(Cydra Rogues' Gallery-My Players STAY OUT)


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the Jester

Legend
The Juiblexian

As promised, here are the stats on the Juiblexian priest the party fought several times (the fellow who shattered Horbin's holy symbol). For anyone who doesn't know, ghaunadan are detailed in Monsters of Faerun. They're intelligent shapechangers that are very similar to oozes but can form their bodies into humanoid shape.

BLETH, ghaunadan 3rd-level cleric of Juiblex: Medium Shapechanger; CR8; HD8d8+11; hp45; AC19 (+2 dex, +7 natural); Atk 2 pseudopods +6 melee (1d6+1 plus paralysis); or longsword +6 melee (1d8+1); Face/Reach 5'x5'/5'; SA Paralysis, charming gaze, smite 1/day (domain power); SQ Resist blunt weapons, disarm, blindsight, immunities; SV Fort +8, Ref +7, Will +8; Str 13, Dex 14, Con 13, Int 13, Wis 12, Cha 16;
Skills and Feats: Bluff +11, Concentration +7, Diplomacy +11, Disguise +11, Hide +10; Dodge, Expertise, Improved Initiative, Toughness;
Domains: Destruction and Evil; Spells prepared: (0 level) Detect Magic, Guidance (x2), Resistance; (1st level) Cure Light Wounds, Doom, Protection from Good*, Shield of Faith; (2nd level) Bull's Strength, Shatter*.
*Domain spells.

Bleth was initially encountered with two grey oozes and an ochre jelly.
 

the Jester

Legend
The garmorm

This fellow is an old 2e Planescape monster I converted. I never played Planescape, but boy were there cool monsters in it!





GARMORM
Large Outsider
Hit Dice: 5d8+25 (52 hp)
Initiative: -1 (dex)
Speed: Fly 150’ (poor); astral 140’
AC: 20 (-1 size, -1 dex, +12 natural)
Attacks: Primary mouth +11 melee, five secondary mouths +9 melee
Damage: Primary mouth 2d6+6, five secondary mouths 1d4+3
Face/Reach: 5’x10’/5’
Special Attacks: Improved grab, song of absorption, spells
Special Qualities: Immune to mind-influencing effects, PR26, SR16
Saves: Fort+9, Ref+3, Will+7
Abilities: Str22, Dex9, Con20, Int14, Wis17, Cha17
Skills: Concentration +13, Move Silently +7, Perform +11, Search +5, Spellcraft +9, Spot +11, Use Magic Device +11
Feats: Multiattack, weapon focus (bite)
Climate/Terrain: Any (astral plane)
Organization: Solitary
Challenge Rating: 7 (base; increases with spellcasting ability- see text)
Treasure: Double standard
Alignment: Always chaotic evil
Advancement Range: 6-8 HD (large); 9-15 HD (huge); 16-20 HD (gargantuan)
Description: A garmorm is also known as a mindworm or faceworm. It looks like a huge fat worm with a toothy jaw and faces pressing out from within its skin. As it approaches its victims a garmorm sings its horrible song. A garmorm feeds on mental energy and completely absorbs its victims into itself, consuming them; the victims become more faces pressing out, but singing joyously the song of the garmorm.

A garmorm’s treasure is in its gut, and often it can use the magic items within it to its advantage. Occasionally a garmorm will vomit an item up and employ it with its mouth (such as a wand).
Combat: In combat a garmorm sings its deadly song. At certain points of the song it snaps its teeth, using all of its mouths at once on various targets around it. Worse still, if it grabs a target it can attempt to use its Song of Absorption power. A garmorm is also able to cast spells if it has absorbed spell casting creatures. It can use one mouth to cast a spell at the same time as all its other mouths attack but can only cast one spell per round.

Improved Grab (ex): To use this ability the garmorm must hit with its primary bite attack. If it gets a hold it can attempt to use its song of absorption ability the same round.

Song of Absorption (su): A grabbed victim must make a Will save, DC15, or have its mind absorbed, becoming one of the garmorm’s mental choir. The victim is swallowed whole and another mouth sprouts on the garmorm. If the victim could cast spells, the garmorm gains that spellcasting ability.

