Wicked Wizard's Wondrous Wardrobe Wiped out!

I know what I'm to do.

Several traps on the windows (Low CR), a darkmantle+animated rug. An animated statue or two. A trap that casts Color Spray, with varying alarms. Perhaps a Shield guardian. And likely his Familiar, a Corralax. Probably one more living creature that I should find.
 

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Traps are a hazard in a home, but there should be lots of locks. You're not going to want a deadly trap on a door you'll be using every day (like to a wizard's study), but he'll want to be able to lock it up with a high DC, probably magic lock. Maybe use locked rooms as quasi-traps: put a lock on a door that re-locks itself behind you, and is MUCH harder to pick from the inside than the outside. The would-be thief finds himself stuck in what appeared to be a pantry, and the Wicked Wizard can dispose of him at his leasure.
 

Oo, that's sneaky.

I plan on having a False Door trap.

Basicly this would be in a place that msot guests would Not be, I.e, the wizard's study, lower rooms, etc. The door leads to nothing; brick wall behind it. However, it's trapped. So, a would be thief opens and BOOM.
 

Xarlen said:

I plan on having a False Door trap.

Basicly this would be in a place that msot guests would Not be, I.e, the wizard's study, lower rooms, etc. The door leads to nothing; brick wall behind it. However, it's trapped. So, a would be thief opens and BOOM.

If you're going for a not-so-serious tone, post a warning on the fake door. "Danger, No Trespassing" or somesuch. On the brick wall is another message "I told you so".
Funny, but doesn't really sound in-character for the Wicked Wizard, from what you've described...
 

Assuming this wizard is high enough level (11th, at least?)... On every exterior door and window, simply put a magical trap that triggers a Guards and Wards spell throughout his home.

From the SRD:
Guards and Wards

Abjuration
Level: Sor/Wiz 6
Components: V, S, M, F
Casting Time: 30 minutes (D)
Range: Anywhere within the area to be warded
Area: Up to 200 sq. ft./level (S)
Duration: 2 hours/level
Saving Throw: None
Spell Resistance: See text

This powerful spell is primarily used to defend the character's stronghold. The ward protects 200 square feet per caster level. The warded area can be up to 20 feet high, and shaped as the character desires. The character can ward several stories of a stronghold by dividing the area among them; the character must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area:

Fog: Fog fills all corridors, obscuring all sight, including darkvision, beyond 5 feet. A creature within 5 feet has one-half concealment (attacks suffer a 20% miss chance). Creatures farther away have full concealment (50% miss chance; the attacker cannot use sight to locate the target). Spell resistance: No.

Arcane Locks: All doors in the warded area are arcane locked. Spell resistance: No.

Webs: Webs fill all stairs from top to bottom. These strands are identical with those created by the web spell, except that they regrow in 10 minutes if they are burned or torn away while the guards and wards spell lasts. Spell resistance: Yes.

Confusion: Where there are choices in direction—such as a corridor intersection or side passage—a minor confusion-type spell functions so as to make it 50% probable that intruders believe they are going in the exact opposite direction from the one they actually chose. This is an enchantment (mind-affecting) effect. Spell resistance: No.

Lost Doors: One door per caster level is covered by a glamer to appear as if it were a plain wall. Spell resistance: No.

In addition, the character can place the character's choice of one of the following five magical effects:

Dancing lights in four corridors. The character can designate a simple program that causes the lights to repeat as long as the guards and wards spell lasts. Spell resistance: No.

A magic mouth in two places. Spell resistance: No.

A stinking cloud in two places. The vapors appear in the places the character designate; they return within 10 minutes if dispersed by wind while the guards and wards spell lasts. Spell resistance: Yes.

A gust of wind in one corridor or room. Spell resistance: Yes.

A suggestion in one place. The character selects an area up to 5 feet square, and any creature who enters or passes through the area receives the suggestion mentally. Spell resistance: Yes.

The whole warded area radiates strong magic of the abjuration school. A dispel magic cast on a specific effect, if successful, removes only that effect. A successful Mordenkainen’s disjunction destroys the entire guards and wards effect.
 


Have pet brain moles that he let's loose at night. Give him a brooch of mind shielding to make him immune to thier mental assault.


Stunning intruders and messing up with their minds would make pc's go nuts, especially when the moles are restricted only to the area below the floor boards they are walking on.


Normally Brain moles target psi characters, but when starving for psionic energy, I don't see why they won't target non psionics.

In the morning the wiz has them trained to go back to their "den"/cages. feeds them food and water laced with sleeping draught that will make them sleep for 12 hours.

hehe
 

Another mean trick would be to give the wizard a "dummy" treasure chest, or cabinet, or closet that works exactly like a Bag of Devouring.

Or perhaps you could have a special habitat room in the basement that is designed to harness the energy of a large colony of Shocker Lizards. The wizard uses the energy for semi-magical lighting and heat, and for arcane experiments. If the Lizards are released or killed, the house is plunged into darkness.

Don't forget to give the wizard a good familiar. With the Improved Familiar feat, you can have some particularly tough ones... A quasit, an imp, a stirge, a beholderkin, or any "normal" familiar with a feindish template would probably be appropriate.

Unless you make him 12th+ level, he wouldn't be able to use Shield Guardians or Golems (he wouldn't be high enough level to construct them). Animated Objects might be a reasonable alternative. Imagine entering the wizard's library, only to have all the books come flying off the shelves at you... A horde of Tiny animated objects swarming the characters.

Just how nasty do you want to be?
 
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Note, this guy is an Aristocrat. So he's not going to be Mr. EVIL!

Heartless, calloused to the poor, sure. But he's not going to have like super evil ugly monsters. Just a rich wizard. :)

I like the dummy chest, though. And, gotta love shocker lizards.
 
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