Rumble in Songbird Hall


Hell's Rebels


So my players have been using a strike and flee tactic for their assaults on the temple of Asmodeus. On their most recent assault and largely in part due to a magic jar spell and a diversionary assault they have slain the High Priest, a number of clerics, and then fled with the body to Songbird Hall. The vampire cleric remains, so instead of waiting for them to return I was going to have Barzili Thrune lead an assault on the temple. This is going to be my first effort with Rd20, the Cornovirus has hit the area and I want my friends to stay safe, so that adds a new wrinkle into things. So before I return to the joy of map making I need some input.

What magic buffs should the temple have? I was toying with the idea of the disruption of the summoning ritual blasting out across the district disabling or weakening any magical defenses the temple may have.

Best way to protect a vampire from sunlight, they did kill her beloved so there is not a chance that she will be staying behind.

To occupy the inhabitants of the temple there will be enemies that crash through the oh so beautiful stain glassed windows and engage them.

The main threat will be Barzili, the vampire, and the Gardner...or some devils. Any thoughts and criticisms would be greatly appreciated.

This is what the temple of Shelyn shall look like...if i can master d20 map manipulation. :) Wish me luck.

http://blackmarches.wikidot.com/desecrated-temple-of-shelyn


Aluceda should have done her homework. She and the vampire sorcerers from the random encounter table should have been very close to infiltrating the silver ravens... if they haven't already. Infiltration and scouting techniques to discover supporters and use them to find hideouts and have their new thralls invite them in: disguise self, sense thoughts 40 (zon kuthon) in populated areas, dominate gaze, scouting via gaseous form, invisibility, and spider climb.

If you're really looking to twist the knife, have them turn an emotionally central supporter into a vampire spawn and use that spawn in the assault for the demoralizing effect on the PCs. Here's how that could work: discover supporters (diplomacy, reading thoughts, stealth observation), track them to their services, dominate a few of them to spy/learn about organization and leaders, call out leadership thru thralls leaving one behind to invite in, then infiltrate and turn supporters into spawn while leaders are away using other thralls to take and bury bodies. Then have leaders forced to slay their own supporters. Then, once emotionally destroyed, capture the leaders.

In the latter scenario, read the table to make sure that your players are up for that kind of thing.


Here's an advanced version of Aluceda, which I think I've posted elsewhere? Oh well.

Female human vampire umbral scion sorcerer 8/umbral court agent 4 (CR 14)
CE Medium undead (augmented humanoid)
Initiative +9 see in darkness, darkvision 90’, Perception +24
This alluring, raven-haired beauty casually wipes a trickle of blood from a pale cheek, then smiles to reveal needle-sharp fangs.
RADIATES 10’ ENTANGLING DARKNESS (umbral mage armor, false life)
DEFENSE CMD 27
AC 27, touch 17, flat-footed 22 (+2 deflection, +4 Dex, +1 dodge, +6 natural, +4 mage armor)
HP 156/171 (8d6+4d8+108+extended false life)
• fast healing 5 DR 10/magic and silver
• If 0 HP, must go into gaseous form, return to coffin, more damage has no effect, helpless as heals 1 hp in 1 hour in coffin, then fast healing back in
Fort +15 (immune unless vs. objects), Ref +12, Will +15 (+19 vs. channeling)
• Resist cold 10, electricity 10
• Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage.

Combat Tactics: Darken, then entangle, use shadow conjuration to lock down battlefield
Always on (extended and then regular): false life, mage armor.
Prep spells: shield (11 min), veil (10 hours) allies w/darkvision, Umbral Shadow Grasp Tenebrous mage armor (10 hours entangle, darken), give darkvision to any non-vampire allies (8 hours)
Battle spell combos: Quicken shield; Umbral Shadow Grasp Tenebrous twilight haze (concealment, entangle, darken); Shadow Grasp Tenebrous Shadow Conjuration (entangling swarms of fangs, spiked pits, and webs, etc.); greater invisibility; Shadow Grasp Tenebrous deeper darkness on 1 of several marbles then shadow conjuration: summon monster III (dire bat)
Infiltration and scouting: disguise self, sense thoughts 40 (zon kuthon) in populated areas, dominate gaze, scouting via gaseous form, invisibility, and spider climb; discover supporters, track them to their services, dominate a few of them to spy/learn about organization and leaders, call out leadership thru thralls leaving one behind to invite in, then infiltrate and turn supporters into spawn while leaders are away using other thralls to take and bury bodies. Then have leaders forced to slay their own supporters. Then, once emotionally destroyed, capture the leaders.