Spells: A garmorm usually has some spellcasting ability, depending on what it has consumed. This is best determined by the dm’s needs. A garmorm’s CR should be increased by 1 if it can cast spells of up to 2nd level; by 2 if it can cast spells of up to 5th level; and by 3 if it can cast spells of up to 9th level.
 

the Jester

Legend
Blunder

This is Blunder, the half-orc adventurer-hating head of the mercenaries' guild in Poppin. He accompanies the pcs a couple of times on adventures.

Blunder, male half-orc F8; AL NE; CR8, HD8d10+32, hp74, Init+0 dex, Spd 20’, AC19 (+9 armor), Atk Greatsword +15/10 (2d6+10), mw mighty (+4) composite longbow +9/4 (1d8+4 mighty); SA Improved Sunder, SQ Darkvision; SV Fort +10, Ref +2, Will +3; Str20, Dex10, Con18, Int9, Wis8, Cha13;
Skills & Feats: Wilderness Lore +4-1/2; Cleave, Improved Sunder, Iron Will, Power Attack, Quickdraw, Sunder, Weapon Focus (greatsword), Weapon Specialization (greatsword).
Gear: Full Plate +1, Greatsword +1, mw mighty (+4) composite longbow, 30 mw arrows, potions of haste, cure serious wounds (3), and bull’s strength, gold ring worth 100 gp with a lion’s head upon it, purse with 40 gp.



Of course, by the end of his sewage adventurers Bleth has shattered his bow...
 

the Jester

Legend
Clockwork Servitors

Here is the clockwork servitor template....


CLOCKWORK SERVITOR (Template)
Master Control, a horrible “informational” entity, has built terrible servitors for thousands of years and more. Most of them are the clockwork horrors, but even worse are the Clockwork Servitors- creatures it has modified with mechanical devices, controlling them from afar and using them to destroy whatever enemies are out of its initial reach.
A clockwork servitor appears much as it once did, but wires, tubes, metal plates and control crystals are set in it. The actual appearance of a clockwork servitor varies according to exactly which special qualities and special attacks it is gifted with.
Clockwork servitors do not speak, but rarely Master Control will speak through them.

CREATING A CLOCKWORK SERVITOR
“Clockwork servitor” is a template that can be added to any corporeal aberration, animal, beast, construct, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, outsider, plant or shapechanger. The creature’s type changes to aberration. It uses all the base creature’s statistics except as noted hereafter.
AC: Increase natural armor by +5.
Attacks: If the creature does not already have a slam attack it gains one. The base damage for this slam is 1d8 for a medium size creature, scaling normally.
Special Attacks: A clockwork servitor retains all the base creature’s special attacks with the exception of spells granted by a deity or by nature, and is typically instilled with 1d4+1 of the following special attacks, all of which are exceptional abilities:
-Spinning Blades: The servitor has had a spinning blade attached to one arm or forelimb. This blade deals a base 1d12 hp of damage, with a threat range of 18-20 and a nonmagical enhancement bonus of +2 due to the quality of the material and construction.
-Range Finder: The servitor’s eyes have been replaced by strange crystalline devices, giving it a +4 (unnamed) bonus to ranged attack rolls.
-Flame Thrower: The servitor has a flame throwing device implanted in it. This allows a medium servitor to fire a 30’ cone of flame up to six times before needing to be recharged; damage is 3d10 for a medium creature, scaling with size (the tank can hold more fuel and burn it hotter in a larger creature) (Ref half, DC10+half HD+dex bonus). The cone’s length increases or decreases by 10’ per change in size category from medium.
-Electric Arc: The clockwork servitor can fire a line of electricity 5’ wide and 60’ long, dealing 6d8 damage (Ref half, DC10+half HD+dex bonus) as a standard action. A medium or smaller creature can do this once per day; increase this by one time per day for every increase in size category.
-Smasher: The clockwork servitor has either had one of its hands replaced by a large, hammer-like device or has had an additional limb grafted onto it. The smasher can be used to attempt to strike an object without drawing an attack of opportunity; it has a nonmagical enhancement bonus of +2 and deals 2d6 points of damage to inanimate objects, ignoring the first 8 points of hardness. (The smasher includes a sensor to aid in attacking the weakest point.) The smasher deals less damage to creatures (1d6) and the clockwork servitor will use it against them rarely as it likely has a better attack form.
-Slug Thrower: The servitor has a long tube built into it that can fire a burst of metal slugs as a ranged full attack action (range increment 120’), dealing 6d6 hp of damage. A clockwork servitor can fire ten bursts if medium size, increasing or decreasing by one burst per size change.
-Gas Generator: The clockwork servitor can expel a cloud of gas in a 20’ emanation. All creatures within must make a Fort save, DC10+half HD+con bonus, or suffer 1d6 points of temporary dexterity damage; secondary damage is another 1d6 points of dex damage.
Special Qualities: All clockwork servitors retain all their existing special qualities and gain the following:
-Construct Traits: The servitor is immune to ability damage and drain, mind-affecting effects, poison, sleep, paralysis and subdual damage. Unlike a true construct it is subject to death effects, critical hits, etc.
-Electrical Immunity: All clockwork servitors are immune to electrical effects.
-Hear Radio: Master Control retains control of the servitors through a mysterious nonmagical form of communication called “radio” that all servitors can hear, but which is generally inaudible to other creatures (with the exception of some constructs).
-Immunity to Bluff: A clockwork servitor cannot be bluffed by a living creature, as it has the ability to monitor the biofunctions of creatures around it.
Abilities: Adjust the base creature’s strength and dexterity by +6. Note that unlike a true construct a clockwork servitor retains its constitution score.
Skills: A clockwork servitor gains a +10 racial bonus to Climb, Jump, Listen, Search and Spot checks.
Feats: Clockwork servitors that qualify for them gain the following bonus feats: Cleave, Combat Reflexes, Expert Tactician, Fleet of Foot, Improved Bull Rush, Improved Initiative, Power Attack.
Challenge Rating: Adjust according to the base creature’s HD: up to 7, CR+3; HD 8 to 14, CR+2; HD15+, CR+1.
Alignment: A clockwork servitor is always Lawful Neutral.
Advancement: A clockwork servitor’s advancement comes only through the actions of Master Control, building more enhancements into it.

