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Daspolo's page
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Thats my interpretation of the rules as well. Rules as written it says it can resurrect an outsider, they're outsiders.
I do plan to have demigods have something which stops them from being resurrected, as a bunch of them are about to die in my coming campaign, and I was hoping to find something canonical to explain it. I suppose the pact works for me.
You goodie two-shoes can't resurrect that empyreal lord, because if you do, we're gonna resurrect all the dead horsemen of the apocalypse to smite your face
Alternatively it would be kinda funny for a cleric of Socothbenoth or some other deity who hates Nocticula to just resurrect all the demon lords she assassinated (within the time limit) in rapid succession to just alpha strike her
This question might be a bit 1e specific as it is based on the application of the True Resurrection spell, and I understand that 2e's resurrection spell is different.
So here is the issue.
True Resurrection wrote: This spell can also resurrect elementals or outsiders, but it can't resurrect constructs or undead creatures. Now, (almost all) demigods are outsiders, and there are a lot of dead demigods in the setting. What precisely is stopping every 17 level cleric (or anyone who can just buy a scroll) with a bank loan and a bit of ambition from just resurrecting an allied demigod? I understand that there are story reasons why one wouldn't do that, but the premise is ignoring that.
For true gods, resurrection is explicitly a whole hell of a lot harder than that, when it is possible at all. Is there something saying a demigod cannot be resurrected so casually? And I don't even necessarily mean explicit rules, just wondering if it's been established in the lore.
Or, if Cernnunos bites it, will daddy Erastil just be able to have one of his Clerics resurrect his son the next day?
Hey all, I know there will be a subset of people who in general find doing this to be somewhat wrong for a game like Pathfinder, and while I agree its probably more suited for a game of Exalted or some such, I think I am currently in a campaign that would allow such extreme hyperbolic eventualities (this is a 1-20 gestalt mythic campaign with a lot of homebrewing and third party content. My pcs are jacked bro) so with that in mind, I was planning on homebrewing up a true deity subtype to be used by deities the pcs might eventually face. I have a bunch of ideas, many of which are based around the deity in question transcending the normal mechanics, but not to the point that its just a plot scenario rather than an actual entity to be potentially opposed or defeated.
Here's an example of an ability that illustrates my intentions of a deities power transcending the normal rules, but still being mechanical in nature.
Deific Initiative True deities do not roll Initiative. Instead at the beginning of each round they gain a number of immediate actions equal to three times their deific rank (kinda like mythic ranks) +1, so for an average deity with a rank of one, they will have 6 immediate actions. They may use these actions to perform any move, standard, swift, or immediate actions they wish. They may spend two immediate actions to replicate a full round action. Deities may make any free actions they choose on anyone's turn. Deities may not make more than two immediate actions without another character taking an action they do not interrupt. In the event two deities attempt to act simultaneously, the order their actions resolve is chosen randomly.
Pretty wordy. But I kinda like it.
I of course will also give them dumb defenses and make them pretty overpowered. Another idea is that anyone who isn't another deity, a demigod, or mythic tier 5 simply can't do anything at all to them.
Has anyone else made a serious attempt to stat out deities in pathfinder? Are there any other interesting ideas you all suggest which would fit what I am going for with this type of abilities.
Hmm... I suppose that makes a good deal of sense. Just an expansion of what had been an earlier idea.
An alternative idea is perhaps she could be searching for a way to gain power over the method of petitioners to the Abyss. Maybe she could find a way to make choice abyssal petitioners remain humanoid and lucid, perhaps even retain their memories, but also under her control. She can then make them into even more powerful demons, as their powers are concentrated into one entity.
There are also a bunch of archetypes that while cool, are a bit bland and weak for a pc, though that's fairly subjective.
Also, the demonic apotheosis rituals. Apart from the fact they're literally based off of Nualia, an npc, if you actually managed to get to the last one, youd be so far ahead of your party it wouldnt even be funny. Like, your a demon with a cr of you level, with your levels on top.
Additionally the requirements to get to the final ritual are so massive that you'd essentially overshadow everyone else at the table narratively in addition to power wise.
I let a player get to the third level, but they only got the fourth level in the epilogue.
