Any equipment that raises INT will assist your zombies in being capable of more complex things, along with adorning them with fragrant plants to not discomfort NPCs anywhere you send them in conjuction with heavily obscuring cloaks and possibly full face mask.
Scrolls of animate dead or similar necromancy spells can become vital along with maybe potions (talk to your DM about a lot obviously). If you have scrolls or potions then your army can possibly use them to enchant more corpses, making that corpse a leader in essence, who would be controlled down the grape vine. Sending an army off with magic mouth set to trigger when they reach a certain point can be helpful.
Magic mouth to trigger when arriving at a bandit camp "kill all bandits" >magic mouth to trigger when done killing 6 bandits, "use scroll/potion animate dead" >magic mouth trigger when all bandits dead, "use animate dead on all remaining corpses" >"when done ressurecting return" or "head out if you have not triggered first magic mouth certain # of times." >set magic mouth to trigger every 23.9 hours to inform skeletons, "reapply animate dead to yourselves."
Its not going to be cheap I imagine, but viable with logic loops, and ample gold for appropriate things needed.
I recommend: - Powerful legendary artefacts with abilities you and the DM craft to suit the raising and controlling an army of undead. - Maybe some deities are involved and you modify channel divinity. - Some great cost of humanity, soul, physicality of said necromancer - so that it is approaching something of lich-hood, or soullessness, and is so severe and weird that other PCs just would never follow this route for the power this character craves. - Roleplay choices for spells through your first 15 levels that support this end goal. Things like using Unseen Servant all the time. Or being really curious about golems and their construction. Or restricted books. Things that are not necessarily "evil" but fit in ultimate form your dude takes to become next campaign's BBEG. - I'd also consider a deep pain that no matter the ministrations and attentions of the players, and the events of the campaigns, don't stop our characters fall to the dark side. - 15-20 levels your character is directing the course of the campaign to retrieve those legendary artefacts, thereby implicating them in their help in creating this monster. - it's important (as some point) to write down the rules and fence in the abilities... especially closer to the time. I wouldn't jump through hoops to try make it all work legitimately in the system as I'm not sure what staying inside RAW gives you - but I do think that when you do eventually kill the hapless heroes who once called you friend, it shouldn't be handwaved... there just might be the chance the heroes win... and you are destroyed. - sounds like a fun narrative idea that focuses quite heavily on you late game, so I'd recommend to the DM to focus on the other PCs first (wrt backstory quests etc), and then get to you last. above all, the other players need to be onboard with the themes of morale ambiguity, morale relativism in their group. The DM phrases this in neutral terms without signalling anyone out... no point putting a target on your back from the get go. Your PC should start out innocent, to show as much as the fall as possible.
Hope you have a good RP-focused group. Good luck. :)
Inspiration: Raistlin. Anakin. Snape. Loki.
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Rule for drama. Roll for memories. If there isn't a meaningful failure condition, do not roll. Ever. (Perception checks, I'm .... clunk, roll, roll, roll, stop... 14, looking at you... maybe?)
Any equipment that raises INT will assist your zombies in being capable of more complex things, along with adorning them with fragrant plants to not discomfort NPCs anywhere you send them in conjuction with heavily obscuring cloaks and possibly full face mask.
Scrolls of animate dead or similar necromancy spells can become vital along with maybe potions (talk to your DM about a lot obviously). If you have scrolls or potions then your army can possibly use them to enchant more corpses, making that corpse a leader in essence, who would be controlled down the grape vine. Sending an army off with magic mouth set to trigger when they reach a certain point can be helpful.
Magic mouth to trigger when arriving at a bandit camp "kill all bandits" >magic mouth to trigger when done killing 6 bandits, "use scroll/potion animate dead" >magic mouth trigger when all bandits dead, "use animate dead on all remaining corpses" >"when done ressurecting return" or "head out if you have not triggered first magic mouth certain # of times." >set magic mouth to trigger every 23.9 hours to inform skeletons, "reapply animate dead to yourselves."
