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Limos
2008-12-11, 01:12 AM
So the order of encounters goes...

Probes
Machines
Devils
The Hellstar

Think we could get some stats on the Probes and Machines? Or do you just have some random constructs chosen for those positions.

That would be pretty easy to base a campaign off of. Start out with the lessening impact of the Gods and the arrival of the Probes. As the group levels up we could nerf Divine powers more and more to represent the approaching Hellstar. Once the Heroes have gotten the hang of dealing with the Probes the Machine armies will arrive, and then Devils, and finally the Climax of the Campaign will be the final battle against the Hellstar itself IN SPACE.

Limos
2008-12-11, 01:13 AM
No, the one where paladins start getting killed off is what will teach those uppity paladins what's for.

Somebody needs to teach those Paladins a Lesson.

EDIT: I have a question still, it says that the Hellstar is still corrupting souls. Is it only corrupting the souls of those who manage to survive until it gets there? Or does anyone killed by a minion of the Hellstar become corrupted.

afroakuma
2008-12-11, 01:14 AM
Yep, that's pretty much what I had in mind. The only thing you're missing is that the probes also go around mind-controlling people to get them to start burning and killing.

Limos
2008-12-11, 01:18 AM
Yep, that's pretty much what I had in mind. The only thing you're missing is that the probes also go around mind-controlling people to get them to start burning and killing.

Ah, so we have a bunch of NPCs randomly turning evil and going on rampages. So the Heroes would have to be wondering WTF is going on with this.

What'll be funny is to have something that really seems like the final boss of the campaign show up and then not change anything when it's defeated.

First they finally kill the Probe that is mind controlling. Then realize that an army of Probes just arrived. Then they kill the General of the Machine army, only to have the Devils show up. Then they kill the biggest, baddest Devil, and suddenly have to deal with the Hellstar.

That would make the Hellstar the Man behind the Man behind the Man behind the Man behind the Man. That's a lot of deceit right there.

afroakuma
2008-12-11, 01:26 AM
The full-size Hellstar is actually a dungeon, while the one statted out above is merely its Big Bad.

Limos
2008-12-11, 02:10 AM
The full-size Hellstar is actually a dungeon, while the one statted out above is merely its Big Bad.

Ooooooh... A dungeon sized Construct filled with Lazordeath?

But that would mean they aren't fighting the Hellstar in space, but in fact fighting the Hellstar, inside the Hellstar. Will the Hellstar Big Bad be a Load Bearing Boss? (http://tvtropes.org/pmwiki/pmwiki.php/Main/LoadBearingBoss) Or will anyone lucky enough to defeat the Hellstar get a really sweet space station?

Pronounceable
2008-12-11, 02:51 AM
Fascinating. It's like a sentient Death Star with a built in Magatron heralding Galactus consecrated in the name of the Ruinous Powers...
If only I could fit Borg in that sentence somewhere my day would've been utterly made.



The full-size Hellstar is actually a dungeon, while the one statted out above is merely its Big Bad.

Much as I liked the whole fluff, this is the crowning bit of awesome. You've outdid yourself on this one. No doubt those "extras" are stats for probes and whatnot, but if they include the dungeon itself you've spoiled us rotten.

I think it's time you stop the homebrewing. Lest the awesome hedasplods the more susceptible of us...

Reath
2008-12-11, 02:59 AM
Well, it does ASSIMILATE the souls. Kinda. >.>

Limos
2008-12-11, 03:01 AM
Well, it does ASSIMILATE the souls. Kinda. >.>

It does! It assimilates souls and turns them into Devils. Which it then sends to get more souls!

So it's a combination of Borg/Deathstar/Galactacus/Megatron/RuinousPowers

If it was full of Ninjas it would officially break the world with it's awesomeness.

Mercenary Pen
2008-12-11, 04:34 AM
Afro, you've done it again.

afroakuma
2008-12-11, 08:17 AM
Much as I liked the whole fluff, this is the crowning bit of awesome. You've outdid yourself on this one. No doubt those "extras" are stats for probes and whatnot, but if they include the dungeon itself you've spoiled us rotten.

:smallwink: Consider yourselfves spoiled rotten.

DracoDei
2008-12-11, 08:25 AM
If it was full of Ninjas it would officially break the world with it's awesomeness.

No reason you COULDN'T give most of the encounters inside the dungeon levels in that class, is there? Go for it...

afroakuma
2008-12-11, 08:30 AM
Alright, the megapost is Now Brewing.

Mercenary Pen
2008-12-11, 08:33 AM
So that'll be two of us posting dungeons as parts of VUA threads- and yours is guaranteed to be more epic...just try not to turn it into a tippyverse dungeon

afroakuma
2008-12-11, 09:15 AM
Don't worry about it - after all, mine only works for 3.X

Mercenary Pen
2008-12-11, 09:37 AM
Don't worry about it - after all, mine only works for 3.X

Until Shadow Elf- or some lunatic like myself- converts it to 4e:smallwink:

afroakuma
2008-12-11, 09:44 AM
Well, I have a few things to stat out and then we're done.

Pronounceable
2008-12-11, 10:08 AM
:smallwink: Consider yourselfves spoiled rotten.

You're damaging WotC you know. Stuff they're gonna sell to folks who's seen your homebrews is definitely reducing in amount. Not that it's a bad thing...

afroakuma
2008-12-11, 10:10 AM
Well, considering the number of sourcebooks I'm using to construct this next section, they can consider themselves repaid.

afroakuma
2008-12-11, 10:39 AM
The Silver Hellstar


Background

The endless Blood War requires millions of recruits, taken from the wickedest of mortal souls to serve on the front lines. For millenia, the tanar'ri have had the advantage of numbers, leaving their enemies, the baatezu, to struggle with skill alone.

(Knowledge [the planes] DC 28)
In ancient times, when the baatezu were weakest, they constructed a weapon secretly in the depths of Ocanthus. Forged from nightsilver, its activation gave the baatezu great power against their foes, enough to break into Carceri for the first time.

(DC 33)
The weapon was discovered by the celestials, who staged a major attack on it, to no avail.

(DC 38)
The weapon was not employed in the Blood War itself, but rather was sent to the Prime Material Plane.

(DC 43)
Though three gods burned away their divine essence to find, combat and weaken the weapon, it still exists to this day.

Knowledge [arcana] DC 30
Stone tablets recovered from a meteor strike bear a historical warning from a far-off, destroyed world.

(DC 40)
The nature of this warning hints of the appearance of a new star in the sky, a symbol of the gods departing the world.

(DC 50)
As this world was torn asunder by fire from above, devils swarmed the world. The last people before the extinction called this event "Hellstar."


Goals

(Knowledge [the planes] DC 40)
The Silver Hellstar desires no less than the utter eradication of worlds it approaches.

(DC 50)
Its primary mission is to destroy worlds entirely, corrupting their populations and trapping their souls to convert into devils.

(DC 60)
The Hellstar became self-aware during a fight with a trinity of gods, and its genocidal actions are taken to prevent its mission from coming to pass.


The Silver Hellstar in the Campaign

The Silver Hellstar approaches worlds slowly, moving on the order of years. Once it has set in a course it cannot be diverted; a wish can slow its progress for up to one week, but it will still approach.

When the Hellstar is two years out, its first attack waves begin to arrive, hoping to purge the world before the main weapon enters the atmosphere.At this time, a strange, faint blue glyph in the shape of a sunburst apears in the skies.


Timeline

This is a suggested timeline of campaign encounters.

• EL 3 In a quiet farming village, a local farmer has burned his crops to the ground, slaughtered his livestock and killed his family. The madman is being unknowingly aided by bandits who have taken the attention of local law. The farmer has been possessed by a probe, which will leave the scene after the village is destroyed.

• EL 5 (Faint Sign) Cultists of Asmodeus have seen the sign of their master's weapon on the skies. They have moved to seize an important trading hub, taking power in a coup, ruling with fear and imposing heavy taxes on all who travel through. This money is to be used in gathering forces.

• EL 8 (Faint Sign) Angry mobs have mobilized to destroy the temple of a benevolent god. They have trapped several clerics and paladins, who are unwilling to bring violence against them, and neither prayers nor magic are turning them from their murderous actions.

• EL 12 (Moderate Sign) A group of clerics has convened to discuss the weakening of their divine powers. They are contacted by a high priest of Asmodeus, bearing the Blood Reliquary, a staff which he claims gives him ultimate divine rule over the world. The clerics believe that the Reliquary is interfering with their divine powers, and require that it be destroyed.

• EL 15 (Moderate Sign) An army of mechanical creatures is sweeping towards a major city, with men rushing out to die with a smile. Within the city, a woman named Belciara is leading the people in worship of a new god, one better able to protect his followers. Belciara is in fact an erinyes, and is planning to betray the city, putting it to death after converting it. She and her cultists now occupy most positions of power within the city.

• EL 18 (Strong Sign) As the power of clerics wanes still further, many are despairing and leaving their vocations. The terror of the people is being stilled by coalitions of wizards and sorcerers, who are now under attack by one of their own, as well as being hunted by a murderous mechanical assassin. Within the blue glyph, a new star has appeared.

• EL 23 (Strong Sign) Within the world's capitals, operations are being planned to fight back against the onslaught. As armies of devils led by Belciara ravage the lands and otherworldly siege engines converge on the last bastions of humanity, a trio of wizards have captured one of the enemy's aircraft and are enchanting it to return home. Belciara has broken into the fortress where these wizards work, and must be pushed back to give them more time. The party now learns of the approach of the Hellstar in the skies.

• EL 25 (Overwhelming Sign) The population is turning to darkness, the gods have fallen silent and the remaining devils have joined with the cult of Asmodeus, rallying around a once-great temple to consolidate their power. With the aid of the last few faithful paladins in the region, their power must be broken. However, they have a new leader: the pit fiend Halshaddon.

• EL 28 (Overwhelming Sign) On a destroyed battlefield, Halshaddon makes his escape into the skies above. All that remains is the leader of the constructs, which makes its final stand here. It is already too late, however, as the Hellstar has arrived.

• EL 30 (Overwhelming Sign) The Hellstar has arrived in the skies and is deploying its full forces. As the world below fights itself and its foes, the party must use the enchanted aircraft or some other means to travel to the stars. They must stop the Hellstar within three days, with Halshaddon and the weapon itself poised to repel them.

afroakuma
2008-12-11, 11:26 AM
Servants of the Hellstar

Belciara
Medium Outsider (Baatezu, Evil, Extraplanar, Lawful)
Level 2 Rogue/Level 3 Assassin/Level 10 Disciple of Baalzebul
HD 9d8+2d6+3d6+10d6+168 (261 hp)
Initiative: +4
Speed 30 ft. (6 squares); fly 50 ft. (good)
AC 32, touch 18, flat-footed 28 (+8 natural, +6 armor, +4 deflection, +4 Dex)
BAB +20; Grp +25
Attack +3 keen lightning blast longsword +30 melee (1d8+10 + 3d6 electric, 17-20/x2 + 3d6 electric) or +4 wounding icy burst composite longbow (+7 Str bonus) +31 ranged (1d8+11 + 1d6 cold and 1 Con, 19-20/×3 + 2d10 cold)
Full Attack +3 keen lightning blast longsword +30/+25/+20/+15 melee (1d8+10 + 3d6 electric, 17-20/x2 + 3d6 electric) or +4 wounding icy burst composite longbow (+7 Str bonus) +31/+26/+21/+16 ranged (1d8+11 + 1d6 cold and 1 Con, 19-20/×3 + 2d10 cold)
Space 5 ft.; Reach 5 ft.
Special Attacks Sneak attack +6d6, death attack, spell-like abilities, summon devil, spells
Special Qualities Class features, DR 5/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, SR 22, telepathy 100 ft., true seeing
Saves Fort +17 Ref +23 Will +18
Abilities Str 25, Dex 18, Con 24, Int 18, Wis 18, Cha 28
Skills Bluff +23, Concentration +19, Diplomacy +26, Disguise +26, Escape Artist +19, Gather Information +26, Hide +31, Intimidate +16, Knowledge (religion) +16, Knowledge (the planes) +16, Listen +28, Move Silently +31, Search +23, Sense Motive +28, Spot +31, Survival +4 (+6 following tracks), Use Magic Device +19, Use Rope +7 (+9 with bindings)
Feats Boost Spell Resistance, Combat Reflexes, Disciple of Darkness, Dodge (B), Improved Critical (longbow), Improved Death Attack x3 (Bx2) (E), Mobility (B), Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Vile Martial Strike (longsword) (B)
Environment Nine Hells of Baator
Organization Solitary
Challenge Rating 23
Treasure Double standard plus +3 keen lightning blast longsword and +4 wounding icy burst composite longbow (+7 Str bonus)
Alignment Lawful evil

The wicked Belciara is a powerful erinyes who leads the corruption of worlds under the Hellstar's gaze. Lustful and murderous, she takes a dark glee from undermining mortal societies. Her cunning and her vengefulness are legendary among devils.