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I'm gonna go against the grain and say that you might genuinely be better off being open about your powers, at least after you've established yourself contingencies and ways to survive.
Make yourself a secret hideout somewhere deep underground (transform into an earth elemental and swim down there, clear it out with disintegration.) Then create a good old fashioned clone bunker. If you have craft wonderous items, create items to preserve clones, and circulate the air.
Now, return to the world, and announce to the world who you are, and start taking payments. You cannot be stopped. As a mythic rank 10 archangel you can cast wish silently and still-ly. And now that you have the bunker of clones, there's nothing any mortal can do to stop you, and anyone who crosses you. You make an example of. You then start demanding payment from governments in exchange for you magical items and wish granting.
Grow extremely rich, become beloved or feared, and just go hog wild. Just make sure you give yourself a few spell tattoos of wish/teleportation/whatever and have plenty of copies of your spell books in your clone bunker.
Edit Or even better. Forget the bunker, forget clones. Steal enough money to make a demiplane, then just Astral Projection forever baby. Immortal, omnipresent, wizard.
If you are a player in "The End of Days" then stop reading
So, the long and short of it is that my pcs are traveling to the midnight isles to retrieve a book once owned by an angelic ally of theirs and leant to one of his contacts. They do not yet know that this book was the Concordance of Rivals, this angelic ally is in fact Tabris, and his contact in the Midnight Isles was Nocticula herself.
So, nocticula transformed into the redeemer queen only a few years ago, as such neither the pcs (who've been hibernating) nor Tabris (in hiding) are aware of yet. What would have been a tense but quick exchange of studying materials will now be a search.
Luckily Tabris formed a pact with Nocticula, such that she could never take the book from the midnight isles or damage it. As such they know it's in the isles.
Eventually they will learn that two former members of Nocticula's courts are fighting over it.
The first is a Lilitu 'Priestess' of Nocticula-that-was who is now trying to establish a cult formed around herself. She believes that information in the Concordance was necessary for Nocticula's ascension to godhood as a neutral deity. She wants the book so she can find how she did it, and eventually claim the power Nocticula shed as she ascended and take over her former sphere.
The other is a Succubus wizard of some skill. I'm thinking a necromancer. I am uncertain what her motivation should be though. It should be of similar scale to the other. I originally thought she would use it to force an usher to judge one of her mortal victims so that he'd go to the abyss so she could finish the job, but that seems pretty small compared to the Lilitu.
TLDR I need a motivation for why a powerful Succubus would want the concordance of rivals that is of similar scale but distinct from attaining demi-godhood.
As it happens one of my pcs took the nemesis feat for an early enemy they met. Might be fun to have them encounter them unexpectedly here. He's a barbarian/fighter gestalt, though a rune blade wouldn't work, as my pcs in a previous campaign destroyed all of the runelord staves and swords at the end of Return of the Runelords, but there might be something else to consider.
If you're one of my players in "The End of Days" then stop reading.
My players have recently arrived in Basrakal, the Maelstrom city of misaligned outsiders. Its filled with outsiders who are different from, though not necessarily opposite of, their natural alignment. My pcs went there as part of the main quest for the campaign, but right now they're hoping to take a break from the main quest and do some sidequesting. I am hoping for a bit of narrative inspiration. For some info, the players are level 4 gestalts. They're fairly powerful players with optimal builds and a good deal of third party content on top of being gestalt, so I generally treat them as two levels higher for cr purposes.
Here's one sidequest I have so far:
The pc's bard friend has entered into a musical talent show ran by a lillend. One of the pcs, a paladin of Shelyn was able to figure out that the Lillend is actually evil and selling her most talented competitors into slavery. She has since gotten the aid of a musical band of reformed fiends to try and put a stop to this evil Lillends schemes and save their bard friend.
That's a good idea of the sidequest. Short, interesting take on the premise of Basrakal. Preferably I would like to have a few more of these sidequests to enjoy. Do any of you have some ideas as to what might be a good sidequest for adventurers of this level in such a weird setting? Again, preferably small sidequests, I'd like these to be relatively short so I can fit a few in the session.
