Advice to kill an Aspis Consortium Wizard


Advice


Party level is 4, and I'm a Witch.

I have the following hexes (two taken with the Extra Hex feat):
Healing
Slumber
Evil Eye
Flight
Water Lungs

Int 20, so the DCs for Slumber and Evil Eye are now 17.

And the following level 2 spells (on level 1, the only relevant ones I'd mention are Enlarge Person and Reduce Person), 3/day usable:
Alter Self
See Invisibility
Invisibility
Blinfness/Deafness
Feast of Ashes
Vomit Swarm

The situation is that there is this Wizard (not confirmed that he's an actual Wizard, but that's where the current informations point) from the Aspis Consortium with a lair in a broken lighthouse.
If you don't want all the other details, skip to #3.

#1
This dude is a real bastard, on one of our first encounters he killed a kid for no discernible reasons and ran away invisible.
Shortly after, he tortured a slave that I had freed, after I paid her on a boat towards a safer city; he happened to be on the same boat, and he did that to get informations on us.
Plus he has ties with a shitty merchant guild that spans the nation (Sargava), but what he's actually interested in is to get to certain ruins (which we already have been at, but didn't explore them because there were some incorporeal undead and we had no means to fight them) and a certain manufact used inside the ruins (we have most parts of the manufact, but he doesn't know).

#2
Now we're in the "safer" city caught between that shitty guild from before and another that is just as bad, plus government officials (who seem to be the only decent people) who want to topple both guilds.
The lighthouse is in a part of the city controlled by the first guild, which won't attack us openly but definitely wants us dead.
We visited this lighthouse after gathering some intel, and there were two Scarecrows (constructs) guarding it. After fighting them, we entered and found that it was definitely his lair, there was Aspis stuff everywhere.
He wasn't there at first, but before we could fully explore the upper floors, he came back with a Wood Golem (far beyond our fighting abilities) and forced us into a deal: helping him to steal a part of the manufact from the second guild.
We stopped at this point for now (well, after we gave info to the government agents, who can't help in that part of the city).

I don't know if I should mention this, but the GM isn't too expert, and I don't know where he breaks rules knowingly and where unknowingly, and whatnot, but even if the evil bastard has a Wood Golem (which requires CL 12th to make, but could have been gifted to him) from various details we *might* assume the dude is not an excessively powerful Wizard.
So, assuming the dude can be brought down with good tactics alone (and quite some luck), here I am asking for advice.

#3
My current plan would be, regardless of what we'll do in group (since we have to retrieve the manufact part and topple the guilds anyway), to try to attack him solo. Not immediately, of course, but soon.
Having Water lungs and 40 minutes of Invisibility, I can just enter water from any point, swim to the back of the lighthouse (which the GM specifically said has only a few rocks separating it from the water) and peek from a window. If he's home (we don't know his habits or whatever, since the lighthouse is in that hostile part of town that we can't really roam freely, nor entrust someone with keeping an eye, we already tried), I could use Alter Self to become a Locathah (which would give me 30 ft. swim for 4 minutes, and moreover, if I get spotted, I won't look like myself and instead look like a believable "threat" from the sea), break the window and use Evil Eye, then either Blindness, Deafness, or Feast of Ashes on him (so, Invisibility, Alter Self, plus this last spell would exhaust all my 2nd level spells).
I had also thought of setting fire to the lighthouse with Alchemist's Fires, but that wouldn't harm him directly, would make him flee somewhere, and wouldn't let us discover his other secrets, so this is out of the picture.

Problems with this are:
1) The GM might easily "punish" me with an aquatic encounter while I'm in the sea, especially after breaking Invisibility by attacking the dude. I could partially escape that using Levitate (from the Flight Hex), but that only lasts 4 minutes and I'd be stuck in the air, and depending on the encounter, the enemy could not go away and/or have ranged attacks.
(I say punish because I understand he may not take it well, especially since apparently he loves to always have the upper edge and con us in various ways; I'm acting totally in character, though, I've been wanting this dude dead for about an in-game month, and I'm thinking on doing it solo merely because I don't have invisibility and disguises for the whole group, or even just one other person.)
2) Magic wards and traps. Supposedly there are none, if the GM doesn't decide to put them there just because he suddenly has to protect the dude from an unexpected type of attack. There was a ward on the front door, if my memory serves, but our Rogue disabled it, and there were a couple of traps inside, but there's good chance that there isn't anything dangerous on the back and the windows (which I don't have to enter anyway, only break to have line of effect).
3) The fact that even if everything goes smoothly, I'll have made him either blind, deaf or temporarily cursed (8 days of Feast of Ashes), but I won't be able to push the attack further (if everything else goes really as desired, I may use Slumber on him, and end it there if he fails the save, but it's a Will save against a supposed Wizard, so chances are dim, and that's assuming he doesn't immediately react). So, he *might* not be able to remove the curse and be forced to starve, but that would only weaken him temporarily; we'd have to break in again as a group within the 8th day where he'll be most weakened (assuming he won't have removed it) and hope to land a blow before the Golem (or even the dude himself) breaks us. And with blindness and deafness he'd have an even easier time; they're permanent, but one Dispel Magic and they're gone. Even making him deaf only gives a 50% chance to fail casting it.

In light of all of this, any other suggestions?

The end goal would be capturing him, keeping his mouth open, and vomiting a swarm of spiders inside him.


@Astral Wanderer: I applaud your disdain and effective Evil strategies and metagaming to avoid GM complications...
so you want advice on how to easily kill a NPC person... hmmm... normally you need to sign a contract in Cheliax for that kind of help. Good thing you're Chaotic Evil and the outer denizens can help like we really cared.

As you know most humans are kinda squishy. So hiring some thugs is sure to distract. Make sure you give them a disease or communicable cursed affliction before they engage the target. Give them a sealed letter addressed to the target with fake Explosive Runes and contact poison. Also give them a letter with the target's picture and reward for killing him and put the Explosive Runes on the bottom. heh, misdirection is a standard ploy. Observe how things go so you can learn his tactics.

It amuses me that you miss the obvious. Pull him into the water (where casting is far more difficult) and end your problem. Bestow Curse him with the inability to swim, then have your pool party. Some Skum would be helpful but a water elemental will do, otherwise contact your local Dagon or Cthulhu cult and see if they hove some free dismembers.... You could always get a scroll of Charm Monster and turn any GM "punishment" around to your advantage.

I'm sure your party will help you out with your scheme if you phrase it right. Diplomacy diplomacy and bluff... I hear tell that having matching t-shirt with "Murder Hobo's R Us" helps with morale bonuses

a longer term strategy would be to join the Aspis Consortium. Nothing works like old age and treachery so be sure to magically age yourself when you join.

see you in the outer darkness


I could just throw at him a Meteor Shower, why didn't I think about it before?

It amuses me that people clearly don't even read half the post, looking at just a couple of random sentences (which don't even include the very first one) but love to spend twice the time writing random replies, including the metagaming blabber.


I dont recommend going solo. While you could get in, are you certain you can get out? While you may think you can 1v1 him if you spring your trap, what says you that he will be alone?

It is rarely, if ever, smart to split resources.

Wizards always have ranged attacks, and levitate isnt the best spell for getting away.

I mean, if I was the GM, and you come up with an interesting way to infiltrate, I would reward you by listening in on a conversation between him and his mysterious boss, but well, if he is a bossfight I will want to have the entire party involved, otherwise its just unfair to the other players.

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