World's Largest Dungeon in actual play [Spoilers!]

instead of making him a familiar, i would have them slowly form an empathic bond between one another...

create a feat they both have to take that gives them the empathic bond to one another... and if they want additional "familiar" abilities, each of those is also a feat

(although only one of them has to take that feat)

so, as they go up in level, they can begin sharing abilities... neither is subservient to the other, but they eventually become symbiotic and can help each other grow as casters.

hey

that's a really cool idea for any campaign. someone should write that up as a prestige class or something.
 

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something borrowed, something blue

and since i understand that you meant the kobold's familiar now becoming the PC's familiar, here's my advice on that

allow it

and slowly allow the PC to gain knowledge from the familiar that the familiar would have gained from the kobold.
 

I've been thinking of spicing up the goblins in region B a bit by adding some... extra firepower.

Namely, I want to add 5 fiendishesque creatures, reffered to collectively as "the court". These creatures were prisoners who were freed by the Goblin king. They serve him out of gratitude (read: waiting to backstab him at the best possible moment). Needless to say, the five of them have been a major contributor to Argliss' rise to power.

I have two definites:
The Vizier: A shadow demon (from BoVD). He is the most powerful of the court and the other four follow his direction. I plan to use this guy as the boss of the region

The Jester: A grey jester from Heroes of Horror. He's already procured some bleak goblins as "assistants".

Anyway, I need some suggestions as to who the other three should be. Thye should have CRs no less than 4 and no greater than 6 or 7. Any help would be greatly appreciated.
 


I beefed up the goblins with additional weaponry. Couple of articles from Dragon. They're in here somewhere, I'll go digging...

me said:
Using articles from Dragon, I've devised some nastier goblins for the Holy Goblin Empire.

Goblin Piker Fighter 1: CR 1: Small humanoid (goblinoid): HD 1d10+1: hp 6: Init +1: Spd 30 ft: AC 15, touch 12, Flat Footed 14: Base Att +1: Grp -2: Atk +4 Melee (1d6+1 (x3)Awl Pike) or +3 Melee (1d4+1 19-20x2 Shortsword): SA - :SQ Darkvision 60 Feet: AL NE: Fort +3 Ref +1 Will +0: S 12 D 13 C 12 I 10 W 10 C 6.

Skills and Feats: Hide +5, Listen +1 Move silently +5 Ride +4, Spot +1, Exotic Weapon Proficiency: Awl Pike, Weapon Focus: Awl Pike

Awl Pike Two handed Exotic polearm. Cost: 10 gp Dam: (s)1d6 (m) 1d8 Critical: x3 Weight: 10 pounds Type: Piercign

Built similar to a longspear, the awl pike is almost 15 feet long. You can strike opponents 15 feet away with it, but you can't use it against foes closer than that. If you use a ready action to set an awl pike against a charge, you deal double damage against a charging character.

Goblin Grenadier Fighter 1: CR 1: Small humanoid (goblinoid): HD 1d10+1: hp 6: Init +1: Spd 30 ft: AC 15, touch 12, Flat Footed 14: Base Att +1: Grp -2: Atk +3 Melee (1d4+1 19-20x2 Shortsword) or +2 Sling (1d3+1d4 Fire) or +4 sling (1d3) or +3 Ranged Touch Alchemists fire (1d6 fire) : SA - :SQ Darkvision 60 Feet: AL NE: Fort +3 Ref +1 Will +0: S 12 D 13 C 12 I 10 W 10 C 6.

Skills and Feats: Hide +5, Listen +1 Move silently +5 Ride +4, Spot +1, Point Blank Shot, Precise Shot

Equipment: Sling, 6 Alchemist's Fire Bullets, 1 Alchemist Fire, 3 Tanglefoot Bags.

Alchemists fire Bullet This small glass sphere contains alchemist's fire and can be used as a sling missile. When striking a target, the sphere bursts, dealing an additional d4 fire damage as well as sling bullet damage. The target takes an additional d4 damage on the next round unless the fire is extinguished. These bullets are larger than normal, imposing a -2 penalty on attack rolls made using them.

and

me said:
Add the following to rooms B70, B74, 10 feet south of the southernmost of the 3 four way intersections south of the Crypts (facing north) and just outside the door, in the hallway, outside B77 (facing north).

Goblin Fire Siphon

You see three goblins climbing over a small wagon. On the wagon is a sort of pot with a nozzle pointed outwards. Two of the goblins are behind the wagon, positioning it, while the third operates a pump in the back.

The pump goblin heaves downward on the lever and a blast of flame engulfs you.


Goblin Fire Siphon Team Warrior 1: CR 1/3: Small humanoid (goblinoid): HD 1d8+1: hp 5: Init +1: Spd 30 ft: AC 15, touch 12, Flat Footed 14: Base Att +1: Grp -2: Atk +3 Melee (1d4+1 19-20x2 Shortsword): SA - :SQ Darkvision 60 Feet: AL NE: Fort +3 Ref +1 Will +0: S 12 D 13 C 12 I 10 W 10 C 6.

Skills and Feats: Hide +5, Listen +1 Move silently +5 Ride +4, Spot +1, Alertness

Small Fire Siphon Cost: 1000 gp: Weight: 200 lbs

This smaller, more portable weapon relies on a syringe device mounted atop a cart with a plunger at the rear.

