From top to bottom:
1) Mithril Cobras, an enemy from the first book which might show up later on if I can find a way to reasonably inflict them on you.
2) The Cardinal Adrastus Thorn, your lord and Patron. Trustworthy looking chap, isn't he?
3) The Horn of Abaddon, your home sweet home for the next seven months.
4) Tiadora, who is in no way anything other than a positively wonderful woman with your best interests at heart.
5) Zikomo the Boggard Shaman, who actively wishes to eat Kydrak at the moment. But then, who doesn't?
6) Lord Thomas Haverlyn, commander of Balentyne. Sadly deceased.
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"Not trusting me might be the smartest decision you made since getting off of your horse."
Phew, looks like I posted just in time. I was an hour past your deadline :D
Unless, of course, you waited for me.
Tactics-wise... Kin is going to be out of action this turn as he's got to cast Fly to get himself out of reach. Vanish only lasts a short while (either 1 or 1/level max 5, I can't remember which.
But after that, things will get amusingly fiery.
__________________ Christmas is a busy time for everyone; expect heavily reduced posting until a few days after the new year with my apologies.
Current characters:
Spoiler
Kin Lescelyn, Evil Human Evoker and Fireball Enthusiast.
Why did the duck with the tin lip? Because the higher they fly, the fewer!
Ouch, he made his saves. The snapdragons are kind of all or nothing like that, but I figured why not try and prevent another one of those tramples. Their redeeming quality is that you can expect another one every round for 5 more rounds in addition to Hal's other spells.
Something tells me this party has enough firepower to get the job done. (The bad oneliners will have to start in the OOC since my character won't be making those jokes)
He made his save, singular. Plants are immune to mind-affecting magic like confusion.
They're also immune to being Stunned, but not as-written being Dazed, which is an interesting set of immunities. I'm not sure whether to apply stun immunity to the lesser condition as well... Stunning is, basically, the same but worse compared to Dazing, so it makes some sort of sense for the immunity to extend like that, but I'm not too sure about diverging from RAW like this. You are wizards, after all, and I appreciate applying status effects to enemies can very well be a big part of your capabilities.
He's not immune to being dazzled, naturally, since he does still have eyes.
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"Not trusting me might be the smartest decision you made since getting off of your horse."
This character is not built to do direct damage, so yeah, removing the versatility of his favourite spell would be a hit. A fair number of things are immune to stun but almost none are immune to daze. In past games/editions I haven't treated daze as a lesser stun but I see where you're coming from. Your call.
Assuming Jurak interacts with the "wall", his DC to disbelieve is 16.
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There are 10 types of people in the world. Those that understand Binary, those that don't and those who didn't realise this was a Ternary joke.
I would ask how exactly Jurak struck through the wall without a save, but I doubt it matters.
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Live life to the full, be happy in yourself and never slow down. We're here for a blink of an eye to the universe. Make the most of it.
Hmm. Fair call on the wall, I suppose, if you were timing it so that Ilvaria looked to be stepping behind it as it rose from the ground. OK, will save being rolled here - if it passes the DC 16, then Ilvaria takes the hit. If he fails, then the hit is negated.
(1d20+9)[28]
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"Not trusting me might be the smartest decision you made since getting off of your horse."
For future reference, people need to specify if they're bringing minions along. Hexor and Vexor would need to be persuaded to leave the Horn (and at least one of them would remain behind regardless, in accordance with their bonds), and Ezra is incapable of doing so most nights. That still leaves the boggards and the Golem.
Exactly how far from death is Ilvaria? How far into negative hit points?
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"Not trusting me might be the smartest decision you made since getting off of your horse."
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Live life to the full, be happy in yourself and never slow down. We're here for a blink of an eye to the universe. Make the most of it.
Well... Damn. Not a huge amount else I can say really. Low hit points are always going to be a danger when you're a wizard, even more so when you're aiming for a build that reduces your allowance of stronger spells at higher levels.
Also, have decided that being immune to stun does not make you immune to dazing. For future reference.
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"Not trusting me might be the smartest decision you made since getting off of your horse."
Hmm...well there is another possibility. It's a long shot - a big one - but it could work. I'll shoot you a pm about it later on.
