Help me create a treasure hoard for a CR20 Black Dragon

Okay, one golden throne from a kingdom long, long forgotten, valued at least 35k. Imagine a great imperial throne, carved entirely from golden, inlaid with silver, with images of lions, stags and eagles.

Next to it, Armistice, the Sword of Peace. A +2 holy greatsword, which has etched on the blade, images of celestials bearing waters and healing springs. It's a semi-sentient, as its a celestial blade. When ever used in combat casts a 20th level sanctuary spell that surrounds it. If wished, the blade can dispel this effect and instead functions as a bane weapon one round after used in combat, against that particular opponent's type/subtype. The effect lasts for as long as it used in combat but ends one round afterwards. It also can grant fast healing 2 three times a day. estimated worth, 45,000 k.

two chests filled with 10,000 platinum pieces.

A great and old tapastry depicting a great war between the Devils and Demons, and hidden in secret writings, a couple true names of various infernal beings.

Finally, a set of dwarven axes, each carved with the symbol of a dwarf god, (Moradin and Clanggedin Silverbeard), that are holy +2 axes. Used together or when flanking, grant extra damage bonus, but only against giants, goblins and/or abberations.

Howse that?
 

log in or register to remove this ad

Nightfall said:
Okay, one golden throne from a kingdom long, long forgotten, valued at least 35k. Imagine a great imperial throne, carved entirely from golden, inlaid with silver, with images of lions, stags and eagles.

Next to it, Armistice, the Sword of Peace. A +2 holy greatsword, which has etched on the blade, images of celestials bearing waters and healing springs. It's a semi-sentient, as its a celestial blade. When ever used in combat casts a 20th level sanctuary spell that surrounds it. If wished, the blade can dispel this effect and instead functions as a bane weapon one round after used in combat, against that particular opponent's type/subtype. The effect lasts for as long as it used in combat but ends one round afterwards. It also can grant fast healing 2 three times a day. estimated worth, 45,000 k.

two chests filled with 10,000 platinum pieces.

A great and old tapastry depicting a great war between the Devils and Demons, and hidden in secret writings, a couple true names of various infernal beings.

Finally, a set of dwarven axes, each carved with the symbol of a dwarf god, (Moradin and Clanggedin Silverbeard), that are holy +2 axes. Used together or when flanking, grant extra damage bonus, but only against giants, goblins and/or abberations.

Howse that?

Holy crap, I love the Sword of Peace! In fact, I love it all! My group (very much into roleplaying vs roll-playing) will love the backstories. Thanks!!!!
 

Nightfall said:
Howse that?

About 3 times the suggested treasure for a CR 20 encounter.

And not a particularly comfortable bed for a coin loving dragon to sleep on, either.

And it gives one the impression that the dragon threw all the brass rings and cheap baubles out, which is entirely out of character for dragons. They horde. Think Smaug. Only smaller.

I like the general idea of the tapestry that contains a secret clue though. You should come up with a means of detecting the secret though, like a series of skill check hurdles (you have to appraise the tapestry, if you do, you can make a DC 28 search check to notice the hidden pattern, and if you speak infernal and pass a DC 24 knowledge (arcane) check you know what you are looking at) and a value for it on the open market if its secret is not known (and if it is). Partly I like it because its easy to miss, and partly I like it because its something that if you sell it, it will probably come back to haunt you. There is also a moral delemma involved once you know what you have. Infernal true names are dangerous to leave lying around both as a temptation and a threat, but merely destroying the item may not be a good act because of the power to oppose evil it represents in an emergency.
 

Cel,

I was just selecting stuff I thought might be in the horde alongside what you had already suggested. I mean if you give them that plus what I got, it's a decent horde. Besides this is a dragon we are talking about. Some hordes of that level are pretty big.

Eh I figured it was like special writing that could only be seen if you cast "detect invisibility' or read magic. It's a semi-magical effect, but it's mostly a way to keep things hidden.

Maybe a few old books on esoteric lore regarding demons/devils/evil outsiders too.
 

