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The 1st Invitational "Kill Elminster" Contest Winners

Maybe my plan needs some refinement, if you insist that Elminster flees at first sight of an antimagic
field despite being specifially and peripherally equipped to deal with them.

My new, refined plan

Party:
Male Half-Ogre Barbarian 8/Reaping Mauler 5
- Salient Feats (level): Improved Unarmed Strike (1st), Clever Wrestling (3rd), Reckless Rage (6th),
Improved Grapple (bonus Reaping Mauler 1st), Combat Reflexes (9th), Mage Slayer (12th)
Male Spellscale Wizard 15
- Salient Equipment: None. He is unequipped.
- Salient Feats (level): Widen Spell (1st), Arcane Mastery (3rd), Quicken Spell (Wizard bonus 5th),
Efficient Metamagic: Widen Spell (6th), Spell Thesis: Antimagic Field (9th), Craft Contingent Spell (12th)
- Salient Equipment: Properly-stocked spellbook, pointy hat.
Female Half-Elf Bard 15
- Salient Feats: Quick Draw (1st), there are also several that help out with Diplomacy, Bluff, and Gather
Information. Those ones.
- Salient Equipment: Revealing Outfit, Scroll of Mordenkainen's Disjunction, no other equipment.
Halfling Monk 15
- Salient Feats: None
- Salient Equipment: None

Set up:
The Wizard uses Craft Contingent Spell to create a buttload of Contingent Widened Antimagic
Fields. Because of his Spell Thesis and Efficient Metamagic feats, a Widened Antimagic Field is
a 7th-level spell for him. A Widened Antimagic Field covers an area 20' away from the point of
origin. He creates three for his friend the Reaping Mauler, with the following triggers:

• "When I am within 10' of Elminster"


• "When an Antimagic Field that is in effect on me is dispelled" (x2)

He also creates the same number of Contingent Widened Antimagic Fields on himself, the
Monk, and on the Bard, with the same triggers.

The Bard casts Nystyl's Magic Aura on her Scroll, so that it does not detect as magical.

The Party wait around in Shadowdale until they spot Elminster.

The Bard uses her skillz to determine where Elminster will be at a given point. The Bard and
Wizard pick a tactically advantageous site that boxes Elminster in on one or two sides, such as
near a building. The Reaping Mauler waits around a corner in an alleyway, in total cover, as
Elminster approaches. The Monk is also in total cover around a corner, but further away since
he has a higher speed.

The Bard coos and waves at Elminster, using Bluff. Elminster, being a dirty old man,
approaches and as he does, the Surprise Round begins.*

Payoff:
In the Surprise Round, the Bard Quick Draws and Use Magic Devices her Scroll of
Mordenkainen's Disjunction on Elminster, automatically dispelling all his active spells and
maybe boiking some of his equipment into the bargain.

The Reaping Mauler then closes to be adjacent to Elminster. This triggers his first
Contingency.

The Wizard, meanwhile, is set up on a rooftop a few hundred feet away, and uses the Surprise
Round to ready an action to teleport within 10' of Elminster, "should he ever be outside the area
of effect of an Antimagic Field".

The Monk five-foot steps out of cover, and readies an action to run up within 10' of Elminster
"should it ever seem that he is going to escape the net of Antimagic Fields".

In the first round, we'll be generous and assume Elminster wins initiative. "Ha," he thinks,
"Foolish mortals!" He uses his Silver Fire ability for free to negate the Reaping Mauler's
Antimagic Field. Another one springs up in its place. Either he is unable to escape from the
Antimagic Field due to our clever strategising, or he moves out of the area of effect, which
triggers the Wizard's readied action. If he uses a second move action that round to escape again
(once more despite our clever battlefield choice), the Monk speeds up next to him to keep him
pinned down.

On the Party's turn, everyone moves to minimise the possibility of Elminster escaping, and
readies actions to move so that Elminster is within the area of an Antimagic Field should he
escape. Everyone except the Reaping Mauler of course, who rages, moves, and grapples. I'm
going to go ahead and assume that he will always win versus an unaugmented Elminster, at
which point it is only a matter of time (and significantly less than 700 rounds) before Elminster
is knocked out, at which point...

BAM! Into the Zombie-Hole of No Return.


One way or another, Elminster is stuck inside an Antimagic Field while the Half-Ogre twists him into a
knot.

Now comes the clever part. The Half-Ogre purposefully deals only subdual damage and only uses the
Reaping Mauler's Sleeper Hold ability. Once Elminster is unconscious, the Wizard commands a normal,
human zombie which he created earlier. The zombie is armed with a Huge sap +1 (so it goes from a light
weapon to a two-handed weapon, and deals 2d6 points of subdual damage on each hit with -4 to hit,
and an additional -4 to hit for the zombie's nonproficiency).

The Bard strips Elminster totally naked. Then he equips him with a Ring of Sustenance and an Amulet of
Adaptation. He then opens his Portable Hole and kicks Elminster's unconscious body into it. The Wizard
commands the zombie into the hole, and then commands it to continuously Coup de Grace Elminster
with the sap (a Coup de Grace automatically hits and is automatically a critical hit, so that every round
Elminster is taking an additional 4d6+4 points of subdual damage).

Rolling the Portable Hole up, the Bard places it into a small lead chest. The lead chest is then placed into
a second Portable Hole. The Bard then flies overhead while everyone else backs off, and drops a Bag of
Holding into the second, open Portable Hole.

From the SRD:


SRD said:
If a bag of holding is placed within a portable hole a rift to the Astral Plane is torn in the space:
Bag and hole alike are sucked into the void and forever lost.

So there you have it. Elminster is stuck forever, unaging, not needing air or sustenance, and accruing
subdual damage for the rest of time, inside a Portable Hole inside a small lead box inside a Portable Hole
that is "lost forever".

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Gnomish Dark Lord

Gnome Wizard 5 / Shadowcraft Mage 5 (Races of Stone) / Shadowcrafter 10 (FR: Underdark).

Shadow Illusion, Shadowcraft Mage ability: Convert illusion[figment] spells into effective Shadow
Evocation/Conjuration spells of one level lower. Reality % = level of spell converted, +40% via various
class abilities.

Heighten Spell, Core feat: Raise spell of X level to Y level, spell level adjustment of +Y-X.

Earth Spell, Races of Stone feat: Heightened spells while standing on unworked stone or dirt are raised
by an additional +1 level.
Greater Dragon Ally, 9th level Draconomicon conjuration[summoning] spell: summon one 27 HD dragon
for one task. Normally, you have to pay for it in cold hard gold, but...

The above abilities allow you to Heighten a Silent Image up to a 10th level spell, and use that to summon
140% real dragons by faking Greater Dragon Ally with Shadow Illusion. An infinite number of them, since
you don't have to pay illusions and can abuse them at will.

Proceed to annihilate Elminster (and all of Faerun while you're at it) with your Infinite Dragonflight.
While it sadly cannot trap the bugger's soul, it is effortless and anonymous. Bonus: you get to watch him
get ripped to pieces repeatedly as he self-resurrects.

If he wants to hide, destroy everything. He'll eventually come out.

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