OFFENSE CMB +10
Speed 30 Spider Climb 20’ (retain dex)
Shadow Jump: 40’/day to another shadow, standard act

slam +11 (1d4+4 plus energy drain 2 levels, max 1/round)
• Energy drain: -1 to attacks, ability checks, saves, CMB/D, skills. Reduces current and max HP -5. Fort 22 to remove each day later. Rises as spawn 1d4 days if dies from negative levels
Special:
• Dominate: standard act, 1 target, 30’ range, Will 23, CL 12th.
• Blood drain: free if establish or maintain pin, deals 1d4 CON damage to victim and +5 heal or temp HP each round to vampire. Rises as spawn in 1d4 days if dies from blood loss.
• Veil (11/day): 11 hours, 30’ range on creature/object, decrease light level 2 steps for 30’, decreases past darkness then treat as deeper darkness.
• Children of the Night: standard act, arrive in 2d6 rounds, 1d6+1 rat swarms, 1d4+1 bat swarms, 2d6 wolves.
• Spawn: May control 11 spawn

Total for shadow/darkness spells: +1 CL, +2 DC, -4 to dispel, +spell level to stealth 1d4 rounds
• Shrouded spells with wisps of shadow stuff: +2 DC to ID spells, +5 DC in shadows
• Potent Shadows: +1 CL casting shadow/darkness spells in dim light or less
• Shadow Arcana: darkness/shadow spell, +spell level circumstance to Stealth for 1d4 rounds
• Shadow Grasp: +1 level to spell, cast spell w/area effect w/darkness descriptor, add entangled while in area +1 round, Reflex save of spell’s level negates and don’t keep making save in area, you cannot be impeded by it
• Tenebrous Spell and Magic: +1 to spell level but free if shadow or darkness school, cast in darkness or dim light, +2 DC and -4 to dispel; casting it in bright light concentration 15+2*SL.
• Umbral Spell: +2 level increase on spells that target creature or object and can’t be used w/instantaneous spells, add darkness descriptor, affected creature radiates darkness 10’ like darkness spell, nonmagical light has no impact, doesn’t stack w/other darkness spells; effects vs. those who can’t see: 50% miss chance, -2 attacks vs. you, -2 AC and Reflex, half move speed in darkness

Sorcerer Spells Known (CL 11th, +11 ranged touch, concentration +19)
5th (6/day)—shadow evocation (shadow, Will 23 disbelief for 20% real or 20% chance of effect then save as normal, examples: battering blast, lightning bolt, fireball, scorching ray), cloak of shadows (shadow, personal, 11 min, 20% miss, +5 stealth, DR 5/good; better against those without darkvision), wracking ray (210’, ranged touch +11 touch, Fort 23/half, 3d4 STR and DEX damage, minimum 1)
• QUICKEN shield, magic missile; EXTENDED greater invisibility (22 rounds); SILENT/STILL enervation, shadow conjuration; SILENT AND STILL dispel magic, fireball, deeper darkness
• UMBRAL TENEBROUS
• SHADOW GRASP TENEBROUS shadow conjuration
4th (8/day)—greater invisibility (touch, 11 rounds), shadow conjuration (shadow, Will 22 disbelief for 20% real or 20% chance of effect then save as normal, examples: 2: web, 3: stinking cloud, spiked pit, swarm of fangs, sleet storm), enervation (50’ range, 1d4 negative level for -1 per level on attacks, saves, skills, CMB/CMD, ability, no save but regain them 11 hours level, can gain 1d4X5 hit points), ADD ONE
• SILENT/STILL dispel magic, fireball, deeper darkness; SILENT AND STILL scorching ray, twilight haze
• UMBRAL TENEBROUS acid arrow, false life, invisibility, darkvision,
• SHADOW GRASP TENEBROUS
3rd (8/day)—TENEBROUS deeper darkness (darkness/shadow, 110 min duration, touched object, 60’ radius emanation, drops 2 light levels, areas of dim light and darkness become supernaturally dark that even darkvision can’t penetrate, effects vs. those who can’t see: 50% miss chance, -2 attacks vs. you, -2 AC and Reflex, half move speed in darkness), fireball (Reflex 21, 20’ radius, 840’ range, 10d6 fire, fire to combustibles), seek thoughts (use this to track down those thinking about ZKR in 40’ radius then dominate them to learn more), dispel magic (210’ range, d20+11 vs. 11+SL), ADD ONE
• EXTENDED false life (22 hours); SILENT/STILL invisibility, scorching ray; SILENT AND STILL magic missile, ray of enfeeblement, disguise self, shield
• UMBRAL TENEBROUS chill touch (+2 DC), mage armor, shield,
• SHADOW GRASP TENEBROUS entangling twilight haze
2nd (8/day)—false life (1d10+10, 11 hours), invisibility (11 min), scorching ray (50’ range, 3 rays +11 touch, 4d6 fire), darkvision (11 hours, 60’ darkvision), TENEBROUS twilight haze (darkness/shadow, 50’ range, 20’ radius, 11 rounds, drop one light level, 20% miss if adjacent, 50% and can’t use sight to target if not adjacent), acid arrow (2d4 acid, 4 total rounds, 840 range, ranged touch +11)
• EXTENDED mage armor (22 hours); SILENT/STILL magic missile, ray of enfeeblement, disguise self, shield
• SHADOW GRASP TENEBROUS
1st (8/day)—chill touch (11 touch attacks +10, 1d6 cold, Fort 19 or 1 STR damage, panics undead 1d4+11 rounds), disguise self (110 min, +11 disguise, Will 19), shield (11 min, +4 shield AC), mage armor (11 hours), magic missile (5d4+5 force, 210’ range), ray of enfeeblement (50’ range, ranged touch +11, 1d6+5 STR penalty, Fort 19/half)
0—acid splash, detect magic, light, mage hand, mending, message, open/close, read magic
Bloodline shadow, Darkness domain

