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Koumei
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Post by Koumei »

The Kyton
First thing first, the party needs to get access to Jangling Hiter. This basically involves asking the Dark Assembly.

Now, real Kytons are a bit hardcore for the party unless they're at level 5 by this point, at least as regular encounters. Wandering around the place is tricky - any patrolling Kytons may or may not decide they are breaking a law by existing on a sunny day, and try to arrest them.

They are mostly found on ground level, so getting to the upper levels with Climb checks makes it easier... although there could be basic motion sickness and the like.

A pair of Kyton Soldiers (Tiefling True Fiend 2) is the general encounter:
15/16/13/14/10/12 HP: 11
Speed: 30' Init +3 Grapple +8
Armour Class: 18 (flat 15 touch 13)
Fort +4 Ref +6 Will +3
Fire Immune, Proper Dark Sight, Darkness 1/day, Juggernaut
Chain Armour, Magic Spiked Chain
Spiked Chain +5 melee 5-10' (2d4+4 Piercing)
Spot +5 Sense Motive +2

And occasionally a Kyton Arch-Fiend (Ass-mart Conduit 3)
12/14/13/8/12/17 HP: 13
Speed: 30' Init +5 Grapple +3
Armour Class: 17 (flat 15 touch 12)
Fort +2 Ref +3 Will +4
Combat School: Bondage Style, Danger Sense
Spheres: Violation, Pyre
Chain Armour, Spiked Chain, Chains of DC Boosting
1/day: Suggestion DC 16, Flame Blade
3/day: Hypnotism DC 16, Burning Hands 3d4 DC 16
Spiked Chain +5 melee 5-10' (2d4+3 piercing)
Spot +4 Sense Motive +7

A real Kyton could very well be the boss here. The Kyton they are out to deliver an invite to, Sykken, lives in one of the chain towers, and is only too happy to go along - but can't just wander out.

They could actually fight their way out if they feel that clever.
They could all sneak, which is tricky.
They could attempt to convince others that they're all evil and part of a hunting party "heading out to kill demons!"
They could also pretend to be captives (involves hiding their weapons and being bound, even fake-bound) "led away to torture and kill in hilarious ways". But they'll need to make a DC 15 Charisma check. If all PCs fail, she decides to *actually* do just that.
Criminal
Primrose lives close by, however it turns out she was arrested and found GUILTY of [Too Many Murders] and [Sloth]. They can basically either bluff their way inside the prison, or get themselves arrested for something.

Primrose is an Empusa Assassin 2, weaker than the PCs. This probably won't be too relevant. She won't be that hard to find, and is happy to go... but theoretically needs to reach the top floor to get out of there. The next exit is three floors up, but she is supposed to go through another hundred, with about thirty spankings, before she can reincarnate. So escaping sounds much better.

[*]Floor 1: Sticks & Stones: filled with mud, rocks, gravel and tree branches, it's easy to trip up here. possible foes include Dryads (probably not combat: they'll be happy if the players take parts of the tree and go planting them every hundred feet to increase their movement), Ankhegs, Assassin Vines and Chokers.
[*]Floor 2: The Ice Level: lots of snow drifts and slippery ice fields. Possible foes include Dire Weasels, Dire Badgers, Ice Mephits and Frostbrother Ice Salamanders.
[*]Floor 3: Fluffy Cloud Sky Land: it's on clouds. It's still inside a prison, and there is still a stairway. But... what? Possible enemies include Lantern Archons, Juvenile Arrowhawks and Small/Medium Air Elementals.

To get out past there, however, they will need to either fight the warden, diplomatise her or bluff their way past her.

Warden Katrine: Human Knight 4
14/8/16/10/13/12 HP: 38 DR 2/- Energy Resistance 6
Speed: 30' (20') Init -1
Armour Class: 21 (flat 21 touch 9)
Fort +7 Ref +0 Will +5
Combat School (Whip It Good), Great Fortitude, Subtle Cut
-Die at -20, Slow Cut, Knight's Challenge +4d6 (1 attack)
Large Shield, Sexy Plate Armour, Magic Combat-Crop
Crop +10 melee 5-10' (1d8+5 slashing/bludgeoning)
Spot +8 Sense Motive +8 Ride +6 Sleight of Hand +6

If they're level 4: +1 level
+9 HP, +1 Energy Resistance, +1 to hit, +1d6 Challenge
Rides a Warhorse: 1/round Ride (+7) to negate a hit
(30 HP, AC 14 (flat 13 touch 10), Speed 50' Init +1, F +7 R +5 W +2)
Spot +9 Sense Motive +9 Ride +7 Sleight of Hand +7

If they're level 5: gain a level of Hell Warden
+16 HP, +2 Ref, +2 Will, Combat Looting, +2 to hit, +1 damage, +2 to AC, +1 Resistance, Grapple +8
Spot +9 Sense Motive +10 Ride +8 Sleight of Hand +8
Stunning Attack DC 15, Dex Cut 2d4, Swift in Grapple: remove a ring or belt
Howling Chain 1/day DC 14, Shadow Well 1/day DC 14, Punishment +1d6
The Hell Warden:

"No, you're in Hell for a reason. You need to live a pure life to regain your innocence. Do this by murdering wicked things."

Sometimes, people end up in the Prison in Hell for their sins and wickedness. They don't need to die for this, it just sometimes happens that they get arrested and land there. In these cases, you need someone to guard them and stop them from escaping.

Requirements:
BAB: +5
Skills: Sense Motive +8
Special: Proficiency with the Whip, Scourge or Riding Crop

HD: d12
BAB: Good
Saves: Good Ref and Will
Skill Points: 2+Int
Level:Special:
1Punishment +1d6, Howling Chain, Shadow Well
2Punishment +2d6, Black Tentacles
3Punishment +3d6, Greater Mighty Wallop
4Punishment +4d6, Torrent of Tears
5Punishment +5d6, Force Cage

All Save DCs are 10 + half HD + Cha or Wis (choose when taking the class).

Punishment (Ex): Wardens are good at correcting the actions of others. Once per round, a Warden may add her Punishment dice to a damage roll against a target she hits with a melee attack.

Howling Chain (Sp): chaining people up is highly relevant to these pseudo-casters. Sne may cast Howling Chain once per class level per day.

Shadow Well (Sp): sending people into time out can be really effective. The Hell Warden may cast Shadow Well once per class level per day.

Black Tentacles (Sp): tentacles are great for restriction and punishment. Starting at second level, the Hell Warden can cast Evard's Black Tentacles once per class level per day.

Greater Mighty Wallop (Sp): Hell Wardens like smacking people really hard. Starting at third level, she may cast Greater Mighty Wallop once per class level per day.

Torrent of Tears (Sp): Hell Wardens often punish people into tears. Starting at level four, once per class level per day, she may cast Torrent of Tears.