Maybe a few old books on esoteric lore regarding demons/devils/evil outsiders too.
how about a book, covered with frost (not frosting, you glutton bookworms) and cold enough to the touch that deals 1 cold damage per round it is held. Inside are the instructions to summon -and bind to your service- an advanced Gelugon by the name of Lorixgeumil.
Study time: 24 hours, must be holding the book for it to be readable
Check: Knowledge (the planes) 40 or mess up (DM's playground)
Summoning time: 10 minutes
Dismissal: at will, as a full-round action

[sblock=Lorixgeumil]
Size/Type: Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 18d8+132 (274 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 33 (-1 size, +6 Dex, +18 natural), touch 15, flat-footed 27
Base Attack/Grapple: +18/+29
Attack:
Spear +25 melee (2d6+9/×3 plus slow) or claw +25 melee (1d10+6)​
Full Attack:
Spear +25/+20/+15 melee (2d6+10/×3 plus slow) and bite +23 melee (2d6+3) and tail +23 melee (3d6+3 plus slow);
or 2 claws +25 melee (1d10+7) and bite +23 melee (2d6+3) and tail +23 melee (3d6+3 plus slow)​
Space/Reach: 10 ft./10 ft.
Special Attacks:
Fear aura, slow, spell-like abilities, summon devil​
Special Qualities:
Damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, spell resistance 29, telepathy 100 ft.​
Saves: Fort +19, Ref +17, Will +16
Abilities: Str 25, Dex 22, Con 26, Int 22, Wis 20, Cha 25
Skills:
Bluff +26, Climb +27, Concentration +27, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +28, Jump +31, Knowledge (any three) +27, Listen +26, Move Silently +26, Search +27, Sense Motive +26, Spellcraft +27, Spot +26, Survival +5 (+7 following tracks)​
Feats:
Ability focus (Slow), Cleave, Combat Reflexes, Empower Spell-like Ability (Cone of Cold), Power Attack, Multiattack​
Challenge Rating: 16
Alignment: Always lawful evil

An ice devil is about 12 feet tall and weighs about 700 pounds.
Combat

An ice devil prefers to fight only when doing so serves its mission, but it never hesitates to attack when it deems a battle necessary—or likely to end in its victory.

An ice devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Fear Aura (Su)
An ice devil can radiate a 10-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 26 Will save or be affected as though by a fear spell (caster level 13th). A creature that successfully saves cannot be affected again by the same ice devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Slow (Su)
A hit from an ice devil’s tail or spear induces numbing cold. The opponent must succeed on a DC 29 Fortitude save or be affected as though by a slow spell for 1d6 rounds. The save DC is Constitution-based.

Spell-Like Abilities
At will—cone of cold (DC 22), fly, ice storm (DC 21), greater teleport (self plus 50 pounds of objects only), persistent image (DC 22), unholy aura (DC 25), wall of ice (DC 21); 3/day - empowered cone of cold (DC 22). Caster level 13th. The save DCs are Charisma-based.

Summon Devil (Sp)
Once per day an ice devil can attempt to summon 2d10 lemures or 1d6 bearded devils, 2d4 bone devils with a 50% chance of success, or another ice devil with a 20% chance of success. This ability is the equivalent of a 4th-level spell.

Regeneration (Ex)
An ice devil takes normal damage from good-aligned weapons and from spells or effects with the good descriptor. [/sblock]
 

Land Outcast said:
how about a book, covered with frost (not frosting, you glutton bookworms) and cold enough to the touch that deals 1 cold damage per round it is held. Inside are the instructions to summon -and bind to your service- an advanced Gelugon by the name of Lorixgeumil.
Study time: 24 hours, must be holding the book for it to be readable
Check: Knowledge (the planes) 40 or mess up (DM's playground)
Summoning time: 10 minutes
Dismissal: at will, as a full-round action

