Evil plan to kick party's butt
Posted: Thu May 18, 2006 1:15 am
OK, I expressed in the chat with Steve, Todd and others that I have a problem with the players in my party amassing too many powerful magical items. For the whole campaign (started last June) I have rolled randomly for all treasure and held to those results. Some badass items have been distributed including: Robe of the Archmagi, Broom of Flying, Horn of Blasting, Ring of X-Ray vision, just to name a few. Anyway other than a couple of occurences the party has been able to slaughter much of what I hvae thrown at them, every combat encounter there is always at least one player with close to full HP. They are getting a ego complex and I need to put them in thier place. One way to do this is to get ride of most of their magical items. The other is to kick their a$$es throughly.
The party has been hot on the heels of Deitbold von Hiemer (AoBTR) who besides being the leader of Ludenshein is also a high priest of Unklar. Thier journey has led them through a series of portals that has led them into an ancient temple of Unklar on a rocky island in the middle of the ocean. In the temple are great hives where larges numbers of Ungern are being "grown" for a full scale onslaught of Outremere. Also there is a Scout for an ancient order of Eldritch goblins who is working out a deal with Heimer to support the Ungern army with an army of goblins in support of the invasion. They plan on taking over Outremere and using it as a base of operations to bring Unklar bake to the world and start a new age of winter dark. (Pretty epic stuff I know, but this is what I like to run).
Ok, history lesson aside here is the force inside the temple the party awaits (after wading through a bunch of Ungern and goblins first):
Dietbold von Hiemer LE Human Cleric lvl 10
Patron Diety: Unklar
Str 16
Dex 10
Con 1 3
Wis 18
Int 1 3
Cha 14
Primes: Wis, Cha, Con
HP: 72
AC: 20
Equipment: Mace of Terror +2, Full Plate +2 of Spell Resistance 15, Ring of Regeneration, Rod of Lordly Might
Spells: 0, Detect Good X2, Light X3.
1st" Protection from Good, Sanctuary, Cause Fear, Cure Light Wounds, Shield of Faith
2nd: Darkness X2, Hold Person, Silence X2
3rd: Bestow Curse, Cause Disease, Prayer, Cure Serious Wounds
4th: Neutralize Poison, Healing Circle, Water Walk
5th: Flame Strike, True Seeing
Harg'Nah Gromgagh CE Eldritch Goblin Ranger, lvl 12
Str 1 3
Dex 18
Con 16
Wis 1 3
Int 13
Cha 10
Primes: Str, Wis
HP 89
AC 23
Euipment: Ring of Spell Turning, Horn of Breaking (in the codex, destroys magic items), Javelin of Lightning X2, +3 Composite Shortbow, +3 Flaming Short Sword, +1 Adamantite Breastplate
Unique Edlritch Goblin ability: Can cast Fly spell at will as a 10th level wizard.
Favored Enemy: Dwarves
These are the two bosses and they will be supported by the following henchman (no red-shirts here). Note my Ungern stats are unique, I made them much tougher than the ones in Slag Heap.
8 Ungern, 3hd (d8), HP 24, 24, 22, 22, 20, 20, 18, 18. AC 18. SR 4. Equipment: Full Plate, Great Bow (2d8 damage, can fire 2 arrows per round), great sword, 10 arrows, Pavis.
16 goblins, 1 hd (d6), all have max hp. They are equipped with 2 javelins each and a short sword.
4 Eldritch Goblin Shock Troops
Eldritch Goblin 1: 2nd lvl Fighter, HP 18, AC, 17 stats Str 16, Dex 1 3, Con 1 3, Int 10, Wis 10, Cha 10. Primes Str, Con. Weapon Specilization Battleaxe. Equipment: chainmail, battleaxe +1, Large Shield, short sword.
Special Ability: able to cast Barkskin 2/day as 4th lvl caster
Edlritch Goblin 2: 2nd lvl Fighter, HP 20, AC, 18 stats Str 18, Dex 10, Con 16, Int 10, Wis 10, Cha 10. Primes Str, Con. Weapon Specilization Bearded Axe. Equipment: Full plate, Bearded axe +1, light mace.
Special Ability: Able to cast shield 3/day as 3rd lvl caster
Eldritch Goblin 3: 1st lvl Fighter, HP 10, AC, 18 stats Str 13, Dex 18, Con 16, Int 10, Wis 10, Cha 10. Primes Str, Con. Weapon Specilization Composite Shortbow. Equipment: chainmail, Composite shortbow +1, 2 daggers. Special Ability: Able to cast spider climb 2/day as 3rd lvl caster.
Eldritch Goblin 4: 3nd lvl Fighter, HP 29, AC, 19 stats Str 16, Dex 16, Con 16, Int 14, Wis 10, Cha 10. Primes Str, Int. Weapon Specilization Broadsword. Equipment: chainmail +1, Broadword +1, Large Shield, Warhammer.
Special Ability: Can cast Fireball 2/day as a 5th level cater.
The battle will take place in a large chamber in the temple, 180ftx100ft. The goblins will surround the players in a skirmish while the ungern form a shield wall with thier Pavis, raining arrows on the party (no cornern with firendly fire). Hiemer will harass the party with his spells and Rod of Lordly Might, Harg'Nah will immediatley fly to the top of the ceiling (about 120ft) and rain down arrows on the party getting his comabt marauder bonus against them (evil heh), plus a blast or two (no more than two, I'm not entirely heartless) from the Horn of Breaking. If the party can dispatch the ungern and ordinary goblins Hiemer and Hag'Nah will escape through 2 secret passages behind the altar in the large room (they have more business left in the campaign, plus the party can't get their magical items) the Eldritch goblin super team then moves in to beat the crap out of the already bloodied party.
