Magically Protecting Your HQ


Advice


Imagine you had access to pretty much any 6th level and lower magic (including rituals).
Imagine you wanted to protect a sizable area (maybe a temple, or a small keep, or maybe just a house) from intruders, scrying, shapechaging druids, and just about anything you can think of, but also want you and your friends to be able to come and go as you please without accidentally falling into a spiked pit.

What creative things would you do other than standard Elemental Sentinels, Consecration Rituals, and Ward Domain? (And regular guards)

For context: The players have been invited to visit an organization with such a headquarters that is "on their side" against the BBEG. The BBEG has an agent within this organization who may turn the this headquarters against the players.


Dinosaur Fort

markrivett wrote:
... 6th level and lower magic (including rituals).

Drat.

Hmm...


breithauptclan wrote:

Dinosaur Fort

markrivett wrote:
... 6th level and lower magic (including rituals).

Drat.

Hmm...

That's a soft ceiling.

7th level could be reasonable.
8th level+ is probably a bit out of reach


This is what glyph of warding is for isn't it? Just have the sleeper agent feed the party bad passwords or stuff some rats into individual containers and throw them at glyphs (or set up traps that drop caged animals into glyph areas) with area damage spells to force trigger them or do it themselves if immune to the damage type.


2 people marked this as a favorite.

Make the entire HQ portable using Structures such as the Pocket Stage for giving announcements, the Portable Gaming Hall for having meetings, and the Private Workshop for doing business. So then in an emergency, the Organization can pack up and move their HQ somewhere unknown - leaving nothing but a warehouse looking building with empty rooms.


1 person marked this as a favorite.

If it's a baddie's fort why not poke around the list of hazards?


Perpdepog wrote:
If it's a baddie's fort why not poke around the list of hazards?

It's kinda a good guy fort. But thank you, you are right, even good guys may want to make life hazardous for intruders.


Ward Domain always pops to mind in those cases.

As for the good guy vs bad guy thing it's irrelevant, you're telling a story here, it would be sense for the good guys to have several defenses in place that are hasards. Hazards aren't solely the province of the antagonists, they're a thing for GM's to use.

Perhaps some of them even summon creatures of a level on par to be challenging to the PC's.


breithauptclan wrote:

Dinosaur Fort

markrivett wrote:
... 6th level and lower magic (including rituals).

Drat.

Hmm...

Dinosaur Fort should be 6th level.

Community / Forums / Pathfinder / Pathfinder Second Edition / Advice / Magically Protecting Your HQ All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice