Campaign Advice [Archive] - Wizards Community

Post/Author/DateTimePost
Martel732

02-18-08, 06:12 PM
I have limited experience Dming but am working on a new campaign. It won't be used for a couple of weeks so I have plenty of time to work on it. In addition the part I need help on will be part of a mid to high level adventure. The campaign world is going to ruled mainly by magocracies, that are only tenuously aligned with each other and occasionally war with each other. Magic will have no extra power its just that magic-users have become a dominant political force. The first couple levels should go fine with monsters hunting and dungeon diving. However, eventually the main city that is dominated by the mages tower is thrown into chaos. The mages have used magic to improve general life and production in the city at the cost of some of the citizens freedom. A group opposed to the rule of mages sneaks into the tower and proceeds to slaughter everyone in the tower. I figured that the attackers would accomplish this mainly through the use of anti-magic fields. This group isn't opposed to magic itself (just the rule by mages) so they would have some (not a lot) of spellcasters. Now the problem is that I am not an expert on magic and the only person I know who is is in the campaign so I don't want to ruin any of the story by getting his advice. I figure that the mages would seal their tower with walls of forces at night to prevent anyone with antimagic fields or anyone else form getting in at night. So, I figure the attackers would get some of their spellcasters to infiltrate the ranks of the mages tower and cast teleportation circles to get the attackers in and then lead them to where the mages are. My question is what other defenses would any self-respected mages tower have to defend itself, I want the backstory to this to by somewhat plausible at least. Following the attack the PCs would enter the city find it in chaos (the ruling class=dead, few remaining mid-level wizards fight each other for power, low level mages terrified, rival mage guild looking to expand etc..) From their there the PCs would have several options on how to proceed, most obviously hunt down the killers. I welcome any advice on the adventure but, especially on magical tower defenses. Thanks.
Orchomenos

02-19-08, 09:50 AM
Wizards and spellcasters might have many options allowing them to fly. Thus, I would make the tower entrance at 30' from the ground.

The tower could be in Adamantine.

You could have stone, clay and iron golems guarding the immediate vicinity of the tower. Perhaps the rebel were able to size control of some golems.

You could have many magical traps.
rodolfomaxi

02-19-08, 02:02 PM
Each Tower could have a magical ward that automatically dispels any magic within the tower.

The only way to bypass it is having a amulet (or ring) given only to members of that Mage's House.

This way you have a betrayer within the Tower that helped whatever intruders to disable all defenses, including the golems and walls of force.

And if the betrayer has given the intruders the amulet, this would help explain how they could beat the wizards inside: Using silence spells , anti-scrying, ethereal and etc. to avoid beign noticed.
Zootsuit

02-19-08, 04:57 PM
There's a great thread in the "What's a DM to do?" thread called "1001 Traps for Beginners" or something like that that's chock full of ideas.

Mages have good will saves, and can see through many enchantments. You could always have most of the paths and doors in the tower obscured by enchantments (similar to the screen spell) and have the obvious hallways and doors lead to dead ends and other traps.

Also, Sepia Snake Segil is a LOT of fun to use. Keep that in mind. :)
Martel732

02-19-08, 06:47 PM
Thanks everyone, That is exactly the type of stuff I needed. I like the idea of Golems and such as I am sure high level mages would realize they are sol in an anti-magic field and would want some protection. A flying tower would help reinforce to the PCs that the attackers aren't just a couple of thugs.

I really like the magic amulet/rings to identify people who are supposed to be in the tower. This would make the role of the traitor much more important. I like the idea of the defenses being turned on the defenders.

I believe that thread of traps will come in handy for this and some of my other adventures. Also, after looking through some traps I decided it might be fun to have the PCs sneak through the tower later. Perhaps they "save" the traitorous mage from the rebels and bring him back to the city. And only after he takes over the remaining mages that he is a traitor. But, knowing the players half of the them would want to know how much he would pay them to work for him and I could probably get the other half by appealing to the sense of the right to self-determination (why do the mages get to rule without the mandate of the people!).

Once again thanks everyone that was the main part of the campaign that was giving me trouble.
adgramaine

02-22-08, 07:33 PM
When you are dealing with magic, don't forget to make things magical.

I am not talking about magic items, or making new spells. Try to give these mage towers something personal that marks them unique beyond the confines of the rules.

Have one of the towers be formed from walls of force with lava flowing between the force-walls, and suddenly you have a much more compelling setting for a pyromancer...

Once the setting is established, then keep in mind that mages are often the most intelligent opponents players may run into in D&D. A pyromancer within a tower as described above will certainly expect intruders to come prepared and protected against fire. So since he's not an idiot, he commissions exploding runes, electricity based attacks, swarms of insects, and anything that does not rely upon fire-based damage. Higher level characters have enough options to where such curve balls won't throw them too hard, but it's a nice mix.

But still, have that one arrogant wizard who does all the predictable defenses, if only so the party can have the pleasure of knocking him off his high-horse....