Flight Through the Archmage’s Lair


Advice


Hello, 1E chums! I have an encounter idea that sounds very fun to me, but I’m having trouble finding a way to translate it into gameplay, and so I’m here, looking for help from people smarter than me!

In this encounter, the PCs (18th-level) will be pitted against a 20th level, 10th Mythic Tier Wizard. I know, so simple! This Wizard has some more crunch beyond this, and is truly terrifying, indeed. The PCs will be aware of the Wizard’s might, and this encounter is intended to feel like a Monster Movie, where instead of charging into combat, they will likely be inclined to flee (or at least fall back and rally). As monster movies go, I’m reminded of the scene from It (2017), where the kids take their first crack at exploring that creepy old house - lots of getting separated; lots of blindly running away, only to find themselves in some fresh hell; and occasional instances of standing and fighting. The encounter will ultimately end with a proper combat, but only after some change in circumstances.

This encounter will take place on the PCs’ turf, but the Wizard has had all night to prepare his invasion and attack. I understand that with the powers this Wizard possesses, it’s very possible for me to nuke the PCs into oblivion in 1 or 2 rounds, but I obviously don’t want to do that. To that end, though, I also don’t want it to be obvious to the PCs that I’m holding back.

So, with all that in mind, I’m looking for some way to let this Wizard pursue the PCs in a way that will let him be a threat, but not so much of a threat that they can’t retreat. Indeed, I WANT them to retreat. I also need a way to prevent the PCs from retreating in a way that the encounter flat-out ends- (as 18th-level characters, they’ll have access to impressive magic, themselves, and can simply Teleport or even Plane Shift away if they’ll allowed.

As the PCs will be on their own turf, I imagine a lot of the limitations on the Wizard could come from their turf’s own magic - perhaps they’re on a Demi Plane and think themselves safe, but the Wizard can project himself there, but something about the Planar wonkiness limits him in some way? Again, I don’t really know how to make these dots connect. In some ways, I kind of like the idea of making the first half of this encounter work like a Chase, using Pathfinder’s Chase rules, which could let me keep the crunch a bit more abstract, but I would ultimately prefer to keep the encounter grounded with actual mechanics if at all possible.

I know I’m really swinging for the fences with such a complicated encounter style, paired with such powerful combatants, and I’m sure there’s a million ways that certain PC builds could be strong enough to trivialize the encounter altogether, but please, let me worry about that; I’m just looking for help in getting this premise to work.

Thank you for any help!


I immediately thought of the escape from the burning library in Harry Potter... so, maybe something like a clone using some Form of the Dragon spell? No actual threat to the Wizard, but to the party... well, it's a dragon. Some dragons can melt stone... nothing invites you to leave like a wall of stone in front of you melting into a flow of lava...

Speaking of lava, another fun one was the giant lava spider coming down the hallway in Devil May Cry. Legit as far chases go in other media.

Pathfinder chase rules feel too much like Crash Bandicoot for me to take completely seriously.

So, fire dragon melting the stone bridge the party is on... the bridge melts and the lava falls into the infinite abyss below... Iron Golem Archers harass the party along the way (fire damage heals the golem archers, and they have supernatural flight to remain airbourne when the bridge falls out from below them)...


VM's idea of the place coming to pieces around them sounds good. Of course since it's not the wizard's lair the invaders will need to bring the effect with them.

Consider the spells contingent scroll and lesser curse terrain. These are spells which can be cast/made into scrolls by 10th-level wizards, simulacra of the original wizard. As each team of invaders arrives you'll get visuals like rains of blood, and the simulacra can do things like transmute rock to mud or activate symbols of storm cast by the original wizard, or use scrolls like earthquake or greater dispel magic depending on what environment they've been dropped into. Each team needs one such simulacrum and a bunch of bodyguards who can threaten the PCs.

If the PCs teleport/plane shift away the wizard sends more teams after them with the same effects (and some sort of divination to trace where they went).

At some narratively-appropriate point Original Wizard comes in to finish the PCs off.


Thanks for the ideas, guys! I can definitely extrapolate on these! Additional ideas are still welcome, or course ;)


If I'm understanding you correctly, the wizard is choosing to beard your PC's in their own den as it were. If I have that correct, then my first assumption is that the wizard has succeeded at some various divination magics to scout their lair, and/or his suped up familiar or summons have scouted the layout. Either way, he's informed, powerful, prepared (and possibly arrogant) enough tackle his foes on their home turf.

I don't know the exact spells, but I'd assume their are some abjurations and or conjurations which could basically seal the area. I'm also thinking Harry Potter, but instead of a big bubble shield that keeps the bad guys out, it keeps the good guys in. That should address the concerns about just plane shifting or teleporting away. After that, it's up to you how thorough/successful the wizard's info gathering was. The PC's can still possible utilize mundane and supernatural defenses to hide, hunker down, and/or flee, but nothing that precludes pursuit.

I'm kind of imagining a glorified home invasion scenario, where the kids are hiding under the beds, or have a secret cubby in the closet. Maybe their are escape tunnels or fire ladders, who knows. The difference is, the creepy bad guy is a mega wizard, and the "kids" all have howitzers.

Another thought: the wizard's motive(s) and objective(s) for tackling the PC's will dictate what other magics he's using. Is he just trying to obliterate them? Does he want their loot? Is he seeking to recruit or capture them? Does he want to harvest their fear, souls, essence, or some other energy? Is he just bored and doing this because he can?

Grand Lodge

The wizard will hold back if he has better uses for the PC alive than dead.
Perhaps he needs their souls for some obscure ritual, but the ritual takes time, so he need to subdue them rather than kill them.

Possible Rituals could be:
- transfer the warriors souls to his elite golems to grant them character levels but total obedient.
- Powerful arcane souls to make pet Liches
- Powerful divine souls to tap and link the divine essens to him self. This is an experimental ritual he is testing for a future project of devouring a demigod.


The Wizard can likely destroy their demiplane with limited wish or greater. He can be expelled as a standard action by the demiplane's owner if he fails a Will save though (unlikely as that is). As long as he isn't seen or targetable by the owner he might be okay, though if he's really confident, that is using the owner's standard action for the turn.

As a 20th-level caster, it's entirely likely he has created unique or custom spells or items. Perhaps one such spell co-opts demiplanes, twisting them, over time, into his own shapes or even allowing him to morph their properties. Depending on the PC's demiplane layout, maybe the spell starts at the edges and starts pushing inward, or starts at the core and begins expanding outwards, like a slow supernova that pushes the PCs to the borders, eventually forcing them out (and into a waiting trap).

You can also make use of teleport trap spells in the likely engagement area, forcing the PCs to either not be able to teleport or end up teleported to a location (maze, 'death' trap, or just another area) of your choosing in the warded area.

For extremely high-level casters like this, I like using the wall of suppression spell. As a 20th-level caster, make sure he casts it at 19th-level (casters can cast spells at lower levels as long as it's still high enough to cast the spell). This means that all his own spells will not be affected, but any 19th or lower casters will be suppressed. Note that any magic items he has will likely be suppressed (most aren't 20th-level), so he should take steps or plan in case a martial PC like a barbarian gets too close. Still it's a good spell for an initial encounter, where the party might try and rocket tag or nuke him with their best spells or effects first and will likely suppress their own buff and protection spells and items when he blasts at them.


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Have your friendly Wizard use Time Stop, and then hit them with Mage's Disjunction once or twice to obliterate their buffs and/or items, and then when Time Stop is about to finish, Gate 2-3 of the PC's to the plane of water and let them drown. If nothing else, you've split the party, and that's a great way to start a fight.

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