Change shape and gaseous form
• dire bat: fly 40 (good), 10’ size, bite +11 for 1d8+7, AC 29, Reflex +11, +2 STR skills, -1 DEX skills, CMD 29, CMB +13
• wolf: scent, low light, bite +12 for 1d6+7 and trip, CMB +11, CMD 27, AC 30, Reflex +11, +2 STR skills, -1 DEX skills
• gaseous form: indefinite, fly 20 (perfect, can pass thru cracks, can’t run), DR 10/magic; can’t attack, cast (unless silent, still, eschew materials), or manipulate objects; immune to poison, sneak attacks, and critical hits.

Bloodline Spell-Like Ability (CL 8th, +11 touch)
11/day—shadow strike +11 (1d4+4 nonlethal), shaken 4 rounds, can frighten 1 round if touch shaken creature w/ 7 HD.
7/day—10’ reach touch of darkness +11: impose 20% miss chance for1 round and entangle 1d4 rounds (Reflex 23 neg entangle)
Shadow Jump: 40’/day to another shadow, standard act

STATISTICS Str 16, Dex 18, Con —, Int 14, Wis 17, Cha 26
BAB +7;
Feats Alertness B, Blind-Fight B, Darkvision B, Deceitful, Combat Reflexes B, Dodge B, Eschew Materials, Extend Spell, Extra Spell Known, Improved Initiative B, Lightning Reflexes B, Quicken Spell, Shadow Courtier B, Shadow Grasp, Silent Spell, Still Spell, Tenebrous Spell (and Tenebrous Magic B), Toughness B, Umbral Spell,
Skills Bluff +36, Diplomacy +14, Disguise +14, Intimidate +17, Knowledge (arcana) +16, Knowledge nobility +4, Knowledge (religion) +13, Perception +24, Sense Motive +13, Spellcraft +13, Stealth +16, Use Magic Device +22;
Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common, Draconic
Gear: cloak of resistance +3, headband of alluring charisma +4, ring of protection +2, greater eye piercings

Vampire Weaknesses:
• no shadow and no reflection
• cannot tolerate the strong odor of garlic, will not enter an area laced with it.
• recoil from mirrors or strongly presented holy symbols. They must remain 5’ away, cannot touch or make melee attacks vs. bearer or item. After 1 round, Will 25 each round to act normally.
• cannot enter a private home or dwelling unless invited in by someone with the authority to do so.
• Direct sunlight: staggers on round 1, utter destruction round 2.
• Immersion in running water reduces HP by 1/3 its max HP, destroyed at 0 HP.
• Driving stake through helpless vampire’s heart as full-round action instantly slays it. Fast healing restarts once stake removed. Permanent death if also head removed and anointed with holy water.

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