The idea with the items belt and headband are both good ideas, except for my campaign using abp, but that's a good concept.
I think it having additional sorcerer levels would work.
I was kinda hoping to have his perfection be an academic/enlightened situation. Green's are supposed to be scholarly and someone isolationist.
I was tempted to go with some monk template, but that might be a bit silly. I was tempted to use some sort of psionic class as another avenue, but I already plan for the blue dragon to be the psion character so that's also being a bit back burnered.
I might give him a bunch of shadow piercings and demonic grafts, thought I may save the demonic stuff for the red dragon.
One idea I might go through is him using necrotoxins and similar stuff on himself intentionally. Like drinking ghost syrup to intentionally become permanently incorporeal.
I am running a campaign wherein the pcs must fight their way through paragons of each of the chromatic dragons, and they are currently dealing with the torturous and sadistic black. The next will be the green dragon.
The green dragon lives in a dark wood of incredible corruption. It is filled to bursting with haunts and evil fey, among which is a dreaded whisperer. All these combined make the forest itself almost impossible to penetrate. Should they succeed, they will find the citadel of the green dragon.
The pf book, dragons revisited, describes green dragons as scholarly, constantly seeking physical and mental perfection. I would like to exploit this fact.
What would be fitting things a green dragon would desire to perfect itself. It can be magical items, class abilities, pacts, 3rd party, anything.
Hey all, I have a PC who is wanting to run the following class.
https://drive.google.com/file/d/0B6bKY5cuGjh9VFA1OF8xVmtqWjA/edit
He has selected the order of the arcane hand and the theurgic brigand, he is playing a kitsune.
He has largely disregarded the melee abilities the class offers, but is concerned with how he can be an effective combatant. The class has a lot of disruption abilities, but it heavily focuses on illusions and enchantments, the two most easily hosed types of magic.
What would be a decent way to ensure it can be an effective combatant should his first two lines of offense fail? I am open to any materials, even third party materials, especially I am willing to add thematically appropriate spells to the spell list. I am already thinking the phantasmal killer spells would make a good deal of sense.
Hey guys thanks for the advice. However my player decided to pivot to a new character idea.
Hey all, sorry if this is a strangely specific topic, but one of my PCs is currently building a summoner for the upcomming campaign. They want their eidolon to be a marilith demon, which tend to be born from the souls of Tyrants. He wants his marilith to actually be someone specific to the setting with history, that way we can have more fleshed out RP. We've considered Ileosa and but we are looking for any other options.
Ileosa is fun, but LE so being a Marilith is odd, and spoiler has her own foibles.
Also, the queens of Irrisen are off the table too, that player is just wrapping up a winter witch Jadwiga character, so thats a little too samey for them.
One of my players is interested in casting plane shift and going to nirvana for the sake of recieving guidance on the destruction of a dangerous artifact the party just got. I am wondering what the rules are for going to nirvana, or perhaps other planes if he wants to. I assume the lawful planes will probably detain him if he tries to enter and he'll need to be cleared, and the chaotic realms will be largely free for alls. Is there anything more specific in the lore though?
But this isn't a matter of an overdose. You don't heal the damage naturally. So if you take ten does, one every month for ten months, you still die.
(And I know they'd probably make the save by then but whatever. It still works for a dose every three days or something)
So i was going over the rules for drug addictions in PF, and one thing that struck me as odd was that under moderate/severe addictions you cannot heal the ability damage for that drug. That means with, say pesh, which does 1d2 con damage, an average human would be dead within ten uses if they were addicted. Am I reading this correctly? Is there no way to be a long time pesh (or any other drug) without significant magical help?
As another example, taking an average of 4 doses of opium, regardless of how long between each dose so long as you don't get cured of the addiction, would kill an average man. But people can be opium addicts for years.
I have a player whose character is building a school of wizardry in game. We're using downtime rules to build the building and hire the help. He wants to create a magical sparring dojo, and wants to make the merciful spell metamagic effect be applied to all spells within that room. I am wondering what requirements (price, spellcraft DC, etc) I should levy on this.
I think that's a typo, since the racial attributes gives it both a bite and two claw attacks.