Forcecage (Sp): sometimes you just need to lock someone up behind bars. At level five, the Hell Warden can cast Force Cage five times per day.
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Koumei
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Post by Koumei »

Finally... the Magic Tea Party itself:
Attendees:
[*]Vurasel (duh), who has not gained power since they last met.
[*]The successful invites
[*]Pretty Princess Daphne (Alraune Gunmage 3)
[*]Various maids serving Vurasel. They are Prinnies, not sexy.
[*]Arn (pretentious Human Geomancer 3) and William Cromwell (antagonistic Human Alchemist 3)

At some point, Cromwell will inevitably antagonise Arn. A fight will break out if the party can't diffuse it (Bluff DC 14, Perform DC 14, Diplomacy DC 18, do something cool). A fight will actually impress Vurasel though.

The Dragon wants to plant Daphne in his swamp as a feature. She doesn't like this idea. Bluff DC 15 to trick him into forgetting about it, DC 20 Diplomacy to talk him out of it, DC 30 Diplomacy to talk her into being a potplant. An Int check DC 15 (if no player thinks the idea up) can come up with "Why not have her clip off some buds to plant there? He could even exert his dragon power to make them half-dragon then".

At some point, a maid starts to stumble, about to spill the tea. A DC 15 Ref save can prevent this. Otherwise someone gets covered in tea and embarrassed. If it's a party member, people won't take them seriously any more. It takes a DC 15 Diplomacy check to convince Vurasel not to kill the prinny. Unless spilled on her, in which case it's DC 40.

The Kyton and Knight disapprove of each other's attire and refuse to speak with each other. This is a problem, seeing as one wants the jam and the other has the jam. It has reached the point where they have set a wall of blades up between them, and guess who needs to diffuse the situation so that the jam is shared?

The prinny squad will eventually refuse to work any more, considering going on strike or defecting and heading off to work on their own or risk it being worse under Etna, dood. The party will need to talk them over (Intimidate always works best), or bribe them with money, or beat a few of them up. Or Vurasel will eventually get pissed off and tell the party to kill them all (she will if they don't) and take over maid duty.

All this stuff shouldn't take too long - it's a series of weird little scenes to break the game up a bit.

Eventually Primrose decides she wants Devil Pepper cake. Which is in the pantry, and apparently the party have to go find it. So they're actually let into the mansion. The stairs to the upper levels are trapped, and there are appropriate guard monsters, but there's some nice loot. Downstairs, there are rooms that are more like caverns, the Cloak Room has, of course, a Cloaker, and there is a Bonsai Room with alraunes or assassin vines.

The pantry has a great stack of stuff, and a spiral staircase to get to the top of it. The cake in question is in a box in the sub-section labelled "Beware of Wyvern". The Wyvern can be the boss fight.
When they get through that, they should get their level up, bringing them hopefully to six, and then...

Either they will have caused events that can lead to the next arc with a smooth progression, or I'll need to start thinking. Possibly the final boss (no idea yet) can arise and meet them. Maybe they have a run-in with someone who wants to be the main character and accuses them of killing his family (a requirement for the main character). Who knows? The session will end there.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
Koumei
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Post by Koumei »

Right, so we're approaching the point where people start getting followers and shit. Luckily, I have that table, and there are choices. But for the Ghost Knight, he's liking his bear and considering "bear cubs" for followers.

Which is totally okay, and I can even claim "Yeah, PB and LPT had bear cubs, that totally means it's N1-related" as opposed to saying "This is D&D and N1, whatever man".

So. Bear Cubs:
Small Animal
Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6
HP: 2d8+4 (13)
Init +3
Speed: 20'
AC: 17 (+1 size, +3 natural, +3 Dex), flat 14 touch 14
Fort +5 Ref +6 Will +1
Feats: Endurance
BAB/Grapple: +1/-1
Attacks: 2 claws +4 (1d4+2) and 1 bite -1 (1d6+1)
Special: low-light vision, scent, Appelz Time

Appelz Time (Ex): bear cubs intrinsically know what apples is, even if they have never seen them before, and consider them delicious. Handle Animal/Wild Empathy checks made with apples gain a +5 "Sure, why not?" bonus when dealing with bear cubs.
The current polar bear's evolution table:
Level 7: Bearhound (MM3)
Level 9: Dire Bear (MM1)
Level 11: Ironclad Mauler (MM3)
Level 14: Dire Wombat (Ironclad Mauler of Legend - MM2)
Level 17: Now We're Just Being Stupid (1/2 Dragon Dire Wombat - MM1)
Level 20: Paragon Polar Bear - the epitome of bear (Joke Book)

I will stat them up for quick reference closer to them being relevant. Note that he has expressed interest in one day having a Dire Wombat.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
Koumei
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Post by Koumei »

Going into more depth for the party:

Cromwell vs Arn: generally it's in the best interest of the party to end the fight by KOing someone. They could choose to ignore it, but... well, they'd get hit by AoE things, most likely.

Cromwell
Human Fire Mage 5
8 14 14 12 10 17
HP: 37 Speed: 30' Init +5
*Imp Init, Weapon Focus: RTAs, Improved Toughness
Fort +6 Ref +6 Will +4
AC 16 flat 14 touch 12
Fire Immune
Fire Bolt +6 (5d6+3)
Fireball 5d6+3 (DC 15)
Ignite 1d6+3/round (DC 15)
Piercing Flames
*Cha-boosting item

Arn
Human Geomancer 5
13 8 16 12 16 10
HP: 38 Speed: 30' Init -1
*Toughness*2, Ability Focus: Floor
Fort +7 Ref +3 Will +4
AC 9 flat 9 touch 9
Crossbow +1 (1d10)
*Hard Feet, Entangle (DC 15), Vertigo Field (DC 15), Cold Feet (DC 15)
*Hot Feet (DC 17, 5 squares, 5 min, D: non-magic ranged, 5d8 Fire)
*Melting Feet (DC 17, 5 squares, 5 min, D: magic ranged, 5d8 Acid)
*Con-boosting item

If a fight occurs involving the Prinnies:
8 Prinnies:
Small Construct [Extraplanar, Chaotic, Evil, Dood]
10 8 - 4 4 10
Speed: 20' Reach: 5' Init -1
11 HP
AC: 11 Flat 11 Touch 10
Fort +3 Ref -1 Will -3
BAB/Grapple: +1/-3
2 MW Daggers +3/+3 (1d3)
-1 Racial penalty on saves vs Confusion/Insanity/Suggestion, -1 more for every Prinny within 30'. (so starting at -8)
Not Immune to the following Mind-Affecting Effects: Confusion, Insanity, Suggestion
Death Throes (Su): when thrown or reduced to 0 HP, the Prinny is instantly destroyed. It explodes in a 30' radius, dealing 1d6 Fire damage per HD (Ref half, DC 10)

Also, there will of course be the concert, which could involve talking with Vurasel about the whole thing. As usual, they get to do a bunch of random things each, basically trying to fire the crowd up.

The next story arc will result in them getting some stuff, as well as being more musical themed. They receive a letter:

"If (the PCs) will make haste in attending Count Gorbachoff's manor for his Battle of the Bands, they will be handsomely remunerated. They are to have their gear with them and any roadies, and are to bring:
[*]No garlic
[*]No crucifixes
[*]No wooden stakes
Nor are they to look the word 'Vampire' up in a dictionary."

