Gold Community Okay -- Your Turn
    > Return to the Temple of Elemental Evil
        > Book of Vile Darkness add-ins, take 3
New Topic    Add Reply

<< Prev Topic | Next Topic >>
Author Comment
Andorax
Orc
(11/22/02 10:14:17 am)
Reply
Book of Vile Darkness add-ins, take 3
Recoalated notes from the two threads, since, alas, they seem to have been running parallel to each other, and neither was kind enough to die off (possably my own fault, so count this coalation my penance). The previous threads are here and here.

Ideas in here, so far (and in no particular order), coming from Chartam, DeafDM, ronin, Siobharek, Blackthorne, GreenGemstone, shidara, GibberingDM, Tristan DArque, and Andorax

Chapter 1: The Town of Hommlet


I think that there should be little BoVD material used in Hommlet. It's too early in the adventure, and this is the place that is still "normal". Not until we get to more exotic locales should the flavour of the BoVD come through. That said, there are a few minor things that can be added at this point.

28. Mill

Chenashi:
1: Bane to Sorrow

Chatrilon Unosh:

Add to spellbook (no memorization changes):
1: Angry Ache, Stupor

Master Dunrat:

0: Inflict Minor Wounds to Slash Tongue
0: Read Magic to Preserve Organ
1: Cause Fear to Sorrow
3: Animate Dead to Vile Lance

Replace the feat Leadership with the feat Evil Brand.

Add Equipment: Evil spell component: humanoid child's eye. (BoVD 45-46), Slave Ring (keyed to Hedrack's Master ring).

Master Dunrat is just high enough level to pronounce a Dying Curse, and he'll give the PCs a good solid taste of what lies ahead and just how deep the evil runs. Especially when the good Cannoness Y'Day can't remove it.

Recommended curse: "Night be as Day". Darkvision 60' granted, even if previoiusly not posessed, and even through magical darkness. Light isn't simply the "light blind" of Orcs and Drow...light is literally blinding. The PC can no longer see in a lighted area (treat it as if a dark area).

Objects that cast or project Darkness will provide him "light" to see by...and the PC can see by the light of a Torch of Revealing. You might drop a few more such torches and cones into the adventure if you go this route.

Recommended cure: To remain in an area of light as brilliant as daylight (requiring lots of lanterns or magic) for 24 hours without interruption.

Vacra:

Add to spellbook (no memorization changes):
1: Darklight
2: Darkbolt

In the millhouse, there should be some basic torture instruments (thumbscrews, scalpels, etc.) that help the cults extract information from the real Jaroo (not the Doppelganger version) and torture certain citizens to take over their identification. Of course, this helps the adventurers to prepare themselves against insane and depraved cultists.

Chapter 2: The Moathouse


22. Torture Chamber

Use the detailed descriptions of torture devices to provide flavour. (BoVD 37-38)
The lingering evil leaves a cold chill in the room and grants the ghouls the effect of a bless spell. (BoVD 35)

24. Excavated Relics

The black scepter contains a spring needle trap. ("Spring Needle Trap in a Sword Hilt" BoVD 40)

Gren:
1: Command to Heartache

32E. Black Sun

Festrath
0: Mending to Slash Tongue
1: Bane to Angry Ache
2: Death Knell to Wave of Grief
3: Contagion to Sadism or Wrack

Add Equipment: evil spell component: humanoid finger. (BoVD 45-46)

Chapter 3: Ghost Town and Ruined Temple


Nulb, area 3:

Lareth:
4: Poison to Daming Darkness

Temple Key 3. Ruin and 12. Adept's Quarters

Alubya and Krebbich

Consider adding the following spells to the adept spell list for evil adepts, and adding them to Alubya and Krebbich, as appropriate:
0: No Light, Preserve Organ
1: Bestow Wound, Drug Resistance, Sacrificial Skill, Sorrow, Stupor, Suspend Disease
2: Addiction, Entice Gift, Masochism, Sadism, Sap Strength, Wave of Grief, Wither Limb.

Chapter 4: The Hamlet of Rastor


In spite of the new drugs offered in BoVD, Tanbrosh is well-designed to work in this situation. Here it is in the new description format, with a few changes to match the new drug rules:

Tanbrosh: A dried pellet made from a flowering growth in the Rastor area, Tanbrosh is dissolved under the tongue.
Type: Ingested DC 25
Price: 6 gp (sold at 5 cp in Rastor)
Alchemy DC: 18
Addiction: Vicious
Initial Effect: -2 points of Wisdom damage.
Secondary Effect: +2 alchemical bonus to Strength and Constitution.
Side Effects: The addict suffers addiction damage on the first day of withdrawal, becomes catatonic on the second day, and dies on the third.
Overdose: None.

