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Switch to Forum Live View Expert Dungeon Master Competition 22: Introduce a Subversive Villain!
3 years ago  ::  Sep 20, 2010 - 9:57AM #31
Veok
Date Joined: Jan 2, 2008
Posts: 2,481

Sep 20, 2010 -- 9:44AM, zmortis wrote:

Is using a figure from a novel I've written fair game?  I do have stats for him in Character Builder, but he was written as a subversive character (not necessasarily an evil one) who changes the life of the protagonist of the novel.




If the judges aren't familiar with your work, you're unlikely to lose points for creativity. If the judges *are* familiar with your work, and are fans of it, and don't know you're the author, you might lose many points.

If you look past the plot and the voice acting, Metroid: Other M was an okay game. Not a great game, but an adequate one.

Not using the Metroid item collect jingle though? That, was a mistake.
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3 years ago  ::  Sep 20, 2010 - 10:22AM #32
zmortis
Date Joined: Apr 16, 2008
Posts: 902
They shouldn't be familiar with it.  Still haven't published it as it is in second draft revision at the moment.  The character is one I've used in RPGs for about 20 years now as an antagonist, although not as an outright villain.  He has an agenda, and a party might be coerced into helping that agenda even if they don't understand the full ramifications at first.  That certainly happens to the protagonist of my story, hehe.
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3 years ago  ::  Sep 20, 2010 - 10:44AM #33
wrecan
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Again, you should explain somewhere in the entry what you base the entry off of.  I often had a small section called "Designer's Notes" in my entries where I would make these explanations and I always felt they were appreciated by the judges.
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3 years ago  ::  Sep 20, 2010 - 12:06PM #34
zmortis
Date Joined: Apr 16, 2008
Posts: 902
Ok here goes my entry.  For image please refer to my forum avatar, hehe.

Now with updated stat block!

Name: Thomas the Poisoner

Statistic Block: ====== Created Using Wizards of the Coast D&D Character Builder ======
Thomas the Poisoner, level 30
Shadar-kai, Assassin, Venomed Soul, Raven Consort
Build: Bleak Disciple Assassin
Guild Training: Bleak Disciple
Background: On the Run from the Devil (On the Run from the Devil Benefit)


FINAL ABILITY SCORES
Str 12, Con 23, Dex 28, Int 14, Wis 12, Cha 13.


STARTING ABILITY SCORES
Str 10, Con 13, Dex 18, Int 10, Wis 10, Cha 11.



AC: 44 Fort: 39 Reflex: 40 Will: 35
HP: 155 Surges: 12 Surge Value: 38


TRAINED SKILLS
Stealth +34, Arcana +22, Insight +21, Perception +22, Acrobatics +37


UNTRAINED SKILLS
Bluff +17, Diplomacy +16, Dungeoneering +16, Endurance +21, Heal +16, History +17, Intimidate +16, Nature +16, Religion +17, Streetwise +16, Thievery +24, Athletics +22


FEATS
Level 1: Melee Training (Dexterity)
Level 2: Implement Expertise (Ki Focuses)
Level 4: Skill Focus (Stealth)
Level 6: Weapon Focus (Light Blade)
Level 8: Weapon Expertise (Light Blade)
Level 10: Assassin's Cloak
Level 11: Venom Hand Killer
Level 12: Venom Hand Master
Level 14: Secret Stride
Level 16: Persistent Poison
Level 18: Defensive Advantage
Level 20: Minion of the Dark
Level 21: Spirit Jaunt
Level 22: Deathless Warrior
Level 24: Flanking Maneuver
Level 26: Untraceable
Level 28: Unfettered Stride
Level 30: Poison's Partner


POWERS
Assassin at-will 1: Executioner's Noose
Assassin at-will 1: Shadow Storm
Assassin encounter 1: Shadow Darts
Assassin daily 1: Terrifying Visage
Assassin utility 2: Cloak of Shades
Assassin encounter 3: Inescapable Shadow
Assassin daily 5: Twilight Assassin
Assassin utility 6: Sheltering Dark
Assassin encounter 7: Shadow Link
Assassin daily 9: Bound by Shadow
Assassin utility 10: Seeker of Shadow
Assassin encounter 13: Well of Shades (replaces Shadow Darts)
Assassin daily 15: Shade Venom (replaces Terrifying Visage)
Assassin utility 16: Shadow Meld
Assassin encounter 17: Shadow Fire (replaces Inescapable Shadow)
Assassin daily 19: Consign to Shadow (replaces Bound by Shadow)
Assassin utility 22: Soul of Death
Assassin encounter 23: Wraith's Assault (replaces Shadow Link)
Assassin daily 25: Folded Shadow (replaces Twilight Assassin)
Assassin encounter 27: Ambush from Thin Air (replaces Well of Shades)
Assassin daily 29: Three Shadow Venoms (replaces Shade Venom)


