A wizards tower.


Pathfinder First Edition General Discussion


Hey guys, I was considering doing a 1-shot level 20 game for my group after we wrap up our current campaign and before the other guy gives GMing a shot.

My idea was a party/Merc special forces team need to infiltrate and take down a wizard in his tower. (mwhahaha)

Now, this wizard would likely be LE, sadistic, overconfidient, and enjoy toying with people, after all, not only being a level 20 wizard, but having discovered a magic to keep from aging can do that.

So! I want to get some ideas from here, (not sure if advice would be better as this is honestly hypothetical ATM, if it is please move the thread) but just some Ideas on what kind of defenses a level 20 wizard (who has two specializations schools, of transmutation and Necromancy) would have in his tower and what kind of creatures and other things he would have bound and ready to deploy WITHOUT really preparing for trouble.

and THEN, give me some ideas what he would have ready if he actually perceived them as any sort of significant threat.


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My advice -

1) Read this guys post about an "unoptimized wizard" and what it can do. Click!

2) Read this about an optimized wizard Click!

3) Put tower in private demiplane that the PCs somehow enter, that prevents summoning, teleporting, or planar binding by people other then him, and prevents summoned, astral projected, or planar creatures from entering.

Go from there.


I knew wizards had alot of tricks. I didn't however realize just how much of a God they could be on their demi-plane.


TheOrcnextdoor wrote:
I knew wizards had alot of tricks. I didn't however realize just how much of a God they could be on their demi-plane.

Yep - additionally, you're a DM, so if the setting calls for some unique alterations, then go for it. Like......

a) the only way OUT of the demiplane is through a portal, in the inner sanctum.
b) the demiplane is part of Abaddon, in Urgothas realm, and as such Divine Spellcasters cannot regain spell slots after resting.

...etc.


Definitely take alot of that. The biggest issue for me is I don't play arcane casters, divine yes, I've only seen builds/other PCs/etc so I'm looking more than just builds I guess. More like how a wizard would think and approach problems. Etc. I'll keep reading over Schrödinger's wizard but other ideas would be fine.

I'm normally straight forward in my combats and usually use arcane casters to keep the arcanes in the group held down a bit haha,


I understand what you're getting at. Check out traps , and check out this post and this reddit post .


If you're unfamiliar with Arcane Casters, I'd seriously consider toning back the level for this one shot.

Otherwise, it's very likely you'll have a PC wizard come in with a planar-bound solar angel, a half-dozen animated objects, and a great deal of other madness that you're best realistic defense against would be to cheese it out of existence.

I'd probably roll out a 15th level wizard to fight 12th level players. This gives the players descent access to 6th level spells, and allows the wizard to cast 7th level spells, which is when magic goes from powerful to game changing.


The bulk of this adventure will be with the dungeon itself, rather than the wizard. So in this sense, it's pretty much your standard crawl with a Big Boss at the end. Traps, summoned monsters,and weird things with teleport effects should be the rule.


Our most majestic and fairest mistress hast writ this most wondrous posteth about an incident with the wizard, a toweth'r and high-level playeth.


Here you go.


If you make the Wizard a lich and figure out a way to make the 1d10 roll for the number of days it takes him to reform after being vanquished you could potentially have the party face him several times. The trick would be for him to keep his equipment (probably including an artifact as phylactery) in the "inner sanctum" so that the PCs only witness his full power and glory when they get there.

If you prevent the PCs from moving between levels magically you could force them through various challenges including puzzles, riddles, etc to gain access to the next level. If this will run for more than one session as a mini-campaign perhaps there could be a few smaller towers which each hold a magic key in their highest level and all the magic keys need to be used together to open the door to the final tower, underground crypt, etc.


What if his tower was on the sun instead of a demiplane

There is a canon wizard who did that and he was only like level 15


AlaskaRPGer wrote:

My advice -

3) Put tower in private demiplane that the PCs somehow enter, that prevents summoning, teleporting, or planar binding by people other then him, and prevents summoned, astral projected, or planar creatures from entering.

Go from there.

The tower appears to exist in the real world.

The interior of the tower is a private demi-plane, and much larger than the exterior.


I always like Symbol spells and permanent Prismatic Walls behind an illusionary wall.


Snowlilly wrote:
AlaskaRPGer wrote:

My advice -

3) Put tower in private demiplane that the PCs somehow enter, that prevents summoning, teleporting, or planar binding by people other then him, and prevents summoned, astral projected, or planar creatures from entering.

Go from there.

The tower appears to exist in the real world.

The interior of the tower is a private demi-plane, and much larger than the exterior.

Actually it is not a huge tower. It is just a large blue box with a blinking light on it. And that demi-plane? It grants immunity to all mind-effecting magic.

/cevah

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