Showing posts with label pathfinder. Show all posts
Showing posts with label pathfinder. Show all posts

Wednesday, 19 August 2015

Ancient Black Dragon

So, when running the pathfinder campaign, the players found a map of feyblight, and saw a note left on the map during its creation that I had not erased completely.  It was simply a 20, nothing else.  I had used the method of populating the map by dropping dice on it with the CR of the monster/encounters in what locations.  It's a fun way to do maps on the quick, and can help you break through writer's block as you figure out how various ecosystems and political boundaries when you have to explain why there is a camp of vikings hanging out next door to an ancient black dragon.

So anyways, when making the map I determined that the 20 was an ancient black dragon, and fleshed it out to see just how badass they could get.  Naturally, when the players spotted the '20' on the map, they made a b-line there. They were all level 10+ and felt like legit badasses, and they were, but this was the big level boss for when they finished their current questline which I was hoping they'd be at least level 15 for.  It took me three weeks to explain to them how it would be a suicide if they followed through with their plan, they were very determined and only on the day when they were going to finally get there did they fall back.  I actually had to place a bet about how many rounds it would take the dragon to take the party out.

Looking over the notes, I'm left wondering if level 20 encounters are actually any fun at all?  There's a LOT to be keeping track of.  Usually my campaigns wind down around 10-14 ish.

Anyways, here are my notes for Darakna:

The highlighted portions are if it is aware of the approach of the PCs and has time to buff before it strikes.  The bold portions are the spells it's using for said buffs.

The PCs were approaching during winter, and the swamp was mostly iced over, so the dragon's strategy was going to be:

  1. Prep: Cast buff spells.
  2. Prep area: Cast dimensional anchor on the area. 
  3. Surprise attack: Use its breath weapon to dissolve the ice they were walking over so the party would fall into the deep portion of the swamp, getting stuck in the mud with their heads under water.
  4. Cast transmute mud to rock to trap party members under water and make things more manageable.
  5. Cast darkness 100' and use dragon senses for targeting spells.
  6. Destroy the party.



The black dragon Darakna(hobgoblin) AKA Klepisis the eternal gloom(elven)  AKA  Dynythic  the reaper of tears(frost giant), The black rose(dragon), Kastorkir (druid)
Nearby Offspring: Norakna--Dracolisk.
Onrassk -Juvinile black dragon
Korrasin - hatchling in lair
Spells:
Caster level 12 save DC 14+spell level (16+spell level 8 rounds to fully buff)
per day(after buff)


3(3) Level 6 - flesh to stone, mislead(EA)
4(4) level 5- baleful polymorph(usually into beavers, the dragon likes beavers, Fort, will), trans mud to rock, feeblemind(EA)
6(6) level 4- dimension door, dimensional anchor(ray, touch, no save), resiliant sphere(EA), detect scrying(always cast)
7(6) level 3- dispel magic, herosim(+2 attack, save, skills), ray of exhaustion(ray touch, fort for fatigue),   sepia snake sigil(reflex or put in stasis)
7(4) level 2- blur(20% miss), invisibility, eagle splendor(+4 chr), see inv, detect thoughts
7(14RoW)((4)(10RoW) ) level 1- mage armour(+4 touch ac), shield(+4 touch ac, block MM), magic missile(5d4+4), ray enfeeblemen(ray, touch, 1d6+4 str damage, fort half), exp retreat(+30 movement)
at will level 0- dancing lights, det. magic, light, mage hand, mending, message, prest. r. magic, create water.
total buffs: +30 move, +8 touch ac, +2 att, +2 save, +2 skills, see inv, +4 chr.
Feats:
  • imp natural weapon bite (bite goes from 2d8 to 4d6)
  • wingover(180 turn no move penalty)
  • fly by attack (move-standard action-move doesn’t provoke from target)
  • greater vital strike (single attack that does 4x dice damage)
  • improved initiative (+4 init)Xextra sorcerer spell expanded arcana
  • improved vital strike (precursor to gvs)
  • multi attack (reduce penalties for full attack)
  • power attackXditch for hover
  • skill focus stealth (+6 stealth)Xexpanded arcanal
  • vital strike (precursor to ivs)
  • weapon focus bite Might ditch for improved critical for that 19-20 threat range on the bite attack.
XP 76,800
CE Huge dragon (water)
Init +4; Senses dragon senses; Perception +30
Aura frightful presence (300 ft., DC 25 (27 buff))
DEFENSE
AC 38, touch 8, flat-footed 38 (+30 natural, –2 size)
Buff AC(46, touch 16, flat-footed 46 (+30 natural, -2 size, +4 mage armour, +4 shield)
hp 297 (22d12+154)
Fort +20, Ref +13, Will +18
DR 15/magic; Immune acid, paralysis, sleep, SR 27
OFFENSE
Speed 60 ft., fly 200 ft. (poor), swim 60 ft
buff Speed 90 ft., fly 230 ft. (poor), swim 90 ft.
Melee bite +32 (4d6+16 plus 4d6 acid), 2 claws +31 (2d6+11), 2 wings +29 (1d8+5), tail +29 (2d6+16)
buff Melee bite +34 (4d6+16 plus 4d6 acid), 2 claws +33 (2d6+11), 2 wings +31 (1d8+5), tail +31 (2d6+16)
Charge +36 (16d6+16)-Vital Strike
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks acid pool (50-ft. radius), acidic bite, breath weapon (100-ft. line, DC 28, 20d6 acid), corrupt water, crush
Spell-Like Abilities (CL 22nd)
At will—darkness (100-ft. radius), insect plague, plant growth
STATISTICS
Str 33, Dex 10, Con 25, Int 18, Wis 21, Cha 18(22 buff)
Base Atk +22; CMB +35; CMD 45 (49 vs. trip)
Skills Fly +17, Handle Animal +26, Intimidate +29, Knowledge (arcana) +29, Knowledge (history) +29, Knowledge (geography) +29, Perception +30, Spellcraft +29, Stealth +23, Swim +44
Languages Common, Draconic, Giant, Goblin, Orc
SQ speak with reptiles, swamp stride, water breathing

