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BishGada (Private thread) Labyrinth of Madness

A classic 2e Puzzle dungeon for High Level characters
Beware, this one is substantially longer and (IMHO) even harder than the legendary Tomb of Horrors!
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BishGada (Private thread) Labyrinth of Madness

Post by TristenC »

This is a Private Thread for BishGada. It will contain:
-Character sheets (maintained by the DM)
-Character creation details for any/all of BishGada's characters
-Experiences separate from the party

Vir Ke'Sha Tav'Lux
Male Athasian Halfling, Priest of The Lord of Undead level 16 (17 +1 Quasit Familiar) (CE)

Abilities:
STR 4 (18/00), +3 hit, +6 dmg, 335lbr weight
DEX 18, +2 reaction, +2 missile attack, -4 defense
CON 16, +2
INT 13 (14), WIS 20 (22),
CHA 5, 2 hench, -4 loyalty, -3 reaction adj.

Age 69, HT 3'5", WT 56 lbs


HP calc:
8hp + 8d8 ([8d8]=39) + 9x2 (CON) + 16 (levels10-17) + 16 (familiar)


HP: 97 (79 without familiar)

THAC0: 10 (+6 [+3 STR +2 DEX +1 Halfling] projectile, +3 Melee, +3 Staff Sling) +1 Halfling for thrown weapon
AC: -6/(-7 missiles) (-4 DEX, -11 full plate armor+2, -1/-2 Full Body Shield)
Dmg: Sling/Staff Sling (1d4+7/1d6+7), blowgun (1d3+6 + poison/1d2+6+poison), Morning Star (2d4+6/1d6+7), Sickle (1d4+7/1d4+6)
ROF: Blowgun (2/1), Sling (1/1), Staff Sling (2/1)
XP: 2,000,000 (2,025,000 with the Quasit)
Saves: PPDM 4 (+4 Halfling for poison), RSW 8 (+4 Dex, +4 Halfling), PP 7, BW 10 (+4 Dex), S 9 (+4 Halfling, +4 Wis - mind spells)
Skills: Halfling Resistance (+4), Small-sized bonus, infravision (60 feet), detect grade or slope in passage (1-3 on 1d4), determine approximate direction underground (1-3 on 1d6)
Surprise bonus +4 if alone and without metal armor. +2 if need to open door.
+1 bonus attack rolls when using thrown weapons and slings.
Bonus spells (WIS): 3x1st, 3x2nd, 3x3rd, 2x4th, 1x5th
Immunities ( due to WIS): Cause fear, Friends, Hypnotism, Charm person, Command, Forget, Hold person, Ray of enfeeblement, Scare, Fear, Charm monster, Confusion, Emotion, Fumble, Suggestion.
Granted Powers: 3 times the number of undead affected by turn, +1 HP per die of animated undead, make ghoul (1,000gp) ghast (4,800gp) ju-ju zombie (6,070gp) mummy (11,000gp), vampire or lich (20,000gp)
+3 reaction adj. (DEX)
Familiar Impact: +1 level, regenerate 1hp/round, infravision 60', telepathic connection and senses, 25% MR, +20HP

