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Tomb of Annihilation for high level PCs
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<blockquote data-quote="CapnZapp" data-source="post: 7317251" data-attributes="member: 12731"><p>Here are my <span style="font-size: 9px">incomplete</span> notes for the party of Red Wizards that explore Omu.</p><p></p><p>First off, they don't do anything as stupid as what the module is suggesting they do - splitting their party. Not even at the minimum level would a single Mage be a challenge for the heroes.</p><p></p><p>Secondly, I'm using the Volo NPC stat blocks to make them true specialist Wizards rather than some generic Mage. That is, with a focus on a particular school of magic.</p><p></p><p>This is what I've come up with so far (in preparation of my party, which aren't there yet):</p><p></p><p><strong>Zagmira</strong> is an <strong>Abjurer</strong> (Volo 209) <strong>AC 15</strong> (mage armor) <strong>hp 74+30 DC 16</strong> but replace Arcane Ward with </p><p>* gains MR (advantage on saves) vs incoming Abjuration spells</p><p>* foes save with disadvantage on RW's Abjuration spells</p><p>* tattoo (circle magic)</p><p>* can cast a spell as a bonus action (4/rest) and then also cast Blade Ward <em>(this is essentially what circle magic does for her; getting the equivalent of 8 Sorcery Points or four Quicken Spell. SPs can also be used to regain used up spell slots, but that seems like too-much-detail for a NPC. Feel free to point out any other cool way to use SPs, though!)</em> </p><p><em>Items:</em></p><p>Zagmira's Red Cloak (req attn): 19 Intelligence (if lower), 30 temporary hit points (replenished by taking a long rest). <em>(I'm riffing from her given backstory; when she took over her granddaughter's body, the girl rebelled and in the magic mishap Zagmira lost her brilliant mind. But she still managed to craft this cloak to recover from that otherwise devastating handicap for a Wizard).</em></p><p>Zagmira's Spellbook: choose one Abjuration spell from your spell list – you count as having this spell known and prepared. <em>(It also works like a regular spellbook. Why I phrased it this way was to make it useable as loot for other casters than Wizards. My party has one Sorcerer and one Druid, but no Wizards)</em></p><p>3 Potions of Supreme Healing (50 hp)</p><p><em>Tactics:</em> </p><p>targets most dangerous foe at a time; isn't afraid of warriors (she counts on Blade Ward to keep her alive for four rounds)</p><p>Attack spells w/o Concentration: ...</p><p>Concentration spells: ...</p><p></p><p><strong>Dyrax</strong> is an <strong>Evoker</strong> (Volo 214) <strong>AC 17</strong> (mage armor) <strong>hp 78 DC 15</strong> but replace Sculpt Spell with Red Wizard traits </p><p>* gains MR (advantage on saves) vs incoming Evocation spells</p><p>* foes save with disadvantage on RW's Evocation spells</p><p>* may choose to replace damage type with Fire for Evocation spells</p><p>* tattoo (circle magic)</p><p><em>Items:</em></p><p>Dyrax' Red Cloak (req attn): +1 AC, fire resistance </p><p>3 Potions of Superior Healing (25 hp)</p><p><em>Tactics:</em> </p><p>all-out attacks, the true blaster of the team</p><p></p><p><strong>Yamoch</strong> is an <strong>Evoker</strong> (Volo 214) <strong>AC 15</strong> (mage armor) <strong>hp 54 DC 14</strong> but replace Sculpt Spell with Red Wizard traits </p><p>* gains MR (advantage on saves) vs incoming Evocation spells</p><p>* foes save with disadvantage on RW's Evocation spells</p><p>* may choose to replace damage type with Fire for Evocation spells</p><p>* tattoo (circle magic)</p><p><em>Items:</em></p><p>Red Cloak of Dancing Flames: you gain Control Flames and Dancing Light cantrips. Furthermore, you can spend your action to gain Fire Stride (1/day). During one minute (concentration), you can spend ten feet of movement (once per round) to move from one fire (camp-fire or bigger) you're adjacent to, to another fire you can see within 500 feet, appearing adjacent to it.</p><p>Staff of Fire (req attn): per the DMG you gain fire resistance, cast Burning Hands, Fireball, Wall of Fire</p><p>3 Potions of Greater Healing (15 hp)</p><p><em>Tactics:</em> </p><p>brings up defensive wall of fire if surprised; enables Fire Stride to attack foes from an unexpected direction (trying to make foes not focus-fire).</p><p></p><p><strong>Thazma</strong> is a <strong>Diviner</strong> (Volo 213) <strong>Init +6 AC 16</strong> (mage armor) <strong>67 hp DC 15</strong> with Portent, and</p><p>* tattoo (circle magic)</p><p><em>Items:</em></p><p>Thazma's Red Cloak: You become proficient in making Initiative checks. You may cast a Divination spell as a reaction once per day. (This also gives her one more Portent)</p><p>Goggles of Night: +60 ft darkvision</p><p>18 Potions of Healing (6 hp) - for herself and mercenaries</p><p><em>Tactics:</em></p><p>Links all four with Telepathic Bond</p><p>Handles the mercenaries</p><p>Provides information for the group - can cast things like Arcane Eye, Comprehend Languages, Detect Thoughts, See Invisibility...</p><p>Attack spells w/o Concentration: ...</p><p>Concentration spells: ...