[sblock=Lorixgeumil]
Size/Type: Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 18d8+132 (274 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 33 (-1 size, +6 Dex, +18 natural), touch 15, flat-footed 27
Base Attack/Grapple: +18/+29
Attack:
Spear +25 melee (2d6+9/×3 plus slow) or claw +25 melee (1d10+6)​
Full Attack:
Spear +25/+20/+15 melee (2d6+10/×3 plus slow) and bite +23 melee (2d6+3) and tail +23 melee (3d6+3 plus slow);
or 2 claws +25 melee (1d10+7) and bite +23 melee (2d6+3) and tail +23 melee (3d6+3 plus slow)​
Space/Reach: 10 ft./10 ft.
Special Attacks:
Fear aura, slow, spell-like abilities, summon devil​
Special Qualities:
Damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, spell resistance 29, telepathy 100 ft.​
Saves: Fort +19, Ref +17, Will +16
Abilities: Str 25, Dex 22, Con 26, Int 22, Wis 20, Cha 25
Skills:
Bluff +26, Climb +27, Concentration +27, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +28, Jump +31, Knowledge (any three) +27, Listen +26, Move Silently +26, Search +27, Sense Motive +26, Spellcraft +27, Spot +26, Survival +5 (+7 following tracks)​
Feats:
Ability focus (Slow), Cleave, Combat Reflexes, Empower Spell-like Ability (Cone of Cold), Power Attack, Multiattack​
Challenge Rating: 16
Alignment: Always lawful evil

An ice devil is about 12 feet tall and weighs about 700 pounds.
Combat

An ice devil prefers to fight only when doing so serves its mission, but it never hesitates to attack when it deems a battle necessary—or likely to end in its victory.

An ice devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Fear Aura (Su)
An ice devil can radiate a 10-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 26 Will save or be affected as though by a fear spell (caster level 13th). A creature that successfully saves cannot be affected again by the same ice devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Slow (Su)
A hit from an ice devil’s tail or spear induces numbing cold. The opponent must succeed on a DC 29 Fortitude save or be affected as though by a slow spell for 1d6 rounds. The save DC is Constitution-based.

Spell-Like Abilities
At will—cone of cold (DC 22), fly, ice storm (DC 21), greater teleport (self plus 50 pounds of objects only), persistent image (DC 22), unholy aura (DC 25), wall of ice (DC 21); 3/day - empowered cone of cold (DC 22). Caster level 13th. The save DCs are Charisma-based.

Summon Devil (Sp)
Once per day an ice devil can attempt to summon 2d10 lemures or 1d6 bearded devils, 2d4 bone devils with a 50% chance of success, or another ice devil with a 20% chance of success. This ability is the equivalent of a 4th-level spell.

Regeneration (Ex)
An ice devil takes normal damage from good-aligned weapons and from spells or effects with the good descriptor. [/sblock]


Yank! Thanks for the unique 'loot'...all of these suggestions have been very cool.
 

Celebrim said:
About 3 times the suggested treasure for a CR 20 encounter.

And not a particularly comfortable bed for a coin loving dragon to sleep on, either.

And it gives one the impression that the dragon threw all the brass rings and cheap baubles out, which is entirely out of character for dragons. They horde. Think Smaug. Only smaller.

I agree, but then, I'm not letting that get in the way of filling the hoard with these items. This group of characters are under-equipped with magic, according to the 3.5 rules, for their character levels. An in-game explanation for the increased size of the hoard will tie in the lizard-folk and serpent-folk that live in the jungle which surrounds the dragon's lair (swamp with subterranean cavern) and treat the worm as a demi-god.
 

Miasma
+2 ghost touch black dragonfang ranseur, grants a +4 resistance bonus on saving throws against poison and any effect that causes nausea or sickening when held or wielded, as a full round action, can create a stinking cloud effect as if cast by a 10th-level sorcerer, possesses a faint aura of evil, any creature tracking it with scent gains a +2 circumstance bonus

Miasma was crafted by a demon, decades ago, from the teeth of a rival slain by the dragon. The blade is a sickly yellowish-white, with a hilt than gives it the appearance of deformed trident. The shaft is moss green, and is etched with two lines of spiraling runes all the way down its length. Miasma emits a weak but foul smelling odour that can linger for hours wherever it goes.

(Dragonfang is a special material found in the Draconomicon.)
 



Remove ads

Top