So a little context here. My players are on a very unexpected quest for A Brain in a Jar they encountered and befriended in a dungeon. They want to put his brain back into a body and make him whole again... not wanted to waste a great plot hook opportunity, they now have to find his spell book. This brain was a powerful Necromancer who never fully completed lichdom(?). He warned them not to look into his spell book.
With that said, I know I have at least 1 player who will surely look. This will trigger a high DC INT save which he will almost surely fail. I want to do something along the lines of transporting his consciousness to another plane. Leaving his body on this plane.
the player will be In a different timezone for a while and I can use this opportunity to run a 1 on 1 mini campaign with him while he tries to get back.
Where should he go and what are your all's thoughts? I am open to suggestions and would love some ideas on what I could do? Keep in mind none of this is written in stone and I could change any of it to fit some truly epic ideas!
P.S. the party will be level 9 at this point, and the player in question is a rogue Drow.
Well Necros do undead things, and Orcus is the lord of the undead, is he not? And I believe he makes his home in the Abyss so maybe reading it transports you to the Abyss? Might be rough for a solo level 9 though...
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First, make sure you have a plan for if he makes the save —the dice are a fickle mistress. If you really want to do this, don’t allow a save, it just happens. They were warned. Also, what if other party members look? Assuming he does look, you might want to tell them, meta-game, this is your plan for when he’s away. Second, what’s the rest of the party going to do with the body? Will they need to carry it, or will it be more like sleepwalking along behind them? What if the party decides they never liked him and just leaves it there?
Third remember once on the other plane, the rogue won’t have anyone to heal him. If he gets into a fight and goes down, it could get really tense while he makes those death saves, and that’s assuming the enemy doesn’t just come up and shank him.
I guess the plane could depend on the necromancer. Is this a trap to protect his book? If so biowizard has a good idea about the abyss. Maybe it is not a trap, but the way the necromancer accessed a demiplane he constructed, like his own fortress of solitude. You could make it a virtual wizards tower filled with guardians where the exit point is at the room on the top. That can give you a chance for the rogue to really shine in his element, treating it like a heist. Guards to sneak past, traps to find, doors to unlock. Then, in that room at the top, he can find the necromancer’s personal notes revealing some interesting facts he’s kept hidden that may make the party re-think their alliance with him, which is why he didn’t want them to look at it in the first place.
Well Necros do undead things, and Orcus is the lord of the undead, is he not? And I believe he makes his home in the Abyss so maybe reading it transports you to the Abyss? Might be rough for a solo level 9 though...
Right? Those were my thoughts too... It was a powerful wizard he could have created his own Demiplane...
First, make sure you have a plan for if he makes the save —the dice are a fickle mistress. If you really want to do this, don’t allow a save, it just happens. They were warned. Also, what if other party members look? Assuming he does look, you might want to tell them, meta-game, this is your plan for when he’s away. Second, what’s the rest of the party going to do with the body? Will they need to carry it, or will it be more like sleepwalking along behind them? What if the party decides they never liked him and just leaves it there?
Third remember once on the other plane, the rogue won’t have anyone to heal him. If he gets into a fight and goes down, it could get really tense while he makes those death saves, and that’s assuming the enemy doesn’t just come up and shank him.
I guess the plane could depend on the necromancer. Is this a trap to protect his book? If so biowizard has a good idea about the abyss. Maybe it is not a trap, but the way the necromancer accessed a demiplane he constructed, like his own fortress of solitude. You could make it a virtual wizards tower filled with guardians where the exit point is at the room on the top. That can give you a chance for the rogue to really shine in his element, treating it like a heist. Guards to sneak past, traps to find, doors to unlock. Then, in that room at the top, he can find the necromancer’s personal notes revealing some interesting facts he’s kept hidden that may make the party re-think their alliance with him, which is why he didn’t want them to look at it in the first place.
Thanks for your input.
I was leaning towards a personal Demiplane also... that way I'm not as restricted as to what should actually be there. I was thinking of going with something like his inter-dimensional research lab. Kinda fits thematically too, because his base of operations was on a small island of the coast of a major in world city. Now it is inhabited by a Morkoth
They are terrifying creatures, but seeing it again did give me the idea to have the book be a Glyph of Warding and it cast Astral Projection to his demiplane. At least, something along those lines.
or planeshift or something similar.... I love the idea of him being incorporeal, but if its not a trap, why would the wizard choose to travel that way?