I figure that should be subtle enough, right?
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Koumei
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Post by Koumei »

So in the next story arc, they will be attending a Battle of the Bands, fighting a Vampire, and getting their own actual base of operations:

Vurasel will offer to let them use her Dimensional Portal* to get to the castle. It lands them pretty close, at least, though it turns out the castle is located at the seaside, not in gloomy Romanian mountains. So they get to go along the beach for a bit, and I imagine the cat will get distracted by fish.

There will be a giant sandcastle, however it turns out it is not the correct castle. Should they enter it, they'll be ambushed by a GIANT FUCKING CRAB.

Well, less of an ambush as it starts running back to its home to find them there. Hell, if anyone looks out a window they'll be able to ambush it.

I am confident that they can turn the crab into a seafood platter before any significant harm befalls them, even taking into account the fact that it is more of a CR 5 than a CR 3.

The caste itself will have guards. These will be some generic warriors - 3x Human Warrior 5 to be precise, for "Easy CR 6". The guards will demand they hand everything over before entry, and can be talked out of this crazy idea or pummelled and harmed.
14 13 16 10 12 8
HP: 37 Init +1 Speed 30' (20' in armour)
-Full Plate, Tower Shield, Magic-Bonus Long Sword
AC: 23 flat 22 touch 11
F +4 R +2 W +5 (+7 vs Fear)
Loyal to Death! (fight to -10)
Face Stab +12 (1d8+4, 19-20/x2)
The battle of the bands itself is a lot cooler. First, they are all invited in by the manservant**, and shown up to their room (singular). They are asked their Blood Types (even the Ghost) and told that the battle will happen the following night, so in the meantime they may join the Count (and any other bands who accept the offer) for dinner, though capes must be worn. He'll just say "Capon for dinner", and if they misunderstand, then "No, the Count always insists his guests put a cape on for dinner". Thank you Stephen Fry.

At dinner they will be able to meet some of their opponents, to gain a bit of knowledge. But basically, before the event itself, they will each get a couple of actions (yes, 2) to help their cause, all the way up to "pick a fight with another band and take them out".

Actions:
1. Pick a Fight: this works as normal: you pick a fight with them
2. Sabotage a rival group (Sleight of Hand, or Bluff, or Disable Device, DC 20)
3. Bully a rival group into being scared and doing a terrible job (Intimidate DC 20)
4. Improve your chances (add extra pyros or something - a spell or a DC 20 Know: ArchEng or NobbyRoy)
5. Mingle with judges (Diplomancy/Bluff/Intimidate DC 20)
6. Start handing merch out to the judges and audience
These will all add notches of success before the event itself. Which is just "Everyone roll your Perform skills and each group keeps their best result", and if the group wins, then great, they get an extra notch. Yes, being the best performers isn't as important as advertising and dastardly deeds. That's not exclusively a Netherworld thing too, check out the real world.

Rival Groups:
The Undeadeds
Ghost Star Mage 4 (Perform: Sing +7), 8 12 13 14 16 10
HP: 30 Init +5 Speed 20'
F +2 R +2 W +6
AC 14 flat 13 touch 11
DR 4/magic
Baleful Glare (4 targets) 1d8+7 (Fort 1/2 DC 16)
Dimension Hop, Light, Ray of Light, Searing Light, Silent Image
Faerie Fire (1 turn, touch attacks)
-Magic Staff
-Toughness, Imp. Init.

4 Specially Crafted Zombies (Perform: Shuffle -1 each), 12 8 - - 10 1
HP: 20 Init -1 Speed 20' (can't run)
F +0 R -1 W +3
AC 11 flat 11 touch 9
DR 5/slashing
Slam +4 (1d6+3 +1d6 Cold)

Dood Patrol
6x 4HD Prinny (Perform: Loud Things +7), 10 8 - 4 4 10
HP: 22 Init -1 Speed 20'
F +4 R +0 W -2 (-8 vs Confusion/Insanity/Suggestion)
AC 11 flat 11 touch 10
2 MW Daggers +4/+4 (1d3)
Explode 30' radius 4d6 Fire (R 1/2 DC 12)

Flower and Power
Alraune Totemist 4 (Perform: Flute +11), 13 12 14 10 8 16 (18)
HP: 29 Init +5 Speed: 30'
F +3 R +2 W +3
AC 18 flat 17 touch 13
-Vineweave Armour, Magic Sickle
-Feats: Toughness, Imp. Init
Sickle +6 at 5-10' (1d6+3 slashing, 18-20/x2)
1 per 4 rounds:
-Grasping pale Briarvex Gloves: +2 Deflection to AC, touch for 2d6 Force and 2d6 Force per round for 4 rounds
-Wicked Caerulean Mephit Mantle: +2 Natural Armour, 15' cone breath of Nausea 1d2 rounds (Fort DC 16 negates)
-Devastating Cyan Joystealer Cape: +2 Enhancement to Cha, touch a foe for DC 16 Will vs 1d6 Cha loss and Crushing Despair
-Charm Person 1/day DC 16

Aranea Sorc 1 (Perform: Dance +9), 11 16 14 14 13 14
HP: 27 Init +7 Speed 50' Climb 25'
F +5 R +6 W +6
AC 17 Flat 15 touch 12
Web +5 (entangle)
Bite +5 (1d6 plus Poison DC 15, 1d6 Str/2d6 Str)
1st: DC 13, [X][ ][ ][ ][ ][ ][ ]
Mage Armour, Grease, Whelm (Will vs 2d6 Nonlethal)
2nd: DC 14, [X][ ][ ][ ]
Increase Virulence, Blinding Suuuuuurge (Invis. 1 round, RTA +5 for Blind 1 round)

PyroKleptoMania
Human Red Skull 5 (Perform: Vuvuzela +12), 8 14 (16) 13 12 10 16 (18)
HP: 27 Init +7 Speed 30'
F +5 R +7 W +4
AC 18 flat 15 touch 13
Fire Immunity
-Mithral Armour, Skull Hat of Charisma, Nice Gloves of Dexterity
-Negate 5 Crit/Sneak Attack per hit
-Feats: PBS, Rapidshot, Imp. Init.
Fire Bolts +4/+4 RTAs (5d6+4 Fire)
Fire Burst 10' radius (1d6+4 Fire, Ref half DC 16)
Fireball 20' radius (5d6+4 Fire, Ref half DC 16)
Ignite (1d6+4 Fire and burninating, Ref DC 15 to put out)

Human Thief-Acrobat 5 (Perform: Electric Harp +13), 13 16 (18) 12 10 8 14
HP: 22 Init +7 Speed: 30'
F +2 R +8 W +0
AC 19 flat 19 touch 14
-MW Longstaff, Mithral Armour, Shoes of Dexterity, Bandana of Performance, Electric Harp
-Feats: Combat School (Flip Off), Danger Sense, Blitz
-Skills: Tumble +12 Balance +14, Jump +11
Longstaff +9 at 10' reach (1d8+3)
-Charging +11 (1d8+1d6+8)
+2d6 Sneak Attack when relevant
If they win, they get a cool shiny treat of some sort. Either way, they will be cordially invited to attend the celebratory banquet... except they must rest. Obviously the Count will attack them in the night and they must take the un out of undead. He is a Green Mage variety of Vampire, for the record.
Count Gorbachoff
Vampire Green Mage 6
8 13 14 (16) 10 12 16 (18)
HP: 61 Init +5 Speed: 30'
BAB/Grapple: +4/+3
F +4 R +6 W +6
AC 15 flat 14 touch 15
Wind Blast +7 RTA (6d4+2 Sonic)
Electro Touch +7 MTA (6d6+2 Electric)
Thunder Clap 20' radius burst (4d8+2 Sonic, Fort 1/2 DC 17), fail: prone + deaf 6 rounds
Resistances: Blue Hedgehogs 12 Electricity 6
Immune to Wind
At Will: Message, Ghost Sound, Gust of Wind, Wall of Air (DC 17), Clairaudience, Whispering Winds, Air Walk, Silence
Feats: Improved Initiative, Elusive Target, Improved Toughness
Gear:
-Brawny Muscles stitched on (Con booster!)
-Magic Staff with a Prinny head on top
-Pointy shoes of Fashion (Cha booster)
-Nice Shirt (Deflection)

Blood Points: 4 (spend 4 to Daze Monster DC 17 or Widen effect)

Minions: 1 Bat Swarm (CR 2) and 1 Dire Bat (CR 2), for CR 4, making this a total fight of CR 7, so "difficult". Yeah, the Minions are there to eat an attack each (though Whirlwind + Horde Breaker means they could seriously hasten his death), and if he gets badly hurt but not killed he will run like a little girl, swearing revenge.
After they actually killify him (or he flees, but let's be honest, he will get all of one action in before they reduce him to -60, if he's lucky), the manservant informs them that they have now inherited the castle and everything that goes with it, meaning they now have a base. A Healer will soon set up shop there as a "You guys are totally healed up whenever you get home", and there is a dusty old portal they can figure out.

It turns out there is a kitchen there with a Jack Chef, so they can get tasty snacks that have no in-game effect. He'll probably be the guy who sells them magic weapons and armour later, when they're in the Wish Economy.

A day or two later, they receive a subpoena to court... it turns out that they have inherited the entire estate, meaning they have to look after his Soul factory so that sufficient Souls are produced, or they face jail time.

This then leads to hijinks such as bandits and expanding the business, but it's time for me to start NaNo now.

*That is not a euphamism.

**An Eringa (the mushroom people) with a coat and moustache.
Last edited by Koumei on Tue Nov 02, 2010 1:32 pm, edited 4 times in total.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
Koumei
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Post by Koumei »

...just on the off chance they decide to beat Jeeves up (for instance, because he led them into the trap). I doubt it, but being prepared can't hurt.
Medium Plant, 12 13 13 10 15 14
3 HD, 16 HP, Init +1 Speed 20'
AC 12 flat 11 touch 11
F +4 R +2 W +3
2 Slams +3/+3 (1d6+1) or Spores +3 RTA
Rapport Spores Fort DC 12 (Telepathy, Harmless)
However, once all of the above occurs, there will be the matter of making the place *feel* like it belongs to them (in other words, they get to go around getting stuff to put in their Barbie Mansion - as well as getting residents, stores and stuff) and also maintaining the business. I figure a handful of easy adventures can take up a few sessions, keeping them on top of the business.

1. Constant raids by ___ bandits are proving problematic, cutting into profits and meaning they need to either design a superior defence system to keep them out, or go and take on the bandit leader to solve the matter.

2. The Eldritch Dismisulator is broken due to the new rubber mats getting caught in the grubnuts, thus making the satchel-arm grind against the grolling tube. Basically, they need to get it replaced, but only a legendary glass blower can make such a thing and they'll need to go find one. Within two days.

3. It turns out that Count Gorbachoff didn't keep the place clean, and so limpets and centipedes have managed to clog the pipes up. Someone's going to have to go down into the tunnels of the engine room and clear these things out. Did I mention how big these limpets and centipedes were?

4. Underlord ___ wishes to sign a deal to get another 4^pi souls per month, but that is going to involve either expanding the business (finding more workers, importing more of the right soil, going to Mechanus to purchase more frotting pencils and dolphin-point rotatory gears) or renegotiating existing contracts.

5. More people need to get to the area so that their deaths can result in plenty of Mana power for the soul farming. Perhaps they could work on advertising, or maybe lure mindless critters in? Or perhaps just set up a Reincarnation booth?

Now, after the death of Gorbachoff, the team will hit level seven. After all of these things, when the system is running smoothly (I expect that to be 1-2 sessions), they will hit level eight. And then we can move on to the next "Episode", which may involve them being hunted down by MC MC, or possibly one of the Ghost's former lovers or something.

Bonus crunchy-stuff: Sabre Kitty
These are just Nekomatas waiting to grow up. As such they only have a single hit die, which they lose when they grow into an adult and actually have class levels (even one), but sometimes they oddly enough shed their fur and grow into humans, usually samurai. No-one really knows why this is, but they put it down to a Reincarnation thing.

At any rate, you must sadly put aside the memory of your level 2,000+ katana-wielding Sabre Kitty (or rather, the fifth-tier version that probably also spent time as a fifth-tier Jack to get the huge-ass XP booster) and make do with the fact that these are only ever level 1. Even the Disgaea 3 version that wields a fish is "Sir Not Appearing in this Film", it's basically "the level 1 version in D3".

Tiny Magical Beast (CR 1)
Str 10 Dex 16 Con 14 Int 8 Wis 5 Cha 13
1d10+2 (7 HP)
Init +3 Speed 20'
AC 15 (+3 Dex +2 Size), flat 12 touch 15
Fort +4 Ref +5 Will -3
Reach: 0'
Feats: Expertise
Proficient: Bastard Swords, Natural Weapons, Fishing Poles and Fish
Skills: Jump +7
Bite +6 (1d3)
Scent, Cat Kick Teaser, Baby Pounce, Darkvision 60', Low-Light Vision

Baby Pounce (Ex): the Sabre Kitty may enter the square of an adjacent opponent (without provoking an Attack of Opportunity) when making a Bite attack against that opponent, as long as it succeeds on a DC 15 Jump check. It uses its Dexterity modifier for Jump checks instead of its Strength modifier. If it fails the check, then it must either elect to enter the square normally (thus provoking an AoO) or forego making the Bite attack.

Cat Kick Teaser (Ex): if the Sabre Kitty charges and successfully makes a Bite attack (even if it fails to pierce DR), it may then make 1d3 Rake attacks, each at its normal, non-charging attack bonus (+6). Each hit deals 1d2 damage.
Last edited by Koumei on Thu Nov 04, 2010 7:51 am, edited 1 time in total.
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Post by Koumei »

Bandit raids:
First they'll get complaints that there was such a raid, and a bunch of souls and Mana were stolen, which is bad. Later on, the party gets to deflect an actual bandit raid:

Four Ogre Zombies (CR 4*3 = 7)

It becomes quite obvious that these zombies have mushrooms and moss growing on them, and a Knowledge (Nature) check of DC Ooglyboo will say "Yeah, that's totally an Eryngi thing". Ooglyboo plus number will say "The oldest, biggest kinds of Eryngi can do that, Jeeves is way too small."

