Stocking the Citadel of the Planes

James McMurray

First Post
Hey everyone, the party in my game is about to assault the Citadel of the Planes (from the Stronghold Builder's Guidebook).

It is a stronghold whose floors are each on different Planes, as follows:

Main Entrance: Plane of Shadow
Foundry: Plane of Fire
Training Grounds: Ysgard
Bathhouse: Plane of Water
"Upper" Docks and Entertainment area: Elysium
Stables and outdoorsman areas: Arborea
Treasury and offices: Hell (Dis)
"Lower" Docks: Abyss
Magickal Studies and Libraries: Astral
Prison Cells: Carceri
Auxiliary (sealed) entrance: Prime

I'll be adding the Prime outcropping in order to further later adventures for the party.

I have a general idea about the inhabitants of the Citadel: they will be demonic forces in league with Orcus, planning on launching a two-pronged surprise attack on the duchy of Bloodstone when the "final war" happens.

The Final War is a campaign specific event. Basically the current cycle of the Gods is drawing to a close, and Law, Chaos, Good and Evil have chosen their champions. The battle will center around the Bloodstone Lands, and the party is (unbeknownst to them) the champions of Neutrality.

What I need are some demons (and other related nasties) to place in the Citadel. I do know that they will be relatively new to the tower, having inhabited it less than a year.

An idea I have is that the training grounds will contain the original troops of the Citadel. Being on Ysgard, they are True Resurrected daily, allowing the demons to train by killing them over and over. As this is a very magical place, these troops will not be cslouches, but they will be no match for the demons. The party could aid them and get some good allies inside the citadel.

What I'm looking for is a good setup to challenge an 18th level party consisting of:

Human Psion (Psychoportive specialist without Teleport :) )

Human Psychic Warrior specializing in Claws of the Vampire, primary frontline fighter.

Human Druid: Healer, Reincarnator, and Buffer. His bffs are fairly effective considering that the party mostly uses natural weapons)

Human Monk: Front line fighter, part II.

These characters are al brand new, having never been played before. The assault on the citadel is to be an intro, letting the players get used to their new characters' abilities, and lead into the Bloodstone series of modules, which should take the party into Epic levels.

One final Note, one of the layers (haven't decided which yet) will house a Pool of Power. This is one of the locations where the gods locked away great power at the start of this cycle. They deemed that mortals had done too much damage with epic power (the cataclysms in Greyhawk's past). They scattered different aspects of power across the planes.

The players (but not this party) have previsouly encountered a Pool of Glory. None of them could bathe in it though. It was like indestructible glass because they were not yet 20th level.

This pool will be the Pool of Community. Those who bathe in it will gain the ability to go beyond 20th level, some stat bonuses, and the spell-like ability to return to the pool's location once per month, travelling across planar boundaries if necessary.

This last part is still being worked on by me, but I've got two levels ofadventuring to figure it out completely.

Any help with defenders for the citadel would be greatly appreciated! Note that not all, but at least some of the defenders (the general and his advisors perhaps) must be able to give an 18th level party a challenge.

Thanks!
 

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Alright - lesse...

First off, a Balor alone is CR 18 - perhaps an advanced Balor could be a liutenant for the Demon Prince of the Undead. It'd make a good (well, not really good) leader of the strike force using the citadel as a base. (See the end of the post for a quick writeup thereof.) Miriliths are nearly as bad, and a pair of those instead could also pose quite a challenge - something for the characters to avoid, as well. Throughout the citadel, if you have the Monster Manual II, you could scatter Jovocs - little beasts that spread damage around; a handful of them, working together, would likely pose a significant enough challenge to your party to keep them wary, but without outright fleeing. Perhaps a group of drow, their Spider-Goddess working with Orcus, could be residing in the Carceri level; or, perhaps a mortal necromancer - a follower of the beastial demon - could have taken up residence in the Plane of Shadow, along with a small group of undead. A minor horde of skeletons and other low-power undead would do a good job of maning what areas of the citadel they could enter - throwing in some versimiltude, but without adding much to the challenge of the area.

Moving on - to create some roleplaying, and again, if you have the MM2, an advanced Palrethee could add some spice. Palrethee's are demon's who apparently tried to become balors, and failed - they're extremely resentful, especially since the balors enjoy using them as demeaning errand boys. Perhaps a resourceful Palrethee could offer to double-cross it's superior, and aid the party... IF they're willing to risk trusting a demon.

