gate should go, if excess cash is also a problem. * The original idea comes from "The Dragon Tree Book of Tricks, Traps, and Encounters" copyright Dragon Tree Press. I recommend getting ahold of everthing these people have published -- Great Stuff! (for DMs only!)