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motoko's ghost
2011-12-17, 03:22 AM
What do people think about this idea;
The campaign all takes place in a single town, however that single town is a tower, half a mile wide at the base( only a few hundred feet wide at the top) and a mile high.
Not all of its populated due to size, as is actually remnants of previous civilisation and the people moved in to avoid the anarchy and chaos of the outside world.
Its been centuries since the last door out was sealed, however society hasnt advanced all that much.
There's greenhouses and whatnot to take care of food, but I was wondering where else I could take this idea?
I know the really destructive evocations(earthquake,etc) would be banned,but other than that I have no idea other than sort of fantasy steampunkish industrial society.

The Witch-King
2011-12-17, 10:36 AM
The first thing that comes to mind is how do they keep the peace? Nobody wants anyone fighting in or besieging a place like that. Maybe its open to everybody (good and evil alike, humans, demi-humans, monstrous humanoids) so long as they don't fight inside the tower and some very powerful armed force deals with the guys who break that rule (either a unified troop of soldiers made up from all races or some constructs or something controlled by the tower itself). A solution to the 'big spells' problem is that a civilization powerful enough and advanced enough to build the tower was powerful and advanced enough to build powerful abjurations into the tower itself and you just can't cast the most destructive spells in or on the tower. In which case, even people who don't live in the tower might find it useful as a place to hold negotiations between hostile factions.

Also of interest would be who mans and controls the parts of the tower vital for people living there. I mean, if the hydroponic farms have to be worked, then whoever does that is largely in control of the food supply. Likewise, the guys who work in the underground sewage levels might not be glamorous but they're performing a vital function and if they stop, it'll become pretty apparent pretty quickly how vital that role is. Are they slaves? Or serfs? Is there a caste system and you have to run the sewers cause your dad did and his dad and his dad and so on.

Is there a rapid transit system? Elevators or some such? How do people get from one level to another quickly? How do you move large goods up and down the tower?

What was the tower built for? And who built it? Even if the players and the current inhabitants never know, it would help to know that to help you. Clues should be left in the details of the tower that might point a clever person to what the tower was for and who built it. For example, was it primarily built as a place for long-term habitation? And if so, are there factories and manufacturing sites? Do they still work? Can they be figured out? Will it be disrupting to have a facility that can mass produce just about anything anyone can think of?

That's all I've got off the top of my head. I could probably think up some more stuff once you've told me more about who built the tower and why.

Great idea though!

EDIT: That's what I get for not reading as closely as I should have. I didn't realize they COULDN'T leave. That makes keeping the peace and all the maintenance and internal travel stuff even more important. Now when there's a plague or some alchemist creates some toxic spill, it's really a problem.

motoko's ghost
2011-12-17, 12:21 PM
Thanks for the responce.
The peace is kept because a)the get very...serious about wanton distruction that might endanger the tower, because its everyone's home, if you do do something like that you will get lynched...by a large city and b)Its been sealed up for centuries, no-one in or out so anyone who cant toe the line is dead and has been used as an example for the others, also c) they believe that they sealed up the tower because of the outside world be tantamount to suicide(who knows maybe it is) so no-one wants to risk losing the tower.
The armed forces also help:smalltongue:
There are wards against anything really destructive set up by the ruling classes over the centuries and the tower iteslf is virtually a mountain so it would take a HUGE amount of deliberate sabotague to bring part of it down.

The tower(being sealed centuries ago) is still a sort of feudalistic caste system, slavery is only used as a form of punishment(give back to the community, not bothering to waste resources locking them in a cage all day).
However there are the lower classes(literally, most of the mucky stuff is done on lower levels) with artisans,scholars,priests and whatnot higher up with the leaders on the top floors.

I should have put that there is a system of elevators(levitating platforms and wells of flying from the stronghold builders guide, some on much larger scale)

No-one really knows why or when the tower was built(or if so they're not saying) It is more likely the monument of a long-dead civilisation(bonus points if it's ours:smallwink:) or it was meant to be an "ark" to preserve life after some great disaster struck and turned the world to ruin.

The whole tower is not completely occupied due to sheer size(roughly 30sq miles if my math is right)so there could be plenty of clues/labs/factories hidden.

as for your edit, thats what the armed forces are for, evacuation, containment, quarantine, stopping possible dissidents(remember to most they think leaving the tower would be suicide so people are careful with what they do and say)
If there was a plague they'd probably seal off the area in question, halt all travel and start having cleric and others with curative magic sweeping the surrounding areas before tackling the plague bits

Landis963
2011-12-18, 12:52 AM
Are there windows? If not, how does the air get in? A population large enough to have an armed guard that merely consists of "most of them" would use up air over several years, especially given the size of the castle. Is there plant life, that could convert carbon dioxide to oxygen, and does it require light or bioluminesce? Also, there needs to be some source of heat, as no matter the material it will get cold in winter. Is there a source of heat that doesn't use oxygen?

All these questions spring from one: Is it possible to look, but not actually go, outside the tower?

EDIT: Note 2 self: read the OP. I missed the fact that Greenhouses can provide ample plant life for both oxygen and food-related needs, as well as fuel for winter. However, Greenhouses work through light brought in from outside. Where's the light coming from, and would it be accessible to a suitably resourceful and foolhardy villager?

Ninjadeadbeard
2011-12-18, 02:05 AM
Are there windows?...

...However, Greenhouses work through light brought in from outside. Where's the light coming from, and would it be accessible to a suitably resourceful and foolhardy villager?

One possible answer to this could be that the tower isn't perfectly round. From the outside, it could appear to be a series of successive castles linked together. At some levels there would be huge verandas and and balconies (huge enough for small villages) where these greenhouses could fit.

A thought I had looking at this: This tower is vast and powerful (being nigh indestructible and all that). Seems to me it's incredibly magical. Might it be possible that this distorts space inside the tower? It could be bigger on the inside, is where I'm going.

motoko's ghost
2011-12-18, 04:56 AM
Are there windows? If not, how does the air get in? A population large enough to have an armed guard that merely consists of "most of them" would use up air over several years, especially given the size of the castle. Is there plant life, that could convert carbon dioxide to oxygen, and does it require light or bioluminesce? Also, there needs to be some source of heat, as no matter the material it will get cold in winter. Is there a source of heat that doesn't use oxygen?

All these questions spring from one: Is it possible to look, but not actually go, outside the tower?

EDIT: Note 2 self: read the OP. I missed the fact that Greenhouses can provide ample plant life for both oxygen and food-related needs, as well as fuel for winter. However, Greenhouses work through light brought in from outside. Where's the light coming from, and would it be accessible to a suitably resourceful and foolhardy villager?

There is a lot of magic used(continual lights,etc) for the light purposes, the sheer bulk of the tower and its outer walls means that heat is lost very slowly, there's very little need for temperature regulation.
For the safety of the tower(or so its been said) any passageway of even view-way of the outside has been destroyed/collapsed/sealed behind 20ft of reinforced masonry.
...Except for the rooftop accessible only from the top floor and by the ruler of the city(which does not exist, according to the rulers, any such rumours are seditious in nature and will be punished.:smallwink:)

Ninjadeadbeard your idea of linked castles is even better than what I originally thought up,very nice and fantasy. However the tower is basically a single huge spire,nestled in a mountain range (and is itself practically a mountain). There are certain areas that seem to be larger than they should be, but the layout of those areas is too chaotic to really get accurate measurements(yes there are rooms bigger on the inside,doors that open to different rooms in different ways,etc left over from the original builders of the spire, however the age and extensive and repeated rebuilding of the currently populated areas means they are mostly in out of the way places, and may function chaoticly/intermittently)

Pokonic
2011-12-18, 02:19 PM
A few questions:

How is the food managed? Is it one gigantic communist wonderland in it, or what?

Who makes the decisions? A group? A heriditary position? What do the "nobles" do?

How are uniqe substances handled? There can only be so many Roc feathers left after a few centurys of isolation from any outside vender.

How is magic handed by the rulers? Are magic users handled on a tight leash, and how much do they know about the outside world? Are the walls magic-proof?

How is the population handled? Are positions held until someone younger is born, and it is off to the food processer?

Is it all humans? Are there any strange mutations due to the centurys of isolation in a magic-filled tower?

Are magical items common? Who fixes something if it breaks? Is the water supply based on the use of one or more magical items, and what would happen if one or more are damaged?

How are jobs managed?

Are there living animals that are used for food? How are they adapted to the life in the tower?

How is waste treated, such as rotten food and such? Where does it go?

Landis963
2011-12-18, 04:39 PM
There is a lot of magic used(continual lights,etc) for the light purposes, the sheer bulk of the tower and its outer walls means that heat is lost very slowly, there's very little need for temperature regulation.

Ah yes. Of course. Magic makes everything work. :smalltongue:


For the safety of the tower(or so its been said) any passageway of even view-way of the outside has been destroyed/collapsed/sealed behind 20ft of reinforced masonry.

That's convenient.


...Except for the rooftop accessible only from the top floor and by the ruler of the city(which does not exist, according to the rulers, any such rumours are seditious in nature and will be punished.:smallwink:)

Of course, you can't have a dystopian setting without the giant secret that only those at the top know. But why don't the rulers just say that the rooftop is barred from them too? I mean, the builders of the place would want to make sure the ruling body couldn't resign permanently and unexpectedly by walking through the wrong door. (assuming of course that this monolith was built for the purposes of a post-apocalyptic habitat).

Pokonic
2011-12-18, 05:49 PM
Of course, you can't have a dystopian setting without the giant secret that only those at the top know. But why don't the rulers just say that the rooftop is barred from them too? I mean, the builders of the place would want to make sure the ruling body couldn't resign permanently and unexpectedly by walking through the wrong door. (assuming of course that this monolith was built for the purposes of a post-apocalyptic habitat).


They could bar people who actualy know by saying that whatever happened outside still is out there, and even then there are hostile golams up there contaminated with it in the sealed-off areas. Of course, they dont say that they are the ones who put the contaminated iron golams up there, but hey, whose gunna ask...

motoko's ghost
2011-12-18, 09:52 PM
A few questions:

How is the food managed? Is it one gigantic communist wonderland in it, or what?

Who makes the decisions? A group? A heriditary position? What do the "nobles" do?

How are uniqe substances handled? There can only be so many Roc feathers left after a few centurys of isolation from any outside vender.

How is magic handed by the rulers? Are magic users handled on a tight leash, and how much do they know about the outside world? Are the walls magic-proof?

How is the population handled? Are positions held until someone younger is born, and it is off to the food processer?

Is it all humans? Are there any strange mutations due to the centurys of isolation in a magic-filled tower?

Are magical items common? Who fixes something if it breaks? Is the water supply based on the use of one or more magical items, and what would happen if one or more are damaged?

How are jobs managed?

Are there living animals that are used for food? How are they adapted to the life in the tower?

How is waste treated, such as rotten food and such? Where does it go?

The food is handled by the lower classes farming and whatnot, then that food is bought by the higher-ups and the lower classes use that money to buy ...stuff(I don't know think early feudalism)

The decisions are made by a variety of people depending on how important they are, bulk paperwork is handled by clerks in charge of a small area who report to people in charge of the floor, who report to the ruling class(who are each in charge of multiple floor) who are ultimately report to the ruler.
The "nobles" rule and scheme against each other, with the supreme title going to the most powerful(politically,economically,etc)

Most substances can either be mined from the lower levels or there already exists a supply of them(remember these people were fleeing an apocalypse and prepared for the long haul), there could certainly be shortages(in which case they'd probably restrict access to them, what do farmers need Roc feathers for?)

The magic users are all kept on a tight leash by the ruling class, they dont know too much about the outside because the outer walls seem to block most divination spells(they didnt want whatever they were hiding from to find them)

Ok that food processor Idea is kinda disturbing(SOYLENT GREEN IS MADE OF PEOPLE!:smallyuk:) but the population is generally managed by the fact that the tower can only support so many(according to the noble in charge of population management). Positions may be passed down or they may be given up when someone retires or moves to a new job.

The population is mostly human, but there are other races in there(should they be second class citizens?),If your looking for subtle warping of the human genome by magic-saturated environments there are several templates for that(from barely noticeable magic-blooded to an arcane-corrupted spellwarped monstrosities)

some magical items,such as the continual lights,the continuous gust of wind fans and the levitating elevators are quite common however otherwise they not that common(a +1 sword could feed a family of 4 for years)
They are maintained by those tightly-leashed spellcasters, and you are right the water supply is maintained by decanters of endless water, if damaged they would probably divert all available resources into fixing it then get very... serious at whoever broke it.:smalleek:

There probably are some fisheries or ranches on the lower levels, im not sure how they would have adapted it depends on how realistic the environs are.

I'm guessing waste would be composted to soil for the farms and any scraps of metal or whatnot would be reforged into new...metal things.

@Landis963 they're claiming that there is no rooftop access from anywhere, Wether or not the apocalypse is still out there is ambiguous.
There are huge defensive structures around the doorways out(massive gates/portuculuses, forming airlocks around large stretches of heavily corridors with 54HD iron golems programmed to kill anything going through it)
whatever they were trying to keep out, they were playing for keeps.
Those doorways however are the only real way out, the outer walls are extremely thick, and by the time anyone could dig through them,someone already spotted them and reported the "dangerous"individuals trying to destroy their tower by letting in the apocalypse.

Thanks for the input, It's really helping this come together.

Pokonic
2011-12-18, 11:22 PM
Things like roc feathers are needed for magical spells and the like, so the supply of such exotic substances should be managed with great care, lest you have security mages who cannot cast feather fall or somesuch.

I was wondering about the water decanters, and was wondering what would happen, if say, a rouge mage tainted it with some necromatic energy. Or, gods forbid, make it a focus for some Far-realm energy.:smalleek:

Also, the correct term is "protein recyclers".:smallsmile:

Also, who made the iron golams programed to kill anything that comes out of it? This is sounding less like a haven and more like a Vault.




One last thing before sleepy-time: are all floors currantly maintaned? Is there a "basement" of sorts farther down that few go into anymore and house some importaint things that keep the place running? Could there be supplies down there that is non-existant in the compound proper?

motoko's ghost
2011-12-19, 12:55 AM
Things like roc feathers are needed for magical spells and the like, so the supply of such exotic substances should be managed with great care, lest you have security mages who cannot cast feather fall or somesuch.

I was wondering about the water decanters, and was wondering what would happen, if say, a rouge mage tainted it with some necromantic energy. Or, gods forbid, make it a focus for some Far-realm energy.:smalleek:

Also, the correct term is "protein recyclers".:smallsmile:

Also, who made the iron golems programmed to kill anything that comes out of it? This is sounding less like a haven and more like a Vault.




One last thing before sleepy-time: are all floors currently maintained? Is there a "basement" of sorts farther down that few go into anymore and house some important things that keep the place running? Could there be supplies down there that is non-existent in the compound proper?

As its a tower with fairly thick,strong floors,there's virtually no need for feather fall, unless the elevator your in collapses or you deliberately hurl yourself into a pit for some reason:smalltongue:
There probably a small stock on hand for just such an emergency, but a lot of them may have eschew materials.

This is another reason the mages are kept on such a short leash, I'm not sure how they'd infuse it with those sorts of energies though.

also known as "citizen meals"-made by people for people from people:smallyuk:

The golems were made by the first generation, who fled here from the Outside, in order to keep It out(whatever It was), they are there purely to maintain safety citizen(to imply otherwise is treason, treason must be reported to your friend computer...I mean leader) as are the numerous traps.

As I mentioned earlier the sheer size of the tower means not every part of it is inhabited, it may get a brief checkover by the armed forces every now and again, but there are significant part that are abadoned, and may contain important relics/stockpiles from Before,so who knows:smallwink:

Pokonic
2011-12-19, 01:23 AM
This is another reason the mages are kept on such a short leash, I'm not sure how they'd infuse it with those sorts of energies though.

Any spell that involves negative energy could be used to infuse the water. Of course, stuff like that does not realy need to be realy fleshed out into concrete spell.


also known as "citizen meals"-made by people for people from people
Better than tofu.:smalltongue:


As its a tower with fairly thick,strong floors,there's virtually no need for feather fall, unless the elevator your in collapses or you deliberately hurl yourself into a pit for some reason

Unless your are in one of the older, rusty places.


There probably a small stock on hand for just such an emergency, but a lot of them may have eschew materials.

Ah. Just how prepared where the founders of this place?


As I mentioned earlier the sheer size of the tower means not every part of it is inhabited, it may get a brief checkover by the armed forces every now and again, but there are significant part that are abadoned, and may contain important relics/stockpiles from Before,so who knows

Just what happened outside? Magical war poisoning everything? Warforge revolting? Feurun finaly imploding from the shear amount of increadbly powerful idiots running everything? Someone merging Athas with a normal fantasy world for a few moments? Someone made a kill sat and let it loose? The gnomes managed to create a working nuke?

motoko's ghost
2011-12-19, 01:32 AM
Any spell that involves negative energy could be used to infuse the water. Of course, stuff like that does not realy need to be realy fleshed out into concrete spell.


Better than tofu.:smalltongue:



Unless your are in one of the older, rusty places.



Ah. Just how prepared where the founders of this place?



Just what happened outside? Magical war poisoning everything? Warforge revolting? Feurun finaly imploding from the shear amount of increadbly powerful idiots running everything? Someone merging Athas with a normal fantasy world for a few moments? Someone made a kill sat and let it loose? The gnomes managed to create a working nuke?

1.ok
2.Blasphemer! tofu is amazing!:smallbiggrin:
3.even then a floor collapse is pretty unlikely and you'd have to go out of your way to find one.
4.Im assuming they had at least a couple of months(remember this would have been the evacuation plan of a small nation.
5. ALL OF THEM AT THE SAME TIME:smallamused: (I've deliberately left it ambiguous because I'm not sure whether or not it should still be there, It would have a big impact on the tone of the game, if it is still there the rulers are behaving as such because to do so otherwise would invite destruction i.e we do this because we must, if its not then the rulers are evil and trying to hold onto power i.e we do this because we can)

Ps; has anyone made an adventure with one(or all:smallamused:) of those disaster premises?

Ninjadeadbeard
2011-12-19, 02:51 AM
Ps; has anyone made an adventure with one(or all:smallamused:) of those disaster premises?

I have a setting (on the back-burner sadly) where I basically said, "Hey! You know that huge part of the map? The part that makes up 50% of the landmass? A Magic-Meltdown happened. If you go there, the nicest thing that will happen will be when the sky grows a mouth, shrieks, awakens the Centaurs, and then they eat you with seven mouths but you can never die." :smallamused:

If you absolutely have to keep players in the Tower, go all out. Sure, story-wise it's more satisfying for them to find a world re-born after centuries of recuperation. But depending on the mood you set it could be better for the PCs to overthrow the established order only to discover a Hellish Nightmare World beyond the Tower's walls.

Good place to reach Epic Level...:smallcool:

motoko's ghost
2011-12-19, 05:10 AM
If you absolutely have to keep players in the Tower, go all out. Sure, story-wise it's more satisfying for them to find a world re-born after centuries of recuperation. But depending on the mood you set it could be better for the PCs to overthrow the established order only to discover a Hellish Nightmare World beyond the Tower's walls.

Good place to reach Epic Level...:smallcool:

Yeah, one of the ideas I had was that the thing was a visit from atropus and that the entire campaign world had been overrun by high-lv undead(angels of decay,vampires,lichs all with class levels or templates on them) which allowed the far realms to enter unopposed(illithid,aboleth,etc) and small pockets of the insane mutant offspring of any survivors all engaged in some sort of massive war with insane weapons of mass destruction devastating the landscape.
Epic level indeed:smallcool:

Alternately it could just be empty, no cities, no animals,no plants, just barren earth and sand stretching to the sea, with nothing to show there ever was anything outside in the first place.

The Witch-King
2011-12-19, 05:25 AM
Alternately it could just be empty, no cities, no animals,no plants, just barren earth and sand stretching to the sea, with nothing to show there ever was anything outside in the first place.

Okay. Crazy thought.

The whole planet's absolutely barren. No trees, no grass, no lichen, no moss, no bacteria, no nothing. Just earth, sand and water.

And...this...guy.

The whole planet has been turned into an inverted prison for ONE IMMORTAL OLD MAN. The mechanisms of the tower are what keep him on the planet and its defenses are sufficient to keep him out of the tower. Nobody is allowed to leave the tower for fear he could influence them, take them over, whatever. That's also why the planet's been entirely scoured of life. All to keep this insanely powerful madman prisoner.

motoko's ghost
2011-12-19, 05:31 AM
Okay. Crazy thought.

The whole planet's absolutely barren. No trees, no grass, no lichen, no moss, no bacteria, no nothing. Just earth, sand and water.

And...this...guy.

The whole planet has been turned into an inverted prison for ONE IMMORTAL OLD MAN. The mechanisms of the tower are what keep him on the planet and its defenses are sufficient to keep him out of the tower. Nobody is allowed to leave the tower for fear he could influence them, take them over, whatever. That's also why the planet's been entirely scoured of life. All to keep this insanely powerful madman prisoner.

Ok I was just sorta going for a "something capable of completely wiping the earth clean" mystery vibe, but that also sounds cool, whats his power level though, I mean he has to be kept out of the tower but for when the players fight him.(disintegrate SLA usable at will?, is that how he did it?)

Landis963
2011-12-19, 10:44 AM
Ok I was just sorta going for a "something capable of completely wiping the earth clean" mystery vibe, but that also sounds cool, whats his power level though, I mean he has to be kept out of the tower but for when the players fight him.(disintegrate SLA usable at will?, is that how he did it?)

But that brings up a different problem. You know that old adage, "if you can stat it, you can kill it?" The same problem applies for applying power levels to immortal creatures, even super over-powered ones. However, that doesn't mean such an immortal monster so heinous that everyone runs from him can't make good final-boss material. Just make sure that a) the punishment fits the crime, so to speak, and b) give your players some way of dealing with him after the climactic battle (of course, it's not your fault if they squander it). For a start, give him something like the old "Desert Touch" ability (turns all water in an area to sand), then apply it creatively and cruelly to your players (how much water is in the standard human's body again?). This could also be one way the immortal rated everyone running away from him - if he was too Desert-touch-happy, no one would be safe around him.

Pokonic
2011-12-19, 10:58 AM
Ps; has anyone made an adventure with one(or all:smallamused:) of those disaster premises?

