Challenging my high-lvl group (NPCs and monsters; my players shouldn't read this!)


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Monsters of Faerun. Deep Dragons have true seeing always active. :)

Elemental Swarm is a very hard spell to employ I might add, the initial elementals that emerge are little more than flesh walls (if that), it takes some serious time for the power of the spell to show up.
 
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Please tell me that you remembered to cast elemental swarm before the combat started. Because IIRC, it has a casting time of 10 minutes.

Oh, ****. It's got quicken spell-like ability. Awwwk! But at least the party has got a ten minute gap between elementals appearing, eh? Doesn't it? Please?
 

Future

What sort of things are still ahead for the Defenders, PirateCat? What haven't they done yet? I was sort of thinking about this last night and I was wondering if the Defenders had ever been immersed in a new set of cultures, sent to another planet, another reality, or hurtled forward or backward 10s, 100s or 1000s or year in time.

Also, just another thought, do you have any subservient ghouls like the Marquis (what the heck is the plural of Marquis, if anything?) in the original adventure?

Anyway... half-earth elemental deep dragon... hehehe... nice. Speaking of which, what kind of monsters might you be looking for ideas for in the nearer or further future?
 


Re: Future

Kaodi said:
What sort of things are still ahead for the Defenders, PirateCat? What haven't they done yet?
Wasn't there something about a powerful magical effect that caused people to forget that the king has actually a son? I don't this has been resolved yet...?
 

Since I haven't finished the dragon fight yet, let me at least answer this.

Potential ingredients in their underdark crawl include:

- blind, psionic, albino, cannibalistic halflings
- ghoulish and non-ghoulish mindflayers
- some up front and personal time with deific representatives
- A very difficult dilemma

I don't want to give too much away. But really, who doesn't love blind, psionic, albino, cannibalistic halflings? The big challenge in this sort of adventure is to make it stay interesting. The problem with the 2e Night Below boxed set, for example, is that the middle bit got boring. Just too much of the same old, same old. I'm going to try and avoid that. We'll see how well I do.

For instance, you'll notice that there aren't any ghouls in Mrid. That's because the ghoulish commanders thought, "Hmmm. Every time our armies meet these people, hundreds and hundreds of our troops die. Whaddaya say we try to avoid them until our assassins can take them down?" Thus, you won't be seeing as many large-scale battles for a while, unless the PCs catch up with an army that is trying to be somewhere that they aren't.

To make this work, I will gloss over the boring bits ("You travel for 4 days.") It should be a theme of epic, fantastic exploring, mixed with occasional vicious danger and clear signs of what the ghouls have done. It should be very clear that these are Bad. And they should wonder where the heck all those ghouls have gone...

But don't worry. The undead are working on something important. After all, the notion that the ghouls could wipe out all living creatures by themselves - religious quest or not - is absurd. They must have something else up their rotting, slimy sleeve.

Following this adventure, they'll have to deal with the aftermath of what the White Kingdom has done. They'll have to deal with the aftermath of what the Church of Aeos has accomplished. I'll probably toss some planar adventuring in there. And Knight Otu's correct; they'll probably want to find out why the king's son is missing, and why they can never remember that fact.
 


As to the blind, psionic albino halflings:

There are a LOT of good Psion/Psychic Warrior PrCs, powers, and Feats at the WotC website now. My favorites for Psion are Shadow Mind and Constructor. As it is, the Defenders have almost no psionic power with the disappearance of Tom-Tom, so the players probably wouldn't be familiar with that new material.

Constructor especially is a fun PrC. Besides adding a new list of abilities to choose from, you can add THREE more abilities to each construct, give them more HP, cast them for less pp but get 1d3 extra constructs, and metapsionic them (i.e., Quicken) way beyond the usual limit. It makes you a one-trick Halfling, but that's not a problem for NPCs as much.

Besides, it sorta makes sense as to how they'd have kept the White Kingdom at bay: when you can summon a mini-army (3-8 per casting) of constructs with lots of special abilities and DR, a pack of ghouls just isn't that dangerous.
 

What exactly does Knowledge: Tasty, Yummy Things do for a dragon that can eat almost anything already?

Is he thinking during the battle, "when this Iron Body wears off I shall eat the half-elf first, then maybe one or two of the humans and polish it off with a halfling desert." "I'm so sick of dwarves..."

Or maybe it is, "Magical mace, that looks tasty think I'll start with that."
"MMM, +5 with a hint of holyness."
 

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