A few tips for a fellow DM?

SorvahrSpahr

First Post
This thread is both, to ask you some advice, and to let out some steam.

ok, about the advice. On my current campaign (we're using faêrun just as a map, and the gods are from Krynn, all the rest, including the world history is home made) the PCs have to stop a Dark Paladin from opening a gate to the underworld where he would reclaim the essence of the demon king for himself. the gate was sealed several years before the campaign started by 3 men during a great war that opposed the armies of the demons, Takhisis and Sargonass as their leader, against the forces of the surface, humans, dwarfs and elves united against with paladine as their leader. The 3 that sealed the dark forces in the underworld were a sorcerer, a fighter who became the gate's gurdian, and a cleric, who sacrificed himself in a ritual to lock the gate, and weaken the demons. the sorcerer created two items, an amulet, and a dagger, that were used in the sealing ritual and then delivered to the most trustworthy kingdoms.

the campaign started with the annual sealing ritual failing, thx to one of the pcs spilling water on the scroll. now, after som time of campaign, the end is near. the party already has the ritual dagger, but the amulet was stolen by one of the paladin's servants. they are going to Elmwood to recover the amulet. on their way, they discovered that they are faced with only a couple of solutions to this problem. The only way to seal the gate once it is open, is by redoing the initial ritual, someone from the first cleric's family, must sacrifice itself to lock the gate again, what kind of DM would I be, if I made this an easy task for my players? It so happens, that when the annual ritual failed, almost everyone in the village died due to the release of a small part of the demon's king power, one of the few survivors is the girl that one of the PCs loves, and she is the only one who can be sacrificed to seal the gate.

in order to stop the paladin they have a few choices:
1-if they manage to restore the ritual BEFORE the paladin opens the gate. they'll ruin his plans and will have to face a pissed off paladin
2-if they seal the gate while the paladin is inside the underworld, they'll trap him down there
3-if they seal the gate after he returns from the underworld, and after he achieved the demon king power, he will lose all his power and will be defenseless

this 3 options imply that the ritual is done, and that the girl is killed

4-they kill the paladin before he reaches the gate
5-they try to kill him after he gets the power he wants (it would be one hell of a fight)

and the girl lives
or
6-they manage to get the amulet back, and the PC changes place with the girl, sacrificing himself in her place.

Now, I'm only affraid that, once again, our spellcaster manages to screw my plans on some ocasion. you see, he has this gift, of always having the right spell, on the right ocasion. then he has unhuman luck with the dice, so he usually rolls really high, so he has the highest stats of all the party, as well as the saves. So, what I'm asking, is for you guys to give me some ideas to make it harder for him to avoid everything I throw at the party.

The second piece of advise and steam, is with the paladin, the party is currently lvl 9, excleric/rogue, ninja, favoured soul, and a halfling rogue. I want this guy to be the toughest fight they ever fought, should they chose to fight him. I need some items to give him a chance of surviving against the Favoured spells, I though of making him maybe lvl 14? all the tips are welcome. he's the BBEG of the campaign, kill him and they are heros
 

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I believe the question the OP is asking is, "How do I make this BBEG a tough fight?", where the BBEG is a "dark paladin" of indeterminate class (at least, that's what I got from skimming the OP).

If this is the last fight of the campaign, you can safely throw out CR's. An appropriate CR uses a quarter of the party's resources. A BBEG should take 90%. Maybe even think about a CR 12-13 or higher. Then throw a template on it. I like evil DM's though, so take that as you will.
 

yup, he'll be the last fight. if they manage to find him before he powers up. He'll only have 1 stage. If they only reach him after he gets the extra power, I'll make it into two fights. the first against his normal mode, the second fight against his full powered form
 

If this BBEG is an Evil Overlord worth his salt, he'll be prepared for spellcasters. Have him carry a modified bag of tricks that once a day can unleash a large group of bats (or ravens, as you prefer) templated up the wazoo that have a silence effect on them and have him send them at the sorcerer. (Have the magic item only function after it's soaked in the blood of an innocent in a daily sacrifice or whatever, just to avoid giving the player characters something too good once they beat him.)

Successful BBEGs are aware that heroes have class levels and abilities and plan for them. Planning how to foil spellcasters should be high on this guy's list.
 


No, but there are feats that turn negative energy damage into healing. You could certainly create a feat that did the same for fire damage or something else. Not sure how valuable I would make such a magic item -- it's better than a resistance spell, obviously, so it'd need to be even higher level.

I'd probably make a spell based on the various energy resistance spells that instead turn absorbed damage into healing (up to maximum hit points) and maybe raise the spell by two levels over the original.

In fact, let me hack one out right now ...
 

Healing Flames

Abjuration
Level: Blackguard 4, Drd 4, Fire 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Self
Duration: 10 min./level
Saving Throw: No
Spell Resistance: No

This abjuration surrounds the caster in spectral blue flames and grants the caster limited protection from damage from fire, turning it instead into healing energy. The subject gains energy resistance 10 against fire, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), up to 10 points of damage is healed by the attack before the remainder is applied to the creature’s hit points as normal damage. The value of the healing granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient’s equipment as well.

Healing flames absorbs only damage. The subject could still suffer unfortunate side effects.

For the duration of this spell, other forms of healing do not function for the spellcaster.

Note: Healing flames overlaps (and does not stack with) resist energy. If a character is warded by healing flames and resist energy, the protection spell absorbs damage until its power is exhausted.

Versions of this spell for other energy types also exist.
 

great job. What about a spell that gathers 5 types of energy, fire, ice, positive, negative and electric, when a spell is thrown at the user, it has a 20% chance of doing the same thing the previous spell did
 



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