XP Bonus (10% )
WP(6): Sickle, Blowgun, Sling, Morning Star, Staff Sling, Flail
NWP (13): Botany (1) (Int -1), Speed casting (3) (Wis -2) (-2 CT), Danger sense (2) (Wis -2), Healing (2) (Wis -2), Herbalism (2) (Int -2), Diagnostics (1) (Wis -1), Poisons (2) (Int)
Languages: Common, Halfling, Dwarven, Orc
Gear:
Head – Fetishes, Black hood, Ioun stone vibrant purple prism stores 9 spell levels
Neck - Necklace of trinkets and bones (Pearl of Wisdom), [Un]Holy Symbol (Pearl embedded within), Prayer beads with Gem of Insight weaved between them
Torso – Hooded black coat [10lbr], Backpack [4 lbs] x2, torn leather jacket, shirt /Full Plate Darkened, barely makes sound, when looking at one can see his own reflection wither or ghostly [35lbr]
Hands - Bracelets, Tattoos, Gauntlets of Ogre Power, Blowgun [2lbr], Full body shield
Arms - Snake pet [20lbr]
Waist – Gray leather belt, ingredients pouches x 5 [5lbr], Morning Star [12lbr], Bolt case (50 darts) [6lbr], Bolt case (50 darts) [6lbr],
Sling bullets x10 [5lbr], Staff Sling [2lbr], Stone of Controlling Earth Elementals [1lbr], Potion of polymorph self [1lbr], Girdle of many pouches
Feet – Leather boots
Backpack 1 - Rations, Mace [8lbr], Sickle [3lbr], scalpel [1lbr], torches x10 [10lbr] incense x10 [1lbr], candles x4, Vials and bottles [2lbr], Greek Fire x10 [20lbr], Holy water x10 [1lbr],
Unholy water x10 [1lbr], Mirror, Sling bullets x20 [10lbr], Blackened whip [2lbr], Bed roll, Net [5lbr]
Backpack 2 - Rope [20lbr], Gloves to handle poison [2lbr], 10 rations [1lbr], Potion of healing
Ingridient pouch 1 [10 lbr] - graveyard soil, vial of blood, ...
Ingridient pouch 2 [10 lbr] -
Ingridient pouch 3 [10 lbr] -
Ingridient pouch 4 [10 lbr] -
Ingridient pouch 5 [10 lbr] -
Belt pouch 1 [10 lbr] - Vials of injected paralytic poison (Type O 2x8 doses), Vials of injected death poison (Type E 8 doses), Vials of injected death poison (Type F 3x8 doses)
Belt pouch 2 [10 lbr] - 30gp

Wish list: Grenades of Acid x10 [20lbr], Grenades of Poisonous gas x10 [20lbr], Grenades of explosion x10 [20lbr], Grenades of smoke x10 [20lbr]

Encumbrance: 281lbr - No Encumbrance Mv 6

Spells:
Spheres of Influence: Major Access to All, Astral, Charm, Necromantic, Summoning, Thought (TOM).
Minor Access (1-3 levels) to Combat, Divination, Protection, and Sun.


Bless (1st), Combine (1st), Detect Evil (1st), Purify Food & Drink (1st), Speak With Astral Traveler (1st), Command (1st), Remove Fear (1st), Invisibility to Undead (1st),
Call Upon Faith (1st), Emotion Read (1st), Thought Capture (1st), Magical Stone (1st), Shillelagh (1st), Analyze Balance (1st), Detect Magic (1st), Detect Poison (1st), Detect Snares & Pits (1st), Locate Animals or Plants (1st), Endure Cold/Endure Heat (1st), Protection From Evil (1st), Ring of Hands/Ring of Woe* (1st), Sanctuary (1st), Light (1st)
Sanctify/Defile* (2nd), Enthrall (2nd), Hold Person (2nd), Music of the Spheres (2nd), Mystic Transfer* (2nd), Aid (2nd), Draw Upon Holy Might (2nd), Idea (2nd), Mind Read (2nd), Chant (2nd), Spiritual Hammer (2nd), Augury (2nd), Detect Charm (2nd), Find Traps (2nd), Know Alignment (2nd), Speak With Animals (2nd), Barkskin (2nd), Resist Fire/Resist Cold (2nd), Withdraw (2nd),
... (oh well, I need to rewrite this post...)