Belciara understands her role well - she is to summon legions of devils, who will be bound to the world under the Dark Sign. Her armies crush all resistance, forcing mortals to their inevitable doom.

If cornered, Belciara is not inclined to fight a fair battle, choosing instead to escape. However, her wicked heart will demand vengeance and she will not flee the same battle twice.

Belciara employs an enchanted sword and bow in battle, and wears several magical items. She also possesses multiple darkskulls with which she weakens the faiths of good-aligned deities. Her protections consist of bracers of armor +6, a ring of protection +4 and a wand of greater invisibility with 34 charges.

Belciara speaks Common, Infernal, Celestial, and Draconic.

Combat
Belciara summons as much aid as possible, then conceals herself and performs ranged sneak attacks with her deadly arrows.

Belciara's natural weapons, as well as any weapons she wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Class Features

Trapfinding As rogue.

Evasion (Ex) As rogue.

Uncanny Dodge (Ex) As rogue.

Sneak Attack As rogue.

Death Attack Fortitude save DC 21

Spells Assassin Spells Known (3/1; save DC 14 + spell level): 1st - disguise self, obscuring mist, true strike; 2nd - darkness, undetectable alignment. Caster level 3rd, save DCs Intelligence-based.

Tongue of the Devil (Ex) Belciara adds her Int mod to Bluff checks as well as her Cha mod.

Suggestion (Sp) Once per day, Belciara can use a suggestion as the spell (Will save DC 29).

Summon Osyluth (Sp) Once per day, Belciara can summon one osyluth as a summon monster spell cast at 15th level.

Insect Plague (Sp) Once per day, Belciara can employ an insect plague effect to conjure biting flies.

Beguiling Nature (Sp) Once per day, Belciara can use mass charm as the spell (Will save DC 29).

Summon Cornugon (Sp) Once per day, Belciara can summon one cornugon as a summon monster spell cast at 15th level.

Queen of Lies (Ex) Belciara has a +4 inherent bonus to Charisma.

Spell-Like Abilities (Sp) At will - greater teleport (self plus 50 pounds of objects only), charm monster, minor image, unholy blight. Caster level 12th. The save DCs are Charisma-based.

Summon Baatezu (Sp) Once per day Belciara can attempt to summon 2d10 lemures or 1d4 bearded devils with a 50% chance of success. This ability is the equivalent of a 3rd-level spell.

True Seeing (Su) Belciara continuously uses true seeing, as the spell (caster level 14th).

afroakuma
2008-12-11, 12:29 PM
Servants of the Hellstar

Halshaddon
Large Outsider (Baatezu, Evil, Extraplanar, Lawful)
Level 9 Soul Eater
HD 18d8+9d8+270 (391 hp)
Initiative: +14
Speed 40 ft. (8 squares); fly 60 ft. (average)
AC 57, touch 30, flat-footed 46 (+23 natural, +11 Dex, +10 deflection, +4 enhancement, -1 size)
BAB +27 Grp +47
Attack Claw +43 melee (2d8+16 + 1 vile, 19-20/x2)
Full Attack 2 claws +43 melee (2d8+16 + 1 vile, 19-20/x2) and 2 wings +40 melee (2d6+8) and bite +40 melee (4d6+8 plus poison plus disease) and tail slap +40 melee (2d8+8)
Space 10 ft.; Reach 10 ft.
Special Attacks Constrict 2d8+32, energy drain, fear aura, improved grab, spell-like abilities, summon baatezu
Special Qualities Class features, DR 15/good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, SR 32, telepathy 100 ft.
Saves Fort +37 Ref +38 Will +36
Abilities Str 42, Dex 32, Con 30, Int 24, Wis 28, Cha 30
Skills Balance +13, Bluff +31, Climb +43, Concentration +40, Diplomacy +12, Disguise +31 (+33 acting), Hide +20, Intimidate +42, Jump +45, Knowledge (arcana) +28, Knowledge (nature) +9, Knowledge (the planes) +28, Knowledge (religion) +28, Listen +41, Move Silently +43, Search +37, Spellcraft +39, Spot +41, Survival +9 (+11 on other planes, +11 when tracking), Tumble +34
Feats Alertness, Apostate, Cleave, Great Cleave (B), Harvester of Souls, Improved Critical (claw), Improved Initiative, Multiattack, Power Attack (B), Quicken Spell-Like Ability (fireball) Vile Natural Attack (claw), Weapon Focus (claw)
Environment Nine Hells of Baator
Organization Solitary or with 8-12 wights
Challenge Rating 29
Treasure None
Alignment Lawful evil

Halshaddon is among the more terrifying pit fiends, an elegant, menacing horror with a taste for souls.

This pit fiend, dreaded even among his own kind, is brought in only to supervise the final stages of an attack, as his tastes might otherwise deplete the "harvest." Halshaddon removes any major threats to the Silver Hellstar while it operates, and supervises fiendish activity below. Any sign of divine or celestial interference brings Halshaddon's wrath.

Despite his malevolence, Halshaddon commiserates with the Silver Hellstar. He has no desire to return to Hell and is tired of the endless war. Were it not for his taste for souls, Halshaddon might have ended it all centuries ago. However, he follows orders with dedication.

Halshaddon wears gauntlets of reaving and a belt of powerful strength +5, giving him Great Cleave and Power Attack as bonus feats. He also has a ring of protection +10 and a ring of spell turning. He is garbed in a red cloak of resistance +10 over a jet-black +4 demonmight ward retaliating tunic of darksoul protection.

Combat
A terrifying opponent, Halshaddon uses invisibility to approach foes, bringing full attacks to bear and draining energy constantly. He saves most of his spell-like abilities to pick off support or incapacitate large groups. Halshaddon is always surrounded by an unholy aura (not reflected in the statistics above) and is rarely in a circumstance where he can use his summon ability.

Halshaddon's natural weapons are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Class Features

Energy Drain (Su) Creatures struck by Halshaddon's claw, bite, wing or tail receive two negative levels.

Soul Strength (Su) Halshaddon gains a +4 enhancement bonus to Str for 24 hours after energy draining a victim.

Soul Blast (Su) On any day in which he has energy drained a victim, Halshaddon can project a 100-ft. ray of force once as a standard action. This ray deals 9d6 force damage to one target (Reflex DC 29 half).

Soul Enhancement (Su) For 24 hours after energy draining a victim, Halshaddon gains a +2 enhancement bonus to skill checks, ability checks and saves. This bonus stacks with ability score enhancement bonuses.

Soul Endurance (Su) Halshaddon gains a +4 enhancement bonus to Con for 24 hours after energy draining a victim. This gives him 54 additional temporary hit points.

Soul Radiance (Su) If Halshaddon completely deains a victim of all energy, he gains the ability to shapechange into that victim for 24 hours.

Soul Agility (Su) Halshaddon gains a +4 enhancement bonus to Dex for 24 hours after energy draining a victim.

Soul Slave (Su) Creatures drained of all energy by Halshaddon rise as wights under his control.


Constrict (Ex) Halshaddon deals 2d8+32 points of damage with a successful grapple check.

Disease (Su) Those struck by Halshaddon's bite attack must succeed on a DC 29 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based.

Fear Aura (Su) Halshaddon can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 29 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by Halshaddon's aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Improved Grab (Ex) To use this ability, Halshaddon must hit with his tail slap attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, it establishes a hold and can constrict.

Poison (Ex) Injury, Fortitude DC 29, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.

Spell-Like Abilities (Sp) At will - blasphemy, create undead, fireball, greater dispel magic, greater teleport (self plus 50 pounds of objects only), invisibility, magic circle against good, mass hold monster, persistent image, power word stun, unholy aura; 1/day - meteor swarm. Caster level 18th. The save DCs are Charisma-based.

Once per year Halshaddon can use wish as the spell (caster level 20th).

Summon Baatezu (Sp) Twice per day Halshaddon can automatically summon 2 lemures, bone devils, or bearded devils, or 1 erinyes, horned devil, or ice devil. This ability is the equivalent of an 8th-level spell.

Regeneration (Ex) Halshaddon takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.

---

Demonmight Ward From the Book of Vile Darkness - Halshaddon gets +1 to his AC against attacks by those of good alignment, and an additional +1 vs. good outsiders. Halshaddon gets +1 to his saving throws against effects from those of good alignment, and an additional +1 vs. good outsiders.

Darksoul Protection From the Book of Vile Darkness - Halshaddon takes half damage from effects that deal extra damage to evil creatures.

Retaliating From the Magic Item Compendium - Foes who deal 10 damage to Halshaddon with a melee attack take 1d6 magic damage.

Zeta Kai
2008-12-11, 12:56 PM
Oh. My. God.

That completely redefines the word "Epic". That is an entire campaigns worth of antagonists right there. You have outdone, good sir. I dub thee the Pwner of Win.

I can't say enough about how impressive this villain is. Its power is just crazy, & its scope is absurd. This is a very ambitious creation, & you have raised the bar again for what a well thought-out villain can be. Why WotC doesn't hire you (& begin crushing your spirit) is beyond me.

What I like most about this is that it probably would maintain its alignment, despite being omnicidal. The poor thing has to choose the lesser of two evils, & as a DM who has wrestled with morality issues quite a bit, I recognize that that is a Good act. It just so happen that both evils are HUGE.

Again, kudos unto thee, O Afro. It is sublime homebrews like this that convinced me that you were the right choice to join the VUACS Build Team.

UnChosenOne
2008-12-11, 01:18 PM
Look's like the afroakuma have get himself/herself to god of the VUA topics.

Juhn
2008-12-11, 01:19 PM
...You just essentially wrote an entire campaign. Next time I DM, remind me to never, ever let my players see this thread.

Limos
2008-12-11, 02:51 PM
I think the problem with this is trying to keep a group together long enough to run through the whole campaign. This is massive. I think I would have to start my players off at level 10 at least.

afroakuma
2008-12-11, 03:40 PM
Easy on the praise, there, folks - I didn't even put up the dungeon yet! :smallsmile:
And thank you all.

archmage45
2008-12-11, 03:43 PM
Wow... I like it. If/When I DM 3.x again, i'm gonna have to use this... just... Wow.

