Adam...?
2011-03-08, 12:38 PM
In a nutshell, my PCs will probably end up pissing off people with character levels soon. And for plot related reasons, those people should have a few insane magic items. Not just your regular +x swords, but the sort of things that can and should be unique, overpowered, and generally game breaking. Ideally the sorts of things that can turn a regular encounter against a handful of people into an interesting sort of combat/puzzle hybrid.
For instance, I'm liking the idea of a fighter-type with an amulet that effectively provides total cover against incoming attacks from the front. See how long it takes people to figure out that they have to flank him to get through his defenses. Also, maybe a guy with some sort of offensive teleportation ability could be interesting?
I know the classic issues with PCs vs. humanoid NPC encounters are that they tend to be too squishy and they require decent magic items to be effective, which means too much loot for the players. I figure these items provide an opportunity to give the enemies stronger defensive options, and it'll tie up a good chunk of their WBL. Win-win. And hey, the PCs are pretty behind on WBL, so they could probably use a good windfall anyways.
If it helps, this should be a difficult challenge for a group of five rather unoptimized level 11 PCs. Check the spoilers for a more in-depth background, if you think it'll help.
Heavy inspiration for this campaign has come from the lovely SCP Foundation (http://scp-wiki.wikidot.com/). The whole plot hook revolves around the fact that, in addition to the usual Arcane and Divine magic, there's also "Wild" magic (affectionately referred to by the players as "weird ****") that doesn't really follow any known rules. It's really just a chaotic, inconsistent mess that most people aren't even aware of. However, every now and again, objects (or people, or locations, or whatever) get spontaneously enchanted/created by Wild Magic. Effects can range from the mundane, like the classic "stick that always stands on end," or the gambling dice that reward victories with small amounts of currency and punishes losses with dangerous jolts of electricity, to incredibly deadly, such as items that allow for at-will mental domination, or create permanent and fully functional clones.
After a handful of people with a couple cool toys were able to (nearly successfully) wage war on entire nations, some people figured that maybe Wild magic artifacts should be kept under control, and formed an organization tasked to locate, confiscate, and contain such things. The general idea behind this being that Wild magic represents a power too great for any mortal to control. The PCs have gotten themselves involved in this, and have been having a great time tracking down and obtaining a variety of weird things, all of which they are expressly forbidden from ever using. Strangely enough, they're okay with this.
Recently, the players have become aware of an organization that is trying to undermine and replace the ruling powers. To make matters more interesting, their tactics mainly involve collecting Wild magic stuff for the sole purpose of furthering their goals. So when the agents of this organization meet the PCs, it'll likely end in a showdown. And the agents won't have any qualms about using their fun toys to win. Hence, I need some ideas.
If it helps, here's the party composition
-Human fighter 11, uses greatswords and a lot of weapon focus/specialization type feats. Hilariously, most of the player consider him to be the "most powerful" character, and they may not be that far off.
-Human cleric 11, also uses greatswords, but mostly confined to healbot/party buffer status.
-Human sorcerer 6/rogue 3/arcane trickster 2, uses invisibility and flight. Enjoys blasting things.
-Human monk 10/swordsage 1. Just convinced him to take his first level of swordsage, since he was obviously falling behind the rest of the party.
-Elven wizard 11, blaster style. Has a few good non-blasting spells, but rarely makes good use of them.
For instance, I'm liking the idea of a fighter-type with an amulet that effectively provides total cover against incoming attacks from the front. See how long it takes people to figure out that they have to flank him to get through his defenses. Also, maybe a guy with some sort of offensive teleportation ability could be interesting?
I know the classic issues with PCs vs. humanoid NPC encounters are that they tend to be too squishy and they require decent magic items to be effective, which means too much loot for the players. I figure these items provide an opportunity to give the enemies stronger defensive options, and it'll tie up a good chunk of their WBL. Win-win. And hey, the PCs are pretty behind on WBL, so they could probably use a good windfall anyways.
If it helps, this should be a difficult challenge for a group of five rather unoptimized level 11 PCs. Check the spoilers for a more in-depth background, if you think it'll help.
Heavy inspiration for this campaign has come from the lovely SCP Foundation (http://scp-wiki.wikidot.com/). The whole plot hook revolves around the fact that, in addition to the usual Arcane and Divine magic, there's also "Wild" magic (affectionately referred to by the players as "weird ****") that doesn't really follow any known rules. It's really just a chaotic, inconsistent mess that most people aren't even aware of. However, every now and again, objects (or people, or locations, or whatever) get spontaneously enchanted/created by Wild Magic. Effects can range from the mundane, like the classic "stick that always stands on end," or the gambling dice that reward victories with small amounts of currency and punishes losses with dangerous jolts of electricity, to incredibly deadly, such as items that allow for at-will mental domination, or create permanent and fully functional clones.
After a handful of people with a couple cool toys were able to (nearly successfully) wage war on entire nations, some people figured that maybe Wild magic artifacts should be kept under control, and formed an organization tasked to locate, confiscate, and contain such things. The general idea behind this being that Wild magic represents a power too great for any mortal to control. The PCs have gotten themselves involved in this, and have been having a great time tracking down and obtaining a variety of weird things, all of which they are expressly forbidden from ever using. Strangely enough, they're okay with this.
Recently, the players have become aware of an organization that is trying to undermine and replace the ruling powers. To make matters more interesting, their tactics mainly involve collecting Wild magic stuff for the sole purpose of furthering their goals. So when the agents of this organization meet the PCs, it'll likely end in a showdown. And the agents won't have any qualms about using their fun toys to win. Hence, I need some ideas.
If it helps, here's the party composition
-Human fighter 11, uses greatswords and a lot of weapon focus/specialization type feats. Hilariously, most of the player consider him to be the "most powerful" character, and they may not be that far off.
-Human cleric 11, also uses greatswords, but mostly confined to healbot/party buffer status.
-Human sorcerer 6/rogue 3/arcane trickster 2, uses invisibility and flight. Enjoys blasting things.
-Human monk 10/swordsage 1. Just convinced him to take his first level of swordsage, since he was obviously falling behind the rest of the party.
-Elven wizard 11, blaster style. Has a few good non-blasting spells, but rarely makes good use of them.