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The Liberation of Tenh Plot Thread


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Fifty Bodaks arrayed in ranks only a few feet from the entrance to a room. An entrance that is (naturally) covered by a version Otiluke's Dispelling Screen that mirrors Greater Dispelling.

That'll be fifty fort saves please.
"I've got Death Ward up so I don't need to make that; I charge!"
Hmmm. That wall dispels the death ward, that'll be fifty fort saves please.

A variation on the head of Vecna: a trapped and hidden chest secreted in the depths of the dungeon. Inside, a single mummified eye. It doesn't radiate magic. But it was so well guarded... well, I guess the only way to find out is to try it.

A variation on the water filling room tap: a room the exact size and shape of an anti-magic shell with an anti-magic shell/Wall of force (right outside the antimagic shell to prevent egress) on the far door. When the anti-magic shell goes off and the walls of force close off egress, the room slowly fills with water... and fiendish advanced electric eels. Or it could fill up with ochre jellies or green slime instead of water. No need to go easy on the Liberators after all.

A variation on the old sphere of annihilation in the dragon's mouth portal trick. Or maybe just re-use that one.

Mirrors of opposition.
 

Hey (contact), your minions of Iuz are missing two basic ingredients - rogues and orcs! You'd think that there would be at least one powerful orc warlord among Iuz's humanoid legions, and nothing goes better with a scheming deity than rogues.

Anyway, I'm going to get to work on Null and see what I can come up with. Something about an Acolyte of the Skin says "smile!" to me. What are your feelings on third party material (feats, spells, etc)?
 

Schmoe said:
Hey (contact), your minions of Iuz are missing two basic ingredients - rogues and orcs! You'd think that there would be at least one powerful orc warlord among Iuz's humanoid legions, and nothing goes better with a scheming deity than rogues.

You are quite right. I have a few rogue skinless ones in the dungeon already, but . . . what happened to the skin? I bet Null knows.
 

Capellan signed on for Marynnek and Jumper, so that leaves us with:

Accounted for:
Marynnek: Human male Cleric 8 / Warpriest 10 (Capellan’s build)
Vayne: Human male Wizard 17 (That Darn Cat build)
Jumper: Male Human Illusionist 10 / Alienist 8 (Capellan’s build)
Faustal: Male half-fiend half-Rakshasa Sorcerer 11 (Whitey's build)
Panshazek: Human male Something (14 class levels) (the real Panshazek has been ressurected.) (Whitey's build)

Open:
Kermin Mind-Bender: Male tiefling Enchanter 18

Finished:
Aletha: Female drow Cleric 12/Divine Disciple 5/Heirophant 2
Halga: Human female Cleric of Iuz 8 / Contemplative 10
Null: Human male Sorcerer 11/Acolyte of the Skin 5 (Schmoe build)

Dead: (*coughcough*)
Cranzer of Riftcrag: Human male Wizard 15 (RIP)
Martek: Human male lich Cleric 13 (RIP)
Maskeylene: Human male hollow one Sorcerer 13 (RIP)
Zinvellon: Male human Cleric 14 (RIP)
 
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Null

I came up with some background material for him. Feel free to discard whatever doesn't suit your vision of Null. Also, I apologize in advance that my stat block doesn't conform to what you use. This is based off a template that I use and find handy.

One last note, I didn't create the stats for Null's familiar, Mr. Black. Sorry, but considering how much attention familiars get in the LoT, I figured it probably isn't necessary.