Shadow_Elf
2008-12-11, 05:06 PM
...
...
...
*takes 90d10 sanity damage*
...
...
...
I'm glad he's on our side
He being Afro, not this freaking destruct-o-matic of doom and death whose power source is the souls of forum-goers who vote cruelly

thegurullamen
2008-12-11, 05:11 PM
You realize you've made the most depressing game ever, right? Thirty levels of revealing a large numbers of powers-behind-the-throne to realize it was a nigh-unbeatable apocalypse all along. And if you beat it, what do you get? A world full of emotionally abused and angry people and the strong possibility of the world falling into the Blood War.

The best thing to do would be to just lay down and die. At least you'd see heaven then. Maybe.

EDIT:

Wait.

If this was the unplanned backup, what in the hell was the original idea?

afroakuma
2008-12-11, 05:17 PM
You realize you've made the most depressing game ever, right? Thirty levels of revealing a large numbers of powers-behind-the-throne to realize it was a nigh-unbeatable apocalypse all along.

Oh, it's beatable - the old fashioned, attack-run with X-Wings way.


And if you beat it, what do you get? A world full of emotionally abused and angry people and the strong possibility of the world falling into the Blood War.

Not to mention a buttload of negative levels (see my buddy Halshaddon, above). I guess there's something to be said for off-railing the DM on this one.


The best thing to do would be to just lay down and die. At least you'd see heaven then. Maybe.

That would be the Hellstar's point. It is glad you agree.


Wait.

If this was the unplanned backup, what in the hell was the original idea?

I don't follow?

Mewtarthio
2008-12-11, 05:22 PM
I don't follow?

He's asking, if we hadn't derailed your plans with the Self-Loathing vote, what would you have done?

In other words, the cheater is trying to get two VUAVs for the price of one! Shame on you! :smallwink:

Vic_Sage
2008-12-11, 05:25 PM
This is so awesome it all most makes me wanna start running 3.x again.

afroakuma
2008-12-11, 05:31 PM
He's asking, if we hadn't derailed your plans with the Self-Loathing vote, what would you have done?

Astral Avatar, I think I leaked that.


In other words, the cheater is trying to get two VUAVs for the price of one! Shame on you! :smallwink:

Gasp! The fiend!

VUAV will probably go on hiatus for a while, actually. Between the plethora of new VUA's appearing and the fact that I doubt I'll be able to top this one, I'm not sure it's the best time to start again.

thegurullamen
2008-12-11, 05:53 PM
Oh, it's beatable - the old fashioned, attack-run with X-Wings way.

Yeah, Epic X-Wings immune to a helluva lot of damage and piloted by the Squadron of Chosen Ones. Not appointed by god, for an added twist.


That would be the Hellstar's point. It is glad you agree.

I am not a hero. Now excuse my NPC-like cowering.

Juhn
2008-12-11, 06:01 PM
VUAV will probably go on hiatus for a while, actually. Between the plethora of new VUA's appearing and the fact that I doubt I'll be able to top this one, I'm not sure it's the best time to start again.

Personally I'm still amazed you managed to pull this off while you guys are (from all I know) hard at work pulling together VUACS. I'm sure providing the framework for an entire freaking campaign will be enough to satiate your VUAV fans for a hiatus of any length.

arguskos
2008-12-11, 06:40 PM
So, afro, this is perhaps the most awesome thing ever. I am astonished by the level of effort and skill put into this. It was WELL worth waiting for!

I only have one question: what is the Sign associated with the Silver Hellstar, and if it is a custom one, is it in the works too?

afroakuma
2008-12-11, 06:44 PM
The Hellstar's sign is the Seal of Binding. Which just makes it that much more dangerous.

Juhn
2008-12-11, 06:46 PM
I do not know what this Sign is that you speak of. Is it an Elder Evils thing?

afroakuma
2008-12-11, 06:46 PM
Servants of the Hellstar

The Executor
Medium Construct
Level 20 Swashbuckler/Level 1 Fighter
HD 10d10+20d10+1d10+20 (190 hp)
Initiative: +18
Speed 40 ft. (8 squares)
AC 62, touch 31, flat-footed 52 (+21 natural, +10 Dex, +10 armor, +10 deflection, +1 shield)
BAB +28 Grp +34
Attack +7 wounding icy blast rapier-hand +49 melee (2d6+13+3 + 3d6 cold and 1 Con, 9-20/x2 and 2 Str and 2 Con + 3d6 cold) or +7 shocking burst fiery blast rapier-hand +49 melee (2d6+13+3 + 3d6 fire + 1d6 electric, 9-20/x2 and 2 Str and 2 Con + 3d6 fire + 1d10 electric)
Full Attack +7 wounding icy blast rapier-hand +47/+42/+37/+32 melee (2d6+13+3 + 3d6 cold and 1 Con, 12-20/x2 and 2 Str and 2 Con + 3d6 cold) and +7 shocking burst fiery blast rapier-hand +47/+42/+38/+32 melee (2d6+13+3 + 3d6 fire + 1d6 electric, 12-20/x2 and 2 Str and 2 Con + 3d6 fire + 1d10 electric)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities, tripping thrust, swift strike, clash
Special Qualities Class features, augmented critical, construct traits, SR 27, vulnerabilities
Saves Fort +24 Ref +33 Will +22
Abilities Str 22, Dex 38, Con -, Int 16, Wis 19, Cha 18
Skills Balance +44, Bluff +27, Climb +18, Diplomacy +27, Escape Artist +37, Jump +36, Sense Motive +27, Spot +11, Tumble +44
Feats Cleave, Combat Expertise (B), Combat Reflexes (B), Dodge (B), Great Cleave, Greater Two-Weapon Fighting, Improved Critical (rapier-hand) (B), Improved Disarm (B), Improved Initiative, Improved Sunder, Improved Two-Weapon Fighting, Improved Whirlwind Attack (E), Mobility (B), Power Attack, Quicken Spell-Like Ability (haste), Spring Attack (B), Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse (B), Whirlwind Attack
Environment Any ground, atmosphere or wildspace
Organization Solitary or with 10-30 silver soldiers
Challenge Rating 28
Treasure None
Alignment Chaotic good

The Executor is a specially modified nimblewright that serves as the ground commander of the Silver Hellstar's fleet.

As the leader of the vanguard, the Executor's mission is to slay all sentient creatures on a world before the deadline. It selects those who can recall souls as primary targets and dispatches its forces accordingly.

The Executor conceals itself as a human to build a power base, from which it can direct its armies, both machine and mortal.

In addition to its specially-made armor and weapons, the Executor wears a major ring of cold resistance, gloves of epic dexterity +8, bracers of armor +10, a ring of protection +10 and a cloak of epic resistance +7.

Combat
The Executor is a melee specialist devoted to the quick kill. It moves with blinding speed, targeting divine casters first, then arcane, and finally bringing its weapons to bear against any remaining threats. It employs Spring Attack followed by an Improved Whirlwind to engage multiple targets simultaneously, and clashes its swords together to distract casters while it attacks.

Class Features

Grace (Ex) The Executor gains a +3 competence bonus to Reflex saves providing it is not carrying more than a light load.

Insightful Strike (Ex) The Executor adds its Int bonus to damage. Creatures immune to critical hits are unaffected by this bonus damage.

Dodge Bonus (Ex) The Executor can designate one opponent during each turn against whom it receives a +4 dodge bonus.

Acrobatic Charge (Ex) The Executor can charge through allies or over difficult terrain.

Improved Flanking (Ex) The Executor gets a +4 bonus when flanking instead of +2.

Lucky (Ex) Once per day the Executor may reroll any one failed ability check, skill check, saving throw or attack roll.

Acrobatic Mastery (Ex) The Executor may always take 10 on a Jump or Tumble check.

Weakening Critical (Ex) The Executor deals 2 Str damage on a critical hit. Creatures immune to critical hits are unaffected by this bonus damage.

Wounding Critical (Ex) The Executor deals 2 Con damage on a critical hit. Creatures immune to critical hits are unaffected by this bonus damage.


Swift Strike (Ex) The Executor can use its natural weapons as light weapons. This allows it to make iterative attacks.

Tripping Thrust (Ex) On a successful critical hit, the Executor's foe must make a Reflex save (DC 31) or be knocked prone as if tripped.

Clash (Su) As a swift action, the Executor can smash its two blades together. The conflicting energy of the two enchantments calls forth a scintillating pattern in a 30 ft. burst that lasts for 5 rounds.

Augmented Critical (Ex) The Executor threatens a critical hit on a natural attack roll of 12-20.

Vulnerabilities Cold damage slows the Executor for 3 rounds. Fire damage stuns it for one round.

Spell-Like Abilities (Sp) At will - alter self, cat's grace, entropic shield, feather fall, haste. Caster level 10th, save DCs Charisma-based.

arguskos
2008-12-11, 06:48 PM
The Hellstar's sign is the Seal of Binding. Which just makes it that much more dangerous.
Ah. That's.... pretty scary. I thought it might be the Seal, but wasn't sure if you tweaked it or not.

Also, that nimblewright is pretty damn sexy. :smallwink:

afroakuma
2008-12-11, 06:51 PM
Yes, the Sign is an Elder Evils thing.

More teasers:


http://i447.photobucket.com/albums/qq194/afroakuma/HellstarOutline.png

The dungeon outline.

LordZarth
2008-12-11, 07:56 PM
Oh. My. God. Just--wow. Thank you so much, afroakuma. That's just amazing.

Zeta Kai
2008-12-11, 08:57 PM
An interesting question: you've stated (& statted) that the Hellstar is Colossal. But exactly how large is it. I've looked over the entries & I don't see an exact height or weight listed. So, not to pry too much, just how big is it?

afroakuma
2008-12-11, 09:18 PM
The Silver Hellstar (the villain) is roughly 50 ft. tall and 30 ft. wide, 40 ft. long although it bears itself at an upward incline.

The Silver Hellstar (the machine) is nearly one mile long.

Shadow_Elf
2008-12-11, 09:36 PM
Until Shadow Elf- or some lunatic like myself- converts it to 4e:smallwink:

That would actually make an awesome next project once VUACS is done. Consider your concept stolen, afro :smallbiggrin:.

Also, in case anyone still cares, the Vote Up a Monster 4e #2 Result is finally up... though its not the campaign-centric super awesome that is Afro's super robo.

afroakuma
2008-12-11, 09:38 PM
Well, yeah, but I had to. Nobody's vote-spiting you. :smalltongue:

afroakuma
2008-12-11, 10:11 PM
Beacon Probe
Small Construct
HD 1d10+10 (15 hp)
Speed Fly 30 ft. (6 squares) (perfect)
Init: +2
AC 17; touch 13; flat-footed 15 (+4 natural, +2 Dex, +1 size)
BAB +0; Grp -8
Attack None
Full Attack None
Space 5 ft.; Reach 0 ft.
Special Attacks Spell-like abilities
Special Qualities DR 5/-
Saves Fort +0 Ref +2 Will +2
Abilities Str 3, Dex 15, Con -, Int -, Wis 14, Cha 1
Skills
Feats Ability Focus (charm person) (B)
Environment Any
Organization Solitary or awakening (6-10)
Challenge Rating 2
Treasure Half gems
Alignment Always neutral
Advancement 2-10 HD (Small)
Level Adjustment -

Beacon probes are the first wave of offense for the Silver Hellstar's world purge. These miniature constructs use magic to convince mortals to join the purge.

A beacon probe is a 3 ft. diameter silver sphere, bereft of markings save for a blue sunburst. It bobs lazily in midair and attempts to avoid contact with all objects.

Beacon probes can communicate telepathically with any creature that they have charmed, although they can only deliver preprogrammed commands to defend themselves, destroy food stores and crops or attack other mortals.

Combat
Beacon probes cannot attack, but they can use their mind-affecting powers to gather minions that act on their behalf. Beacon probes can deliver very convincing, preprogrammed arguments in favor of the purge, but are otherwise utterly uninventive.