Friday, 7 August 2015

The Kingdoms

The Kingdoms are a cluster of city states that form a buffer between the Ogrish Empire and the Stronian Empire. Many are said to have an ancient bloodline from the times of the First Age, and there are many who find the use of magic comes naturally to them. The major kingdoms of the area include:

Arel

Ruled by a parliament of 4 great houses, each claiming an element as their own.
There is a Sabran tower within the city that serves and an embassy for the Ogrish Empire. The master of the tower is Zyskan.
The borders of Arel are guarded by sentinel beacons, great towers which are able to destroy invaders with fire.  They are said to house elementals.
Garnet Earthsong, dwarf from the house of Earth
Firros Brughtsun, human of the house of fire, they currently hold a majority in the parliament.


Parth Ruled by Prince Adiran.  Sylvan blood runs through the veins of the royalty of Parth, and there is a decent proportion of elves and half elves who live here.

Calda  Calda was unexplored during the campaign.

Acharo.  

The rulers hail from a fiendish bloodline, the army is run by a half fiend General Plix.  Current ruler is Queen Yabla who is married to Duke Aris.
The spies and secret police of Acharo are famous in the kingdoms for stamping out any form of potential rebellion.  They encourage their citizens to betray each other, rewarding those who accuse other of crimes, many of the accused disappearing into dungeons to never be seen again.
Statue of Acharo, a huge bronze colossus of Acharo the founder, who was a balrog.
Blunt Moon Inn.  A former church, it is famous for its lake trout.
Copper Dragon's Flagon.  Famous for the euphoric, heroine like effects of their 'dragon fire' ale.  Quite expensive, and illegal to export.  The copper dragon Inn is based on a reddit post I once read where a copper dragon would sell its piss to the nobles of an evil kingdom as a joke.  Their breath weapon is slow so I went with an opiate like effect for the ale.  It is actually run by a copper dragon who is organizing a resistance movement, using the funds from selling his dragon fire ale to support those who would resist.
Acharo Spirits.  Distillery run by Daret Hammerfriend a dwarven brewmaster.
Grigg's Bazaar.  A marketplace run by old man Grigg.



Cyandia

One of the Northern Kingdoms and most stable due to its distance from the others.  It claims the expanse of the Emerald Forest as its domain.  They have issues with Andosi agents using their lands as a base of operations to spy on the Stronian Empire to the West.

Friday, 24 July 2015

The Ogrish Empire

The Ogrish Empire started out as something in the distance, four kingdoms over, but my players seemed intrigued by it and kept drifting closer and closer to it.  Most of the inspiration for it came from the old module White Plume Mountain, where Qesnef the ogre mage wielded Blackrazor- a soul sucking sword.  Many grognards will recognize the sword's name and abilities, and know how hard it is to resist adding it to a game realm as background cheese.

Anyways, the Empire was always a vague idea more than anything concrete, I've nailed down a few of the vassal kingdoms within it, and mentioned that there were armies of Ogres, which was enough for the players.However, after sending a level appropriate Ogre Monk after the party, they realized that Ogres with levels other than barbarian are a cinch, so they started heading that way, and I needed to flesh things out.

