Runelord Xanderghul vs. True Seeing: FIGHT!


Rise of the Runelords


We've just finished Rise of the Runelords a few weeks ago, and my guys are currently occupying themselves cleaning out Xin-Shalast, putting their newfound and completely unnecessary wealth to good use, etc. However, they're also talking about tracking down the rest of the runelords soon, starting with Xanderghul. They've gathered that, if awakened, he'd probably be best suited of the runelords to rule a new Thassilonian empire, and want to nip that particular problem in the bud.

So I have a dilemma: not having played many illusionists in the past myself, I'm unfamiliar with any ways (be they feats, spells, magic items, simple tactical choices, etc.) there might be for great and mighty Xanderghul not to get completely pwnt by true seeing. The spell's expensive, but my players were keeping a small chest of the material components tucked away for a rainy day even before they gained access to Xin-Shalast's millions of gold worth of wealth, and I'm expecting them to have it going almost constantly once they start hunting him.

Similarly, is there some way for Sorshen not to be negated by protection from evil and mind blank? Krune not to be rendered impotent by a simple dimension lock? Karzoug figured out fairly early on that the party was using runeforged weapons against him, and it felt weird having the master of transmutation relying on everything *but* transmutation spells because he knew trying to transmute the party was a waste of spells and actions. I'm trying to avoid a similar situation.

So if the goodly people of the Paizo boards could lend me their genius in working around these problems, I'd be most grateful.


Well... the first thing that comes to mind is that they probably all liked the dispel magics to keep people from employing dirty little tricks.

Next, it is important to remember that there is a lot more to most schools than just one way of doing things. For example, in transmutation there are lots of spells that don't just transmute your enemy... transmute the things around them, yourself, etc.

Anyway... the first thing to do is look at the limitations of True Seeing. First thought that comes to mind is 'how would true seeing see a shadow spell that is in fact partially real?' The range is another factor. If someone keeps more than 120 ft from the seer, then they can't see through illusions. Use illusions to trap the seer, the illusion maker may know that it is likely someone would have true seeing and would set up situations in which seeing through the illusion is detrimental. Imagine a medusa chained up behind an illusory wall. Most people just walk on by, but woe to the poor true seer.

Spells that provide concealment seem to specifically foil this as well. Not sure how that works with illusions of fogs (likely sees through them), but it is worth a shot.

Looking at some of the higher level illusion spells (shades, wierd) it might be a detriment to not be able to see them as seeing through an illusion in no way protects you from the effects..

Imagine a projected image of the runelord. The true seer quickly can tell this is an illusion and dismisses it, only to have it start casting very real spells at them.

Perhaps the illusionist has had a great time blinding those he believes have true seeing (pump up that DC and take that guy out!).

Perhaps the runelord has researched a spell or metamagic feat akin to the spell misdirection that works to fool trueseeing specifically (would need to be higher level than trueseeing if a spell).

Anyway... just thoughts.

Sean Mahoney


Dispel, specify you want to target true seeing. BAM.

Or have some special servant that is invisible all the time who follows intruders around to counterspell true seeing.

Or anything else a thousand-year-old arch wizard can come up with to foil his enemies - something he does three times a week.

Want to get to toes with Mister F+%&ing Illusion, one of the most powerful people in a really powerful empire? And you want to do it with the oldest trick in the book? You have to get up earlier than that. In fact, better not sleep for a year or so.

Liberty's Edge RPG Superstar 2010 Top 16

Nondetection

...If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level.

True seeing is a divination. Illusion away to your heart's content.*

*what constitutes contentment may vary by alignment.


It's a long running argument as to if non-detection will stop true seeing. The issue comes down to "is true seeing 'detecting' something or just seeing things as they are?"

Sean Mahoney

Scarab Sages

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In my mind as a DM, this isn't even a concern. Iirc, Xanderghul was so scary in his own land that none of the other runelords messed with him because it would be such a pyrhhic victory that it wasnt worth the effort. That implies that the had in the past tangled with him and did not like the results.

Okay now switch to Xanderghul, you are a master of illusions uber mage lord whose rivals are all equally as powerful as you, and all potentially want all your land and toys. You arent a blaster or a transmuter, or a charmer, instead misdirection and illusion are your weapons, and the only thing stopping them from destroying you. Seriously, are you not going to have NUMEROUS ways to stop a spell as paltry as a true seeing spell? I would highly suggest you invent several brand new types of illusions for this BBEG, and many ways to stop their detection that are available to him, either device, magicked areas, etc. Maybe an illusion spell that targets one party member, and for him, even if he disbelieves, its REAL, but to the rest of the party, its just an illusion. Can you see the confusion that would result as they try to convince him its just an illusion as it keeps hitting him or affecting him? I would have several new monsters that enhanced illusions, reduced saves vs illusions, and blanketed detection spells out. Just like Karzoug and Alaznist had towers and statues to defend their land, maybe Xanderghul's towers block detection and dispel type spells in an area around them? I certainly would not allow any detection spell lower than say 8th to cut through the spells of Xanderghul himself, otherwise hes a walkover patsy as an opponent for a comparable level party.

As far as flavor, consider all the things we use now to trick the mind. I suggest getting a book of magician's tricks uncovered and a book of optical illusions and using these as inspiration for traps, tricks, and new effects to challenge your party on their new quest. Perhaps a book of mazes? Also, it might be helpful to think like a hiding ninja, how do I get the party to look where I am pointing to rather than where I am? So you set up a fake target, and a way to make them believe its the real target all the while being elsewhere. The party should get so sick of fakes, look alikes, dopplegangers(!), optical and auditory illusion (not necessarily all spell created either) by the time they get to his lair, which is where nothing is what it seems. A door isnt a door, its a mimic, or a planar gate, or a brick wall, or the mouth of a waiting monster open wide... you get the idea :)

Hmm, this is giving me ideas for my own RotRL game, perhaps I will add him in at the end as well in my game!