Alchemists fire may be projected in either a 40 foot line or 20 foot cone depending upon a setting near the nozzle. Chnage the setting is a full round action. Any creature within the cone or line takes 2d6 fire damage (Reflex DC 15 for 1/2) and a d6 fire damage the following round unless the fire is extinguished (DC 15 Ref save). A full tube contains enough liquid for three uses. Refueling the weapon is a full round action.

The small siphon projector is not as vulnerable to fire damage as the large projector. A fire attack might destroy the siphon tube, but it results only in a small explosion, dealing 2d6 fire damage to all within a 10 foot burst (Ref DC 13 for 1/2).

A small siphon projector takes up a space 5*5 feet and is usually stationary. It takes 5 rounds to reset a moved fire siphon.

Note, the goblins have been well trained and can move the projector to face a new direction as a full round action. However, moving the projector still takes 5 rounds of setup after moving.

Typically, the setting will be a line, pointed down corridors or obvious features. The goblins have decent fire discipline and will not fire on their own troops normally, although, if desperate enough, they might. Each emplacement has three barrels of siphon fire (enough for 9 reloads)

also

Worg Rider Fighter 2: CR 2: Small humanoid (goblinoid): HD 2d10+2: hp 12: Init +1: Spd 30 ft/50 ft: AC 15, touch 12, Flat Footed 14: Base Att +2: Grp -1: Atk Lance +4 (1d6+1) : SA - :SQ Darkvision 60 Feet: AL NE: Fort +4 Ref +1 Will +0: S 12 D 13 C 12 I 10 W 10 C 6.

Skills and Feats: Hide +5, Listen +1 Move silently +5 Ride +4, Spot +1, Mounted Combat, Ride by Attack, Spirited charge

Worg: As per the Text.

Worg riders try to engage opponents in the longest corridors if possible. Because of the limited space, ride by attack is perhaps less useful, but, a spirited charge is devastating. Typically, riders will charge, make their attack and then gain a possible attack of opportunity as the opponent closes, resulting in a possible 4d6+4 points of damage. The next round is typically spent withdrawing and a second rider will charge. They will keep up this rotation, making a spirited charge every round, until the foe dies. Note, because of their great speed, it is quite possible for one rider to engage while the other swings around to attack from the rear or the flank. The long wide corridors are almost tailor made for this approach.

Hope that helps.
 


jim pinto said:
and since i understand that you meant the kobold's familiar now becoming the PC's familiar, here's my advice on that

allow it

and slowly allow the PC to gain knowledge from the familiar that the familiar would have gained from the kobold.

Oh no, I meant the kobold. The kobold's familiar was, put to sleep, with a large axe, during the interigation.

At this point the wizard isn't thinking about the kobold as a familiar... but I was going to start dropping hints about it being a possibility. Though I may go with the empathic bond Jim suggested.

Ultimately what I'm looking for is that the death of the kobold will hurt the Wiz in ways beyond emotional. In the short term, emotional is prety much it. But as time goes on and the bond grows, it will be too late for the party to extricate him without actually hurting the wiz, which hurts them, and they have a tough call to make.

The human fighter (ex marine) is actually one of my best role-players, and supposedly playing a very pragmatic fighter. I'd be very interested to see how he reconciles a threat with him being the one who does the damage. He may go for it, planning to help the mage later, he may not hoping things resolve themselves and the conflict continues to build until something happens.

This little encounter has taken an effective team and really stressed the differences in character. I want to run with that because it's how the group likes to play.
 

Xiag said:
Oh no, I meant the kobold. The kobold's familiar was, put to sleep, with a large axe, during the interigation.

At this point the wizard isn't thinking about the kobold as a familiar... but I was going to start dropping hints about it being a possibility. Though I may go with the empathic bond Jim suggested.

Ultimately what I'm looking for is that the death of the kobold will hurt the Wiz in ways beyond emotional. In the short term, emotional is prety much it. But as time goes on and the bond grows, it will be too late for the party to extricate him without actually hurting the wiz, which hurts them, and they have a tough call to make.

The human fighter (ex marine) is actually one of my best role-players, and supposedly playing a very pragmatic fighter. I'd be very interested to see how he reconciles a threat with him being the one who does the damage. He may go for it, planning to help the mage later, he may not hoping things resolve themselves and the conflict continues to build until something happens.

This little encounter has taken an effective team and really stressed the differences in character. I want to run with that because it's how the group likes to play.

so... i have to move to wisconsin if i want to game with your group?

what i wouldn't do for a group that likes "conflict" and character drama (as opposed to inner party yelling and gamer drama)

:)

and yes... i understood what you mean about the familiar, but the idea of a kobold familiar swept through the thread, so i wanted to put a cherry on that sundae

and the familiar animal that bonds with the PC wizard should offer a great deal of opportunities as well
 

jim pinto said:
so... i have to move to wisconsin if i want to game with your group?

That or wait till I put my NWN2 servers up. Of course most of my group wont' be on there, but I work with what I have.

I have this urge to put the WLD in, but we'll see what models and stuff ship with it, and how it goes from there.
 

BlueBlackRed said:
Give them some muscle with a Kython.
Those things are nasty in melee and can make a front line fighter cry.

Nice idea.

I'm trying to come up with different roles of the court. Thus we have the vizier and the jester, two classic members. I guess I could have the kython and another burly monster as "the bodyguards".
 

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