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View Full Version : In the tomb of an epic wizard...



Fates
2012-12-28, 09:21 PM
So, to be brief, I'm DMing a game in which the PCs are currently attempting to return to life a number of epic-level heroes (their characters from the last campaign I ran) whose souls are bound and kept in temples to a god who is worshipped almost exclusively in the world, and who despises magic.

The PCs have nearly found the temple which contains the soul gem of the last party's wizard/favored soul/mystic theurge (who somehow was the weakest member of the party). It is on top of a mountain which they will reach after crossing an enormous desert.

The temple is protected initially by a number of undead priests (the priesthood is okay with the undead) who are, surprisingly, also wizards (the priesthood is not okay with this). It would take a very long time to explain why this is, but the PCs will undoubtedly be taken aback by it, as every priest they've met so far has hated all magic with a passion. The priests (who, frankly, are supposed to be off their respective rockers) believe the mystic theurge to be a saint to the magic-hating god, and so the entire temple is built to commemorate him. He was a half-celestial, so I expect it to be somewhat shiny.

Aaanyway, I need some ideas for challenges within the temple leading to the soul gem. The campaign world is very low-magic, with renaissance-level technology, but, as the protectors are wizards, some magic could be involved. The issue is, I always build dungeons as a set of challenges tailor-built for my players to be able to accomplish, and the challenges aren't usually very interesting. So, what, my dear beloved fellow playgrounders, can you come up with?

The party will have members who are between levels 8-10, I expect. They are fairly low-op, however. Here are the PCs- try to make the challenges doable for these characters.

-An elf ninja (home-brewed variant that doesn't suck as much) who focuses on TWF with some very powerful kamas. The stealthier member by far.

-A human monk/soulknife/assassin (ha, terrible, I know), who is reasonably good at stealth but can't hit for sheet

-A half-elf bard/barbarian (whirling frenzy variant)/rogue. As one would expect, he's a bit of a jack of all trades. He can handle himself in most areas.

-A tiefling shadowcaster. She's pretty weak, but her player is skillful enough to make it work. However, she's only 14, refuses to kill unless absolutely necessary, and doesn't contribute much to combat anyway. She is very creepy, however.

-A human warlock/rogue/assassin variant (1/2 invocation/EB progression instead of spells). She's very stealthy and a pretty good damage-dealer, but has some difficulty with the whole "not getting hit" part.

-A middle-aged half-orc druid. He's pretty good at being a druid, but spends most his time healing.

-A human swashbuckler/ranger. She's only tested herself twice in combat, and both times the players had a huge advantage, so frankly I don't know how she'll do.

-A halfling bard. He's not bad as a buffer, but is terrible offensively and spends too much of his resources being wacky to ever truly be an asset.

In addition, any of these four may or may not be present.

-A halfling wizard/rogue/arcane trickster. He focuses primarily on home brewed alchemical items. Another jack of all trades, he's pretty handy with a crossbow.

-A human cleric. She's pretty scary, really. Effective in combat, but spends most of her time doing necromancy. She's a tad more evil than the rest of the party (actually a lot) and there's a good chance she'll be kicked out soon. Probably good, as she's got plans to make the mystic theurge into an undead puppet.

-A tiefling sorcerer. He's only 12, so he can't fight well, but he's got a lot of good magic up his sleeves. He focuses on enchantment, with a bit of blasting added. Again, pretty creepy.

-A half-orc viking (barbarian variant). He's currently dead, but we'll see if he accepts the Druid's reincarnate spell. If he does, he'll be a bugbear. He'll also be much lower level, however, as he died at level 6.


Yes, I know our party is way too big. This is my fault, as, despite already having seven players, I gave the OK on doubles. For this reason, I don't mind if we have some casualties. Not too many, though, as that magic-hating god kinda messed up resurrection magic, so it messes up in weird ways


Cheers!
-Fates

Alleran
2012-12-28, 09:29 PM
An epic-level wizard died for good? :smallconfused:

How did he die in the first place? Who built the tomb?

awa
2012-12-28, 10:06 PM
parties looks like it would be decent at stealth set it up so their are patrolling guards with say horns to call for reinforcements have them walk by shadowy areas alone. depending on how much effort you want to put into it have them walk in a predictable pattern and let the pcs think of a way to take them all out with out letting them sound an alarm. of course if they fail a fairly large force will swarm out for a tough battle.

