Non-magical infiltration of a magical place

Ravilah

Explorer
I anticipate two of my players (in a session by themselves) attempting to infiltrate the home of a rich vizier in a magic-rich city. This is rather important to their goals, and isn't just a treasure hunting exercise.

One of them is a gestalt Paladin/Rogue (half-outsider; +4 adjustment) and the other a gestalt Swashbuckler/Rogue/Pistoleer. Both are (effective) level 9.

They have good balance, jump, hide, move silently, tumble, and climb checks. One of them has great bluff and open locks checks. Both, unfortunately, invested very little in Search.

Considering the city they are in, my players know that a wealthy man like this guy will have magical protection. If I fail to include a reasonable amount of magical traps (or equivalent protections) the players will know that I am being easy on them and will resent that (one player in particular hates DMs who nerf things to protect the characters).

So what are some reasonable protections that a wealthy man might have that a pair of non-magic users could conceivably get past or defeat? I can think of many ways to protect a small palace, but all of them would be completely impossible to breach non-magically. And I don't want to say, "Well this job is impossible, so just forget it."

To put it another way: How can I fashion an encounter that will be fun and exciting, without being illogically easy or instantly deadly.

Just potentially deadly :]

Thanks,

R
 
Last edited:

log in or register to remove this ad

Outsiders called with planar binding. Extremely visible, since he wants them to scare off any potential thieves (replacing them is expensive).
 

Could they possibly hire an assistant for the job? Or in the process of casing the palace, they could run into someone who has skills that could help them?

Possibly they could bribe an employee or ex-employee to give them passwords/keys to avoid the worst traps? After all, most successful robberies are inside jobs, and any rogue should be aware of that fact.

Or maybe they could discover that the item/information they need is in the process of being moved/repaired or otherwise is temporarily less protected at a particular time and they could take advantage of the fact?
 

Traps that allow reflex saves. Both the characters should have good reflex saves so make the damage pretty high. That way the occasional unlucky hit will really make them worry.

Magical barriers on the normal means of ingress, forcing the heroes to make dangerous roof top crossings. I dunno, maybe grease on the narrow ledges over blade barriers or pits filled with dangerous pets. Oozes make good pets. Or a sewer entrance also filled with nasties. Again oozes strike me as good.

Golems, et. al. They just scream magical to me. Obviously they get to hide in plain sight as normal statuary.

Curses that aren't aimed at killing the heroes but would make them easy to identify. Turning them day-glo pink or make it such that everything they say comes out in a yell.
 

Ravilah said:
So what are some reasonable protections that a wealthy man might have that a pair of non-magic users could conceivably get past or defeat? I can think of many ways to protect a small palace, but all of them would be completely impossible to breach non-magically. And I don't want to say, "Well this job is impossible, so just forget it."
You don't have to say it. Let them find out a way around it themselves. Maybe they need to hire a cat-burglar with levels in arcane trickster. If you are worried about not making it too easy. Don't. Do it right. Put yourself in the vizier's shoes and protect your home. Let them figure out how to get around. Just make sure when they decide they need help, help is available.
 

Ravilah said:
To put it another way: How can I fashion an encounter that will be fun and exciting, without being illogically easy or instantly deadly.

Just potentially deadly :]

Hardened windows that a glass-cutter won't get though.
Permanacy'd Alarms on all doors.
Some kind of automatically resetting fire trap in the chimney(helps keep out bats!).
DC 40 superior locks to important areas.
Guards patrolling the house/mansion ( Warrior 1-3).
Topiary Guardians in the grounds around the house (MM3, the leopard is especially deadly, charge a huge distance + rake attacks ftw).
Secret doors inside the house(bookshelves, false walls, etc).
Some kind of bound extraplanar in front of whatever main safe he's got.
Poisonous snakes.
Continual Flame torches mounted to various walls inside/outside the house.

If he's evil, he could have some evil cleric with some commanded shadows or even a vampire patrolling the area.

Extradimensional spaces(ie no turning ethereal to get into them). Hidden doors or switches on/in ceilings or other places that require the abilty to Fly to reach/activate.

Most important, the ability to scry/divinate who breaks into/steals from him and come after them. In fact, he might not have all that much protection at all, but anyone that does steal from him finds themselves the recipient of an unwanted teleportation, destination 5 miles straight up.

The Ptolus setting has whats called Bluesteel doors, that have no key and require a secret word to open. Also are incredibly strong so you cant just break it down.
 

Pets & Sidekicks

Remove ads

Top