Skip to main content

Interesting Encounter: The Hermit Mage

Interesting encounters are short descriptions of encounters that GMs can use to build on.  They combine unique aspects of different types of foes, terrain, skill checks, weather, combat, etc in order to provide more unique challenges than hit monster; repeat.

Sometimes adventuring parties gain too much confidence from too many victories, and throw caution to the wind. In these cases, it is sometimes necessary to remind the party that the world is a big place, and for all their powers and abilities, there is always someone more powerful.

I usually throw this encounter into an unlikely place, like searching through a dungeon or a cavern system or even in an old ruin. In this remote, unpopulated location, the party stumbles across a room with the glow of a burning fire and the smell of stew boiling over the flames.

In this room is a powerful mage. Feel free to build this mage to fit into whatever bigger scheme of the plot. In my recent campaign, centered around an evil gnome army, I made him a gnome. Tie this mage to the plot in such a way that the party thinks he has knowledge they need. You need to incite them to really want to talk to the mage.

The mage should be a lot more powerful than the party. Give him some ability that the party can't deal with -- flyings, teleporting, invisibility, whatever. Don't feel bad if you need to break normal patterns of class development to build this character to be tougher than the party.  If you like, give the mage a couple of servant minions just in case. Don't worry about this being fair in terms of a fight. That isn't the challenge they are meant to overcome by combat.

The mage has one goal. He has chosen this out of the way place so he isn't bothered. A party that has come to bother him for information. They have no magical knowledge above his level to trade. This is the worst kind of distraction. He just wants them to go away and never come back. He might also want to make sure the party doesn't tell anyone about his "hiding" place, mostly through intimidation, and if needed, manipulation of memories.

This encounter can play out a number of ways. The party can try to talk to the mage and just get turned away. As a GM, this is the least interesting outcome, so try to describe some things the PCs can see in the room that give them even more of a clue that this mage knows something. The PCs could aggressively or tenaciously attempt to talk to the mage. In this case, the mage is going to forcefully remove the party, quickly illustrating to the party they are outmatched. The party could attempt to patiently negotiate with the mage. In this case, the mage will likely lose patience and block the PCs out. If they aggressively respond to that, combat will erupt.

Combat, in this case, is not meant to be lethal, though it certainly could be. The party is going to get a quick dose of powerful magic, and should figure out the predicament. If they don't, and rush into full unceasing combat, have the mage apparently TPK the party. Then have them wake up later, far away, locked in crates or cages with their equipment nearby. The escape will be a fun challenge, and they will get the point.

In the end, the encounter is meant to place something the party wants just out of reach, protected by someone they cannot defeat. This is a huge awakening for some parties because it illustrates the big world with an always bigger power. It is good roleplay, though, and will give the PCs a bit more caution as they move forward.

Comments

Popular posts from this blog

5E Starting Gold and Equipment for Higher Levels

The DMG has a rough recommendation for starting gold and equipment for higher levels, but with my groups running one-shots, we wanted to nail it down to level by level. Here's my DMG-inspired table. Generally I allow equipment to be traded in during character creation for half book value, where applicable. I also, as a GM, offer to make custom magic items for players who can't choose. A list of magical items by rarity can be found here  with stats available in the DMG. I also generally allow players to buy healing potions (2d4+2) for 50gp and greater healing potions for 250gp (4d4+4). PHB items are available at book cost at creation. I do not allow other equipment to be purchased except in game. This is generally based off the "high magic" campaign. Level Starting Gold Starting Equipment / Magic Items 1 - 160gp  OR Standard starting equipment 2 210gp Standard starting equipment 3 285gp Standard starting equipment 4 365gp Standard sta...

Rules for Flying Creatures in 5E

I'm not one for just throwing my players willy-nilly into something new without an idea of how it would work.  Flying races are on the horizon for one of my games, so here are my clarifications for flying creatures: A flying creatures requires a minimum space of at least 3 times their height in all directions in order to flight. For example, a 6 ft tall flying creature requires a room to be at least 18 ft in all dimensions before they can fly in it. A flying creature can attempt to grapple a creature.  If the the target or grappler are flying, grapple attempts are at disadvantage. If neither are flying, grapples are per RAW.  The state of flying or walking is determined by the last square you have moved.  To change between walking and/or flying, you must use at least 1 space of movement.  Movement rules per RAW apply (PHB pg 190 "Using Different Speeds") A successful grapple check by a flying creature can allow the flying creature to potentially carry th...

Exploiting Weakness in D&D 5e: A Guide for the Evil Plotting GM

I wrote a similar article to this on Pathfinder, and though this is a pretty evil topic, it has been of use to a lot of folks out there.  So, now, I think, is the time to start a similar article for D&D 5e.  This will be a living document to be updated with suggestions and more information as I find better methods. In general, 5e is a lot more challenging for a GM, because the classes are reasonably balanced and because the game mechanics don't have a lot of scale over the 20 levels. Here's a general list of things to increase the difficulty for the party: Increase the number of foes and the CR (ignore the book CR system if it isn't offering a challenge) Spells against the PCs low saves.  A high level sleep spell, for example, could take out a party with no elves. Drag out the opportunity for the long rest.  After 2 short rests, the 3rd battle of the day is tough. Hit the most vulnerable PC first. It almost always forces another teammate to take an acti...