Memorized Spells:
1st (7 + 3): Bless x2, Protection From Evilx2, Command, Ebony Hand, Spectral Sensesx2, Undead Alacrityx2
2nd (7 + 3): Hold Personx3, Aidx2, Withdraw, Find Traps, Spiritual Hammer, Resist Turning, Dark Fire of Beshaba (Priest spells compedium)
3rd (7 + 2): Emotion Control x2, Life Drain x2, Animate dead, Protection from fire, Prayer, Dispel Magic, Remove Curse
4th (7 + 4): Heart Blightx2, Cause Insanity, Solipsism, Mental domination, Cloak of bravery, Free Actionx2, Geniusx3
5th (5 + 2): Quest, Undead Regeneration/Drain, Raise Dead, Dispel good, Imbue undead with spell abilityx2, Air walk
6th (3): Asphyxiate, Word of Recall, Conj. Fire Elemental
7th (2): Resurrection, Energy drain
Ioun stones 9 spell levels: Resurrection, Hold Person

Spells under effect:
Death Pact (until activated)
Cloak of Bravery (+4) [Expires 4 PM 3rd of Reaping]
Air Walk [Expires 11:40 AM 3rd of Reaping]

Gur'Khal-Negh (Quasit familiar)


HD: 3 (16 [20hp [3d8] = 20]) (You rolled better than me... I got 16)
Dmg: 1d2,1d2,1d4
Special Damage: save vs poison or lose 1 Dex for 2d6 hours...
Infravision: 60'
AC: 2
THAC0: 17
Special defense: 25% MR, Save as 7HD
Regeneration: 1hp/round
Abilities: Invisible, detect good, detect magic, polymorph into two animal forms (bat, wolf) at will. Globe of Fear once a day. Commune once a week (6 questions).
Movement: 15

Here they are. Decent hps for the monstrous zombies, good hps for the reg zombie, and pretty low hps for the skels… oh well, at least you said you only want them carrying things
Undead hps: 28, 35, 14
Skel hps: 4, 2, 3, 5

Spells under effect: (undead minions)
Imbue Undead with Spell ability (all undead)
Spectral Senses on Rror and the 5hp Skel
Expires 1AM 4th of Reaping

Ho and Rror:
Monstrous Zombies: (Ogre and Grizzly Bear)
Controlled undead
Hp: 28, 35 (6+6 ea)
AC: 6
Thac0: 15
Att: 1
Dmg: 4d4
Mv: 9
Sz: L ( and )
Int: non
Immune: Sleep, Charm, Hold, Fear, Death magic, Poison, Cold-based spells
Disadvantages: Susceptible to Turning/control, holy water (2d4 dmg/vial), non-intelligent, always strike last, only understand simple commands (1 dozen simple words or less), clumsy

‘Zum’
Zombie: (humanoid)
Controlled undead
Hp: 14 (2+2)
AC: 8
Thac0: 19
Att: 1
Dmg: 1d8
Mv: 6
Sz: M (6’)
Int: non
Immune: Sleep, Charm, Hold, Fear, Death magic, Poison, Cold-based spells
Disadvantages: Susceptible to Turning/control, holy water (2d4 dmg/vial), non-intelligent, always strike last, only understand simple commands (1 dozen simple words or less), clumsy

Skeletons: (humanoid, 4x)
Controlled undead
Hp: 2, 3, 4, 5 (1+1 ea)
AC: 8
Thac0: 19
Att: 1
Dmg: 1d6
Mv: 12
Sz: M (6’)
Int: non
Immune/resistant: Sleep, Charm, Hold, Fear, Death magic, Poison, Cold-based spells, ½ dmg from edge weapons.
Disadvantages: Susceptible to Turning/control, holy water (2d4 dmg/vial), non-intelligent, only understand simple commands (1 dozen simple words or less)
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Re: BishGada (Private thread) Labyrinth of Madness

Post by BishGada »

Hi,
I've an old character sheet at myth-weavers, but it is not 100% compatible with the sheet you had in our private threads...
I still need to update it a little, and fix the HP/STAT with the new rolls.
And check the gold for the bombs and the magic items again...

https://www.myth-weavers.com/sheets/?id=637727
The background story is in the private notes section.