Spell-Like Abilities (Sp) At will - charm person. 1/day - confusion, invisibility. Caster level 10th, save DCs Wis-based.

arguskos
2008-12-11, 10:39 PM
Shouldn't the Beacon Probe have DR 5/something rather than Hardness 5? Hardness is reserved for objects I think.

Beyond that, looks cool. I like the "Beacon probes can deliver very convincing, preprogrammed arguments in favor of the purge, but are otherwise utterly uninventive" bit.

afroakuma
2008-12-11, 11:03 PM
*shrug* It's a solid construct. For all practical purposes, it is an object.

But just to cover my butt, I'll change it.

arguskos
2008-12-11, 11:12 PM
*shrug* It's a solid construct. For all practical purposes, it is an object.

But just to cover my butt, I'll change it.
Fair enough, just thought I'd point that out. I didn't mean to criticize! *cowers in corner feeling bad* :smallwink:

afroakuma
2008-12-11, 11:16 PM
Warning. Hellstar has reached perihelion. Focus is set. Targeting reticle dispersed. Coordinates: arguskos.

Warning. Hellstar main weapon to fire in three minutes. Warning.

arguskos
2008-12-11, 11:32 PM
Warning. Hellstar has reached perihelion. Focus is set. Targeting reticle dispersed. Coordinates: arguskos.

Warning. Hellstar main weapon to fire in three minutes. Warning.
AAIEEEEE!!!!!!!!!! RUN AND HIDE!!!!!!!

*flees* *is obliterated by Hellstar*

Zeta Kai
2008-12-11, 11:52 PM
Shouldn't the Beacon Probe have DR 5/something rather than Hardness 5? Hardness is reserved for objects I think.

For the record, the Cell Block from the Elemental Plane of Flesh has Hardness as opposed to Damage Reduction. But that's because a Cell Block specifically has Object Traits, & most of the plane is made of Cell Blocks, so it's somewhat appropriate.

afroakuma
2008-12-11, 11:54 PM
Meh. Anyways, I have a few more monsters to do, then the dungeon, then the last of the Elder Evil layout, including aftermath (if any).

afroakuma
2008-12-12, 09:01 AM
Master Probe
Small Construct
HD 4d10+10 (32 hp)
Speed Fly 60 ft. (12 squares) (perfect)
Init: +2
AC 25; touch 15; flat-footed 23 (+10 natural, +4 Dex, +1 size)
BAB +3; Grp -5
Attack Ice ray +8 ranged touch (2d4+4 cold)
Full Attack Ice ray +13 ranged touch (4d4+4 cold, 19-20/x2)
Space 5 ft.; Reach 0 ft.
Special Attacks Spell-like abilities, focus ray
Special Qualities DR 10/-, SR 20, telepathy 200 ft., programming
Saves Fort +1 Ref +3 Will +3
Abilities Str 3, Dex 18, Con -, Int 12, Wis 18, Cha 1
Skills Bluff +11*, Diplomacy +11*
Feats Ability Focus (dominate person), Weapon Focus (ray)
Environment Any
Organization Solitary or revelation (1-3 plus 8-10 beacon probes)
Challenge Rating 6
Treasure Standard gems
Alignment Always neutral
Advancement 5-12 HD (Small)
Level Adjustment -

Master probes are the elite mind-control drones employed by the Silver Hellstar against difficult or important targets. They are tasked with rallying mobs, brainwashing the powerful and eliminating the greatest forces for good.

A master probe is a 3 ft. diameter silver sphere, covered in small markings of a gold alloy, with the usual blue sunburst. It also has a single flat horn protruding from its upper hemisphere, which generates magical rays. It bobs lazily in midair and attempts to avoid contact with all objects.

Master probes can communicate telepathically with any creature that has a language.

Combat
Master probes rarely need to join combat; they mind-control powerful mortals to execute their agendas. If necessary, they will provide support with focused rays for as long as possible.

Focus Ray (Ex) If the master probe uses its ray as a full-round action, it does an additional 2d4 cold damage, gains a +5 synergy bonus to its attack roll and doubles the critical threat range.

Programming (Ex) The master probe uses its Wisdom modifier instead of its Charisma modifier on Bluff and Diplomacy checks.

Spell-Like Abilities (Sp) At will - charm person, slow. 3/day - charm monster, crushing despair, detect magic, invisibility, magic missile. 1/day - cone of cold, dominate person. Caster level 12th, save DCs Wis-based.

paddyfool
2008-12-12, 01:04 PM
This villain, and all he brings with him, is awesome supreme.

I want to play this campaign. As an emo, morally conflicted, ultimately epic blackguard.

Blue Ghost
2008-12-12, 09:07 PM
Sorry, I've been away for the past couple days, what's u--

Gasp. *faints*

How do you do it?

afroakuma
2008-12-12, 09:17 PM
I keep a secret stash of molten awesome.

afroakuma
2008-12-12, 10:31 PM
Lead Soldier
Medium Construct
HD 8d10+20 (64 hp)
Speed 20 ft. (4 squares)
Init: -2
AC 18; touch 8; flat-footed 18 (+10 natural, -2 Dex)
BAB +6; Grp +23
Attack Huge greatsword +15 melee (4d6+9, 19-20/x2) or slam +15 melee (4d8+9)
Full Attack Huge greatsword +15/+10 melee (4d6+9, 19-20/x2)
Space 5 ft.; Reach 15 ft.
Special Attacks Slam
Special Qualities DR 10/adamantine, spell immunity, weight, darkvision 60 ft.
Saves Fort +2 Ref +0 Will +1
Abilities Str 29, Dex 6, Con -, Int -, Wis 8, Cha 1
Skills
Feats Awesome Blow (B), Power Attack (B)
Environment Any
Organization Solitary or purging (4-8)
Challenge Rating 8
Treasure None
Alignment Always neutral
Advancement 9-16 HD (Medium); 17-30 HD (Large)
Level Adjustment -

Lead soldiers are the first line of offense in the Silver Hellstar's ground assault. They bear massive swords and use their prodigious weight to destroy.

A lead soldier resembles a dull brown, armored metal orc. Its face is fixed in a wicked rictus. Its pauldrons are two massive, pyramidal spikes.

Lead soldiers cannot speak, but can receive new commands from master probes.

Combat
A lead soldier prefers to employ the most efficient killing method - usually its sword. Utterly without fear, they attack with abandon until slain. They employ their slam attack to remove obstacles en route to a wounded target.

Slam (Ex) A lead soldier may make a slam attack at the end of a charge instead of using its sword. This shoulder check deals 4d8+9 damage and is automatically treated as an Awesome Blow (as per the feat) with twice the knockback and fall damage.

Spell Immunity (Ex) Lead soldiers are immune to any spell that is subject to spell resistance. Their leaden composition causes them to block certain other spell effects automatically.

Weight (Ex) Lead soldiers are treated as Huge creatures for the purpose of wielding weapons and for grapple checks. Lead soldiers cannot jump.

Blue Ghost
2008-12-12, 11:25 PM
I rememer I once made a PrC with the exact concept of your Belciara character: the Deceiver of Asmodeus for PrC Contest IV. (It's post #9. Sorry, I don't know how to link to a certain post.) If you'd like, you can use it for Belciara. For the divine casting prerequisite, you could maybe use Ur-Priest (that would fit the theme very well).

Reath
2008-12-12, 11:50 PM
Hmm.

Plan for defeating the Lead Soldier:

1) Jump across gap in ground that gives one enough space to avoid swords.

2) Shoot with ranged weapons/Fireball/Throw swords at the Soldiers.

3)???

4) Profit.

afroakuma
2008-12-12, 11:57 PM
Silver Soldier
Medium Construct
HD 16d10+20 (108 hp)
Speed 30 ft. (6 squares)
Init: +4
AC 31; touch 16; flat-footed 25 (+15 natural, +6 Dex)
BAB +12; Grp +18
Attack Bastard sword +19 melee (1d10+6, 19-20/x2)
Full Attack Bastard sword +19/+14/+9 melee (1d10+6, 19-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Dance of death, spell-like abilities
Special Qualities DR 10/magic, SR 22, fast healing 5, telepathy 300 ft., darkvision 60 ft.
Saves Fort +4 Ref +8 Will +6
Abilities Str 22, Dex 23, Con -, Int 17, Wis 18, Cha 1
Skills Hide +21, Move Silently +21, Search +18, Spot +18, Tumble +21
Feats Combat Expertise, Combat Reflexes (B), Dodge, Mobility, Quicken Spell-Like Ability (hold person), Spring Attack, Weapon Focus (bastard sword) (B)
Environment Any
Organization Solitary or band (3-6)
Challenge Rating 10
Treasure None
Alignment Always neutral
Advancement 17-28 HD (Medium)
Level Adjustment -

Silver soldiers are lethal, cunning constructs that form the main thrust of the Silver Hellstar's ground offensive. Fierce and deadly, they take and give orders and are among the most efficient troops the world has ever seen.

A silver soldier resembles a 7 ft. tall elf warrior in a full suit of silvery armor. It bears a masterwork bastard sword. Instead of a face, it has a perfectly flat, featureless surface. The glyph of the Hellstar (a blue sunburst) appears on its sternum.

Silver soldiers communicate telepathically with any creature that has a language and can conference with each other, with lead soldiers and with master probes.

Combat
In combat, the silver soldier is a canny opponent. It begins with haste, then combines a Quickened hold person with a coup de grace against nearby targets. Its next step is to perform its dance of death alternately with full attacks. Quickened hold person is usually accompanied by the telepathic command, "Submit and perish."

Dance of Death (Ex) Once every four rounds, a silver soldier may perform a Whirlwind Attack (as per the feat) while fighting defensively as a full-round action. The penalties to attacks from fighting defensively are reduced to -2 for the round.

Spell-Like Abilities (Sp) At will - hold person, invisibility, true strike. 3/day - cat's grace, flame blade, haste. 1/day - slay living. Caster level 10th, save DCs Wisdom-based.

Zeta Kai
2008-12-12, 11:59 PM
It's post #9. Sorry, I don't know how to link to a certain post.

Here's your link. I'm still amused by the accompanying picture.

BTW Afro, you gotta save some of that awesomesauce for the VUACS.

afroakuma
2008-12-13, 12:01 AM
Zeta: I have two days off. I'm going to repair that eaten PM in Word before trying to send it this time.

Reath: Two problems with your theory

1) Immune to fireball.

2) Where lead soldiers can't go, silver soldiers will appear.

Reath
2008-12-13, 12:28 AM
Darned magic immune construct thingies ravagin' the cosmos...

I don't suppose a better option would be throwing some really, really good acid on them?

afroakuma
2008-12-13, 12:30 AM
Quicksilver Knight
Medium Construct
HD 20d10+20 (130 hp)
Speed 60 ft. (12 squares)
Init: +9
AC 37; touch 23; flat-footed 28 (+14 natural, +9 Dex, +4 deflection)
BAB +15; Grp +18
Attack Longsword +24 melee (1d8+7 and poison, 19-20/x2)
Full Attack Longsword +24/+19/+14 melee (1d8+7 and poison, 19-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Poison, breath weapon
Special Qualities Phase, DR 15/magic, SR 28, regeneration 10, darkvision 120 ft.
Saves Fort +6 Ref +14 Will +11
Abilities Str 24, Dex 29, Con -, Int -, Wis 20, Cha 1
Skills
Feats Combat Reflexes (B), Dodge (B), Mobility (B), Weapon Finesse (B)
Environment Any
Organization Solitary or troop (1 plus 4-6 silver soldiers and 8-16 lead soldiers)
Challenge Rating 13
Treasure None
Alignment Always neutral
Advancement 21-30 HD (Medium)
Level Adjustment -

Quicksilver knights are foul weapons sent to reinforce the most heavily targeted areas. Very rare, they are one of the most potent weapons in the Silver Hellstar's ground forces.