My party actualy had to stop a mage from opening a portal to Athas, in order to save a entire continent. We failed, but we managed to shove the fool into it. Still made the biggest pach of farmland in the world barren, however.
Later, we learned that the spell went wrong, and it was actualy more like a boched Plane Shift. The end result? The entire climate dried up, monsters became more common, and mages discovered defileing. We all ended up in a cave in the Underdark with a small towns worth of survivers (+ one good young red dragon), and managed to make peace with Umber Hulks so they could close off the tunnels in excange for food.

A rather nice game, I must say.


The whole planet has been turned into an inverted prison for ONE IMMORTAL OLD MAN. The mechanisms of the tower are what keep him on the planet and its defenses are sufficient to keep him out of the tower. Nobody is allowed to leave the tower for fear he could influence them, take them over, whatever. That's also why the planet's been entirely scoured of life. All to keep this insanely powerful madman prisoner.

His name starts with Elm and ends with minister, correct?:smallamused:

motoko's ghost
2011-12-19, 11:08 AM
My party actualy had to stop a mage from opening a portal to Athas, in order to save a entire continent. We failed, but we managed to shove the fool into it. Still made the biggest pach of farmland in the world barren, however.
Later, we learned that the spell went wrong, and it was actualy more like a boched Plane Shift. The end result? The entire climate dried up, monsters became more common, and mages discovered defileing. We all ended up in a cave in the Underdark with a small towns worth of survivers (+ one good young red dragon), and managed to make peace with Umber Hulks so they could close off the tunnels in excange for food.

A rather nice game, I must say.



His name starts with Elm and ends with minister, correct?:smallamused:

Awesome concept, love it:smallbiggrin:
Also its obviously pun-pun, CURSE YOU PUNPUN!:smallfurious:... :smallmad:... :smallannoyed:... :smallfrown:I'm okay now.:smallredface:

Pokonic
2011-12-19, 11:18 AM
Awesome concept, love it:smallbiggrin:
Also its obviously pun-pun, CURSE YOU PUNPUN!:smallfurious:... :smallmad:... :smallannoyed:... :smallfrown:I'm okay now.:smallredface:

The best/worst part? The Umber Hulks felt the shifting, and where understandably freaked out when a bunch of squishy humans came down from the surface. When we managed to explain what was going on, the parties mage managed to convince them (the only one who bothered to learn there language.) that we can grow food down here as long as they close the tunnels. And so they did.:smallsmile:

motoko's ghost
2011-12-19, 11:23 AM
The end result? The entire climate dried up, monsters became more common, and mages discovered defileing. We all ended up in a cave in the Underdark with a small towns worth of survivers (+ one good young red dragon), and managed to make peace with Umber Hulks so they could close off the tunnels in excange for food.

A rather nice game, I must say.

This is a rather nice concept, do you think it would be possible to do something like this on the outside, either a shiding out from the crazy farscape/undead/angry mutant turfwar or the rather ominous kills things immortal guy?
If you wanted to hide out inside the tower you could take the group and attempt to find an abandoned greenhouse in an unused part of the tower(lower down where the troops dont patrol as much)

Pokonic
2011-12-19, 11:26 PM
Well, first, can you give a "list" of sorts about what the outside has? If its filled with, say, ambient necromantic energy, than everyones screwed. If there are raiders, for example, who do they raid? A group of savages will disaband if they do not have any reason to come together.

motoko's ghost
2011-12-20, 01:33 AM
Well, first, can you give a "list" of sorts about what the outside has? If its filled with, say, ambient necromantic energy, than everyones screwed. If there are raiders, for example, who do they raid? A group of savages will disaband if they do not have any reason to come together.

Yeah I could...most of the campaign would probably be inside the tower though, so I was hoping to focus on that.
But;

Undead;
Liches(normal,dry,good?)
Vampires(with the libris mortis variants as well)
Shadows/spectres/ghosts
Angels of decay
Lots of mooks(zombies,skeletons,ghasts,ghouls)

Far-realms stuff
Aboleth,illithids
refluffed quori(eberron specific=>from the far realms)
half-farspawn beholders

Misc
spellwarped ettins,dragons
Insane great wyrm red/gold dragons(were strong enough to survive?)
living spells(6thlv and up)
elminster shackled so he cant move or escape,even with his magic but still with magic:smalltongue:
so on


for the crazy turf war thing(everyone sticks together because otherwise they would be horribly slaughtered in about a dozen different ways)
I dont know though this is just a list from the top of my head

Pokonic
2011-12-20, 01:21 PM
Depending on what the event that happened outside was, I suggest using this guide to dragons:

When advancing up a age level, dragons fall into a deep century-long sleep. During the event, many had adsorbed some of the substances from it, making them warped by it in horrble ways. Some who where awake could excape the attack, but where driven to madness because of it. The ones who awakend either was now Spellwarped, infused with far realm energys, or simply became undead (self-aware and otherwise) during it. The ones who where tainted with the far realms energy would probably be sterile, and of course a bunch of undead baby dragons could not reproduce. Spellwarped ones, however, would spawn creatures who would at first resemble dragons with mutated limbs (Linnorms are those with atrophied back legs, Hydras are those realy mutated in the egg.), and those would have degenerate kin who would have little resembalence to there grandfathers (Landwyrms and Drakes and such).

Naturaly, some elder dragon who excaped the whole thing could wish to "Repopulate" dragonkind, but where is there a willing wyrmess whose not utterly insane around this place.



Same thing coud be used with Giants, with Ogres and Trolls each being the lowest form of Giantkind left after there great-great-grandfathers die of age.

motoko's ghost
2011-12-20, 03:16 PM
Depending on what the event that happened outside was, I suggest using this guide to dragons:

When advancing up a age level, dragons fall into a deep century-long sleep. During the event, many had adsorbed some of the substances from it, making them warped by it in horrble ways. Some who where awake could excape the attack, but where driven to madness because of it. The ones who awakend either was now Spellwarped, infused with far realm energys, or simply became undead (self-aware and otherwise) during it. The ones who where tainted with the far realms energy would probably be sterile, and of course a bunch of undead baby dragons could not reproduce. Spellwarped ones, however, would spawn creatures who would at first resemble dragons with mutated limbs (Linnorms are those with atrophied back legs, Hydras are those realy mutated in the egg.), and those would have degenerate kin who would have little resembalence to there grandfathers (Landwyrms and Drakes and such).

Naturaly, some elder dragon who excaped the whole thing could wish to "Repopulate" dragonkind, but where is there a willing wyrmess whose not utterly insane around this place.



Same thing coud be used with Giants, with Ogres and Trolls each being the lowest form of Giantkind left after there great-great-grandfathers die of age.

:smalleek:Why is the word repopulate in quotation marks?:smalleek: Actually dont answer, I'm probably better off not knowing.

Sounds interesting though, I just want to see how the players react to an insane three-headed spellwarped red dragon that breathes far plane energy...with a moustache:smalltongue:

Pokonic
2011-12-20, 04:17 PM
Sounds interesting though, I just want to see how the players react to an insane three-headed spellwarped red dragon that breathes far plane energy...with a moustache

That, or the player killing a few lizerds the size of a large cat eating a cow, that awakinging the couple of Plains Landwyrms that are its inbreed parents, and then alerting the 100+ year old Fleshwarped Linnorm who spawned the entire clan.:smallwink:



Any reason on only having the most powerful kinds of dragons in your world, tho?

motoko's ghost
2011-12-20, 06:49 PM
That, or the player killing a few lizerds the size of a large cat eating a cow, that awakinging the couple of Plains Landwyrms that are its inbreed parents, and then alerting the 100+ year old Fleshwarped Linnorm who spawned the entire clan.:smallwink:



Any reason on only having the most powerful kinds of dragons in your world, tho?

Because the weaker ones would have been horribly slaughtered by the invading high CR stuff, then either used as cannon fodder or slaughtered for food/religion/fun/cause their rulers were bored

EDIT:also because we've been working under the assumption that they wouldnt find a way out of the tower till high/near-epic levels.

PS EDIT: have them find several cows eating a lizard the size of a large cow:smalltongue: Carnivorous spellwarped dire cows!:smalleek: just kidding

Pokonic
2011-12-20, 08:19 PM
EDIT:also because we've been working under the assumption that they wouldnt find a way out of the tower till high/near-epic levels.

Indeed. Whose to say that they find a way outside when there cleaning the lower pipe system of oozes and such? There must be some sort of low-level life out there, along with a food supply, otherwise everything would have killed eachother by the time the PC's find a way out.


Also: whats stopping a Vampire or another undead from getting some zombie giants rounded up to dig until they hit a weak spot? I know that the place is magicly inhanced, but there must be some spots that are mostly there to protect pipes and stuff. Water tanks and that sort of thing.

motoko's ghost
2011-12-20, 10:22 PM
Indeed. Whose to say that they find a way outside when there cleaning the lower pipe system of oozes and such? There must be some sort of low-level life out there, along with a food supply, otherwise everything would have killed eachother by the time the PC's find a way out.


Also: whats stopping a Vampire or another undead from getting some zombie giants rounded up to dig until they hit a weak spot? I know that the place is magicly inhanced, but there must be some spots that are mostly there to protect pipes and stuff. Water tanks and that sort of thing.

One; the tower isn't really visible as a tower from the outside, it looks like a small mountain.
two; fair point, I hadn't thought of that and I cant really think of anything beyond the mystic ward of ''DM fiat'':smallfrown:, wait no maybe theres some sort of gigantic "dont pay attention to me!" spell that means that they cant actually pay attention to it unless its pointed out by someone who does know?
three; I guess your right about the low-levels as a food supply, maybe theres oozes keeping those pipes clean:smallconfused:, something capable of dissolving any organics that did sneak up through the piping might work, hmmm the various organics destroying oozes being used as purification systems that could work.

Ninjadeadbeard
2011-12-21, 02:23 PM
One; the tower isn't really visible as a tower from the outside, it looks like a small mountain.
two; fair point, I hadn't thought of that and I cant really think of anything beyond the mystic ward of ''DM fiat'':smallfrown:, wait no maybe theres some sort of gigantic "dont pay attention to me!" spell that means that they cant actually pay attention to it unless its pointed out by someone who does know?
three; I guess your right about the low-levels as a food supply, maybe theres oozes keeping those pipes clean:smallconfused:, something capable of dissolving any organics that did sneak up through the piping might work, hmmm the various organics destroying oozes being used as purification systems that could work.

Or, the Tower interior is a part of a separate Plane with a bound gate to this one. The only way in is through the main archway as it is a portal. In the outer world, the Tower literally is a solid, mountain-like pillar. To anyone passing by and to all forms of magical detection it looks like an impossibly thick/tall pillar of stone some God must have erected.

That, I feel, is reason enough for no one to have tried destroying it. What's the point if it's just a friggin' mountain? And anyone who's CE enough to try blowing it up for the hell of it will have to deal with all those backup-wards (all Epic-Level Wards of some sort) and the fact that blowing up a mountain is way too difficult for anyone even a little sane.

Or the Tower is intangible from the outside, or it's more "real" that the rest of the world (ala Discworld logic) and therefore incapable of harm from anything outside it's walls.

motoko's ghost
2011-12-21, 03:42 PM
Or, the Tower interior is a part of a separate Plane with a bound gate to this one. The only way in is through the main archway as it is a portal. In the outer world, the Tower literally is a solid, mountain-like pillar. To anyone passing by and to all forms of magical detection it looks like an impossibly thick/tall pillar of stone some God must have erected.

That, I feel, is reason enough for no one to have tried destroying it. What's the point if it's just a friggin' mountain? And anyone who's CE enough to try blowing it up for the hell of it will have to deal with all those backup-wards (all Epic-Level Wards of some sort) and the fact that blowing up a mountain is way too difficult for anyone even a little sane.

Or the Tower is intangible from the outside, or it's more "real" that the rest of the world (ala Discworld logic) and therefore incapable of harm from anything outside it's walls.

Okay those are all much better ideas than mine:smallfrown: Well done!:smallsmile:
I like the actually a gate to a plane one the best, the wards probably would be best if they were epic(DMPC epic spell wards CAN be ridicolous without taking an ELH to the head:smalltongue:)
probably something to make the mountain immune/ridiculously resistant to physical damage as well as some sort of epic globe of invulnerability, Hmmm:smallconfused:

Pokonic
2011-12-21, 04:16 PM
probably something to make the mountain immune/ridiculously resistant to physical damage as well as some sort of epic globe of invulnerability, Hmmm:smallconfused:

Could be Elemental Earth. Straight from the plain itself.

Better yet, the whole thing is a dormant uniqe earth elemental who was bounded to the tower, in exchange for siphoning off the magical energy.

motoko's ghost
2011-12-21, 04:26 PM
Could be Elemental Earth. Straight from the plain itself.

Better yet, the whole thing is a dormant uniqe earth elemental who was bounded to the tower, in exchange for siphoning off the magical energy.

Ok.

One thing about this setting I'm worried about is BC spells, if they spend most of the campaign inside a tower then stuff like web becomes much more reliable(even if they are in a particularly big&wide tunnel, theres probably some posts/ vertical objects to anchor it off somewhere), it could probably be done back at them, if fact that's not really a problem.
What might be a problem are the various extraplanar divination spells, particularily if you try to play up the whole "dont know what happend Outside" shtick. teleportation(dimension door,abrupt jaunt,etc should be fine), but if you want to be mean have the tower protected by a weirdstone(PGtF) i.e everything in a 6mile radius can be scryed on or teleported into, out of yes, into no, could cause quite a bit of trouble for those using teleport and plays up the mystery a bit if no ever comes back:smallamused:

Pokonic
2011-12-21, 04:53 PM
Even better, there could some sort of malevolent "bubble" of power that attacks one who uses such a spell. Potentualy, one could take wisdom damage form attempting to breach it. Some form of formless Far Realm creature?

motoko's ghost
2011-12-21, 05:03 PM
Even better, there could some sort of malevolent "bubble" of power that attacks one who uses such a spell. Potentualy, one could take wisdom damage form attempting to breach it. Some form of formless Far Realm creature?

:smallbiggrin: Sorry just thought of the simpsons episode where homer get kidnapped and the "anti-escape orb" turns out to just be a big balloon:smallbiggrin:

Pokonic
2011-12-21, 05:54 PM
Huh. Anyway, whats going to be the first job your PC's are going to be made to do? Might help when determining the tone of the tower.

motoko's ghost
2011-12-21, 06:02 PM
Huh. Anyway, whats going to be the first job your PC's are going to be made to do? Might help when determining the tone of the tower.

Hmmmm....good question, maybe chasing down a rogue mage or delivering a package from the lower levels to the upper levels, mage would set the tone and the package would help familiarise them with the layout of the tower.

Ninjadeadbeard
2011-12-22, 02:52 AM
What might be a problem are the various extraplanar divination spells, particularily if you try to play up the whole "dont know what happend Outside" shtick. teleportation(dimension door,abrupt jaunt,etc should be fine), but if you want to be mean have the tower protected by a weirdstone(PGtF) i.e everything in a 6mile radius can be scryed on or teleported into, out of yes, into no, could cause quite a bit of trouble for those using teleport and plays up the mystery a bit if no ever comes back:smallamused:

Did you have any gods in mind for this setting? If not, then perhaps the Gods are a part of the make-up of the Tower, the very foundations. If you go far down enough, you might meet one. But by their nature, they are the Tower, and for such beings there is nothing but the Tower. If one uses a spell to get an answer from one, they cannot be told anything about the Outside, because through the Gods' sacrifice to preserve the people in the Tower from whatever destroyed the Outside, the Gods literally have no ability to see Outside.

Any attempt to leave the Tower by magical means (if such means are even known by anyone in the Tower) is stopped by the mere fact that the Tower effectively counts as the Universe. To the Tower, the various floors and levels are different Planes, and the Outside is a sort of 4th wall it fears to lean on.


Hmmmm....good question, maybe chasing down a rogue mage or delivering a package from the lower levels to the upper levels, mage would set the tone and the package would help familiarise them with the layout of the tower.

Sounds like a good idea. In fact, combine both. Some young mage has gotten way in over his head and headed off to the lower levels to explore, and took some sort of artifact with him (a powerful staff that is sadly out of juice, but he doesn't know:smallamused:). The other mages just want him back alive but can't let it be publicly known they let one of their own get lost, so they hire a band of adventurers and hope for the best.

motoko's ghost
2011-12-22, 05:22 AM
Did you have any gods in mind for this setting? If not, then perhaps the Gods are a part of the make-up of the Tower, the very foundations. If you go far down enough, you might meet one. But by their nature, they are the Tower, and for such beings there is nothing but the Tower. If one uses a spell to get an answer from one, they cannot be told anything about the Outside, because through the Gods' sacrifice to preserve the people in the Tower from whatever destroyed the Outside, the Gods literally have no ability to see Outside.

Any attempt to leave the Tower by magical means (if such means are even known by anyone in the Tower) is stopped by the mere fact that the Tower effectively counts as the Universe. To the Tower, the various floors and levels are different Planes, and the Outside is a sort of 4th wall it fears to lean on.



Sounds like a good idea. In fact, combine both. Some young mage has gotten way in over his head and headed off to the lower levels to explore, and took some sort of artifact with him (a powerful staff that is sadly out of juice, but he doesn't know:smallamused:). The other mages just want him back alive but can't let it be publicly known they let one of their own get lost, so they hire a band of adventurers and hope for the best.


Wow, originally this was just a big tower maybe with some wards slappede on, now it is a entire COSMOS unto itself:smalleek:. Interesting idea though.

Also Is it wrong that I starting laughing manaiacally in my head when I imagined the players faces when the wizard they were tracking whips out a staff of power, then again when nothing but a single small spark falls out from lack of charges.:biggrin:

Landis963
2011-12-22, 12:41 PM
Wow, originally this was just a big tower maybe with some wards slappede on, now it is a entire COSMOS unto itself:smalleek:. Interesting idea though.

I agree, there's so much that can be done with even the simplest of ideas. Also, you've got to admit that a warding through a god's sacrifice would be a pretty powerful ward.


Also Is it wrong that I starting laughing manaiacally in my head when I imagined the players faces when the wizard they were tracking whips out a staff of power, then again when nothing but a single small spark falls out from lack of charges.:biggrin:

No. :smallbiggrin: No it is not. Played right, that could be one of the most hilarious parts of your campaign.

motoko's ghost
2011-12-22, 05:36 PM
I agree, there's so much that can be done with even the simplest of ideas. Also, you've got to admit that a warding through a god's sacrifice would be a pretty powerful ward.



No. :smallbiggrin: No it is not. Played right, that could be one of the most hilarious parts of your campaign.

I like that, one of the gods,desperate to protect its "children" (read:followers) sacrifices themselves to power a set of wards. Alternately the races that originally built the tower were able to capture and KILL a minor deity:smalleek: to power the new creation, the other gods took offence to such hubris and... well I think you can guess why none of the original builders are left.(the tower was left standing as a monument to the fallen god)

Also Yay, going to have to do that:smallbiggrin::smallbiggrin::smallbiggrin:

EDIT: some other adventure ideas might also be;
-Helping break up a tavern brawl(oh come on, you know it could be fun:smalltongue:)
-tracking down some "dangerous rebels"(could start them wondering whats going on in the upper towers)
-reclaiming some sort of artifact(no not one of those artifacts (http://www.d20srd.org/srd/magicItems/artifacts.htm)) from a disused part of the tower that may or may not be crawling with...something
-delivering a basket from the lower levels to one of the really high up levels while other groups try to stop them(actually turns out to be noblemans fish that he wants for dinner):smalltongue:

Pokonic
2011-12-22, 06:14 PM
Deep within the bowls of the tower, a dragon sits. Her single head is red and nearly scaless, having been attacked and scared long before by her foolish kin. Four oozing pits are arranged around the single head, still weeping divine blood. Shackles and spikes are aranged around it, and the dripping divine blood powers a massive aray of runes and magical gliphs around her. Her eyes burn with futile fury, for she is still in pain thousands of years after her capture. She knows that she might never leave this blasted chamber, aranged by foolish mortals for a foolish decision.

Her kin is dead, her brother somehow scuming to a lack of faith. Hate kept her strong and lothing kept her mind sharp.There worshipers are still alive, albet warped and twisted beyond comprehension. The few who are still alive from that day are ether mutated or utterly insane. Where her brother died from a lack of hope, she has no choice. Pelor is dead, along with Loth. Perhapes Vencia acheived his goal, for his essiance has left the universe. The hells and heavens are silent. They are gone.
Or they are simply hiding. Above all, they incapatiated, or else in a situation like her. Neverless, she fumes, waiting to be let free from this pit. A freedom, she knows, may never come.

Wait.

She feels something. Someone coming near her. No, a group! A group of young, foolish mortals. Running further down. A group of powerful, stupid men.

Tiamat smiled, her first in eons. Her late brother, for once in her life, was right. Mortals are usful.

motoko's ghost
2011-12-22, 06:21 PM
:smalleek: WOW, thats amazing. the gods are dead/gone,except one and shes in pain and angry and if freed she will smash and burn everything to the ground.

Admittedly thats probably for the end of the campaign with the PCs working against(or for?:smallconfused:) it.
What I want to know is what happened to the clerics and what killed off the original tower builders(what could kill a race that killed the gods themselves:smalleek:)

Pokonic
2011-12-22, 06:33 PM
Could be, if the PCs ever wondered what powered the tower, could bypass the traps and find non other than a nearly-unreconisable god powering the whole thing. My guess? The spell that hit the outside hit the whole multiuniverse. Heaven is no better than the outside, with wandering angels and archons and the like fighting the souls who died in the attack. Could be that a few gods are still around. Among other things, the Kobalds could have all vanished a few days before the event, and it could be that non other than her son is alive and kicking, along with Garl and his gnomes. Who knows? :smallconfused:


As for Tiamat, what would your PC's do if they found what may be the most powerful thing around, traped and full of hate? It would depend on what they think of the tower.

motoko's ghost
2011-12-22, 06:48 PM
Could be, if the PCs ever wondered what powered the tower, could bypass the traps and find non other than a nearly-unreconisable god powering the whole thing. My guess? The spell that hit the outside hit the whole multiuniverse. Heaven is no better than the outside, with wandering angels and archons and the like fighting the souls who died in the attack. Could be that a few gods are still around. Among other things, the Kobalds could have all vanished a few days before the event, and it could be that non other than her son is alive and kicking, along with Garl and his gnomes. Who knows? :smallconfused:


As for Tiamat, what would your PC's do if they found what may be the most powerful thing around, traped and full of hate? It would depend on what they think of the tower.

