I'm DM-ing my first campaign and have some details to work out for an part of the adventure. My party is about to find the hideout for a friendly NPC and I need some help with creating a guardian for the place.
The NPC is at Monk/Wizard Tortle who is at the moment petrified ad has been so for 4-500 years. He is standing in an underground hideout that has been kept in order be unseen servants, so there is a bit of dust, but otherwise everything is in good shape. Before my Monk/Wizard was petrified he killed his attacker and activated some sort of defence for the hideout. I want the party to go there and find him and then go on a mission to get him un-petrified. When they get there I want there to be some sort of guardians that they will either have to fight or reason with. The guardians won't let unknown persons enter, but if the party can persuade the guardian that they are a friend of the Monk/Wizard it will stand down.
I have ideas to use either a Shield guardian or perhaps some Paper Golems as these guardians. My question now is if you have any suggestions that can fit a high level monk/wizard as to abilities for the guardians and how the guardians have been active for so long?
The issue with using a Golem is they tend to be immune to charm - so if the "face" of the party uses Suggestion or Charm instead of Persuasion it could spark a fight depending on how you DM it - I guess it depends if you want them to fight or not
I might be more inclined towards Gargoyles that animate once every year clean the place up or animate when there is an intruder - then depending on the party size / level you can set the number of gargoyles and go from there. Gargoyles can be easily charmed so if the group has mass suggestion it could be over right there - or they kill them all go non lethal on the last one then wring the quest out of him to save the Monk/Wizard.
Hell you could even say its a Gargoylic resemblance / Permanent Simulacrum of the Monk Wizard that tests the group in battle and if it finds them worthy gives them the quest - then you can basically do whatever you want.
In any case the lore would be the wizard used a wish spell to create this guardian - if killed the guardian reforms at the next dawn - during that window the attacker came in and petrified the wizard with his dying breath. The guardian has been protecting the lair and the petrified wizard ever since.
Hi.
I'm DM-ing my first campaign and have some details to work out for an part of the adventure. My party is about to find the hideout for a friendly NPC and I need some help with creating a guardian for the place.
The NPC is at Monk/Wizard Tortle who is at the moment petrified ad has been so for 4-500 years. He is standing in an underground hideout that has been kept in order be unseen servants, so there is a bit of dust, but otherwise everything is in good shape. Before my Monk/Wizard was petrified he killed his attacker and activated some sort of defence for the hideout. I want the party to go there and find him and then go on a mission to get him un-petrified. When they get there I want there to be some sort of guardians that they will either have to fight or reason with. The guardians won't let unknown persons enter, but if the party can persuade the guardian that they are a friend of the Monk/Wizard it will stand down.
I have ideas to use either a Shield guardian or perhaps some Paper Golems as these guardians. My question now is if you have any suggestions that can fit a high level monk/wizard as to abilities for the guardians and how the guardians have been active for so long?
The issue with using a Golem is they tend to be immune to charm - so if the "face" of the party uses Suggestion or Charm instead of Persuasion it could spark a fight depending on how you DM it - I guess it depends if you want them to fight or not
I might be more inclined towards Gargoyles that animate once every year clean the place up or animate when there is an intruder - then depending on the party size / level you can set the number of gargoyles and go from there. Gargoyles can be easily charmed so if the group has mass suggestion it could be over right there - or they kill them all go non lethal on the last one then wring the quest out of him to save the Monk/Wizard.
Hell you could even say its a Gargoylic resemblance / Permanent Simulacrum of the Monk Wizard that tests the group in battle and if it finds them worthy gives them the quest - then you can basically do whatever you want.
In any case the lore would be the wizard used a wish spell to create this guardian - if killed the guardian reforms at the next dawn - during that window the attacker came in and petrified the wizard with his dying breath. The guardian has been protecting the lair and the petrified wizard ever since.