A quicksilver knight resembles an armored human, though it is clearly made out of a chromelike liquid and holds form very tenuously. A single longsword blade is projected from one of the two hands. Where the head would be extends the shape of a large, hooded cobra's head.

Quicksilver knights receive commands from master probes and understand silver soldiers, but cannot communicate.

Combat
A quicksilver knight attacks swiftly and with a killer instinct. It will employ its breath weapon against massed foes, then close to melee and attack with abandon.

Poison (Ex) Contact, Fortitude DC 22, initial damage 1d6 Con, secondary damage 1d6 Str, Dex, Con and Wis. The save DC is Constitution based and includes a +2 racial bonus.

Breath Weapon (Su) 30-foot cone, affected by poison (as the spell), Fortitude negates DC 20. The save DC is Constitution-based. The quicksilver knight can use this ability once per day.

Phase (Ex) The implacable quicksilver knights are composed of liquid and can pass through anything short of a complete seal, such as an antimagic shell or wall of force. This ability functions as the spell phase door without a limit for the thickness of the barriers, but cannot be used to allow other creatures to pass.

Regeneration (Ex) Quicksilver knights take normal damage from cold, electricity and sonic effects. Sulfur that touches them deals 1d8 damage that cannot be healed by any means.

afroakuma
2008-12-13, 12:33 AM
Mithril Soldier
Medium Construct
HD 24d10+20 (152 hp)
Speed 40 ft. (8 squares)
Init: +11
AC 43; touch 21; flat-footed 32 (+22 natural, +11 Dex)
BAB +18; Grp +27
Attack +3 keen bastard sword +27 melee (1d10+12, 17-20/x2)
Full Attack +3 keen bastard sword +27/+22/+17/+12 melee (1d10+12, 17-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Dance of death, kill strike, spell-like abilities
Special Qualities DR 20/adamantite, SR 28, fast healing 5, telepathy 300 ft., darkvision 60 ft.
Saves Fort +8 Ref +19 Will +14
Abilities Str 28, Dex 33, Con -, Int 21, Wis 22, Cha 10
Skills Balance +38, Hide +38, Jump +36, Move Silently +38, Search +32, Spot +33, Tumble +38
Feats Cleave (B), Combat Expertise, Combat Reflexes (B), Dodge, Great Cleave (B), Mobility, Power Attack, Quicken Spell-Like Ability (haste), Quicken Spell-Like Ability (hold monster), Quicken Spell-Like Ability ([I]true strike[/I), Spring Attack, Weapon Focus (bastard sword) (B)
Environment Any
Organization Solitary or band (2-4)
Challenge Rating 17
Treasure None
Alignment Always neutral
Advancement 25-36 HD (Medium)
Level Adjustment -

Mithril soldiers are superior variants of the standard silver soldier, usually retained to man the Silver Hellstar.

A mithril soldier resembles a 6 ft. tall elf warrior in a full suit of silvery armor. It bears a masterwork bastard sword. Instead of a face, it has a perfectly rounded, featureless surface. The glyph of the Hellstar (a blue sunburst) appears on its sternum.

Mithril soldiers communicate telepathically with any creature that has a language and can conference with each other, silver soldiers, lead soldiers and master probes.

Combat
In combat, the mithril soldier is implacable. It begins with haste, then combines a Quickened hold person with a coup de grace against nearby targets. Its next step is to perform its dance of death alternately with full attacks. Quickened hold person is usually accompanied by the telepathic command, "Submit and perish."

Dance of Death (Ex) Once every three rounds, a mithril soldier may perform a Whirlwind Attack (as per the feat) while fighting defensively as a full-round action. The penalties to attacks from fighting defensively are reduced to -2 for the round.

Kill Strike (Ex) On a critical hit (including coup de grace), the mithril soldier adds its Strength bonus again to the total damage.

Spell-Like Abilities (Sp) At will - greater invisibility, hold monster, true strike. 3/day - cat's grace, flame blade, haste, Otiluke's freezing sphere, true seeing. 1/day - circle of death, prismatic spray, slay living. Caster level 18th, save DCs Wisdom-based.

afroakuma
2008-12-13, 08:36 AM
Iron Juggernaut
Huge Construct
HD 32d10+40 (216 hp)
Speed 30 ft. (6 squares)
Init: -2
AC 36; touch 6; flat-footed 36 (+30 natural, -2 Dex, -2 size)
BAB +24; Grp +47
Attack Slam +38 melee (4d8+15, 19-20/x2)
Full Attack 2 slams +38 melee (4d8+15, 19-20/x2)
Space 15 ft.; Reach 15 ft.
Special Attacks Breath weapon, trample 4d8+22
Special Qualities DR 15/adamantine, immunity to magic, low-light vision, darkvision 120 ft.
Saves Fort +10 Ref +8 Will +10
Abilities Str 41, Dex 7, Con -, Int -, Wis 11, Cha 1
Skills
Feats Improved Critical (slam) (B), Power Attack (B), Weapon Focus (slam) (B)
Environment Any
Organization Solitary or siege (1-4 plus 8-12 lead soldiers)
Challenge Rating 17
Treasure None
Alignment Always neutral
Advancement 33-44 HD (Huge)
Level Adjustment -

Iron juggernauts are animated siege engines, leaders of the ground assault against entire cities.

Implacable and menacing, iron juggernauts resemble massive iron golems. Pulleys and rollers within the leg structure gives them greater speed, and their massive frames feature some improvements that increase their killing strength.

Iron juggernauts cannot speak.

Combat
An iron juggernaut does not hesitate to trample foes in a rush to incapacitate as many as possible. It delivers its breath weapon against those that remain alive, then closes to make full attacks.

Breath Weapon (Su) 20-foot cube, cloud of poisonous gas lasting 1 round, usable as a free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 26 negates. The save DC is Constitution-based.

Trample (Ex) Reflex DC 41 half. The save DC is Strength-based.

Immunity to Magic (Ex) An iron juggernaut is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the construct, as noted below.

A magical attack that deals electricity damage slows an iron juggernaut (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that deals fire damage breaks any slow effect on the juggernaut and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the juggernaut to exceed its full normal hit points, it gains any excess as temporary hit points. An iron juggernaut gets no saving throw against fire effects.

An iron juggernaut is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

afroakuma
2008-12-13, 09:13 AM
Silver Shrike
Medium Construct
HD 12d10+20 (86 hp)
Speed Fly 60 ft. (12 squares) (good)
Init: +6
AC 26; touch 12; flat-footed 20 (+10 natural, +6 Dex)
BAB +9; Grp +13
Attack Claw +15 melee (1d8+4)
Full Attack 2 claws +15 melee (1d8+4) and bite +13 melee (2d4+2)
Space 5 ft.; Reach 5 ft.
Special Attacks Fireball, pounce
Special Qualities DR 10/magic, SR 20, low-light vision, darkvision 180 ft.
Saves Fort +4 Ref +10 Will +4
Abilities Str 18, Dex 23, Con -, Int -, Wis 14, Cha 1
Skills
Feats Flyby Attack (B), Multiattack (B)
Environment Any
Organization Solitary or flock (5-8)
Challenge Rating 8
Treasure None
Alignment Always neutral
Advancement 13-20 HD (Large)
Level Adjustment -

Silver shrikes are air attackers deployed against primary targets by the Silver Hellstar. Quick and lethal, they are programmed to kill swiftly.

A silver shrike is crafted to resemble a bird of prey. Its head is simply a smooth silver hook with a barbed jaw beneath. Two raking claws fold up neatly under the body, where they may carry a beacon or master probe. The standard shrike is about five feet in length.

Silver shrikes cannot speak or hear.

Combat
The silver shrike prefers flyby strikes with a claw or a fireball, pouncing on foes only when they have no nearby support or if they are considered high priority.

Fireball (Sp) As a standard action, a silver shrike may spit a fireball up to 800 ft. as the spell cast at 10th level. A Reflex save (DC 15) halves the damage dealt. The save DC is Wisdom-based.

Pounce (Ex) The silver shrike may end a charge with a full attack.

afroakuma
2008-12-13, 09:49 AM
Silver Hellkite
Gargantuan Construct
HD 44d10+60 (302 hp)
Speed Fly 120 ft. (12 squares) (average)
Init: +4
AC 30; touch 10; flat-footed 26 (+20 natural, +4 Dex, -4 size)
BAB +33; Grp +62
Attack Claw +46 melee (4d6+17) or pinion +33 ranged (2d10 + 1 Dex)
Full Attack 2 claws +46 melee (4d6+17) and bite +44 melee (4d6+8) or 4 pinions +33 ranged (2d10 + 1 Dex)
Space 20 ft.; Reach 20 ft.
Special Attacks Breath weapon, meteor swarm, storm of vengeance, pinion, improved grab
Special Qualities Carrying capacity, DR 20/magic, SR 32, low-light vision, darkvision 180 ft.
Saves Fort +4 Ref +10 Will +4
Abilities Str 45, Dex 18, Con -, Int -, Wis 18, Cha 1
Skills
Feats Flyby Attack (B), Precise Shot (B), Shot on the Run (B)
Environment Any
Organization Solitary or nest (2-5)
Challenge Rating 18
Treasure None
Alignment Always neutral
Advancement -
Level Adjustment -

Silver hellkites are among the most dangerous constructs in the Silver Hellstar's fleet. These deadly, graceful flying machines carry forces to land and attack the most important bastions of good.

A silver hellkite resembles a massive, chrome eagle. Its wings feature mechanical implements, and its feathers are iridescent and bladed. Two vicious claws fold up neatly under the body, next to a hangar built into its body. The standard hellkite is about 35 feet in length from head to tail.

Silver hellkites cannot speak or hear.

Combat
A silver hellkite will usually begin any serious combat with either meteor swarm or storm of vengeance. After a salvo with its breath weapon, it will swoop down to grab creatures, dropping them from great heights. This pattern repeats as necessary.

Breath Weapon (Su) Line of lightning, 5 feet high, 5 feet wide, and 200 feet long, once every 1d4 rounds, damage 12d6 electric, Reflex DC 32 half. The save DC is Constitution-based.

Meteor Swarm (Sp) Once per day, a silver hellkite can call down a meteor swarm as the spell cast at 20th level. The Reflex save DC is 23 and is Wisdom-based.

Storm of Vengeance (Su) Once per week, a silver hellkite can call down an Extended storm of vengeance as the spell cast at 20th level. The hellkite does not need to concentrate; the storm will maintain itself for the full 20 rounds. The hellkite will usually move out of the area after creating the storm. The save DC to avoid any of the storm's effects is 36, and is Wisdom-based.

Storm of vengeance cannot normally be Extended. For cinematic effect and increased threat, maintain the 5th round effect until the spell expires, and repeat the acid rain, lightning bolts & hail as per the following table:

{table=head]Round|Effect|Effect
1|Deafening
2|Acid rain
3|Lightning bolts
4|Hail
5|Rain & wind
6||Rain & wind continue
7||Rain & wind continue
8|Acid rain|Rain & wind continue
9|Lightning bolts|Rain & wind continue
10|Hail|Rain & wind continue
11||Rain & wind continue
12||Rain & wind continue
13||Rain & wind continue
14|Acid rain|Rain & wind continue
15|Lightning bolts|Rain & wind continue
16|Hail|Rain & wind continue
17||Rain & wind continue
18||Rain & wind continue
19||Rain & wind continue
20|Spell abates|Rain & wind continue
[/table]

Pinion (Ex) The silver hellkite's pinions have a range increment of 90 ft. The weight and clumsiness of an embedded pinion deals 1 temporary Dex damage until the pinion is removed with a Heal check (DC 20).