:sabine: I Like it! (that was the closest they had to an evil grin emoticon:smallamused:)
Maybe the gnome and kobolds settled an alliance(temporary or not) to retreat into some extraplanar cave system somewhere, warding it with kobold traps and gnomish illusions.
Hell and most of the abyss are probably gone too, seeing as tiamet and lolth live there whatever it was would have hit there too.
Maybe asmodeus still skulks the lowest pits of hell while above him the first 8 layers remain as nothing but as scattered rubble and mangled bodies.
Perhaps dagon still swims the abyssal depths musing about how obox-ob finally got the last laugh on demogorgon, even at the cost of his own existance.
Does charon still ply the styx, uncatchable on his boat and immortal while mortals still roam (its stated that he is immortal(reforms stronger if killed) while the styx still flows and its implied that the styx will keep flowing as long as there is mortal life)
The cogs of mechanus are shattered, limbo has achieved pure entropy and is nothing more than heat,even distributed(ironically more organised than mechanius)
the elemental planes are blurred and warped together, huge swaths now closely resembling the former limbo, the astral plane is -gone-, the spire in the centre of the concordant hub a blasted stump, the crashed remains of sigil proving the only lasting monument to the lady of pain.

Epic level adventure indeed.:smallcool:

Ninjadeadbeard
2011-12-22, 09:12 PM
Maybe the gnome and kobolds settled an alliance(temporary or not) to retreat into some extraplanar cave system somewhere, warding it with kobold traps and gnomish illusions.
Hell and most of the abyss are probably gone too, seeing as tiamet and lolth live there whatever it was would have hit there too.
Maybe asmodeus still skulks the lowest pits of hell while above him the first 8 layers remain as nothing but as scattered rubble and mangled bodies.
Perhaps dagon still swims the abyssal depths musing about how obox-ob finally got the last laugh on demogorgon, even at the cost of his own existance.
Does charon still ply the styx, uncatchable on his boat and immortal while mortals still roam (its stated that he is immortal(reforms stronger if killed) while the styx still flows and its implied that the styx will keep flowing as long as there is mortal life)
The cogs of mechanus are shattered, limbo has achieved pure entropy and is nothing more than heat,even distributed(ironically more organised than mechanius)
the elemental planes are blurred and warped together, huge swaths now closely resembling the former limbo, the astral plane is -gone-, the spire in the centre of the concordant hub a blasted stump, the crashed remains of sigil proving the only lasting monument to the lady of pain.

Epic level adventure indeed.:smallcool:

Woah. The Gods have all either fallen or sacrificed themselves to secure life within the Tower, the entire afterlife is in flaming ruins, the only things left are a few Uber-demon-Gods, and even they're trapped beneath the smoldering ruins of their own kingdoms?

It's confirmed. Gabe's Players thugged their way through this poor world and left nothing alive. (http://penny-arcade.com/comic/2011/11/25) That's your Cataclysm. Also, Penny Arcade linked. Maybe NSFW.

motoko's ghost
2011-12-22, 09:38 PM
Woah. The Gods have all either fallen or sacrificed themselves to secure life within the Tower, the entire afterlife is in flaming ruins, the only things left are a few Uber-demon-Gods, and even they're trapped beneath the smoldering ruins of their own kingdoms?

It's confirmed. Gabe's Players thugged their way through this poor world and left nothing alive. (http://penny-arcade.com/comic/2011/11/25) That's your Cataclysm. Also, Penny Arcade linked. Maybe NSFW.

Remember I only said maybe.:smallamused:
Imagine if your players have navigated 8 planes of devil-zombie/skeleton infested asteroid belts, plumbed the rifts of nessus in order to secure his help for rebuilding the cosmos only to find nothing but a blasted throne and a small pile of powered ruby.:smallamused:


godseeds?:smallconfused:

Pokonic
2011-12-22, 11:05 PM
Even worse, Levistus is still around, having been freed by a desperate Asmodeus in the final days. In his true, gigantic form, he lurks in the Styx, looking for memorys to clue him in on what the F$%k happened. It could be that Orcus has reverted to something like he was before his first "death", nearly powerless and on the throne, so to speak. The Obyriths, now having little to actualy rule, are content to be under the leadership of that old crow Pazuzu. Pale Night, belive it or not, sacraficed herself to keep a small corner of the abyss alive, and is now a lump of tissue cradling the last peice of that horrid ruby that was its heart.

As for Asmodeus himself? A great, miles long serpent is said to be found within dread Nessus, and whose corpse bares great wounds of struggle. His daughter is attempting to channel the Lake of Fire into a portal into the former City of Brass, unknowing that it is a broken, molten death field, with those unable to leave it fused to the brass by some unknown necromantic magic. The place itself is still toxic, with the heat only making the substance be adsorbed into the city itself and the golems who where unharmed by the event.

The Sladdi, belive it or not, are dying, because they belive that they where right about this whole thing. As such, they only change those who wish to convert, which is a trickling number after the event. There lords have since gone into Limbo and have not come out, with the survivers those who where on other plaines.

The Lady of Pain was erratic before the attack, and supposadly evacuated a moderate handful of Sigils residance into a unknown portal before the event took place. The gossip still continues about how she knew what was about to happen.

Mechanus is dead, along with his servents, yet the place is still packed with beings. His remains, ironicly, house the handfuls of former servants of law, good or evil, in great metalic tent-city of thin divine ore. Housing both the varying Jinnfolk and the Devils and Angels who excaped the event, the whole thing is somewhat molded after a market by the carefull planners of the former City of Brass, which a small chunk of which was crudly fused with the realm as a final act of the former Sultan, who, in his love for his realm, could not see his city being lost to the sands of time. All sides agree that it would be best to keep the currant statues quo running than to risk adventuring farther in the former domain of Law.

It is said that Celestia is housing only quarrling angels fighting confused souls and rabid archons, but that is not true. In fact, the Son Of Bahamut is alive, and is being tutured by the few remaining souls who served his father. He currantly wishes to locate Chronepsis, who attempted to no less obliterate his father a few days before the Attack on unknown charges. He belives that whatever drew him of all gods to attack the god of justice must be of grand importance.

Loths bloated corpse rests near Gruumishs, both having been slayed by Corellon. He, in turn, scummed to wounds inflicted by the orc god in his brutial counter attack. It is unknown on why the two where meeting a few weeks before the attack, or how the elven god managed to find the need to kill Loth vi a stab in the back. The Drider-Orc abominations spawned in the pool of blood from the fight, however, keep those wondering away from the area.

Dude, there was like, three heroic sacrafices from some of the evilist beings in the cosmos in one post. I feel like I need a nap.

motoko's ghost
2011-12-23, 05:15 AM
Dude, there was like, three heroic sacrafices from some of the evilist beings in the cosmos in one post. I feel like I need a nap.

You earned it, very nice:smallbiggrin:


And I can see the clues that this wasn't a spontaneous event, some set up several powerful gods to fight each other in order to mask whatever they were doing, the lady of pain was able to find out but too late to stop it.

Those three sacrificing themselves does make sense those, the sultan being lawful taking pride and ensuring his legacy (and bureaucracy :smalltongue:) survive, pale night mother of demons protecting the last of her children, and the lady of pain defending sigil to the end, attempting to salvage some of the moveable piece (the inhabitants) out of harms way.
Just because their evil doesnt mean they cant have pride and (admittedly twisted) honor or maternal instincts.

Also the lady of pain is evil,since when? I always though she was neutral with a very harsh view on law enforcement and keeping the balance.



Edit: also is it wrong I can picture these locations blowing up like firecrackers in slow motion while the song "we'll meet again" plays in the background?

Pokonic
2011-12-23, 12:47 PM
I was talking about Gruumish, not the LoP. Basicly threw himself on Corellon after he managed to kill Loth. Last time I checked, It was a sort of "I am the only one alowed to kill you" and Corellon kind of went aginst that by, well, attempting to assasinate the two of them. Hence cleaving the elven god with holy orcish fury so that Loth might excape (she died when she was stabbed), but would you check if your only friendamys just got stabbed in the back, and the other being who you can call a true equal just commited one of the most cowerdly acts imaginable?


Edit: also is it wrong I can picture these locations blowing up like firecrackers in slow motion while the song "we'll meet again" plays in the background?

Not realy. :smalltongue: To be fair, the image of Celestia crumbling, while billions of souls are irriversably harmed, is horrific and epic at the same time.

Also, the City of Brass did not so much melt as be infused with necromantic energy. Probably worse, but at least the majority of the stuff in the place has been preserved (this, unfortunity, means that all the golams from before are giving the energy off, in both smoke and powder form), even the Sultins melted corpse (fused to the ground) cluching a strange set of documents...



EDIT: You do understand this whole setting is basicly going to be Fallout IN DND, right?:smalltongue: The CoB is praticly the Sierra Nevada casino!

motoko's ghost
2011-12-23, 04:13 PM
I was talking about Gruumish, not the LoP. Basicly threw himself on Corellon after he managed to kill Loth. Last time I checked, It was a sort of "I am the only one alowed to kill you" and Corellon kind of went aginst that by, well, attempting to assasinate the two of them. Hence cleaving the elven god with holy orcish fury so that Loth might excape (she died when she was stabbed), but would you check if your only friendamys just got stabbed in the back, and the other being who you can call a true equal just commited one of the most cowerdly acts imaginable?



Not realy. :smalltongue: To be fair, the image of Celestia crumbling, while billions of souls are irriversably harmed, is horrific and epic at the same time.

Also, the City of Brass did not so much melt as be infused with necromantic energy. Probably worse, but at least the majority of the stuff in the place has been preserved (this, unfortunity, means that all the golams from before are giving the energy off, in both smoke and powder form), even the Sultins melted corpse (fused to the ground) cluching a strange set of documents...



EDIT: You do understand this whole setting is basicly going to be Fallout IN DND, right?:smalltongue: The CoB is praticly the Sierra Nevada casino!

Okay so the good god backstabbed the two evil gods, one of whom is the goddess of the evil backstabbing as a pastime race:smallamused: I'm surprised they didnt see that coming.

Admittedly when I wrote that I was think of the central gear of mechanus imploding then exploding, while the other gears scatter and shatter around it. (ever seen the ending for the 2001 version of metropolis, sort like that)

I never did like that sultan fellow, always thought he was shifty looking, him and that lich gith queen always plotting something they were, not surprised they came to a sticky end.:smalltongue:
If you dont get that last paragraph try reading it aloud in the style of a gossiping old lady who disapproves of things

Yeah the outside is probably going to play like that, not sure how the inside portions would play as though:smallconfused:

Pokonic
2011-12-23, 04:24 PM
Yeah the outside is probably going to play like that, not sure how the inside portions would play as though

A very well controled vault.:smallamused:


I never did like that sultan fellow, always thought he was shifty looking, him and that lich gith queen always plotting something they were, not surprised they came to a sticky end.

And thats why Tiamat is stuck in a tower. :smalltongue:
The Scales of War where tiped over!


Okay so the good god backstabbed the two evil gods, one of whom is the goddess of the evil backstabbing as a pastime race I'm surprised they didnt see that coming.

I was actualy impiling that those two knew something, and he was going to silance them both. It did not go according to plan, considering that that was one of the first things that started off this whole mess, whatever it was,:smalltongue:

motoko's ghost
2011-12-23, 04:29 PM
A very well controled vault.:smallamused:



And thats why Tiamat is stuck in a tower. :smalltongue:
The Scales of War where tiped over!

Yeah probably, maybe hints of Orwell or paranoia(either the RPG,GREATLY toned down:smalltongue: or the general emotion,like in the cold war, y'know fear of the outside/dissidents)


These scales you speak of are they metaphorical or can I harness their power for my legions of DOOM!

Pokonic
2011-12-23, 05:43 PM
These scales you speak of are they metaphorical or can I harness their power for my legions of DOOM!


Its a adventure path the currant editions had. It involved the treaty with Gith and Timate, and ended in the City of Brass.

motoko's ghost
2011-12-23, 07:11 PM
Its a adventure path the currant editions had. It involved the treaty with Gith and Timate, and ended in the City of Brass.

Ah okay...so they aren't metaphorical and I CAN harness their power for evil?:smalltongue:

Pokonic
2011-12-23, 08:02 PM
Nope.:smalltongue: In no way do they exist in any way shape or form.

motoko's ghost
2011-12-23, 11:27 PM
Darn:smallfrown:

I had another idea for an inside adventure,one middle ranking individual is attempting to buy out another middle ranking individual so he can finally get to upper-class. However he doesnt quite have the resources and he needs the PCs help to (subtly) sabotage the other guy, if they're caught he wash his hands of them and they'll be in very big trouble, but succeed and they'll have a powerful ally in the upper echelons of society.

Pokonic
2011-12-24, 12:35 AM
Better yet, if they get him to write a physical note or letter, they can present it to a group of higher-ranked members of the upper-class. If they wished, they could even slander him even deeper into his hole and probably get commended for it.

Ninjadeadbeard
2011-12-24, 12:43 AM
Yeah probably, maybe hints of Orwell or paranoia(either the RPG,GREATLY toned down:smalltongue: or the general emotion,like in the cold war, y'know fear of the outside/dissidents)

NPC Levels are Peace! Adventuring is Slavery! .... Big Tower is Watching You. :smalleek:

I'm sorry, where was I going with that?


Better yet, if they get him to write a physical note or letter, they can present it to a group of higher-ranked members of the upper-class. If they wished, they could even slander him even deeper into his hole and probably get commended for it.

Ah! But there's more loot in killing the Upperclass guy and looting his house, then pinning on the Middleclass guy, and then get commended for turning him in! "Those throat wounds, yer Eminence? Why, to silence his traitorous lies! He said terrible things about your lovely wife. Yes, I take cash, thank you."

motoko's ghost
2011-12-24, 03:02 AM
NPC Levels are Peace! Adventuring is Slavery! .... Big Tower is Watching You. :smalleek:

I'm sorry, where was I going with that?



Ah! But there's more loot in killing the Upperclass guy and looting his house, then pinning on the Middleclass guy, and then get commended for turning him in! "Those throat wounds, yer Eminence? Why, to silence his traitorous lies! He said terrible things about your lovely wife. Yes, I take cash, thank you."

Yeah, that's why I said GREATLY toned down(more like the sort of cold-war paranoia), and I have an idea but lets not go there:smallamused:

The only problem is that they would have to admit to sabotage, unless they were very clever about it and their employer could easily reverse that ploy, pinning all the blame on them while pocketing his winnings and not paying them a cp.:smallcool:
Even if they did they're still going to have this guy out after their blood.


EDIT: I think I may have figured out what happened, there is an artifact known as the earth seed, supposedly was part of the gods creating the multiverse. If someone had found it, IF someone had DESTROYED it, one of the fundamental building blocks of the universe, could that have caused it?:eek:

Pokonic
2011-12-26, 01:49 PM
Earth seed? Probable. However, some gods knew something was happening, and bettween varying magical effects that happened across the cosmos and the deaths of several cosmic beings ( Not so much divine as uber-powerful, like the LoP or the big A), along with something that caused several areas of the cosmos to be uninhabitable or utterly broken, it may have been a bit more that the breaking of a artifact.

Ninjadeadbeard
2011-12-26, 04:55 PM
The cause of all this destruction should be built into the Tower's backstory/theme.

Buildings, like Towers, require a lot of planning to work. Blueprints set the layout, architects plan out all the bits and pieces and where they go. The Tower is like a physical Personification of Mathematics, and by extension, Order and Law in the universe. Perhaps when it was constructed it became such a symbol for Law that the rest of the cosmos took on more and more an aspect of chaos to balance. The resulting, well, Chaos threw the whole place out of wack, upset old alliances, toppled ancient powers, and generally prevented the sort of permanency that civilization requires from appearing.

motoko's ghost
2011-12-26, 08:53 PM
Earth seed? Probable. However, some gods knew something was happening, and bettween varying magical effects that happened across the cosmos and the deaths of several cosmic beings ( Not so much divine as uber-powerful, like the LoP or the big A), along with something that caused several areas of the cosmos to be uninhabitable or utterly broken, it may have been a bit more that the breaking of a artifact.

It's implied by its flavour text that destroying the earth seed would have that sort of effect, its not so much an artifact as one of the leftover tools used by the deities to forge reality.(Its from an obscure third-party book though, its ones all about artifacts; the earth seed gives a ridicoulous number of earth based spells as at-will SLA, but using it too much gradually fossilises the victim, it has a really unique power that can only be achieved by taking it to the centre of the elemental plane of earth, where it will then form another whole material plane:smalleek:)

motoko's ghost
2011-12-30, 09:35 PM
Sorry for the double post but how would cleric/religions work if the gods are mostly dead? would the clerics own belief in...reality be strong enough for them to gain spells, ala the godless clerics in other settings?
Most organised religions religions wouldn't survive the death of their god (lolth proved that herself) but would other religions arise to take their place?

Also I had an idea for one of the social class;
"grunts"-"you see that treadmill over there, with all the people running in it?" "yes..." "they're your boss and you're their waterboy, now hop to it!":smalltongue:

Pokonic
2011-12-30, 09:41 PM
Sorry for the double post but how would cleric/religions work if the gods are mostly dead? would the clerics own belief in...reality be strong enough for them to gain spells, ala the godless clerics in other settings?
Most organised religions religions wouldn't survive the death of their god (lolth proved that herself) but would other religions arise to take their place?


Why would there be clerics in the first place? Without any actual entitys inforcing such a thing within the world, and the fact the gods once existed and are now mostly dead and gone, what makes you think religions would even form? The only things that would remember the good old days are the dragons, and they are insane!:smalltongue:

motoko's ghost
2011-12-30, 09:47 PM
Why would there be clerics in the first place? Without any actual entitys inforcing such a thing within the world, and the fact the gods once existed and are now mostly dead and gone, what makes you think religions would even form? The only things that would remember the good old days are the dragons, and they are insane!:smalltongue:

I wonder if any of those dragons would retreat into a mental landscape of "the good old days", thats probably why people think they're insane, they would generally attack anything that might disrupt their illusions about reality.
Or they are just insane:smalltongue:

Landis963
2011-12-30, 10:00 PM
I wonder if any of those dragons would retreat into a mental landscape of "the good old days", thats probably why people think they're insane, they would generally attack anything that might disrupt their illusions about reality.
Or they are just insane:smalltongue:

Um, retreating into a happy place all the time might be a very good indicator of insanity. Just pointing that out. :smalltongue:

Pokonic
2011-12-30, 10:02 PM
Even better, have some old, insane wyrm teleport the party into lair, and say "Why, Eleminister, why are you around these parts?":smallbiggrin:

motoko's ghost
2011-12-30, 10:03 PM
Um, retreating into a happy place all the time might be a very good indicator of insanity. Just pointing that out. :smalltongue:

But thats what I do here:smallfrown:
Yes thats right my happy place has exploding realities:smalltongue:

EDIT: whoops ninja'd

Ninjadeadbeard
2011-12-31, 01:29 AM
But thats what I do here:smallfrown:
Yes thats right my happy place has exploding realities :smalltongue:

If your happy place hasn't featured destroying reality at least once, then you aren't very happy. :smalltongue:

As to clerics: Why can't there be? Sure, the Gods themselves might be messily juiced all over the heavens, but if we're still working with the idea that some of the Gods sacrificed themselves to make the Tower, then things change. Clerics preach less and less about worship and more and more about the universe. The Tower is the Universe, and the Universe apparently runs quite well without all those deities mucking things up. Their world is a giant, perfectly tuned clock...that looks suspiciously like a Tower, but nevermind that.

Clerics don't teach prayers and dogma, but disciplines and philosophies. Disciplines that harness the Dead God's power and philosophies that grant the wisdom to use it responsibly (or not).

In short: Merge Monks and Clerics. All sorts of Zen-type stuff that allows practitioners to perform miracles, using the background magic of the Tower! :smallsmile:

motoko's ghost
2011-12-31, 02:04 AM
If your happy place hasn't featured destroying reality at least once, then you aren't very happy. :smalltongue:

As to clerics: Why can't there be? Sure, the Gods themselves might be messily juiced all over the heavens, but if we're still working with the idea that some of the Gods sacrificed themselves to make the Tower, then things change. Clerics preach less and less about worship and more and more about the universe. The Tower is the Universe, and the Universe apparently runs quite well without all those deities mucking things up. Their world is a giant, perfectly tuned clock...that looks suspiciously like a Tower, but nevermind that.

Clerics don't teach prayers and dogma, but disciplines and philosophies. Disciplines that harness the Dead God's power and philosophies that grant the wisdom to use it responsibly (or not).

In short: Merge Monks and Clerics. All sorts of Zen-type stuff that allows practitioners to perform miracles, using the background magic of the Tower! :smallsmile:

:smallbiggrin:

That actually works quite well and is sort of like what I was thinking of, albeit much better put.

Also, giving monks limited divine casting:smallconfused: that might make an interesting base class, It sounds kind of like the wuxia(yes its name is the wuxia warrior:smalltongue:) class i made a while ago.

@landis963; what I meant was insane as in underpants on the head screaming incoherantly, 3 miles past the sanity border and accelerating insanity rather than retreated into own mind, violently defends its illusions against outside forces sort of insane.

