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What should guard a wizard's lab?
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<blockquote data-quote="FalcWP" data-source="post: 3384788" data-attributes="member: 16858"><p>Wow, thanks for all the great ideas, folks. </p><p></p><p>As far as the size of the complex and the length of the adventure go... the lab itself is going to be relatively small. I'm thinking a few rooms for various experiments (say, one for alchemical experiments, one for summoning, one for crafting, one for testing out new spells), a largish study/library, a main hall, and that's mostly it. All underground, beneath the wizard's old home, and behind secret doors - the wizard didn't want anyone stumbling onto his experiments, partially because they aren't entirely ethical, partially because they would be dangerous to the general public, and partially because he liked his privacy. A corridor will lead to the lab, from the basement of the wizard's house; there will also be an exit that leads into the nearby countryside. Knowing my group, it will probably encompass a full four hour session, between exploring and combat.</p><p></p><p>Sollir Furryfoot, I really like the idea for that Imp. I'd been playing around with an idea of an imp as a bound assistant, but hadn't come up with a really good way to pull it off, but that's just about perfect. I particularly like the idea of him needing the PCs to retrieve something for him that he is unable to access.</p><p></p><p>Nyeshet's Living Spell idea is also a fun one, and could work well as the guardian that the imp cannot overcome - Living spells have DR 10/Magic and are immune to poison. So there's another challenge for them.</p><p></p><p>I think I may add in either a few constructs or a few low CR outsiders (such as small elementals or Lemures) which the imp has at least nominal control over, though I'll have to make sure that they would be unable to defeat the Living Spell or any other challenge standing between the imp and what he wants.</p><p></p><p>I think its a really good start towards guarding this lab. I'd love to hear any other ideas folks have.</p></blockquote><p></p>
[QUOTE="FalcWP, post: 3384788, member: 16858"] Wow, thanks for all the great ideas, folks. As far as the size of the complex and the length of the adventure go... the lab itself is going to be relatively small. I'm thinking a few rooms for various experiments (say, one for alchemical experiments, one for summoning, one for crafting, one for testing out new spells), a largish study/library, a main hall, and that's mostly it. All underground, beneath the wizard's old home, and behind secret doors - the wizard didn't want anyone stumbling onto his experiments, partially because they aren't entirely ethical, partially because they would be dangerous to the general public, and partially because he liked his privacy. A corridor will lead to the lab, from the basement of the wizard's house; there will also be an exit that leads into the nearby countryside. Knowing my group, it will probably encompass a full four hour session, between exploring and combat. Sollir Furryfoot, I really like the idea for that Imp. I'd been playing around with an idea of an imp as a bound assistant, but hadn't come up with a really good way to pull it off, but that's just about perfect. I particularly like the idea of him needing the PCs to retrieve something for him that he is unable to access. Nyeshet's Living Spell idea is also a fun one, and could work well as the guardian that the imp cannot overcome - Living spells have DR 10/Magic and are immune to poison. So there's another challenge for them. I think I may add in either a few constructs or a few low CR outsiders (such as small elementals or Lemures) which the imp has at least nominal control over, though I'll have to make sure that they would be unable to defeat the Living Spell or any other challenge standing between the imp and what he wants. I think its a really good start towards guarding this lab. I'd love to hear any other ideas folks have. [/QUOTE]
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