As far as the old residents of the citadel - you could try using a small force of [classed] bariurs, from MotP. They'd be more than willing to assist the newcomers against the demons, and be somewhat useful in fighting the weaker enemies - and, yet, still weak enough to be daily slaughtered by the Jovocs. Another choice could be a small - half-dozen or so - group of Githzerai; assuming they're monks, they could have been previously calling the Citadel home while they prepared, as well, for the coming conflict. If you go that route, the PC's would have a small group of well-trained individuals willing to help, assuming they could win their trust, and, if all goes well, man the citadel whilst they're away on further adventures.

Ok - lastly, tactics. This is pretty rough, but it's worth noting that, despite the advantage it may hold, none of the demons are willingly going to enter the abyssal plane - after all, they can die permanently, there. That is, of course, if they consider the PC's a threat; if not, no qualms. Beyond that, I'd suggest that, while they practice daily, the demons are quite lax in keeping patrol of the Citadel - it's entirely possible that the characters, if stealthy, remain hidden for a goodly while, observing and taking out small groups.

Alright - that's it for now. Brain hurts - it's late. :) Anyway, let me know what you think, and I'll try to think some more. Enjoy. Oh, before I forget - the Balor...

Kryschk
Demon, Balor (Advanced) CR 21;Large Outsider (Chaotic,Evil); HD 18d8+126 (Outsider); hp 153; Init +5; Spd 40, Fly, Good 90; AC 30; Atk +27 base melee, +18 base ranged; +27 (1d6+10, 2 Slam); +30 (2d6+13, +3 Greatsword); +18 (1d2, Whip); SA: Spell-like abilities, Fear (Su), Entangle (Ex), Body flames (Su), Vorpal sword (Su), Summon tanar?ri (Sp); SQ: Detect magic (Su), See invisibility (Su), Death throes (Ex), Damage reduction (Su), Resistance: Spell (Ex), Resistance: Acid (Ex), Resistance: Cold (Ex), Resistance: Fire (Ex), Telepathy (Su), Immunity: Electricity (Ex), Immunity: Poison (Ex); AL CE; SV Fort +18, Ref +12, Will +16; STR 31, DEX 13, CON 25, INT 20, WIS 20, CHA 16.
Possessions:
Weapons: +3 Greatsword: Chaotic, Unholy; Whip.
Magic: Wondrous: Belt of Mighty Prowess (+6 to STR & CON).
Skills:
Bluff+18, Concentration+22, Diplomacy+15, Hide+13, Knowledge (arcana)+13, Listen+28, Move Silently+13, Scry+20, Search+20, Sense Motive+20, Spellcraft+20, Spot+29.
Feats:
Ambidexterity, Cleave, Improved Initiative, Quicken Spell-Like Ability, Two-Weapon Fighting.

Kryschk is a powerful balor, to be sure, but not yet powerful enough to stand out incredibly amongst his peers - something he resents incredibly. Still, he only had to slaughter the first two sent to oversee the Citadel to persuade Orcus that he would make a fiting lieutenant, and, thus - he is here. Like all demons, he is by no means loyal, and would betray the Prince in an instant - except he is aware of the battle that is coming, and knows he will not survive without allies. He is also aware of his worth to Orcus, however, and knows that his skin is worth very little - another could replace him as easily as he replaced his two predecessors.
 

Thanks for the great ideas! I don't have the MM2, though. :(

The Carceri level will mainly be a storage place for undead shock troops (and one or two prisoners). It is mildly negatively aligned, and therefore deals 1d6 points of negative energy damag per round. This would make it an excellent storage place for undead, keeping them in pristine condition. The prisoners' manacles grant negative planar protection, making escaping them a dangerous undertaking, since you may end up dying before you can get off the plane.
 

Oops, I forgott o reply to the part about the party remaining unnoticed.

Although it is called a "Citadel" it is actually a fairly small place. It would be hard (without extreme stealth) to remain hidden for long. Given that the Druid will have a dire Bear with him, it'll be hard to remain hidden for long. :)
 


One of the goofy things about Demons is the small list of standard forms they take. I'd recommend taking some of your favorite monsters from the good ol' Monster Manual and "demonize" them. For example, the Roper becomess a cool six armed whip wielding madman. The citadel is small...looks big enough for the HQ staff I'd say. Think logistics, scriers and some elite along with those that don't fall into the chain of command.

Two quick ideas for fun critters:

A "demonized" death slaad with some character levels for the general (make the two knoweldge skills war related, replace hide, escape artis and move silently w. Diplomacy, Bluff and Sense Motive)

A size Large Nightwalker - some kind of native to Bloodstone who was damned for his sins against the land and seeks venegance. Consultant on the land, its nature and defenses. Given the inability to stand the sun I'd recommend someone who wronged a sun god.
 


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