Is unseen character sheets preferred? I think it will take time to insert the spells there as it need to be entered one by one...
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Re: BishGada (Private thread) Labyrinth of Madness

Post by BishGada »

Vir Ke'Sha Tav'Lux
Male Athasian Halfling, Priest of The Lord of Undead level 16 (17 +1 Quasit Familiar) (CE)

Abilities:
STR 4 (18/00), +3 hit, +6 dmg, 335lbr weight
DEX 19, +3 reaction, +3 missile attack, -4 defense
CON 14, INT 14, WIS 20 (21),
CHA 5, 2 hench, -4 loyalty, -3 reaction adj.

Age 64, HT 3'5", WT 56 lbs

apparently it is 8hp + 8d8 + 8x2 and not 9d8+7x2... So should I roll 8d8 again or remove the average for one level?
HP: 66 (+20 Familiar??, +1 level)
Where is the +3 for projectile attack from DEX should be? it's in the +6 projectile?
if so I think it need to be changed to +7 since DEX gone from 18->19.


THAC0: 10 (+8 Sling of Seeking, +6 projectile, +3 Melee, +3 Staff Sling) +1 Halfling for thrown weapon
AC: -3 (-4 DEX, -9 full plate armor)
Dmg: Sling +2 Seeking (1d4+9/1d6+9), Staff Sling (1d4+7/1d6+7), blowgun (1d3+6 + poison/1d2+6+poison), Morning Star (2d4+6/1d6+7), Sickle (1d4+7/1d4+6)
ROF: Blowgun (2/1), Sling +2 Seeking (1/1), Staff Sling (2/1)
XP: 2,000,000 (2,025,000 with the Quasit)
Saves: PPDM 4 (+4 Halfling for poison), RSW 8 (+4 Dex, +4 Halfling), PP 7, BW 10 (+4 Dex), S 9 (+4 Halfling, +4 Wis - mind spells)
Skills: Halfling Resistance (+4), Small-sized bonus, infravision (60 feet), detect grade or slope in passage (1-3 on 1d4), determine approximate direction underground (1-3 on 1d6)
Surprise bonus +4 if alone and without metal armor. +2 if need to open door.
+1 bonus attack rolls when using thrown weapons and slings.
Bonus spells (WIS): 3x1st, 3x2nd, 3x3rd, 2x4th, 1x5th
Immunities ( due to WIS): Cause fear, Friends, Hypnotism, Charm person, Command, Forget, Hold person, Ray of enfeeblement, Scare, Fear.
Granted Powers: 3 times the number of undead affected by turn, +1 HP per die of animated undead, make ghoul (1,000gp) ghast (4,800gp) ju-ju zombie (6,070gp) mummy (11,000gp), vampire or lich (20,000gp)
+3 reaction adj. (DEX)
Familiar Impact: +1 level, regenerate 1hp/round, infravision 60', telepathic connection and senses, 25% MR, +20HP