</p><p></p><p></p><p></p><p>For a party of level 13 (or higher), this would probably be an appropriate straight combat encounter. With the advantage/disadvantage sheenanigans their Red Wizard training gives three of them, it would be deadly, but that is as it should be. </p><p></p><p>For my party (which probably won't be level ten) the point is that attacking a party of senior Red Wizards on a personal mission for Szass Tham head-on should be a hellish experience. (Either talk to them, or manage to take them out piecemeal).</p><p></p><p>Th</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7317251, member: 12731"] Here are my [SIZE=1]incomplete[/SIZE] notes for the party of Red Wizards that explore Omu. First off, they don't do anything as stupid as what the module is suggesting they do - splitting their party. Not even at the minimum level would a single Mage be a challenge for the heroes. Secondly, I'm using the Volo NPC stat blocks to make them true specialist Wizards rather than some generic Mage. That is, with a focus on a particular school of magic. This is what I've come up with so far (in preparation of my party, which aren't there yet): [B]Zagmira[/B] is an [B]Abjurer[/B] (Volo 209) [B]AC 15[/B] (mage armor) [B]hp 74+30 DC 16[/B] but replace Arcane Ward with * gains MR (advantage on saves) vs incoming Abjuration spells * foes save with disadvantage on RW's Abjuration spells * tattoo (circle magic) * can cast a spell as a bonus action (4/rest) and then also cast Blade Ward [I](this is essentially what circle magic does for her; getting the equivalent of 8 Sorcery Points or four Quicken Spell. SPs can also be used to regain used up spell slots, but that seems like too-much-detail for a NPC. Feel free to point out any other cool way to use SPs, though!)[/I] [I]Items:[/I] Zagmira's Red Cloak (req attn): 19 Intelligence (if lower), 30 temporary hit points (replenished by taking a long rest). [I](I'm riffing from her given backstory; when she took over her granddaughter's body, the girl rebelled and in the magic mishap Zagmira lost her brilliant mind. But she still managed to craft this cloak to recover from that otherwise devastating handicap for a Wizard).[/I] Zagmira's Spellbook: choose one Abjuration spell from your spell list – you count as having this spell known and prepared. [I](It also works like a regular spellbook. Why I phrased it this way was to make it useable as loot for other casters than Wizards. My party has one Sorcerer and one Druid, but no Wizards)[/I] 3 Potions of Supreme Healing (50 hp) [I]Tactics:[/I] targets most dangerous foe at a time; isn't afraid of warriors (she counts on Blade Ward to keep her alive for four rounds) Attack spells w/o Concentration: ... Concentration spells: ... [B]Dyrax[/B] is an [B]Evoker[/B] (Volo 214) [B]AC 17[/B] (mage armor) [B]hp 78 DC 15[/B] but replace Sculpt Spell with Red Wizard traits * gains MR (advantage on saves) vs incoming Evocation spells * foes save with disadvantage on RW's Evocation spells * may choose to replace damage type with Fire for Evocation spells * tattoo (circle magic) [I]Items:[/I] Dyrax' Red Cloak (req attn): +1 AC, fire resistance 3 Potions of Superior Healing (25 hp) [I]Tactics:[/I] all-out attacks, the true blaster of the team [B]Yamoch[/B] is an [B]Evoker[/B] (Volo 214) [B]AC 15[/B] (mage armor) [B]hp 54 DC 14[/B] but replace Sculpt Spell with Red Wizard traits * gains MR (advantage on saves) vs incoming Evocation spells * foes save with disadvantage on RW's Evocation spells * may choose to replace damage type with Fire for Evocation spells * tattoo (circle magic) [I]Items:[/I] Red Cloak of Dancing Flames: you gain Control Flames and Dancing Light cantrips. Furthermore, you can spend your action to gain Fire Stride (1/day). During one minute (concentration), you can spend ten feet of movement (once per round) to move from one fire (camp-fire or bigger) you're adjacent to, to another fire you can see within 500 feet, appearing adjacent to it. Staff of Fire (req attn): per the DMG you gain fire resistance, cast Burning Hands, Fireball, Wall of Fire 3 Potions of Greater Healing (15 hp) [I]Tactics:[/I] brings up defensive wall of fire if surprised; enables Fire Stride to attack foes from an unexpected direction (trying to make foes not focus-fire). [B]Thazma[/B] is a [B]Diviner[/B] (Volo 213) [B]Init +6 AC 16[/B] (mage armor) [B]67 hp DC 15[/B] with Portent, and * tattoo (circle magic) [I]Items:[/I] Thazma's Red Cloak: You become proficient in making Initiative checks. You may cast a Divination spell as a reaction once per day. (This also gives her one more Portent) Goggles of Night: +60 ft darkvision 18 Potions of Healing (6 hp) - for herself and mercenaries [I]Tactics:[/I] Links all four with Telepathic Bond Handles the mercenaries Provides information for the group - can cast things like Arcane Eye, Comprehend Languages, Detect Thoughts, See Invisibility... Attack spells w/o Concentration: ... Concentration spells: ... For a party of level 13 (or higher), this would probably be an appropriate straight combat encounter. With the advantage/disadvantage sheenanigans their Red Wizard training gives three of them, it would be deadly, but that is as it should be. For my party (which probably won't be level ten) the point is that attacking a party of senior Red Wizards on a personal mission for Szass Tham head-on should be a hellish experience. (Either talk to them, or manage to take them out piecemeal). Th [/QUOTE]
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