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Live life to the full, be happy in yourself and never slow down. We're here for a blink of an eye to the universe. Make the most of it.
Quint really wasn't prepared for this fight, I'm trying to think of a way to use illusions to turn this around but I don't think I can threaten him into submission here.
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There are 10 types of people in the world. Those that understand Binary, those that don't and those who didn't realise this was a Ternary joke.
Fortunately, I checked the rules, and Minor Image creates a figment. Which is not defined as being a mental effect, so the animated trees were fooled by it.
That said, yeah, being caught in a fight you're not really prepared for is problematic for a wizard. There's always the option of retreating and gathering support/changing spells. All it will do is give Jurak time... and it's not like he might have allies on the way or anything
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"Not trusting me might be the smartest decision you made since getting off of your horse."
We seem to have a little habit of killing off people Kydrak gets irritated by. Schtein used to continuously annoy Kydrak and Ilvaira didn't help him with the Boggards. I don't know why it's that pattern. Nothing to do with me.
That was fast. Hal felt a certain attachment to the Drow since she was also an outsider in this world. This fiasco will add evidence to his theory that Asmodeans aren't nearly as professional as they think they are.
Now here's hoping Kin is planning on using a fireball...
Sorry to see the Drow downed so fast, I don't think Quint really had a chance to get to know her. Ah well, c'est la vie.
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There are 10 types of people in the world. Those that understand Binary, those that don't and those who didn't realise this was a Ternary joke.
Damn. I also liked the drow. Hopefully there's a way to save her.
But now Kin is faced with a dilemma: should he spend two rounds unleashing his DPR through flaming sphere and fire sneeze which would amount to about 5d6 extra damage a round for 5-6 rounds? Or just go straight out with a fireball?
I guess any of those spells is enough to trigger Hal's fireworks.
__________________ Christmas is a busy time for everyone; expect heavily reduced posting until a few days after the new year with my apologies.
Current characters:
Spoiler
Kin Lescelyn, Evil Human Evoker and Fireball Enthusiast.
Why did the duck with the tin lip? Because the higher they fly, the fewer!
Last edited by Cloudsmeet : 10-09-2012 at 08:26 PM.
I am using this fight as a good guideline for me to help tweak later encounters. If nothing else, I was already resolved to maybe dial back the sheer number of foes with Spell Resistance that turn up (mostly in book 3, it is true, but a few arrive later in this mission. One in particular.)
Unless Snowfire has a decent idea in a PM for this longshot plan, I have a couple of ways to keep folks alive if you win the fight. Not to say death isn't a significant danger and setback, because it always will be, but the lack of easy healing and your relative fragility does have to be balanced out somehow.
Mostly it involves deals with various different beings of planes in the ventral position, to quote a certain other Wizard. And there might be a few strings attached. OK, a lot of strings attached. Still, it wouldn't be an evil game without some Faustian bargains...
In unrelated news, Jurak the Elder fluffs his save, and is now Exhausted. Bugger.
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"Not trusting me might be the smartest decision you made since getting off of your horse."
I'm kind of hoping that Jurak fails his fortitude save against my familiar's breath, although I assume he'd need to nat 1 for that to be possible, just because it would be hugely amusing.
__________________ Christmas is a busy time for everyone; expect heavily reduced posting until a few days after the new year with my apologies.
Current characters:
Spoiler
Kin Lescelyn, Evil Human Evoker and Fireball Enthusiast.
Why did the duck with the tin lip? Because the higher they fly, the fewer!
__________________
There are 10 types of people in the world. Those that understand Binary, those that don't and those who didn't realise this was a Ternary joke.
And... there goes Jurak. A terrible shame, really. Now, I have only one more thing that I need to get resolved before you can hopefully start the ritual. Shouldn't take too long, one way or another...
Also, since we'll be approaching level 7 rapidly, I figured I'd go ahead and lay out the group leadership rules suggested in the book. It lets you have access to the swarms of minions that make up a good Evil campaign without bogging the whole thing down in endless numbers of mostly irrelevant stat blocks. And since level 7 grants you access to things like Create Undead, I fully expect to see a significantly sized army behind you. Anyway...