ITEMS
Magic Ki Focus +6, Short sword, Dagger, Deathcut Starleather Armor +6, Bracers of Escape (epic tier), Cat Tabi (epic tier), Venom Gloves (epic tier), Scarab of Invulnerability +6, Ring of Free Time (epic tier), Shadow Band (epic tier), Dynamic Belt (epic tier), Cubic Portal (epic tier), Diamond Scabbard (epic tier), Whetstone of Venom (epic tier), Astral Mead (epic tier), Spotted Toadstool Venom (level 30), The Raven Queen's Shroud (level 28), Crown of Stuttered Time (epic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======





Character: Describe the villain's personality and motivation.  –
Thomas the Poisoner is the name used by an infamous assassin.  In actuality Thomas the Poisoner himself works as a favorite "minion" of the goddess of death.  Thomas is a Shadar-kai assassin who poisoned himself and died over 650 years earlier in order to have a personal discussion with the Raven Queen make a request to enter her service.  She appoved of his boldness, and gave him the task of sorting through those spirits who couldn't move on because of unfinished business related to their death in the prime material plane.  Thus Thomas seeks to avenge the wrongful deaths of those killed by murder most foul.  As an assassin he knows of one way to avenge these deaths, by seeking out their killers, and seeing to their demise.


A Difficulty Check for player knowledge of 10 reveals the following:  Thomas the Poisoner was a mystery in the lands where the characters are. His work was well known throughout all the surrounding kingdoms. That is to say the results of his work were well known. From high ranking aristocrat to low ranking peasant, if the agreed price was paid, then it was rumored every one of his targets for every contract accepted ended up dead. Those authorities who tried to find or capture Thomas the Poisoner soon discovered that he was as elusive as the departing night fleeing before the dawn. A mysterious man indeed thought many people who spoke of his rumored exploits.


A Difficulty Check of 15 reveals this much more:  One of the most mysterious aspects behind  Thomas the Poisoner was that no one seemingly knew who he actually was. There was a name to be sure, but being so pointed a name it was obviously an assumed name. Not even a suspected client could say whether they had actually ever met him in person.  Many times a suspected cohort was caught, only to be later found either innocent of suspicion, or dead before any serious interrogation could begin.



A Difficulty Check of  20 reveals this even more: Some people speculated that Thomas the Poisoner was actually a cover for an entire shadowy organization of assassins.  However, all serious inquiries through the criminal underworld of various nations where his work occurred failed to turn up any sign of this organization. The various thieves and assassin guilds all claimed to have no knowledge of who he was. Honestly speaking the numerous thieves guilds were too locally based to be so internationally involved. It was also rumored that several of the various assassins guilds had tried quietly accepting a bounty to kill Thomas the Poisoner over the long years. Eventually all assassin guilds stopped accepting these bounties after a series of dead assassins and guild  leaders every time a bounty against him was pursued. The point had been explicitly made throughout their ranks many years ago, and none of the remaining assassin guilds would ever dare accept such an offer now. 


A Difficulty Check of 25 reveals this much: The other lesser mystery was that while many of the victims of Thomas the Poisoner were indeed killed by a verifiable use of poison, quite a few were rumored to have died by less conventional means. Those individuals who took special precautions against the use of poison were usually still found just as dead.  Some people speculated that Thomas the Poisoner only killed people who had committed a crime of deadly violence against an innocent. This was hard to confirm in most cases, but it was certainly fairly clear that quite a few of his targets were widely acknowledged as brutal and cruel by those who knew them.



