Showing posts with label Wizards. Show all posts
Showing posts with label Wizards. Show all posts

Friday, November 4, 2022

Asflag's Unintentional Emporium - Dungeon Magazine 36

Here's one where a careless wizard gets snatched away by something he summoned and now things from his abode are getting out and causing trouble.

In Ptolus, summoned extraplanar creatures like demons and devils, cannot return to their home plane since the world in which Ptolus is located happens to be a prison plane. The adventure wasn't written for Ptolus of course, so the DM needs to figure out where the wizard went and if he's still alive. Maybe he was taken to the Dark Reliquary to be tortured and killed.

Meanwhile, the authorities are looking to hire some delvers to go in and put a stop to the troubles that are coming out. A successful mission will earn the party 2,000 gold pieces.

There are other interested parties that want something from the place as well. Three different magic users each try to arrange secret meetings with the party (somehow they each learned that the party got the job) to discuss what they each want.

The first is interested in acquiring anything in the way of magic that will help see or hear over distances. He offers 1,000 gold just for searching and bringing these things out. Negotiation of the price is a separate discussion.

The second wants the wizards flying carpet and offers 2,000 gold for it. She can be negotiated upward, but not too much higher.

The third is a bit of a jerk. He wants to know when the place is safe to move into and wants everything on the property to remain. His offer begins at 5,000 gold and can go as high as 7,000 gold. If rebuffed he will attack and run off.

The wizard's estate is larger than just a tower, though it does have one. His garden and abode are well defended by all sorts of traps and creatures. That includes some zombie gardeners which the city would be quite upset about if they knew. 

Placement of the estate could be anywhere, but it feels like it would work best in Midtown, maybe along Vanish Row near the river.

If the party thinks this would make a good place to make into a home and headquarters they'll need to go through all sorts of official hurdles and spend some serious money to make that a legal reality. The jerk wizard would also challenge their efforts to gain the deed, assuming he's still alive.

Plenty of fun to be had with this scenario.




Wednesday, March 11, 2015

Follow-up on XP in Escrow

Here's the thing, as a DM, I wouldn't give full experience for the Lich and Death Knights in the latest example. They would have an xp value as challenges when the situation is overcome unless actually engaged, and creative solutions (or funny ones) would earn a bonus. Regardless, the 5E advancement is off-the-charts too rapid.

I seem to recall Mike Mearls or one of his team at Wizards of the Coast, mentioning alternate charts that would be in the DMG. They have since stated that quite a bit had to be cut from the book before release, and I can only surmise the alternate charts were cut.

I imagine working out an experience advancement table wouldn't be that hard to do, it's the getting the pacing right that is the tougher part. And if I really wanted to as DM, I could just tell the players when to level. I much prefer tables, probably for the sense of reward I get from it as player and DM.

When I return to running Ptolus, I expect to have put together an advancement table more to my liking, that gives everyone time to explore the setting before being too powerful for almost everything.

Keeping the change simple is important. Considerations include changing just the advancement table; reducing the experience awarded for combat; figuring out a way to convert to xp for treasure with drastic reductions in creature xp value, etc. I'm currently leaning toward just the first option. This is something the players will be consulted with for input and ideas.

More time is still needed DMing the game before I feel ready to offer up additional house rules.