Jeeves will, if questioned, mention that he often writes to his family in Bristol, about a mile or so down the road, away from the beach and towards the woodlands. Or they can track the zombies by scent (I hear a party member can do that. As can the bear), or by footprints, leading back to the Eryngi colony. On the way they'll have to scuffle with another 4-pack of ogre zombies, and as they get to the community base, there will be two guards and a wyvern zombie (3*4 = 7). They can also run into a 4-pack of Topiary Boars (4*3 = 7), and as they approach the housing circle, there will be one more guard unit:

2 Vine Horrors (with Assassin Vines) and another Wyvern Zombie.

Only after all of this can they actually deal with the inhabitants, who are mostly workers (and thus weak and very eager to solve things peacefully). They will even offer some delicious cake (some HP healing) and tell them where to find the Sovereign.

The Sovereign is not inclined to get into a fight, because he is a big fan of not dying. If attacked, he will rely on crappy spores and some zombies, but he's totally willing to call off all of the attacks, and give the group a vial of Kinoko-Jiru (made from the mana power stolen). Seeing as they get Brew Potion, and in LPT Kinoko-Jiru is a potion.

Basically it's a "Cure everything: all HP damage, Vile/Frostburn damage, ability damage/drain, poisons, diseases, regenerate lost limbs, restore negative/lost levels, even permanent ones (or super-mega-permanent such as being raised from the dead), remove curses and all other stuff". One dose, make it last. And it tastes foul.

If they really want they can probably bully him into a contract where they provide the Mana power (much less than what was being stolen, just enough to actually make the potions from: basically just ramp production up a bit more) and he makes them random potions on a weekly basis. They get no say in what potions are made, they just get some freebies to use from time to time.
And that's a whole bunch of level-appropriate challenges, ones that will actually take a little while and remind them that combat doesn't have to be short. Even if it will still be less flash-and-slash (and quicker) than the Pathfailure game.

Replacement Needed:
The easy part will be finding information on where to track down a legendary glass-blower: they have someone who can Speak With Dead, and Count Gorbachoff is as dead as you can get. Or they can try talking with the senior workers, or something just as fancy.

This kind of mechanism-related thing clearly requires a trip to Mechanus. So they can blow the dust off their Dimensional Portal, and seek Dark Assembly approval (one way or another). Doing this means they have permission to go to Mechanus... as long as they can get form 28-B signed. That form is on Mechanus.

Requisitioning the form can be done from any Legal Firm in Hell, and there must be millions of those. They simply need to get a one-star security rating (as in, need to be considered "very dangerous, we should totally send them to other places, hahaha"), rack up sufficient Felony ratings and of course fetch document 895568-M3 (revised). That is located on the top floor, though they'll need to go outside and climb the walls, as they don't have the permission forms to use the stairs.

Then it's just a matter of opening the cabinet labelled Files, Folders and Abishai. There is a Blue Abishai in there. Why? It's Hell, why wouldn't there be one there? (It could just as easily be a half-fiend rhinoceros or something, the point is it has to be some big random "Why the fuck is that here?" monster).

Blue Abishai
7HD Medium Outsider (Ex, Lawful, Evil, Baatezu)
HP: 52 Regen 4 (Good) DR 10/Good
Init +7 Speed 40' Fly 50' (Poor)
AC 23 flat 20 touch 13
F +8 R +8 W +6
Immune: Zap, Burn, Poison
Resist: Acid 10 Cold 10
Sting +10 (1d6+4 and 2d6 Zap, 1d6 Zap next round Fort DC 16 negates)
2 Claws +8 (1d4+1)
Bite +8 (1d6+1)
BAB/Grab: +7/+10
1/day: 20% chance to summon his Clone
3 Fire Breaths: 4d6 Fire to 1 target in 25', Ref 1/2 (DC 13)
SLA at will: Charm Person (DC 13), Command (DC 13), Disguise Self
SLA 3/day: Scare (DC 14), Suggestion (DC 15), Wrack (DC 17)
*Oil of Darkness

Searching around, they can eventually find a "Searching and Looting the Office" permit, as well as a nice payload of money, which is still relevant for the vending machines, and a Talking Moose Head decoration for their castle (adds style to it and serves as a vague alarm).

So finally they can get the form signed to requisition the form to get signed to get to Mechanus. It's just one bribe away from approval, and finally they can actually go there to get what they want.

Mechanus is set on cogs, of course, but also is very carefully mapped out into 5' squares. Many of these have colours, indeed it's home to the Geo Panels. The place manufactures Geo Panels to send to other planes when Geo-Puzzles are needed. Modrons and Formians will often be patrolling, demanding that people stand in the correct squares as marked out on the grid. Basically they're being annoying.

Asking people questions can eventually lead to them finding Katraz, the legendary glassblower. Except the clock stopped in his house, meaning he refuses to wake up and get out of bed (it's the law). A decent Know (ArcEng) check will show what kind of gear is needed (a size-9 Cockgrip Shafting Cog), and that will involve either robbing somebody of theirs, simply purchasing one or making a Know (Planes) check to realise it's a form of currency, counterfeing a bunch and making an easy trade (possibly flooding the market with cheap cogs).

Turns out the size-9 Cockgrip Shafting Cog is about 10' tall - imagine what the vending machines are like there! Yeah, they'd need their combined strength to actually mug someone for it.

Once that is locked into place, Katraz is allowed to wake up so they can ask for the new Eldritch Dismisulator. All he wants in return is for them to beat his former business partner up and steal back the Gold-Plated Plasma Spring said partner stole. Luckily, the business partner is also in Mechanus, on the next cog up, and it's a simple matter: find him in his little housing cube and club him over the head a few times. He's a fucking Geomancer.

After all that hassle, they finally get their Eldritch Dismisulator crafted and installed, and business can proceed as normal.
Geomancer:
Zenythri Geomancer 8
12 16 14 12 18 (21) 6
HP: 44 Init +3 Speed 30'
AC: 21 flat 18 touch 13
F +8 R +9 W +7
BAB/Grab: +4/+5
Stick Attack +8 (1d6+4)
-Magic Staff, Wisdom Hat, Magic Chain Shirt
Hard Feet!
Soothing Floor (20x20' 3d6+5 healing 3 rounds, Swift)
Immediate (1 round) Wall of Fire/Ice or Stone Spikes
Dispel Magic +8
Levitates
At Will (1 at a time): Vertigo Field, Entangle, Path of Frost
Hot/Melting/Zapped Feet: up to 8 squares (1 only, 8 rounds)
-Red: non-magic projectiles, 8d8+3 Fire (Ref 1/2 DC 19)
-Orange: magic projectiles, 8d8+3 Acid (Ref 1/2 DC 19)
-Yellow: petrify, gas, poison, 8d8+3 Zap (Ref 1/2 DC 19)
Last edited by Koumei on Thu Dec 23, 2010 12:24 pm, edited 1 time in total.
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Post by Koumei »

Bug-Hunting:
This is basically a very small break in a session, just to let them go slap some giant monsters about. Basically they run into a couple of Gargantuan Monstrous Centipedes, one at a time, and get to club them over the head. Yes, they're fighting closet trolls in closets, but these closets are small enough that the centipedes are actually cramped. Or they might try to engage the mindless critters in conversation, and if I think it's funny I'll let that work.