Description: Describe the villain's appearance and resources.  -
Thomas the Poisoner looks like a fit white haired older man who has a penchant for wearing white clothing such as a white hat, a formal summer weight jacket, a white pressed shirt and white pants or shorts depending on the weather.  The powers that be have granted him access to Thomas' Isle, which is also called the Isle of Death.  It is a tropical island which exists in a separate planar pocket away from most of the prime material.  On the isle is a compound where Thomas' minions work and live in a peacable manner.  All of his minions have been trained to kill in some way or another.  Many of them have other skills besides, and they come from a large variety of humanoid races.  The isle also has a lighthouse tower which serves as Thomas' residence.  The Tower exists concurrently in an associated position on the plane of shadow.  It is only by crossing through the plane of shadow that Thomas' Isle can be reached through shadow gates controlled by "Balinac" a powerful spiritual being.


It is at this shadowfell side of the tower that Thomas "interviews" the spirits of the wrongfully slain with the intent of discovering their problems with passing on to the next "stage" of existence.  His lighthouse tower beacon in the shadowfell beats red in the same rhythm of a heartbeat, and draws these unsettled spirits.  Thomas exists himself only in spirit in this shadowfell tower.  To other spirits he seems a physically substantial glowing white robed figure, but he is faint, hazy, and mostly immaterial to those who can not see spirits who travel the shadowfell in physical form.


Thomas' primary recourse in recruiting the player(s) to work for him is that he can offer to return their spirits from the shadowfell to the prime in a new physical form.  Yes, Thomas has created the MMORPG equivalent to a respawn point.  Even better, the character can keep their personality, but change their race and class if they choose as Thomas can prepare any kind of humanoid body they may reasonablely choose to inhabit.  If they like what they were already, then Thomas can bring them back in a "clone" of their original form.  Thomas himself can simultaneously possess and operate up to 42 of these forms at one time if he desires.  Thus although it is possible to kill his physical form while he is "working" the job, it is impossible for anyone shy of a god to put him down permanently as long as his deal with the Raven Queen lasts (she'll persist in not moving him to the next stage as long as she finds him useful and amusing).


Encounters: Describe one or more scenarios in which the villain tempts the heroes.


The most common ways for heroes to first meet Thomas are as follows:
1) If they have wrongfully and unjustly killed an innocent, then Thomas may come in person (or send one of his minions acting in his name) to eliminate that player.  This is not too likely a situation for good aligned party members.
2) If the player(s) have been unjustly killed, then they may find themselves in the shadowfell in spirit form, and drawn to Thomas' lighthouse.  Thomas will listen to their story, and offer to bring them back to life in exchange for some return services he wants handled.  Yes, the characters will be recruited to become assassins.  They will have to first help out some other spirits to find justice for their deaths before they are allowed to seek justice for their own deaths.


Thomas will explain his five core rules to the players if they accept the deal being offered:


Thomas holds up his right hand with his fingers extended, “First I must explain some of our, let us say, restrictions.”
Thomas curls in his thumb, “Rule one. We never deliberately take the life of an innocent.”
Thomas curls in his index finger, “Rule two. No matter how much time it takes, once we determine that our suggested target is guilty of intentionally harming an innocent we take the job, and ensure that justice is served. There is no backing out once a job is accepted. However, we do acknowledge that justice is often best served by many ways other than death. If another way of serving justice is better, then we never kill our target. Only in extreme circumstances do we actually bring about the demise of the target.”
Thomas closes his middle finger, “Rule three. We never inflict collateral damage. Only the intended target is dealt with. We are efficient, effective, and clean in the execution of our task. This is one of the reasons poison is used as the preferred method of death. It is carefully administered so as to only impact the intended target.”
Thomas closes his ring finger, “Rule four. We don’t work for money, political ideology, or revenge. We work to bring the guilty to justice. We especially don’t interfere in the course of national politics unless it is very clearly to bring the guilty to justice.”
Thomas closes his pinky finger turning his right hand into a fist, “Rule five.  You may not even allow death to stop you."



Motivations


Conversion: Thomas wants to change one or more of the heroes’ goals to accomodate his own agenda.
Greater Good: Thomas wants the heroes to commit one or more "evil" acts (assassinations) for what he considers a greater good (helping spirits to move on in the afterlife).