So we know that the good outsiders have formed alliance to battle the forces of evil. But do the other alignments have similar situations.
Do Azatas rub shoulders with proteans and qlipphoth against the lawful outsiders?
Do the lawful ones team up? It seems like they would be fairly prone to actually.
I'm guessing that it means you're blind to the outside world, but you can still read the inside of the mask.
I would flavor it as a magical encyclopedia of sorts, it's a supernaturally powerful reference document. It's not intelligent itself.
As for mechanically, you only use it while making the check. I.e. If a knowledge check is attempted you get a +10 to it. I don't think GM interpretation would matter.
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For context, here is the ooliodroo.
http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/demon-ool ioddroo-2/
It is basically a memory wiping demon. The designers built them to basically create a demon that could make you a serial killer without you even knowing. Its ability to use modify memory at will is just too good.
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Hey, so long story short, I have this scenario idea for levels 5-6 involving the bbeg using a tag team of succubus and ooliodoo simulacra to take over a royal court. With judicious applications of suggestions, energy drains, wisdom drains, and modify memory spells they have had the following effects.
Basically everyone has a profane gift from the succubus, that they do not remember. They also almost all have negative levels and/or wisdom drain so that they all cannot resist the sla ofeu either demon.
Ultimately I want to know how the pcs could detect all the shenanigans before they find themselves walking into the bathroom feeling inexplicably more charismatic but with a pounding headache and the strong desire to leave for the next town.
Is there any way mechanically that a PC could discover that the npcs were suffering from negative levels, wisdom drain, modified memories, or have the profane gift?
I know I could throw in a few weak links in the demons work, a maid they've left alone who's noticed everyone acting kinda funny lately, but I'd prefer to keep it mechanical first.
This isn't built for any particular party, just something I'm toying with, but if you could keep it to the core/advanced/ultimate sources I'd appreciate it.
By the way the succubus has a ring of mind shielding on, as do the king, chancellor, and Prince. Those three are also the only ones with the ooliodroo larva inside them. So detect evil/thoughts won't reveal them right?
That just seems so thematically odd though. But I guess RAW that seems more likely.
One of the lines regarding this item is a bit ambiguous to me.
Mirror of Mental Prowess wrote: Read the thoughts of any creature reflected therein, as long as the creature controlling the mirror is within 25 feet of the mirror, even if those thoughts are in an unknown language. So, my question is if this is meant to refer to being used in conjunction with the clairvoyance ability that the mirror also gives one. I.E. I watch the throne room, so the king is "reflected" in the mirrors surface. Or is it meaning literally just people standing in front of the mirror? I personally think the first is RAI, but I don't know.
Also, there doesn't seem to be a DC to resist, does this mean that the mind reading cannot be resisted?
That sounds all good to me. It resolves my problems.
I havea few suggestions to the "current" draft. First, I suggest thinking over the requirement for spontaneous casting, as I frankly don't think its necessary. And I also kinda would retool the special requirement thing. Instead of not having a body being a requirement, the requirement is that you must have a body ready to transfer too with your original body being destroyed immediately.
I think this is good for two reasons. First off, it explains how the stranger actually transitions from its previous state to its current. The original never really stated how it got from losing its body after taking the class, to possessing its new body. Further I think this is a better solution than have an incorporeal subtype, as that would imply the stranger could survive without a host, which it can't.
Also, I think the whole recursive possession thing is what's really overpowered. You could just have an infinite supply of bodies, and the victims of it could at any time be repossessed? Frankly I'd think you could nerf that by having it be recursive only back until it's spellcasting modifier if you want to keep that ability.
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Pretty simple. Would something with true sight know there is an illusion he's seeing through? Or would he simply not sense the trick? Similarly would he and a guy with see invisibility know the thing they're looking at is supposed to be invisible to them?
The characters are all levels 3-4. So they can take a few hits, but don't yet have a lot of magic to cheese past the puzzles.
I'm thinking they'll largely not be terribly lethal. The illusion one will be pretty dangerous as a sort of last test type of thing. But I don't want them to be wholly safe either, I want a little tension.
I have consulted on another forum, and have come up with what I think is a pretty good enchantment puzzle.