Its not going to be cheap I imagine, but viable with logic loops, and ample gold for appropriate things needed.
Alternate scenario:
you see a corpse in a very shallow grave. It is ground level but clearly a corpse. You draw a teleportation circle on this corpse.
you come back and do this every day for 1 year.
after 1 year, and having your permanent teleportation circle in this spot on the “ground”. You raise the corpse to be a zombie.
now you have a beacon to go to, if needed, for those longer missions for your undead army, to reassert control within the 24 hours.
Rollback Post to RevisionRollBack
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Any equipment that raises INT will assist your zombies in being capable of more complex things, along with adorning them with fragrant plants to not discomfort NPCs anywhere you send them in conjuction with heavily obscuring cloaks and possibly full face mask.
Scrolls of animate dead or similar necromancy spells can become vital along with maybe potions (talk to your DM about a lot obviously). If you have scrolls or potions then your army can possibly use them to enchant more corpses, making that corpse a leader in essence, who would be controlled down the grape vine. Sending an army off with magic mouth set to trigger when they reach a certain point can be helpful.
Magic mouth to trigger when arriving at a bandit camp "kill all bandits" >magic mouth to trigger when done killing 6 bandits, "use scroll/potion animate dead" >magic mouth trigger when all bandits dead, "use animate dead on all remaining corpses" >"when done ressurecting return" or "head out if you have not triggered first magic mouth certain # of times." >set magic mouth to trigger every 23.9 hours to inform skeletons, "reapply animate dead to yourselves."
Its not going to be cheap I imagine, but viable with logic loops, and ample gold for appropriate things needed.
I recommend:
- Powerful legendary artefacts with abilities you and the DM craft to suit the raising and controlling an army of undead.
- Maybe some deities are involved and you modify channel divinity.
- Some great cost of humanity, soul, physicality of said necromancer - so that it is approaching something of lich-hood, or soullessness, and is so severe and weird that other PCs just would never follow this route for the power this character craves.
- Roleplay choices for spells through your first 15 levels that support this end goal. Things like using Unseen Servant all the time. Or being really curious about golems and their construction. Or restricted books. Things that are not necessarily "evil" but fit in ultimate form your dude takes to become next campaign's BBEG.
- I'd also consider a deep pain that no matter the ministrations and attentions of the players, and the events of the campaigns, don't stop our characters fall to the dark side.
- 15-20 levels your character is directing the course of the campaign to retrieve those legendary artefacts, thereby implicating them in their help in creating this monster.
- it's important (as some point) to write down the rules and fence in the abilities... especially closer to the time. I wouldn't jump through hoops to try make it all work legitimately in the system as I'm not sure what staying inside RAW gives you - but I do think that when you do eventually kill the hapless heroes who once called you friend, it shouldn't be handwaved... there just might be the chance the heroes win... and you are destroyed.
- sounds like a fun narrative idea that focuses quite heavily on you late game, so I'd recommend to the DM to focus on the other PCs first (wrt backstory quests etc), and then get to you last. above all, the other players need to be onboard with the themes of morale ambiguity, morale relativism in their group. The DM phrases this in neutral terms without signalling anyone out... no point putting a target on your back from the get go. Your PC should start out innocent, to show as much as the fall as possible.
Hope you have a good RP-focused group. Good luck. :)
Inspiration: Raistlin. Anakin. Snape. Loki.
Rule for drama. Roll for memories.
If there isn't a meaningful failure condition, do not roll. Ever. (Perception checks, I'm .... clunk, roll, roll, roll, stop... 14, looking at you... maybe?)
you see a corpse in a very shallow grave. It is ground level but clearly a corpse. You draw a teleportation circle on this corpse.
you come back and do this every day for 1 year.
after 1 year, and having your permanent teleportation circle in this spot on the “ground”. You raise the corpse to be a zombie.
now you have a beacon to go to, if needed, for those longer missions for your undead army, to reassert control within the 24 hours.
Blank