XP Bonus (10% )
WP(6): Sickle, Blowgun, Sling, Morning Star, Staff Sling, Flail
NWP (13): Botany (1) (Int -1), Speed casting (3) (Wis -2) (-2 CT), Danger sense (2) (Wis -2), Healing (2) (Wis -2), Herbalism (2) (Int -2), Diagnostics (1) (Wis -1), Poisons (2) (Int)
Languages: Common, Halfling, Dwarven, Orc
Gear:
Head – Fetishes, Black hood, Ioun stone vibrant purple prism (stores [2d6] = 5 spell levels), 2nd Ioun stone vibrant purple prism (stores [2d6] = 12 spell levels)
Neck - Necklace of trinkets and bones (Pearl of Wisdom), Holy Symbol (Pearl embedded within)
Torso – Hooded black coat [10lbr], Backpack [4 lbs] x2, torn leather jacket, shirt / Full Plate Darkened and dented [35lbr]
Hands - Bracelets, Tattoos, Gauntlets of Ogre Power, Blowgun [2lbr], Prayer beads
Arms - Snake pet [20lbr]
Waist – Gray leather belt, ingredients pouches x 5 [5lbr], Sling of Seeking +2, Morning Star [12lbr], Bolt case (50 darts) [6lbr], Bolt case (50 darts) [6lbr],
Sling bullets x10 [5lbr], Staff Sling [2lbr]
Feet – Leather boots
Backpack 1 - Rations, Mace [8lbr], Sickle [3lbr], scalpel [1lbr], torches x10 [10lbr] incense x10 [1lbr], candles x4, Vials and bottles [2lbr], Greek Fire x10 [20lbr], Holy water x10 [1lbr],
Unholy water x10 [1lbr], Mirror, Sling bullets x20 [10lbr], Blackened whip [2lbr], Bed roll, Net [5lbr]
Backpack 2 - Rope [20lbr], Gloves to handle poison [2lbr], 10 rations [1lbr], Potion of healing
Ingridient pouch 1 [10 lbr] - graveyard soil, vial of blood, ...
Ingridient pouch 2 [10 lbr] -
Ingridient pouch 3 [10 lbr] -
Ingridient pouch 4 [10 lbr] -
Ingridient pouch 5 [10 lbr] -
Belt pouch 1 [10 lbr] - Vials of injected paralytic poison (Type O 2x8 doses), Vials of injected death poison (Type E 8 doses), Vials of injected death poison (Type F 3x8 doses)
Belt pouch 2 [10 lbr] - 30gp

Wish list: Grenades of Acid x10 [20lbr], Grenades of Poisonous gas x10 [20lbr], Grenades of explosion x10 [20lbr], Grenades of smoke x10 [20lbr]

Encumbrance: 279lbr - No Encumbrance Mv 6

Spells: Bless (1st), Combine (1st), Detect Evil (1st), Purify Food & Drink (1st), Speak With Astral Traveler (1st), Command (1st), Remove Fear (1st), Invisibility to Undead (1st),
Call Upon Faith (1st), Emotion Read (1st), Thought Capture (1st), Magical Stone (1st), Shillelagh (1st), Analyze Balance (1st), Detect Magic (1st), Detect Poison (1st), Detect Snares & Pits (1st), Locate Animals or Plants (1st), Endure Cold/Endure Heat (1st), Protection From Evil (1st), Ring of Hands/Ring of Woe* (1st), Sanctuary (1st), Light (1st)
Sanctify/Defile* (2nd), Enthrall (2nd), Hold Person (2nd), Music of the Spheres (2nd), Mystic Transfer* (2nd), Aid (2nd), Draw Upon Holy Might (2nd), Idea (2nd), Mind Read (2nd), Chant (2nd), Spiritual Hammer (2nd), Augury (2nd), Detect Charm (2nd), Find Traps (2nd), Know Alignment (2nd), Speak With Animals (2nd), Barkskin (2nd), Resist Fire/Resist Cold (2nd), Withdraw (2nd),
... (oh well, I need to rewrite this post...)

Memorized Spells:
1st (7 + 3): Bless x2, Protection From Evilx2, Command, Ebony Hand, Spectral Senses, Undead Alacrityx2, Protection from evil
2nd (7 + 3): Hold Personx3, Aidx2, Withdraw, , Find Traps, Spiritual Hammer, Resist Turning, Dark Fire of Beshaba (Priest spells compedium)
3rd (7 + 2): Emotion Control x2, Life Drain x2, Cure Blindness or Deafness, Protection from fire, Prayer, Dispel Magic, Remove Curse
4th (7 + 3): Heart Blightx2, Cause Insanity, Solipsism, Mental domination x2, Free Actionx2, Geniusx2
5th (5 + 1): Quest, Undead Regeneration/Drain, Raise Dead, Dispel good, Imbue undead with spell ability, Undead Regeneration/Drain
6th (3): Asphyxiate, Word of Recall, Conj. Fire Elemental
7th (2): Resurrection, Energy drain
Ioun stones 17 spell levels: Raise dead, Wall of thorns, Spectral Senses, Undead Alacrity, Spiritual Hammer, Hold Person

