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First time making a "serious" dungeon! How do you do it?
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<blockquote data-quote="Quickleaf" data-source="post: 7019045" data-attributes="member: 20323"><p>My next step is listing out potential NPCs/monsters found in the dungeon. Going for a very tight theme, so I'm having to create/convert some new monsters (marked with *).</p><p></p><p>Any ideas for things I'm missing or would fit well given the theme (flame mages mystical stronghold in hostile desert)?</p><p></p><p><strong>Krak al-Mazhar Monsters/NPCs (by CR)</strong></p><ul> <li data-xf-list-type="ul">The Bonfire (CR ?)*</li> <li data-xf-list-type="ul">Purple Worm (CR 15), as "sand worms", not allied with Brotherhood but part of environment</li> <li data-xf-list-type="ul">Devil, Erinyes (CR 12)</li> <li data-xf-list-type="ul">Tasked Genie, Guardian (CR 12)*</li> <li data-xf-list-type="ul">Tasked Genie, Slayer (CR 11)*</li> <li data-xf-list-type="ul">Fire Elemental Monolith (CR 11)* = bigger, badder fire elemental, hard to control</li> <li data-xf-list-type="ul">Devil, Horned (CR 11) >> "Cornugon" CR 12 variant to give them some spellcasting (<em>detect thoughts, wall of fire</em>, etc.) and a whip attack supporting their role as gate guardians of Krak al-Mazhar</li> <li data-xf-list-type="ul">Remorhaz (CR 11), as "salt worms", not allied with Brotherhood but part of environment</li> <li data-xf-list-type="ul">Angel, Asuras (CR 8)* = fiery angel seeking its divine spark that was used to imbue The Bonfire with unnatural power, possibly a captive at first, later a difficult ally</li> <li data-xf-list-type="ul">Assassin (CR 8) >> "Black Flame Zealot" CR 9 variant with innate spellcasting, Mage Slayer feat, and Unholy Immolation trait</li> <li data-xf-list-type="ul">Hydra (CR 8) >> "Pyrohydra" CR 11 variant with fire-breathing and maximum hit points</li> <li data-xf-list-type="ul">Agha of the Imperishable (CR 6)* = commanders of the Imperishable mamluks</li> <li data-xf-list-type="ul">Blazing Skeleton (CR 6)* = former powerful flame mage returned in undeath by The Bonfire</li> <li data-xf-list-type="ul">Cinderhaunt (CR 6)* = powerful souls (e.g. adventurers) killed by Brotherhood, revived in undeath by The Bonfire</li> <li data-xf-list-type="ul">Priest of Kossuth (CR 6)*</li> <li data-xf-list-type="ul">Shig'harakhi (CR 6)* = 7th level flame mages known as "lesser brethren" studying under The Bonfire</li> <li data-xf-list-type="ul">Fire Elemental (CR 5) >> "Hidden Elemental" variant allowing them to disguise themselves as flame in braziers, torches, etc.</li> <li data-xf-list-type="ul">Flamedeath Fedayeen (CR 4)* = holy slayers</li> <li data-xf-list-type="ul">Flameskull (CR 4) >> "Elder Flameskull" CR 5 variant, with signature spells & special conditions to nullify their Rejuventation since these are none other than Abi-Dalzim, Aganazzar, and Daltim!</li> <li data-xf-list-type="ul">Genie, Janni (CR 4)* = nomadic lesser genies of desert, some who are captives and superstitious against the Brotherhood, others who are led by a traitor and have a loose alliance with the Brotherhood</li> <li data-xf-list-type="ul">Helmed Horror (CR 4) >> "Copper Automaton" variant</li> <li data-xf-list-type="ul">Shadow Demon (CR 4) >> "Dark Reflection" variant, some kind of mimicking of PC abilities via an enchanted mirror</li> <li data-xf-list-type="ul">Giant Scorpion (CR 3) >> "Fire Scorpion" CR 4 or 5 Variant with really nasty blood-burning venom</li> <li data-xf-list-type="ul">Flame Horrors / Fire Grue / Harginn (CR 2)* = elemental raiders with magic-dampening powers</li> <li data-xf-list-type="ul">Mamluk of the Imperishable (CR 2)* = insular slave-soldiers with magic tattoos granting fire protection</li> <li data-xf-list-type="ul">Rug of Smothering (CR 2)</li> </ul></blockquote><p></p>
[QUOTE="Quickleaf, post: 7019045, member: 20323"] My next step is listing out potential NPCs/monsters found in the dungeon. Going for a very tight theme, so I'm having to create/convert some new monsters (marked with *). Any ideas for things I'm missing or would fit well given the theme (flame mages mystical stronghold in hostile desert)? [B]Krak al-Mazhar Monsters/NPCs (by CR)[/B] [LIST] [*]The Bonfire (CR ?)* [*]Purple Worm (CR 15), as "sand worms", not allied with Brotherhood but part of environment [*]Devil, Erinyes (CR 12) [*]Tasked Genie, Guardian (CR 12)* [*]Tasked Genie, Slayer (CR 11)* [*]Fire Elemental Monolith (CR 11)* = bigger, badder fire elemental, hard to control [*]Devil, Horned (CR 11) >> "Cornugon" CR 12 variant to give them some spellcasting ([I]detect thoughts, wall of fire[/I], etc.) and a whip attack supporting their role as gate guardians of Krak al-Mazhar [*]Remorhaz (CR 11), as "salt worms", not allied with Brotherhood but part of environment [*]Angel, Asuras (CR 8)* = fiery angel seeking its divine spark that was used to imbue The Bonfire with unnatural power, possibly a captive at first, later a difficult ally [*]Assassin (CR 8) >> "Black Flame Zealot" CR 9 variant with innate spellcasting, Mage Slayer feat, and Unholy Immolation trait [*]Hydra (CR 8) >> "Pyrohydra" CR 11 variant with fire-breathing and maximum hit points [*]Agha of the Imperishable (CR 6)* = commanders of the Imperishable mamluks [*]Blazing Skeleton (CR 6)* = former powerful flame mage returned in undeath by The Bonfire [*]Cinderhaunt (CR 6)* = powerful souls (e.g. adventurers) killed by Brotherhood, revived in undeath by The Bonfire [*]Priest of Kossuth (CR 6)* [*]Shig'harakhi (CR 6)* = 7th level flame mages known as "lesser brethren" studying under The Bonfire [*]Fire Elemental (CR 5) >> "Hidden Elemental" variant allowing them to disguise themselves as flame in braziers, torches, etc. [*]Flamedeath Fedayeen (CR 4)* = holy slayers [*]Flameskull (CR 4) >> "Elder Flameskull" CR 5 variant, with signature spells & special conditions to nullify their Rejuventation since these are none other than Abi-Dalzim, Aganazzar, and Daltim! [*]Genie, Janni (CR 4)* = nomadic lesser genies of desert, some who are captives and superstitious against the Brotherhood, others who are led by a traitor and have a loose alliance with the Brotherhood [*]Helmed Horror (CR 4) >> "Copper Automaton" variant [*]Shadow Demon (CR 4) >> "Dark Reflection" variant, some kind of mimicking of PC abilities via an enchanted mirror [*]Giant Scorpion (CR 3) >> "Fire Scorpion" CR 4 or 5 Variant with really nasty blood-burning venom [*]Flame Horrors / Fire Grue / Harginn (CR 2)* = elemental raiders with magic-dampening powers [*]Mamluk of the Imperishable (CR 2)* = insular slave-soldiers with magic tattoos granting fire protection [*]Rug of Smothering (CR 2) [/LIST] [/QUOTE]
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