Seer_of_Heart
2012-12-28, 10:13 PM
An epic-level wizard died for good? :smallconfused:

How did he die in the first place? Who built the tomb?

Yeah, I'm with him on this one how did an epic level wizard die? There are so many ways to get immortality especially at epic level.

awa
2012-12-28, 10:14 PM
cave with say a key in it full of sleeping dire bats (can stealth past, druid can try to keep calm, bard can fascinate ect on failure fight.)

strong locked door with hole in bottom a snake could slip through (druid)

edit
keep in mind this is a low op setting and most ways of getting immortality are evil it was already mentioned he was the weakest in the last group

Fates
2012-12-28, 10:16 PM
An epic-level wizard died for good? :smallconfused:

How did he die in the first place? Who built the tomb?

It was his first campaign. He didn't really know how to play a wizard right. He was killed by the magic-hating god (kind of, it's a long story). The tomb was built by followers of that god, who were told that he was a saint of that god and his tomb should be protected at all costs.

Fates
2012-12-28, 10:19 PM
Yeah, I'm with him on this one how did an epic level wizard die? There are so many ways to get immortality especially at epic level.

I was a little fuzzy on this too, but I figured that I'd rather deal with an epic wizard who somehow doesn't break the game than one who does break the game. I already had four other characters doing so at the time.

Despite almost all being t1 and t2 classes, the old party suffered a TPK. Ironically, the two characters who knew what they were doing enough to become immortal were the weakest overall (besides the wizard)- the Druid/ranger and the rogue.

awa
2012-12-28, 10:22 PM
protected by undead right
Group of mindless zombies marching on a series narrow walkways covered in brown mold. Place to hide right before entering the walk ways. body of dead adventure wedged in corner wand of grease in pack. (The wacky bard should be able to figure out how to remove a few of the zombies before combat begins)

(oh how i hate wacky characters)

Seer_of_Heart
2012-12-28, 10:31 PM
I really like this, I'm personally a big fan of theurges :smallsmile: so I thought of a general theme that sort of integrates this. I was thinking of undead or whatever type of enemy you want to regenerate health and not die unless 2 or more members of the party attack it in the same round to finish it off. As well as having puzzles/traps require the party to split up and coordinate with obvious parallels but also some tricky differences. I'm trying to think of a specific puzzle but I'm not sure how hard and how to make it doable and somewhat specific for the group.

Coidzor
2012-12-28, 10:33 PM
Undead casters, eh? Sounds like a job for a nice illusion garden gambit.

Runestar
2012-12-28, 10:40 PM
If the casters are undead, they might be patrolling alongside their guardians. So perhaps we could look at creating encounter groups that complement a certain caster style?

For instance, we could have a group of constructs, with a wizard that specialises in supporting them. Say a bunch of flesh golems, and the caster augments them with spells like lightning bolt.

Coidzor
2012-12-28, 10:47 PM
Well, actually, an area set aside for each school of magic that's occupied/maintained by the wizard-priests who favor that school would be a nice idea and go along with the whole theme of the wizard tomb as well.

So you'd have a necromantic themed area with some lords of the uttercold and their minions as well as debuffing and the like while another area would have their senses assaulted and their wits tried by illusionists some of which are uncomfortably real...

Seer_of_Heart
2012-12-28, 10:55 PM
I just had a simple but thematically fitting idea. The Spellstitched template lets you add spells from arcane means onto undead so you could have the undead all be divine casters while gaining arcane spells from spellstiched to help the theurge arcane+divine theme. Bonus! Spellstitched is keyed off of wisdom which divine casters should be using

Fates
2012-12-28, 11:24 PM
I'm liking these ideas, guys. :smallbiggrin:

Alleran
2012-12-29, 06:21 AM
Undead casters, eh? Sounds like a job for a nice illusion garden gambit.
Or, if you're open to including some third party (sort of) material, the Dragonlance Age of Mortals Undead Battery metamagic feat on a few of the undead in the tomb (assuming they're spellcasters) would help. It does ramp up their power somewhat, however.