Spells under effect: Death pact

Gur'Khal-Negh (Quasit familiar)


HD: 3 (20hp [3d8] = 20)
Dmg: 1d2,1d2,1d4
Special Damage: save vs poison or lose 1 Dex for 2d6 hours...
Infravision: 60'
AC: 2
THAC0: 17
Special defense: 25% MR, Save as 7HD
Regeneration: 1hp/round
Abilities: Invisible, detect good, detect magic, polymorph into two animal forms (bat, wolf) at will. Globe of Fear once a day. Commune once a week (6 questions).
Movement: 15

Here they are. Decent hps for the monstrous zombies, good hps for the reg zombie, and pretty low hps for the skels… oh well, at least you said you only want them carrying things
Undead hps: 28, 35, 14
Skel hps: 4, 2, 3, 5

Ho and Rror:
Monstrous Zombies: (Ogre and Grizzly Bear)
Controlled undead
Hp: 28, 35 (6+6 ea)
AC: 6
Thac0: 15
Att: 1
Dmg: 4d4
Mv: 9
Sz: L ( and )
Int: non
Immune: Sleep, Charm, Hold, Fear, Death magic, Poison, Cold-based spells
Disadvantages: Susceptible to Turning/control, holy water (2d4 dmg/vial), non-intelligent, always strike last, only understand simple commands (1 dozen simple words or less), clumsy

‘Zum’
Zombie: (humanoid)
Controlled undead
Hp: 14 (2+2)
AC: 8
Thac0: 19
Att: 1
Dmg: 1d8
Mv: 6
Sz: M (6’)
Int: non
Immune: Sleep, Charm, Hold, Fear, Death magic, Poison, Cold-based spells
Disadvantages: Susceptible to Turning/control, holy water (2d4 dmg/vial), non-intelligent, always strike last, only understand simple commands (1 dozen simple words or less), clumsy

Skeletons: (humanoid, 4x)
Controlled undead
Hp: 2, 3, 4, 5 (1+1 ea)
AC: 8
Thac0: 19
Att: 1
Dmg: 1d6
Mv: 12
Sz: M (6’)
Int: non
Immune/resistant: Sleep, Charm, Hold, Fear, Death magic, Poison, Cold-based spells, ½ dmg from edge weapons.
Disadvantages: Susceptible to Turning/control, holy water (2d4 dmg/vial), non-intelligent, only understand simple commands (1 dozen simple words or less)
Last edited by BishGada on Tue Aug 29, 2023 12:18 am, edited 2 times in total.
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Re: BishGada (Private thread) Labyrinth of Madness

Post by BishGada »

how do you insert an image inside inside the text and not as attachment?
\[img\] doesnt work with google drive link.

Also, how do you get to the +6 projectile? You accumulate STR bonus, DEX bonus and halfling trait?

And where can I find the Granted Powers? - No matter. Found in purple worm...

So looking at the sheet, if I keep the DEX 19, I think to hit for projectiles should get +1 above current sheet, but if the character will mainly use spells and not weapons, than 20 extra HP might be better than -1 AC and saving throws and +1 projectile. Dilemmas...

I need to check if to change the spells.
Revisit magical items and update the myth-weaver/unseen character sheet accordingly.
Oh.. I miss Yelb with his limited wish to make spells semi-permanent! :)


Oh... I see you change the ioun stones rule to no more than one. I had two ioun stone to store spell levels. One had 5 levels, the other 12...
What would you want me do?