Tell me what you think, is it too evil?
_________________
CK the CK
"My goddess touched me at an early age."
-Grikis Valmorgen, Paladin
The beginnings of my homebrew campaign world and info for my play by chat game:
http://kbdekker.googlepages.com/home
The party has been hot on the heels of Deitbold von Hiemer (AoBTR) who besides being the leader of Ludenshein is also a high priest of Unklar. Thier journey has led them through a series of portals that has led them into an ancient temple of Unklar on a rocky island in the middle of the ocean. In the temple are great hives where larges numbers of Ungern are being "grown" for a full scale onslaught of Outremere. Also there is a Scout for an ancient order of Eldritch goblins who is working out a deal with Heimer to support the Ungern army with an army of goblins in support of the invasion. They plan on taking over Outremere and using it as a base of operations to bring Unklar bake to the world and start a new age of winter dark. (Pretty epic stuff I know, but this is what I like to run).
Ok, history lesson aside here is the force inside the temple the party awaits (after wading through a bunch of Ungern and goblins first):
Dietbold von Hiemer LE Human Cleric lvl 10
Patron Diety: Unklar
Str 16
Dex 10
Con 1 3
Wis 18
Int 1 3
Cha 14
Primes: Wis, Cha, Con
HP: 72
AC: 20
Equipment: Mace of Terror +2, Full Plate +2 of Spell Resistance 15, Ring of Regeneration, Rod of Lordly Might
Spells: 0, Detect Good X2, Light X3.
1st" Protection from Good, Sanctuary, Cause Fear, Cure Light Wounds, Shield of Faith
2nd: Darkness X2, Hold Person, Silence X2
3rd: Bestow Curse, Cause Disease, Prayer, Cure Serious Wounds
4th: Neutralize Poison, Healing Circle, Water Walk
5th: Flame Strike, True Seeing
Harg'Nah Gromgagh CE Eldritch Goblin Ranger, lvl 12
Str 1 3
Dex 18
Con 16
Wis 1 3
Int 13
Cha 10
Primes: Str, Wis
HP 89
AC 23
Euipment: Ring of Spell Turning, Horn of Breaking (in the codex, destroys magic items), Javelin of Lightning X2, +3 Composite Shortbow, +3 Flaming Short Sword, +1 Adamantite Breastplate
Unique Edlritch Goblin ability: Can cast Fly spell at will as a 10th level wizard.
Favored Enemy: Dwarves
These are the two bosses and they will be supported by the following henchman (no red-shirts here). Note my Ungern stats are unique, I made them much tougher than the ones in Slag Heap.
8 Ungern, 3hd (d8), HP 24, 24, 22, 22, 20, 20, 18, 18. AC 18. SR 4. Equipment: Full Plate, Great Bow (2d8 damage, can fire 2 arrows per round), great sword, 10 arrows, Pavis.
16 goblins, 1 hd (d6), all have max hp. They are equipped with 2 javelins each and a short sword.
4 Eldritch Goblin Shock Troops
Eldritch Goblin 1: 2nd lvl Fighter, HP 18, AC, 17 stats Str 16, Dex 1 3, Con 1 3, Int 10, Wis 10, Cha 10. Primes Str, Con. Weapon Specilization Battleaxe. Equipment: chainmail, battleaxe +1, Large Shield, short sword.
Special Ability: able to cast Barkskin 2/day as 4th lvl caster
Edlritch Goblin 2: 2nd lvl Fighter, HP 20, AC, 18 stats Str 18, Dex 10, Con 16, Int 10, Wis 10, Cha 10. Primes Str, Con. Weapon Specilization Bearded Axe. Equipment: Full plate, Bearded axe +1, light mace.
Special Ability: Able to cast shield 3/day as 3rd lvl caster
Eldritch Goblin 3: 1st lvl Fighter, HP 10, AC, 18 stats Str 13, Dex 18, Con 16, Int 10, Wis 10, Cha 10. Primes Str, Con. Weapon Specilization Composite Shortbow. Equipment: chainmail, Composite shortbow +1, 2 daggers. Special Ability: Able to cast spider climb 2/day as 3rd lvl caster.
Eldritch Goblin 4: 3nd lvl Fighter, HP 29, AC, 19 stats Str 16, Dex 16, Con 16, Int 14, Wis 10, Cha 10. Primes Str, Int. Weapon Specilization Broadsword. Equipment: chainmail +1, Broadword +1, Large Shield, Warhammer.
Special Ability: Can cast Fireball 2/day as a 5th level cater.
The battle will take place in a large chamber in the temple, 180ftx100ft. The goblins will surround the players in a skirmish while the ungern form a shield wall with thier Pavis, raining arrows on the party (no cornern with firendly fire). Hiemer will harass the party with his spells and Rod of Lordly Might, Harg'Nah will immediatley fly to the top of the ceiling (about 120ft) and rain down arrows on the party getting his comabt marauder bonus against them (evil heh), plus a blast or two (no more than two, I'm not entirely heartless) from the Horn of Breaking. If the party can dispatch the ungern and ordinary goblins Hiemer and Hag'Nah will escape through 2 secret passages behind the altar in the large room (they have more business left in the campaign, plus the party can't get their magical items) the Eldritch goblin super team then moves in to beat the crap out of the already bloodied party.
Tell me what you think, is it too evil?
_________________
CK the CK
"My goddess touched me at an early age."
-Grikis Valmorgen, Paladin
The beginnings of my homebrew campaign world and info for my play by chat game:
http://kbdekker.googlepages.com/home