Here's what I had laid out:

The Emperor Qesnef established himself several hundred years ago, having arrived through a portal upon escaping the destruction of White Plume Mountain.  He established a small area of control, easily taming a 'society' of Ogres in the area on the East coast of the landmass. Ogres weren't great for much other than shock troops, so he expanded his area of influence to cover some of the nearby human realms, vivisecting their leadership and rebel elements with Blackrazor and dominating the area until things were ripe for expansion.

Relying upon humans more than his ogre brethren, Qesnef was able to conquer quite a large portion of the continent, subduing several powerful kingdoms, dominating dozens of weaker ones, and disrupting many more.  It became one of the major powers in the realm, and in time would rival the mighty Alinor, were it not for Qesnef's personal fascination with acquiring named weapons after defeating their owners, the Ogrish Empire stood a chance of dominating the world.

The capital city was a sprawling metropolis with buildings built to fit giants.  There was a dedicated order of wizard-architects who would construct the amazing buildings that defied reason, with the Imperial Palace covering a dozen hectares.  Although comfortable for ogres, there were very few allowed in the city, as they were often ill tempered and disliked large crowds, mostly, the population of the Imperial City were humans, hobgoblins with dwarven and goblin slaves. The only ogres really allowed into the city were those who had proven themselves a cut above their brethren, many of which were either chieftains, in the Imperial Guard, or accomplished adventurers in their own right.

Vassal Kingdoms of Note:

Sabrah.  North of the Iron Mountains.
Andos.  Northwest of the Iron Mountains.
Mt. Everfall, home of the dreaded King Izar.  South coast of the Inner Sea, on the western edge of the Ogrish Empire.


Tuesday, 21 July 2015

Kingdoms in the Ogrish Empire

While the hobgoblins are frequently hired mercenaries, they kept some degree of independence from the Ogrish Empire due to distance and harsh terrain between the two states.  The fact that the Feyblight forest was between the two kept regular tax collectors away.

With the Iron Mountains forming the Northern edge of the Feyblight, that was commonly considered the southwestern border of the Ogrish Empire, and two Kingdoms were in that area.

Andos

The first Kingdom, Andos, was a cursed area that many feared to visit.  It was the Andosi and the Hobgoblins who flushed the Dwarves out of their kingdom of Iron Haven within the Iron Mountains during a long and bloody siege. The nobility of the kingdom all suffered from lycanthropy.  Over the centuries, they learned to harness their powers and now hold hereditary lines devoted to certain animals.

Major houses of the Anodsi:
House Verin are bound to rats, and have taken on the sigil of a red rat's claw over a black moon.
House Fenris are bound to the wolf, and have a sigil of a silver moon over a black field.
House Auresh are bound to the elephant, and have a sigil of a golden moon supported by tusks.

House Auresh is currently ruling, and uses the other houses for spying on neighbouring kingdoms and as soldiers.  House Auresh also infects ogres who settle in their lands with lycanthrope, creating the terrifying ogre-were-elephants.

Fighting a guerilla war within the Andosi kingdom, and hunting down the nobles are a small band of rangers known as the Silver Fangs.  They specialize in killing were-creatures and as a right of passage have their eye teeth pulled and replaced with razor sharp silver fangs--last ditch weapons should it come down to it.


Sabrah

The second kingdom, just North of the Iron Mountains, and guarding one of the major passes is Sabrah.  The natives of Sabrah are known fore their exotic marial arts, and the fusing of martial arts with magic learned from the Ogrish Empire.  There are several monastaries located on the Northern edge of the Iron Mountains, where their mystics have perfected their arts for centuries.  Now, each has a mage tower overseeing their exersizes, selecting potentials for special missions and duties.

The mage monks of the Sabrahn kingdom are divided into four ranks.  The most commonly encountered are the monks of the rod.  These are low level magic users who are also initiates in one of the monastaries.  They carry a rod of status(a decorated metamagic rod) whereever they go.  The next rank carries a pair of nunchucks, with each rod being a metamagic rod, bound together with arcane tethers that allow them to work in unison.  The most feared are those monks of the three section staff.  Just the sight of one of these monks has been enough to route entire armies.  It is fortunate that they are rare, perhaps one in a generation achieves this rank, and rumour has it that there are only ever three of them at a time.  The last rank is only speculated, and has never been seen in public.  It is said that the highest ranking monk will stay at the Imperial court and offer their wisdom to the Emperor.

