Agents of the Darklands: A Campaign for Monsters and Madmen
Game Master
thunderbeard
Dungeon map
Party info
Loot list
I is joshing. :P
Anyway, what can we learn about the rest of the dungeon from our new minion?
Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
I'm at the mercy of the GM as to how much I know of the dungeon
Rocks fall, everyone dies
Am currently at the Apple Store, getting my computer repaired for the third time in four weeks, will post more detailed stuff when I have the chance.
Zhu Da, I let people go overboard with traits because I enjoy them; I think it was three traits, or four if you take a flaw.
AC 32, touch 10, flat-footed 28, hp 56, Fort +7, Ref +1, Will +12, Resist cold 5, elec 5, fire 5; SR 19; Per+18, Ini +2 Cleric (Fiendish Vessel) of Asmodeus 5/Diabolist 1
Did anyone claim the +4 heavy steel shield yet? If no I'd like to use that one.
I hope you do computer graphic professionally because I cannot think of any other sane reason to buy an apple.
(No, I don't list being an hipster among the SANE reasons :P)
Female Succubus
I did not claimed it. I was interested but by all means, go ahead.
Rocks fall, everyone dies
Scarletrose wrote: I hope you do computer graphic professionally because I cannot think of any other sane reason to buy an apple.
(No, I don't list being an hipster among the SANE reasons :P)
Let's just say my computer is more than four years old.
Yikes, not counting the bottom two shields, we've already bagged almost 60k.
Female Succubus
Illia- wrote: Yikes, not counting the bottom two shields, we've already bagged almost 60k. Which reminds me that Delyliath deserves more jewelry.
If you intend on becoming a melee fighter, you need a LOT more jewelry.
AC 32, touch 10, flat-footed 28, hp 56, Fort +7, Ref +1, Will +12, Resist cold 5, elec 5, fire 5; SR 19; Per+18, Ini +2 Cleric (Fiendish Vessel) of Asmodeus 5/Diabolist 1
Delyliath wrote: I did not claimed it. I was interested but by all means, go ahead. Cool. Thanks.
Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
@GM I would recommend Da tusha for short, since it's actually a single word in it's entirety.
Female Succubus
It's strange to say, but even now Delyliath is already a pretty decent melee fighter.
26 AC, +13 to hit. 7d6+2 damage. 15-20 x2 critical, 5/cold iron DR.
compared to other characters in the party she has not a great Ac or attack bonus. But she can hit pretty hard and none of her values are critically low.
The heavy +4 shield would have send me to 32 Ac wich is pretty respectable.
Next level I'm going anti-paladin, that means boosting AC and smite good.
that means adding charisma to attack rolls...
I don't have to tell you how much is going to improve attacks against those pesky paladins right?
Indeed, I'm glad you are getting at least a shield and are taking up antipaladin, as I'm mostly worried about your defense.
Any opponents designed to have a chance against Illia- would shred a target with 26 AC and 76 HP in one full attack.
I'm having fun designing another character with these rules. So far, his passive defenses surpass Illia-'s defensive fighting defenses, and I haven't even begun purchasing items or taking feats yet.
Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
Indeed, there could be no one to benefit more from adding Cha to hit than a succubus lol

Rocks fall, everyone dies
Illia- wrote: Yikes, not counting the bottom two shields, we've already bagged almost 60k. Since I'm now trying to base WBL on CR instead of CL, you guys are each about 30-40k short of where you should be by the time you're done with the city of Lavosha. That said, if you take absolutely everything you see, you may come out a bit ahead.
* * *
Meanwhile, I got into a min-maxing challenge with some people a bit back about the ultimate defensive tank in pathfinder, and it turns out the answer is: an undead Succubus (or other high-charisma race).
As an undead creature, you use Cha for HP instead of Con. With two levels of Antipaladin, or Divine Grace, you add Cha to all saves. With the Noble Scion feat, you use Cha instead of Dex for Init. With a level in Lore Oracle, you can use your Cha instead of Dex for AC and Reflex saves (which are now getting + 2x Cha). Essentially, with every defense now relying on Charisma, it's extremely easy to maximize things.