The characters mind goes into the brain in the jar and vice versa. When the player says they read the book ask the rest of the players to leave the table and tell the player everything goes dark and they find themselves unable to see, speak, hear or feel anything. Then give them a brief bio on the necromancer and they have switched bodies, they now have to play the necromancer trying to masquarade as the character. The enchantments on the jar were only usuable by the necromancer so the player character can't speak witht he rest of the party.
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or planeshift or something similar.... I love the idea of him being incorporeal, but if its not a trap, why would the wizard choose to travel that way?
For the same reason some people set up teleportation circles. You just have to do it once and it’s done, instead of needing to use a spell every time. And it’s a good escape plan, in case he’s already used his spells for the day in a fight or something then he can still use it to travel and rest in safety. And it can allow his apprentice or other minions to access the place if needs be.
or planeshift or something similar.... I love the idea of him being incorporeal, but if its not a trap, why would the wizard choose to travel that way?
For the same reason some people set up teleportation circles. You just have to do it once and it’s done, instead of needing to use a spell every time. And it’s a good escape plan, in case he’s already used his spells for the day in a fight or something then he can still use it to travel and rest in safety. And it can allow his apprentice or other minions to access the place if needs be.
to clarify, I mean why would he travel in an incorporeal state as a posed to a corporeal one? I love the idea of the player now being incorporeal... maybe I can just BS something, say its because hes not the wizard or some nonsense... I just dont like doing that generally... I find the players can see through it, and loose some player buy in.
that would be kinda mean, basically the same as a instant TPK without any real chance of succeeding
Not really, reversing it could be as simple as forcing hte necromancer to read the book and poof! body swap back again. The Necromancer find themselvf in abody with no spell casting capability so short term it lets him get about but long term he'd likely want his spell casting again.
or planeshift or something similar.... I love the idea of him being incorporeal, but if its not a trap, why would the wizard choose to travel that way?
For the same reason some people set up teleportation circles. You just have to do it once and it’s done, instead of needing to use a spell every time. And it’s a good escape plan, in case he’s already used his spells for the day in a fight or something then he can still use it to travel and rest in safety. And it can allow his apprentice or other minions to access the place if needs be.
to clarify, I mean why would he travel in an incorporeal state as a posed to a corporeal one? I love the idea of the player now being incorporeal... maybe I can just BS something, say its because hes not the wizard or some nonsense... I just dont like doing that generally... I find the players can see through it, and loose some player buy in.
Because his real body is trapped in the demiplane. Either someone put him there, or that’s what happened when his quest for becoming a lich went wrong. He accidentally created a door that only opens from one side for him. Others can use it both ways. He’s been using the book to project his consciousness, and that’s what got stuck in the jar. He doesn’t want anyone else in there because he’s afraid they’ll muck things up before he can figure his way out.
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So a little context here. My players are on a very unexpected quest for A Brain in a Jar they encountered and befriended in a dungeon. They want to put his brain back into a body and make him whole again... not wanted to waste a great plot hook opportunity, they now have to find his spell book. This brain was a powerful Necromancer who never fully completed lichdom(?). He warned them not to look into his spell book.
With that said, I know I have at least 1 player who will surely look. This will trigger a high DC INT save which he will almost surely fail. I want to do something along the lines of transporting his consciousness to another plane. Leaving his body on this plane.
the player will be In a different timezone for a while and I can use this opportunity to run a 1 on 1 mini campaign with him while he tries to get back.
Where should he go and what are your all's thoughts? I am open to suggestions and would love some ideas on what I could do? Keep in mind none of this is written in stone and I could change any of it to fit some truly epic ideas!
P.S. the party will be level 9 at this point, and the player in question is a rogue Drow.
Thanks my fellow Guru's
Well Necros do undead things, and Orcus is the lord of the undead, is he not? And I believe he makes his home in the Abyss so maybe reading it transports you to the Abyss? Might be rough for a solo level 9 though...
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
First, make sure you have a plan for if he makes the save —the dice are a fickle mistress. If you really want to do this, don’t allow a save, it just happens. They were warned. Also, what if other party members look? Assuming he does look, you might want to tell them, meta-game, this is your plan for when he’s away.