Chapter 5: The Crater Ridge Mines]


Main Gate: CRM 1-13

Terrenygit:
0: Guidance to No Light
1: Command to Angry Ache
2: Spiritual Weapon to Sap Strength
3: Blindness/Deafness to Clutch of Orcus...err, Tharizdun
3: Dispel Magic to Unliving Weapon

Terryngit is also well positioned for a "get serious" approach through a Dying Curse. Terrenygit is a priest of "Big T", and this is a good opportunity to even more clearly show the difference between them and "mere" EEE cultists..

Recommended Curse: "You Shall Carry My Scent!" The inflicted PC now suffers from Troglodyte stench, only detectable to good-aligned individuals. Any time the PC becomes angry, excited or afraid, he exudes a troglodyte-like stench.

Recommended Cure: To achieve a state of complete calm for an entire week's time, followed by bathing in holy water. A monastic order could be very helpful with the former.

Fire Bridge: CRM 37-51

Fachish
0: Cure Minor Wounds to Slash Tongue
1: Command to Heartache
3: Blindness/Deafness to Devil´s Eye

Choranth
1: Command to Angry Ache

Water "Bridge": CRM 90-92

Poolidib
0: Resistance to No Light
3: Stilled Hold Person to Drown

Fire Temple: CRM 106-123

Tessimon
0: Resistance to Slash Tongue
1: Command to Angry Ache
2: Death Knell to Wave of Grief
3: Blindness/Deafness to Sadism

Add Equipment: Slave Ring (keyed to Hedrack's Master ring), Tongue Studs of Hells' Breath.

Firre Oranac
1: Cure Light Wounds to Seething Eyebane (Corrupt Spell)
2: Hold Person to Wither Limb

Arlainth
2: Melf´s Acid Arrow to Darkbolt

Earth Bridge: CRM 133-151

Reokallitan:
1: Bane to Sorrow

Tac:
Exchange the feat Alertness for the feat Vile Ki Strike (and reduce spot/listen by -2 appropriately)
Tac is a Masochist. Reduce his hps to 65 (out of 78) from self-inflicted wounds. He has +4 to pain saves, and a +1 morale bonus (for 1 round) to Attack/Dmg/Save/Skill if he takes more than 9 hps damage in a round.

Bugbear Mines: CRM 154-172

Kadiss:
2: Summon Monster II to Shriveling

Fesad:
0: Virtue to Slash Tongue
1: Doom to Sorrow

Steeran:
2: Flaming Sphere to Darkbolt

Water Temple: CRM 173-197

Kelashein:
0: Guidance to Slash Tongue
1: Command to Heartache
3: Blindness/Deafness to Drown* (not normally a cleric spell, added as it's so very appropriate for the Water Temple)

Nilbool:
1 (Wiz): Magic Missile to Tongue Tendrils

Oomkaan:
0: Resistance to No Light

Earth Temple: CRM 219-232

Miikolak:
0: Guidance to No Light
1: Bane to Sorrow
2: Spiritual Weapon to Wither Limb

Uskatoth:
0: Cure Minor Wounds to No Light
1: Random Action to Angry Ache
2: Rage to Wrack

Snearak:
0: Detect Poison to No Light
1: Command to Sacrificial Skill (only when encountered during ceremony, already cast)

Web Enhancement:

Drapood
1: Command to Angry Ache
2: Hold Person to Sap Strength
3: Dispel Magic to Drown

Jopaarg
1: Command to Heartache

Alternatively, replace one third-level spell from Drapood and Jopaarg with Devil´s Eye, which makes Drapood´s Wand of Darkness even more useful.

As well, by the time the PCs reach the Crater Ridge Mines, various clerics gain the ability to cast Lesser Planar Ally. Both the Babau demon and the Kelvezu (from the MM2) are good ways to counter parties that make extensive use of invisibility.


Chapter 6: The Inner and Outer Fanes


Lightning Towers

Tower Sorcerers
Add Equipment: 3 doses Sannish (Drug)

Outer Fane

Either Hedrack or Naquient is a good candidate for a Dying Curse. Use whichever would have the better dramatic effect. Typically, this would be Hedrack, but Naquient has played a big role in some people's campaigns, so go with whichever one will have the best emotional impact. Hedrack not imposing a dying curse might grab the PC's attention and clue them in that his attitude is a bit different. It is recommended that you choose one or the other, as both tends to overuse this mecahanism.

Room 6, Study

Naquient:
Add Equipment: Slave Ring (keyed to Hedrack's Master ring)

Dying Curse: "Return" Similar to what happened to her onetime "lover", the individual cursed will rise as a Spectre as soon as he or she is slain. For the purpose of this curse, consider Naquient to be "imposing" the curse as long as the PC has the prospect of so-returning, and as long as the PC exists as a Spectre (which, in this place, could well be a few hours).

Recommended Cure (Naquient): None. Or, die, then be killed as a Spectre by the party, then be raised.

