Kol Korran
2010-04-07, 09:59 AM
Warning: if you have a cleric named Bruthus in your party, and you're now in Shadowdale, read no further! yes, you know who i am!
hey there. i would like to get the forumites help in desigining 6 BBEGs (who work as a team, but also alone) for my upcoming campaign. this is a long post, divided into spoiler segments. thanks in adavance if you are reading it.
basic information:
i'm going to DM to a group of 5-6 players, two are half- optimizers, but most of us are roleplay focused. the players know next to nothing about Eberron.
the campaign will take place in Eberron, starting at level 2, up to about level 10-13 (we'll see how it goes)
the campaign draws heavily from Silver Claw Shift Hive mind adventure (http://www.giantitp.com/forums/showthread.php?t=116836). (the next of this part is a spoiler) mainly the ideas of the BBEG assembling a team of powerfull persons, for a scheme to overtake the world, and the use of hive mind controlled creatures of all kinds, and having the party make difficult choices and be on the run at first.
available material is: MM 1-3, Psionics, complete series, races of series, most Eberron books. no ToB, no unearthed arcana (other than what's in the SRD), no Magic of Eberron (full of abuse IMO) there are some house rules, but they don't matter much for this case.
Basic BBEGs Concept:
the team as presneted here will probably go through a few adjustments once i know what the players play. but the core idea is here.
The Team was assembled by two Rakshasa who have a neferious scheme. however, they needed other to take out the scheme with them, as they are aware they are not all powerfull. they lied to the team members, tellign them they will be a sort of a new manifestation of the dark six, as each has some semblence to a core dark six deity. this serves the purpose of perhaps confusing the heroes that pursue them, and being an added theme to the team. the rest is all a sham. in your suggestions please refer to elements that enahance the "dark six" connection, or conflicts with it (will be explained shortly)
another theme the 2 Rakshasa cultivated is some sort of "great cat/ tiger theme", partly to enhance unity in the team, and partly to mislead possible pursuers. (and mostly the players who know little of eberron and therefore will be unlikely to suspect Rakshasa.)
It's very importent for me that the team would look powerfull, but also fairly real people (with the exception of the Rakshasa which i'd like to look otherworldly in their hate). they don't need to fit their themes completly, they don't need to have perfect builds, and they don't even have to work that well together. i'd like the team to have a possibility of interacting outside of combat with the villains (as well they would), and i'd like them to have some depth. still a bit far on this one.
power? at first each of the team members could wipe out the PCs. however, at most times they would be occupied by missions to achieve, and would let their minions deal with the PCs (classic overlord mistake, i know, but still). at about mid campaign the PCs are supposed to become a real problem, and then the team members will start chasing them. they will be faced near the end of the campaign (though smart PCs might deal with them sooner) this means that other than henchmen, they will most times be met alone (no other team member), and should have the resources and abilites to stand alone if needed. near the end they might start and team up.
The BBEGs:
The Shadow:
This is the master mind of the whole show. a female Rakshasa supreme manipulator. she had the knoweldge of the neferious scheme, and the persuasion powers to get the team working together. some of her basics:
CR: starting at 13, might go up to 15. i'm thinking a normal Rakshasa with 3 added sorcerer levels. her magical power is her "shadow" manifestation. mostly enchantment, divination and illusion school i think, though other ideas would be welcomed.
possible shift: perhaps instead of casting as a sorcerer she manifest as a psion? i really suck at psionics (never handled it myself, and neither has my players), any suggestions.
might meet the PCs with her "escort" (the other Rakshasa) on other occasion, either to gather intlligence or even use them to perform a mission for her. as such she must be excellent at disguises and subterfuge. she poses as an Aundarian noble mage, so her powers could be explained if seen.
Resources: she's the crux of a devilish scheme, she has a small exquisitely supplied air ship and crew (need to be dominated or persuaded somehow), and a few other plot items. as personal equipment she should have about 120% her level, i'm mostly thinking a powerfull staff and some protection and movememnt gear.
What i mostly need help with: i need an effective build for her. i'm worried about HP amongst other things. also, any ways to nehcne the "i'm a manipulator" feel of her owuld be grand.
