Plots & PlacesPost your PCs and NPCs for others to reference and enjoy. This is also an alternate location for long-term campaign and plot development. These can be system neutral or relate to any game or system.
Location: A long time ago, in a galaxy far, far away...
Posts: 50
Quote:
Originally posted by Piratecat Bronz Dragon, sonic meteor storm? I am SO stealing that! And it will give Nolin something to countersong....
Glad I could help
I personally think energy substitution makes spells (and thus sometimes character levels) a lot harder to suss out until it's too late, much like your 'monster in disguise' RBDM thingy.
For instance, an Acid Lightning Bolt might LOOK like a Melf's Acid Arrow, until you take out the dice.
Just one more way to keep your players guessing!! I believe I am entitled to an evil grin >D
__________________ "Anyone who complains will be shot!"
"That's not fair!"
*BLAM!*
- Silvr Dragon
Last edited by Bronz Dragon; 16th September 2002 at 02:38 AM..
Morghs are like freaky ghouls with paralysing tongues. So they sort of fit into the true ghoul thing. The only problem is that they have no ranged atttacks. So....
Take a morgh. Give it enough levels of fighter to qualify for the Lasher prestige class. Make it speciallze in whips, using 1 or 2 nasty evil paralyzing whips that look like part of its weird tongue intestine. Add levels of lasher, and voila! the Nasty Paralyzing Tongue monster skeleton thing!
Named Trixie!
__________________ [Living ENWorld] Currently Playing Milo Bottleshanks setting out from the Red Dragon Inn(Start of "Tiggle's Order")
So from recent comments PC has made, I'm assuming there's a big nasty dragon fight coming up. Let's give 'im some suggestions here! Such as... snatch one of the DoD, teleport away and swallow him whole. If the rest try to teleport to him or scry him out... hm. Sucky place to teleport into, that's for sure!
There’s a faint snapping sound that may be a bone, and Mara realizes that his strength is close to double her own.
And FIVE blows per round, and I'm guessing there's no haste involved here...
Scampering to find the DoD player listings and Mara's strength.
Edit - gulp, Mara has Str20 (+5 mod). Should we hazard Kelharin in the upper thirties with an oh, let's say, +14 or so attack/dmg. Ouch!
So, nasty-nasty lich? What guesseth the roguish gallery?
John
__________________ "The DM will do a lot of talking, but if he’s not rolling the dice then what he’s saying is probably not important."
- DM of the Rings
Last edited by Greybar; 16th September 2002 at 11:20 PM..
Piratecat did ask for the source of this template some time ago.
As well as for the Tieflings.
So, the Kellharian that made so many problems was not the real Kellharian, and only a trick to get this troublesome undead dwarf out of the way of the White Kingdom?
__________________ Also posts as Ashardalon (here and elsewhere) and as Eques Concordia and Guinea Pig (only elsewhere).
"Nothing dear, now go to sleep while Daddy gets out his Holy Avenger."
John
__________________ "The DM will do a lot of talking, but if he’s not rolling the dice then what he’s saying is probably not important."
- DM of the Rings
A balenorn, in D&D terms, is an undead elf, but is generally, not evil. Typically, they pass into unlife due to an oath to guard or protect a certain area, which they are then bound to forever. So, they look undead and kinda act undead, but are not evil like most undead - a neat lil' trick to pull on the unsuspecting party... I believe they were introduced in the Monsterous Compendium II, but I could be wrong about that. :P
Historically, I think they have roots in Irish mythology, but I am too covered up in work right now to check. If you are interested I can later though - just let me know!
Have you noticed that I'm not saying a thing, yet? All will be made clear tomorrow.
__________________ - Piratecat, EN World Admin
Currently editing the 4e War of the Burning Sky adventure path. Support EN Publishing, get excellent modules!
The White Kingdom knows of the path, but the rotting dwarf is stalled by his own Kingdom’s defense.
- Nolin’s legend lore on traveling through Tuz’Zud.
Kellharin guards the ebon door, his evil stopped from doing more
Cursed to stay beyond the day the dwarves were forced to go their way.
- Agar’s vision of the name Kellharin
Augury for Velendo:
Does the wall tumble down when the mason falls from grace?
Can a tyrant build a gate that shields his peasants from attack?
Can a demon hate a devil, while a deva hates a fiend?
Do the colors of the standard ever change and change again?
Kellharin is the fallen dwarven defender who guards the ebon door. The Ebon Door lies at the bottom of Tuz’zud. It blocks the Gulf of Iklene, a bottomless abyss that borders closer to the lands of the ghouls. Tuz’zud was built to stop such creatures from gaining access to the upper world. Magically reinforced, the Door is the artifact which prevents such creatures from digging through the ground and coming up.
Its success it tied to that of a Defender. The Defender was always chosen, and Kellharin was the last, a proud dwarven defender who considered it an honor. The Defender can never fall until the day he passes the responsibility on to another of his bloodline. Kellharin served, now tied to the citadel, until the day disease ravaged the dwarves and every other member of his bloodline died. Every one.
Kellharin’s vows prohibited him from siring children, for if he did he would shatter the bonds that tied him to the door, and the door would not allow that. Eventually he lost his mind and hunted the other dwarves of the fortress. He chased them out, becoming the lone defender of the fortress. The Door fills him with power unimaginable so long as he protects the barrows. He now dreams of dying, of allowing the door to open and letting the ghouls through, but he can not. He will not, for that would make his centuries of pain all for naught.
The Ebon Door
Powers include (but are not limited to):
Constant: Prevents undead, abominations, or monstrous humanoids from entering the citadel or its environs. Magically hardens the nearby stone. Makes the Defender immune to physical or magical attacks from undead, abominations, or monstrous humanoids. For the Defender, it gives:
Stoneskin, 250 hp.
Iron body.variant: 25 pt reduction, +4
Fast healing 3 pts/round
SR 30
+10 bonuses to spot and listen
Take that dwarven ingenuity all you denizens of the deep...
Poor K. Nothing he could have done. All his family dies to a plague which he can't because he's immortal. All his friends age and die, all their families age and die, even K dies, but still he's gotta stand there.
If that wouldn't drive even a dwarf insane, I don't know what would.