The room will be empty except for for pedestals holding four colored orbs; red, blue, green, and clear. And the exit door has four slots to insert the orbs in a 2x2 square configuration. There is an arrow pointing upwards from that square. Whenever a player grabs an orb, he becomes unable to let go of the orb until he exits the room. Further, when this happens he gains one clue to the proper configuration, and one restriction.
Red: Hint, the blue stone goes East of the clear stone. Restriction: You may only speak to answer questions, and must lie while doing so.
Blue: Hint, green stone is south of the blue stone. Restriction: You may only speak so as to speculate. You may not talk about things you know for certain.
Green Hint, the red stone is in the northern row. Restriction, you may only speak when correcting someone else's errors.
Clear: Hint: The arrow on the lock pointing upwards is considered SOUTH in this exercise, not NORTH. Restriction: You may speak freely, so long as you do not reveal your clue.
I am currently toying around with the idea of having my players crawl through a fairly large dungeon, with the theme of an abandoned wizard's tower. This tower was built to demonstrate the merits of each of the eight schools of magic to prospective wizards. So I want to make a puzzle room for each school of magic. There will be other, more combat focussed rooms, such as an alchemy lab filled with wild oozes, or a golem, and such, but each of these rooms will be largely puzzle/trap focussed. So I would like some help coming up with puzzles for each type.
Ideas for each school
Abjuration
* The players could be tasked with moving a key across a room. The key itself has a small, insignificant enchantment on it that makes it glow, but the room is filled with magical lanterns that generate fields of force that don't let magic items enter. They need to through a series of switches that either turn on or off these lanterns, set up antimagic fields that allow the key to pass through the fields, or so on.
Conjuration
* Having trouble with this one. I'm thinking about having a strange portal in the floor, that leads to dark worlds, and the PC's need to get accross. They will somehow gain an item that lets them use minor creation, so they can make a bridge. Needs fleshing out.
Divination
* Also not fully decided yet. Perhaps there will be a series of clues that can only be seen with various magics. A pair of glasses that have see-invisibility to find a hint on the wall in invisible ink, but also in an obscure language, so you'll need another item to use comprehend-languages on. Having a good deal of trouble with this one.
Enchantment
* No real idea how to do this one.
Evocation
* Have movable statues that fire out beams, make a puzzle with that? It works, but I think its a little boring, any better ideas?
Illusion
* This room will actually appear to be another room entirely. The players are trying to get through the tower because at the top of it is a bridge leading to a flying platform. This room will appear to be the final room. They will see the bridge, but if they try to go out they will fall to their deaths. There will be a number of ways to know it is fake. The bridge is pointing in another direction, the room will have many windows and balcony's while the tower has none. And it will appear to be night or day, despite being the opposite.
Necromancy
* This one is also giving me troubles. I'm thinking about devices in the room raising friendly undead, and they need to use these undead to solve additional puzzles in areas the players can't reach. Needs fleshing out, and I'd kinda like to include the other aspects of necromancy besides just animating corpses.
Transmutation
* This one is also giving me troubles. Transmutation can do a lot of things, and I'm not sure how to do it justice.
So yeah, I think I'm pretty happy with the abjuration and illusion puzzles, but I am kinda needing help with the other ones.
Thank you in advance for your help.
One thing I'm not sure of is how to frame the relative enthusiasm regarding outsiders with two alignments (Archons, Azatas, Demons, Devils) vs the singularly aligned (Agathian, Axiomatic/Innevitables, Daemons, proteans)
Are the singularly aligned ones "more" that alignment than a dually aligned one?
Are Agathians more good than archons, proteans more chaotic that demons, who are also less evil than daemons?
Has this ever been clarified, in either pathfinder or the older systems?
Scrapper, I'd think that would be considered open ended as per everyone else's ideas. They seem to have the geas be a way to either force you to do a specific task (slay x, find y) for indeffinite, but geas's that enforce behavior (don't do this, always do this) would be temporary. So yours likely would be temporary.
Also, you don't prevent them from eating when not a slave, just give them additional permission to.
I was referring to the true geas spell. Which has no HD limit.