One of the specialties of the Sabrahn monks is that of kidnapping political adversaries at the beck and call of the Emperor.  Using both magic and martial arts, they are said to be able to snatch just about anyone from their bedchambers and disappear before the guards outside the door even realize anything is amiss. By the time anyone realizes something has happened, the kidnapped person is held in the dreaded Sabrahn Dungeon, deep in the lowest pits beneath the highest mountain.

Inside the Dungeons, newly captured targets are secured to the floor via rock to mud/mud to rock spells, and watched over by a golem.   Should anyone dare attempt to teleport into the chamber, the golem activates and steps on pressure plates that emit nauseating clouds and waves of fatigue to subdue the would-be rescuers.  The presence of beings without specific glyph-tokens also triggers a dimensional anchor to prevent escape.  There are many woeful tales of heroes attempting to rescue their friends from the Sabrahn Dungeon, but precious few that are successful.





Sunday, 19 July 2015

Hobgoblin Science!

Some more hobgoblin stuff.

The bestiary mentioned that the hobgoblins hated magic, and that makes sense, they're a very martial society and magic breaks many of the rules of reality that martial societies rely upon.  During the Second age, in their quest to clear the Feyblight forest of elves, they've learned a thing or two about magic.

Well, some of them have, but they call it science.  They try to follow the scientific method, but there are still some gaps in their theories, so the hobgoblin alchemists came about.   They were able to prove to their chieftains and generals that they weren't using magic, but rather science.  Like metallurgy, brewing beer, or baking a cake.  They would add specific ingredients according to specific protocol and achieve a predictable result.  SCIENCE!

It worked most of the time, so hobgoblin society seems to leave them be, though they do take their share of abuse, it's on the level of Jocks vs Nerds, rather than Hobgoblins vs Goblins.  Though ostracized and seen as being week, the wise leaders of the Hobgoblins see value in the endeavors of their well read underlings and allow their experiments, as they create terrifying weapons of war.

In the opposite direction, it would be a foolish hobgoblin to ignore the realm of spirits.   They may not like the gods, but they must placate them, as they are a force of nature as much as the rain or the sun.  In this, some hobgoblins turn to worshiping the gods and furthering their goals when they align with hobgoblin needs.   In the second age, many of their priests worship Asmodeus, a devil who uses the hobgoblins for his own needs in a sort of mutually beneficial pact.

Stat blocks:

Hobgoblin Alchemist.  Alchemist 5  XP value 1600
Init +3  AC 18, 22 (mutation)  Darkvision 60
HP 40 (5d8+10)  Fort +6 Will +1 Ref: +7 (+9 mutation)
Str: 11 Int: 16 Wis: 10 Dex: 16 Con: 14 Chr: 8
Bab: 3  CMB +6 CMD 19
FEATS: Point blank shot.  Precise Shot.  Weapon Focus: Bomb.
SPECIAL: 8xbombs: 3d6+3-10' radius-ignore 3 squares-6 splash damage.  Poison Use.  Resist poison +4.  Brew Potion. Mutagen-Dex.  Throw Anything.  Alchemy.  Swift Alchemy.  Explosive Bomb. Precise Bomb.
SKILLS: Craft/Alchemy 16. Heal 8. Knowledge/Arcana 11.  Spellcraft 11. Use Magic Devise 7. Disable Devise 11. Sleight of Hand 11.
GEAR: Light cross bow, 20 bolts.  Mastwork chain shirt.  Masterwork Buckler.  Masterwork Mace. Potion: 4x cure light wounds.  4x See invisibility. Masterwork alchemy kit.  Spare vials and ingredient pouch.


Hobgoblin Cleric of Asmodeus.  Cleric 5.  XP value 1600
Init +4  AC: 20  Darkvision 60
HP 50 (5d8+20)  Fort +8 Will +7 Ref +5
Str: 10 Int: 13 Wis: 18 Dex: 19 Con: 18 Chr: 13
Bab: 3  CMB +3 CMD 17
FEATS: Skill focus spellcraft.  Magic Aptitude.  Selective Channel
SKILLS: Knowledge Religion 9. Spellcraft 14. Heal 8. Profession Soldier 5. Knowledge Arcane 5. Stealth 6.
SPECIAL: 7x Fire Bolt. 30' range. 1d6+2  Touch attack.  7x Copycat. Mirror Image.  Channel Negative energy 3d6.  Fire/Trickery Domains
GEAR: Wand of cure light wounds.  Healer Kit.  Masterwork Chain shirt.  Masterwork Steel shield. Wand of burning hands.  +1 mace.  Wand of Silence.
SPELLS.  These spells are often the ones chosen for battle.  Level 1: burning hands. obscuring mist. sanctuary. bless. shield of faith. Level 2: Invisibility. Spritual weapon. Hold person. Level 3: Fireball. Blindness. Dispel Magic.