Improved Grab (Ex) If the silver hellkite hits a Large or smaller opponent with its claw attack, it can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and deals claw damage automatically each round. The hellkite will usually try to fly skywards and drop held creatures.

Carrying Capacity Each silver hellkite has a miniature hangar that allows them to store one Huge, two Large or up to nine Medium or Small creatures.

Debihuman
2008-12-13, 09:53 AM
Brew Potion (C), Cleave, Craft Construct (B), Craft Magic Arms and Armor (C), Craft Rod, Craft Wand (C), Devastating Critical (smash) (E), Epic Fortitude (E), Epic Reflexes (E), Epic Will (E), Great Cleave, Greater Two-Weapon Fighting, Improved Critical (smash), Improved Initiative, Improved Two-Weapon Fighting, Overwhelming Critical (smash) (E), Perfect Two-Weapon Fighting (E), Point-Blank Shot, Power Attack, Quicken Spell-Like Ability (feeblemind) (B), Quicken Spell-Like Ability (polar ray), Scribe Scroll (C), Superior Initiative (E), Two-Weapon Fighting, Two-Weapon Rend (E), Weapon Focus (smash)


Just a quick question: What to the letters "C" and "E" refer to? B should be for Bonus feats but I'm guessing that E is for Epic feats and C is for Class feats.

Debby

afroakuma
2008-12-13, 09:59 AM
That is correct.

Mercenary Pen
2008-12-13, 11:25 AM
So does Meteor Swarm.

afroakuma
2008-12-13, 11:31 AM
The Silver Hellstar

Key Features

Physical Hazards:

The Silver Hellstar takes up position in the planetary mesosphere, where temperatures drop to -100°C (-148°F), which is a killing cold (2d6 cold damage per round of exposure, no save). Most of the Hellstar is reasonably insulated, but temperatures within are rarely above -29°C (-20°F), which is extreme cold conditions. Unprotected liquids will freeze, cracking their containers. Characters take 1d6 lethal cold damage per minute (no save), and must make a Fortitude save (DC 15 +1 per previous check) or take 2d4 points of subdual damage. Those wearing metal armor or touching a metal object are affected as if by a chill metal spell.

The low oxygen and changed air pressure cause altitude sickness and altitude fatigue in all living creatures. Characters must succeed on a Fortitude save (DC 25 +1 per previous check) every hour or become fatigued until they return to 5000 ft. above sea level. Every six hours, another Fortitude check (DC 25 +1 per previous check) must be passed; otherwise, the character takes 2 points of damage to each ability score. A Will save (DC 30) is necessary to get any rest. Within 24 hours, digestion becomes impossible. Every day, every character takes 1 permanent Con damage from the lethal altitudes.

Fire effects deal half their set damage and are reduced in area by half due to reduced oxygen availability.

The Hellstar's walls contain a lead alloy. They cannot be passed through via phase door or passwall. The Hellstar has no Ethereal Plane links.

Magical Hazards:

With the presence of the Seal of Binding, all Conjuration (calling, summoning, teleportation) spells fail. Divine spells are cast at -4 caster level, and divine spellcasters incur a 20% chance per spell of not regaining it while replenishing spells. Divination effects that contact extraplanar beings also fail.

Divine magic does not function against the physical Hellstar; even personal effects will be siphoned away through contact with the Hellstar's surface.

When the Hellstar begins crafting a new magical item or construct, surges of arcane energy pass through the whole structure. Roll 1d8 once on the following table once per day.

{table=head]Roll|Surge Result
1|No effect
2|Greater dispel magic at 30th level
3|Greater dispel magic at 30th level, targeted against one item per character.
4|Prismatic spray hits each character once. (Save DC 34)
5|Reverse gravity sends each character flying 100 ft. up to the ceiling, then drops them back. (No save)
6|Temporal stasis traps one character (Fort save DC 40 negates)
7|Greater invisibility and silence on all creatures in the Hellstar at 20th level. (No save, no SR).
8|Spellcasters lose their highest-level spell slots for the day. (No save)
[/table]

Special Hazards:

In addition to the stored forces, guardians and traps of the Hellstar, players must contend with a deadline: from the time the Hellstar arrives in position, the party has only three days to destroy it before it fires its killing ray.

Those that die on the Hellstar are subject to soul bind (Will save DC 50 negates). The enormous crystal prison at the Hellstar's base serves as the spell focus.

Zeta Kai
2008-12-13, 09:04 PM
You just can't stop, can you? :smallwink: I doubt your power to let this go.

afroakuma
2008-12-13, 09:08 PM
I can stop once the dungeon is completed. The one-two punch of Halshaddon and the Silver Hellstar's core is too good an opportunity to pass up.

On a side note: You doubt my power?

Zeta Kai
2008-12-13, 09:28 PM
On a side note: You doubt my power?

1) Fixed that for you.

2) In this case, yes, I do. :smallbiggrin:

afroakuma
2008-12-13, 09:42 PM
Few dungeon sections left, and then I will be done.

And no, power must be in blue. All power is blue.

Owrtho
2008-12-13, 11:08 PM
You have a point. Strong evil power is often in purple which is part blue, and even fire is blue when hot enough. Maby blue is the colour of power...

Owrtho

afroakuma
2008-12-13, 11:09 PM
Power has decided that there are no maybes about power's color.

It is blue.

Juhn
2008-12-13, 11:33 PM
In my experience, evil "power" tends to be red (of course, it's not real power since blue is the colour of power. Perhaps it's contaminated, or something). Good guys tend to have more "pure" power, which manifests as blue. Obviously pure/'good' power is somehow higher on the electromagnetic spectrum than contaminated/'evil' "power". However, it is still lower on the electromagnetic spectrum than Zihaja.

...What? :smallbiggrin:

afroakuma
2008-12-13, 11:38 PM
Violence will ensue shortly. :smallannoyed:

thegurullamen
2008-12-13, 11:39 PM
Violence will ensue shortly. :smallannoyed:

Haven't we been down this road? Like, many, many times before?

Juhn
2008-12-13, 11:45 PM
Hey, I made no mention of hourglasses, nor any demands for spoilers. Violence here is unnecessary.

Zeta Kai
2008-12-14, 01:13 AM
Hey, I made no mention of hourglasses, nor any demands for spoilers. Violence here is unnecessary.

Does all violence have to be necessary? :smallamused:

Shadow_Elf
2008-12-14, 01:44 PM
Smite Forumgoer (ex): Afroakuma can cast smite forumgoer at-will as a spell-like ability. After hitting a viable target with a melee attack, Afroakuma can choose to smite forumgoer. It deals an additional 3d8 + Charisma modifier damage per caster level per blasphemous post the target has put in a Vote Up A -related thread in the past 48 hours. Will save for half damage is charisma based (DC= 25 + 1/2 Afroakuma's level + charisma modifier).

This is why people are often discouraged to doubt his [I]power.

Mercenary Pen
2008-12-14, 02:35 PM
Does all violence have to be necessary? :smallamused:

No, but unnecessary violence results in the theft of immortal souls.

afroakuma
2008-12-14, 03:12 PM
Shadow, you seem to have phrased that quite correctly...
Your fall is at hand. You will join us.

Juhn
2008-12-14, 03:41 PM
Obviously he's just gestalt now.

afroakuma
2008-12-15, 06:58 PM
Alright, it's time I finished this.

Bump for getting the dungeon finalized.

Limos
2008-12-15, 08:16 PM
Finalize the Dungeon! Yaaaay!

afroakuma
2008-12-17, 10:54 PM
Getting to the Hellstar

The best way to reach the Hellstar is via a re-enchanted Hellkite. The Hellkite should become available after the defeat of the Executor. If the players have in fact faced the Executor and the Hellstar is in position, read the following:

"The defeated construct kneels broken in front of you, barely able to keep itself upright. It props its neck up with a bent rapier-hand, glaring at you.

'You idiots,' it hisses. 'You stubborn, selfish fools. We were trying to help. We were trying to spare you all.'"

If one of the PCs questions this statement, the Executor uses its last bit of motion to point straight up. This is a very dramatic sight, and should be milked for all it's worth.

"The sigil in the sky burns a fiery blue, and the light of the sun and the clouds in the sky melt away, revealing a large, silvery object suspended ominously at the center of the menacing glyph."

A single hellkite is all that there is time to reasonably re-enchant. It takes four precious hours for the hellkite to arrive at A1.

Section A: The Crystal (http://www.youtube.com/watch?v=LgfrhUn2QrI)

http://i447.photobucket.com/albums/qq194/afroakuma/Base.jpg

Legend:
Green represents doors.
Magenta represents secret doors.
Yellow represents locked doors.
Red represents cross-area staircases.
Blue represents cross-area passages.

1: This is the landing targeted for the hellkite's docking. This entire area is without railings and barriers except for the base of the soul crystal. It is also fully-exposed.

2: This is the defense bulwark and catwalk for the soul crystal. If Belciara somehow survived back on the planet, she'll be here making her final stand. Regardless, four Large dread wraiths and eight silver soldiers monitor the length of the catwalk, and hurricane-force winds blow across. Ten minutes after the hellkite docks, a Huge shadow of the void arrives with murder in mind. All of these monsters are immune to wind effects.

Additionally, enchanted orbs are built into the crystal base. Once every five rounds, they unleash a meteor swarm at caster level 20 (save DC 25). There are two that are within sensing range of anything on the platform, although they ignore constructs. Each orb has hardness 35, 20 hp and immunity to spells.

3: This corridor is right above the main weapon shaft, and leads to the core of the crystal's enchantment. Being indoors, the cold here is merely extreme.

The lethal radiation from the weapon's enchantment burns magical items. All potions brought into this area go inert instantly. Other magical items spark and must make Will saves (DC 35, use the better of the item's or its possessor's save) or be dispelled.

Additionally, every round, the magical radiation deals a searing 6d6 damage (no save) to every creature within the corridor, as well as 2 permanent Con damage.

The corridor is filled with permanent solid fog, which reduces speed to one-tenth. Dread wraiths & the shadow of the void may pursue freely through the doors.

4: This area has a floor and walls of the blackest onyx. Two mithril soldiers guard each staircase and are ordered not to leave their posts to assist the other stair. Noise from this area will alert the denizens of area 5.

5: This is the antechamber to the soul crystal's controls. Xivasta, an infernal, and two pit fiend vassals wait here, guardians of the soul crystal.

On the ceiling above is Kuxbalatchak, an ancient bone devil necromancer. Treat him as a Huge (21 racial HD) Level 9 osyluth necromancer. Kuxbalatchak cannot move save for his hands and tail, and can only be attacked by airborne creatures or ranged attacks that can strike at his place in the ceiling (30 ft. above). The bone devil's grossly elongated tail allows him to make tail attacks against foes on the ground, although he likes to focus on casting.

The lever to release the lock on the door to area 6 is hidden within Kuxbalatchak's ribcage and requires a Search check (DC 25) to find while airborne. The DC from the ground is 40.

Effects that use negative energy are Empowered in this room, and their save DCs increase by 4.

6: This is the control chamber for the soul crystal's soul bind. The door is locked (Open Locks DC 45) and trapped with a permanent prismatic wall. Pushing any good outsider into the wall will disable it for five minutes.

Inside are three columns that reveal the flows of the most recently trapped souls, as well as a dark, twisting blue crystal in the center. A Use Magic Device check (DC 40) allows the user to find an individual soul and release it from the crystal. However, anyone who does so loses one level (no save).

7: These two narrow bridges lead to the arcing flight decks and runway areas. Due to the hurricane-force winds and narrow foothold, a Balance check (DC 50) is required to cross without being blown off. Characters going on all fours may instead attempt a Climb check (DC 45).

