Blue_Shine12
First Post
First, on the off chance that any of my players find this, if you are going to be playing in a 5e epilogue in southern Wisconsin, read no further for fear of spoilers.
I'm in the process of writing a dungeon for a party of 19th level characters. This dungeon is essentially a haunted mansion under the control of a 20th level Necromancer wizard. He has dealt with the party before, but managed to escape after being thoroughly humiliated. This wizard has had 3 years time to scry and prepare this mansion before luring the PCs to him.
And I suppose party make-up actually matters here
There is a Tiefling Paladin of the Ancients who will have just grown into her 30 foot auras of telling magic no. She was also given a re-skinned Holy Avenger, so the party is very resilient to magic. Her 30 foot auras grant a +4 on all saves, resistance to damage from magic, and advantage on saves against magic. She also has the mage slayer feat.
There is a half-orc Champion Fighter, who is really just an armored sack of hit points that can dominate in melee, but his saves are lacking.
There is a half-elf Wild Blooded Sorcerer who focuses on blast casting.
And a half-elf Tome Warlock of the Fiend, who largely fights at range.
So the wizard would know that straight up blast casting would not be very effective, so he tries to focus on indirect damage sources.
So what all would a well prepared wizard be able to do if he knows that he can't do very reliable damage with magic and that the party has higher than normal saves? I want to avoid effects like banishment that would cause a player to sit around for a while as that is less fun for the player.
So far I have:
Multiple castings of Guards and Wards to make traversing the mansion difficult
Multiple castings of Forbiddance to prevent teleportation
Multiple castings of snare for hidden magic traps
A simulacrum with Tenser's Transformation active and a fancy magic weapon
A few Clones in a basement that locks from the inside. (also warded with forbiddance)
Many castings of Symbol and Glyph of Warding for more fun magical traps
And of course some non-magical traps (that I haven't yet decided on). The party does not have anyone with proficiency with thieves' tools, so the traps should merely be inconvenient and avoidable.
And I know I want a contingency spell in place, but I'm not sure what it should be.
Any other suggestions?
I'm in the process of writing a dungeon for a party of 19th level characters. This dungeon is essentially a haunted mansion under the control of a 20th level Necromancer wizard. He has dealt with the party before, but managed to escape after being thoroughly humiliated. This wizard has had 3 years time to scry and prepare this mansion before luring the PCs to him.
And I suppose party make-up actually matters here
There is a Tiefling Paladin of the Ancients who will have just grown into her 30 foot auras of telling magic no. She was also given a re-skinned Holy Avenger, so the party is very resilient to magic. Her 30 foot auras grant a +4 on all saves, resistance to damage from magic, and advantage on saves against magic. She also has the mage slayer feat.
There is a half-orc Champion Fighter, who is really just an armored sack of hit points that can dominate in melee, but his saves are lacking.
There is a half-elf Wild Blooded Sorcerer who focuses on blast casting.
And a half-elf Tome Warlock of the Fiend, who largely fights at range.
So the wizard would know that straight up blast casting would not be very effective, so he tries to focus on indirect damage sources.
So what all would a well prepared wizard be able to do if he knows that he can't do very reliable damage with magic and that the party has higher than normal saves? I want to avoid effects like banishment that would cause a player to sit around for a while as that is less fun for the player.
So far I have:
Multiple castings of Guards and Wards to make traversing the mansion difficult
Multiple castings of Forbiddance to prevent teleportation
Multiple castings of snare for hidden magic traps
A simulacrum with Tenser's Transformation active and a fancy magic weapon
A few Clones in a basement that locks from the inside. (also warded with forbiddance)
Many castings of Symbol and Glyph of Warding for more fun magical traps
And of course some non-magical traps (that I haven't yet decided on). The party does not have anyone with proficiency with thieves' tools, so the traps should merely be inconvenient and avoidable.
And I know I want a contingency spell in place, but I'm not sure what it should be.
Any other suggestions?
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