Note that I don't think this party needs to min-max more than it has, since the biggest challenges I've thrown out have been the ones avoided entirely through the use of stealth and subtlety.
I have to admit, it does sound pretty awesome to add the vampire template to a succubus. I believe I have an idea of my next end boss
Hehe, Empathic Transfer plus Fast Healing is lulzy combo. :D
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Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
In case anyone was curious, Zhu Da tusha means Lord Slaughter in Chinese. However, to achieve what I'm going for here, read it as if Jabba the hut said it lol. That's what it would sound like if he said it himself.
Zoo-Daa-to-shaaa... ha ha haaaa... lol
35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor
Yep. Read it in his voice. Nice.
Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
Diamond (CR +2) Soulbolt 7 (HP: 151/81; AC 16*; Fort 7 - Ref 10 - Will 10; Perception +15)
Scarletrose wrote: I hope you do computer graphic professionally because I cannot think of any other sane reason to buy an apple.
(No, I don't list being an hipster among the SANE reasons :P)
seconded
Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
@GM Hmmm, I forgot I can't see them yet. I would normally succeed automatically but I'm not sure I can actually make the check telepathically. I'll roll just in case, apply penalties if need be. If it fails or just isn't allowed let me know and I'll try to make what I already blurted out make sense another way.
Knowledge Planes: 1d20 + 21 ⇒ (4) + 21 = 25
If that doesn't work I could easily see The Crimson Stranger assuring me I'd recognize them by their unusual make up, and then listing some creature types. "A pair of fiends, both female...", or something like that.
Sorry bout that Illia, I shouldn't have assumed.
Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
sorry i havent posted all day guys, ive been out of town and my phone wont charge for some reason. im at the hotel on my laptop now
Rocks fall, everyone dies
You're an expert at telepathy (and so is Anaxian, actually), and might be able to recognize the internal voice of an Outsider from that of a Humanoid—which I'd say seems reasonable with that knowledge check.
And this game moves at a highly variable pace, so no worries.
35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor
Bloody Frozen Mudra Skeleton Gug?
Coming right up.
Rocks fall, everyone dies
Anaxian wrote: Bloody Frozen Mudra Skeleton Gug?
Coming right up.
If you have the HD for it...
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AC 32, touch 10, flat-footed 28, hp 56, Fort +7, Ref +1, Will +12, Resist cold 5, elec 5, fire 5; SR 19; Per+18, Ini +2 Cleric (Fiendish Vessel) of Asmodeus 5/Diabolist 1
The Dapper GM wrote: Anaxian wrote: Bloody Frozen Mudra Skeleton Gug?
Coming right up. If you have the HD for it... Hi
35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor
I can make it work. I have ways...
Rocks fall, everyone dies
Ha, I forgot about that secondary effect of desecrate.
35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor
Mal and I make one hell of a team.
I hate to admit it, but I think Mal is actually a little bit better than I am at controlling undead hordes. He has more hit dice from being a grave knight. I can cast Command Undead though, so I'm a bit better at controlling great big things.
I make up for my necromantic inadequacy with sheer creativity.
AC 32, touch 10, flat-footed 28, hp 56, Fort +7, Ref +1, Will +12, Resist cold 5, elec 5, fire 5; SR 19; Per+18, Ini +2 Cleric (Fiendish Vessel) of Asmodeus 5/Diabolist 1
Anaxian wrote: Mal and I make one hell of a team.
I hate to admit it, but I think Mal is actually a little bit better than I am at controlling undead hordes. He has more hit dice from being a grave knight. I can cast Command Undead though, so I'm a bit better at controlling great big things.
I make up for my necromantic inadequacy with sheer creativity.
Mal the character is good with Undead. The player has limited experience.