Temptations


Favor: Thomas offers to bring the player(s) back to life and to assist them in seeking justice for their death.
Influence: Thomas has a relatively large amount of influence with the Raven Queen, and can seek favors from her occasionally.
Lore: Thomas knows the secret which allows dead spirits to possess new living forms, and offers information about how to achieve this to the player(s) after they have finished their service.
Power: Thomas wields influence with the Raven Queen, and can prevent a character from permanently dieing, or easily re-kill a character which has broken the deal with him.
Pleasure: Thomas' tropical island has a top notch grandmaster martial instructor, some fine quisine, and is an unspoiled tropical paradise.
Restoration: Thomas offers to resurrect the player(s) as often as necessary until their deal is complete.
Second Chance: Thomas offers the player(s) a chance to receive justice for their wrongful death.


Aftermaths


Enemy: The heroes gain the enmity of the demon god Orcus as they have joined the cause of the Raven Queen.
Friendless: The heroes may lose powerful allies if they choose not to come back in their original form since they will not be recognised as who they were.
Sacrifice: In pursuit of their goals one or more heroes could be captured, if this happens, then Thomas will make sure they are killed by remotely disconnecting their spirit from their borrowed body before they can reveal his secrets under torture.
Servitude: Thomas gains dominance over the heroes since their options at the time of meeting him are follow his goals, or proceed on to the Raven Queen for passage to the next life.

Designer's notes:  The inspiration for Thomas the Poisoner has been part Victor Von Frankenstein,  part Dr. Moreau, part Mr. Roarke, and part Prospero.  Visually and vocally I envision him as portrayed by Malcom McDowell (my forum avatar), but concept wise he is pretty much an original.  For more about Thomas the Poisoner, you'll have to read my book from Myth/Logic Press "Thomas the Poisoner - Tales from the Reading Dragon Inn - Book 2"  (Shameless Plug) which should hopefully be available on Amazon and Borders online by 1st quarter 2011.

Link to my novel on Amazon.com Show
Thomas the Poisoner on amazon.com

Link to my novel on BarnesandNoble.com Show
Thomas the Poisoner on BarnesandNoble.com

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Official title - Resident Loser.
aka, the last one picked for the baseball team every time.
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3 years ago  ::  Sep 20, 2010 - 1:50PM #35
wrecan
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Date Joined: Jun 23, 2005
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zmortis draws first blood!
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3 years ago  ::  Sep 20, 2010 - 9:58PM #36
Barmp
  • Dragon Slayer
Date Joined: Oct 23, 2007
Posts: 313

Sep 20, 2010 -- 1:50PM, wrecan wrote:

zmortis draws first blood!


@zmortis:  I would point out that normally for a DM's competition you're looking for a monster stat block, which is a lot different to read and use than a players stat block.  I'm not judging this one, but it might do well for your score if you reinterpreted the character into a monster block for the purposes of the competition.  

Other than that, it looks like an interesting character or patron for a group of PC's and certainly hits a lot of the optional elements.  Good stuff.  

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3 years ago  ::  Sep 21, 2010 - 5:46AM #37
zmortis
Date Joined: Apr 16, 2008
Posts: 902
In reply:

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Just to clarify, this character is envisioned as an NPC instead of a monster.  As such it follows the character build rules instead of the monster build rules.  I will accept a point downgrade if modern 4E DMs have problems running full NPCs, hehe.
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Thomas the Poisoner on amazon.com

Link to my novel on BarnesandNoble.com Show
Thomas the Poisoner on BarnesandNoble.com

Link to my publishing web page Show
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monster type Show

Official title - Resident Loser.
aka, the last one picked for the baseball team every time.
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3 years ago  ::  Sep 21, 2010 - 10:03AM #38
ankiyavon
Date Joined: Dec 25, 2009
Posts: 3,461

Sep 21, 2010 -- 5:46AM, zmortis wrote:

Just to clarify, this character is envisioned as an NPC instead of a monster.  As such it follows the character build rules instead of the monster build rules.  I will accept a point downgrade if modern 4E DMs have problems running full NPCs, hehe.




Per 4E rules, NPCs do not have character stat blocks.

It has nothing to do with having trouble running it, it's simply not part of the game system to ever have anything but PCs being built with PC creation rules.  NPCs have their own rules, that are much more similar to monsters than they are to PCs.


(Not a judge, don't really care, I just found your attitude abrasive and wanted to correct your facts).