Null, Chaotic Evil (CR 16)
Human, Sorcerer 11/Acolyte of the Skin 5
HD: 11d4+5d4+32 (78 HP)
Init: +8
Speed: 30’
AC: 19 (+4 Dex, +2 Natural, +3 Armor)
BAB: +7/+2
Attacks: Ray, +12 ranged touch; Staff of Transmutation, +6 melee
Damage: Ray, various; Staff of Transmutation, 1d6-1
Special: Spells (CL 13), Familiar (Cat – Mr. Black), Wear Fiend*, Flame Resistant (Fire Resistance 20), Fiendish Glare, Fiendish Knowledge*, Skin Adaptation*, Darkvision 120’, Poison 2/day (CL 16, DC 20)
Saves: Fort +10 Ref +11 Will +16
Abilities: Str 8 Dex 16 (18) Con 15 Int 11 Wis 10 Cha 18 (22)
Skills (42 Sorcerer, 15 Acolyte): Spellcraft +8, Knowledge Planes +11, Knowledge Arcana +4, Concentration +20, Intimidate +16 (+18 vs. Evil), Bluff +12, Diplomacy +6 (+8 vs. Evil), Move Silently +7
Feats (8): Evil Brand (BoVD), Maximize Spell, Violate Spell – Magic Missile (BoVD), Silent Spell, Eschew Materials, Weapon Focus – Rays, Iron Will, Improved Initiative

Equipment (77k): Bracers of Armor +3, Cloak of Charisma +4, Gloves of Dexterity +2, Vest of Resistance +3, Ring of Counterspells (Feeblemind!), Scrolls (Summon Monster IX, Demand), Staff of Transmutation (20 charges), approximately 2000 gp in assorted gems and knick-knacks.

Spells (CL 13, DC 14+level): 6/8/8/7/7/7/5

Spells Known:
0th – pick ‘em
1st – Shield, Protection from Good, Magic Missile, Ray of Enfeeblement, Disguise Self
2nd – See Invisibility, False Life, Detect Thoughts, Scorching Ray, Knock
3rd – Fly, Lightning Bolt, Stinking Cloud, Dispel Magic
4th – Enervation, Greater Invisibility, Black Tentacles, Dimension Door
5th – Waves of Fatigue, Wall of Stone, Telekinesis
6th – Disintegrate, Acid Fog


Fiendish Glare (Su): Once per day, standard action, 1 target, 100’. Will DC 20 or suffer (-2 attack, damage, saves) for 10 minutes. Foes with <151 HP are also stunned, based on their HP. 1-50 HP: 3d4 rounds; 51-100 HP: 2d4 rounds; 101-150 HP: 1d4 rounds.

Buff Suite (up to 5 rounds): Greater Invisibility, Fly, Protection from Good, False Life, See Invisibility

Null is a coward and a bully, in a depraved sort of way. Possessed of deep-rooted feelings of inferiority brought on by a cruel upbringing, he learned to turn his anger toward the meek and innocent at a tender age. It wasn’t until he was at least 8 years old before he murdered his first victim, his younger brother, who had somehow found the affection of their parents when Null had not. By the time adolescence had come around, Null’s parents were also by the wayside, and he was well on his way to rising toward the Greater Boneheart of Iuz.

The concept of a stand-up fight is foreign to Null. The man cum demon has no false pride, and he long ago learned that it is better to cast Silenced Violated Magic Missiles when least expected while Flying Invisibly, than it is to get your face beaten in. He is fond of using Mr. Black, his feline familiar, to scout opponents, so that he can prepare a suitable demise for them. He never attacks without first having cast Greater Invisibility and Fly, unless circumstances are absolutely dire. His favored tactics, in order of preference, are:

0. Run (or Dimension Door) away. If the opponents haven’t noticed you, then choose one of the other options.

1. Cast a Silenced Black Tentacles spell. Follow with Acid Fog (if faced with many hardy warriors) or Stinking Cloud (if faced with many pansy spellcasters). Follow that with Waves of Fatigue. Pick off any who escape with Disintegrate (if a spellcaster), or use Telekinesis to drop them back into the killing zone (if a fighter-type). Run away and try again.

2. Use hit-and-run attacks to nullify the greatest threat. Maximized Scorching Rays (72 pts damage) for mages. Rays of Enfeeblement for warriors. Enervations for everyone. Violated Magic Missiles for everyone. Run away and try again.

When Null isn’t fending off the hordes of do-gooders and always-do-wells that descend on Doraka like a plague, he is busy intimidating the locals and torturing innocents. He especially enjoys slowly removing the eyes from helpless victims, but he is always careful not to let the blood spurt on him. The underlings of Doraka speak in hushed whispers about the terrible “demon sorcerer”, and most of the mysterious disappearances are attributed to him at one point or another (in addition to the numerous other entities believed to spirit away “innocents” in the night). Null has no friends, and even the other members of the Boneheart generally find him “creepy, and not quite right.” Still, his favor with Iuz is undisputed, and none dare cross him openly, for fear that they, too might disappear.
 

