help with my Banite fortress please

ashockney said:
Using Find the Path and being higher than 17th level with Greater Dispelling gets you around all of the above, and it sounds like your party qualifies on both counts.

<SNIP>

This is only sort of true. Find the Path will let you walk to the "safe zone", but it won't let you teleport in. This will let the cleric escape and give him a moment's rest, which can be vital against high level foes. He can heal, whip out a bunch of buff spells and come back for the party.

And if you set your Glyphs to let Banites (no password) pass, FtP won't let you bypass them without Dispelling. So the party has to use up spell slots to defeat spells the Banites cast weeks ago. This hands the Banites a spell slot advantage, and if a Glyph go off, it'll blast the party pretty good.

It doesn't make the place invulnerable, just tougher.

And mundane traps take time and energy to build. A 17th level cleric can throw up a LOT of Glyphs (and the rest of the spells mentioned) in two months.

PS
 

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Do you know which dungeon magazine (#) that was?

Thanks,
Ysgarran.

Graf said:

There was a good raid-the-remote-Zhent-fort-filled-with-gates adventure in a recent Dungeon. When I say good I mean that I played in it and as a player it seemed like it worked well, had a temple room, some tricky stuff, generally pretty good. The level's (2-4 or so) but you could easily take the maps and the set up and tweek.
 


OK. That's cool. History helps round out a dungeon lot. The wizards-familiar-as-a-helpful-NPC is also a good roleplaying break.

With only two months the Banites become much less important in terms of construction that the prior owners.

Who was the wizard? What kind of personality did they have? Were they a serious extraplanar traveler, or get lost by mistake? A serious extraplanar traveler might have a particularly weird familiar.

Why did the unintelligent green dragon lair here? What kind of changes did it make? It would probably have had great difficulty using the wizards keep with it's human sized passages.... Green dragons traditionally live in forested environments, is there something special about this one that it choose a human building?
 

Free-roaming temporal anomaly. Doesn't affect those marked by Bane. Otherwise, anyone in the path of the F-RTA must make a [insert desired type] save (DC = high) or be subjected to 24 hours of instantaneous time passage. Handy for negating long-duration buff spells, et cetera.
 

I just found this in the SRD - I'll be using a lot of these I think.

Dimensional Lock
Abjuration
Level: Clr 8, Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius emanation centered on a point in space
Duration: One day/level
Saving Throw: None
Spell Resistance: Yes
You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.
A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.

-------------------------------

Graf, here's my notes on the wizard and the portal, though none of this is set in stone yet. For some of this to make sense you need to know the following:

[IMC, the church of Bane is purging the Zhentarim of Cyricists and generally killing Cyricists all up and down the Sword Coast, the North, the Western Heartlands, the Heartlands and the Moonsea. This has been mostly a "quiet" process done through assassination and night-tme street battles. The Banites have gained the services of mysterious assassins and warriors that the Cyricists have take to calling "the Deathless" since none of them have yet fallen in combat. With the help pf the deathless, the Banites have already purged Darkhold successfully.

Also, the Zhentarim have recently become the biggest trade organization in Baldur's Gate but they still have plenty of competition from other groups and independents. The Church of Bane/Xvim has also regained legal status in Baldur's Gate after being on their best behavior for the last few years and assisting with a virulent plauge that hit the city a year ago. End background]



Eighty years ago a wizard named Gulf came to Baldur’s Gate to retire after a long career of adventuring. He quickly grew tired of life in the city and constructed a small walled keep [Dungeon #99 – pg. 50] atop a small plateau one day’s ride to the north of town (but a half-day off any beaten path). The keep was constructed so that it could only be approached from the southwest by foot or horseback, and half of that trip would be spent hacking through dense growth. Anyone wishing to come by another route would have to use magic. Gulf settled down to a life of quiet magical experimentation for the next thirty years and his speciality was inter-planar travel. In his final years, he devised a way to travel to other "possible" worlds using a magcial creation he called "The Door Between" that led to something he termed "The Nexus of Realities."