EDIT: I've been stating up some of the unimaginably twisted horrors that lurk on the outside (large-sized vaguely goblin piles of flesh that disgorge smaller vaguely goblin aberrations to serve as shocktroops, vampire lich beholder mind flayers and a couple of monsters so convoluted that it would take a small paragraph to write out their build:smallamused::smalltongue:) They should be up in the next 2-3 days

motoko's ghost
2012-01-01, 11:26 AM
Here some drider orcs till then.:smalltongue:

They're basically just driders with the orc PC adjustments added then lolth-touched and gruumsh blooded to represent springin from the blood of that whole deific three-way murder suicide deal.:smalltongue:

Large aberration

HD;6d8+36(63hp)
Init;+6(+2dex,+4 imp init)
Speed;30ft, climb15ft
AC;17 t11 ff15(-1size,+2dex,+6natural)
BAB;+4 Grp;+10
Atk;+10 shortsword(1d6+7 19-20/x2) or +11 bite(1d4+3 plus poison) or +5 composite longbow(1d8+5 /x3)
full;+8/+8 shortsword(1d6+7 19-20/x2 1d6+3 19-20/x2) and +6 bite(1d4+3 plus poison) or +5 composite longbow(1d8+5 /x3)
space/reach;10ft/5ft
SA;gruumsh's glare,gruumsh's fury,spells,SLAs,poison
SQ;SR17,immune to fear ,darkvision 60ft,light sensitivity
saves;Fort+8,Ref+4,Will+7
abilities;STR25 DEX15 CON22 INT13 WIS14 CHA14
skills;climb+23,concentration+12,hide+14,listen+8, move silently+16,spot+8
(+8 racial hide/ms;+8 racial on climb(can always take 10))
feats;improved initiative,two-weapon fighting,weapon focus(bite)
Environment;
Organisation;
CR;9
Treasure;double standard(inc. composite(+5) longbow and 2 shortswords)
Alignment; always chaotic evil
Advancement;by charcter class
LA;+6

Gruumsh's glare(Su);1/day can cause a baleful, glowing red eye to appear in their eyes, creates a 60ft cone of blood-red energy. All reatures in this area(other than other drider-orcs)must make a DC19 or be paralyzed for 1rd. elves take -4 penalty on this save

Gruumsh's fury(Su);1/day as swift action can draw upon divine blood to gain a +4 bonus(+8 vs elves) on dmg rolls for the rest of the turn.

poison(Ex);injury,fort DC19 1d6str/1d6str

SLAs;CL6,save DC10+cha+splv
1/day-dancing lights(DC12),clairaudience/clairvoyance,darkness,detect good,detect law,detect magic,dispel magic,faerie fire,levitate,suggestion(DC15)

Spells;as either 6thlv clerics,wizards or sorcerers
usually end up picking cleric or sorcerer. clerics worship the ideals of the two fallen gods and generally select their domains from theirs.

usually take levels in barbarian or cleric
although some prestige classes that might work are;
frenzied beserker,monk of the west wind,warpriest



Does this work do you think?

Pokonic
2012-01-01, 04:12 PM
Seems sound by me. I wonder what the stats for a Celestial Scion (all the angels that are still around) would look like?

motoko's ghost
2012-01-01, 09:15 PM
Seems sound by me. I wonder what the stats for a Celestial Scion (all the angels that are still around) would look like?

Insane or non-insane? I wonder what a tainted raver planetar would be like?:hmmm:

Pokonic
2012-01-01, 10:21 PM
Both, I guess.

Also, is that supposed to be "reaver"?:smallamused:

"Party like its -1 DR!" /FR joke.

motoko's ghost
2012-01-02, 02:30 AM
Both, I guess.

Also, is that supposed to be "reaver"?:smallamused:

"Party like its -1 DR!" /FR joke.

Thats one way to use dancing lights I suppose:smalltongue:

I've also been stating up a dragon thats retreated into a fantasy world(shut up:smalltongue:) but is surrounded by illusions fueled by its own subconscious and inherent magic, living with his "son" a sentient shades spell of a brass dragon. And a tauric elf shark with wings and tentacles and acids oozing from its orifices,etc etc.(Its one where I need multiple slash and bracket types and about 4-5 lines to write out the full build:smalltongue:) Oh and the farrealms shocktroops, aberrant goblins and large things that look like aberrant goblins that spawn the smaller ones.

Pokonic
2012-01-02, 03:24 AM
Even better if the dragon thinks the party is some legendary figure from the game (Like, I dont know, a certian dark elf and his crew?") and the party has to play along to get his assitance.





Thats one way to use dancing lights I suppose

Meh, Nessus has the best remixers. Limbo had the best Dubstep, and heavens prefered dancing songs of choice are erobeats.:smalltongue:

motoko's ghost
2012-01-02, 07:46 AM
Meh, Nessus has the best remixers. Limbo had the best Dubstep, and heavens prefered dancing songs of choice are erobeats.:smalltongue:[/QUOTE]

Are those fast-time planes where we get the speeded-up dubs of punk songs?:smalltongue:

NineThePuma
2012-01-02, 08:40 AM
Late to the party, but I remember a setting vaguely like this from a Megaman Fanfic. In that setting the outside world was still over run by a mind control virus that would drive the infected to kill everyone immune.

Of course, there was also more than one tower, and they were embedded pretty deep into the earth's crust too.

EDIT: This is not a dismissal of your work or anything! I was just noting something, and posting to subscribe so I can gather my thoughts and give them more completely.

Honestly, I've been considering something similar (giant tower complexes that are home to a civilization) for a while, and I'd be happy to share my thoughts and ideas with you.

motoko's ghost
2012-01-02, 09:00 AM
Late to the party, but I remember a setting vaguely like this from a Megaman Fanfic. In that setting the outside world was still over run by a mind control virus that would drive the infected to kill everyone immune.

Of course, there was also more than one tower, and they were embedded pretty deep into the earth's crust too.

...I've never actually read a megaman fanfic, but okay interesting idea, possible part of the twisted mutants remnants of the "common races" as a survival mechanism against the three(or four)-way struggle between undead, farscape aberrations, remnants of the previous civilisations and (if you set them off) insane dragons.

EDIT; dont worry I didnt take your comment as a criticism, I'm a pretty laid back sort of person.:smalltongue:, also it turns out a couple others have been tossing similiar ideas around for a while, i simply posted my thread first(as near as i can tell)

NineThePuma
2012-01-02, 09:27 AM
I ninja'd you with an edit, but I think my thoughts are fairly gathered.

If you want multiple races and societies to be represented in the tower, the circumstances behind the tower being put in place matter. What sort of external threat is there?

While I like the sound of a three way war descending into madness, I've always liked an external big bad. Competition is fun, but what about some Undead Aberrations who are pulling the strings, from the far realms?

Like, say, the Far Realms tried to launch an invasion into "reality" but it missed. Instead they ended up invading the Negative Energy Plane, and very shortly, found themselves being invaded by undead versions of themselves. Maybe a particularly powerful entity went first and succumbed quickly, and counter invading the Far Realm, bringing taint with it. As time goes on, the far realm becomes more and more corrupt.

Or, to make things worse, the invasion plan was to fuse the two planes together, and suddenly the negative energy plane is filled to the brim with aberrations, and undead start mutating and what everyone THOUGHT was the rules for undead aren't really the same anymore, and this causes a catastrophic melt down of society as even things like Zombies and Skeletons start being able to screw with your perception of reality.

motoko's ghost
2012-01-02, 10:11 AM
Hah! I edit ninja'd your edit ninja'd causing them to cancel each other out:smalltongue:

Originally one of the ideas was an external big bad but we decided it would be more fun if whatever had already come and gone,leaving devastation in its wake, as for undead aberrations from the far realms, I am stating up a vampiric lich beholder illithid(about 6-8 different kinds in fact) for the outside monsters.(also maybe the result of a formian and a modron that were fused by mechanus exploding/imploding central gear scattering/shattering the other gears.)

What interesting though is the differences in adventuring and tone inside and outside the tower.

NineThePuma
2012-01-02, 10:46 AM
That difference is actually something I really like on paper.

My towers are much different (Being smaller for one, and for another the outside world is still around) but they're also inter connected. A web of magical lines, between towers. In theory, the residents could be the strongest force for trading on the planet, but no one knows who's inside or if they're even still occupied. The Guardians prevent anyone from actually getting in to check.

NineThePuma
2012-01-02, 10:49 AM
See below for details

NineThePuma
2012-01-02, 10:52 AM
RARgh, triple... It errorred on me twice, and I was checking my subscriptions, but it didn't SAY I'd posted, so I thought I hadn't, so I hit resend and... >.<;;;

motoko's ghost
2012-01-02, 10:55 AM
RARgh, triple... It errorred on me twice, and I was checking my subscriptions, but it didn't SAY I'd posted, so I thought I hadn't, so I hit resend and... >.<;;;

Alright just go to edit and hit delete this post for 2 of them and paste the relevant info into one of them if it bothers you that much

NineThePuma
2012-01-02, 10:57 AM
Hear tell it screws with the data. My first post is the important one.

Pokonic
2012-01-02, 01:06 PM
If you go with the hivemind idea, it could be used to explain lower-level creatures surviving the wastes.

motoko's ghost
2012-01-05, 01:15 AM
Sorry, bit of a delay, its proving to a fair bit of bookkeeping to make a vampire lich beholder illithid.:smalltongue:
Ive also been trying to figure out how they would maintain/distribute the magic the towers getting from tiamet without too many figuring out, I've been trying to make it challenging without impossible.

So far I've got the elevator hidden behind a prismatic wall hidden behind an illusory wall in the back of a storage cupboard in a restricted but not overly-guarded area. The elevator needs either a key(there are only 3 copies, all held by high ranking officials) or a complex skill check. Also there are some traps( the officials would be trained in how to bypass them)

NineThePuma
2012-01-05, 05:41 AM
Sounds fun.

motoko's ghost
2012-01-05, 09:02 AM
Well considering it would be towards the end of the campaign I figure it should be nerve-wracking and a test of skill to get there.
The players will have to;

find where the entrance is(careful sneaking&diplomacy)
gain access to the room(sneaking/combat)
get into the right storage cupboard(doesnt really test all that much)
figure out the back wall is an illusion without getting fried by the prismatic wall DIRECTLY behind it(again should already know this if they did the first part right)
get past permanencied prismatic wall(7 spells, some obscure)
disable lock to elevator(complex skill check,need multiple successes OR getting one of the 3 keys held by the 3 highest ranking nobles)
disable intelligent spell turret guard(bluff/disable device/dispel&smash)
get past the traps and guards(little bit of everything)


I wanted it to be multiple layers, requiring lots of actual involvement from every party member, multiple spells and whatnot, done in utmost secrecy to avoid calling down the might of the tower, makes getting there an entire game session so you can slowly build up to tiamet(hearing her growing louder in the distance,etc)

A lot of the traps will be symbols/glyphs of some kind (symbol of stunning/weakness+symbol of spell loss=:smalleek:), one of the nobles is a geometer and thats how the real nobles are getting past so easily.

what'dyou think? challenging enough for a high-level party but still doable?

NineThePuma
2012-01-05, 09:22 AM
Depends on the party, but it should be awesome.

Might I recommend that there be some sort of construct standing guard that they have to maneuver past? Like, say, a bunch of Animated Object Armored Statues?

Or, better, an army of terra-cotta soldiers. That are animated objects.

motoko's ghost
2012-01-05, 09:31 AM
Depends on the party, but it should be awesome.

Might I recommend that there be some sort of construct standing guard that they have to maneuver past? Like, say, a bunch of Animated Object Armored Statues?

Or, better, an army of terra-cotta soldiers. That are animated objects.

I was thinking of at least one large powerful golem and possible several intelligent spell turrent guards(you see a white pill shaped object standing before you, its glowing red light turns to regard you as it cries "I see you":smalltongue:)
You are right though the guards probably would be constructs/undead, ordered not to leave their room(no gossip,guard 24/7,wont accidently break something important)

NineThePuma
2012-01-05, 09:37 AM
What about a homunculus? It wouldn't be all that powerful, but if the party destroys it, they're alerting the people running the place.

motoko's ghost
2012-01-05, 09:41 AM
What about a homunculus? It wouldn't be all that powerful, but if the party destroys it, they're alerting the people running the place.
Okay, some sort of alarm device could work, change the time constraint, increase the pressure :hmmm:, it probably makes sense for them to do that, but it does mean that the caster has to be within 1 mile of the homunculus at all times.

NineThePuma
2012-01-05, 09:45 AM
No, there's something that allows extended range; I could totally see a kindly old aide to a noble being an artificer who ends up randomly keeling over during a meeting if the players screw up.

motoko's ghost
2012-01-05, 09:48 AM
No, there's something that allows extended range; I could totally see a kindly old aide to a noble being an artificer who ends up randomly keeling over during a meeting if the players screw up.

Its only 2d6 damage, Im pretty sure that at the level needed for the range extension all it would make him do is vomit blood a bit....just a little.:smallyuk:

NineThePuma
2012-01-05, 09:51 AM
Actually, 2d10 if I remember right. 6th level, he's old (Venerable?) and didn't make Con a priority. He's not a PC, so... He has a con score of, say, 8, so it comes out to 15 HP.

motoko's ghost
2012-01-05, 10:03 AM
Actually, 2d10 if I remember right. 6th level, he's old (Venerable?) and didn't make Con a priority. He's not a PC, so... He has a con score of, say, 8, so it comes out to 15 HP.

Okay, so a lot of blood, with a slight chance of dying-ness occurring.



Dying-ness is too a word.

NineThePuma
2012-01-05, 11:21 AM
But what if he dumped con? After all, he's not going on adventures. Put his con at 9 initially and his current HP comes out to 9. Or maybe he was adventuring but didn't prioritize Con, and managed to get Ability Drained out of some con.

Plenty of ways to play it. =3

motoko's ghost
2012-01-06, 05:20 AM
Alright, I'll be out of town for a large part of tomorrow so heres one of the monsters, its the writhing mass of tentacles shaped like a large goblin that spews smaller goblins that have been warped by the farscape(I'll post the smaller goblins ASAP, just have to finish the d% tables for the random abilities) and yes they do have a hivemind to help them survive:smalltongue:

The being has the initial sight of being merely a large,muscular goblin, with the flat face,broad nose and pointed ears common to that races,that however is where the similarity ends.

Two large tentacles,not unlike those of the displacer beast sprout from its back and its translucent,almost gelatinous flesh glistens with pungent ichor its body bulges and squirms with spawn at various stages of maturity.

It disgorges spawn from its mouth,or a hollow tentacle in a rush of ichor.
There is some evidence that there is still a fragment of goblin consciousness in there as evidenced by its riding ability.
They have been known to occasionally ride a psuedonatural megaraptor


They are mainly used by their far-realms masters to provide quick armies for their assaults, as well as their hivemind and moderate stealth capabilities making them decent scouts.

-=-=-=-=-=-

Large outsider

HD;8d8+64(100hp)
Init;+5(+1dex,+4 imp init)
Speed;30ft
AC;20 t9 ff20(-1size,+11 natural)
BAB;+8 Grp;+12
Atk;+14 tentacles(1d6+7)
Full attack;+14/+14 tentacles(1d6+7)
+14/+14/+14/+14 when in tentacle mode
space/reach;10ft/10ft
Saves;14/6/8
SA;true strike,SLAs,transformation
SQ;DR5/magic,SR18,regeneration3,immune to poison,resistance to acid and cold10,change shape,spawning,blindsight60ft,darkvision60ft

STR24 DEX12 CON26 INT10 WIS15 CHA10

skills;
climb+18,hide+8,jump+18,listen+13,move silently+16*,ride+16*,spot+13,survival+13
*=+4 racial to ms and ride

feats;
improved initiative,power attack,run


Change shape(Su); as standard action, turns into a tentacled mass,becomes amorphous(cant be flanked and does not take extra dmg from crits),gains two extra tentacle attacks during a full attack and creatues from the material plane take -1 morale on atk rolls against it.

Regeneration(Ex); is bypassed by fire,acid and electicity
If it loses a limb or body part it regrows in 3d6 min, it can reattach it instantly by holding it to the stump however.

SLAs;CL8,save DC10+splv
3/day-blink,blur
1/day-stinking cloud(DC13),touch of idiocy(DC12)

Spawning(Su); can spawn 1d3 aberrant goblins 2/day
Each spawn generated subtracts its hit points from the legion’s pool. The legion may always choose to generate fewer spawn than a die roll indicates.
The spawner goblin can control up to 24 at any one time, it can create more but the oldest go uncontrolled,free spawn may still serve the parent willingly, when slain all spawn are freed, freed spawn have 5% chance to grow into a new spawner.
Spawn are in constant telepathic communication with the parent across any range,but not across planar boundries.

Transformation(Ex); natural attack causes a horrific transformation.
Those affected must make fort save DC22 or transform into spawner goblin over next 1d4+1min ,comes under the control of the creator, but the creator can only control 16HD(2) at one time.
Casting remove disease before completion restores creature to normal but only heal,wish,limited wish and miracle can reverse the change once complete. Those changed may create spawn but may not transform others while under the originals control.
the save DC is con-based and this ability may be used up to once per round.

True strike(Su); 1/day;+20 insight to atk rolls for 1rd,ignores miss chances from concealment

-=-=-=-=-=-

Tactics;
If encountered alone It will close to melee as soon as possible and attempt to use its transformation ability on two others, if it does however have transformed thralls, they will hang back and have the thralls create spawn while the leader uses blur and blink on itself before all 3 close to melee so they can use their tentacles to rip the enemies apart.
They generally prefer to fight in their tentacle form and cannot be reasoned with.



not quite sure about the CR though(I was thinking about 8-9-ish), any feedback on that?


EDIT; okay heres the basic outlay for the spawned goblins,It's basically just the aberrant template from BoT, except I've fiddled slightly with the percentages and powers.
CR variable

as goblins only CE
type changes to aberration(HD's are d8's)

appearance changes once per ability gained;
%Roll for Appearance Change
01–10 Horrific Appearance: Changes to the creature’s appearance are monstrous, rendering it virtually unrecognizable as a member of its original kind.
The creature takes a –6 penalty on Bluff and Diplomacy checks against any subject who can see the creature and would be taken aback by its disfigurement.
11–20 Loss of Major Sense: The creature is blind or deaf (a crippling disadvantage).
(It may instead lose some other sensory ability playing a significant part in the creature’s characteristics.)
21–30 Loss of Minor Sense: The creature loses some sense that does not play a major part in its abilities.
A major sense may instead be diminished(–2 penalty on related checks).
31–40 Missing Limb: An appendage is crippled, withered, or lost.
The creature loses the abilities associated with the missing appendage, possibly including the ability to wield two-handed weapons (arm) or fly (wing).
Reduce Speed and the AC bonus provided by Dexterity by the percentage of legs lost.
41–80 Unnatural Trait: The creature loses hair, changes to an unpleasant color, its skin becomes rubbery or covered with flaky scales, or it grows some useless but noticeable characteristic, such as small horns or antennae.
It is still recognizable as a member of its original kind.
Aberrants with unnatural featurestake a –1 penalty on Bluff and Diplomacy checks as per horrific appearance. The maximum penalty is –6.
81–95 No Change: The aberrant gains no change in appearance.
96–98 Extra Eyes: The creature gains 1d6 eyes and a +2 bonus on Search and Spot checks.
Extra eyes are unnatural traits, causing the aberrant to take a –1 penalty on Bluff and Diplomacy checks against any member of their own or similar species who can see the trait.
99–100 Extra Limb: The creature gains one extra limb.
This limb functions as a manipulating extremity (arm or tentacle) or a movement extremity (leg or wing).
An extra arm provides no real benefit in combat, but two extra arms allow the aberrant the option of choosing the Multiweapon Fighting feat, if the creature fights with weapons.
One extra leg provides a +2 bonus on checks against being bull rushed or tripped when the creature is standing on the ground. Gaining two legs provides a 10-foot bonus to land speed.
Extra limbs are unnatural traits, causing the aberrant to take a –1 penalty on Bluff and Diplomacy checks against any member of their own or similar species who can see the trait.

feats;
spawned goblins that lose their sight gain blind-fight
as a bonus feat

SAs;
each spawned goblin gains 1d4 SAs;
%Roll
01-04 Blood drain(Ex);as the vampire's special ability
05-08 Breath weapon(Su);once every 1d4 rds, does;
-(acid,cold,electricity,fire)1/2HD d6 dmg
-(sonic,force)1/2HD d4 dmg
-(holy,unholy)1/3HD d4 dmg
-(ability dmg/sleep/stunning,etc)1d4+1/3HD
-(negative levels,ability drain)1/6HD
either as line 20ft+20ft/size above fine long or a 5ft+10ft/size above fine long cone
09-12 Charming gaze(Su);as charm monster(CL=HD)30ft range gaze attack,save DC10+1/2HD+cha
13-16 confusing gaze(Su);as confusion(CL=HD)30ft range gaze attack,save DC10+1/2HD+cha
17-20 constrict(Ex); deals damage with a successful grapple against opponents its size or smaller(1d4+str-sml,1d6+1.5str-med,1d8+1.5str-large,etc),if rolled again,size increases by one category
21-24 Darkness(Sp);as deeper darkness,centred on creature
25-28 Destructive harmonics(Su); as the destrachan's special ability
29-32 Disease(Ex);one natural attack carries a disease of DM's choice.Fort save DC10+1/2HD+con resist nitial infection, thereafter the disease acts normally
33-36 Engulf(Ex);the creature's body(or some part)is flat and pliable,allowing it to wrap a victim at least one size smaller than itself as a standard action by attempting a grapple that doesn't provoke AoOs.
If it gets a hold it can attack an engulfed creature with a +4 on the attack roll,it can still use other armed or natural attacks against other targets
attacks that hit an engulfing creature deal half their damage to the victim and half to the engulfer.
37-40 Enslave(Su);1+1/4HD/day as dominate monster(CL=HD)will save DC10+1/2HD+cha and target may have no more HD than the caster
41-44 Ground manipulation(Su);
45-48 improved grab(Ex);Against those 2 sizes smaller than itself(if rerolled,increase the size catagory by one,up to one size larger)
49-52 Mind blast(Sp);cone 20ft+10ft/size catagory above fine(i.e medium=60ft),must make will save DC10+1/2HD+cha or be stunned for 1d4 rounds+1d4rds/4HD of the monster
53-56 smite(Su);1+1/5HD /day add cha to attack roll and do extra HD(max 20)to dmg against;(roll 1d6)(1=evil,2=good,3=chaos,4=law,5=creature type,6=other)
57-60 Paralysis(Ex);those hit by natural attack must make fort save(DC10+1/2HD+con) or be paralysed for 1d3 min
61-64 Poison(Ex);1 natural attack carries a DC10+1/2hd+con poison that does 1d4 as both initial and secondary to any ability(only 1d3 if con)
65-68 Psi-like abilities;gains a number of ponts equal to its HD,used to buy PLAs(1/day=powerlv pts,3/day=2x,at will=3x,continous=4x,continous may be Su,powerlv cannot be more than 1/2 HD)
69-72 light manipulation;gains one of the following abilities;(if rerolled gains a different one)
-blur;gains a 20% miss chance for 1d4 rds at will(standard action to activate)
-dancing images;as mirror image(CL=HD)3/day(standard action to activate)
-silent image;as the spell(CL=HD)at will(standard action to activate)
73-76 spell-like abilities;gains a number of points equal to its HD,used to buy SLAs(1/day=splv pts,3/day=2x,at will=3x,continuous=4x,continuous may be Su,splv cannot be more than 1/2 HD)
77-80 blinding flash; somehow generates a blinding flash of light(all sighted in 60ft must make a DC10+1/2HD+con fort save or be blinded 1d3 rounds)
81-84 subsonics(Ex);can emit subsonic frequencies(may not get all 4,maybe just 1d4?)save DC10+1/2HD+cha for all
-fear;all within 10ft+5ft/size above fine must make will save or be panicked for 1rd+1rd/6HD
-nausea;all in cone 10ft+5ft/size above fine must make fort save or be nauseated for 1d4+1rds
-stupor;single creature 10ft+5ft/size above fine must make fort save or be stunned for 2rd+1rd/2HD
-unnerve;all within 40ft+10ft/size above fine spread automatically take -2morale on atk and dmg,those forced to hear it for more than 6 consecutive rounds must succeed on will save or enter a trance(cannot attack or defend themselves) until the moaning stops even on success must still save every round
85-88 telekinesis(Sp);as standard action,CL=HD,once every 1d4rds
89-92 web(Ex);as the monstrous spiders special ability
93-96 DM's choice;
97-100 Roll one extra special attack