It will be detailed in a following post.
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"Not trusting me might be the smartest decision you made since getting off of your horse."
I will have that promised PM to you sometime tomorrow. It skates around the need for dealing with devils and the like (in terms of contracts and such), but will only work this once and has some rather...let's call them interesting, shall we? - side effects.
Some of which will - if you approve it - likely make Ilvaria even more psychotic.
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Live life to the full, be happy in yourself and never slow down. We're here for a blink of an eye to the universe. Make the most of it.
Making your own evil organisation
It wouldn't be a villains game unless you had serious numbers of minions to throw at problems and generally take care of the menial tasks (even if it's just holding back the heroes until you can be properly prepared for them... or run for your life). The obvious method of gathering minions, then, is the Leadership feat. But having to deal with ten thousand distinct individuals is rather too much paperwork, and it might well leave you without suitable flexibility.
Therefore, any players who take the Leadership feat may instead take it in the form of an organisation, and multiple players may optionally combine their feats to form a council. Sharing minions allows for an evil force far greater than the sum of its parts, but you will have to share control over it (I encourage pooling resources, mostly because it simplifies the whole thing and is most cost effective).
An Organisation's stats
Spoiler
Much like characters, an organisation has a series of characteristics, representing how good it is at different things. These characteristics are rated from -5 to +10, and by default start at zero.
Ruthless - The Organisation's ruthless score determines how good it is at acts of violence and intimidation. If Ruthless hits -5, you can't order violent actions.
Secrecy - The secrecy score represents how good your minions are at staying below the radar. If this stat hits -5, then your forces are a household name in Talingarde, and odds are serious resources will be leveled towards your destruction.
Survivability - This stat represents a combination of raw numbers and how personally resilient your minions are. If it hits -5, your minions have been wiped out, and you are on your own.
Connections - This stat represents your ability to get non-violent tasks done, be it raising funds, acquiring items of gear, or smuggling agents from place to place.
Espionage - This characteristic is used to acquire useful information, be it public ally available stuff found by trawling the taverns, or top secret data looted from the governor's own office.
Loyalty - This represents how loyal your minions are to you. If it hits -5, they abandon you, and you are on your own. It is also used to resist interrogations of captured agents.
All stats start at 0. For every master (that is, PC) contributing to your organisation, you receive a number of points equal to the charisma modifier of the master (if positive), which can be allocated to any stat. Stats are also improved through in-game events, and every time a master gains a level (so if five of you hit eighth level, the organisation gains an additional +5 points to distribute among its stats).
What can my minions do for me?
Spoiler
Why, all sorts of things. Every in-game week, your minions can perform a number of actions. The precise number of actions depends on the levels and charisma modifiers of the Masters, but the organisation can always perform at least one action per master per week. The results of the action are determined by the DM, who assigns a difficulty for what you want to get done and then rolls a d20, modifying the result by the applicable score. So, if you wanted someone killed, I'd roll and add the Ruthless score. An easy action, like intimidating or bribing the dock workers assigned to a particular area, might have a DC of about eight. A nigh impossible action, like stealing the altar from the local church of Mitra, would be rated at about 25.
Scores can be boosted for individual tasks by assigning a named NPC to lead them, who contributes their own stat bonus to the roll. For example, Hexor and Vexor have strength modifiers of +6. If one of them could be persuaded to assist with the assassination, it would receive an additional +6 bonus on the roll... though it might also lower your secrecy. Word of daemons being used does get around. Unless, of course, there are no witnesses left alive to spill the beans.
Finally, if you are unsatisfied with the result of an action, you may execute the fool who failed you and try again. This grants a re-roll, but reduces loyalty by 1.
Possible actions
Spoiler
Abduct peasants - On a ruthless check, you acquire 2d6 commoners of levels 1-3 for your nefarious purposes. Odds are, their families will never hear from them again.
Assassination - On a ruthless check, you have a particular NPC killed. Especially important NPCs might be immune to death at the hands of minions... when you want something done properly...
Criminal enterprise - On a ruthless check, your minions raise level x d6 x 10 gold pieces for your funds.