Whatever. Seriously, it's just a little time-waster thing. The limpet will turn out to be Colossal, and not a monster, more a piece of furniture. They can figure out how to move it - destruction, research what limpets find delicious and lead a trail of it out to somewhere else, etc.
Long-Term Contracts:
The request is sent by Underlord Seedle, in the hands of a Human Zombie (not the plant kind!) Rather, in the hand. It only has one left. It could have been made two minutes ago, I can't picture a zombie that isn't half-decayed.

Anyway, he makes the request, offering to meet them in a location and time of their choosing, to show that this isn't some cheap "Come over here where I can attack you!" ploy. If they want to make a cheap "Come over here where I can attack you" ploy at him, they can do so. No guarantees that he's a sucker, mind you.

Seedle is greatly interested in getting a piece of the pie, and offers to pay them a very tidy sum - he'll even sew spare fingers onto them (can be fired as Lahm's Finger Darts) as part of the deal! Yes, they can decline that part if for some reason they don't want rotting corpse fingers stitched to their bodies. The Ghost will probably need to decline this, not being properly corporeal and all that.

The problem lies in the fact that they are currently at 95% capacity for the workers they have, and 70% capacity for the equipment. He would be putting them right at the limit for their equipment (and increasing risks of malfunction, such as twisted souls getting jammed inside the pressurised plastic coating module with disastrous results), and they'd need to hire more workers even if they did accept that risk rather than expand the workspace.

Expanding would require Necromantic Evil Spooky Soil (he can provide that), another engine (I have confidence in their ability to rig something up) and a Soul Centrifuge with Traumatisation Filter and Thaum-ometer. Both difficult and expensive, something like that.

Hiring more workers probably isn't too hard, really. Indeed, Minions can be put to proper work and that'll just about cover it.

Or they could renegotiate contracts with current clients, which inevitably involves having to fight them, because people don't like losing their share of souls.
-Sir Dood (a Prinny King: Fiendish Prinny (10 HD = CR 7-ish; Underlings: Prinnies, dood)
-Salvatore (a Human Rogue 8; Underlings: Assassins)
-Boss Guy (a Dragon of some description; Underlings: Mothmen)

Or if they like, they can deeply offend Seedle, who is a grumpy old bastard who doesn't take insults well. This obviously results in him sending people to rough them up (generally to the tune of 4x Jack Assassin 4 or a single Jack Necromancer 5/Pumpkin King 3), maybe the odd Wraith or two gets sent to really scare them...

And in the end, they get to go kick his ass. He'd probably be a Swordwraith Knight 3 Paragon Swordwraith 3 Death Knight 3, meaning he's certainly tough, but acknowledging that he's one of the weakest (and lowest level) post-game fights in Makai Kingdom, what with only being an Underlord.

So basically they're getting into a fight with someone if they don't go through a lot of trouble to expand the business, it's just a matter of who. And no matter which option, if it all works out it's likely to be very profitable for them.
And after all four of these things, which is going to be 2 sessions, they get to hit level 8 and start discussing what their plans are to conquer Europe or whatever it is they're doing - probably just finding new places to hold concerts.
Last edited by Koumei on Thu Nov 11, 2010 4:41 am, edited 1 time in total.
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Post by Maxus »

Koumei wrote: He'd probably be a Swordwraith Knight 3 Paragon Swordwraith 3 Death Knight 3, meaning he's certainly tough
That's interestingly similar to what I did for one of my BBEGs. Except I used Fighter 4/Bone Rider/Swordwraith Paragon/Death Knight.

You may want to take a look at Bone Rider. The spells are oddly fun.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

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Post by Koumei »

Isn't that just the Blackguard list (except doubled up so that it's remotely level-appropriate)? It's kind of tempting, though. As Paragon 3/Knight 1 (or the other way round or whatever)/Bone Rider* 5 we'd be looking at 4d12+5d10 (as opposed to 9d12 - a total loss of 5 HP), except riding atop a fucking mount that can suck up attacks in his place and has over 100 HP of its own.

I mean sure, the original Seedle was a samurai with a little bit of death power, but if MK had had the option of riding undead mounts, I'm pretty sure they would have run with that option for him.

*Not a euphamism
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Post by Maxus »

It's the Blackguard list, but it gets some decent stuff to use. Summoning critters, the spell poison, a few others.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

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Post by Starmaker »

Koumei wrote:"...permission to go to Mechanus... as long as they can get form 28-B signed. That form is on Mechanus."
"very dangerous, we should totally send them to other places, hahaha"
...the cabinet labelled Files, Folders and Abishai. There is a Blue Abishai in there.
a "Searching and Looting the Office" permit
This is getting better and better. Are the Nippon Ichi games that awesome?
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Post by Koumei »

Works for me. So, the possible things that may need to have their cranial-dermal regions lacerated and perforated:

Sir Dood
Half-Fiend 10-HD Prinny
Medium Construct [Chaotic, Evil, Extraplanar, Dood]
Str 18 Dex 12 Con - Int 8 Wis 4 Cha 12
Speed: 30' Reach: 5' Fly 30' (Average)
Init +1
HD: 10d10 (55 HP)
AC: 17 (+1 Dex +6 Natural Armour), Flat 16 Touch 12
Fort +3 Ref +4 Will +0
BAB/Grapple: +7/+9
2 Hell Slicers +14/+14/+9/+9 (1d4+8 and 1d4+6 plus blood loss)
Special:
Two-Weapon Fighting, as the [Combat] Feat basic ability
-1 Racial penalty on saves vs Confusion/Insanity/Suggestion, -1 more for every Prinny within 30'.
Not Immune to the following Mind-Affecting Effects: Confusion, Insanity, Suggestion
Resistance to acid 10, cold 10, electricity 10, and fire 10.
DR 5/magic, Spell Resistance 20
Death Throes (Su): when thrown or reduced to 0 HP, Sir Dood is instantly destroyed. It explodes in a 30' radius, dealing 10d6 Fire Damage (Ref half, DC 19).

Spell-like Abilities:
Darkness 3/day
Desecrate
Unholy Blight (5d8 or 10d6 and Sicken 1d4, Will Half DC 16, 20' spread)
Poison 3/day (DC 16, 1d10 Con/1d10 Con)
Contagion (DC 16)
Smite People I Don't Like (+10 damage)

Has 8 basic Prinny minions around the place.

