All mages!

Just don't give them many combats where they start within charge range of the enemy. Otherwise, go nuts (excluding Antimgic Field, which would be far too cruel in most cases).
 

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So i think i've tooled out the level 3+ part of the campaign (so far what i got will take them to about 17th level using a half experience house rule). But im just not sure where to start them, im sure later on the challenges will be fine, but at low levels they will be a little tough.

I have them as just "finishing" thier colledge apprenticeship and are going out to make thier way into the world. 4 friends who went to school togeather sort of thing. Im thinking im going to start them as having the school make a request on them that they deliver a letter to an obscure necromancer in a far off place. Letter of importance of course.

So they'll start off at the necromancers doorstep (im thinking a tower) But something here has gone terribly wrong, and they'll go inside to investigate.

So i'll run them through a mage's abode. I'd like some input on what kind of challenges you all think i should place that would suit a low level party of 4 mages?

(and im thinking right off the bat of changing it from a necromancer to a conjurer, so those two ill's will be more effective)

Any help would be appreciated, thanks
 

you might want to give out some home-made minor magic items ....

scrolls obviously

maybe a staff that gives +5 to AC for 2 min 3x/day ... or a crossbow that can autocrit (with a successful hit roll) 2x a day. (um on second thought those look kinda strong ... but the idea is the same ...)J

take the idea of a normal magic item and make it more temporary (sword that can become +1 2x/day ...)

USE Avg hp for badguys till they're high enough to blast 'em anyway
 

If it's a conjurer things like Mephits and whatnot can be fun, because they are dupable, with minorly dangerous abilities. If they successfully trick the Mephit or Imp or Quasit or w/e they get lots of xp 'cause of the high CR.

Things like familiars, homunculi, and monsters from the Summon Monster 1 table are cool.

Question: do they have familiars?

maybe the necro or conjurer had a goblin servant?

and invisible servant?
 
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Keep in mind for this they will be level 1

Im thinking conjurer route, big rooms (so they have lots of space to manouver out of physical combat). I picture big glass cylinders with creatures "in stasis" inside of the. Since something has gone terribly wrong some of these will have been smashed and certain monsters will be released. Obviously i can have some big bad monsters still in stasis, and if they choose to free them....well.......

No not a one of them took familiars, they all took the unearthed arcana variations to drop familiars.

I'm gonna have the conjurer having done "experiments" on monsters so there can be lots of weak monsters of any types in there really.

At the end they'll find the conjurer dead....which'll lead to a bigger adventure *and party of a mystery*. Something came through here, smashed some stuff up, killed the dude, stole an artifact and took off.

Appreciate the comment on the creatures, more would be great, i dont know what i can pit them against and keep it fair for them.

More so, i'd like to know what kind of "traps" or mage-set up hazards i can put infront of the players that they can get around. I'm more in need of the help for the non combat challenges.
 

Four specialist mages? If they play smart, they will destroy everything they come into contact with. They just have to know the signs of anti-magic and be ready to run when they see them.
 

Traps that can be triggered more than once are a problem... yet these are in general magic traps that can be shut down for some time with Dispel Magic.
 

last year we had, purposefully, an all magician party go from 1st level to 9th (enchanter, 2 evokers, necromancer and 1 conjuror)

they were all at 'college' together and started in a big city ruled by magicians. They were all L-N-E triangle of alignments. First few adventures were doing 'college business so where nearly all in the city. It meant they were never too far away from militia and guards who they had some command over.

They explored old bits of the city, hunted down spontaneous/charisma casters/chaos types who where there main enemies.

Worked very well. Reduce person was much in use for all the great bonuses that gives.

In general the first monster of the day got nailed. Undead never really caused them much of a problem (though one did die and become a shadow, and eventually another got killed by a dragon)

Perhaps use adventures where the BBEG is met early on and mooks to mop up later?

good luck

John
 

NPC hirelings can be incredibly useful at low levels. If the wizards hire a couple of 1st or 2nd-level warriors as muscle, they would probably be fine. Hiring an adept and giving him a few scrolls or a wand of cure light wounds helps a lot too.
 

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