Gather Information - On an espionage check, your minions bring you useful information about particular topics or just anything they happen to overhear.
Frame someone - With a successful espionage check, you manage to get the blame for a particular action assigned to another individual or group. Or even have something made up.
Indoctrinate - You use this action to tighten your grip over your minions, raising their loyalty by 1 to a maximum of 0.
Recover - As indoctrinate, but for Survivability.
Lay Low - As Indoctrinate, but for Secrecy.
Training - As Indoctrinate, but can be applied to ruthless, espionage or connections.
Legitimate enterprise - On a connections test, you raise level x d4-1 x 10gp. Less profitable than criminal enterprise, but fewer downsides if it fails.
Hunt Beasts - On a ruthless check, you obtain a number of fierce critters to use as experimental subjects or guard beasts. Generally in the CR 1-4 range.
Torture Captives - On a ruthless check, you receive answers to a number of questions from guests of your dungeons.
Trap building/repair - On a connections test, you build or fix certain traps. You still have to provide the cost of the raw materials, but there's no need for your characters to actually do the work.
Grave Robbing - On a connections test, you acquire dead bodies for reanimation and general villainy.
Guard duty - This is a big one. You create an encounter in a particular location with a challenge rating equal to that of the highest level master, -2.
Other assorted notes
Spoiler
Firstly, taking this option does not deny you the use and design of a cohort. You'll still get one, with a class level determined as per the standard leadership rules. The one restriction is that no cohort may have access to arcane magic (bards I'll allow). You are the wizards in this council, after all. Personal bodyguards would be a recommended build, for when they're not off assisting minion actions.
Secondly, you may gain bonus actions from different factors in-game. As an example, for every eight Boggard allies alive, you get a single 'boggard' action each week. The boggards are terrible at espionage and the like, but they are quite good at ruthless actions.
Thirdly, every week there may be random events, which will influence your organisation in different ways. There's too many possibilities for me to list here, but you'll work it out when they happen.
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"Not trusting me might be the smartest decision you made since getting off of your horse."
Omnomnom... Buddy just ate Jurak's soul. The resulting gem will have a value based on the soul's strength that can be used to reduce the cost of making a magic item or sold to daemons.
Spoiler
I figure Jurak was Noteworthy but not quite Grand.
Basic Soul (100 gp): This is the soul of a standard intelligent creature—a commoner, a low-level adventurer, a sentient monster of low CR, or any of the other hordes of weak or mundane folk who live out their lives with a normal amount of pomp and excitement. This is the lowest category of souls which interests daemons, who see animals and other nonsentient creatures as hardly worth the time to destroy.
Noteworthy Soul (500 gp): The souls of mid-level characters, rulers, famous or influential people, and other powerful, accomplished, and otherwise important people draw greater attention than basic souls, and drive bidding higher accordingly.
Grand Soul (1000–5000 gp): High-level characters, great heroes, dragons, powerful aberrations, and other such spirits of fabulous power and forceful personalities offer equally significant rewards to those who manage to contain their essences.
Hal can think of a particular orphanage that would serve as suitable recruiting ground.
Since Hal's prestige class makes him lose a caster level animating duties will need to be fulfilled by others for the time being, but he has enough crafting to do that he should have no shortage of tasks for the next several weeks.
I think an information network would serve us well.
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There are 10 types of people in the world. Those that understand Binary, those that don't and those who didn't realise this was a Ternary joke.
I think an information network would serve us well.
I'm definately taking leadership for my next feat. I was toying with getting craft Magic Weapons but I think I'm definately getting leadership now. I think the more of us that get it, the better. I mean, we're wizards and we can get killed pretty easily if we leave oursleves unprotected. When I get mass of all my spells, then I will basically buff them all until they're like supermen.
Though I would appreciate folks not interacting with Ilvaria's body too much until Snowfire has actually sent me that PM. That aside, you are about ready to begin the ritual now, if you wish to. The pieces are in place, and you have a good start on how to start fortifying the place. Starting will also kick you to level 7, once I've gone back and tallied up the various rewards.
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"Not trusting me might be the smartest decision you made since getting off of your horse."