Hell Slicer: "Magic Weapon" Baatorian Greensteel Dagger, any victim that takes damage automatically suffers 1d6 damage Blood loss on the following round (not cumulative). If both are thrown at a target in the same round and both hit the target, the target is pinned in place (Anchored) for 1 round, but may fight and defend himself normally.
Salvatore
Human Rogue 8
8 17 (20) 14 12 10 13 (16)
HD: 8d6+16 (44 HP)
Init +8 Speed 30'
BAB/Grab: +6/+5
AC: 22 flat 15 (no) touch 17
Feats: Danger Sense, Elusive Target, Two Weapon Fighting, Point Blank Shot
F +4 R +11 W +2
Pistols +17/+17/+12/+12 (3d6+6 plus Sneak Attack, 19-20/x3)
Uncanny Dodge, Evasion, Sneak Attack +4d6
-Kevlar (counts as magic Leather armour)
-Small glasses (Dex-booster)
-Stylish hat (Cha-booster)
-A pair of "magic weapon" duelling pistols
-Executioner Bullets (plenty)
-1 use of "Master Bullet" (scroll of Fireball, Abuse Magic Device +16 for scrolls)
Boss Guy
Very Young Red Dragon, CR "5" (see: 7-9)
Medium Dragon [Fire]
21 10 17 12 13 12
HD: 10d12+30 (95 HP)
Init +0 Speed 40' Fly 150' (poor)
AC 18 (-1 size, +9 natural), touch 9, flat-footed 18
F +10 R +7 W +8
BAB/Grab: +10/+19
-Feats: Multi-Attack, Improved Multi-Attack, Clinging, Lingering Breath
Fire Beath 1/1d4+1 rounds: 40' cone 6d10 Fire (Ref 1/2 DC 18)
Bite 10' +14 (2d6+7)
2 Claws +14/+14 (1d8+5)
2 Wings +14/+14 (1d6+2)
Tail +14 (1d8+7)

Silly Breath Attack: 40' cone 6d10 Fire (Ref 1/2 DC 18)
Area of effect remains, dealing 3d10 (Ref 1/2 DC 18) for 3 rounds
Those hit take 1/2 damage for 3 more turns (Ref Neg. DC 18)
Recharge: 1d4+9 rounds lol
Pumpkin King
8 HD Medium Plant [Construct]
8 14 14 (17) 16 (19) 10 12
HD: 5d4+3d8+24 (50 HP)
Init +5 Speed 30'
BAB/Grab: +3/+2
F +5 R +4 W +7
AC: 18 flat 14 touch 14
Feats: Danger Sense, Elusive Target, Body Assemblage
Cantrips: DC 14
-Touch of Fatigue x2, Ghost Sound x2
1st Level: DC 15
-Ray of Enfeeblement x2, Entangle, Silent Image, Mage Armour
2nd Level: DC 16
-Summon Swarm x2, Blindness/Deafness, False Life
3rd Level: DC 17
-Stinking Cloud, Displacement, Summon Undead III x2
4th Level: DC 18
-Wall of Thorns, Black Tentacles, Fear
Children of the Vine, Grow Vines
Pumpkin Bomb (15' radius 8d6 Unholy, Ref half DC 15)
-Pocket Watch of Int Boosting
-Stitched-On Muscles of Con Boosting
-Swift Intimidate (+15)

-Chimera Skeleton (Natural Armour +3, Immune: Unholy)
-Owlbear Skeleton (Natural Armour +3, Immune: Unholy)
-2 Human Skeletons (Natural Armour +3, Immune: Unholy)
Seedle
Human-Swordwraith Knight 3 Paragon 1 Bone Rider 5
Medium Undead [Augmented Humanoid, Dark Mind, Unliving]
18 (21) 9 15 11 13 (16) 14
HD: 4d12+5d10+27 (80 HP)
Init -1 Speed 30'
BAB/Grab: +9/+14
AC: 9 flat 9 touch 9
F +10 R +1 W +12
Feats: Subtle Cut, Combat School (Murderiffic!), Mounted Combat, Great Fortitude, Command, Blitz, Murderous Intent, Whirlwind
Stabbify +19/+17 melee (1d10+13 plus 1 Str and Con, 19-20/x2)
Special:
(Daze DC 19, Provoke to add +9 damage, Slow Cut, Cut for 2d4 Dex)
-Code of Conduct, Designate Opponent +3d6, Speak to Animals
-Damage Reduction 1/-, Sonic Resistance 3
-Alertness, Strength Damage
-Mount the Dead, Deadly Touch 10
-Animate Dead 1/week, Speed of the Dead
-Hunger of the Dead, Eternal Faithfulness
Spellcasting: CL 10, DC 17
-1st: Blade of Blood, Demonflesh, Divine Sacrifice
-2nd: Wave of Grief, Investiture of the Chain Devil, Devil's Eye
-3rd: Summon Undead III, Unholy Storm, Investiture of the Steel Devil
-4th: Poison
Gear:
-Magic Full Plate (made of bones)
-Arm-guards of Strength
-Magic Sadistic Wounding Katana
-Cloak of Wisdom

Steed: Revived Fossil Behir
31 16 - 10 10 1
HD: 9d12+49+18 from Desecrate Shenanigans (125 HP)
Init +3 Speed 40' Climb 15'
AC 29 flat 26 touch 11
BAB/Grab: +4/+22
F +3 R +6 W +6
Bite +12 (2d6+15)
DR 10/adamantine
Immunity to Cold and Electricity
Cannot be Tripped
Combat Reflexes, Power Attack, Leap Attack, Improved Toughness, Improved Bite
Last edited by Koumei on Wed Nov 24, 2010 2:40 pm, edited 4 times in total.
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Post by Koumei »

Starmaker wrote:
Koumei wrote:"...permission to go to Mechanus... as long as they can get form 28-B signed. That form is on Mechanus."
"very dangerous, we should totally send them to other places, hahaha"
...the cabinet labelled Files, Folders and Abishai. There is a Blue Abishai in there.
a "Searching and Looting the Office" permit
This is getting better and better. Are the Nippon Ichi games that awesome?
Basically, yes. Here are some of the highlights of the N1 games:

Disgaea:
A kid has made the ultimate zombie with "The brain of a physicist, the muscles of an Olympic bodybuilder and a horse weiner!" All three of those are equipped items you can steal from the zombie when you face it.

Early on, you face The Dark Adonis, Vyers! He fancies himself a great foe, but Laharl just flat-out calls him "nothing more than a Mid-Boss!" The prinnies start laughing, and his name then actually gets changed to Mid-Boss. Even Flonne, the angel, calls him Mister Mid-Boss.

Your "vassals", right from the start, admit they don't have any intention of helping you out at all. One of them keeps daydreaming that you were killed.

Makai Kingdom:
The main character, Lord Zetta, is turned into a book after the first battle, and from that point on can only summon units into battle. Yes, a book. All the other Overlords give him shit for this.

You end up picking a fight with giant corn cobs. "Didn't know we 'ad an Overlord, I thought we were an autonomous collective." Yes, when you beat them up you get "Oh now we see the violence inherent in the system! I will not let my brothers be repressed!"

Disgaea 2:
The first subpoena for a crime you receive is to Tink (the handsome man turned into a little demon frog, a terrible pervert with a split personality). The crime is "Existing".

You can pass a bill to [See the End of the Game]. You end up having to face... the Dark Adonis, Vyers! "Really? He's the final boss? He seems more like... a Mid-Boss." So you get to fight Mid-Boss. And the ending you get has nothing to do with the plot. "I guess this is what we get for cheating."

"You're lucky we even let you kidnap us just for candy, now come on, hand over the goods!"

In D1, you could throw allies horizontally or vertically... but there was an exploit to throw them diagonally (and to throw them past 1-panel-wide barriers). Now an NPC just tells you you can do it, so it's officially a legitimate secret move.