SQs;
each spawned goblin gains 1d4 SQs;
%Roll
01-05 Amorphous/indiscernible anatomy(Ex); cannot be critted or flanked,automatically has a horrific appearance
06-08 Blindsense(Ex);60ft
09-10 Blindsight(Ex);60ft
11-15 DR(Ex/Su); 1/3HD(bypassed by material)(rolled twice=/magic and material,rolled 3 times=/-)
16-20 Darkvision(Ex);60ft(rolled 2x=120ft,3x=120ft and sees in magical darkness or 240ft)
21-25 Detect thought(Su);as the spell,continuous(CL=HD,save DC=12+cha)can be suppressed if desired
26-30 Energy resistance(Ex);5 for one type of energy(multiple rolls are either new types or +5 to an existing)
31-35 Fast healing(Ex); 1+1/2HD
36-43 Flight;gain flight at 2xland speed(average)(can trade in 10ft of land speed for 5ft of air speed and 10ft of air speed for 1 step of manoeuvrability)
44-48 mental fortress(Ex);immune to any form of mind reading
49-50 Haste(Su);as the spell,only continuous
51-55 Mimic shape(Ex); can assume the general shape of any object of its own volume,but still has original texture.
anyone who examines it can detect the ruse with a spot check opposed by the disguise check of the monster(disguise is now a class skill for it and it gains a +8 racial bonus to disguise)
56-58 Regeneration(Ex); 1+1/3HD(by passed by 2 of the following;fire,acid,cold,sonic)limbs regrow in 3d6 min
59-63 See through objects(Su); X-ray vision(20ft range,can penetrate 1ft of stone,1in of metal or 3ft of wood/dirt,blocked by lead),cannot be used more than 10min/day, broken up as seen fit
64-70 Sense(Su);can detect one of the following continuously(roll 1d8)(1=evil,2=good,3=chaos,4=law,5=undead,6=magic, 7=psionic,8=other)
acts as if detect magic's 3rd round and never requires concentration
71-72 spell immunity(Ex); only affected by spells of levels greater than 1/3HD
73-80 spell resistance(Ex); 5+HD(if rerolled add +5 each time)
81-85 telepathy(Su);100ft,transcends language barriers but doesnt allow complex communication with unintelligent creatures
86-90 tremorsense(Ex);60ft
91-95 DMs choice; just pick something
96-100 Roll one extra special quality

CR+?(depends on powers gained)



I chose that because it allows for the mooks to have an original feel and it should keep the PCs on their toes due to the relative unpredictability

(Sorry the SA/SQ bit is generic and can be applied to any of the farspawns minions, wasnt sure if I'd made that clear)

Pokonic
2012-01-09, 04:00 PM
Like the goblins, and I bring more ideas! This time, golems.


Godfall Golems:

Before the so-called end of the world, the gods where preparing for a conflict on a unknown scale. Several groups of them decided to create special servents for there followers protection. These groups colaberated with one-another, and the resulting golems would then be used to protect there worshipers from harm.

Things did not go as planed, of course.

The mass Gate spells when off at exactly the same time as the legendary disaster at the City Of Brass, and the massive transport spell that was its Sultens last act delayed the arrival of the golems, and less than a few hours later the disaster that effected the whole of the cosmos occured. The result? The varying constructs where scattered across the mutiuniverse. Looking quite like the older angelic leagions, these creatures can be found with cults of varying sizes thru out the wastes, always wish to gather any of there kind around them, and all wish to create lasting places in the world...in there own image.


Kinds:

Magelight Golem: Crafted by gods of intelect and secrets, these powerful spellcasters are the least concerned with currant state of the world. They have a passive sheilding effect around them, and are well known for being able to Plane Shift and Teliport at will. they are often purple in coloration, but there wings can be a rainbow of colors. It is said that there is a single one in the ruins of the City of Brass, having been corrupted by the necromantic energy there. Now a pich-black creature of tarnished metal, it has managed to control a vast amount of the surviving constructs in the city, along with raising a small number of Effriti whose corpses managed to survive the attack without being completly liquified. The creature, who calls himself Night-terror, belives that he can harness the energy in the area too imbue himself with even more power.


Mirrorshard Golem: Mad golems of shadows and sneaking, these creatures are known for there legendary ability to turn invisable at will. These mad hunters often roam small areas near there landing spot, and often hunt in packs. They range from a dark grey to a uniform black. Ment to have been the silent protecters of the worshipers of the gods, these creatures went mad after spending centuries being invisable. Fear the places they haunt, adventurer.

Mindsnapper Golem: The creation of gods of mental energies, these creatures where ment to keep the worshipers uplifted while in there stressful condition. However, with no worshipers to care for,they soon went a mite...nuts. Now, they break the minds of all they see, using there power points on inhancing the worst that they have. They tend to travel in the largest groups. There coloration ranges from most shades of green to light blues.

motoko's ghost
2012-01-09, 07:08 PM
Godfall Golems:

Before the so-called end of the world, the gods where preparing for a conflict on a unknown scale. Several groups of them decided to create special servants for there followers protection. These groups collaborated with one-another, and the resulting golems would then be used to protect there worshippers from harm.

Things did not go as planed, of course.

The mass Gate spells when off at exactly the same time as the legendary disaster at the City Of Brass, and the massive transport spell that was its Sultans last act delayed the arrival of the golems, and less than a few hours later the disaster that effected the whole of the cosmos occurred. The result? The varying constructs where scattered across the mutiuniverse. Looking quite like the older angelic legions, these creatures can be found with cults of varying sizes through out the wastes, always wish to gather any of there kind around them, and all wish to create lasting places in the world...in there own image.


Kinds:

Magelight Golem: Crafted by gods of intellect and secrets, these powerful spellcasters are the least concerned with currant state of the world. They have a passive shielding effect around them, and are well known for being able to Plane Shift and Teleport at will. they are often purple in colouration, but there wings can be a rainbow of colours. It is said that there is a single one in the ruins of the City of Brass, having been corrupted by the necromantic energy there. Now a pitch-black creature of tarnished metal, it has managed to control a vast amount of the surviving constructs in the city, along with raising a small number of Effriti whose corpses managed to survive the attack without being completely liquefied. The creature, who calls himself Night-terror, believes that he can harness the energy in the area too imbue himself with even more power.


Mirrorshard Golem: Mad golems of shadows and sneaking, these creatures are known for there legendary ability to turn invisible at will. These mad hunters often roam small areas near there landing spot, and often hunt in packs. They range from a dark grey to a uniform black. Meant to have been the silent protectors of the worshippers of the gods, these creatures went mad after spending centuries being invisible. Fear the places they haunt, adventurer.

Mindsnapper Golem: The creation of gods of mental energies, these creatures where meant to keep the worshippers uplifted while in there stressful condition. However, with no worshippers to care for,they soon went a mite...nuts. Now, they break the minds of all they see, using there power points on enhancing the worst that they have. They tend to travel in the largest groups. There colouration ranges from most shades of green to light blues.

I like them! particularly the concepts behind the mindsnapper and mirrorshard.
Whats the passive shielding on the magelight golem like?
Is it possible for parties to gain help from the godfall golems(quite literally a deus ex machina:smalltongue:)
I'll post the elf shark...thing later today(it's finished at last)

Pokonic
2012-01-09, 08:04 PM
The shield would probably be a powerful passive effect, a bit like a Prismatic Wall but cenralised around the golem. Naturaly, it would be a pain to fight such a creature, but in a anti-magic field...


As for help, they could try to pretend to be converts into there colective cults. When I say colective, I mean they are almost never alown. Most travel in groups ranging from 3 to 5, and are always connected to some greater cult. That could be lead by one who gain its own personality, like Night-Stalker, or a powerful creature with divine energy, like a demigod. However, you are either a heritic, a infidel, or a recrute in there eyes.

Good luck having a party deal with invisable assassens while dealing with sanity-shattering mental static while dealing with the telaporting magical ninja golem angels immune to conventianal attacks, tho.:smalltongue:

motoko's ghost
2012-01-10, 09:47 AM
The shield would probably be a powerful passive effect, a bit like a Prismatic Wall but centralised around the golem. Naturally, it would be a pain to fight such a creature, but in a anti-magic field...

Prismatic wall? just the defensive bits but not the offensive right(i.e seven-save slam), also prismatic wall ignores an AMF that goes up after it, throwing one up would make it stronger.:smalleek:



As for help, they could try to pretend to be converts into there collective cults. When I say collective, I mean they are almost never alone. Most travel in groups ranging from 3 to 5, and are always connected to some greater cult. That could be lead by one who gain its own personality, like Night-Stalker, or a powerful creature with divine energy, like a demigod. However, you are either a heretic, a infidel, or a recruit in there eyes.


Nice,like the concept.



Good luck having a party deal with invisible assassins while dealing with sanity-shattering mental static while dealing with the teleporting magical ninja golem angels immune to conventional attacks, tho.:smalltongue:

:smallcool:;Epic level? :furious:; EEPPPIIIICCC LLLEEEEEVVVEEEEEEEELLLLLLL!!!!

also heres the flying cthulu shark elf wizard...thing, didnt fill out his whole spell list, and not quite sure where he would fit, just wanted to make unholy monster:smalltongue:


CR25

CE Large outsider(aquatic,evil,native)
HD;22d8+308(407hp)
Init;+16(+12dex,+4imp init)
speed;50ft,swim 80ft,fly 150ft(perfect)
AC;32 t11 ff30(-1size,+2dex,+21natural)
BAB;+22 Grp;+45(BAB+str+4size+8 racial)
Atk;+32 tentacle(1d6+11)
Full;+32/+32/+32/+32/+32/+32 6 tentacles(1d6+11)
and +30/30 2 claws(1d6+5)
and +30 bite(1d8+5)
space/reach;10ft/5ft(10ft with tentacle)
Saves;26/24/18(12/12/12-base+14/12/6-stats)
+2 vs disease,+1 vs cold,-1 vs fire
SA;acidic attack(5d6 on pri),imp grab,smite good(1/day;+20dmg),spells,SLAs,swallow whole,true strike(1/day as su)
SQ;DR15/epic and good,SR32,regen15(epic good weapons or good spells),immune to acid,cold,petrification,poison&divinations,resist elec,fire10,amphibious,change shape,keen scent,imp natural healing(3x),protective aura,tongues,blindsight60ft,darkvision60ft,low-light vision

STR32 DEX35 CON38 INT25 WIS23 CHA25

skills;
concentration+37,craft+30,diplomacy+10,escape artist+35,hide+31,know(arcana)+32,know(history)+30 ,know(religion)+30,know(planes)+30,listen+30,move silently+35,search+30,sense motive+28,spellcraft+34,spot+30,Survival+31(+33 on other planes)
*=+2 racial to survival,know(arc),spellcraft
+1 racial to listen/spot

feats;
endurance*,extend spell,g.spell focus(trans),g.spell pentration,improved initiative,imp nat atk(all)*,multiattack*,multiweapon fighting*,power attack,spell focus(trans),spell penetration,quicken spell
*=bonus


Change Shape (Su): As a standard action, a half-farspawn can take the form of a grotesque ,tentacled mass. In this form it gains;
*+2 tentacle attacks/full atk
*becomes amorphous(cannot be flanked,no extra dmg
from crits)
*material plane creatures have -1 morale on atk

Easy matenence(Ex);consumes food as if medium

protective aura(Su);Against attacks made or effects created by evil creatures gains a +4 deflection bonus to AC and a +4 resistance bonus to saves to anyone within 20ft, also functions as a magic circle against good and a lesser globe of invulnerability, both with a radius of 20ft.
CL22, can be dispelled but can be recreated on next turn as free action.

SLAs;CL20,save DC17+splv
Constant-detect evil,detect snares and pits,discern lies,see invisibility,true seeing
At will-aid,animate objects,commune,continual flame,dimensional anchor,greater dispel magic,imprisonment,invisibility(self only),lesser restoration,polymorph(self only),power word stun,remove curse,remove disease,remove fear,resist energy,summon monster VII,speak with dead,unholy blight,waves of fatigue
3/day-blade barrier,blink,blur,darkness,earthquake,etheral jaunt,heal,mass charm monster,permanency,poison,resurrection,unholy aura,waves of exhaustion
2/day-summon monster IX(psuedonatural)
1/day-blasphemy,contagion,desecrate,destruction,detect magic,greater invisibility,greater restoration,horrid wilting,implosion,nystul's magic aura,power word blind,power word kill,power word stun,prismatic spray,ray of frost,read magic,scintillating pattern,stinking cloud,telekinesis,touch of idiocy,unhallow,unholy blight,wish


spells;as 20thlv wizard,save DC17+splv(19+splv trans)
4 4/4/4/4/4/3/3/3/4+1-per day(-1*6,7,8 for shaping,reach,energy)
0-
1-mage armor,shield
2-
3-
4-
5-
6-chain lightning,disintigrate,flesh to stone
7-banishment,project image,reverse gravity
8-horrid wilting,polymorph any object,polar ray
9-shapechange,time stop
(`=moon,*=sun)
touch spells have range of 30ft
may leave 5ft cube "holes" in spell areas
may spontaneously substitute different energy types
2ndlv and lower abjurations are quickened

spellbook;
as above and create undead,create creater undead,temporal stasis,mind blank(usually extended),wish



In case you're wondering what the build is its a;

vecna-blooded
[
obah-blessed(4 arms) half-fiend half-farspawn tauric horrid warbeast magebred dungeonbred Dire shark~winged amphibious grey elf
//
wizard5/MotAO9/Abjurant champion3/archmage3
(ACFs;elven genralist1,wizard of sun and moon)
(archmage abilities;shaping,reach,energy)
]
//artic magic-blooded CE solar

Yeah, I got bored one day:tongue:, I could have made it stronger but I decided that was probably enough



Not sure if hes CR25 though

Pokonic
2012-01-14, 01:50 PM
Bah, its not like the players are getting out of the tower till around level 10+ anyway.:smalltongue:

Ninjadeadbeard
2012-01-14, 09:44 PM
Bah, its not like the players are getting out of the tower till around level 10+ anyway.:smalltongue:

There's a sign as you're leaving the tower: "You must have this many Epic Spell Slots to leave the Tower." :smallsmile:

Pokonic
2012-01-14, 09:51 PM
There's a sign as you're leaving the tower: "You must have this many 5th level spells before you notice the hole in the pipeline." :smallsmile:

Fixed for my amusment.

motoko's ghost
2012-01-14, 11:11 PM
Mind you the people running the tower are going to hunt you down if they find out your sneaking out...and possible leading something back:smalleek:
Be an interesting campaign arc if some of the Outsiders found the tower and started assaulting it. Heck even the communities of those displaced by the disaster might try to take it over for its resources and protection

Also has anyone else seen the modron's web article, look at the range of the more powerful ones telepathy(405 miles for a CR16-ish one) if one took mindsight:smallamused: it might explain how the mechanus remnants have held out so well.

I swear I'll get the vampire lich beholder mind flayers out soon:smallredface:
Just had a nasty combo of RL and the campaign i'm GM-ing reaching a good bit, be up in a couple days promise.

Pokonic
2012-01-14, 11:50 PM
Also has anyone else seen the modron's web article, look at the range of the more powerful ones telepathy(405 miles for a CR16-ish one) if one took mindsight it might explain how the mechanus remnants have held out so well.

But they are all dead. They died the same way there creator did, and there was no time for a GMM to happen. I mean, I guess you could find a half-salveged one somewhere, but even the ones outside the area perished a while ago.

motoko's ghost
2012-01-14, 11:58 PM
But they are all dead. They died the same way there creator did, and there was no time for a GMM to happen. I mean, I guess you could find a half-salveged one somewhere, but even the ones outside the area perished a while ago.

Does anyone else see something that has had the shattered remnants of half an insane modron fused to it ala borg.

Pokonic
2012-01-15, 12:05 AM
....Do it. Now. Please.:smallbiggrin:

motoko's ghost
2012-01-15, 12:13 AM
....Do it. Now. Please.:smallbiggrin:

I was originally planning on stating that out on a formian of some kind, but then I realised that the formian didnt really bring anything and it would take some serious tweaking, I'll have a try on one of the species living there, any suggestions?

Pokonic
2012-01-15, 12:38 AM
To be fair, it could be that the remaining ones simply lach onto whatever creature of law they can get there hands on. How about, say, a Bearded Devil? Once a scavanger in the ruins, now half-mechine. Think robo-tentecals and metal fused with red-hot flesh. Or perhapes even a spined devil, for extra coolness.

motoko's ghost
2012-01-15, 05:35 AM
How much of the modron's abilities should it get?
Just the telepathy, maybe some natural armor and minor stat boosts.
or should it basically be more like a gestalt? (all of its abilities and some major stat boosts)

What effects would it have on their bearer's health or mind (MPD from the modrons memories and residual self image anyone?:smallamused:)
A lot of this is because I guarantee you the PCs will try doing it to themselves at some point

Pokonic
2012-01-15, 01:27 PM
Well, basicly, the former modron would be using the former creature as a flesh puppet too increase its own power. Naturaly, the more powerful ones are far bigger that a baseline adventurer, and would stay in its own little corner of its former workspace. Well, the mind itself would be like a computer with currupted data, with little to nothing remaining of its former host.

motoko's ghost
2012-01-15, 01:38 PM
Well, basically, the former modron would be using the former creature as a flesh puppet too increase its own power. Naturally, the more powerful ones are far bigger that a baseline adventurer, and would stay in its own little corner of its former workspace. Well, the mind itself would be like a computer with corrupted data, with little to nothing remaining of its former host.

Ah ok, so a modron that is gaining some powers from its meat-puppet and in return the meat-puppet gets its mind pretty much erased?

also what is GMM?

Pokonic
2012-01-15, 01:47 PM
The GMM is the Great Modron March. Look it up. Fear it.


Ah ok, so a modron that is gaining some powers from its meat-puppet and in return the meat-puppet gets its mind pretty much erased?

Yep. At least the Sladdi warn you about the whole mind thing.:smallbiggrin:

motoko's ghost
2012-01-16, 03:16 AM
Ah,okay just never heard it abbreviated

Heres a spined devil/nonaton, its only CR11 or so, so can hold own, but not too powerful.

backstory;
There was order once, something changed, damaged, impared, cannot find primus, found law, fixed self, memories...corrupted must protect mechanus, must fufil prime directive, too many damaged, need to repair others, protect community, find remanants, use of organics

Its disjointed and rambling because thats the mental damage it sustained. nonatons were in charge of finding and intercepting threats to the modron city, its simply doing that for the survivor's city in exchange for getting any modron remnants

description;
What originally appeared as nothing more than a clockwork cylander becomes much more horrifying close up with large swathes of it seemingly covered not in metal but with moist scaly skin, the boundries between the two a twisted scarmass of stange metal and red-hot flesh literally folded into each other.
one of the modrons legs were replaced by this devil's legs just as the tip of its tail serves as a foot for the third leg.
seven tentacles sprout from its torso and the two normal arms cluch a massive glaive.
Its skull is part modron, part the warped remains of the devil's skull, its amber eye unblinking

CR11

LN Large Outsider

Hit Dice: 11d8+33 (82 hp)
Initiative: +7
Speed: 50 ft.
AC: 25 (–1 size, +3 Dex, +13 natural)
Attacks: 7 tentacles +9 melee(1d6+1)
and +10 glaive(1d10+1 plus infernal wound)
Face/Reach: 10ft./10 ft.(20ft with glaive)
SA: infernal wound,Psionics, spell-like abilities, spells
SQ: All-around vision,DR10/silver and chaotic,modron qualities,immune fire and poison,resist acid,cold10,SR17,telepathy(63 miles),darkvision60ft,see in darkness
Saves: Fort +10, Ref +10, Will +10

Abilities: Str 13, Dex 16, Con 16, Int 14, Wis 16, Cha 15

Skills: Concentration +18, Diplomacy +18, Gather Information +14, Hide +9,
Knowledge (local) +11, Listen +10, Search +17, Sense Motive +12, Spellcraft +13,Survival+10, Spot +19
Feats: Alertness,Improved Initiative,Mindsight,Spell Penetration,weapon focus(glaive)*


All-Around Vision (Ex):With its two equally spaced eyes, a nonaton can see in all directions at once. Because of this, it gains a +4 racial bonus on Spot and Search checks and cannot be flanked.

Infernal wound(su);a creature injured by the glaive attack loses 2 additional hp/rd, the wound does not heal naturally and resists healing spells. It can be stopped by a DC16 heal check or healing magic if the caster succeeds on a DC16 CL check

Psionics (Su):CL15,save DC12+splv
At will—detect chaos,detect law,invisibility,plane shift.

SLAs;CL12,save DC12+splv
At will—clairaudience/clairvoyance,command,detect good,detect evil,detect thoughts,dimension door,discern lies, mirror image, slow,greater teleport(self plus 50 pounds of objects only),web,wall of force
1/day-power word stun

spells;as a 12thlv cleric
CL12(13 for law spells),save DC13+splv
6 5+1/4+1/4+1/3+1/3+1/2+1-per day
0-
1-magic weapon*
2-augury,spiritual vestment*
3-deeper darkness,magic circle against chaos*
4-divination,sending,divine power*
5-commune,scrying,righteous might,flame strike*
6-banishment,glyph of warding,blade barrier*
*domain spell(law and war)(from law,protection and war)

Modron Traits: Immune to mind-influencing effects;not subject to subdual damage, ability damage, ability drain, or energy drain; not subject to critical hits.
Outsider Traits: Darkvision 60 ft.; cannot be raised orresurrected.

