Boss Treasure Room...URGENT Advice Needed


Advice

Sovereign Court

I have a dm question here that needs urgent advice...

My undead villain has constructed his treasure chamber deep within a mountain.

Using Magic and mundane methods, the villain has sealed the chamber so that it is inaccessible without magical means, ie dimension door and teleport. The room is small, 10x10 and spherical.

The villain placed a living guardian in the room to breathe all of the remaining oxygen and die. He then returned and reanimated the humanoid into some sort of cr 13-14 undead (any advice here is good, but not really my question)

What my question is:

if the guardian is some sort of druid or oracle, she might have antilife shell cast on herself with the aid of the villains permanency spell. If the party dimension door's or teleport's into this chamber, what will happen?

Paizo Employee Developer

The antilife shell "prevents the entrance" of living creatures. I would rule that their teleportation spell simply doesn't work, or "shunts" them to the nearest available open space.

Basically I would use the same process that I would use if someone tried to teleport inside a wall or other solid object.


It is worth noting that antilife shell is not normally eligible for permanency, and also that the wording of permanency ("This spell makes the duration of certain other spells permanent. You first cast the desired spell and then follow it with the permanency spell.") would seem to limit it to spells you cast yourself. Since permanency is limited to sor/wiz, and antilife shell is limited to druids, that would seem to make this combination doubly impossible.

Presuming you have ruled antilife shell eligible and also have a way for the villain to overcome permanency's limitation to spells the caster has cast himself, though -

I don't see why by the strict wording of the spell teleporting creatures would not be hedged out along with creatures moving normally. Such does not entirely make sense to me, but I see no RAW reason to rule otherwise.


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Does the party kow that ther is no oxygen in that room? if not that will be a TPK.

Sovereign Court

so permanancy is out...

with no air and antilife shell on, would the party teleport into rock?

The Exchange

no read the teleport ruling. if you teleport to a known location that has been altered in such a way as to now be solid you are shunted (with damage) to the closest eligible spot. but if you simply use divination spells to stop others from divining a location. then they should not be able to magically enter the room. but keeping an item with continuous antilife shell would be easy enough for your bbeg to come by. but by raw they aer just shunted to the closest possible legal target of the teleport. make another hole in the mountain so they can always just be shunted into another small corridor and then they have to find a way out.


Ooh! Best yet- make another spherical room, with no oxygen (via the same means- heck, you could even put the same type of undead in there too!) but with no antilife shell. That way, they'll think they've teleported into the correct room, but unless they use some clever divinations, they'll think either the treasure is gone, or they're under some serious illusions.


Cardinal_Malik wrote:

I have a dm question here that needs urgent advice...

My undead villain has constructed his treasure chamber deep within a mountain.

Using Magic and mundane methods, the villain has sealed the chamber so that it is inaccessible without magical means, ie dimension door and teleport. The room is small, 10x10 and spherical.

The villain placed a living guardian in the room to breathe all of the remaining oxygen and die. He then returned and reanimated the humanoid into some sort of cr 13-14 undead (any advice here is good, but not really my question)

What my question is:

if the guardian is some sort of druid or oracle, she might have antilife shell cast on herself with the aid of the villains permanency spell. If the party dimension door's or teleport's into this chamber, what will happen?

Teleporting in would work.

Those Shells on prohibit you moving into it. And you are not moving into it.

It would be weird otherwise. Just make the caster an Outsider or Undead but his teammates are alive. So what happens now?
The caster would clearly be allowed to teleport in but the others not... this can't work out.

Teleporting works.


Alienfreak wrote:

It would be weird otherwise. Just make the caster an Outsider or Undead but his teammates are alive. So what happens now?

The caster would clearly be allowed to teleport in but the others not... this can't work out.

Why not?

If an undead Wizard had a living familiar in it's pack the Wizard would be allowed to walk in, but the familiar would not, how is this any different?

Either the familiar would be left outside the shell, or they both would be prevented from entering, depending on the particulars of the situation.

Contributor

How does the party even know about this secret chamber to teleport or dimension door there?

How, also, are you going to keep the party from summoning a xorn or other creature with the ability to swim through stone--and no need of air--from going off, bopping your baddie, then bringing them the loot? Or just using passwall to tunnel there?

How did your undead villain construct this hidey-hole if not by some similar method?

As for consuming all the oxygen, while leaving a sacrificial victim in the room is a nice touch for evilness, it would be much cheaper to just consume the air by means of a cheap torch then transport in whatever guardians you want.

I would also advise that the best guardians would be incorporeal undead who could float in and out of the chamber through the stone because nothing would be more embarrassing for your BBEG than having clever wizards locate the chamber, passwall to a spot just above that, flood that chamber with holy water, then have the cleric open a hole in the floor via stoneshape. Wait for the undead guardian to fizz itself into nonexistence like a large undead Alka-Seltzer tablet, then drain the room and go in and get the loot.

Creatures that can pass through stone don't have this problem, and can also flee through the stone to warn the BBEG or just ambush the party later.

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