Wicked Wizard's Wondrous Wardrobe Wiped out!

Xarlen

First Post
Okay, here's the situation. PCs are 10th level.

5th level rogue/1st sorceror Half-dragon (Silver)/Elf Female
10th level Cleric of Luck, Human Male
10th level Illusionist, Half-elf Male
2nd level ranger/4th level fighter Natural werewolf female.

Several sessions ago, they witnessed an upper class wizard cast Melf's Acid Arrow on a pick-pocket, then left the pick-pocket for dead, while snubbing his nose at the wounded thief. The PCs decided this guy has to pay.

So, they got his address, and plan on breaking and entering, and cleaning him out.

Now, the party tank (The Werewolf who is my npc) May not be in the party, because I'm thinking of leaving them on their own for this.

The game is tomorrow. So, I'd like some ideas on what to stick in this guy's home. Guardian monsters, traps, the like. I have Traps and Treachery I and II, just havn't looked through them for this purpose yet.

I havn't made any distenguishes yet. Guy isn't expecting a break in (But he's going to have defenses, naturally).

So, any thoughts?
 

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For starters, it makes basic sense for the outer doors and windows, and all little-used rooms, to be Wizard-Locked.

Since he probably does not expect an invasion, he would not want to just kill folks who wander in somehow, so traps (spells or otherwise) might be reactions to violent behavior- you will be lightning bolted if you burst through the door, but not if you cast Knock and step into the room.

Somehow the idea of Wallmasters and Ceilingmasters from Zelda occurs to me- bigby's hands that emerge from the ceiling or walls at the wizard's command, grab intruders, phase into the ethereal plane, and drop them outside.

Perhaps the wizard casts Guards and Wards every night before going to bed.
 


Hmm.

Well, note, he is of the Higher Class. And he doesn't very much like thieves. So he has no scruples of defending his home, and blasting the suckers.

I want this to be a Relative challange for a 10th level group (The rogue has a horrid spot/search/disable devise).

A guardian monster or two wouldn't be too bad.
 


For every defense you put in, ask yourself a question - "Would this be a real pain to have in my home?" Remember that the guy has to live with these things.

Example - Presumably he uses his study frequently. The study door should not be trapped with something that has an elaborate disarming sequence, as he'd have to go through that sequence several times a day.

All in all, he's likely to not have many traps inside the house for simple safety reasons. What happens when he has a guest who brishes against the wrong doorknob, or walks down the wrong side of the corridor? Traps will likely be reserved for things that are out of they way, for which there's no concievable legitimate reason for anyone to fiddle with, and the like.

What he is likely to have is stuff to alert him to intruders and danger - alarms of various sorts. Sneaking into his house without him knowing it should be difficult, even if he's away...
 

Big agreement with Umbran here. Random thoughts follow:

For instance if he has a wife or lover then the bedroom would not be trapped up. If he lives alone and is paranoid, then that's a good place to start with the defenses. However, if he's an upper-class sob, he likely has house servants who would either need to know about traps reducing their effectiveness, or would need to be forbidden from areas.

Consider that if he is wealthy then a low-level warrior may be acting as night watchman.

His arcane lab is likely to be defended best of all. No one but him is likely to go there (unless he has an apprentice). Speaking of apprentices, there may be a low level wizard sleeping in a sideroom...

If he's evil, he's got a nasty familiar likely lurking around.

Where are his valuables, and what are they? Artwork corresponding to his high position, hung in the grand room where he entertains? Those may not be well defended.

Alarm spells are a high likelyhood, Guards and Wards would be annoying to live among.

I like the golem-esque ideas.

okay, I'll stop there.

John
 

Well, I would think that entryways would be warded or guarded. For example, at the top of the window-sill is a blade. WHen the window is opened from the outside, and pressure is placed on the top of the window seal (Where someone would put a hand or leg, when crawling through), the blade slams downward like a guillotine.

Also, I think something like a Darkmantle would be interesting. Something that clings to the ceiling, which he occasionally feeds.

Living monsters would be good, too. Simply because there's an NPC in my world that Sells guardians, mounts and pets.

Night watchman, apprentice, gotcha.

THe only problem is, I don't see this much a challange for a 10th level party.
 

Just because the traps are ment to avoid harming guests dosn't mean they are non-existant. He may know a spell that will disable some trapos for one person for a day. Or an amulet that marks the wearer as a servant/friend.

Also he may have some doors that are ment not to be opened. They lead to deathtraps and guardians.

He may also have some destructive forces only held back by arcane wards, so if you try to dispel magic, you run the risk of releasing deamons or elementals.
 

To play this right, you're going to have to make better use of mobs of lower level characters. Although I do agree that at least one or two golemlike creatures would be fairly safe for him and those he wants around, inconspicuous, and risky for your party level.

Mundane, low level troops should be the bulk of his security, along with alarm spells. Most theives coming after him will also be low level, so he shouldn't have to worry overmuch. Some of the windows might be trapped, but your average door won't be. Wizard Locks that only apply for him and a few people he trusts will probably be in place for most of them, though.

He should also have access to summoned backup. Be it by summoning monsters to round out his guards, or conjured/bound outsiders in his laboratory, he's going to unleash them if there's trouble and make amends with sacrifices later.

And if you really feel the need for traps, there's always the faux treasure room. The servants have no reason to go there, so who's he to care if one of them gets hurt? He doesn't go there, since the "treasures" there are all shoddy fakes, but it should still either dangerously injure any thieves who try taking it, slow them down, or maybe even convince them that they've found what they're looking for and have them leave with a bunch of junk.
 

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