8: These areas are perfectly smooth and jut out towards the infinite nothingness. A Climb check (DC 65) is needed to even grab on to the surface, and a Strength check (DC 45) is required to actually climb back to the foothold.

Section B: The Flight Decks (http://www.youtube.com/watch?v=4T6KORBH0P0)

http://i447.photobucket.com/albums/qq194/afroakuma/Runways.jpg

Legend:

1: These areas are perfectly smooth and jut out towards the infinite nothingness. A Climb check (DC 65) is needed to even grab on to the surface, and a Strength check (DC 45) is required to actually climb back to the foothold.

2: This catwalk is still fairly narrow, but has the privileges of being magically protected from the winds, as is the entire flight deck. Except for the occasional passing probe or sentry, the catwalk is unoccupied.

3: Each of these areas is guarded by a trio of gelugons and a cornugon leader. They ignore movement on area 2 and areas 7A.

4: This area begins to slope upwards noticeably. There is a serious risk of encountering silver shrikes and silver hellkites randomly. Additionally, a 14th level cornugon barbarian monitors the nearby area 3 and the exchange of air traffic.

5: This area has a defined downward slope. It is heavily guarded: a complement of four iron soldiers and two iron golems are reinforced by a 12th level cornugon fighter.

6: Flocks of silver hellkites are grounded or flying overhead in these areas. They are all set to engage.

7: This is the main launching area for the lower flight deck. The slope levels off here. Two iron juggernauts patrol the area slowly, and hidden amongst the air traffic are three nightwings on the lookout for disruptions.

8: This is the main launch for the upper flight deck. This leveled-off runway is swarming with silver hellkites and directed by a Huge cornugon fighter.

9: Eight silver soldiers patrol these section, around a trio of anti-air cannons. Each cannon delivers a chain lightning cast at 20th level every 1d4 rounds (Reflex save DC 35 half). 1d6 rounds after a cannon goes off, two silver hellkites will descend and engage. Each anti-air cannon has hardness 20 and 150 hp.

10: A gelugon battalion guards this area, ready to reinforce the lower area 9 if need be. Four gelugon fighters and two gelugon rogues surround a 10th level gelugon bard.

11: Two more anti-air cannons flank an adamantine golem.

12: Four advanced mithral golems and a mithral soldier are ready to reinforce the anti-air cannons at area 11. If either is destroyed they will come running.

13: A pair of invincible defensive cannons flank this doorway, which is guarded by two adamantine golems. Each cannon can release a prismatic spray at 20th level once every 1d4 rounds (save DC 30).

14: Similar defensive cannons guard this gateway, along with a shadow of the void. It can and will pursue through the doors if need be.


Section C: The Lower Hangar (http://www.youtube.com/watch?v=7OTs_Rto_qc&feature=related)

http://i447.photobucket.com/albums/qq194/afroakuma/RunwayL.jpg

Until the thermal controls are activated, the entire level barring areas 8-14 is as cold as the external Hellstar.

1: This is the entrance to the lower hangar from the flight decks. The room is shielded with a permanent deeper darkness that resists all light spells. A shadow of the void and two winterwights lurk at the doors, hungering for the heat of the living.

Each door is locked with a magical rod, which requires an electrical jolt to trigger. A minimum of 2 electrical damage discharged into a rod will open its door.

If forced, the door requires a Strength check (DC 40) to breach. It has hardness 25 and 80 hp, and will discharge 8d6 electrical damage against anyone applying any significant physical force.

2: This room holds the thermal controls for the level. It also contains a crystal in the shape of the Hellstar, with magic tendrils depicting the transfers of arcane energy. A Knowledge (arcana) check (DC 45) will reveal that the crystal is harmonized to the Hellstar's actual arcane structure. With this information, a simple Spellcraft or Knowledge (arcana) check (DC 20) will reveal the control lines passing through area 22.

Triggering the thermal controls is simple, but all text in the room is written in Infernal. Once the thermal controls are on, the entire level barring areas 16 and 20 warms to a tolerable temperature, becoming a normal cold.

The room is trapped, however. On the floor is a copy of the Hellstar glyph in blue paint. Anyone stepping into the paint is struck by a weird effect (Will and Fortitude save DC 44).

3: Two adamantine golems guard each of these rooms as long as the thermal controls are inactive. When the heat is on, the golems deactivate.

4: This hallway is ensorcelled to drain life energy. Creatures within are affected by an energy drain (CL 30, save DC 31) each round that they remain in the hallway.

5: This room is covered in thick ice even when the thermal controls are active. It remains empty at all times.

6: This is the weapon stockroom. Mithril and adamantine weapons fill every shelf, rack and crate. In the back is an ethereal lock protecting a secret door. Spot DC 40 finds the door, Search DC 40 finds the lock. An ethereal/incorporeal creature or a ghost touch lockpick is needed to pick the lock (Open Locks DC 35). The door can be broken down as a wall of force.

In the locked room are the devils' magic items. 4d10 medium or minor, 2d8 major and 1d4 epic items can be found here.

7: Two quicksilver knights stand across the center of this room. Every creature entering this room becomes followed by a scrying sensor (CL 30, save DC 42).

8: This hallway is trapped with a foul effect that imposes a cumulative -2 resistance penalty to saving throws each round. Four quicksilver knights guard it. They are immune to the trap. The penalties disperse after one hour spent out of the hallway.

9: This hallway is not trapped, but enemies from nearby areas may follow here.

10: Silver soldiers are assembled here by unseen servants. This area attaches weapons. There is alchemical silver in a vat here; it is possible to take some.

11: Silver soldier armor is assembled in this area. The locked door requires a shocking grasp spell to open, much like the doors in area 1.

12: This room controls via a heavy lever (Strength check DC 30 to move) which type of soldier the Hellstar currently produces, lead, silver or mithril.

13: Inside this room are unseen artisans, variations on the unseen servant. They acquire the assembled soldiers from lifeless passwall gates in the walls, and finish detailing them. Soldiers are activated here and use a second lifeless passwall to proceed to area 17. Constructs can move freely between areas 10, 11, 13, 14 and 17.

14: At least four soldiers of any kind are present here, guarding the stairs to the next level. The stairs are screened by a cordon of negative energy that deals 120 damage to any creature entering it (no save.) This cordon can be deactivated in area 22.

15: This is the command deck for the entire lower hangar. A pit fiend commander monitors the activity below with two mithril soldiers as aides.

16: At every one of these positions is a grounded silver hellkite with 2d4 lead soldiers. Ideally, this should be enough to drive the players off.

17: At each of these positions are 2d6 silver soldiers and 1d4 quicksilver knights. Your players should start taking the hint.

18: Lead juggernauts are stored here. Many are disassembled but at least 3d4 should be operational.

19: Here stands the Heretic, a golem made from an alloy of adamantine and mithril. It joins any disturbance in an attempt to force your players to leave the hangar deck put down intruders.

20: This open runway is fully-exposed to the cold and the hurricane-force winds.

21: A gargantuan half-fiend blue dragon guards this room. It keeps true seeing cast at all times, watching the door. It uses all the magic items at its disposal to slay intruders.

22: Each of these rooms contains an operations router for the soul crystal. One focuses or widens the negative energy cordon on the staircases; the other concentrates or spreads the positive energy channel in area D18. Both need to be deactivated to progress through the Hellstar.

Section D: The Foundry (http://www.youtube.com/watch?v=BtSlfrcNAvQ)

http://i447.photobucket.com/albums/qq194/afroakuma/HangarM.jpg

1: This is the entryway to the upper level of the Hellstar's hangars and foundry. From here on out, stealth is key, as disturbances on the upper hangar (areas 1-7) will rouse the air and ground forces of the entire station.

2: An enormous hellkite is grounded here. If this level of the hangar is brought on alert, it will immediately activate and roll towards the runway at area 7, presenting a hazard for those who do not wish to be crushed underneath it.

3: This is an unmanned observation zone; though checked on once every five minutes, it offers an unrivaled opportunity to examine the current state of the world. A vertically-positioned crystal stands here, depicting the fleet, the hellkite and the world below.

4: This narrow area is unguarded and unwatched.

5: A pair of inactive hellkites are supervised by four lead soldiers.

6: Juggernauts patrol this area, parting to clear the flight deck for hellkites.

7: More juggernauts guard the runway, and both shrikes and hellkites may be present in these areas.

8: In this room, silver is poured into a force mold and infused with the magic to make it into a beacon probe. Four dread wraiths hide here, guarding against intrusion.

9: Identical to area 8, this cold, metallic room produces master probes. Its guard hides above the door. Centuries ago, Halshaddon bound a powerful pixie lich to his service; now it provides the sentience of the master probes and serves as guardian of the process.

10: In this supervisory room, a silver soldier with diviner levels has ledgers and crystal abacuses with which he carefully maintains the numbers of constructs and devils serving the Hellstar. He will not bother fighting, but will protest any interference with his equipment.

11: This large room is the loading area for hellkites. Troops to be moved come here to board, as well as magical resources. Four iron golems toil here under a pit fiend director, who will raise the station alarm.

12: This hallway is trapped with a freezing web, a horrible magical effect that replicates a web spell. On a successful Reflex save, strands of the web shatter, dealing 5d6 cold damage and 5d6 piercing damage. On a failure, the web deals 10d8 cold damage and 10d8 slashing damage to those caught in it, and breaking apart the web deals 5d6 piercing damage (no save.) The freezing web spawns when any creature enters a corner, and fills the entire hallway in front and behind. Spells with the Fire descriptor can clear a 10 ft. cubic section. The freezing web is produced at CL 26; the save DC is 35.

13: These are the chambers of the pit fiend supervisor. The include an elegantly appointed dragon-leather bed and the magically animated heat sacs of a remorhaz for that "home" feeling. Anyone other than an evil outsider who enters is struck by a targeted greater dispel magic cast at 20th level and then hit by a profane flame strike (CL 20th, save DC 30, profane instead of holy damage).

14: The chambers of the hangar master, usually an erinyes. As none is in residence, this room is set to cast a 20th level destruction (save DC 34) on every creature in the room each round. An antimagic field prevents this effect for its duration.

15: This hidden chamber is the Orrery, the heart of the Hellstar. A large mechanical device depicts the deployed Hellstar, including sorcerous conduits, soul crystal level and current aim of the station's primary weapon. Destroying the Orrery delays the firing of the cannon by one day and alerts the Silver Hellstar's command unit to the presence of intruders.

The Orrery also monitors magical item progress and can recharge up to 20 charges in any combination of magical items.

16: This is the lockdown point for a disturbed station. If the alarm has been sounded, the doors will lock upon entry and the following spells will be cast at each individual in the room at 20th level, one per round. In order:

greater dispel magic, insanity, prismatic spray, imprisonment, horrid wilting

The locks are nearly impossible (DC 55) and the doors are coated in a prismatic wall. Should either door be breached, the traps will cease immediately.

17: If the players have taken more than one day to get to this point since landing, the Executor awaits them here. It is not fully rebuilt (remove four swashbuckler levels and impose a -2 penalty to AC, attacks and saves) but has the backing of two mithril soldiers. The locked room adjoining contains a scroll of mass heal, deliberately placed by Halshaddon.

18: This room stores spare armor parts for soldiers and holds the giant chrome conduits for the Hellstar's energy. There are no hazards here. The room adjoining has a staircase to the upper deck, but it is inaccessible due to being along the primary channel for the Hellstar's laser cannon. This Huge steady beam of positive energy cuts across the staircase, dealing 20d10 electric damage and 20d10 force damage to anything coming in contact with it (no save). It can be deactivated in area C22.