The Mockery:
Where the Shadow is the Brain, this is The Brawn, who would lead the armies against flame keep. he acts mostly as a second to the shadow. should give the impressions of an excellet fighter, mocking his foes at when in battle, but other than that completly silent. basics:
CR: starting at 12, might go up to 14. i'm thinking a Zakya Rakshasa with added fighter &/or rogue levels. my players never used a spiked chain build, so i'd like to use one, but without extreme cheese, or some othjer exotic and mocking weapon.
again, might meet the PCs on more amiable terms. i'd like him to appear as a slightly handicapped war veteran (sword and all, his real weapon is his cane, who can transform shape). the armor should be glamoured and slick (quite possibly made by the Traveler)
Resources: might be able to summon a few fiends for special jobs. i'm thinking of maybe an orb who makes a small gate like effect to Ashtakala, or Shavarath. ideas?
What i mostly need help with: a good battle build. this guys must come to frustrate the hell out of my players. he doesn't really personify the mockery, so no need to help with that. agood way to portray him as a powerfull second-in-command (when the time comes) would be wonderfull.
The Fury:
this is another of the Brutes the party faces. and it's the first one they meet, on their very first adventure (very briefly) it should act most time as if suppresing some great anger and hate, and completly raving mad when she shapeshifts or loses her temper. basic story is that a small tribe of Shifters was kidnapped by denzines of the underworld. appearently the Daelkyr or some of their minions were intrigued by the shifters shifting ability, and wanted to "explore" it. many experiments later they were suddenly freed, thanks to the Shadow and the Mockery. Fury, the leader of her tribe feels indebted in her own way to the duo. but who knows? perhaps it was the duo who ordered the experiments in the first place?
some basics:
CR: starting at 10, might go up to 12. i'm thinking a weretiger (yes, from shifters, still). she might have a few levels of barbarian. also, i would like to add some influence of the Daelkyr- perhaps some well hiddend symbionts? perhaps some strange traits? she needs to feel maddned by some outside force.
possible shift: perhaps a shifter with Wertouched Master levels instead?
Fury won't have much means at concealing herself, other than turning to a tiger. most her encounters with the PCs (other than the first one) will be of battle.
Resources: Fury brings her whole tribe as warriors for the team. since they went some experiments with the Daelkyr they should have a few strange quirks, and be tougher than normal (minions slot number 1). her own equipment should be fairly standardized, though optimized for damage, less for protection
What i mostly need help with: mainly a good build, and a way to bring the influence of the Daelkyer into the game.
The Keeper:
This human thinks he runs the show. A Thrane noble who fought the last war, and became enthralled by the Karrnathi forces. he turned on his own to worship the keeper in secret, and now he believes his worship bears fruit. the Shadow lets him believe his superiority, as he is one of the most capable tools the team has. the Keeper has no tiger theme (as of now, might you suggest otherwise). some basics:
CR: starting at 10, might go up to 12. i'm thinking a Cleric of the Keeper, perhaps with one level of fighter (representing his military background), and getting as fast as possible to Bone Knight. the ability to raise Karnathi undead would be refluffed as raising identicla more powerfull undead.
his main role is "general of the undead", he may enter melee battle, but is unlikely too. he leads both men and undead well. his equipment, feat and spell selection should reflect that.
living in thrane as a bone knight means the Keeper knows how to disguise himself. his armor is glamoured and silent, and he keeps some undead in holding bags, but none in the open. an item that helps him bluff/ avoid detection might help greatly. oh, a house rule: no "detect alignment" type of spells exist.
Resources: the Keeper has quite a fortune to use for his companions, and thus might hire various merceneries of house Tharashk or house Deneith (minion slot number 2). also, he has some connections in the other countires.
What i mostly need help with: the Keeper feels a tad bland for me. his roles and interactions with the rest of the team almost do not exist. i need a way to make him seem more like the leader.