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3 years ago  ::  Sep 21, 2010 - 10:04AM #39
goldomark
Date Joined: Feb 23, 2007
Posts: 6,057
It does. I do not want to derail the thread, but in 4e NPC do not have PC classes, they have monsters stats. Yeah, I know
Some dude once said: "If WotC would put crap in boxes with the DnD logo on them, some people would still call it the best product WotC has made."

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Don't flame me for my writen errors, English is my second language.
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3 years ago  ::  Sep 21, 2010 - 11:05AM #40
shinobicow
Date Joined: May 8, 2007
Posts: 394

ELZEBEL, SOUL REAPER CHERUB


Character Description and History


Elzebel was once a lesser angel in service to the Raven Queen.  While in the Raven Queen’s service, Elzebel was essentially a meek and lowly servant dedicated to performing menial tasks.  However, Elzebel’s primary occupation, under the Raven Queen was to ferry the spirits of children into the realm of the Raven Queen.  These tasks dedicated to Elzebel, and other lowly Angels like Elzebel, were essentially the most easily performed and deemed unworthy for more powerful beings to which these tasks would normally be given to.


 At one point, Elzebel was mistakenly tasked with recovering the spirit of a young girl unknowingly cursed by a group of death cultists.  This curse corrupted Elzebel and caused it to question its identity and its need to continue in service to the Raven Queen.  It began to take on the identity of this young girl, which had been twisted by wicked rituals.  This curse was also enough to mark Elzebel to a group worshipping Orcus.  They summoned Elzebel to the material realm, but made a horrible mistake in the summoning and were unable to bind Elzebel to them.  Elzebel was freed into the world and was without a master.


Elzebel began to develop an Identity of its own and began take on much more wicked characteristics.  Elzebel began thinking of itself as a young girl.  However, Elzebel realized her own weakness; she would not be able to contend with the many powerful entities throughout the world.  Hoping to gain more power, Elzebel made a demon pact with Orcus, who was more than happy to accept a former Angel in service to the Raven Queen as a new follower; he also recognized the unique power that Elzebel possessed, an ability to wield the souls which she once was bound to guide.  Orcus considered her a unique opportunity to exploit.

STAT BLOCK FOR ELZEBEL, SOUL REAPER CHERUB


Elzebel, Soul Reaper Cherub                Level 3 Elite Controller
Small immortal humanoid (angel, shapechanger)                 XP 300
Initiative +4 Senses Perception +7; dark vision
HP 120; Bloodied 60
AC 20; Fortitude 15, Reflex 17, Will 20
Saving Throws +2
Speed 6 Fly 1
Action Points 1

Traits
Change Shape
    Elzebel can change its physical form to take on the shape of any small child of any race.  It can even take on the form of specific individuals.  When Elzebel changes its shape, it leaves behind a pair of small wings on its back, which it usually conceals under its clothing, but a character can attempt an insight against Elzebel’s bluff check with a +20 bonus to its bluff check.


Death’s Pull Aura  *  10
    Allies within the aura gain a +1 bonus to all defenses.  Enemies within the aura have a -1 penalty to all defenses.

Encounter Powrers
Summon Reaped Spirits * Free action
    The first time Elzebel acts on its turn, it summons 8 Reaped Spirits (+1 additional Reaped Spirit for every level Elzebel has gained beyond 3rd) into the spaces around it.  If the Reaped Spirit cannot occupy one of these squares, it fills the closest feasible square.  Each of these spirits grants XP as normal minions do and should be accounted for when building any encounter involving Elzebel. 


Standard Actions
Soul Spite 
    Range 10;  +8 vs. AC, 1d10+3 damage; any living character damaged by this is weakened (save ends).


Soul Touch
    +7 vs. Will, 1d10+3 damage; any living character damaged by this attack is weakened (save ends).


Soul Bind  (Charm) Recharge 5 6
    Can only target weakened characters.
    Ranged 10;+8 vs. Will; the target is stunned (save ends).  Elzebel can only use this effect on one target at a time.  A new Reaped Soul appears in a space adjacent to that character that appears identical to that character in every way.  This Reaped Soul acts under Elzebel’s control during her turn.  If the target ends the stun effect, this Reaped Soul disappears.  If this Reaped Soul is destroyed before the character saves vs. the stun effect, he or she immediately drops to 0 HP and falls unconscious and must save vs. death on his or her turn. 