Disgaea 3:

Now there's a notice board that tells you about the tricks and exploits such as diagonal-throwing.

The main character is an Honour Student. Because he never attends any classes. His rival is a Delinquent. She always shows up to class and does homework. This is, after all, a Netherworld school.

Once you win, the final boss
Admits to his wrongdoings in life, how he had strayed from the path of a true hero. He then turns away, and asks that you make it quick, and deal the final killing blow...

...The main character instead decides to abduct him and take him home to use as a research specimen to run experiments on.
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Post by JonSetanta »

Hell Warden looks fun.

Sorry to be late on this, but Empusa race looks a bit more powerful than the others...
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Post by Koumei »

Yeah, probably but ah well.

I'd rather all the races be bigger and badder, but that would involve totally rewriting D&D so that level 1 doesn't actually exist (I am okay with the end result of this, not with the effort involved), and making humans especially RAWR in some way. As it is, it's a bit good (less so at later levels though, which is where it matters) but not hugely.

Anyway, I finally have the Rock Star here.

Rockstar

Prerequisites:
Skills: Perform 8, Knowledge (architecture/engineering) 4

Hit dice: d8
Skill points: 4+int
LevelBABFortRefWillSpecial
10220Spellcasting, I'm louder, Bad cover.
21330Spellcasting +1, It goes to 11, Instrumental solo.
32331Spellcasting +1, Battlesong, lovely song.
43441Spellcasting +1, Natural frequency.
53441Spellcasting +1, Groupies.
64552Spellcasting +1, Laser light show.
75552Spellcasting +1, Call security.
86662Spellcasting +1, Sonic boom.
96663Spellcasting +1, Smoke machine, crowdsurfer.
107773Spellcasting +1, Theme music.

Weapon and armour proficiency: Gain weapon proficiency: musical instrument.
I'm Louder (Ex): as an Immediate action you may make an opposed level check to counter an opponent's [Sonic] effect (including any effect that deals Sonic damage and any effect caused by blue hedgehogs).

Bad Cover (Su): as a standard action you may play an instrument/sing. Everyone within a radius equal to 5' per perform rank (in the one Perform category) must make a will save (DC 10 + half ranks in that Perform skill + Cha) or be Sickened. This is a [Sonic] [Mind Affecting] effect and lasts as long as the character keeps performing, + 2 rounds.

It Goes to 11 (Su): as a Standard action, you may make a 30' cone [Sonic] attack, dealing 1d6 damage per HD, Fort half (DC 10 + 1/2 HD + Cha).

Instrumental Solo (Sp): as per bard fascinate, DC 10 + half HD + Cha

Battlesong (Su): with a Move action to activate and a Swift action to sustain each round, you grant all allies gain a Morale bonus to hit equal to your Cha mod, and a Morale bonus of +2d6 to weapon damage.

Lovely Song (Sp): As per "Torrent of tears" (CL=HD), DC 10 + half HD + Cha.

Natural Frequency (Su): with an Immediate action you may make a ranged touch attack up to 50', dealing 2d6 + HD + Cha Sonic damage.

Groupies (Ex): At 5th level, the Rockstar has attracted a hardcore following, and gains the benefits of the Leadership feat.

Laser Light Show (Su): with a Swift action, the Rockstar can cause laser beams to shoot onto the ground in a weird pattern (area 2-3-2 like a seven-square spell effect in Disgaea), starting adjacent to the Rockstar. Each creature in the area must make a Ref save (DC 10 + 1/2 Know: ArcEng ranks + Int) or take 2d4 Light damage.

Call Security (Sp): As per "Bigby's Forceful hand" (CL=HD)

Sonic Boom (Sp): with a standard action you may create a 20' radius burst in Medium range (CL=HD), dealing 1d6 Sonic damage per HD, Fort half (DC 10 + 1/2 HD + Cha).

Smoke Machine (Sp): As per "Obscuring mist" (CL=HD)

Crowdsurfer: the Rockstar can move through occupied squares at no penalty.

Theme Music: with a Standard action once per minute, the Rockstar can create a 50' (10 square) zig zag, dealing 2d6 Sonic damage per HD, Fort half (DC 10 + 1/2 HD + Cha).
Spellcasting: CL=HD, DC=10 + 1/2 HD + Cha
Spells per day:
Level:01234
1u0---
2u1---
3u10--
4U11--
5U110-
6U111-
7U2110
8U2111
9U2211
10U2221

Spells:
0: Prestidigitation, dancing lights, ghost sound, summon instrument, lulluby.
1: Disguise self, silent image, ventriloquism, Magic mouth, hideous laughter (cheering).
2: Charm person, mirror image, calm emotions, Shatter, Pyrotechnics.
3: Suggestion, Major image, crushing despair, good hope, enthrall.
4: Charm monster, song of discord, Irresistable dance, Sympathetic vibration, haste.
Last edited by Koumei on Mon Nov 15, 2010 5:32 am, edited 1 time in total.
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ubernoob
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Post by ubernoob »

Battlesong should be specified to a type (probably morale).
Koumei
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Post by Koumei »

Yeah. This was typed up by the actual player, so I have yet to do the final touches of formatting (some instances of 10+HD*0.5+Chamod, the spacing issues of copy-pastaing from notepad etc.) and specifying types and things.

Apparently not everyone uses my system of typing things up, which is amazing - I thought it was required by law that everyone do things my way. Anyway, it is indeed Morale, I'll go fix that up after I finish the sweeping.
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Post by Koumei »

And... fix'd.

Also, my game is being bumped to the other Saturday, so while an update would normally be coming in about a week, it will now be in about a fortnight.

Because I actually get to play in a game, now (I elect not to count the Pathfailure game as playing so much as pretending to be awake while I say "I colour spray it.", and it's folded now anyway). So swapping weeks that I run is an acceptable price to pay.
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Post by Koumei »

The group know that in the approaching weekend, they get to do some solid fighting. They also know that, given the game so far, it'll probably be pretty interesting.

Anyway, just out of curiosity (seriously: I have no intentions of running this on IRC in the near future), what would the people here have chosen to play, were they in the group? It'd be interesting just to picture a Den group for this.
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Username17
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Post by Username17 »

I'd probably make an Alraune Monk.

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Quantumboost
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Post by Quantumboost »

Probably go for an Angel White Mage. And run around causing people (not party members) to randomly explode from overhealing.

Or maybe a Green Mage.
Last edited by Quantumboost on Wed Nov 24, 2010 5:53 pm, edited 1 time in total.
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Maxus
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Post by Maxus »

Probably some kind of Biospark or Mechanus Knight.

But that's due to playing Bioshock.

If I were really seriously, I'd angle to play a Arch-Golem Execution Girlfriend. With her early levels in Ninja.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

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Post by Josh_Kablack »

Empusa Beguiler is strong, but I'd have to go with the seemingly oxymoronic Vampire White Mage. "Time for Bleeding" ahhaha "Time for Healing" ahhaha

I'd get to justify it by making him a barber.
Last edited by Josh_Kablack on Thu Nov 25, 2010 12:16 am, edited 1 time in total.
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Post by Mask_De_H »

Empusa Star Mage or some form of Sphere user.

I've been on a Touhou kick recently.
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