The Devourer
The predator/ assasin of the group. a member of house Vadalis, this man turned into a druid. but he was turned down from every druid sect do to his destructiveness. he becmae fascinated with power, death, and wreckage. this guy is part druid, part PRC Barghest from my own divising (if interested, scroll down till the pic) (http://www.giantitp.com/forums/showthread.php?t=81051). he is supposed to instill fear and terror in the PCs, and be a constant threat. unlike the PRC mentioned, he needs the Shadow to help unlock the next level for him. a few basics:
CR: scalable, starting at around 6, but rising each time the PCs gain a level. (look at the PRC). his druid power don't change, just his barghest powers do. he might turn to an extraplanar in the upper levels.
also another change is that this human tranforms into a panther instead of a wolf (tiger theme)
role: Either predator, or great buffer/debuffer in combat. this will contitute the most repeating returnign villain of the whole bunch. he will learn of the characters abilities and report back to the team. (after trying to destroy them of course).
behaviour: like a hungry, famished predator most of the time. i really want to tinroduce my conception of the barghest in this one. the party who learns about it might forge a debt stone with the barghest, if they are smart enough...
What i mostly need help with: this one is farily complete, but needed to be included. other ideas for "devourer" themed BBEG are welcomed though.
Traveler:
other than the shadow, this is the subtle part of the team. also the elusive one. i plan to play her as a changling rogue/ artificer, who is running a large scale crime organization, composed mostly of changlings. however, the Shadow and Mockery got some sort of hold on her, blackmailing her (maybe got her familiy in a secure place), and now they are forcing her to work for them, mostly as an intelligence gathering resource, and manufacturing specific items for specific needs. a few basics:
CR: around 9, up to 11. (look at the PRC). artificer rogue, mostly artificer though
double agent: the Traveler might work against the 6 in subtle ways, helping the PCs. she is also a spy for the Covenant of Faces whom the party might befriend later in the campaign. however, she also does her work seriously for the six, fearing that whatever hold the shadow has on her might be exploited (she is also the only one who suspsects the shadow and mockery's true nature)
role: the trickster, either through subterfuge herself or her changling allies, through "excellent magic items!" she might sell the PCs, or even in battle- she has various oddds and ends of equipment that make the battle... surprising.
What i mostly need help with: she feels a bit unfinished, and still a bit bland. a more indepth chracterization would be great, as well as goody ideas for her tricks and shenanigens.
if you've read this far, i applaud you! thanks for any input you may have, help me make a memorable TEAM EVIL! :smallwink:
hey there. i would like to get the forumites help in desigining 6 BBEGs (who work as a team, but also alone) for my upcoming campaign. this is a long post, divided into spoiler segments. thanks in adavance if you are reading it.
basic information:
i'm going to DM to a group of 5-6 players, two are half- optimizers, but most of us are roleplay focused. the players know next to nothing about Eberron.
the campaign will take place in Eberron, starting at level 2, up to about level 10-13 (we'll see how it goes)
the campaign draws heavily from Silver Claw Shift Hive mind adventure (http://www.giantitp.com/forums/showthread.php?t=116836). (the next of this part is a spoiler) mainly the ideas of the BBEG assembling a team of powerfull persons, for a scheme to overtake the world, and the use of hive mind controlled creatures of all kinds, and having the party make difficult choices and be on the run at first.
available material is: MM 1-3, Psionics, complete series, races of series, most Eberron books. no ToB, no unearthed arcana (other than what's in the SRD), no Magic of Eberron (full of abuse IMO) there are some house rules, but they don't matter much for this case.
Basic BBEGs Concept:
the team as presneted here will probably go through a few adjustments once i know what the players play. but the core idea is here.
The Team was assembled by two Rakshasa who have a neferious scheme. however, they needed other to take out the scheme with them, as they are aware they are not all powerfull. they lied to the team members, tellign them they will be a sort of a new manifestation of the dark six, as each has some semblence to a core dark six deity. this serves the purpose of perhaps confusing the heroes that pursue them, and being an added theme to the team. the rest is all a sham. in your suggestions please refer to elements that enahance the "dark six" connection, or conflicts with it (will be explained shortly)
another theme the 2 Rakshasa cultivated is some sort of "great cat/ tiger theme", partly to enhance unity in the team, and partly to mislead possible pursuers. (and mostly the players who know little of eberron and therefore will be unlikely to suspect Rakshasa.)