Triggered Effects
    Soul Discharge  *  Free Action
      A Reaped Spirit dies.
      Range 10; +7 vs. Will, 4 damage 


Alignment Evil   Languages Common, Abyssal, Supernal
Skills Religion +10, Bluff +12, Insight+10, Diplomacy+11
Str 14 (+3) Dex 15 (+3) Wis 18 (+5)
Con 14 (+3) Int 16 (+4) Cha 20 (+6)


 


RELEASED SPIRIT STAT BLOCK 


Reaped Spirit                                       Level 1 Minion
Medium natural animate (undead)                 XP 25
Initiative +3 Senses Perception +1; dark vision
HP 1; a missed attack never damages a minion
AC 16; Fortitude 14, Reflex 15, Will 14
Immune disease, poison, resist necrotic 5
Speed 6 Fly 6


Traits
Reaped Chains
     The Reaped Spirit can never move more than 10 squares away from the Elzebel.  No effect can cause a Reaped Spirit to move more than 10 squares away from Elzebel.  If Elzebel moves so that a Reaped Spirit would be more than 10 squares away, it immediately is pulled so that it is within 10 squares of Elzebel.  When Elzebel dies, the Reaped Spirit disappears.


Soul Flitter
     A Reaped Spirit is not affected by any type of area affect attack including blasts and bursts.

Standard Actions
Harass  *  At-will 
     +5 vs. Fortitude; 4 damage
Soul Ray  * At-will
     Range 10; +5 vs. AC; 3 damage 


Alignment Unaligned   Languages -
Str 14 (+2) Dex 13 (+1) Wis 15 (+2)
Con 14 (+2) Int 13 (+1) Cha 14 (+2)


Elzebel’s Motivation


Orcus granted Elzebel several boons.  The first of these boons was the ability to change her shape in order to fit in among the diverse populations of the world, but this ability was limited in its scope, restricting her to taking the forms of only children; however, in order to maintain this boon, Orcus required that she continuously seek to pull others into darkness and evil.  This boon became Elzebel’s purpose for being.

After many years of being very successful in her quest to convert good people to evil, Elzebel once again caught Orcus’s eye.  His experiment had been working out beautifully.  He granted Elzebel another boon which would allow her to expand her power even further; every time Elzebel could subvert and tempt an individual into not only turning away from the path of good, but also convince them to kill an innocent or a friend, Elzebel would be gifted with the soul of the deceased.  Every soul bound to Elzebel in this way would allow Elzebel to quickly grow in Strength.

After being granted with this, the latest boon of Orcus, Elzebel became a very small, but influential player in the turn to extinguish any existing points of light throughout the world.  Elzebel became wholly motivated to turning good people against not only innocents, but also close friends.  This began Elzebel’s pursuit of power.


Elzebel’s Appearance


Elzebel always appears before others as a young waif or an orphan of an appropriate race in the region to which she inhabits.  She most often takes the form of a small human girl.  The form she uses frequently appears to be no older than five years old; she has short brown ragged hair, sometimes wound in ponytails.  She has freckled cheeks and is missing her two front teeth.  Although this form is her usual modus operandi, she is quickly able to interpret what form would appear cutest to any particular target.  She wears mostly rags and attempts to cover the two small black wings on her back; when asked about it, she insists that she was whipped or otherwise abused and that she cannot remove them.


If Elzebel is forced to engage in combat, she attempts to maintain her chosen form as long as possible, but when all those involved in the encounter have seen through her disguise, she reveals her true form.  Elzebel looks like a small sexless toddler.  It has curly black hair and its face is hardly discernable.  It has two little glowing black orb-like eyes and its mouth looks as though it has been sewn shut.  Elzebel’s fingers and toes can bend backwards and forwards a full 90 degrees in each direction.  The more powerful Elzebel has become through its pact with Orcus, the more it appears gruesome and undead.  Each level that Elzebel gains wilts Elzebel’s skin and turns it dry.  Elzebel speaks in a very whiny, shrill voice when in this form. 