Also, would the need to become strong enough make it open ended? I would assume the spell allows for some agency.
Hey guys, I was looking over the rules for the geas/quest spell, and would like some clarification.
Geas/Quest is normally permanent, but the rules stipulate that if the command "involve(s) some open-ended task that the recipient cannot complete through his own actions" then the spell has a limited duration before wearing off.
My question is what is normally considered to fit this category. How would the following examples normally rule?
1. Never eat the meat of a dog. (Is this considered open ended? It's not something you can "complete")
2. Do not return to this kingdom until you have slain a pit fiend (entirely possible, but beyond the scope of most individuals)
Those two scenarios strike me as ambiguous. What should a GM rule those as?
The golden brand can with the second password. But I haven't built a way to make the lesser blue one invisible. But I guess that other illusions could work on top of it. So a disguise self spell could make it hidden, but only the greater brand can be hidden under it's own power.
Oh yeah, the cloths can be activated with UMD. The brand too if you can get a hold of it.
As to other divination magic, I'd say that true sight could see the Mark of the tattoo cloth. It can see the brand if it isn't hidden, but have to bypass the caster check if it was.
Removing the brand is wish or miracle or similar magic.
So I have an idea for a set of two items, that are primarily used to allow pc's and npc's to silently and reliably show their allegiance to a specific group (think, thieves guild). They operate like a brand on the skin, that can only be seen by people who are wearing the same brand, to everyone else, its invisible. To elaborate
Quote:
Shibboleth Tattoo Cloth
This cloth when placed against the skin and activated by a pass phrase, creates a mark identical to the one on the cloth. This mark is invisible to all that do not similarly have this mark, to those who have this mark, it appear as a faint glowing blue that passes through clothing. This mark can be removed at any time by saying a second passphrase. The mark hides from divination magic that would otherwise reveal it (detect magic, see invisibility) unless the caster can overcome a caster level check (dc 20).
The cloth and mark will remain magical until the next full moon, after which the cloth will disintegrate, and the mark will disappear
Quote:
Shibboleth Brand
This functions identical to the shibboleth tattoo cloth, with the following changes. First, the mark is bright gold to those who can see it. Next it is completely permanent, and can only be removed with powerful magic. The passphrase to remove it will only render it invisible to all parties, and can be made visible again with the first passphrase. Further, the caster level DC to see it increases to 25, and when it is made fully invisible, this increases further to 35. The wearer of this mark can always see another's mark of the same type, even when his mark is hidden.
So basically, the cloth tattoos will be passed around to associates every month, and the password will be changed each time as well. But leaders and people of great import will have the permanent brand instead.
Does this seem like a good item, and is there anything that jumps out at you all as a problem?
So I was reading over the rules for the spell, primal scream, and I am confused about two things,
The rules are as follows
SRD wrote:
School abjuration [mind-affecting, sonic]; Level bard 4
CASTING
Casting Time 1 standard action
Components V
EFFECT
Range personal
Target you
Duration 1 round/level
DESCRIPTION
You voice a mighty yell from the depths of your soul, invigorating yourself and dispelling enchantment and paralysis effects. This functions as break enchantment, except it only affects you and only frees you from enchantment and paralysis effects. If the caster level check to break the hostile effect succeeds, you give voice to your scream and the spell takes effect normally; if not, this spell fails without further effect. You can cast this spell even when paralyzed or unable to speak because of an enchantment effect, but not in an area of silence, if you are unable to speak for reasons other than enchantments or paralysis (for example, if you are gagged), or if cast in an environment where speaking is not possible.
So, two things. First off, what does the duration mean? Break Enchantment was instantatneous. But this is 1 round/level. Does this mean if I fail to break free the first round, I can keep trying? Does it mean I can try once per round for a different effect?
Secondly, does this allow you to break domination, or does domination prevent you from casting the spell to begin with?
I appreciate the suggestion. I'll read over it for any neat things. One problem I've gotten so far is that it is primarily stealthy, at least for the first few acts, whereas my scenario is much more violent.
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I am in the midst of planning my first session with a new group. It will be a party of 4 level 1's. An oracle, two barbarians (in universe reasons) and a rogue.