It's very importent for me that the team would look powerfull, but also fairly real people (with the exception of the Rakshasa which i'd like to look otherworldly in their hate). they don't need to fit their themes completly, they don't need to have perfect builds, and they don't even have to work that well together. i'd like the team to have a possibility of interacting outside of combat with the villains (as well they would), and i'd like them to have some depth. still a bit far on this one.
power? at first each of the team members could wipe out the PCs. however, at most times they would be occupied by missions to achieve, and would let their minions deal with the PCs (classic overlord mistake, i know, but still). at about mid campaign the PCs are supposed to become a real problem, and then the team members will start chasing them. they will be faced near the end of the campaign (though smart PCs might deal with them sooner) this means that other than henchmen, they will most times be met alone (no other team member), and should have the resources and abilites to stand alone if needed. near the end they might start and team up.
The BBEGs:
The Shadow:
This is the master mind of the whole show. a female Rakshasa supreme manipulator. she had the knoweldge of the neferious scheme, and the persuasion powers to get the team working together. some of her basics:
CR: starting at 13, might go up to 15. i'm thinking a normal Rakshasa with 3 added sorcerer levels. her magical power is her "shadow" manifestation. mostly enchantment, divination and illusion school i think, though other ideas would be welcomed.
possible shift: perhaps instead of casting as a sorcerer she manifest as a psion? i really suck at psionics (never handled it myself, and neither has my players), any suggestions.
might meet the PCs with her "escort" (the other Rakshasa) on other occasion, either to gather intlligence or even use them to perform a mission for her. as such she must be excellent at disguises and subterfuge. she poses as an Aundarian noble mage, so her powers could be explained if seen.
Resources: she's the crux of a devilish scheme, she has a small exquisitely supplied air ship and crew (need to be dominated or persuaded somehow), and a few other plot items. as personal equipment she should have about 120% her level, i'm mostly thinking a powerfull staff and some protection and movememnt gear.
What i mostly need help with: i need an effective build for her. i'm worried about HP amongst other things. also, any ways to nehcne the "i'm a manipulator" feel of her owuld be grand.
The Mockery:
Where the Shadow is the Brain, this is The Brawn, who would lead the armies against flame keep. he acts mostly as a second to the shadow. should give the impressions of an excellet fighter, mocking his foes at when in battle, but other than that completly silent. basics:
CR: starting at 12, might go up to 14. i'm thinking a Zakya Rakshasa with added fighter &/or rogue levels. my players never used a spiked chain build, so i'd like to use one, but without extreme cheese, or some othjer exotic and mocking weapon.
again, might meet the PCs on more amiable terms. i'd like him to appear as a slightly handicapped war veteran (sword and all, his real weapon is his cane, who can transform shape). the armor should be glamoured and slick (quite possibly made by the Traveler)
Resources: might be able to summon a few fiends for special jobs. i'm thinking of maybe an orb who makes a small gate like effect to Ashtakala, or Shavarath. ideas?
What i mostly need help with: a good battle build. this guys must come to frustrate the hell out of my players. he doesn't really personify the mockery, so no need to help with that. agood way to portray him as a powerfull second-in-command (when the time comes) would be wonderfull.
The Fury:
this is another of the Brutes the party faces. and it's the first one they meet, on their very first adventure (very briefly) it should act most time as if suppresing some great anger and hate, and completly raving mad when she shapeshifts or loses her temper. basic story is that a small tribe of Shifters was kidnapped by denzines of the underworld. appearently the Daelkyr or some of their minions were intrigued by the shifters shifting ability, and wanted to "explore" it. many experiments later they were suddenly freed, thanks to the Shadow and the Mockery. Fury, the leader of her tribe feels indebted in her own way to the duo. but who knows? perhaps it was the duo who ordered the experiments in the first place?
some basics:
CR: starting at 10, might go up to 12. i'm thinking a weretiger (yes, from shifters, still). she might have a few levels of barbarian. also, i would like to add some influence of the Daelkyr- perhaps some well hiddend symbionts? perhaps some strange traits? she needs to feel maddned by some outside force.
possible shift: perhaps a shifter with Wertouched Master levels instead?
Fury won't have much means at concealing herself, other than turning to a tiger. most her encounters with the PCs (other than the first one) will be of battle.