Hobgoblins

Background:

Hobgoblins have always been one of my favourite NPC races to throw at adventuring parties.  Normal goblins, while they have their own charm, are pretty pathetic when it comes down to it, but hobgoblins should strike fear into those who hear they're on the way.

In my pathfinder game, which took place in the Second Age, the hobgoblins came from a kingdom that was a client state of the Ogrish Empire.   A bit far removed from the heart of the Empire, they had to traverse either the Feyblight forest or the Iron Mountains to get there, but they would lend troops whenever requested, as long as they were able to fight elves.


Much to the Emperor's displeasure, the hobgoblins would deploy their mercenary armies to anyone with the coin to do so, it wasn't uncommon for two mercenary hobgoblin armies to face each other on the fields of battle, though such battles required extra compensation.

A hobgoblin's life:

Born into a strict militaristic society, a young hobgoblin would be raised with a spirit of competition and cooperation.  Team sports and tribalism were prime concepts for the young, their most common one being a game resembling Aussie Rules Football, except they're corralling goblins into the endzones.  It was a violent life, but it prepared them for their place in the world.

Once a hobgoblin reached adolescence, they would be inducted into one of the martial schools of their settlement.  Depending on their personal tendencies, they'd be selected for different schools.  The most prestigious being that of the Hobgoblin Rangers.  The bulk, though were inducted into the infantry schools where they'd be taught the skills needed to become mercenaries for other nations and bring glory to the homelands.

Upon finishing their lessons, they'd be drafted into mercenary companies, and then deployed to foreign lands for five year contracts.  Often being used as fodder against the Gnoll barbarians, hobgoblins that made it through a tour could either lead their own mercenary company, usually becoming wealthy and powerful, or join the hobgoblin homeland army for another five years and earn the right to property and a family in the homeland.

Most of the younger mercenary hobgoblins are the typical mooks straight out of the monster manuals or bestiaries.  They'll have 1HD and not be much of a threat.  The hobgoblin leadership however are hardened veterans who have fought terrifying foes for years and survived to talk about it.  Below are some stat blocks:

Hobgoblin Skirmisher.  Level 6 Ranger.  Xp value: 2400
Init +4   AC 20  Darkvision 60  Move 30
HP 46 (6d10+6)  Fort +6 Ref +9 Will +4
Str: 12 Int: 10 Wis: 14 Dex: 18 Con: 13 Chr: 8
Bab: 6/1  CMB: +7  CMD: 21
FEATS: Point Blank Shot.  Precise Shot.  Deadly Aim.  Rapid Shot.  Improved Precise Shot.
Special Abilities: Hunter's Trick: Hateful Attack (Double threat range on fav. enemy) 5/day. Favourite Enemy: Pick 2 (Humans +2, Elves +4).  Track.  Wild Empathy.  Favourite Terrain: Mountains/Hills.  Hunter's Bond.
Skills: Survival 11.  Knowledge Nature 9. Heal 9. Knowledge Geography 7. Perception 11. Stealth 22. Profession: Soldier/Scout 6. Climb 5. Swim 5. Ride 8.
GEAR: Mwk Chain shirt.  Cloak of Elvenkind, amulet of natural armour +1, ring of protection +1, mwk longsword.  +1 composite longbow.  3 potions cure light wounds, 1 potion of displacement, 1 potion of invisibility.

Hobgoblin Sergeant. Level 4 Fighter.  Xp value: 1200
Init +2  AC: 16  Darkvision 60.
HP 39 (4d10+9)  Fort +7  Will +2  Ref + 3
Str: 16  Int: 10  Wis: 12  Dex: 15  Con: 16  Chr: 8
Bab: 4  CMB +7  CMD 19
FEATS: Coordinated Maneuver (+2 to all combat maneuvers). Combat Expertise.  Improved Trip.  Outflank. Tandem Trip. Weapon Training +1
Skills: Profession Soldier: 9.  Climb: 6.  Ride: 4. Intimidate: 3. Survival: 5. Stealth: 4
Modifiers: Weapon Guard +1 CMD vs sunder, disarm.
GEAR: Mwk Halbard.  Chain Shirt. 1 Net.  1 Bag of flour.  2 thunderstones.  2 darts.



Pretty tough customers.  A squad of these fellows nearly laid low a cocky party of 9th level adventurers and earn their respect.  What was once a milk run to clear out an old dwarven fortress became a daunting adventure that was worth their full attention.