Telepathy (Su): A nonaton can communicate telepathically
with any creature within 63 miles that has a
language.



Also finally herre are the first two of the vampire lich mind flayers (thers a melee one and a more stealthy spellcaster one. the other more powerful ones should be up in the next few days)
ALthough I've tried my best to stat them out properly they might be missing pieces from their statblocks, so let me know if ther's something wrong

Description;
Working on this, basically think a mind flayer with gray, slimy skin, covered in eyeballs with the largest on its chest.
the melee brutes are generally larger and scaled.

desconocido(CR19 melee brutes)
CE Large undead
Hit Dice:13d12(85hp)
Initiative:+8(+4dex,+4imp init)
Speed: 30ft(6 squares),fly 20ft(good)
AC:38 t13 ff34(-1size,+4 armor,+4dex,+21natural)
Base Attack/Grapple:+13/+34
Attack: +25 pri(+26 tent),+23 secondary
Full Attack:+26/+26/+26/+26 4tentacles(1d6+13)
and +23/+23 2 claws(1d8+6 plus 1 negative level)
and +23bite(2d4+6 plus 1d8+5 WH DC21; to living targets only)
Space/Reach:5ft/5ft
SA:mind blast,psionics,improved grab,extract,eye rays,breath weapon,enigma aura,hidden spell,fear aura,energy drain,blood drain,
SQ:DR15/bludgeoning,silver and magic,SR25,fast heal5,all-around vision,anti-magic cone,cloak of mystery,flight,immunity to fear,cold,elec,polymorph,mind-affecting attacks&1 energy type depending on subspecies,gaseous form,spider climb,+8 turn resistance,darkvision 60ft,telepathy100ft
Saves:8/14/14

Str36 Dex19 Con- Int21 Wis23 Cha26

Skills:
balance+17,climb+32,escape artist+15,hide+31*,jump+42*,listen+33*,move silently+35*,sense motive+25,spot+33*,survival+25,swim+32,tumble+22

*=+12 racial to hide/ms
+8 racial to jump,listen,spot

Feats:5/5
alertness*,combat reflexes*,dodge*,improved initiative*,imp natural attack(tentacle),imp grapple,lightning reflexes*,multiattack,power attack,weapon focus(tentacle)
*=bonus

Environment:
Organization:
Challenge Rating:19
Treasure:double standard(inc. bracers of armor+4)
Alignment:
Advancement:by character class
Level Adjustment:+26

Anti-magic cone;150ft cone of antimagic as the beholder's special ability

Blood drain(Ex); when wins a grapple check, does 1d4 con drain/rd it remains attached,on each successful atk,gains 5 temp hp

Breath weapon;depends on subspecies,DC21 cone of [element] for 6d8 dmg 1/day in 30ft cone

Cloak of mystery(Su);immune to all divinations spells cast against it or to learn information about it. such spells fail to reveal any information and the stranger immediately learns the name,appearance and location of the caster.

Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn (see Vampire Spawn on page 253 of the Monster Manual) 1d4 days after burial.
If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or higher HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

enigma aura(Su);120ft aura for 1min 1/day 50% chance to be unable to attack it in any way due to memory loss

eye rays;CL13,150ft range,save DC24(cha-based)
-charm monster
-charm person
-disinitigrate(26d6,FP for 5d6)
-fear
-finger of death(FP for 3d6+13)
-flesh to stone
-inflict critical wounds(4d8+13)
-sleep(unlimited HD)
-slow(1 creature)
-telekinesis(325lbs)

fear aura(Su);creatures with less than 5hd in a 60ft radius that look at the stranger must make a DC21 will save or be affected as if by a CL13 fear spell. a creature that successfully saves cannot be affected again for 24hrs

Hidden lore(Su);1/day as swift can cause a ff opponent to take -4 to saves against spells that they cast in that same turn

paralysing touch(su);if hit with the claw attack carrying extra dmg,any living creature must make a DC21 fort save or be paralyzed permanently

psionics;CL8,save DC18+splv
At will-charm monster,detect thoughts,levitate,plane shift,suggestion


-=-=-=-=-=-=-

- Optional -

In combat will attempt to sneak to melee before spraying the party with its eyebeams(focuses on divine spellcasters first,using disintigrate and finger of death before using flesh to stone on any arcane spellcasters, it will attempt(if possible) to catch a melee with either sleep or telekinesis before moving to mop up survivors at melee range,repeating eyestalks(or varying) as nessisary)

Lore;
Brutes are larger than their spellcasting counterparts and due to the sickening experiments conducted on them to infuse draconic flesh into their own are covered in a patina of scales in the colour of the infused dragonsflesh

Many consider brutes to be much less canny than their spellcaster counterparts, due to their martial focus,this suits them just fine and has been the downfall of many an adventuring party

brutes can become like unto lichs due to the inherant magic flowing through them from their draconic blood ampliefied by their twisted nature and harnessed in a foul ritual involving the slaughter of no less than 21 warriors in armed combat

instead of a heart they have a tiny heart-shaped piece of iron,forged from the blood-iron of the 21 warriors tiny sized,40hp,hardness20,break DC40


Heshakomeu(CR19 fiendish spellcaster)
LE medium undead(augmented aberration)
Hit Dice:13d12(79hp)
Initiative:+10(+6dex,+4 imp init)
Speed: 30ft,fly30ft(average)
AC:35 t16 ff29(+6dex,+19 natural)
Base Attack/Grapple:+9/+15
Attack: +15 tentacle(1d4+6)
Full Attack:+15/+15/+15/+15 4 tentacles(1d4+6)
and +10 bite(1d6+3)
and +10/+10 2 claws(1d4+3)

Space/Reach:5ft/5ft
SA:mind blast,psionics,imp grab,extract,enigma aura,hidden spell,smite good(1/day;+20dmg),SLAs,eye rays,fear aura,suggestion,blood drain,children of the night
SQ:DR15/bludgeoning and magic,SR25,telepathy100ft
,cloak of mystery,immunity to cold,elec,poison,polymorph and mind-affecting attacks,all around vision,antimagic cone,darkvision60ft,flight,spider climb,resist acid and fire 10,+8 turn resistance
Saves: 9/17/17

Str22 Dex22 Con- Int25 Wis19 Cha24

Skills:
balance+13,bluff+31*,concentration+16,diplomacy+11 ,escape artist+22,hide+38*,know(arcana)+23,know(religion)+ 23,know(planes)+23,listen+38*,move silently+38*,search+39*,sense motive+36*,spellcraft+25(+27 when deciphering scrolls),spot+38*,tumble+22,use magic device+18(+20 with scrolls)

*+16 racial to hide,listen,ms,search,sense motive,spot
+8 racial to bluff

Feats:5/5
alertness*,combat reflexes*,dodge*,imp init*,lightning reflexes*
darkstalker,lifesense,mindsense,quicken SLA(darkness,suggestion)
*=bonus

Environment:
Organization:
Challenge Rating:19
Treasure:double standard(inc. cloak of resistance+5 and usually several wands/eternal wands)
Alignment:
Advancement:
Level Adjustment:+26

Description/background/characteristics

Combat;
natural weapons overcome DR as if magic

antimagic cone(Su); largest eye in centre of chest,can project a 150ft cone of antimagic

Cloak of mystery(Su);immune to all divinations spells cast against it or to learn information about it. such spells fail to reveal any information and the stranger immediately learns the name,appearance and location of the caster.

create spawn(Su); A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn (see Vampire Spawn on page 253 of the Monster Manual) 1d4 days after burial.
If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or higher HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

energy drain(Su)living creatures hit by a Heshakomeu's natural weapon gain two negative levels, for each negative level the Heshakomeu gains 5 temp hp. can use this ability once per round

enigma aura(Su);120ft aura for 1min 1/day 50% chance to be unable to attack it in any way due to memory loss

eye rays;CL13,range of 150ft,save DC23
-charm monster
-dominate person
-disintigrate
-greater dispel magic
-finger of death
-flesh to stone
-inflict critical wounds
-sleep(unlimited HD)
-slow
-telekinesis(375lbs)

fear aura(Su);60ft radius, those with 5hd or less must make DC19 will save or be effected by a CL13 fear spell

Hidden lore(Su);1/day as swift can cause a ff opponent to take -4 to saves against spells that they cast in that same turn

psionics;CL13,save DC17+splv
At will-charm monster,detect thoughts,levitate,plane shift,suggestion

Spell-like abilities;CL13,save DC17+splv
3/day-darkness,poison,unholy aura
1/day-blasphemy,contagion,desecrate,unhallow,unholy blight

suggestion(Su);a Heshakomeu can make a suggestion to any number of targets within 30ft(WN DC23)

-=-=-=-=-=-=-

- Optional -

Lore

generally tries to take advantage of its much greater stealth capabilities to pick off the party one-by-one
will use g.dispel magic beam on a caster first before spamming finger of death(tries to avoid using SLAs that could destroy any magical items)


Desesperar(CR29 melee brute)
CE Huge undead
Hit Dice:23d12+32(182hp)
Initiative:+8(+4dex,+4imp init)
Speed: 50ft(10 squares),fly 30ft(average)
AC:49 t18 ff45(-1size,+4dex,+34natural,+5deflection)
Base Attack/Grapple:+23/+58(+38 if only grappling with limb that made attempt or if prepaing to fling)
Attack: +46 tentacle,+44 secondary
Full Attack:
+47/+47/+47/+47 tentacles(pri,1d8+23 plus 2 negative levels)
and +44/+44 claws(2d6+11 plus 3 negative levels)
and +44 bite(2d6+11 plus 2 negLvs plus 1d8+5 negative energy WH DC29; to living targets only)

Space/Reach:15ft/15ft
SA:mind blast,psionics,improved grab,extract,eye rays,breath weapon,enigma aura,hidden spell,fear aura,energy drain,blood drain,soul blast,soul transfer,soul power,rock throwing,massive swing
SQ:DR15/bludgeoning,silver and magic,SR35,fast heal5,all-around vision,anti-magic cone,cloak of mystery,flight,immunity to fear,cold,elec,polymorph,mind-affecting attacks&1 energy type depending on subspecies,gaseous form,spider climb,+8 turn resistance,darkvision 60ft,telepathy100ft
Saves:8/14/19

Str56 Dex19 Con- Int21 Wis23 Cha26

Skills:
balance+12,bluff+34,diplomacy+12,escape artist+30,hide+22*,jump+59*,know(arcana)+15,listen +32*,move silently+30*,sense motive+32,spellcraft+17,spot+32*,survival+32,tumbl e+32
*=+12 racial to hide/ms,+8 racial to jump,listen,spot

Feats:
alertness*,combat reflexes*,dodge*,improved initiative*,lightning reflexes*,toughness(3)***,track*,cleave,imp natural attack(tentacle),imp grapple,multiattack,power attack,weapon focus(tentacle),fling enemy(Savage species),improved toughness
*=bonus

Environment:
Organization:
Challenge Rating:29
Treasure:
Alignment:
Advancement:by character class
Level Adjustment:+26


Blood drain(Ex);
when wins a grapple check, does 1d4 con drain/rd it remains attached,on each successful atk,gains 5 temp hp

Breath weapon;depends on subspecies,DC26

Cloak of mystery(Su);
immune to all divinations spells cast against it or to learn information about it. such spells fail to reveal any information and the stranger immediately learns the name,appearance and location of the caster.

create spawn(Su);
if slain by energy drain ability rises as vampire spawn, with a maximum number of controlled spawn of 46HD,spawn rises 1d4 days after burial. alternately the victim can rise as a wight,with unlimited number of controlled HD

enigma aura(Su);
120ft aura for 1min 1/day 50% chance to be unable to attack it in any way due to memory loss

fear aura(Su);
creatures with less than 5hd in a 60ft radius that look at the stranger must make a DC29 will save or be affected as if by a CL23 fear spell. a creature that successfully saves cannot be affected again for 24hrs

Fling enemy(Ex);
only works if victim is medium or smaller(secondary target may be any size) can make grapple attempt at -20 penalty,if succeed on next action can use an attack action to fling the held opponent,range incriment=120ft, takes dmg as if fell 1/2 distance(round down),if flinging at another make an attack roll at a -4 penalty and both take dmg if it hits

Hidden lore(Su);1/day as swift can cause a ff opponent to take -4 to saves against spells that they cast in that same turn

massive swing(Ex);
when attacking, attacks all squares he threatens, unlike whirlwind attack however it can still carry out it full attack

paralysing touch(su);if hit with the claw attack carrying extra dmg,any living creature must make a DC26 fort save or be paralyzed permanently

psionics;CL8,save DC18+splv
At will-charm monster,detect thoughts,levitate,plane shift,suggestion

rock throwing(Ex);
the desesperar can throw rocks that do 2d8 dmg with a range incriment of 50ft(max 250ft),however it uses its str modifier instead of dex for attack. they affect 4 squares in a line(each subsequent square must be furter away) and the desesperar must have line of effect from one square to the next only the first target may take extra damage from criticals or sneak attacks the rock must weigh roughly 50lbs

soul blast(Su);1/day on a day where it has darined a level it may project a 100ft ray of force that does 10d6 dmg to a single target(DC28,cha-based)

soul power(Su);
after a desesperar drains a level it gains;
*+4 enchantment to strength,constitution and dexterity
*+2 enchantment to all saves,ability checks and skill checks(this stacks with any enchancement bonuses gained to ability scores that apply to saves or checks)
*+2 profane bonus to the save DCs of its SLA&SU abilities may also use them twice as often(3/day=>6/day)
these effects last for 24hrs

soul tranfer(Su);
when it completly drains a creature of energy, it may adopt the victim's form,appearance and abilities(as the shape change spell) for 24hours

-=-=-=-=-=-=-

- Optional -

generally tries sneaking to melee before activating its anti-magic cone on any spellcasters it can see and melee full attacking everything with its massive swing to gain soul power asap(if it does not already have it from an earlier fight), if any targets are out of both melee range and the cone(between 150 and 600ft) ,it will try using one of the in range characters (preferablly a wizard, due to their squishiness) and use its fling enemy ability to use it as a projectile,they find this...satisfying

Lore;
brutes can become like unto lichs due to the inherant magic flowing through them from their draconic blood ampliefied by their twisted nature and harnessed in a foul ritual involving the slaughter of no less than 21 warriors in armed combat

instead of a heart they have a tiny heart-shaped piece of iron,forged from the blood-iron of the 21 warriors tiny sized,40hp,hardness20,break DC40

desesperars have swollen with the stolen soul energy from the countless dead they drained during their foul unlife and have only learned to drain it harder,faster and to utilise it in more ways, by this point they have reached such foul strength to give even the demon lords a pause for respect

They are also not without guile being of considerable skill in the art of telling aand catching lies, with a rough grasp of the art of diplomacy.



herexe(CR29 spellcasting version)
LE medium undead(augmented aberration)
Hit Dice:23d12(150hp)
Initiative:+10(+6dex,+4 imp init)
Speed: 30ft,fly30ft(average)
AC:35 t16 ff29(+6dex,+19 natural)
Base Attack/Grapple:+14/+20
Attack: +20 tentacle(1d4+6)
Full Attack: +20/+20/+20/+20 4 tentacles(1d4+6) and +15 bite(1d6+3) and +15/+15 2 claws(1d4+3)

Space/Reach:5ft/5ft
SA:mind blast,psionics,imp grab,extract,enigma aura,hidden spell,smite good(1/day;+20dmg),SLAs,spells,spellstalks,fear aura,suggestion,blood drain,children of the night
SQ:DR15/bludgeoning and magic,SR35,telepathy100ft,cloak of mystery,immunity to cold,elec,poison,polymorph and mind-affecting attacks,all around vision,absorb magic,blindsight120ft(sonic),dakvision60ft,flight, hide in plain sight(within 10ft of a shadow),learned spell immunity,spider climb,resist acid and fire 10,+8 turn resistance,lore
Saves: 16/24/27(7/7/13-base+-/6/5-stats+0/2/0-feats+9/9/9-cha)
includes the oeshaymbln's cha mod profane bonus to saves

Str22 Dex22 Con- Int32 Wis25 Cha28

Skills:
appraise+16,balance+15,bluff+43*,concentration+26, decipher script+20,diplomacy+39,disable device+35,escape artist+23,forgery+18,hide+48*,know(arc)+37,know(du ngeonering)+37,know(local)+37,know(nature)+39,know (planes)+37,know(religion)+37,listen+49*,move silently+48*,search+53*,sense motive+49*,sleight of hand+15,spellcraft+39(+41 deciphering scrolls),spot+49*,survival+33(+35 underground or above ground or on other planes or tracking),tumble+32,UMD+35(+39 using scrolls)
,speak language(13 languages)
*+16 racial to hide,listen,ms,search,sense motive,spot;+8 racial to bluff

Feats:
agile tyrant,alertness*,chain spell*,combat reflexes*,dodge*,empower spell,extend spell,epic spellcasting,greater spell penetration,heighten spell*,imp initiative*,imp spell capacity(wizard-10)*,irresistible spell*,lightning reflexes*,quicken spell,spell penetration,widen spell
(irresistable is from KoKPG;+4 splv but is now a no-save spell)
*denote bonus feats

Environment:
Organization:
Challenge Rating:29
Treasure:double standard(inc.
Alignment:
Advancement:
Level Adjustment:+26

Description/background/characteristics

Combat;
natural weapons overcome DR as if magic

absorb magic(Su);
any spell that fails to bypass SR, is absorbed by central eye,healing the oeshaymbln 5hp per level of the failed spell

Cloak of mystery(Su);
immune to all divinations spells cast against it or to learn information about it. such spells fail to reveal any information and the stranger immediately learns the name,appearance and location of the caster.

create spawn(Su);
if slain by energy drain ability rise as vampire spawn, with a maximum number of controlled spawn of 46HD,spawn rises 1d4 days after burial

energy drain(Su);
living creatures hi by a Heshakomeu's natural weapon gain two negative levels, for each negative level the Heshakomeu gains 5 temp hp. can use this ability once per round

enigma aura(Su);
120ft aura for 1min 1/day 50% chance to be unable to attack it in any way due to memory loss

fear aura(Su);
60ft radius, those with 5hd or less must make DC24 will save or be effected by a CL13 fear spell

Hidden lore(Su);1/day as swift can cause a ff opponent to take -4 to saves against spells that they cast in that same turn

Learned spell immunity(Su);
If a oeshaymbln is affected by a spell that makes it past it's SR, the oeshaymbln is then immune to that spell when cast by that caster

Lore(Ex);8/day as 10thlv bard(1d20+10+int)

psionics;CL23(27 vs SR),save DC17+splv
At will-charm monster,detect thoughts,levitate,plane shift,suggestion

Spell-like abilities;CL23(27 vs SR),save DC17+splv
3/day-darkness,poison,unholy aura
1/day-blasphemy,contagion,desecrate,destruction,horrid wilting,summon monster IX,unhallow,unholy blight

spells;CL20 arcane spontaneous caster,save DC21+splv
CL24 for purposes of overcoming SR
6 9/9/9/8/8/8/8/7/6/2-per day(6 6/6/6/6/6/6/6/6/5/1-base)
0-all cantrips
1-mage armor,silent image,shield,expeditious retreat,ray of enfeeblement
2-
3-
4-enervation
5-dominate person,teleport
6-chain lightning,disintigrate,greater dispel magic
7-banishment,greater teleport,insanity,project image
chain enervation
8-horrid wilting,mind blank,otto's irresistible dance,polar ray
9-implosion,time stop,wish
extended otto's irresistable dance,empowered chain enervation
quickened teleport
10-empowered horrid wilting,extended time stop,irresistable disintigrate

as 20thlv cleric,CL20,save DC17+splv
CL24 for purposes of overcoming SR
6 7+1/7+1/7+1/6+1/6+1/5+1/5+1/4+1/4+1-per day(6 5+1/5+1/5+1/5+1/5+1/4+1/4+1/4+1/4+1-base)
0-
1-detect secret doors*
2-detect thoughts*
3-clairaudience/clairvoyance*
4-divination*
5-plane shift,true seeing*,unhallow
6-find the path*,forbiddance,greater dispel magic,harm(2)
7-control weather,dictum,unholy word,legend lore*
8-discern location*,earthquake,fire storm
9-ethrealness,energy drain,foresight*,gate,mass harm
*domain spell(knowledge,)

Epic spells;
2arcane/day
-epic mage armor(DC46;1min cast,+20armor to AC for 24hrs)
-periapty(DC27;1min cast,reflects first 5 ranged attacks in next 5hrs)
-epic teleportation gate(DC47;10min cast;teleports all in 100ft radius anywhere,interplanar via the ethereal,can transport unwilling(WN))
2divine/day
-blind(DC30;1 action cast,somantic components only;blind all in 40ft cone for next 20min,WN,SRyes)
-raise spirits(DC31;1min cast;can turn bones/bodies into 20HD of ghosts under its control)

spellstalks;casts spells out of the eyes covering its body as a free action(though only 1 eye can cast at a time,10 max) provokes AoO as normal,no more than 4 can focus in a single 90-degree cone.

suggestion(Su);a Heshakomeu can make a suggestion to any number of targets within 30ft(WN DC28)

-=-=-=-=-=-=-

- Optional -

Lore

Plot Hook/Story if any


each eye can actually cast as any(except central chest eye), however there are limits to how far even their magically physiology can warp, each eye can only cast once/rd, and each SLA can only come from a single eye at a time.



others to be put up as soon as I can find a good name for them/stat them nope done, want to stop stating out these bookeeping nightmares for a while:smalltongue:

motoko's ghost
2012-01-20, 12:46 PM
To balance out some of the outside stuff here's some possible adventures inside the tower;

The security forces lost contact with a kobold agent during a routine inspection of a maintenance shaft, it is suspected that this is the work of a newly emerged group of political rebels, your team must navigate the occasionally cramped maintenance shafts in order to find out what happened, and retrieve him if possible.
I like kobolds too much not to have at least a few in the tower:smallredface:
There is the possibility of embezzlement by a junior nobleman, attempting to recoup off his gambling losses, the only problem being that such records would be in his private vault,you will need to gain access during his vault without alerting anyone(he will holding be a large social function at his manor in about a week, so you should be able to get access then)
You need to prove (or disprove) that one of the rapidly rising stars of the entertainment district has succubus blood(you are not to engage in combat except in a non-lethal fashion that cannot be traced back, any evidence you collect will be used by the nobility as blackmail material in order to establish control over her)
One (or more) of the PCs are recruited by the elite secret forces of the tower and are secretly trained extensively for difficult(read:near-suicidal) missions to protect the tower from threats both internal...and external(possibly one way for the PCs to leave the tower)


I know most them are intrigue based, but honestly that's easier for me to come up with lots of ideas for.