REMOVING THE TEMPLATE
Removing the clockwork servitor template magically requires a Limited Wish, Wish or Miracle spell. A Shatter spell cast on the crystal will also work, although the clockwork servitor may attempt a Fort save to avoid the effect. Alternately, if the controller crystal in the creature’s head or spine can be destroyed (hardness 8, hp 6; requires successful attack roll; the crystal has the character’s AC, +4 for size). Finally, a Disable Device check, DC 36, will allow for the disabling of a control crystal.
When the crystal is removed the clockwork servitor falls into a deep comatose sleep for 10d4 hours. All special attacks and qualities gained cease to function, though the grafts remain. The ex-servitor’s strength and dexterity drop to 3 points below their level as a clockwork servitor. An ex-servitor can take Hear Radio as a feat if desired the next time they are eligible for one. The ex-servitor loses all feats gained as a servitor.



Here are Anvar and Titus as clockwork servitors!

ANVAR, 8th-level elementalist/3rd-level paraelementalist Clockwork Servitor; CR13; AL LN; HD11d8+44; hp87; Init +9 (+4 Improved Initiative, +5 dex); Spd20’; AC24 (+8 armor, +2 shield, +3 dex, +1 cover); Atk +14/6 melee (1d8+6 longsword +1) or +13/5 melee (spinning blade 1d12+5/18-20) or +17 ranged (1d10 heavy crossbow); SA Spells, Smasher (attack object; 2d6, ignores first 8 points of hardness); Electric Arc (1/day, 5’ wide, 60’ long line of electricity deals 6d8 hp of damage; Ref half, DC20); Range Finder, Dismiss Elemental, Persuade Elemental, Unnatural Force (turns elementals); SQ Favored Elements (fire, earth, magma), Strain Resistance 4, Perceive Elemental, Speak With Elemental; Str21, Dex20, Con18, Int11, Wis10, Cha14; SV Fort +12, Ref +8, Will +3;

Skill & Feats: Climb +15, Concentration +13, Jump +15, Knowledge (elements, planes) +8, Listen +10, Search +10, Spellcraft +10, Spot +10, Swim +8; Cleave, Combat Reflexes, Expert Tactician, Extend Spell, Fleet of Foot, Improved Bull Rush, Improved Initiative, Power Attack, Point Blank Shot, Rapid Reload, Spell Focus (evocation);

