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Heroes of Highdale OOC

Shayuri said:
Illium, hope it's not a bother, but if you have a chance, could you post some background info on the Empire of Illium, especially insofar as their tradition of construct use? Focusing, perhaps, on how a character might have come to learn those techniques. Is it still taught in certain, secretive and selective schools of magic? Or perhaps a background in archaeology is appropriate?

Thanks!
Glad to!

No you wouldn't need archeology. The empire actually still exists. It's just a lot smaller than it used to be. The kingdom of Osserik (where you now are) once formed part of the empire's northern border, but is now an independent kingdom. Though many arcane secrets were lost during the empire's collapse, there are still lone practitioners and small groups that maintain a shadow of those great traditions both within the remnant empire and here in the successor states. You could have learned these "secrets" in Flumeburg (capital of Osserik) or Linnburg (another big Osserian city that is a lot closer to Highdale, and a straight shot down the river Linn).

During the empire's heyday, the noble families (who counted many wizards in their ranks) owned construct guards and laborers. But during the great purges of the reviled emperor Roburius, most of the noble familes were either killed or fled the empire and the level of arcane learning throughout the empire fell drastically. This was also the beginning of the empire's collapse as a whole, since arcane communication and logistics were a big part of how Ilium maintained control of such a huge area.

Does that help?
 

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Awesome. That's great stuff, thanks. :)

One last question then. Will the "new" characters be joining the old in the game narrative, or wil it be assumed to have happened already? And maybe a quick summary of the group's current situation would be helpful...

Right now I'm designing this character to be a bit 'gadget based.' A wizard in mechanics, but the spell effects are as often as not derived from little magical doohickies, strictly as special effects. This bolstered by certain Craft feats like potions (do they have to be actual liquids in flasks, or could they be cool little one-shot magic gizmos too? :)) and wands.

Oh, that reminds me. Is exp set at the bottom of level 11? If so, I may wind up being level 10, after crafting my bodyguard and items. :)

(PS - If any of the above is inappropriate for campaign and/or setting, just lemme know. Concept is still "wet" enough to be flexible. )
 

Sounds great. I'm a big fan of alternate special effects, so your one-shot "gizmo" potions are perfect. As long as they have the same game mechanics requirements as far as actions and provoking AoO, etc. it's good with me.

Spells need to be cast by you, of course, but if you want the special effect to be that you fiddle with a gadget rather than wiggling your fingers in the air for a somatic component, that's fine.

The old groups has returned to Highdale because their original expedition into the high mountains was a bit of a surprise (they followed a trail up there) and they weren't really equipped for it. They were going to try it anyway, but there was a big rockslide that blocked the trail and they came back to re-supply and re-equip. Everybody is in Highdale and the town constable (a fellow by the name of Viktor) will be recruiting volunteers to return to the mountain.
 

Smee. Thanks for the quick replies!

Last thing I need to know is re: exp. Do we start with any exp over the level 11 threshold for craftin' purposes?
 

Bah, now I have to think! :)

Your concept in particular calls for some crafting credit. I really haven't been keeping track of XP very carefully up to now. I shouldn't penalize you for that. Let me (finally) take a look at the chuul...

Holy Schneikies! That thing is nasty! Also a hideous Large Aberration. I'll tell you right now rolling into Highdale with one of those things on a a leash is NOT going to make you popular. I'd make sure to invest in a good persistent illusion and hope it doesn't get dispelled while you're chatting with the lord mayor. Yeesh. :)

By the way, I'm pretty sure they lose the paralytic tentacles because the save is Con based.

So how many XP would it cost you to make an effigy of that thing?
 

Oh, I know they lose the paralysis. I just like them because they're not Huge...as a lot of high HD monsters are, they have good mobility, high base AC, and good damage potential. The next choice is a Dire Bear, which has one more HD, but inferior mobility and AC...comparable damage potential (and better hit bonuses).

The effigy chuul costs 13500gp to craft and 880 exp.

I'm glad you brought up the obvious difficulties of strolling around town with a big monster in tow, because I've been thinking about that too! In fact, I wanted to ask how you felt about a unique, researched spell being added to the book. Paid for, of course, out of starting funds.

The basic theme of the spell would be similar to Shrink Item, only geared specifically towards constructs that the caster is in command of. It would shrink said construct into a Fine item...a figurine of the same basic materials that the construct is made of, only pocket-sized. As an object, it couldn't take any actions, and would be far more vulnerable to damage/destruction/etc. I'd be looking for a fairly length duration on the transformation. The transformation process could easily take time, and so prevent the "pikachu" effect, where you throw it out and it blossoms into a monster right in middle of combat. :)

Failing that, an illusion disguise or Extended Invisibility might be advisable for me. ;)
 

I would suggest the following options:

1) Buy a persistent illusion magic item. It will cost the same as a hat of disguise and allow you to disguise the construct as a mule carrying a bunch of stuff. Since it's a construct it will happily hide or stand wherever you tell it to when you're in town and follow you peacefully out.

2) Though an effigy can look very realistic, you could instead let it be obviously artificial. Won't change the stats at all, but people would actually be much less freaked out by a walking statue than a hideous alien monstrosity. Again, just park it in a stable or your room (if it'll fit through the door) when visiting your local merchants.
 

Hmm! Excellent ideas...

I'll consider it, and make the appropriate changes to my sheet.

One more question. This is iffy, since Effigy is a template added to an existing creature type, but I do wanna check in and see what your thoughts are. What do you think about the possibility of "upgrading" an existing effigy by adding more HD? According to the book, each Effigy HD costs 2000gp and 80 exp to build in the first place. Could additional HD be added after construction, to keep a favorite mecha-beasty in-play at later levels?
 

Yes you can do that. It says so right in the description (though it might actually be in the class ability description rather than the template).
 


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