Hivemind IC plot suggestions - MY PLAYERS OUT!

"Takhop hep not want to be spell component!"

I wish I could put that in my sig, but Arwink might get a little suspicious!! I love your ideas!

Nifft -- Cellsor (the nation we are in) is currently fighting a war with a northerly nation called Nerez. It's possible that the wizard is creating these weapons for the Nerezi (who are mainly non-human) to fight the Cellsori (who are, in large part, human). Thank you -- some of this, I can use! :D

But what's a larval soul? And where do I find the spell liquid pain?
 

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randomling said:
But what's a larval soul? And where do I find the spell liquid pain?

Both of these are detailed in the Book of Vile Darkness. A Larval Soul is the soul of an evil humanoid who died, and was harvested for use by someone else evil (as a replacement for XP in item creation or spell casting, as a material component to a truely evil ritual, etc.). They're worth 10 XP each, I think.

Liquid Pain can be extracted from a living creature using a magical spell and a day's worth of torture. The torture does ability damage. The LP can be used for a variety of things, including XP for item creation (3 XP per dose).

(I don't have my BoVD with me... can't be sure of the specifics. Sorry.)

I'm glad you can use some of that stuff :)

-- Nifft
 


OK, so Boss Man Wizard hired two hobgoblins to kidnap some kobolds (two of the PCs) and bring them to his house where his apprentice (another PC) was waiting for a delivery (what of, he didn't know till he got the kobolds). Meanwhile, another group of PCs was upstairs trying to rob the house. The rest had come to investigate when they heard a commotion...

So far, the paladin has near-killed one of the hobgoblins and the sorcerer (one of the do-gooders) put the other to sleep. One of the thieves has crept out an upstairs window and pretended to come and investigate all the noise. The wizard's apprentice is trying to figure out why two kobolds are standing in his back room and the rest of the thieves are still upstairs keeping quiet.

Here's my query: what level should the wizard be? He has a 2nd-level apprentice and he's trying to make himself into a half-dragon, so he's probably not insignificant, but at the same time I don't want a TPK on my hands if the players (11 2nd-level) try to take him on... He's probably going to show up at a crucial moment, see.

Anyone help?
 

I'd suggest at least 5th level (which would be high enough to become a Dragon Disciple, if he were a Sorcerer). Of course, a 5th level caster has the ability to wipe out a 2nd level party easily if he is loaded for combat, so make sure to keep his direct combat spells to a minimum. Give him more defence, summoning or movement oriented magic, so it is easy enough for him to get away from the PCs, but he's not in a position to blast them all with a fireball or three.

Of course, if you keep his offensive power low, you can easily tack on some extra levels. Possibly as many as 4, if you plan on using him as a long-term foe. Just make sure to fill out his higher level slots with divinations, defences and movement spells, rather than with boom-boom ones.

This time, anyway .... :)
 

Well, he probably wouldn't be expecting to have 11 people storming his place, so he probably wouldn't be all geared up for combat. Additionaly, I don't know when you would have had him try to go for half-dragon, but you could play it that he has some of the spells for that memorized. That could take up a slot that would normally be used to toast a normal party :D

Will do some thinking and looking stuff up.
 

Here's an example of a level 5 wizard that wouldn't toast a bunch of level 2s:

Level 5 Wizard's Spell Slots
4/4/3/2
0: Detect Magic, Prestidigitation, Mage Hand, Detect Poison
1: Magic Missle, Charm Person, Shield, Expeditious Retreat
2: Mirror Image, See Invisibility, Fog Cloud
3: Haste, Big Nasty Dragon Spell
Scrolls: Gaseous Form and Dispell Magic
Wand of Magic Missles, Bracers of Armor +1, Cloak of Resistance
Potion of Cure Moderate and Cure Serious

Yes, he's heavy on the defensive spells, but logicaly, why SHOULD he have Fireball memorized in a city? Most of the big evocation spells he could use are a big no-no in a city if you want to avoid being hunted down by the guard, and aren't really that effective in the day to day routine. Also, unless he was expecting company that he wanted to toast, he'd probably be most concerned with avoiding confrontation. He's still only got 22 hp, which goes by QUICK.

He would probably be very, very irrate, and wanting to track down later at his leisure those that crossed him, however.

Well, that's a level 5 example, which doesn't look like it can do much. If you want, boost him a bit higher and give him a wand of Summon Monster II or something. Just avoid the massive direct damage spells, and you should be fine. Remember that Magic Missle can start to hurt if you add too many levels though (unless it's from a wand, which should be a measly 1d4+1)
 


The next bit

So, after the confrontation with the wizard happens... what are the possible plot directions, do you think?

They could outright kill the wizard. In which case, evil or not, that's murder and no one should want to be caught at a crime scene. Except the paladin might be all lawful and honest at me...

They could turn him in to the the city watch for kidnapping and smuggling (dragon's blood is illegal).

They could let him go (not likely with the paladin we got).

Anything else they could do?

Do you think they're likely to look into his sources for the dragon's blood? The hobgoblins he hired to do his dirty work? Where else might they investigate? Or might they just leave it?

Maybe it's silly to try and predict their actions but I need to figure out what's going to happen next.

Eek!
 

Well, I'd expect the Wizard to get away, to be honest - he has plenty of "escape" spells in Wolfspirit's list. That's a good thing, I think - it immediately gives the group someone to go after. A focus, if you will :)

I suggest that after the wizard has been driven off, the characters should find documents in his house which will lead them to his suppliers (either of kobolds or of other, equally unsavoury items). The documents make it clear that not only are these bad people (something the the do-gooders would want to stop) but they also got a great deal of money from the Wizard for their services (reason for the rogues to be interested).

Your next development might involve the group heading down to the wharves to find the hidden smugglers' lair. Lots of good ways to go looking for it, too: hints in the documents (maybe a mention of an inn where the meetings were held), trawling through taverns, or using the kobolds as bait.
 

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