Second, what’s the rest of the party going to do with the body? Will they need to carry it, or will it be more like sleepwalking along behind them? What if the party decides they never liked him and just leaves it there?
Third remember once on the other plane, the rogue won’t have anyone to heal him. If he gets into a fight and goes down, it could get really tense while he makes those death saves, and that’s assuming the enemy doesn’t just come up and shank him.
I guess the plane could depend on the necromancer. Is this a trap to protect his book? If so biowizard has a good idea about the abyss. Maybe it is not a trap, but the way the necromancer accessed a demiplane he constructed, like his own fortress of solitude. You could make it a virtual wizards tower filled with guardians where the exit point is at the room on the top. That can give you a chance for the rogue to really shine in his element, treating it like a heist. Guards to sneak past, traps to find, doors to unlock. Then, in that room at the top, he can find the necromancer’s personal notes revealing some interesting facts he’s kept hidden that may make the party re-think their alliance with him, which is why he didn’t want them to look at it in the first place.
I like the demiplane idea with guards and traps better than mine.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
Right? Those were my thoughts too... It was a powerful wizard he could have created his own Demiplane...
Yeah. If you ahve the Mordankiens Tome of Foes, look at the Astral Dreadnought. If you dont, I can send you a link to the PDF version.
Enjoy my magic items, spells, monsters, my race, and a few feats. And GIVE ME FEEDBACK... or else.
Like what I say?
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Haha great minds...
Thanks for your input.
I was leaning towards a personal Demiplane also... that way I'm not as restricted as to what should actually be there. I was thinking of going with something like his inter-dimensional research lab. Kinda fits thematically too, because his base of operations was on a small island of the coast of a major in world city. Now it is inhabited by a Morkoth
want the MTOF pdf?
Enjoy my magic items, spells, monsters, my race, and a few feats. And GIVE ME FEEDBACK... or else.
Like what I say?
⬐ Just press this little guy right here.
They are terrifying creatures, but seeing it again did give me the idea to have the book be a Glyph of Warding and it cast Astral Projection to his demiplane. At least, something along those lines.
I have it, but thanks man!
or planeshift or something similar.... I love the idea of him being incorporeal, but if its not a trap, why would the wizard choose to travel that way?
What about just body switching?
The characters mind goes into the brain in the jar and vice versa. When the player says they read the book ask the rest of the players to leave the table and tell the player everything goes dark and they find themselves unable to see, speak, hear or feel anything. Then give them a brief bio on the necromancer and they have switched bodies, they now have to play the necromancer trying to masquarade as the character. The enchantments on the jar were only usuable by the necromancer so the player character can't speak witht he rest of the party.
that would be kinda mean, basically the same as a instant TPK without any real chance of succeeding
Enjoy my magic items, spells, monsters, my race, and a few feats. And GIVE ME FEEDBACK... or else.
Like what I say?
⬐ Just press this little guy right here.
For the same reason some people set up teleportation circles. You just have to do it once and it’s done, instead of needing to use a spell every time.
And it’s a good escape plan, in case he’s already used his spells for the day in a fight or something then he can still use it to travel and rest in safety.
And it can allow his apprentice or other minions to access the place if needs be.
to clarify, I mean why would he travel in an incorporeal state as a posed to a corporeal one? I love the idea of the player now being incorporeal... maybe I can just BS something, say its because hes not the wizard or some nonsense... I just dont like doing that generally... I find the players can see through it, and loose some player buy in.
Not really, reversing it could be as simple as forcing hte necromancer to read the book and poof! body swap back again. The Necromancer find themselvf in abody with no spell casting capability so short term it lets him get about but long term he'd likely want his spell casting again.
i see. that makes more sense, i did not think of it.
Enjoy my magic items, spells, monsters, my race, and a few feats. And GIVE ME FEEDBACK... or else.
Like what I say?
⬐ Just press this little guy right here.
Because his real body is trapped in the demiplane. Either someone put him there, or that’s what happened when his quest for becoming a lich went wrong. He accidentally created a door that only opens from one side for him. Others can use it both ways. He’s been using the book to project his consciousness, and that’s what got stuck in the jar. He doesn’t want anyone else in there because he’s afraid they’ll muck things up before he can figure his way out.