Pokonic
2012-01-20, 04:33 PM
Some other things for the inner tower, based on... a bunch of things,realy.

Someone has been sneaking off with extra food from the cryo-chambers (think magical talisman of cold). Normaly, this would not be a very big deal, but there was going to be a crop-replenishing cycle within the week that might have to be canceled if there is nothing extra orgainic to add to it.

A noblemans favorite toy, a strange leather rod of unkown magical properties, was stolen from his dwelling a few nights ago. While normaly a search would be issued, this "toy", if its existance was uncovered by any of the towers offical magic users, would get him and his entire family killed. For this rod was nothing less than a dark artifact from outside, and it is prized by those warped and cruel for its abilities to shape another creatures flesh.

A small object was uncovered in a normal ooze culling. This object, which depicts a stylised chromatic-colored serpent, is reqested by nearly every mage in the tower to study. You have been paid by a unknown higher-up to dispose of it in the farthest reaches of the tower, on the pain of death.

And for mid-high level encounter is the tower...

Something horrific has happened within the lower reaches of the tower. It seems that the main water talisman has been poisened with a nercomantic effect, causing all the the lower residents to turn into zombies overnight. Even worse, the water magicly corrods the tower itself, causing the eniter lower floors hallways to be flooded with the necromantic goop, along with weaking the floors and walls themsleves. The fans and lights also spread the substance around, moving the necromantic gas and causing deadly mists to form in the reaches of the tower.
Your mission? Travel into the lightless reaches of the tower, without backup, and attempt to travel into the corroded pipes to shut down the towers main water gem, all while avoiding zombies and magical traps.

motoko's ghost
2012-01-20, 10:58 PM
Nice ones, hmmm more mid to high level adventures;

One of the elite secret force agents(aka. ebon ghosts) has defected and amassed a small group of political dissidents and lawbreakers, it is unsure what she is planning but preliminary report from our spy before we lost her indicates it has something to do with a small greenhouse on the 57th floor and one of the main water plants.(Caution she is a high-level, highly trained operative specialising in stealth attacks and was able to steal several powerful experimental weapons, be alert)
There are reports of a tunnel collapse in one of the towers mines, down in the sub-levels, your job is to rescue them before they die.
The rebel group lead by the rogue agent(see the first one) has managed to lead a coup and has captured a small district somewhere on the lower living levels, this has the potential to be disastrous, however it is the only time the rogue agent has exposed herself since her defection. you must quickly find and locate their safe-houses and assassinate all of the rebel forces WITHOUT alerting any of the civilians or rebels(the possibility of a rebellion would be devastating to civilian morale and if the rebels find out you're after them they will bolt)


Hey I went a whole post without using an emoticon!:smallbiggrin:...Wait, damn it!

Pokonic
2012-01-20, 11:16 PM
A few others:

The local manager of the local magical stocks of the 10th floor has gone mad, and has rederected the magical turrets by some unknown magic.
Speaking of some strange "Prince of Many Colors", he was starting to ...change.


A high-piched giggleing hs been heard from a few intercomes in the upper levels. Checking the offices show that the place has been trashed, with mutilated bodys everywhere and bites taken out of everyone. The location of the staff is unknown, but there are at least twenty working on that floor.

A experimental "food supplier" has excaped from a lab. When the PC's find it, it is cornered into a small pipe, cradiling its young. Starving, it turns out it is inteligent, and that the mages in the lab where planning on terminating it after learning of its high birth rates. It is up to the PC's if they let the poor creature hunt creatures in the pipes or take it to be exterminated.

Ninjadeadbeard
2012-01-20, 11:24 PM
Ooh! Me next!


A very powerful, slightly unstable mage (previously considered the foremost in his field) has lost his mind and attempted to "help" the Tower by increasing its size. His chosen method was via a Genesis spell. Unfortunately, the newly formed Plane (though contained to a single room in the tower) is increasing its internal size far too rapidly. It's "reality" is pressing against ours and will soon obliterate the Tower! This is unacceptable. Head into the Unstable Mage's World and convince him to stop before it's too late. If he won't (or if something horrible found its way in and killed him), then stop the Genesis from destroying the Tower by any means necessary.

motoko's ghost
2012-01-20, 11:29 PM
A few others:

The local manager of the local magical stocks of the 10th floor has gone mad, and has rederected the magical turrets by some unknown magic.
Speaking of some strange "Prince of Many Colors", he was starting to ...change.


A high-piched giggleing hs been heard from a few intercomes in the upper levels. Checking the offices show that the place has been trashed, with mutilated bodys everywhere and bites taken out of everyone. The location of the staff is unknown, but there are at least twenty working on that floor.

A experimental "food supplier" has excaped from a lab. When the PC's find it, it is cornered into a small pipe, cradiling its young. Starving, it turns out it is inteligent, and that the mages in the lab where planning on terminating it after learning of its high birth rates. It is up to the PC's if they let the poor creature hunt creatures in the pipes or take it to be exterminated.

HP lovecraft?:smalltongue:

cool.

thats actually a really good one, its should actually get the PCs to think about what to do.

Ummm...
There have been reports of master thieves breaking into several businesses, nothing is stolen but the insides have been covered in the thief's calling card no matter how tight the security, you're job is to figure out what they're up to and put a stop to it.(we are working under the assumption that there are multiple thieves involved as no one individual could be that skilled...right?)

A high-ranking noble has died(seemingly of natural causes) shaortly after altering his will, it is your job to ensure that there is no foul play involved before adjudicating his will(be warned there are many claimants, some minor who have been promised unusually large gifts and powerful businessmen/nobles who have strong claims towards their inheritances and may try to dispute smaller claims in order to gain more)(It is possible that the rogue agent had him change his will to fracture up his fortune and cause internal friction among the towers occupants)

EDIT:Ninjadeadbeard, nice one, its not often the PCs get to destroy a whole demiplane. "we're going to need a bigger bomb":cool:

Pokonic
2012-01-20, 11:42 PM
HP lovecraft

Sladdi Lord, actualy. Not sure which one is worse in this situation, honastly.


thats actually a really good one, its should actually get the PCs to think about what to do.

As a way of describing the creature, think a chibi-like blob of pale flesh and a smattering of dark hair on the top of its head. I shall name it blobbi, and they shall be my freinds...


A small creature has been seen scurryingv around in the air vents. At first belived to be harmless, it is now abducting childern. Now, with a entire daycares worth of childern gone and a dead giant guard with a exposed spine, the search is on for the creature and its lair, which would hopefuly have the children in it.

motoko's ghost
2012-01-20, 11:47 PM
Sladdi Lord, actualy. Not sure which one is worse in this situation, honastly.



As a way of describing the creature, think a chibi-like blob of pale flesh and a smattering of dark hair on the top of its head. I shall name it blobbi, and they shall be my freinds...


A small creature has been seen scurryingv around in the air vents. At first belived to be harmless, it is now abducting childern. Now, with a entire daycares worth of childern gone and a dead giant guard with a exposed spine, the search is on for the creature and its lair, which would hopefuly have the children in it.

A slaadi lord!:smalleek: just an avatar right, not the actual CR30+ version?

:smallbiggrin:Blobbi! fantastic

The creature believes the children to be its own offspring and will attack anyone who tries to take them away

Pokonic
2012-01-20, 11:53 PM
A slaadi lord! just an avatar right, not the actual CR30+ version?

Nah, just a madman who thinks it is the Prine of Many Colors. After all, He died when Limbo went out of wack...right?:smalleek:


The creature believes the children to be its own offspring and will attack anyone who tries to take them away

Even better, its the only fey creature in the tower. It is actualy thowing a gigantic party for the childern, with Dancing Lights and endless amounts of tasty but healthy food and drink. The creature say how the nobles treated there childern as they grew older and decided to give these kids some fun. Will make the PC's think twice about ridding the creature from the tower.

Ninjadeadbeard
2012-01-20, 11:59 PM
A strange completely insane demonic being has entered the tower. But he doesn't seem to be killing anyone. All he does is wander around casting strange transformation spells on people and objects. While causing a bit of mischief, the demon isn't so bad, just impossibly annoying (for reference, he looks and sounds like this guy (http://www.batman-superman.com/superman/img/Mxyzptlk.gif)). Some tower officials have pointed out however, that this demon is probably more powerful than anyone else in the Tower (his level is 40). If the people become too upset at the demon's antics and pick a fight, he'll probably kill everything. Luckily, the demon has let slip that he loves riddles (can't help himself) and can be sent back to where he came from by saying his name backwards. Challenge him to a riddle contest and try to get him out of the tower. For reference, his name is Rewot Lanrete.

Pokonic
2012-01-21, 12:07 AM
A strange completely insane demonic being has entered the tower. But he doesn't seem to be killing anyone. All he does is wander around casting strange transformation spells on people and objects. While causing a bit of mischief, the demon isn't so bad, just impossibly annoying (for reference, he looks and sounds like this guy (http://www.batman-superman.com/superman/img/Mxyzptlk.gif)). Some tower officials have pointed out however, that this demon is probably more powerful than anyone else in the Tower (his level is 40). If the people become too upset at the demon's antics and pick a fight, he'll probably kill everything. Luckily, the demon has let slip that he loves riddles (can't help himself) and can be sent back to where he came from by saying his name backwards. Challenge him to a riddle contest and try to get him out of the tower. For reference, his name is Rewot Lanrete.

...Nah. Youbejokingright!?

motoko's ghost
2012-01-21, 01:06 AM
A strange completely insane demonic being has entered the tower. But he doesn't seem to be killing anyone. All he does is wander around casting strange transformation spells on people and objects. While causing a bit of mischief, the demon isn't so bad, just impossibly annoying (for reference, he looks and sounds like this guy (http://www.batman-superman.com/superman/img/Mxyzptlk.gif)). Some tower officials have pointed out however, that this demon is probably more powerful than anyone else in the Tower (his level is 40). If the people become too upset at the demon's antics and pick a fight, he'll probably kill everything. Luckily, the demon has let slip that he loves riddles (can't help himself) and can be sent back to where he came from by saying his name backwards. Challenge him to a riddle contest and try to get him out of the tower. For reference, his name is Rewot Lanrete.

That sounds like a bad idea, as the PCs will attack him, die and get frustrated. Beside Mxyzptlk was the single most annoying character in that superman series and not in a good way.
friggin' Mr.Mxyzptlk, mutter mumble:smallannoyed:


@pokonic;
It was never actually implied that he died simply that he retreated into the pure chaos of limbo, never to be seen again...OR WILL HE?!:smalltongue:

Sooo....It's like Peter Pan? Okay I can dig it.

Baka Nikujaga
2012-01-21, 02:24 AM
http://i54.tinypic.com/200whs1.jpg
An entire thread about a tower setting and not a single link to Ar Tonelico (http://artonelico.wikia.com/wiki/The_Ar_tonelico_Wiki)...?

motoko's ghost
2012-01-21, 09:17 AM
http://i54.tinypic.com/200whs1.jpg
An entire thread about a tower setting and not a single link to Ar Tonelico (http://artonelico.wikia.com/wiki/The_Ar_tonelico_Wiki)...?

I've honestly never heard of it before.:smallconfused:

EDIT: how do you start all your posts with that picture/have them that colour? I'd like to change the colour of my posts.

Baka Nikujaga
2012-01-21, 04:33 PM
http://i40.tinypic.com/jgqgrb.jpg
To change the color of your post (or selected portions of it) simply refer to the [ Color=inputnamehere ] [ /color] set of tags (removing the spaces, of course) or press the A with a down arrow next to it; similarly, adding in a picture is a conscious effort that has to be made in every post by using the [ img ] [ /img ] tags.

motoko's ghost
2012-01-21, 11:26 PM
http://i40.tinypic.com/jgqgrb.jpg
To change the color of your post (or selected portions of it) simply refer to the [ Color=inputnamehere ] [ /color] set of tags (removing the spaces, of course) or press the A with a down arrow next to it; similarly, adding in a picture is a conscious effort that has to be made in every post by using the [ img ] [ /img ] tags.

Okay thanks!:smallbiggrin:

Pokonic
2012-01-21, 11:37 PM
Oh gods, look what you have done, Azazer!:smalltongue:

motoko's ghost
2012-01-22, 12:29 AM
Oh gods, look what you have done, Azazer!:smalltongue:

Something amazing!
Also what sort of level should the super secret forces be? They have to be high-enough to survive on the outside but they cant be overwhelmingly powerful

Pokonic
2012-01-22, 12:35 AM
Also what sort of level should the super secret forces be? They have to be high-enough to survive on the outside but they cant be overwhelmingly powerful

Who says there must be a superforce inside the tower? Almost half the point for me in having a gigantic tower like this is a lack of a need for a super-solders patroling the place. Rather, a group known as "Floor Sentinals" guard each floor from indivdual threats, and the councel votes on wether or not to send in the military of the tower proper to any part of the tower proper.

Baka Nikujaga
2012-01-22, 12:37 AM
http://i52.tinypic.com/qn1lqa.jpg
Perhaps the security forces aren't particularly powerful by themselves but are capable of handling or controlling powerful magical items that either are strong enough to defeat invaders on their own (golems) or summon an army of monsters.

[Edit]
http://i54.tinypic.com/2nsz4av.jpg
No, wait, don't do that. That's always how the "heroes" manage to defeat my forces.

motoko's ghost
2012-01-22, 12:48 AM
Who says there must be a superforce inside the tower? Almost half the point for me in having a gigantic tower like this is a lack of a need for a super-solders patroling the place. Rather, a group known as "Floor Sentinals" guard each floor from indivdual threats, and the councel votes on wether or not to send in the military of the tower proper to any part of the tower proper.

Ah okay, I sort of meant them to be like a SWAT team or something(mainly for stealthy stuff), yeah their are floor sentinels and the military, I just sort of thought these guys would be like the elite soldier/secret service sort of thing.
:smallconfused:I might not be very clear at the moment, I'm kinda sleep deprived.

@azazer: do you have your own set of photos for emoticons or something, I really quite like it

Baka Nikujaga
2012-01-22, 01:23 AM
http://i52.tinypic.com/qn1lqa.jpg
Hmm...perhaps the stated organization has range of levels in order to fully meet the needs of the DM? Lower level field agents might begin at level four and end at six, while rarer individuals tasked with artifact recovery begin at level eleven. Beyond that, such members would be recognized as "Executioners" of the ruling party while maintaining a second identity for the security organization.

[Edit]
http://i40.tinypic.com/jgqgrb.jpg
Yes, I have a set of icons to match the character I use as my avatar. Though, I haven't had a chance to use my complete repertoire yet.

motoko's ghost
2012-01-22, 01:29 AM
http://i52.tinypic.com/qn1lqa.jpg
Hmm...perhaps the stated organization has range of levels in order to fully meet the needs of the DM? Lower level field agents might begin at level four and end at six, while rarer individuals tasked with artifact recovery begin at level eleven. Beyond that, such members would be recognized as both "Executioners" of the ruling partywhile maintaining a second identity for the security organization.

[Edit]
http://i40.tinypic.com/jgqgrb.jpg
Yes, I have a set of icons to match the character I use as my avatar. Though, I haven't had a chance to use my complete repertoire yet.


Yeah I was think about having the rogue agent be lv13-14+ or so(possibly with some sort of template)

Nice. Nice. :nodshead:

Baka Nikujaga
2012-01-22, 01:40 AM
Maybe you could make the rogue agent as Unseen Seer? It would probably help to explain why she's difficult to catch by other agents

motoko's ghost
2012-01-22, 05:10 AM
Maybe you could make the rogue agent as Unseen Seer? It would probably help to explain why she's difficult to catch by other agents

I was actually thinking about unseen seer, you know the whole sort of stealthy rogue-caster-gishy thing.
EDIT: I was thinking maybe spellthief3/focused diviner4/unseen seer9 just because Its much more powerful than most of the other forces but still capable of being dealt with if they overwhelm her.
not sure whether to give her a template or not(her base race is probably changeling, as I love those guys:smallbiggrin: and it makes sense)

motoko's ghost
2012-01-24, 01:26 PM
One thing we haven't discussed would be the black market.
Is there one? more than one? how big is it?(Is there only a few stalls if you know where to look or one big hidden marketplace or several smaller groups of stalls scattered throughout the tower complex)
What level of approval does it have from the government?(i.e from the government using it to willingness to look the other way for a slip of the profits so long as they don't sell anything too forbidden to outright extermination attempts if they so much as catch wind of it)
Where is it? does it move around to avoid...complications?(Is it in the lowest level of the market/entertainment district, on the very fringes of the commonly used areas or is it in an unused part in a virtually abandoned floor)
What does it sell?(dark magical items, poisons,drugs,blackmail, ultra-forbidden scrolls of gate or wish,alibis,thugs,places to hide,illicit activities)
How likely are you to get ripped off/pawned stolen easily recognisable object/mugged/killed/all of the above?(does this happen often and how likely is it to bring the Floor Sentinels down on your head)

Can anyone think of anything else?

Pokonic
2012-01-24, 05:41 PM
My guess is, that it would sell stuff that the original generation brought in there that was not part of the towers stockpiles. Things like homemade recipes for a knock-out drug to a talisman that should have been put into the towers main system years ago. Ironicly, the Nobles would probalby deal in it the most, having the most need for the unknown and the strange, and what is stranger than a necromantic artifact that someones unsavory ancester was experimenting before the tower was sealed? And while the actual armed forces would attemptto wipe it out, I would think the Floor Sentinels veiw of it would be on a by-floor bases. After all, who would not like there weapons to have a little more umph, even if it means wiping your targets soul from the universe a little every time you strike? It would probably found in any place few are going to spend to much time in, with less having actual sights and more like dens of trade can be concoted. Places like the local intercom area, or the housing of a minor clean-up crewsman.

Baka Nikujaga
2012-01-24, 05:58 PM
Items that would sell well on the black market would include "artifacts" or first generation magical items that can no longer be created through modern means (perhaps due to the public generally being low leveled) or any manner of objects smuggled in from the outside world (such as small natural gems). Depending on the region of the tower this could expand to arms and armor or luxury goods.

Ninjadeadbeard
2012-01-24, 07:32 PM
The Black market could also deal in artifacts that have been forgotten deep in the bowels of the Tower. They pay adventurers good money to head down, clear out any defenses in a newly unearthed vault and clean it out. While the main Tower gov't would probably not appreciate this, they could see it as a useful evil. Why send down good, loyal men to die chasing an ancient artifact when they can buy it off the Black Market later?

motoko's ghost
2012-01-25, 02:25 AM
The PCs might also use it, or at least the more "useful" parts(i.e maps of parts of the tower that the government doesn't issue maps of, skeleton keys, magic items with a bit more bang to them) as long as they don't go into the parts they might find "distasteful"(like slaves or drugs or something)

Also I figured out what the rogue agent might be up to, she's trying to start up her own society in the outskirts of the tower, partially because she just got fed up with the bureaucracy and corruption(or if not corruption,hypocrisy) in the current one, the PCs might even work alongside her.

motoko's ghost
2012-01-28, 09:19 AM
One possible ideas for high(but perhaps not quite outside) levels would be being allowed to select a team of NPCs to lead the assault on the rogue agent's base. Depending on how much about the tower and the outside she has managed to gather, it might allow lead in to the Tiamet adventure or actually leaving the tower(if she manages to escape to outside the tower or the PCs double-cross the govt. and try to excape with her)

Another inside adventure could be try to "gently encourage" a black marketeer that his secure meeting-places/bolt-holes for the part of the population who cant afford to have their conversations heard aren't welcome, PCs will be pretending to be in the employ of a notorious individual who runs all the other such establishments. Even if successful he will send a team of thugs to try and rough up the PCs later(this is in fact a ruse to disguise the fact that he is in fact a senior spy for the govt. who has bugged all his "secure" rooms and keeps detailed notes on who visits his bolt-holes.(hey there the govt. they don't lock away the criminals they give them jobs:smalltongue:)


For an outside adventure, maybe that friendly insane dragon that constantly thinks its in the past has finally been cured of his psychosis(perhaps by the PCs), the only problem being that upon curing a dragon of that particular insomnia-induced psychosis the dragon falls asleep for 2 weeks and cannot be woken, furthermore now hes no longer protected by a huge area of reality-warping illusions he is defenceless(or near enough) and the Pcs must protect him till he awakens(for extra pathos have them deal with a dragon realising that the whole of existence was pretty much gutted and help him get over it)

Pokonic
2012-01-28, 11:41 AM
Another inside adventure could be try to "gently encourage" a black marketeer that his secure meeting-places/bolt-holes for the part of the population who cant afford to have their conversations heard aren't welcome, PCs will be pretending to be in the employ of a notorious individual who runs all the other such establishments. Even if successful he will send a team of thugs to try and rough up the PCs later(this is in fact a ruse to disguise the fact that he is in fact a senior spy for the govt. who has bugged all his "secure" rooms and keeps detailed notes on who visits his bolt-holes.(hey there the govt. they don't lock away the criminals they give them jobs))

Better yet, have everyone in this adventure the PC's must interact with be a goverment spy. Every. Single. One.:smallbiggrin:

motoko's ghost
2012-01-28, 11:48 AM
Better yet, have everyone in this adventure the PC's must interact with be a goverment spy. Every. Single. One.:smallbiggrin:

In fact all of the PCs are secretly hired by the government before the start of the mission on an individual basis and told not to tell the other PCs.

EDIT: with the amount the nobility uses those black markets and the sheer paranoia of possibly being one lunatic away from an Armageddon(:cough: PCs releasing Tiamet :cough) that wouldn't surprise me if the vast majority of the criminal classes ultimately report back to the government spy-masters.

Pokonic
2012-01-28, 12:10 PM
In fact all of the PCs are secretly hired by the government before the start of the mission on an individual basis and told not to tell the other PCs.