Elzebel’s Personality


Elzebel is extremely cunning and wily.  She is, in many ways a leech.  She clings onto powerful good characters, appearing helpless and in need of protection.  She delights greatest in finding dimwitted clerics and paladins, worshippers of good deities who simply are incapable of seeing through her disguise.  She attempts to appear cute and childlike at every possible opportunity, often posing temptations to players in very childlike ways.  In her favorite form, she talks with a lisp, caused by lack of her two front teeth. 


Temptation Encounters with Elzebel


Covert Temptations


Elzebel seeks to tempt characters in one of two ways.  Her favorite and most productive approach is to work her way into a group of good individuals.  Her appearance, personality, and speech all allow her to quickly infiltrate a group of players.  Once she has joined a group and put under their protection, she begins her temptations slowly. 


Elzebel tries to maintain her childish appearance through her temptation.  She begins by tempting the players with things that appeal to basic human nature, or through things that she could actually accomplish.  She might start out by offering the players favors such as menial services, like cleaning or cooking in return for them hurting someone that she hates, but never claiming overtly that the individual in question has wronged her in any way (unless of course that claim would be true).  She may also attempt to tempt the players with pleasure; she might try to convince the players to take a very cold stance against slights, suggesting that hurting an individual who has committed even the smallest slight against the player “would make you feel good, wouldn’t it?”  She very cautiously encourages infighting by attempting to convince the character that she has formed the closes bond with that another player in that group has been doing things that are “unusual” or “weird”; she may also claim that the person is scary or that she thinks the individual might try to hurt her; she tries to convince players to seek vengeance for these kind of actions, by killing the player involved.


Overt Temptations


On some occasions, Elzebel acts overtly to subvert characters and push them towards evil.  She does this very rarely, but when feeling secure, or influencing characters well below her level in power (i.e. she feels secure that if things came to blows she could easily defeat the players involved), she will openly admit to being a “Servant of a Death Lord”.  She explains the time she spent in service of the Raven Queen.  She gives great details about that experience and all the souls she has ferried into the kingdom of the Raven Queen throughout this occupation; however, she never admits to being an acolyte or servant of Orcus.  She makes very certain to choose her words carefully in order to convince the characters that anything done upon her Request would be in service of “one who holds power over death” or that the players have been “chosen” to fulfill this purpose; she reassures the characters that “she will take very good care of the soul of the departed” and that the soul will “find its rightful place through her care.” When tempting characters in this way, Elzebel has several very potent offers to the players. 


She may offer the players a very overt favor in return for killing a weak innocent.  She gains even greater pleasure in killing children and will offer and actually follow through on any favor within her power of granting.  Elzebel also has offer to a good deal of wealth (equal to the gold that would be granted by slaying).  She may offer to give a character gold or even a powerful item in return for killing a weak individual (always of at least the level of the player to whom she is making the offer).


Using Elzebel in a game


Increasing Elzebel’s Level


Elzebel is a character that quickly grows in power throughout the game.  The second of the boons granted to her by Orcus allows her to level up very quickly.  Every time she subverts an individual, turning them towards evil and convinces a player character or NPC to kill an innocent individual, or a friend, Elzebel gains an additional level.  The monster statistic block above represents Elzebel when she gained her second boon by Orcus and marks the beginning of its exponential growth in power.


When Elzebel gains a level through the use of this special power, she increases all her defenses by 1, her attacks by 1, and the damage of her powers by 1 point, she also increases her hit points by 16.  Adjust her XP as an Elite creature of her level.  She gains an additional stat point in charisma every three levels.  Her skills are adjusted as such.


In addition, Elzebel’s Reaped Spirits also level up.  They each increase their defenses and attacks by 1 every level, and increase their damage by 1 every two levels.  They remain minions regardless of their level.  Adjust the XP granted for each of these creatures as minions of that level.


Killing Another Player


If Elzebel is ever able to convince a player to kill another player character (something she is always actively attempting to bring about), she absorbs the soul of the player that is killed.  A player’s soul which has been bound to Elzebel in this way cannot be resurrected through normal means.  This soul must be forcibly removed from Elzebel through a powerful magic ritual; even if Elzebel is killed, the souls remain bound to her immortal essence.  The Ritual is found below –


Unbind Soul


You call out to the ether and try to wrench the soul of your companion from the wicked entity that has bound it.


