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<blockquote data-quote="delchrys" data-source="post: 5798570" data-attributes="member: 6688672"><p>others have already posted varying forms of my initial thoughts (monte haul problem, interpersonal issues, potential insecurity/psyche issues, broken dynamic, etc.), so i'll skip those and go straight to some (hopefully) creative suggestions:</p><p></p><p>first, your mastermind fellow isn't alone, right? he can hire people (old-fashioned way) or dominate people (psionic way) to get minions who are not 'minions' in the 4E sense of the word, but are full-on NPCs in their own right. with that in mind...</p><p></p><p>1) he obtains the services of an assassin who is a skilled poisoner. a dart, a mug of ale at a tavern, a bit of cloth coated with contact poison (effect occurs upon touch) where the poison is a unique poison (not found in DM guide) that permanently lowers ability scores by however much you please.</p><p></p><p>2) an amnesia-like effect that causes the character to regress, forget the last few years, many skills, levels, etc.</p><p></p><p>3) cursed magical items of nearly-artifact status that cause debilitating effects that are nearly impossible to undo.</p><p></p><p>4) an aging effect that makes him an old man and lowers his stats accordingly (lower str, dex, and con, while not giving the aging bonuses to intelligence and wisdom, since those only come with living that many years)</p><p></p><p>5) amped up rust monsters to destroy his pet magic weapons/armor</p><p></p><p>6) take something his character loves and hurt it, break it, or destroy it. or better yet, threaten it (hostage, etc) and let it lead our friendly DM-turned-overpowered-PC into a bad trap that triggers one or more of the things in this very list to happen</p><p></p><p>7) lots of stoneskin on enemies--good luck being a fighter trying to take out enemies who are flying, with active stoneskin, who can teleport away once they get close to running out of stoneskin. PS--protection from normal missiles (spell) is key to preventing the "i throw a handful of large pebbles at him, effectively ending his stoneskin in 1-2 rounds" effect.</p><p></p><p>8) an enemy caster (or casters) casts blindness and then deafness on him. then other enemies attack. blindfighting is worthless if you're deaf, too.</p><p></p><p>9) falling long distances. there's a rule (i believe) in 2E that any time a character takes 50 or more points of damage from one source at one time, he must make a system shock roll to not die</p><p></p><p>10) a high-level illusionist. well, played, the character will never think to "disbelieve" the illusion and will be able to be rendered unconscious as a result of such illusory damage. liberties can then be taken with the unconscious body.</p><p></p><p>11) if you want to be totally inappropriate and humiliate him but leave him alive, do a bunch of the debilitating stuff listed here (rust monster his best magical items, age him into feebleness, give him some amnesia and the attendant level losses, poison him with a poison that causes more stat losses or slows his attacks so he gets less attacks per round, and then get him unconscious via illusions or something else), and then have him get gang raped by a tribe of hill giants.</p><p></p><p>if this list doesn't do it for you, something is even more broken in that campaign than has already been identified in this thread. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="delchrys, post: 5798570, member: 6688672"] others have already posted varying forms of my initial thoughts (monte haul problem, interpersonal issues, potential insecurity/psyche issues, broken dynamic, etc.), so i'll skip those and go straight to some (hopefully) creative suggestions: first, your mastermind fellow isn't alone, right? he can hire people (old-fashioned way) or dominate people (psionic way) to get minions who are not 'minions' in the 4E sense of the word, but are full-on NPCs in their own right. with that in mind... 1) he obtains the services of an assassin who is a skilled poisoner. a dart, a mug of ale at a tavern, a bit of cloth coated with contact poison (effect occurs upon touch) where the poison is a unique poison (not found in DM guide) that permanently lowers ability scores by however much you please. 2) an amnesia-like effect that causes the character to regress, forget the last few years, many skills, levels, etc. 3) cursed magical items of nearly-artifact status that cause debilitating effects that are nearly impossible to undo. 4) an aging effect that makes him an old man and lowers his stats accordingly (lower str, dex, and con, while not giving the aging bonuses to intelligence and wisdom, since those only come with living that many years) 5) amped up rust monsters to destroy his pet magic weapons/armor 6) take something his character loves and hurt it, break it, or destroy it. or better yet, threaten it (hostage, etc) and let it lead our friendly DM-turned-overpowered-PC into a bad trap that triggers one or more of the things in this very list to happen 7) lots of stoneskin on enemies--good luck being a fighter trying to take out enemies who are flying, with active stoneskin, who can teleport away once they get close to running out of stoneskin. PS--protection from normal missiles (spell) is key to preventing the "i throw a handful of large pebbles at him, effectively ending his stoneskin in 1-2 rounds" effect. 8) an enemy caster (or casters) casts blindness and then deafness on him. then other enemies attack. blindfighting is worthless if you're deaf, too. 9) falling long distances. there's a rule (i believe) in 2E that any time a character takes 50 or more points of damage from one source at one time, he must make a system shock roll to not die 10) a high-level illusionist. well, played, the character will never think to "disbelieve" the illusion and will be able to be rendered unconscious as a result of such illusory damage. liberties can then be taken with the unconscious body. 11) if you want to be totally inappropriate and humiliate him but leave him alive, do a bunch of the debilitating stuff listed here (rust monster his best magical items, age him into feebleness, give him some amnesia and the attendant level losses, poison him with a poison that causes more stat losses or slows his attacks so he gets less attacks per round, and then get him unconscious via illusions or something else), and then have him get gang raped by a tribe of hill giants. if this list doesn't do it for you, something is even more broken in that campaign than has already been identified in this thread. :) [/QUOTE]
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