These "possible" worlds were like Toril, but different in ways that ranged from large to small. Gulf theorized that these worlds were not really in separate places but in separate “times” and represented divergent possibilities of reality that could sometimes merge or split depending on how fate played out in each. Unfortunately, Gulf became lost in his travels between what he called “possibilites” and was never seen again. He recorded his findings about The Door Between and the Nexus of Realities in his library but his hermit-like nature ensured that no one missed him – and no one in Baldur’s Gate even knew the Wizard was gone. Baldurans didn’t even realize it when a stupid green dragon named Zebbakkukakraz took up residence in the courtyard of the Keep.

Zebbakkukakraz, a truly sorry dragon, was content to sleep, eat deer and play with his big “toy” castle and posed no threat to the city and so was never discovered. He devoured the occasional orc band that came along with thoughts of taking the keep, but this just made Zebbakkukakraz feel like a “King.” Due to his large size and small brain, Zebbakkukakraz never got around to exploring very much of the inside of the keep.

Three months ago, a group of Cyric-worshipers looking to establish a safe fortress to hide from Banites, came upon the keep, slew Zebbakkukakraz and took up residence. They soon discovered the Door Between and, like Gulf, became lost within – all but their least member, a man named Chave (Sha-vay). Who somehow emerged from the Door Between. The experience left his already fragile mind shattered - he was now quite insane.

Chave returned to Baldur’s Gate insane (which is okay for a cyricist really) and in a drunken stupor blabbed about the Door Between to a minor informer of of the Banites. The Banites sent a wizard to investigate the keep. The wizard found Gulf's notes, studied them and with the help of divinations from Banite Clerics, used the Door Between and the Nexus of Realities to partially stabilize a path to a single “possibility” - that to an alternate Toril where the forces of Bane have already won out against all others.

Now the Banites in this reality are negotiating with the Banites of the other realty to send an army through The Door Between to conquer THIS world for Bane. So far, the other Banites have sent through a host of Fire Giants to help guard the keep, but negotiations are on-going. The other Banites have been slow to act because Bane has strangley offered no guidance, despite repeated requests for it. To explain all of this would require many more pages of my note so I'll cut it of with the following:

1. the leader of the "other Banites" is the evil-coutnerpart to one of the PC's.

2. the PCs are mostly good but might be willing to aid the Cyricists on a limited basis because they are REALLY guning for the Banites.
 
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Cool. It seems like you already have a tremendous amount fleshed out.

If I'm looking at the right map (temple of Boccob dungeon 99 pg 50). The layout is pretty simple, and there is a lot of mobility and multiple enterances and exits. In other words it is extremely difficult to defend, especially from a small group of people.

You said the green dragon was using the keep, but how did it get in an out? (or are you adding to the map?) Not to ask the same question again, but if the Fire Giants are staying in room 18 (really the only space large enough to have more than one or two of them) where is the dragon skeleton?
(I suppose you could also stick one fire giant in each #9 room...

Guards and Wards would be a very useful spell, because of the huge number of doors. You could put the suggestion effect in area 2. Something like it's verry hot in here, go through the next door and take off all your equipment. (or maybe have a necklace of missles nearby and have the character activate it, and set them all off at ground zero...)
(though looking at 3.5 G&W doesn't seem quite like I remember. Maybe an 8th or so spell that lasts one day per level and can be triggered?)

I would suggest a modified alarm spell that triggers whenever anyone not markeed by the hand of bane over the whole area.
 

I'm going to add a few areas - a walled courtyard for example. I'm also going to seal some of the doors with wall of stone spells. I'm considering altering the scale of the map to make it large enough to accomodate the giants in some areas. I'm also adding a high wall around the whole thing.

Two lookouts will be stationed in trees outside the keep- on opposite sides. I'm thinking each a Rog8. There will be 6 of them in total so that they can work in shifts. Each will have a lens of true seeing - a less expensive version of the gem of true seeing. Each will also have a contact medalion - an item that first appeared in RttToEE. They will be able to warn those inside if anyone is moving in - even invisibly or etherially. Of course, PCs will get spot checks to see the rogues and the rogues will get spot checks to see the PCs. So, a good hide check will be important, even if the PC's can't be seen due to magic.

There will also be a lot of dimensional lock spells in key areas around the keep - maybe even enough to cover the whole thing. This will drain some high level spell slots from the W17, but that's okay.
 

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