Resources: Fury brings her whole tribe as warriors for the team. since they went some experiments with the Daelkyr they should have a few strange quirks, and be tougher than normal (minions slot number 1). her own equipment should be fairly standardized, though optimized for damage, less for protection
What i mostly need help with: mainly a good build, and a way to bring the influence of the Daelkyer into the game.
The Keeper:
This human thinks he runs the show. A Thrane noble who fought the last war, and became enthralled by the Karrnathi forces. he turned on his own to worship the keeper in secret, and now he believes his worship bears fruit. the Shadow lets him believe his superiority, as he is one of the most capable tools the team has. the Keeper has no tiger theme (as of now, might you suggest otherwise). some basics:
CR: starting at 10, might go up to 12. i'm thinking a Cleric of the Keeper, perhaps with one level of fighter (representing his military background), and getting as fast as possible to Bone Knight. the ability to raise Karnathi undead would be refluffed as raising identicla more powerfull undead.
his main role is "general of the undead", he may enter melee battle, but is unlikely too. he leads both men and undead well. his equipment, feat and spell selection should reflect that.
living in thrane as a bone knight means the Keeper knows how to disguise himself. his armor is glamoured and silent, and he keeps some undead in holding bags, but none in the open. an item that helps him bluff/ avoid detection might help greatly. oh, a house rule: no "detect alignment" type of spells exist.
Resources: the Keeper has quite a fortune to use for his companions, and thus might hire various merceneries of house Tharashk or house Deneith (minion slot number 2). also, he has some connections in the other countires.
What i mostly need help with: the Keeper feels a tad bland for me. his roles and interactions with the rest of the team almost do not exist. i need a way to make him seem more like the leader.
The Devourer
The predator/ assasin of the group. a member of house Vadalis, this man turned into a druid. but he was turned down from every druid sect do to his destructiveness. he becmae fascinated with power, death, and wreckage. this guy is part druid, part PRC Barghest from my own divising (if interested, scroll down till the pic) (http://www.giantitp.com/forums/showthread.php?t=81051). he is supposed to instill fear and terror in the PCs, and be a constant threat. unlike the PRC mentioned, he needs the Shadow to help unlock the next level for him. a few basics:
CR: scalable, starting at around 6, but rising each time the PCs gain a level. (look at the PRC). his druid power don't change, just his barghest powers do. he might turn to an extraplanar in the upper levels.
also another change is that this human tranforms into a panther instead of a wolf (tiger theme)
role: Either predator, or great buffer/debuffer in combat. this will contitute the most repeating returnign villain of the whole bunch. he will learn of the characters abilities and report back to the team. (after trying to destroy them of course).
behaviour: like a hungry, famished predator most of the time. i really want to tinroduce my conception of the barghest in this one. the party who learns about it might forge a debt stone with the barghest, if they are smart enough...
What i mostly need help with: this one is farily complete, but needed to be included. other ideas for "devourer" themed BBEG are welcomed though.
Traveler:
other than the shadow, this is the subtle part of the team. also the elusive one. i plan to play her as a changling rogue/ artificer, who is running a large scale crime organization, composed mostly of changlings. however, the Shadow and Mockery got some sort of hold on her, blackmailing her (maybe got her familiy in a secure place), and now they are forcing her to work for them, mostly as an intelligence gathering resource, and manufacturing specific items for specific needs. a few basics:
CR: around 9, up to 11. (look at the PRC). artificer rogue, mostly artificer though
double agent: the Traveler might work against the 6 in subtle ways, helping the PCs. she is also a spy for the Covenant of Faces whom the party might befriend later in the campaign. however, she also does her work seriously for the six, fearing that whatever hold the shadow has on her might be exploited (she is also the only one who suspsects the shadow and mockery's true nature)
role: the trickster, either through subterfuge herself or her changling allies, through "excellent magic items!" she might sell the PCs, or even in battle- she has various oddds and ends of equipment that make the battle... surprising.
What i mostly need help with: she feels a bit unfinished, and still a bit bland. a more indepth chracterization would be great, as well as goody ideas for her tricks and shenanigens.
if you've read this far, i applaud you! thanks for any input you may have, help me make a memorable TEAM EVIL! :smallwink: