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Malark Of Neverwinter
Captain Smartypants
   
 Canada
729 Posts
2914(2309)
Status: Offline
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Posted - 09/18/2002 : 17:50:47
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An extremely old, moderately skilled necromancer (Necro9/Clc1) has led a long but unimpressive career. He has established a tower in a long forgotten graveyard (anywhere in the realms). His ultimate goal has been lichdom, and to that effect, has taken 1 level of Cleric, worshipping Cyric. However, the secret of the phylactery has long eluded him. He has made only one tremendous advance... he has combined permanency and Magic Jar! While he may not be a lich, he is now able to jump from body to body, while his old body dies, as long as he has the receptacle. The only problem is... Cyric is not happy! The god has been looking forward to this mortal's soul. The evil wizard kidnaps a strong local village lad who he catches wandering in the woods, and begins the 8 hour ritual to swap bodies. At the exact moment he completes the ritual, Cyric animates a virtual horde of Undead around his tower, seeking vengeance. The Necromancer/Lad has to run for it. He is forced to abandon his magic items, spell books, components, everything he needs, including the receptacle for the magic jar! He is forced to cast all his spells requiring no material components to make good his escape. And a small horde of zombies is relentlessly pursuing him! The low level PC's encounter him on the road, and see only a terrified boy running from (appropriate to their level) a number of undead. The characters save the lad, who tells them a story about an evil wizard who marked him for death. The party must take the boy back to the tower, and force the wizard to lift the curse. The PC's must take the character along with them, as he tries to gather components for the spells he has memorized, fight their way to the tower past the waiting undead (again, appropriate to their level) and once inside he casts silent image (only needing a bit of fleece) of a mummy, sleep (fine sand) if necessary, and invisiblity (eyelash and gum arabic, pilfered from a pc under the guise of wanting a toy). The Necromancer immediately head to his lab to get his gear and tries to make good his escape, leaving the soul of the boy in his feeble old body. Then the Necromancer tries to escape.
Can the PC's foil the evil wizards plans? Will they be duped? Can a DM run this without giving it all away before the climactic end? What should the XP be worth? I gave my second level party enough xp to hit 3rd level, and i threw in a Low Level cleric of Cyric, trying to track down the Wizard, for a little more fun.
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MasterAO
Over Power (Admin)
    
    
 Sweden
8184 Posts
3388(19)
Status: Offline
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Posted - 09/18/2002 : 18:56:33
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That's a good plot idea, Malark. It may not be a new idea, but it is still a fun plot to use for a low-level adventure.
quote from Malark Of Neverwinter on 09/18/2002 at 17:50:47:
What should the XP be worth? I gave my second level party enough xp to hit 3rd level, and i threw in a Low Level cleric of Cyric, trying to track down the Wizard, for a little more fun.
That would depend on how many encounters the group of adventurers have when they explore the tower. The standard is that a group of four adventurers have to have twelve deadly encounters (ECL 1-4 higher than the group) to gain a level. Im not sure if the tower would have that many dangerous encounters, so say that they would gain enough XP to advance maximum a half level. As this can be customized, that will vary from DM to DM.
Master AO
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