EDIT: with the amount the nobility uses those black markets and the sheer paranoia of possibly being one lunatic away from an Armageddon(:cough: PCs releasing Tiamet :cough) that wouldn't surprise me if the vast majority of the criminal classes ultimately report back to the government spy-masters.

To be fair, the only people who would know Tiamet is down there are long dead. Your average noble would be far more concered with the delivery of her unregistered pearl comb of curling than anything like a robber with teliportation skills. Leave that to the floor sentinels, they would say.

motoko's ghost
2012-01-28, 12:18 PM
To be fair, the only people who would know Tiamet is down there are long dead. Your average noble would be far more concered with the delivery of her unregistered pearl comb of curling than anything like a robber with teliportation skills. Leave that to the floor sentinels, they would say.

Nah, the "king"(or whatever the highest ranking noble is called) would probably know and have 2-3 impossibly loyal(conditional programming or mindrape/programmed amnesia spells or something to make them completely loyal to the current ruler) casters to make sure nothing goes wrong, just in case part of the runes start to decay or the focusing crystals need tweeking to shunt the power in the unused parts to the more inhabited ones or something.

Baltor
2012-01-28, 06:30 PM
I am a novice at the DM role, and worldbuilding,but as a player I would immediatly start seeking a way out of this tower. The entire concept is extremely cool. The standard PC however bucks at any limitation or in the face of (seemingly) arbitrary restrictions on where they can and cannot go. Especially if the place they cannot go is outside.

Baka Nikujaga
2012-01-29, 03:19 AM
http://i54.tinypic.com/2nsz4av.jpg
As acting master of the third tower, I shall see that my agents are made aware of their intentions and, should they fail to be dissuaded, take steps to 'protect' them from this suicidal path."

What's nice about having a tower setting is that leaving the tower can become the theme of the campaign. Perhaps, for one particular variation, the land beyond the confines of the tower has been saturated with necrotic energies and kill or warp those exposed to it. Or, in another, the land beyond has been engulfed in an endless war and those within the tower have chosen to sequester their selves out of self-preservation.

Tvtyrant
2012-01-29, 03:26 AM
Having just recently read the Hunger Games, this idea seems like a really good match for a tiny population of technology or magic endowed people that rule a massive empire. The Tower could be the old ship of an alien species or an item that allows spells to work on a plane of anti-magic. The primary problem is that the tower cannot support a major population, so the rulers are always in danger of being crushed under a wave of "barbarians" seeking to get out from under their thumb (or if you want the tower people to be good, they simply exist and the relatively under-empowered people are seeking to steal their "wealth" which they believe they are hoarding).

Fri
2012-01-29, 04:01 AM
Have you ever heard about the manga Blame? Basically that manga is set in a giant autonomous building (most likely a dyson sphere) that reaches to jupiter.

To adapt it to your setting...

Maybe the tower is autonomous. It kept harvesting resources and rebuilding and repairing itself with its uncaring machines. Nobody remember or know anymore how to control the tower, everyone just have to keep living between the works.

Maybe the party's goal is to remember a way to control the tower. Something like, to find a control room, to find a secret library, or to find people that's directly decended from who were the tower's master, the tower can only controlled by the bloodline.

Pokonic
2012-01-29, 02:56 PM
http://i54.tinypic.com/2nsz4av.jpg
As acting master of the third tower, I shall see that my agents are made aware of their intentions and, should they fail to be dissuaded, take steps to 'protect' them from this suicidal path."

What's nice about having a tower setting is that leaving the tower can become the theme of the campaign. Perhaps, for one particular variation, the land beyond the confines of the tower has been saturated with necrotic energies and kill or warp those exposed to it. Or, in another, the land beyond has been engulfed in an endless war and those within the tower have chosen to sequester their selves out of self-preservation.

...You know, more than a few gods of undeath died and/or/left the metaphorical building ( Vencia did a cosmic "screw this, I'm out of here" a few days before the incident, and Orcus is still on his throne.), and whose to say the necromantic "event" that happened at the CoB had not happened elsewhere in lesser forms? Could be why there is so little arible land: its deadned due to necromancy, and as such everything that grows in non-purified land is twisted, possibly with spell-like abilities. Alternitvly, someone had a portal open to Arthas for about fifteen seconds. :smallbiggrin:

Also, there was probably not so much war as utter madness going on. Planes going utterly nuts ment outsiders started running away, which ment you could find a Balor and a Solar back-to-back shooting Fireballs at insane modrons, deamons suddenly becoming protecters of small demiplanes for wizerding contracters, Archons slaying souls all while celestia crumbles, ect. Not to mention the gods going kill-happy. Basicly, all those hatreds and cold-conflicts mentioned in nearly ever book every puplished went hot, and the result is one crazy world a few years after the event. Which, by the way, we need a better name for.

motoko's ghost
2012-01-29, 02:57 PM
Have you ever heard about the manga Blame? Basically that manga is set in a giant autonomous building (most likely a dyson sphere) that reaches to jupiter.

To adapt it to your setting...

Maybe the tower is autonomous. It kept harvesting resources and rebuilding and repairing itself with its uncaring machines. Nobody remember or know anymore how to control the tower, everyone just have to keep living between the works.

Maybe the party's goal is to remember a way to control the tower. Something like, to find a control room, to find a secret library, or to find people that's directly decended from who were the tower's master, the tower can only controlled by the bloodline.

That's actually a pretty cool idea and would explain how the tower hasn't fallen into complete disrepair by now(probably be too difficult for the people to keep up with, even if there was a lot of them)

I would be leery of handing the PCs anything that might give them control over the whole tower to such an extent(remember this was designed to be a safe place to hide from the apocalypse and is virtually the only part of the material plane not currently embroiled in a multi-way turf war between undead, mutant monsters, insane dragons and the far plane's invasion forces)

EDIT: got NINJA'd by pokonic there, possible name could be3 "The End"(as in it was just the end of everything) or "the day the war began"(rereading the books at the moment:smallbiggrin:)

EDIT EDIT:is it wrong that I picture the repairing machines like the robots from WALL-E?

Pokonic
2012-01-29, 03:04 PM
The End is a apt discription, I would think.:smallbiggrin:

Baka Nikujaga
2012-01-29, 05:45 PM
Maybe the party's goal is to remember a way to control the tower. Something like, to find a control room, to find a secret library, or to find people that's directly decended from who were the tower's master, the tower can only controlled by the bloodline.
http://i54.tinypic.com/200whs1.jpg
No, No, No! I don't want my inner sanctum invaded by hapless mongrels again! It was bad enough when they thought killing me would solve their problems!


EDIT: got NINJA'd by pokonic there, possible name could be3 "The End"(as in it was just the end of everything) or "the day the war began"(rereading the books at the moment:smallbiggrin:)


http://i40.tinypic.com/jgqgrb.jpg
It has a very "Coalition versus Phyrexia" sound to it.

Pokonic
2012-01-29, 07:35 PM
Nah, I would rather have the tower controled by itself, realy. The nobles run things because they are the decendents of wizerds and powerful people. Of course, a powerful one could, say, have a floors fans turn off for whatever reason, but they have no control of the towers functions proper whatsoever. I mean, realy, who would give the last refuge of civilisation over to a bunch of amoral wizerd decendents and former barons and such? Nah, the tower is controled by the tower and only the tower. Of course, go high into it and you might find the spell matrixes and ritual rooms running the who shabang, and probably a few scrolls having very spicific instuctions on what to do if any of them are harmed or the tower proper goes GlaDOS, but a a whole individual floors could probably run by themselves.

motoko's ghost
2012-01-29, 07:52 PM
Nah, I would rather have the tower controled by itself, realy. The nobles run things because they are the decendents of wizerds and powerful people. Of course, a powerful one could, say, have a floors fans turn off for whatever reason, but they have no control of the towers functions proper whatsoever. I mean, realy, who would give the last refuge of civilisation over to a bunch of amoral wizerd decendents and former barons and such? Nah, the tower is controled by the tower and only the tower. Of course, go high into it and you might find the spell matrixes and ritual rooms running the who shabang, and probably a few scrolls having very spicific instuctions on what to do if any of them are harmed or the tower proper goes GlaDOS, but a a whole individual floors could probably run by themselves.

That's what I thought, no-one would trust any one person to actually run the whole thing(and as large and complex as it actually would be, probably no-one could), the nobles are mainly the nobles because they own the most business, not because they run the tower, they would still know how to activate emergency things,like quarantining floors if there was a plague or anything, they just cant change the layout or anything like that.(they know how to set climate conditions and lighting for their sections(but not others) and so on, they just cant change the water or power allocated to them from the tower's mind).
The lead Noble's job is basically to keep them all in line:smallwink:and possibly as a communicator to the tower(should it be sentient? semi-sentient? or merely like a very large computer)

Pokonic
2012-01-29, 08:17 PM
My guess is that there is a single "superhub", where the rest of the towers hubs can be overrided and directly controled if a dire situation happens. For instance, one hub is of agraculture, another one is climate, another is air, ect. Each floor would have there own "minor" hubs, each which can run themselves, while the main hub for each can control them all. This superhub is not currantly on, mostly because its only realy needed to help manage things like ratios and such by the currant head of the tower, and of course cordinate actions between differing sections of the tower.


Only two hubs would be unconnected to the superhub: Water and Air control. Waters is built underground in the bowls of the tower, and it was done so to make sure any issues with the superhub (say, adventurers taking it over) could not effect the water of the entire tower. Air was disconected because it was deemed that the fans are better off left to a floor-by-floor basis of control, and a incident where some nasty terroist replaced a floors air talisman with a chlorine one dictated that it was best if the main hub was disconnected and powered down altogether.

motoko's ghost
2012-02-02, 11:45 PM
I know we've done some stuff where we've killed off a lot of the iconic BBEGs/Good guys because it made whatever happened more epic, but which ones did you think survived?(except for pazuzu and tiamet, we already know what their up to), i.e like grazzt and iggwilv and so on

Pokonic
2012-02-03, 05:06 PM
Those two might have banded together and hiched a ride with Baba Yaga. Probably. Some say they went with the LoP, others think they are simply dead. Neverless, there gone for good.

Daemons are possibly leaderless, with only Pestilence remaining out of the FH. The vast majority are currantly protecting the NCoB, after having the vast majority of the Planes blasted away and most of there former hireies banded together. They are currantly expecting the biggest pay-day in creation.

Sladdi are, well, dieing off. They now only breed with those who effectivly want a quick way to get away from the pain, and with there lords.... gone its hard to say what will happen to them. They think that this is proof that they were right all along, and currantly wander thruout the planes in small groups. Even worse, a strange race of serpentlike creatures with adept abilitys at controling the plane have appered in the realm, and now the two groups wage a strange, chaotic war for true suprimecy over the former domain of chaos.

Hell is, well, hell. Between the excaped souls and the death or abandoment of the place by the dukes and lords of hell, most devilish activity is centered on Dis, with the lower levels inhabited by things that seem to have bubbled up from the Far Realm. Mammon is now a serpentine horror, having turned over to the abberents side,with Jangling Hiter now a sick fusion of flesh and metal that is now his home. His former palace, now almost sunken entirely, also has flesh melded with the gems and gold, and the whole place is inhabited by the varying fiendish animals that once inhabited his home, all with what is effectvily the half-golem template due to there newly metalic hides. Levithan is the only remaining lord, and is now realy alown. With his former masters true form rotting down in Nessus and all the others dead, he now wants as little to due with his daughter as he can and simply wander his realm looking for the truth about the currant universes hardship.
Beezabulb turned traitor, and was seen in Celestia in his former angelic form not a few days before The End. The Hag Countess is still alive and kicking, albet missing a eye, for she all but left hell to join the Daemons in order to get the most souls out of this whole thing. Along with her, any Night Hag is now doomed to be slain by any devil they come across.


The Unseelie Court is in shambles. Only the Raja of Fall remains out of the high court, for the two finaly fought eachother to the ground not a few days before the End. Now, any Fey of attempts to say that he is a member of a Court is doomed to mocking, for there are only a handful of fey left, and due to the distruction of both of there native planes there is no hope left in them at all. Baba Yaga is probably alive, as long as the Duke of Summer. Thats it,realy.

motoko's ghost
2012-02-07, 07:28 PM
Excellent work pokonic:smallbiggrin:

There are rumours the astral plane was destroyed in a strike by those attempting to stop "the End" strangely enough.
It was said that a new group known as "the Endless Shadow" was mining several of the corpses of dead deities with the permission of the queen(after her greed over their payments sealing the deal) many rumours circulating about why (they wished to see what a dead deity was composed of to allow them to figure out a way to kill one, they were using it to create a new type of intelligent flesh golem).

The Endless Shadow's goals and leaders are unknown, however their recruits were from some of the less...stable cults wandering the planes(the Athar and the Doomguard among others)

What is known is that one day the queen sent forth many dragons and githen warriors to destroy them one day in a state that those who did not know her would say panic. None of those who went forth returned and the next day they came, the Endless shadow had not been building golems, but using necromantic magic to reanimated the fallen gods, although most of these creations were made with but a tiny fragment of a broken god these "necrotic demiurges" were powerful indeed.

Tu'narath could have survived yet, outnumbering the invaders army dozens of times over, however the folly and short-sightedness of the queen proved it's final downfall, with her killing all those who became too powerful, there was no-one close to powerful enough to stop the necrotic demiurges or their commanders and thus the city fell.
The endless shadow then attempted to re-animate the dead god upon which Tu'narath once stood, however they failed, the resultant being was no more than a gigantic zombie rather than an unstoppable deity under their control and over half the Endless shadows leaders perished in the backlash of the ritual.
Unfortunately it turned out the necrotic demiurges were themselves powerful enough to create more of their kind and they did spread across the astral, leaping through planar gates and spreading.
The lich queen headed an army to hold them back before attempting the most epic piece of magic ever, using some modified version of a psionic fusion power she was able to fuse herself with several other epic spellcasters and a demi-god, then they cast antigenesis (http://www.d20srd.org/srd/psionic/powers/genesis.htm).

And thus did Vlaakith the lich queen perish alongside the astral plane she had ruled for so long.

While this did halt the spawning of the necrotic demiurges many had slipped through planar gates, as indeed so had the mindless remains of Tu'narath accidentally slipped through, a situation that would only worsen the by this point already raging "The End".

Well what d'ya think?

Landis963
2012-02-07, 09:48 PM
A couple questions: One, why are the souls of gods able to be broken in such a way as to make the necrotic demiurges (great name by the way)? And two, why would these demiurges rate the term (of demiurge)? Isn't the great danger of liches that they can retain and increase all their knowledge from life, rather than through any great increase in power?

motoko's ghost
2012-02-07, 10:43 PM
A couple questions: One, why are the souls of gods able to be broken in such a way as to make the necrotic demiurges (great name by the way)? And two, why would these demiurges rate the term (of demiurge)? Isn't the great danger of liches that they can retain and increase all their knowledge from life, rather than through any great increase in power?


1-It's not really the souls of the gods so much as the latent divine energy left over in their remains, which are broken due to astral storms and people breaking off large chunks to make necrotic demiurges(:smallbiggrin:Thanks, originally it was going to be something in an obscure language but I decided that that worked better)

2-They're going to have a lot of transmutation/conjuration SLAs as well as some of the more subtle reality-warping sort of powers(still working on them), its that sort of stuff that demiurges generally do(right?:smallconfused:)

Landis963
2012-02-08, 01:31 AM
1-It's not really the souls of the gods so much as the latent divine energy left over in their remains, which are broken due to astral storms and people breaking off large chunks to make necrotic demiurges(:smallbiggrin:Thanks, originally it was going to be something in an obscure language but I decided that that worked better)

2-They're going to have a lot of transmutation/conjuration SLAs as well as some of the more subtle reality-warping sort of powers(still working on them), its that sort of stuff that demiurges generally do(right?:smallconfused:)

So the basic gist is: The energy left over from these dead god-pieces are giving them the increase in power. I can get behind that as a plot convenience. I think demiurges normally do that, but if they are as intelligent as, say, Xykon, I'd think it would be a matter of character for them to choose barred classes just like in life. (However, that + the power boost might lead a lot of them to become blaster mages, bringing us back to Transmutation and Conjuration). Just something to keep in mind if you want, say, one or two NPCs from their number.

However, why don't people just raise a platoon (or, say, a small team) of these demiurges right at the god's corpse, in order to grant their minions more power instead of sacrificing power for convenience? It seems illogical that a necromancer would willingly break off a piece just to raise one lich (or necrotic demiurge) second in command.

motoko's ghost
2012-02-08, 03:37 AM
So the basic gist is: The energy left over from these dead god-pieces are giving them the increase in power. I can get behind that as a plot convenience. I think demiurges normally do that, but if they are as intelligent as, say, Xykon, I'd think it would be a matter of character for them to choose barred classes just like in life. (However, that + the power boost might lead a lot of them to become blaster mages, bringing us back to Transmutation and Conjuration). Just something to keep in mind if you want, say, one or two NPCs from their number.

Okay I think I get what you're getting at.



However, why don't people just raise a platoon (or, say, a small team) of these demiurges right at the god's corpse, in order to grant their minions more power instead of sacrificing power for convenience? It seems illogical that a necromancer would willingly break off a piece just to raise one lich (or necrotic demiurge) second in command.

With the the lich queens final act the entire astral plane was wiped from existence (antigenesis version of genesis overpowered to where it drained several epic casters and a demigod to death), so there are no more pieces of dead god to raise, the people who originally raised them didn't know that they could create more of themselves and were planning on using the whole of Tu'narath to make the most powerful one they could.
does that answer your question?

Landis963
2012-02-08, 12:16 PM
With the the lich queens final act the entire astral plane was wiped from existence (antigenesis version of genesis overpowered to where it drained several epic casters and a demigod to death), so there are no more pieces of dead god to raise, the people who originally raised them didn't know that they could create more of themselves and were planning on using the whole of Tu'narath to make the most powerful one they could.
does that answer your question?

The scarcity of the pieces would adequately explain why the demiurges have the power level they do. However there's still no reason why a necromancer would willingly break off a chunk for that purpose (maybe for testing purposes, in which case a sufficiently large number of necromancers taking "experimental resources" from a god's corpse would leave a pretty small piece behind). This is compounded by the original plan which was to use the entire god's body to raise one uber-powerful necrotic demiurge. Unless they were working at cross-purposes (poor communication taken to its most ironically lethal extent) to make sure said demiurge was under their control.

Pokonic
2012-02-08, 03:11 PM
@ Epic wiping out of the Astral


Nice. Very nice. :smallcool:

Also, the Sladdis new foes are actualy these puppies (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/protean) . Of course, they would be advanced a few levels, but thats the base.

Drowlord
2012-03-02, 05:31 PM
Must not let this die...
Sample adventure:
A strange new cult has appeared, worshiping the chaos outside as a god. Strangely, they now have powers granted to them by their new god. Their goal is to destroy the Tower- and after, the last strongholds of order. You must stop them at all costs.

Hey, what if this cult has existed since The End? Is that a good idea?

Pokonic
2012-03-02, 06:03 PM
Indeed. I even have a good way to "break apart" the setting into seperate chuncks that, as a whole, could be played seperately but fit together as a nice whole. To be exact, the OP could be renovated to inclued three seperate sections: The Tower, the Wastes, and the Planes. Preferably, this could get this orginised into a complete whole that woulb be easier to make stuff for the setting.


A strange new cult has appeared, worshiping the chaos outside as a god. Strangely, they now have powers granted to them by their new god. Their goal is to destroy the Tower- and after, the last strongholds of order. You must stop them at all costs.

Hey, what if this cult has existed since The End? Is that a good idea?

Perhapes there simply decendents of Druids that for whatever reason are hearing the spirits of nature, and have now gone insane? Normaly, most would have little reason to even think about what's outside the tower, so such a cult seems rather odd.

motoko's ghost
2012-03-03, 07:09 AM
The way I saw it was that there was some cult or plot(judging by their methodologies and apparent crosspurposes, maybe more than 1) that had some sort of standard power grab, unfortunately they accidently set off something which caused a chain reactions where all those superpowers(hell,celestia,etc) started attacking each other, sorta like WWIII or something.

Its always been kinda ambiguous what actually happened though.(like the mournlands)

Pokonic
2012-03-03, 11:46 AM
The way I saw it was that there was some cult or plot(judging by their methodologies and apparent crosspurposes, maybe more than 1) that had some sort of standard power grab, unfortunately they accidently set off something which caused a chain reactions where all those superpowers(hell,celestia,etc) started attacking each other, sorta like WWIII or something.

Its always been kinda ambiguous what actually happened though.(like the mournlands)

Indeed. This is something that, while we could come up with a page full of ideas about what happened, its realy up to whoevers running the game.

Drowlord
2012-03-09, 07:05 AM
Yes, I'd guess the nature spirits would have gone insane. I like the idea of the hubs (agriculture,air,water, etc.) surrounding the Tower, giving it power. Would the chaotic outside dwellers try to attack the Tower's base to try to knock it down or gain entry? Does the Tower have a military?

motoko's ghost
2012-03-09, 07:32 AM
Yes, I'd guess the nature spirits would have gone insane. I like the idea of the hubs (agriculture,air,water, etc.) surrounding the Tower, giving it power. Would the chaotic outside dwellers try to attack the Tower's base to try to knock it down or gain entry? Does the Tower have a military?

They would, but we're pretty sure the tower has some sort of Epic-level "ignore me" ward up (that doesn't stop them if someone from inside the tower were to reveal that information and that could make for a pretty epic adventure arc:smallamused:)
There is a military, but it's mainly for dealing with whatever the floor-to-floor authorities can't handle.

Sorry I haven't been posting on this, Its just between RL and working on other projects(I've got an existing campaign world that I'm DM-ing and I'm trying to brew up another more balanced one), I've had difficulty putting the amount of effort this concept deserves into ideas for it.:smallfrown:

Pokonic
2012-03-09, 11:51 AM
Yes, I'd guess the nature spirits would have gone insane. I like the idea of the hubs (agriculture,air,water, etc.) surrounding the Tower, giving it power. Would the chaotic outside dwellers try to attack the Tower's base to try to knock it down or gain entry? Does the Tower have a military?

Nah, the hubs are build into the tower. There is one of each on every floor, and all of those are connected to Superhubs on the highest floor. The pass-items to activate it and the phrases used to command them are split between many individuals, so that even a corrupt guy in charge is unlikely to gain control of more then one. The Superhub requires several command words passed down to the currant head of the Tower, the Head of Agraculture, ect, and can only be activated with everyone saying there part.