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View Full Version : DM Help How to trap a caster, and the key to his release - Plot Help



ksbsnowowl
2016-07-30, 02:05 PM
I'm running a homebrew setting where the PC's are currently ECL 3. I had one of those DM "ah-ha!" moments where a backstory/driving force idea blossomed in my mind for what was originally a mundane and reason-less mini adventure idea.

My PC's are en route somewhere, and were approached by some Forest Gnomes who needed their help with an approaching mob of gibberlings (Monsters of Faerun) that was headed toward their village. That was the initial quest idea. Something barely sketched out that they could deal with for a few days as they trekked toward another place.

Then the idea blossomed and solidified. What is driving/corralling this horde of gibberlings directly toward this gnome village? An imp is doing it. He spends most of his time invisible, but will visibly act as a "carrot" when needed to keep the gibberlings on course.

But what motivates the imp?... What if the imp was a caster's Improved Familiar? And the caster is somehow imprisoned, and the imp has been working for centuries toward freeing his master? The McGuffin the imp is after has to do with the Forest Gnomes somehow. Thus, his latest attempt to free his master led him to antagonizing a horde of gibberlings, leading them out of the underdark, and pointing them toward the gnomes.

Seems like a decent little plot, that has possibilities for future plot spin-offs if the PC's deal with the gibberlings, but not the imp (face the imp in the future when he is attempting his next master-freeing plot, or hunt down the caster's imprisoned location, etc). The only problem, is I can't figure out the details of how the imp's master might be imprisoned, and what the McGuffin for his release might be (object? activity?)

For the sake of argument, assume the imprisoned caster is a Kobold Adept 9 (thus it only has a CR of 6; still a decent threat the PC's will have to deal with if they fail to stop the imp's goals, but something they could still deal with if need be). It could certainly be a more powerful caster of some sort (a dragon with an added level(s) of sorcerer, and the Improved Familiar feat), but the Kobold Adept 9 is the lowest CR I could come up with that could have an Imp as a familiar.

The only idea I've come up with so far includes using the "dying curse" rules from page 28 of the BoVD to duplicate a Wish, to in turn duplicate a Binding (Minimus Containment), and somehow the curse was phrased in a way that it would end upon the "death of the bloodline" of some forest gnome adventurer or something. But a wish-enducing Dying Curse is only available to a creature of 17 or more HD... the probability of a 17 HD creature cursing a CR 6 creature into an imprisoned state, rather than just killing him, seems a little whacky.

Any and every idea you guys might have for a trap would be appreciated. The imprisoned caster could even be a Necropolitan Kobold Adept if the trap idea required the imprisoned foe to not need to breathe or eat. Can any of you think of some trapping spell specific to undead, or some other specific creature type? Anything, as long as there's some reasonable expectation that the caster's freedom would take a long time for his Imp familiar to devise (his weekly Commune SLA would have helped him along the way). A simple Magic Circle trap on an outsider wouldn't work; the imp could have ended that without much difficulty.

Big Fau
2016-07-30, 02:18 PM
You're the DM; it doesn't have to make sense or be RAW-compatible. It merely needs to sound plausible to the players if they question it.

A sentient Zombie or Skeleton can get 17HD without being an overwhelming threat to the Kobold. A Zombie that was still wearing a Headband of Intellect could do so. The Kobold's deity could have been displeased with him. He could have pissed off a more powerful caster who felt sealing him away was better (the Imprisonment spell can be used here; the Freedom spell could be a one-time spell trap that casts Freedom once a condition is met. The Greater Glyph Seal (MIC) can do the same thing).

There's all sorts of options here.

Strigon
2016-07-30, 02:33 PM
Perhaps the caster is a servant to a stronger power; he was ordered to kill somebody, but he failed - or more flavourfully - refused. For his incompetence/disrespect, he was imprisoned until the last descendant of the one he didn't kill had died.

The reasons why he couldn't or wouldn't kill his target are endless; love is the most obvious, but perhaps he had a change of heart, he was paid off, or maybe he simply botched the job. Either way, his boss is giving him plenty of time to think about his mistake.

ExLibrisMortis
2016-07-30, 02:52 PM
The kobold might be accidentally trapped in a conveniently located ancient ruin (or modern ruin). For example, petrified, placed within a dimensional lock, surrounded by a prismatic sphere, and then surrounded with an antimagic field, to be totally classic (and dangerous). The three spells extend through the floor, to form a completely spherical barrier.

The imp needs to collect a number of items that bypass the wards:
1) Something to counter the antimagic field.
2) Something to counter each layer of the sphere.

a. cone of cold
b. gust of wind
c. disintegrate
d. passwall
e. magic missile
f. daylight
g. dispel magic
3) Something to end the petrification.

The gnomes just happen to have one of these items: take your pick. It can be as common as magic missile, or as rare as a disjunction.

Honest Tiefling
2016-07-30, 04:12 PM
You're the DM; it doesn't have to make sense or be RAW-compatible. It merely needs to sound plausible to the players if they question it.

Dude's got an imp. Do you really think that the millena old enities of the Nine Hells can't figure out some magic beyong mortals yet?

As for the reason that a 17HD character would curse the Imp is perhaps that someone decided that going to the Nine Hells on death wasn't such a brilliant idea (he's got an imp familiar, and that has certain...Implications). He was trying to research ways to get out of the contract, but some Devil decided to teach him a lesson. Perhaps he was partially sucessful (or not fully lawful evil or still dedicated to a diety), so killing him wasn't an option else the soul would go poof. I sorta like the idea of devils teaching the kobold that their god is powerless to stop them from being imprisoned for centuries...To reinforce the might and power of the Nine Hells themselves.

Fitz10019
2016-07-30, 05:02 PM
The imp's master is a lich, and the lich's phylactery is in an anti-magic field which prevents the lich from re-forming.
The anti-magic field can be nullified (or entered for item-retrieval) only with parts A, B and C of whatever.

GuzWaatensen
2016-07-30, 05:39 PM
The kobold has been petrified by a medusa, his familiar knows that that gnome villages healer has stone salve in his medicine bag (because the gnomes that were also petrified by the same Medusa were freed by him). Previous tries to steal it were unsuccessful so he hatched this overly complicated plan involving the destruction of said village by proxy...