Rocks fall, everyone dies
Anaxian wrote: I make up for my necromantic inadequacy with sheer creativity. I've just started playing a tinker gnome in Skull & Shackles who Anaxian might get along with. Starting at level 2, the GM gave us 1k expendable cash, which I spent on two catapult feather tokens and a single alchemical catapult round which I threw into a bag and chain-cast abundant ammo on. At that point, we realized that the plot required us to be captured by the pirates and me sinking them would end badly, so I got more... creative with my purchases.
35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor
That is amazing. I am totally stealing that.
Rocks fall, everyone dies
Oh, no, there are better things to steal. A single fan feather token (200 gp) can stop an enemy ship from pursuit. A Tree Feather Token (400 gp) can destroy nearly any ship or building it's activated inside (although that one is a tip I heard about).
My gnome's new plan is, if they get attacked by pirates, to dive underwater (via Air Breathing), and use a Stubborn Nail (100 gp) to stick an Anchor feather token (50 gp) into the side of the enemy ship, forcibly anchoring it in the middle of the ocean. I am a tricky bastard.
AC 32, touch 10, flat-footed 28, hp 56, Fort +7, Ref +1, Will +12, Resist cold 5, elec 5, fire 5; SR 19; Per+18, Ini +2 Cleric (Fiendish Vessel) of Asmodeus 5/Diabolist 1
Updated my sheet with the +4 shield.
Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
whats going on in the room m in?
Rocks fall, everyone dies
Ah, Da tusha—you're in the same room as Illia-, and see the same stuff.
35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor
I'm a little unclear as to who is where.
Rocks fall, everyone dies
There's a map. I've been trying to update it when people say they move, but you guys can also update it. If it's hard to find, I can make the link bigger and repost it.
Diamond (CR +2) Soulbolt 7 (HP: 151/81; AC 16*; Fort 7 - Ref 10 - Will 10; Perception +15)
Shimsil will remain where the bulk of the party is, opting to, when applicable, remain toward the middle of the party.
I would request that the arcane ops team examine the door for magical traps, and if there are none, we open the door from a safe distance.
Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
Does it look like I can make my way through the webs to the southern door without getting stuck?
Rocks fall, everyone dies
By moving very slowly, you can move through the webs safely (or at least unsticking yourself when you get stuck, since there's no time pressure and alerting the Bebiliths doesn't matter). As long as you have dark vision—or somebody lights a candle or casts light, but I'm pretty sure the whole party's trekking around in darkness right now with no problems.
Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
I do indeed have darkvision. In that case, I'll be heading to the southern door after I've finished looking at the western ones.
Are we short a rogue? I can search them as well if need be. I have a pretty high perception. Between that and detect magic, I can probably find just about any trap. In no way can I disarm them lol, but I can probably at least find them if need be.
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35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor
No, we don't need a rogue. We have a summoner, two necromancers, and charm at will. We are never short of trap-bait.
Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
Indeed, that should protect us, so long as the trap isn't "Alert High Level Wizard that the door he cast traps on opened."
Rocks fall, everyone dies
Actually, a warning here:
For plot reasons, there will be some very unusual traps on the far side of this dungeon. They are the sort of traps that might deviate slightly from standard spell effect. None of them should be a TPK if undetected. Just letting people know.
Illithid Telepath 1 | HP 50/50 | AC 20 T 13 FF 17 | SR 26 | Fort +3 Ref +5 Will +12 | CMD 20 | Init +3 | Perception +22
Just so you guys know, I wouldn't try to claim party loot without asking. ZDt merely gathers what is effortless to gather and leaves the rest for someone else to pick up. He would view speaking on the matter every time it comes up as bickering about loot and beneath him. At the end of the day he will spill his bag on the table and expect everyone else to do the same. If he identifies an item he thinks you may find useful however, he will mention it to you. If you identify one you'd like that he grabs, all you need to do is mention it. He will contend for very few items. But beware of the few items he does contend for, for it could be brutal.
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