Design your own epic-level spells.


Actually, the Runelords weren't equally powerful. There were some strong ones, some middle-class ones, and weaklings.

Xanderghul the Prideful, along with Sorshen of Lust, were the two most powerful Runelords.

Since Karzoug (one of the three middle-class Runelords) already was level 20, Xanderghul was probably something like level 25.

Getting rid of his invisibility, nondetection and mind blank so you can even effectively combat him will be an epic challenge all by itself. And he'll do his best to obliterate you at the same time.


Concerning the Karzoug fight, I'm fully aware that there are lots of transmutations that don't target a specific character; however, when the entire group is flying in a demiplane that seems specifically designed to be bad for a wizard to fight in, there's not a lot to work with. :P If I'd run Karzoug as written stat-wise, he woulda got 1-rounded(by the 100% core archer-fighter). As it was, I pumped up his hp and AC a bit and he still ended up fighting a defensive battle until they managed to catch him in an antimagic field and literally held him down and beat him to death.

Hmmm, I'd already planned on coming up with a few custom illusions for Xanderghul (specifically, one that convinces you you've disbelieved a real object as an illusion if you fail your save). Also, the runelords probably aren't going to have a lot of time to set up a base of operations; Xin-Shalast was the only city to survive intact, to my knowledge, so intricate traps, powerful artifact-tower-fortresses, and carefully bred monsters are gonna be a bit far-fetched. As far as I know, the runelords don't have any particular ability to create powerful magic items overnight. RotRL 1 mentions that the city of Pride survives in Varisia somewhere and is relatively well-known, but you'd think something that important would have made it onto the map in the article in Hook Mountain Massacre.

The note about dispel magic is helpful, I wasn't aware you could target specific spells with an area dispel. Thankfully the rules on prohibited spells changed, so Zutha and Alaznist would still have the option open to them.

As to making him epic, I was trying to avoid that if possible; I'm not terribly familiar with the epic rules, and my players hate them as a rule. Still, I'll look into that and see if I can bone up on that before breaking out my character generating kit.

I realize that Xanderghul is the epic hoss illusion-master extraordinaire, with a trick for every situation and a mind capable of outthinking a supercomputer. Unfortunately, I'm not Xanderghul, and I'm not a career optimizer, and I've never played an epic character, much less an epic wizard who makes up epic spells in his free time; I'm an insomniac with too much time on his hands who's only ever played 2 games (including this one) past level 12. :P Hence me asking for tips.


KaeYoss wrote:

Actually, the Runelords weren't equally powerful. There were some strong ones, some middle-class ones, and weaklings.

Xanderghul the Prideful, along with Sorshen of Lust, were the two most powerful Runelords.

Since Karzoug (one of the three middle-class Runelords) already was level 20, Xanderghul was probably something like level 25.

Getting rid of his invisibility, nondetection and mind blank so you can even effectively combat him will be an epic challenge all by itself. And he'll do his best to obliterate you at the same time.

Also, where did you find information on the relative power levels of the runelords?


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

We got some information in the general chapter about Thassilon in Burned Offerings. There Xanderghul is described as one of the most powerful of the runelords.

Scarab Sages

Remember that the Runelords prepared for their long slumber, with the understanding that their minions would waken them again in the future. This means careful planning, arranging timeless guardians and protective beasts (outsiders, constructs, undead, etc), gathering your resources for what you will need when you do awaken, etc. So yes, they would have all sorts of preparation in advance, just not maybe for your particular party of characters and their bag of tricks. If their fortress was trashed or invaded already, then obviously they aren't still around to be a threat if they haven't re-awakened. Which means by default that at the very least the place they are waiting in is (or was) still intact. Once again, they should have a high enough intelligence to have a fallback place (or two) if their main fort is trashed, and you could always have one of these be the locale of the final battle, perhaps having the party chase them down as they move through their string of optional lairs. Obviously how you interpret the particular Runelord and their situation is up to you, but honestly, someone of that level, even if they are only say 16th, is going to be very experienced and prepare and equip themselves and their home accordingly.

You don't have to be a brilliant strategist or anything else to play a super tricky NPC. There are a ton of different resources for tricks and traps, etc. Watch the show Leverage on television for example, everything they do is a con of some sort, many of them played out on other con men or watching a movie like The Illusionist, about tricks and schemes, and those are just two that jump to mind off the cuff.

Perhaps I am envisioning the Runelords very differently than some of you, but I see them as sort of arch-mages, each unique in their own right, like Bigby and Tenser from the original Greyhawk, potent foes with many contigency spells, good plans for dealing with various types of attacks, etc.


Khalarak wrote:


Also, where did you find information on the relative power levels of the runelords?

James set up that list. You can probably find it somewhere on the boards if you take 20 on the Perception check or use an item that gives you a bonus on Perception checks to search things (like the legendary Googol of Obscure Discoveries)


Thanks for the feedback, guys; didn't mean to seem ungrateful before. Hopefully I can put together something cool with this info. :)


Khalarak wrote:
Thanks for the feedback, guys; didn't mean to seem ungrateful before. Hopefully I can put together something cool with this info. :)

Hopefully you will tell us something about how your PCs tracked Xanderghul and other Runelords. This is interesting topic :) I have been thinking something like this to my campaing because my players told me that they would like continue Rise of the Runelords even after the Spires of Xin-Shalast. They haven't reached halfway of the campaing and they ask more!

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