Consider this a sign-up for any hostile that's not signed up for yet.

Faustal looks pretty interesting - not to mention being what's colloquially known as 'pain up off the hook'. That or Panzashek Jr.

As for questions:
What are the final dispositions of Heroes of the Temple who aren't current Liberators? That group would include Gnomer, C'min, Ethel, Ren Qi, Thrommel sort of, plus the mysterious Diviner of Mittrik and Sweet Pea?

In part 21, the Post of Vile Exposition, we hear about Grazzt cultists lead by one Malcolm. Whatever happened to them? If they're just hangin' out now, can Whitey have 'em? Ditto for the Prazraeloids and Zuggtomites.

Also in part 21, we also hear about Lolth cultists lead by Laera. Are these in any way connected with drow gal Aletha? Did Whitey just spoil a plot point in asking this? :heh:

Most importantly, there's someone named Sasha mentioned in part 12 of ToEE. This just an affectionate nickname for Prisantha? A typo? Jespo wishing for a 'Sasha' in his life?
More to come in the Email - tenacious monsters, devious plots, and the bloodlust.
 

Ah. Null.

Schmoe said:
0. Run (or Dimension Door) away.
Ha hahahaha

Whitey said:
Consider this a sign-up for any hostile that's not signed up for yet.

Faustal looks pretty interesting - not to mention being what's colloquially known as 'pain up off the hook'. That or Panzashek Jr.

Faustal and Panzahek are yours.

Whitey said:
As for questions:
What are the final dispositions of Heroes of the Temple who aren't current Liberators? That group would include Gnomer, C'min, Ethel, Ren Qi, Thrommel sort of, plus the mysterious Diviner of Mittrik and Sweet Pea?

Gnomer-- killed by Iuzian assassins.
C'min-- working with Elenthal against the Lord of Stoink
Ethel-- killed by Iuzian assassins.
Ren Qi-- killed by Iuzian assassins.
Thrommel--Busy being the Prince of Furyondy.
The diviner of Mittrik-- trying without success to get an audience with Prisantha.
Sweet Pea--lurking deep within the Veseve forest, killing orcs full-time.

Whitey said:
In part 21, the Post of Vile Exposition, we hear about Grazzt cultists lead by one Malcolm. Whatever happened to them?

We killed most of their goons, and the leaders fled.

Whitey said:
If they're just hangin' out now, can Whitey have 'em? Ditto for the Prazraeloids and Zuggtomites.

Hey, they're yours. :)

Also in part 21, we also hear about Lolth cultists lead by Laera. Are these in any way connected with drow gal Aletha?

Vaugely. If I remember the Greyhawk canon correctly, Matron Banere, the big bad Lolth priestess from D1-3 is assumed to be working on Aletha, trying to put together some kind of deal between Iuz and Lolth. Unfortunately for her (and the rest of the spider-licking freaks) they have all either converted to the worship of Kiransalee, some other wicked god(dess), or lost their spells altogether.

Whitey said:
Did Whitey just spoil a plot point in asking this?

This thread is all about the spoilers.

Whitey said:
Most importantly, there's someone named Sasha mentioned in part 12 of ToEE. This just an affectionate nickname for Prisantha? A typo? Jespo wishing for a 'Sasha' in his life?

Sasha is Prisantha's familiar-- a very fuzzy and sweet kitten (now a cat, I suppose).
 

Null is *beautiful*. I appreciate the section on his tactics, as well. Now, I promise you that I will underplay him to the point of ensuring that he spends less time in-game than I will spend typing this message, but what I think is really neat is that if I remember to use his tactical approach), these NPCs won't be acting like "(contact) bad guys."

It should give my players a subtle sense that Something Is Not Right Here, and I think it will really add to the fun for them.

Great stuff, thanks!
 

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