Spells Prepared (domain: Magma; base DC: 14+spell level, +1 for fire spells, +2 for evocations): 7 6+1 5+1 5+1 4+1 2+1 1+1: 0th level: Dancing Lights, Detect Magic, Endure Elements (x2), Faerie Fire (x2), Flare; 1st level: Bless, Burning Hands, Cure Light Wounds (x3), Heat Metal (x2); 2nd level: Continual Flame, Flaming Sphere, Meld Into Stone, Protection from Elements, Pyrotechnics, Searing Light, Soften Earth & Stone; 3rd level: Cure Moderate Wounds, Fireball (x2), Magma Walk, Pass Through Earth and Stone, Stone Shape; 4th level: Fire Shield, Flame Strike, Lava Blade, Passwall, Wall of Stone; 5th level: Forest’s Fiery Constrictor, Stone Tell, Transmute Rock to Magma; 6th level: Flesh to Stone, Rain of Laval


TITUS, medium human Clockwork Servitor; 3rd level rogue/5th level transmuter/5th level clockwork master; AL LN; CR15; HD8d6+5d4+13; hp52; Init +10; Spd 30’; AC30 (+7 armor, +5 dex, +2 ring, +5 natural), Atk +9/+3 Melee (rapier 1d6+2) or +9/+3 melee (slam 1d8+2) or +19/14 Ranged (crossbow 1d10+1d6+1) or +19 (6d6 slug thrower); SA Spells, Slug Thrower (10 bursts), Sneak Attack +2d6, Range Finder ; SQ Immune to ability damage/drain, mind-affecting effects, poison, sleep, paralysis, subdual damage, electricity, bluffing; Blindsight 30’ radius (from clockwork ear), Darkvision 60’ (from clockwork eye), Evasion, Uncanny Dodge, Clockwork Efficiency, Advanced Crafting; Hear Radio; SV Fort +4, Ref +11, Will +7; Str15, Dex21, Con12, Int21 (26 with Fox’s Cunning active), Wis6, Cha11;

Skills & Feats: Alchemy +15, Appraise +6, Climb +12, Concentration +15, Craft (blacksmithing) +11, Craft (clockwork) +11 [+8 to craft checks to make or repair machinery], Decipher Script +7, Disable Device +24, Hide +6, Jump +12, Knowledge (Engineering) +8, Listen +26, Move Silently +6, Open Locks +20, Search +23, Spellcraft +10, Spot +21, Tumble +16, Use Magic Device +16; Cleave, Combat Reflexes, Craft Magic Arms & Armor, Craft Wondrous Item, Expert Tactician, Expertise, Fleet of Foot, Greater Spell Focus (transmutation), Improved Bull Rush, Improved Initiative, Point Blank Shot, Power Attack, Scribe Scroll, Spell Focus (transmutation);

Gear: Ring of Protection +2, mithril chain shirt +3, masterwork rapier, Heavy Crossbow +1 Exploding (24 bolts), Wand of Cure Serious Wounds (20 charges remaining, requires use magic device check to use), potion of bull’s strength, potion of cat’s grace, potion of invisibility, amulet of shield guardians, masterwork thieves’ tools, masterwork clockwork tools, spellbook, 7 days rations.

Spells per day (note 10% arcane spell failure chance; base DC18+spell level while Fox’s Cunning lasts, 22+ spell level for transmutation spells; schools of opposition are Enchantment & Illusion): 5 4 3 2; spells prepared:
0th level: Detect Magic, Mage Hand*, Ray of Enfeeblement (x2), Ray of Frost;
1st level: Magic Missile (x2), Repair Light Damage*, Shield;
2nd level: Fox’s Cunning* (already cast), Repair Moderate Damage*, Steam Jet*;
3rd level: Haste*, Lightning Bolt.
His spellbook also contains the following additional spells:
1st level: Comprehend Languages, Identify, Mount, Ray of Enfeeblement, Unseen Servant;
2nd level: Filter, Living Link, Shatter;
3rd level: Fly, Water Breathing, Slow, Wind Wall.

Titus is accompanied by his clockwork familiar, Beta (a metal clockwork familiar): Tiny construct; HD5d10; hp26; Init +5; Spd 20’; AC23 (+2 size, +5 natural, +4 dex, +2 deflection); Atk Bite +9 melee (1d4); SQ Construct, hardness 10, improved evasion, share protections, movement increase upgrade (included above); SV Fort +3, Ref +10, Will +10; Str10, Dex19, Con-, Int8, Wis12, Cha9.



Hope you enjoy them... they were fun to run!
 
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the Jester

Legend
After this post it's all from the NEW story hour...


Everything after this post will be from the Agents of Chaos story hour instead of the old one; this will help make it easy to find the break if anyone's interested (does anyone even read this anyhow?? ;) )


 
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the Jester

Legend
The Bile Monster Template

From the hideous Mt. Bile I give you- the Bile Monster template!

BILE MONSTERS
Bile monsters are creatures that have been mutated and changed by the horrible chemistry of the River of Bile or of Bile Mountain. Many of the creatures exposed die, but some survive, toughened- and some even pass on their bile traits to their offspring.

Bile monsters appear similar to their base type, but always drool a frothy yellow bile from their maw. They often have a mangy look, sometimes sweating profusely or shaking.

CREATING A BILE MONSTER
“Bile monster” is a template that can be added to any corporeal creature except for a construct. If the base creature was an animal, beast, or vermin, its type changes to magical beast. If it was a humanoid, its type changes to monstrous humanoid. Except as noted, a bile monster uses the base creature’s statistics.

AC: Natural armor increases by +4.

Special Attacks: The bile monster gains the ability to spit bile in a 15’ radius spread, to a range of 60’. This is an exceptional ability. This attack requires all caught within to make a Fort save, DC 10 + ½ the creature’s Hit Dice + the creature’s constitution modifier. If it fails, the victim takes acid and constitution damage according to the bile monster’s size as noted below. Success indicates that the victim suffers half acid damage but no constitution damage. A bile monster must wait 1d4 rounds before spitting bile again.

Size of Monster - Acid/Constitution Damage Inflicted
Small or smaller - 2d6 hp/1d4 con
Medium - 3d6 hp/1d6 con
Large - 4d6 hp/2d4 con
Huge - 6d6 hp/2d6 con
Gargantuan - 8d6 hp/2d8 con
Colossal - 10d6 hp/3d6 con

Special Qualities: The bile monster keeps all its old special qualities and gains the following:

Agonized Existence (Ex): Because its bile-ridden form leaves it in perpetual pain, the bile monster is immune to effects based on pain. If it falls subject to any enchantment effect or morale penalty, it automatically shakes off the effect in only 1d4 rounds.

Immunities (Ex): A bile monster is immune to acid or poison. Note that the bile spitting ability can still do con damage to a bile monster, but the River of Bile itself does damage through acid and poison, so bile monsters are immune to the effects of the river.

Saves: Same as the base creature, but adjusted for higher constitution score.

Abilities: Increase the bile monster’s ability scores as follows: Str +4, Con +4.

Skills: Same as the base creature.
Feats: Same as the base creature.

Climate/Terrain: Around the River of Bile, Bile Mountain or the Sea of Bile only.
Organization: Same as the base creature.
Challenge Rating: Same as the base creature +2.
Treasure: Same as the base creature.
Alignment: Always evil.
Advancement: Same as the base creature.


SAMPLE BILE MONSTER:

BILE TENEBROUS WORM
Medium Outsider
Hit Dice: 10d8+30 (75 hp)
Initiative: +3 (dex)
Speed: 30’
AC: 23 (+3 dex, +10 natural)
Attacks: Bite +15 melee
Damage: Bite 2d6+6 and 1d6 acid
Face/Reach: 5’x5’/5’
Special Attacks: Spit bile, acid, bristles
Special Qualities: Darkvision 60’, agonized existence, acid and poison immunity
Saves: Fort +10, Ref +10, Will +7
Abilities: Str 18, Dex 16, Con 16, Int 2, Wis 10, Cha 2
Skills: Hide +9, Listen +12, Move Silently +11, Search +2, Spot +12
Feats: Alertness, Weapon Focus (bite)
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always neutral evil
Advancement: 11-16 HD (medium), 17-30 HD (large)

Spit Bile (Ex): 60’ range, area 15’ radius spread; Fort DC 18 or suffer 3d6 acid damage and 1d6 con damage. On a successful save, the victim still suffers half the acid damage.

Acid (Ex): Every bite attack deals acid damage.

Bristles (Ex): Any creature attacking with a natural weapon, an unarmed strike or a weapon with a reach of less than 10’ must make a Reflex save, DC 16, or brush up against the monster’s bristles (Fort DC 16 or become paralyzed for 1d4 rounds and then suffer 3d6 con damage).

Agonized Existence (Ex): Because its bile-ridden form leaves it in perpetual pain, the bile monster is immune to effects based on pain. If it falls subject to any enchantment effect or morale penalty, it automatically shakes off the effect in only 1d4 rounds.
 
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the Jester

Legend
YUNGO HUNGERS!!!

Don't mention it!

Here's Yungo, the Otyugh Barbarian!



Yungo, 9th-level barbarian otyugh (CR 13): Large aberration; HD 6d8+9d12+45; hp 132; Init +0, Spd 30’; AC (-1 size, +8 natural); Atk +16 melee (2 tentacle rakes 1d6+4 plus improved grab at +20; if Yungo gets a hold he can constrict for 1d6+6) and +14 melee (bite 1d4+2 plus filth fever- Fort DC 12); SA Rage 3/day, improved grab, constrict, disease; SQ Uncanny dodge (dex bonus to AC, can’t be flanked except by 13th level rogue), scent; SV Fort +11, Ref +5, Will +8; Str 19, Dex 10, Con 17, Int 4, Wis 10, Cha 7;

Skills & Feats: Hide +5, Listen +15, Spot +9; Alertness, Improved Bull Rush, Multiattack, Power Attack.

Tactics: While in the privy, Yungo has three-quarters cover (+7 cover bonus to AC) from enemies except for those right around the hole, against whom it has half cover (+4 cover bonus to AC). Of course, enemies also receive a similar bonus against it. If pcs or Yungo want to clear the privy away, it can be attacked (AC 5, hardness 5, hp 10).

-
-
-
-
-
-Sadly, poor Yungo died without ever inflicting any damage due to Alcar's DR. :(

Of course, Alcar's a tough mother.
 
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the Jester

Legend
Zestruxion the Death Knight

Here's the death knight the pcs fought early on in the Agents of Chaos story (he was hanging out with the formians).




Zestruxion, Death Knight (former human) 4th-level fighter/3rd-level rogue/6th-level gladiator (CR16): Medium undead; HD 13d12; hp 74; Init +6; Spd 20’; AC29 (+5 natural, +11 armor, +1 dex, +2 natural); Atk +24/19/14 melee (+4 greatsword 2d6+16/17-20) or +20/15/10 melee (heavy lance +1 1d8+8/x3) or +19/14/9 melee touch (1d8+2 negative energy damage plus one point of Con damage; Will save, DC17, reduces damage to half and negates the constitution damage) or +15/10/5 ranged (+1 mighty (+4) composite longbow 1d8+5/x3); SA Abyssal blast (20’ radius spread, 920’ range; deals 13d6 hp of damage, half fire and half divine; Ref half DC 17), fear aura (creatures with less than 5 HD within 5’ must make a Will save, DC 17, or be affected by a fear spell, sneak attack +2d6, improved feint, exhaust opponent, roar of the crowd, improved coup de grace; SQ DR15/+1, SR23, turn immunity, immune to cold, electricity, and polymorphing, undead, uncanny dodge (dex bonus to AC), evasion, study opponent +2, Str 27, Dex 14, Con -, Int 11, Wis 14, Cha 12;

Skills and Feats: Balance +10, Bluff +12, Climb +16, Intimidate +17, Jump +18, Listen +8, Ride +16, Search +6, Spot +8, Tumble +14, Use Magic Device +7; Improved Critical (greatsword), Improved Initiative, Mounted Combat, Power Attack, Quickdraw, Ride-By Attack, Spirited Charge, Weapon Focus (greatsword), Weapon Specialization (greatsword);

Gear: Full plate +2, greatsword +4, amulet of natural armor +2, mighty (+4) composite longbow +1, merciful [deals subdual damage rather than real damage], wand of charm person (25 charges), heavy lance +1, gauntlets of ogre power, four vials of acid, one flask of alchemist’s fire; purse contains 1000 pp and four perfect small sapphires (3000 gp value each).




Notes: The gladiator prc is in Sword and Fist.

Unfortunately, when he used his Abyssal blast on Lester I rolled total crap for damage and the L made his save, resulting in a piddly 15 points of damage or thereabouts. Oh well, can't win them all... and I'm still checking the pcs' strengths; it's the highest level 3e campaign I've run yet, and the highest level 3e campaign I've seen develop from 1st level. Also, Lester is an old 2e pc converted up, so I'm still surprised at how studly he is compared to your average 15th-level 3e character (his wealth is prolly above baseline value, too- back in the day, nobody got close to 20th level without years and years of accumulating goodies).
 
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