I'm probably missing something... The only magical items I can detect with the old character is: 2 ioun stones, pearl of wisdom and sling of seeking...
it sums to 2100xp. right? it seems too low, no?
now you allow 7500xp + bag of holding variants...


Thanks.
Last edited by BishGada on Tue Aug 29, 2023 2:05 am, edited 2 times in total.
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Re: BishGada (Private thread) Labyrinth of Madness

Post by BishGada »

Also, you get a free bag of holding (roll 1d4 for type) OR a girdle of many pouches, OR a Hewards Handy Haversack

It seems that if one is not luck to get 3 or four in 1d4, girdle of many pouches both hold more volume and if more organized and easy to use. But will using such girdle prevent using other girdles? Such as giant strength?
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Re: BishGada (Private thread) Labyrinth of Madness

Post by TristenC »

Any of the off site sheets is fine as long as you maintain them and link them here. I am also keeping a
forum text copy in the first post of this thread.

Or you can just keep a text copy here like we did previously; you don't have to use any off-site sheet things if you don't want.

The girdle will not operate with another girdle at the same time.

I embed hyperlink images with {img]http://url[/img}
*Added { instead of [ so the code would make it visible to you.

Thrown objects add str and dex to hit but only str to damage
halflings get +1 to thrown items but not things like slings

Haha, yeah lots of decisions ;)

I think the ioun stone rule was always 1, not sure why you have 2. You can -have- 2 if you want but you can only use 1 each day. So if one is destroyed you could swap to the weaker one i guess...

Otherwise if you only want 1 and the two you have are clearly very different; I would say you can either
-reroll for it
-take the rough average of the two (9 slots)

Your str says 4(18/00) so you probably have gauntlets of ogre strength as well
not sure about the rest, maybe you just weren't finished spending it all
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Re: BishGada (Private thread) Labyrinth of Madness

Post by BishGada »

image embedding doesn't work for me with shared image from google drive. Maybe it is because the address has https and not http...
Image

Image

hmm... ok... it is not the security. One image works and the other doesn't...

So this is the Quasit from now on. :)

You are correct about the ogre power. And it will be losing 8 levels of spells... practically resurrection+ :/
Oh well...
I guess I still have time to decide of magic items... and (DEX 19 + CON 14) or (DEX 17 + CON 16).
And I need to read the spells again and the proficiencies...

Image

Ah Ha! Nothing will stand in the way of Ke'Sha the mighty!
Apparently you need to convert the link that google drive provides with a link to the actual image. (the original is a request that their server processes and then shows the image...) and there are sites with tools to make the conversion.
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Re: BishGada (Private thread) Labyrinth of Madness

Post by TristenC »

Hahaha, nice. I mean.. the quasit could look like a tuxedo cat with a red bandana that flies... they can take forms other than their natural one to keep from freaking people out (although that might be what you are going for)
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Re: BishGada (Private thread) Labyrinth of Madness

Post by BishGada »

So...
My current thoughts:

Magical items:
ioun stone of wisdo, 300
Pearl of wisdom 500
Gem of insight 3000
Full plate +2 1000
Ogre power 1000
Stone of Controlling Earth Elementals 1500

I still have 200XP to use...

Now, this brings me to 23 WIS. I hope you will allow it. This way these items kind of replace the ioun stones of spell storing.
If I take girdle of giant STR I'm 300XP short, but I think ogre power/giant STR doesn't change much. So I'm good with that, but mostly out of curiosity I'd like to know if you allow such 300XP glitch. :)

About the stone of controlling earth elemental - well... what do you think in general? And what do you think could be amazing thing to have similar magical items to summon and control some kind of creature of the undead? 12HD/8HD depends on conditions... Even though lich is only 11 HD and vampire 9HD, and elementals has many spells 'at will' and they are big... But if you know of such undead or something that will be unique and cool for this character, I think it can work nicer than the elemental.