19: This area holds reinforcements for soldiers on the lower deck and in the foundry hangar (areas 1-11). They are not hostile unless an alarm is triggered.

Section E: The Command Deck (http://www.youtube.com/watch?v=fEEUNhqxPNo&feature=related)

http://i447.photobucket.com/albums/qq194/afroakuma/FortressH.png

1: This is the main entrance to the command deck. To the south are the temple and cloister of Asmodeus, currently in disuse with the fall of the cult on the world below. Northwards is the deep command area including the passage to the command unit's dock below the sphere. The command deck is mostly deserted, to play on players' fear.

A Note on Areas 2-10
These areas are the temple and cloister of Asmodeus. The campaign outline above suggests that these areas will be abandoned; however, if the cult of Asmodeus should survive until this point, you may have them encountered here.

2: The nave of the temple of Asmodeus, currently abandoned.

3: The libraries of the temple. Scrolls with various priest spells (most of them vile) are found in these areas.

4: The temple itself. Also serves as a rallying point for the clerics.

5: The hidden, spacious apartments of the high priest in residence have a capacious window overlooking the Hellstar and the world below. The high priest kept powerful magical items here under ward, as well as severa high-level scrolls.

6: Side dispensaries, with pools of unholy water.

7: Gathering and mess halls for the priests in residence.

8: These hallways lead to the secondary weapons of the Silver Hellstar, which are used to drive off spaceborne foes including spelljammers.

9: Quarters for priests.

10: Quarters for priests of higher rank.

11: This area is at a notable elevation. It is the separation point for the main Hellstar to be removed from the deep command areas. After three days, area 12 will disjoin from this area, and it will not be possible via conventional means to reach the deep command areas any longer.

12: Three shadows of the void await.

13: In each of these areas waits a demilich. If the shadows of the void in area 12 are slain, one of the demiliches will trail the party one minute later and attack in the halls beyond. The other will proceed to the high priest's chambers and wait.

14: This is the meeting hall for the Hellstar's commanding officers. It is in only mild disuse, having recently hosted a meeting.

15: This chamber leads to Belciara's quarters. It is her receiving room. Currently, it is likely in disuse, as she should have been defeated. If not, two pit fiends guard the doors.

16: These are Belciara's opulent quarters.

17: Belciara retains her armory here, as well as a crystal ball and an artifact that allows the casting of a gate spell once per year. She has not yet used this privilege, meaning the players are able to perform one summoning via gate spell in this room.

18: In the event of a separation, this is the room appointed for the high priest's use.

19: Halshaddon's antechamber is festooned with perverse, staring eyeballs. Once the party enters, Halshaddon will be aware of them and will telepathically greet them, inviting them up.

20: See Halshaddon below.
Halshaddon (http://ca.youtube.com/watch?v=oqD1GsdnHBk)

http://pictures.linkmesh.com/dragons/imagenes/golden_demon-dragon.jpg

The elegant devil awaits in his quarters, which have been cleared of obstacles for the final conflict. If the PCs will allow him time to talk, he'll answer many of their questions quite candidly; at the first sign of spellcasting or other hostility, however, he'll strike. He will admit to not wanting to live, and that the command unit, which he cryptically refers to as the "true" Silver Hellstar, is beyond him. He also asks that if he die, the Hellstar be destroyed so that he may finally pass on. The doors do not open until Halshaddon is dead, and cannot be breached in any other fashion.

Halshaddon should be a very difficult battle, as every attack he makes drains levels and restores his HP. He is protected from holy effects by his tunic. Though he cannot summon, he exploits his advantages by making full attacks whenever possible.

If slain, Halshaddon dies rather peacefully, and the doors open. He will never reform in the Hells.

Beyond Halshaddon's chamber is the staircase to the Silver Hellstar's command unit...
The Final Confrontation (http://ca.youtube.com/watch?v=R0PvTo9Dkt0)

http://i447.photobucket.com/albums/qq194/afroakuma/AdminPlatform.png
This is it, the endgame.

1: The party emerges onto a narrow platform, 20 feet across. The wind here is strong but tolerable, though the cold is at its most extreme.

2: The Silver Hellstar stops all activity. The silence is paralyzing. The giant trio of segments that rotate about the sphere stop their motion. The obscuring partition descends, revealing the silvery, shining sphere, whose light outlines the form of the Silver Hellstar's command unit, which begins to speak to the players telepathically, warning them to accept death. The whole station shudders as the sphere glows a terrible white; then the laser fires, obliterating hundreds of thousands of lives across a seared, cracked and frozen region. Four advanced hellkites rise from nowhere and use their meteor swarms against the party, only to be blown away moments later by a particularly strong lash of wind.

3: The party is now in a position to engage the Silver Hellstar, which begins with a salvo of its negation rays. Once every three rounds, a pair of hellkites may arrive to deliver a meteor swarm or lightning bolt before being blown away. This is the final battle.

4: This is the Silver Hellstar's dock. From here it has administrated the entire omnicidal process, and now beings to succumb to its true function. Unless the party poses a threat to it, it will ignore them in favor of firing its death ray on the world. Ten shots of the death ray will result in complete obliteration of all life on the planet.

Aftermath

Should the Silver Hellstar be destroyed, the weapon that bears its name will soon follow, as the strain of the unregulated positive and negative energies begin to fracture the structure.

Without the command unit, the Seal is disrupted, and godly magic as well as conjurations are restored, although teleportation and planar travel still fail. The party has 1d6+5 minutes to escape the weapon before it gets torn through the Ethereal and Astral planes.

The reprogrammed hellkite at area A1 should be capable of returning them to their point of origin. Most of the constructs in the lower levels as well as all of the devils will have gone inactive or vanished; the undead and traps remain, and are still a great threat.

If the party escapes, the remainder of the world may wish to thank them; however, godly magic is weakened for the next 1d8 years over the entire world. Additionally, if playing with the Tome of Magic, the Silver Hellstar becomes a vestige.

Every death ray fired obliterated 10% of the remaining life on the planet, and 5% of its surface area. Reconstruction may take centuries. All remaining constructs go inactive, and many of the remaining devils run and hide in the nooks and crannies of the underworld, or return to the Nine Hells.

The major organizations for good in the world are likely in pieces or gone altogether. Perhaps your party's destiny is to reinstate them.

Shadow_Elf
2008-12-17, 11:02 PM
Looks at incredible awesomesauce...

Ouch. That radiation must suck. I guess level 30's are equipped to deal with it (by this time the game is full of Ritual Solar cheese right?)

afroakuma
2008-12-17, 11:26 PM
Just wait until it's done. That image is 408 pixels long. The full dungeon (accessible, mapped area) is 2528.

So, I'm revising it to a half-mile. Serves me right for living in a metric country. :smallwink:

DrakebloodIV
2008-12-18, 12:49 AM
Hey, wouldn't it be cooler fluff for the silver helkite if it used its Meteor Swarm by physically crashing down to the earth?

Limos
2008-12-18, 01:52 AM
Hey, wouldn't it be cooler fluff for the silver helkite if it used its Meteor Swarm by physically crashing down to the earth?

I assumed it was actually summoning a swarm of small meteors (possibly on fire) and then they smash things.

cha0s4a11
2008-12-25, 05:21 AM
(Gets out stick)

*POKE* *POKE*

Limos
2008-12-25, 12:16 PM
Finalize the dungeon!!

Afro why hast thou forsaken us!!

Juhn
2008-12-25, 12:21 PM
He's been hard at work on VUACS, plus I'd assume there's the whole Christmas thing...

Limos
2008-12-25, 01:26 PM
He's been hard at work on VUACS, plus I'd assume there's the whole Christmas thing...

Vote Up A Campaign Setting?

But the Hellstar is yet unfinished. How can Afro concentrate on a campaign setting when there is a Hellstar to stat!?

Juhn
2008-12-25, 01:36 PM
Because we have been waiting longer. :smalltongue:

Mercenary Pen
2008-12-25, 05:18 PM
Vote Up A Campaign Setting?

Yes.


But the Hellstar is yet unfinished. How can Afro concentrate on a campaign setting when there is a Hellstar to stat!?

Because the campaign setting as a whole has a higher challenge rating than the Hellstar, and Afro has no immunity to its mind-affecting abilities...

Put it this way, which would you prefer to defy, a low-epic CR elder evil, or a CR193 campaign setting whose primary (and in fact only) deity does not care whether you live or die (until such time as Afro provides a reason for Zihaja to care).

And, if you believe any of that, you'll believe anything...

However, there is potentially the chance for you guys to add third-party optional extra campaign material to what Afro's already given you...

Shadow_Elf
2008-12-25, 10:00 PM
We considered statting out Zihaja. Then we realized that he was far too powerful to fit on the CR scale. Therefore, Zihaja > Hellstar.
Also, our Campaign Setting is so cool, there isn't even a Nine Hells for the Hellstar to come from! So take that!

afroakuma
2008-12-25, 10:54 PM
I'll be getting back to this when Christmas dies down. Since I'll be back before Zeta, it jumps up in my personal queue. I assure you, the maps are all complete; I just need to populate the dungeon with monsters & traps.

Zeta Kai
2009-01-05, 04:20 PM
And star rises... from the depths of hell...

So too shall this thread rise, & be complete...

afroakuma
2009-01-05, 04:21 PM
Bossy thing, aren't you.

Go scan the dungeon. I added the second level recently and the third is in prep.

Lord Mancow
2009-01-06, 06:22 AM
I've got to ask this and I will likely sound rather silly but what happens to the souls that the Hellstar captures?

The text says that the souls of the vile are left behind, are these the ones that become devils? The souls of the good hearted creatures are sent on to their final rest, right? How does the Hellstar control its minions? Is it a sort of hive mind structure or are they all individual souls as it says in the fluff that the fleets and armies of the Hellstar continue to expand?

afroakuma
2009-01-06, 07:19 AM
They get transformed into lemures.

The Hellstar's early onslaught targets good individuals to send them to their final rest. When it finally arrives in the sky, it kills whatever is left, including any good creatures. All creatures killed by the Hellstar itself are trapped in the crystal.

The Hellstar sends semi-autonomous constructs along with preprogrammed command probes. The devils are self-governing.

Lord Mancow
2009-01-06, 08:22 PM
Many thanks for your explanation Afroawesome.

cha0s4a11
2009-01-15, 02:55 PM
(Gets out stick of +1 pointyness)

*POKE* *POKE* *POKE*

Limos
2009-01-15, 03:04 PM
Afroooooooooooooooooooooooo

Finish the threaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaad!

afroakuma
2009-01-15, 03:26 PM
Bossy devils.

*sigh* fine.

afroakuma
2009-01-20, 11:14 AM
Blam!

It's finally completed. Enjoy.

puppyavenger
2009-01-20, 11:33 AM
okay, can we get some information on genie cultural division besides that they have 4 different titles and the air genies don't use the Khan title?

afroakuma
2009-01-20, 11:45 AM
Wrong thread. Try that in the right thread.

DracoDei
2009-01-20, 01:22 PM
The hellkite will usually move out of the area after creating the storm.


Call it "Greater Storm of Vengeance" because you are doing such funky things with the Extend that it almost becomes a seperate spell?

Also, if it moves away, does that mean that it leaves the lightning-bolts as unaimed?

Edit: Area C22 has a typo, it should say D18 not 418.

Edit^2: With the lead soldier you say "Spell Immunity (Ex) Lead soldiers are immune to any spell that is subject to spell resistance. Their leaden composition causes them to block certain other spell effects automatically."
But nowhere do I see what the "certain other spell effects" are.

Zeta Kai
2009-01-20, 07:47 PM
That was a very satisfying villain, Afro. It's possibly the best presentation of a villain that I've ever seen. It beats the Elder Evils all to hell, which is a mean feat.