Room 16, Weeping Statue

Bethe:
Add to spellbook:
1: Death Grimace (Memorize when sent out on missions by Hedrack)

Add Equipment: Slave Ring (keyed to Hedrack's Master ring)

Victor:
Add to spellbook:
1: Death Grimace (Memorize when sent out on missions by Hedrack)

Add Equipment: Slave Ring (keyed to Hedrack's Master ring)

Room 19, Master Hedrack's Quarters

Hedrack:
4: Summon MOnster IV to Stop Heart or Damning Darkness
5: Greater Command to Morality Undone
7: Greater Scrying to Bestow Greater Curse

Add Equipment: Master Ring (see Dunrat, Tessimon, Victor, Bethe, Thrommel and Naquient). Add 3 unassigned Slave Rings on the shelf of his quarters.

Dying Curse: "Be cautious." Hedrack's planning and careful scheming have brought him to naught, so he shall assure that another might suffer the same. The PC is no longer able to act immediately, and loses every-other action in combat. He must declare his intended action in one round (thus spending that round planning how best to go about it), and then actually take the action in the following round.

Recommended Cure: Spend a month's time planning (at least 8 hours a day) a major accomplishment, task, or activity. It has to be something that will require at least that much time to get all the details figured out.

Room 27, The Vampire

Thrommel:
Add Equipment: Slave Ring (keyed to Hedrack's Master ring)

Room 38, Chamber of Hate

Succubus:
Could be a Posessing Succubus, a more stealthy way to keep an eye on what's going on within the room.

Inner Fane

Level 1: Guardians

Half-Dragon Tyranosaurs
This is for all of you who hate the half-dragon Tyrannosaurs. The CR is one higher, but I think it's reasonably comparable.

2 Corrupted Tyrannosaurus: CR 11; Huge Beast; HD 18d10+108; hp 195, 208; Init +0, Spd 40 ft.; AC 21 (touch 8, flat-footed 21); Atk +22 Melee (10d6+15+9 Vile, bite); Face/Reach 10 ft. by 10 ft./15 ft.; SA Improved Grab, Swallow Whole, Disruptive Attack; SQ Scent, Fast heal 9, DR 10/+3, Acid Immunity, Darkvision 60'; AL NE; SV Fort +17, Ref +11, Will +7; Str 32, Dex 10, Con 23, Int 2, Wis 13, Cha 8.
Skills and Feats: Listen +10, Spot +10

Level 8: The Triad

The First
3: Bestow Curse to Masochism

Dying Curse: Bestow the fetish of Masochism on all party members. The curse compells them to inflict at least 1/3 of their total hps in damage on themselves on a daily basis (and, if not routinely satisfied during down time, will come forth during combat).

The Third
3: Bestow Curse to Sadism

Dying Curse: Bestow the fetish of Sadism on all party members. The curse compells them to inflict at least 1/3 of their total hps in damage on others on a daily basis (and, if not satisfied on enemies, will be compelled to inflict it on other party members.).

"Whadda ya mean, Orcs get levels too?!?"

Edited by: Andorax at: 11/25/02 9:15:58 am
Siobharek 
Orc
(11/22/02 12:49:18 pm)
Reply
Re: Book of Vile Darkness add-ins, take 3
Great thread, Andorax. Might I suggest that you edit in all relevant suggestions here. Once it's transferred, we might prevail on one of the moderators (*cough*THROMMEL*cough*) to delete the threads?

I'd definitely make Tac the Monk a masochist (-1d3x10% hp; +4 to saves vs. pain effects; +1 atk, dmg, skill, and saves if he takes mor than level hp damage in a single round). The guy sleeps on a nail bed, for cryin' out loud!

Siobharek
...it is a tale
Told by an idiot, full of sound and fury,
Signifying nothing.

Andorax
Orc
(11/22/02 1:14:39 pm)
Reply
Re: Book of Vile Darkness add-ins, take 3
I'll make a note of it.

Siobharek, could you look over the two threads in question? I *thought* that I had already edited in all the relevant suggestions. Please let me know if I've missed anything.

I've also tried to draw everything together into a standard format.

"Whadda ya mean, Orcs get levels too?!?"

Siobharek 
Orc
(11/25/02 6:02:05 am)
Reply
Re: Book of Vile Darkness add-ins, take 3
And now, the thread's been BoB'ed. :)

Siobharek
...it is a tale
Told by an idiot, full of sound and fury,
Signifying nothing.

Edited by: Siobharek  at: 11/28/02 12:29:49 pm
Andorax
Orc
(11/28/02 1:16:30 pm)
Reply
Re: Book of Vile Darkness add-ins, take 3
I'll give you a hollar if I come up with any new additions for that post.

"Whadda ya mean, Orcs get levels too?!?"

<< Prev Topic | Next Topic >>

Add Reply

Email This To a Friend Email This To a Friend
Topic Control Image Topic Commands
Subscribe Click to receive email notification of replies
Unsubscribe Click to stop receiving email notification of replies
jump to:

- Okay -- Your Turn - Return to the Temple of Elemental Evil - Home -



Powered By ezboard® Ver. 7.105
Copyright ©1999-2002 ezboard, Inc.
Accelerated By JXEL