I saw the deck of many things doesn't require XP and is not cursed... So could I select specific card that adds +2 wis? ;)

Now about the "CON / DEX preferences", I think I'll go with extra CON and HP since the + for the armor is kinda having the same purpose as the +DEX and in the labyrinth every HP count. :)

So, final decisions are waiting for your feedback and also you wanted to check if the Quasit adds HP to the character.

I saw Styrious is going for psionics. Would the enemies have psionics as well? Is it bid disadvantage to go without it?
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Re: BishGada (Private thread) Labyrinth of Madness

Post by TristenC »

Not sure how you got to 23 wisdom.
The base max by raw stats is 18,
there doesn't seem to be a racial wis bonus
The ioun stone wouldn't really help because the description says it only increases wis to a max of 18.
The gem of insight and pearl of wis would stack and he would be at 20 wis, which is fine.
you could the ioun stone of spell storing we discussed (1 stone, 9 spell levels)

the controlling earth elementals is fine, but you have no way to summon one thag i know of unless you buy a scroll of summon elemental... then you already would have control of it. There are other summoning spells/scrolls if you want something similar you can buy without creating custom magic items.

There isnsomething specific between the gauntlets and girdle of strength, I forget exactly what off-hand. the item descriptions detail it all.

No selections from the deck of many things. The entire premise is that it is random and might be great or terrible, so certainly not using it here.

Yeah, Styrius is going with a Psionicist. It eill be the first psion i have dm'ed in this module. I cannot sag if it will be better or worse for him, but it will certainly be interesting
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Re: BishGada (Private thread) Labyrinth of Madness

Post by BishGada »

From purple worm: Athasian halfling: Ability Score Adjustments: +2 to Dexterity; +2 to Wisdom; -2 to Strength; -1 to Constitution; -1 to Charisma

So it should stack to 22, but indeed the ioun stone won't do. :(

From the description: (It's in the core books):
Stone of Controlling Earth Elementals
(Source: Dungeon Masters Guide, 2nd Edition): : A
stone of this nature is typically an oddly shaped bit
of roughly polished rock. The possessor of such a
stone need but utter a single command word, and
an earth elemental of 12-Hit-Dice size will come to
the summoner if earth is available, an 8-Hit-Dice
elemental if rough, unhewn stone is the summoning
medium. (An earth elemental cannot be summoned
from worked stone
, but one can be from mud, clay,
or even sand, although one from sand is an eightdice monster.) The area of summoning for an earth
elemental must be at least 4 feet square and have
four cubic yards volume. The elemental will appear
in 1d4 rounds
. For detailed information about
elementals and their control see the Monstrous
Compendium. The stone can be used to summon
one elemental per day
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Re: BishGada (Private thread) Labyrinth of Madness

Post by TristenC »

Ah, I had forgotten he was Athasian halfling. Ok, 22 it is.

...man, i must have been tired or distracted when i replied. That is pretty clear. Ok, no problemo. I would advise looking over the 'control' rules mentioned in the monster manual as well, elementals can be dangerous things.
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Re: BishGada (Private thread) Labyrinth of Madness

Post by BishGada »

Right, but would you think that having custom magical item for summoning and controlling undead, similar to the elemental would be awesome?
If not, I'll keep it with elementals...
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Re: BishGada (Private thread) Labyrinth of Madness

Post by TristenC »

The thing about elementals is that they come from somewhere else and appear. if you lose control they return to their home plane or attack
To create and control undead, you need a corpse or spirit of some kind, and they don't just vanish when you lose control of them they are still around.
We can think about an item of undead control, but Ke Sha already has quite a bit of undead control from his priesthood to the Lord of Undeath, so I'm not sure what it would really gain him.
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Re: BishGada (Private thread) Labyrinth of Madness

Post by BishGada »

I thought more of the summoning, not the control. Portal to the underworld to call upon suffering souls? Fetch one at a time and enslave it? :) Strong enough in power to match 12HD elemental...
But if not, elementals would be fine.
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