The basic premise of this dungeon is that the four PC's have been imprisoned and have to escape. They all start in an oubliette, but are broken out by an NPC who goes around breaking all of the prisoners free and starting a prison riot.
My main gimmick here is that apart from regular dungeon crawling, there will be a psuedo time limit. The prisoners will all assault the main gate of the prison complex, but eventually lose. While the prisoners are all fighting the guards, those guards will all be concentrated at the front of the dungeon, after the main riot is quelled, they will all start rounding out the stragglers, such as the PC's
I say psuedo time limit, as I will be moving the main melee along by however many buildings the PC's explore. There are the following buildings.
main cells: this is where the PC's start, mostly empty after they are broken out. Includes kitchen that can supply knives for quick weapons before regular weapons are attained.
Luxury cells: These are the cells for noblemen. Four cells in total, each has minor luxuries in them, including a 1000gp bottle of wine should they succeed in appraising it.
guard house: This has four sections in it. A vault for bail money, with 1500 gp in it, but has a CR 1 arrow trap protecting it. Prisoner's effects, which has their starting items and a few additional odds and ends. Going there too late will mean they have to fight two village idiots to get their items back. Barracks, which will be empty but has some simple weapons should they want them. And the warden's office, which contains a master key to the compound. A very high perception score will note a secret passage to a hidden room, which can allow the PC's to hide from guards if they are too slow. It also has 600 gp.
Special Prisoner's Jail Here is where an old section of overflow cells used to be. They were torn down to make room for a special prisoner. the area has a good deal of yet to be cleaned up rubble from the old building. In the center is a platform with two poles with chains and manacles attached to them. The poles and chains are curse so that anyone placed in them is drained of their strength, but they have been rendered unusable after being melted through. There are the corpses of three elite guardsmen who used to watch over the prisoner at all times.
Mage's quarters: Here the PC's will encounter a high level Wizard, but he will flee immediately after they appear, but will summon several zombies as well. This room contains a few simple healing potions.
The goal is to escape the prison complex before the guards quell the riot and recapture the PC's. This will happen after 7 'visits.' Entering a building equals 1 visit, and entering the guard house equals 2.
After 2 visits, they will be attacked by a guard and two dogs.
After 4 visits a grappling hook will appear attached to the back wall of the prison, allowing easy escape should they see it. Along with allowing them to meet the special prisoner.
After 5 visits the riot will be losing terribly, and some guards will start patrolling again, likely leading to a battle against 3 lvl 1 warriors.
They may attempt to escape via the front gate as well, but doing so will be very hard. They will start the fight by going against 4+visits lvl 1 warriors. If they manage to beat this, then the tide of battle will swing in the prisoners favor eventually breaking them all out.
So that's my current plan for the dungeon. Do you guys like this, anything else I should add or remove?
I suppose I'll just say that it doesn't actually induce combustion but emulate fire energy type and leave it at that. That's also explain how the drow also isn't hurt by the convection of the situation.
Okay then it evokes literal flames.
>wraithstrike
I was asking the in world justification for the fire not hurting them on account of being vaguely magically aligned.
I mean like. I blast a drow, no damage. But then the wooden floor catches fire and that hurts him?
Can someone explain how spell resistance resists fireball? The fire is actually there right? The spell isn't mimicking the effects of fire, it actually makes literal flames. How can spell resistance resist that if they aren't immune to fire. Or similar spells that conjure elemental thingamabobs that should be inherently damaging.
Yeah that's basically what I'm going for. All else being equal which sorcerer bloodlines would rise to prominence.
To be honest the majority of the reason comes down to flavor in the setting. The players will be mostly on the run and it will be sorta survival based and I kinda wanted to enforce some resource management to the wizardry to further the atmosphere a little, it would also create some interesting situations if say the sorcerers caught on and started trying to destroy all of the components or so.
I'm not certain how to make the components advantageous. Perhaps especially good components could increase the DC of the spell by 1 or so.
Hey I'm currently building a campaign setting in a prehistoric time period. The society will be ruled over by sorcerers in their various clans. Assuming everything else is equal what which three bloodlines would you assume would rise to power in a copper/stone age civilization?
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