Level: 5                             Component Cost: 100 gp
Category: Binding             Market Cost: 500 gp
Time: 4 Hours                   Key Skill: Religion
Duration: Instantaneous 


When performing this ritual, you must burn candles in a circle around a part of the individual’s corpse.  Afterwards, you must sprinkle diamond dust on the character equal to the component cost of the spell.  The component cost of this spell changes based on the level of the entity the soul is being wrenched from; an entity of Paragon tier requires 1000 gp, and an entity of Epic tier requires 10,000 gp.


Once the ritual has been conducted, the soul is immediately wrenched from Elzebel; this ritual only serves to unbind that soul from Elzebel; the player must still be resurrected as per a Raise Dead spell in order to be put that individual’s soul back into its body.  In addition, Elzebel loses one level when the Unbind Soul ritual is successful, but she immediately becomes aware of the location and the caster of the spell and makes every attempt to take vengeance out on this individual.  The time frame for Raise Dead begins as soon as the Unbind Soul ritual is successful. 


Battle Encounters


Elzebel is very rarely in the company of Evil beings.  She sees no point in keeping such company as being in the presence of already Evil beings can grant Elzebel no benefit.  Most likely, a combat encounter with Elzebel happens when either she has been discovered as a wicked and mutated Angel in service of Orcus, or, she has corrupted the people in her following to the point where she can no longer gain any benefit from corrupting them further and killing those individuals would grant her some form of advantage. 


Although Elzebel is an Elite Creature, she is always capable of summoning to her at least 8 Reaped Spirits, and even more every level beyond 3rd.  Elzebel is almost always played as a solo encounter.  The minions she summons are significantly more powerful than others as they cannot be damaged by area effects.  Under rare circumstances, Elzebel may attempt to pit two groups of good aligned characters against each other.  She may wield her Reaped Spirits in such an encounter to push it in a particular direction. 


Optional Elements Used


Motivations
Debasement:  Elzebel desires to push good aligned characters toward evil in order to maintain its ability to shape change and in order to continue to receive boons from Orcus.

Infighting:  Elzelbel covertly tries to turn party members against each other.  She uses her powerful charismatic abilities and her excellent ability to lie in order to convince incredibly good, but slightly witless characters, that some other member of the group poses some threat to her or if true, has harmed her in some way, she may say “that person being here hurts me” a vague expression which insinuates that physical harm has come to pass.  She whispers urges to that player to seek vengeance on that player. 


Warmongering:  Elzebel uses similar tactics to turn players against unwitting NPCs and other innocents.  She uses her cunning to subvert player morales, slowly at first, and more blatantly when she believes she has pushed them very close to the edge or when she believes she is much more powerful than the players. 


Temptations
Deception:  Elzebel makes claims that are always in part the truth.  She convinces players that it might feel good to hurt someone else.  She urges them to hurt individuals whom she hates, leading the players to believe that the targeted individual is someone who may have abused or harmed her, which may sometimes be true.  If she overtly tempts the characters, admitting to be more than she seems, she always enforces that she serves “a lord of death”, providing a true history of her exploits with the Raven Queen, and any action done by Elzebel’s request would “be done at the will of the one she serves.”  She may use language that insinuates that the players have been “chosen” to commit this deed. 


Favor:  Elzebel offers very basic favors when she is acting covertly to debase and encourage warmongering.  She may offer powerful favors when dealing overtly with players. 


Pleasure:  Elzebel tries to convince the players that the deed that they commit will actually bring them pleasure and will feel good. 


Wealth:  Elzebel tempts playesr overtly with wealth, offering them gold and riches in return for harming innocent weaklings. 


Aftermaths
Promotion:  Elzebel always tries to get players to prey on those weaker them themselves.  Elzebel does not urge players to defeat powerful enemies, but rather attempts to convince them to harm the weak, especially commoners and defenseless innocents.  Whenever she is successful, she gains a level.  Because her targets are always weaker than her, when she grows stronger, she is always stronger than the individual targeted. 


Sacrifice:  If a player character is killed as part of her temptations, that player character’s soul is bound to Elzebel and a powerful ritual must be used to wrench that soul from her immortal essence even after she has been destroyed.

I live and work in Japan, near Mt. Fuji, teaching English to High Schoolers.  In my spare time I also happen to be a husband, a father, and an Otaku.  I run a biweekly DnD game on Sundays and blog about it every other day of the week at http://thedumpstat.blogspot.com

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