how would you defend your burrow?

Graf

Explorer
You control a patch of blasted earth in the middle of one of the most dangerous places on the planet. You and your coven of daughters control everything your red eyes see. You are a gifted magus (wizard), as are your two daughters, you have a horde of servile males, dwarven slaves, and worse who you control through an irrisistable mixture of terror and pleasure. You recently pulled of a daring raid miles from your hovel and returned triumphantly with powerful druidic items.
A bunch of furless apes are coming to get what's your's. You've only been waiting most of your life for someone foolish enough to walk into your burrow.

What do you have waiting for them?

[If any of the more interesting threads are an idication there is going to be some wonderful/terrible-for-the-PCs suggestions.]
 

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Well, the first thing that comes to mind is the cause of the terror/pleasure thing that has got all the other folks hooked. I assume that the magus does this with her own abilities and spells?

Another idea is to set up an encounter with these transfixed males where they attempt to mob the characters. It should be fairly obvious that these guys are not in their normal state of mind, and the party may have ethical problems dealing with them as normal monsters (i.e. stabbing them and blowing them up). Especially if the party knows some of them.

What levels are we dealing with?
 
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At the end of a dead end (complete with big signs that read "Absolutely do not go down this corridor" and "There is no treasure down this corridor") is a room which has about a foot of liquid on the floor (flammeable oil). Hidden under the oil is a glyph of warding that will explode in flames as soon as someone enters the room. The ceiling of the room is loose dirt (several thousand tons of dirt) that will collapse as soon as the oil explodes.
 


An iron golem tunnel cleaner. Moves down the tunnels, the front of which is full of rotating blades and scrapers and leaves no room to get around it.
 

Kilmore said:
What levels are we dealing with?

I was originally more interested in having the warren be more of a static environment (i.e. not designed with the party in mind). Of course that's silly.

Party composition
(they are somewhat light on magic items. nobody has anything with a bonus of more than +1, though all the weapons have special prooperties)
Knight of Madriel (Paladin) 9th - charisma and mount focused
--Dire Boar mount
Coreanic Monk 9/Sorcerer 1 - focused on using longsword as a monk weapon
Pyromancer (Evocation specialist) 9th. DCs are absurd, around 20+spell level for evocation spells
Elven Half-construct (made up template) Rogue 3, Fighter 4 Lasher 2 (i think)
Incarnate (new party member, got killed last game & lost a level ) Druid 4, Incarnate 1

So the average party level is around 10 (with the druid hanging out and desperately trying to avoid death).
They have a wands (Compele Silence and Slow) and rods (Acid subsitution, extension, etc), basically all carried by the wizard.
 

Perhaps another thing they could have, gnoll controlled slaves to act as cannon fodder while they also have some vinedead. Another thing for their warren, plenty of diseased traps and their warriors wielding special disease coated weapons along with oils of vampiric blades.
 

alsih2o said:
dire voles...gotta be dire voles
I'll see what I can do. Some kind of burrowing would be cool, but they do have lots of derro slaves for tunneling.

Kilmore said:
Well, the first thing that comes to mind is the cause of the terror/pleasure thing that has got all the other folks hooked.
Though I didn't make it super clear the forest they're in is basically filled with lots of really bad stuff. Normal ol' folks avoid it like the plague. So I was kind of strapped for a source of slaves at all. Cursed dwarves was basically what I came up with.
The slaves are probably going to be derro. The PCs have already found their abandonded village (though they don't know what happened to the dwarves) and the terrible things they did in the name of the worship of dark things.
Net-net there won't be a lot of sympathy on the part of the party.

To answer your specific question directly:
Their masters (a rat race called the Slitherin) have the fear hande because of a powerful evil creature which bears a grudge against them. She (the powerful evil) thinks that the dwarves are all dead, but if she finds out that some are still alive. For them this things is basically like the bogeyman.

The dwarves did lots of terrible things to people including their own. One of them, a young girl touched by powerful magic, escaped several hundred years ago and turned to the worship of Mormo (not too important, she's a proto-being similar to a god but she teaches secrets instead of granting spells). In other words she was turned into a hag, something more than dwarf. She still remembers her old people and craves vengance but thinks they're all dead. If she found out they were still alive she'd visit the torment done to her a hundred times over.
So that's the fear. (they're also afraid of the witches but that's a more rational type of thing).

The pleasure comes from several sources: the savants of the derro as well as other gifted specimins, enjoy the attentions of their mistresses, who are hedonistic shapechangers. Their Slitherin masters have also addicted them to several varieties of hallucigenic herbs, which are constantly being burned in large urns around the caev complex giving off addicitive vapors. The vapors permiate the warrens their masters dwell in as well as the deeper tunnels most of the derro live in. Not getting access to these vapors causes painful withdrawl lasting days or weaks.
The vapors produce a mild hallucinaginc rush, maybe with some minor bonuses or penalties and are somewhat pleasureable though the slaves have long since forgotten what life was like without them.
[The vapors only affect the derro this severly. Both the half-breed children of the savants and their masters and the other members of the warren can leave more-or-less without significant effects.]

With their high SR and saves vs will stuff magic is an erratic tool to try to control them.

Wicht said:
At the end of a dead end (complete with big signs that read "Absolutely do not go down this corridor" and "There is no treasure down this corridor") is a room which has about a foot of liquid on the floor (flammeable oil). Hidden under the oil is a glyph of warding that will explode in flames as soon as someone enters the room. The ceiling of the room is loose dirt (several thousand tons of dirt) that will collapse as soon as the oil explodes.
This is pretty evil. I like it. They wouldn't put signs there though....

Dragongirl said:
An iron golem tunnel cleaner. Moves down the tunnels, the front of which is full of rotating blades and scrapers and leaves no room to get around it.
Hmmm. I think that you're on to something with having someone or something dedicated to cleaning up. This is definitely a neat image but its a bit high tech. Gelatinous cubes aren't much of a good idea either. hmmm
 

Rat golem might work better Graf. That or some other low level golem in CC1/CC2.

Also for their "above ground" to confuse them, have them negiotate with the Glivid Autel's for some of their incorperal undead that they control using an animator's ring or a necromancer's ring. Heck maybe even spell stitch a few of corporal undead to help with their defenses.
 

Nightfall said:
Perhaps another thing they could have, gnoll controlled slaves to act as cannon fodder while they also have some vinedead. Another thing for their warren, plenty of diseased traps and their warriors wielding special disease coated weapons along with oils of vampiric blades.

Though I wouldn't chastise anyone else for this but you:
Gnolls on Ghelspad?
(tsk tsk, i expected better ;) )

Seriously: you know of any sutable-as-slave-type other races which could survive in the Hornsaw?

The hallucinaginic vapors will almost certainly provide some kind of subtle but increasingly strong pentaly vs. illusion spells and there will be traps. But it is also the living environment of a large number of less-than-cogent slitherin, slaves, dire voles and whatever else.
I'm planning on murder holes filled with rat and snake golems which will drop down on anything non-slitherin,non-derro. The Brood Mother and each of her daughters will have their own area.
(lets me do different things in each area).
I have some ideas for the construct/item creation daughter (she'll probably be something of an idiot savant about item creation). And for the breeder, slave mistress as well.

The other two are less fleshed out though, ideas anyone?

Vampire blades oil huh?

Thanks for the ideas. This is starting to really help.
 

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