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Challenging my high-lvl group (NPCs and monsters; my players shouldn't read this!)
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<blockquote data-quote="Zaruthustran" data-source="post: 1774289" data-attributes="member: 1457"><p>I like the idea of a "celestial" faction. You've got physical corruption covered by flies and shapechangers (I'd include oozes with shapechangers). Now you need moral corruption, so: liars.</p><p></p><p>Love the idea of the third faction posing as good guys. It'd be best it they've manipulated a group of actual, real Good celestials into acting on their behalf. Maybe this small and naive group could think that they're undercover, tricking the Devils. It's fun because the PCs may be suspicious at first, and put the initial contacts of the third group through a battery of tests and divinations--which will reveal the truth: they're capital-g-Good. Once tested, the PCs won't bother to test the later representatives of the third group...</p><p></p><p>Some fun powers of the third group would be Zone of Falsehood (only lies may be told in 60' radius), or Invert Magic (Inflicts become Cures, Fireballs deal cold damage, Haste becomes Slow, etc.), or Pain of Truth (telling truths = damage), or Deny Truth (deny/suppress one fundamental class ability of an opponent). </p><p></p><p>That last ability could take away a Paladin's immunity to fear, or a Fighter's feats, or sneak attack damage, or rage, or a mage's familiar. Stuff that is fundamental to a character, that would jeopardize the character's *essence*--would call into question the truth of that character. Don't take away mechanical stuff like spellcasting ability or BAB progression, but rather the flavor characteristics that gives the class definition.</p><p></p><p>These liars would also be big on illusions. Illusions are good for high level parties because there's no save until they're interacted with. So, you'll draw lots of spells and attacks. For extra fun mix illusions, shadow conjurations, and real opponents into the same battle.</p><p></p><p>The liars could also make good use of charms and memory wipes to completely alter the truths of the character's relations. Enemies become friends, friends become enemies, memories become unreliable. Mind-bending fun.</p><p></p><p>The neat thing about fighting these guys is that their lackeys and servants are all Good dupes who truly believe that the bad guys are good guys, and that the DoD are deluded heroes unwittingly acting as agents of evil. In time, the players may question their own motives.</p><p></p><p>That's when you hint that the third group *really is* a deep undercover Celestial force, manipulating devils into manipulating celestials in order to earn enough trust that a massive invasion may occur. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>-z</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 1774289, member: 1457"] I like the idea of a "celestial" faction. You've got physical corruption covered by flies and shapechangers (I'd include oozes with shapechangers). Now you need moral corruption, so: liars. Love the idea of the third faction posing as good guys. It'd be best it they've manipulated a group of actual, real Good celestials into acting on their behalf. Maybe this small and naive group could think that they're undercover, tricking the Devils. It's fun because the PCs may be suspicious at first, and put the initial contacts of the third group through a battery of tests and divinations--which will reveal the truth: they're capital-g-Good. Once tested, the PCs won't bother to test the later representatives of the third group... Some fun powers of the third group would be Zone of Falsehood (only lies may be told in 60' radius), or Invert Magic (Inflicts become Cures, Fireballs deal cold damage, Haste becomes Slow, etc.), or Pain of Truth (telling truths = damage), or Deny Truth (deny/suppress one fundamental class ability of an opponent). That last ability could take away a Paladin's immunity to fear, or a Fighter's feats, or sneak attack damage, or rage, or a mage's familiar. Stuff that is fundamental to a character, that would jeopardize the character's *essence*--would call into question the truth of that character. Don't take away mechanical stuff like spellcasting ability or BAB progression, but rather the flavor characteristics that gives the class definition. These liars would also be big on illusions. Illusions are good for high level parties because there's no save until they're interacted with. So, you'll draw lots of spells and attacks. For extra fun mix illusions, shadow conjurations, and real opponents into the same battle. The liars could also make good use of charms and memory wipes to completely alter the truths of the character's relations. Enemies become friends, friends become enemies, memories become unreliable. Mind-bending fun. The neat thing about fighting these guys is that their lackeys and servants are all Good dupes who truly believe that the bad guys are good guys, and that the DoD are deluded heroes unwittingly acting as agents of evil. In time, the players may question their own motives. That's when you hint that the third group *really is* a deep undercover Celestial force, manipulating devils into manipulating celestials in order to earn enough trust that a massive invasion may occur. :) -z [/QUOTE]
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