(Cydra Rogues' Gallery-My Players STAY OUT)

Cheiromancer said:
Cluma's taking a real chance, isn't he, using 4 of the functions of the Rod of Seven Parts? Sooner or later he's going to roll a 1.

Actually, the Bastion of Order mitigates this chance. Within it, lawful effects are made somewhat more lawful (i.e. no "roll to see if..." stuff), and chaotic effects are made less chaotic (e.g. Sybele's ability to generate a wildzone).
 

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For the forthcoming epic update (please forgive the old stat block format):

PASHA AMHARI IFROOBIL
Noble Efreet Aristocrat/Mortal Hunter/Ranger 8/10/6
Large Outsider (Extraplanar, Fire)
Hit Dice: 26d8 + 10d10 + 128 (325 hp)
Initiative: +7
Speed: 20’, fly 40’ (perfect)
Armor Class: 40 (-1 size, +3 dex, +12 natural, +6 deflection, +10 armor)
Base Attack/Grapple: +31/+47
Full Attack (add +4 to hit and damage against mortals): Stormthrower +38/33/28/23 ranged (2d6+16) (+2/+2d6+2 vs. humans, dwarves or elves);
-or Eruption +49/44/39/34 melee (2d6+26 plus 1d6 cold plus 1d6 fire/15-20)
-or Hotspot +49/44/39/34 (1d8+21/15-20+1d12 plus 3d10 hellfire and
-Phlogiston +48/43/38/33 (1d6+12/19-20 plus 1d6 fire (+2d10 on a critical hit) plus humanbane)
Space/Reach: 10’/10’
Special Attacks: Change size, claws of the overfiend, favored enemy (humans +4, elementals +2), heat, mortal hunting +4, mortalbane shout 1/day, slay mortal 1/day, smite mortals 1/day (+4 attack, +20 damage), spell-like abilities, spells
Special Qualities: Darkvision 60’, detect mortals, fast healing 5, heavy fortification, mortal skin (polymorph into a mortal 1/day), plane shift, resistance to cold 40, telepathy 100’, vulnerable to fire, wild empathy
Saves: Fort +24 (+28 vs. the spells or spell-like abilities of mortals), Ref +19 (+23 vs. the spells or spell-like abilities of mortals), Will +24 (+28 vs. the spells or spell-like abilities of mortals)
Abilities: Str 40, Dex 17, Con 18, Int 12, Wis 19, Cha 34
Skills: Bluff +44, Craft (weapons) +14, Concentration +32 (+36 casting on the defensive), Diplomacy +43, Disguise +12 (+14 acting), Hide [+22]-4 size, Intimidate +31, Listen +21, Move Silently +16[+10], Sense Motive +30, Spellcraft +28, Spot +21, Survival +33[+10]
Feats: Alertness, Boost Spell-Like Ability, Combat Casting, Combat Reflexes, Endurance, Far Shot, Greater Two-Weapon Fighting, Improved Initiative (B), Improved Two-Weapon Fighting, Quicken Spell-Like Ability (fireball), Mortalbane, Point Blank Shot, Rapid Shot, Track, Two-Weapon Fighting
Epic Feats: Epic Prowess, Fast Healing, Perfect Two-Weapon Fighting
Challenge Rating: 28
Treasure: Mithral breastplate +5 of heavy fortification, Stormthrower (+12 mighty composite longbow +4, bane vs. humans, elves and dwarves), ring of cold resistance 40, ring of protection +6, 36 arrows of volcanic glass (count as masterwork), 24 arrows +1, animal bane, 12 arrows +1, magical beast bane, 12 arrows +1, dragon bane, Eruption (obsidian keen flaming frost deadly (+2d4) falchion +4; has strikethrough 5/adamantine), belt of giant strength +6, Hotspot (adamantine +6 keen deadly [+1d12] scimitar that inflicts 3d10 points of hellfire damage on a hit), Phlogiston (obsidian +5 ghost touch flaming burst humanbane dagger).
Alignment: Lawful Evil

This efreet seems tall and imposing. Hung all about with quivers, he wears a necklace of finger bone trophies. He leans on a large bow of some sort of black, glossy substance. A dramatic cloak emblazoned with a burning bowl swirls about him as he moves abruptly.

Combat:

Change Size (Sp): As a standard action, Pasha Ifroobil can magically change a creature’s size. This works like an enlarge person or reduce person spell, except that it can work on the efreeti. A DC 23 Fort save negates this ability.

Heat (Ex): Whenever he hits in melee, Pasha Ifroobil deals an extra 1d6 points of heat damage. He also deals this damage every round that he maintains a hold in a grapple.

Mortal bane Shout (Su): 1/day Pasha Ifroobil can give a shout that stuns all mortals within 50’ that fail a Fort save (DC 32).

Slay Mortal (Su): 1/day, with a touch, Amhari Ifroobil can attempt to slay a mortal. A touched victim must make a Fort save (DC 32) or die instantly.

Spell-Like Abilities: At will- brightfire, detect magic, fireball, flare, produce flame, pyrotechnics, scorching ray; 3/day- continual flame, delayed blast fireball, dimension door, greater invisibility, wall of fire; 1/day- gaseous form, permanent image, polymorph (self only), grant up to three wishes to a non-genie that defeats him in combat. Caster level 24th; save DCs are 21 + spell level. 3/day, he can boost each spell-like ability, increasing its DC by 1.

Spells: Amhari Ifroobil casts mortal hunter spells as follows:

4th level (3/day)- arcane eye, call dretch horde, locate creature, morality undone, phantasmal killer, resonating resistance;

3rd level (5/day)- flesh ripper, mirror sending, nondetection, scrying, suggestion, vile lance, wrack;

2nd level (5/day)- detect thoughts, evil eye, hold person, magic circle against good, see invisibility, web, wither limb;

1st level (5/day)- cause fear, charm person, detect good, heartache, protection from good, sleep, unnerving gaze.

He also casts a few ranger spells:

1st level (4)- charm animal, entangle, longstrider, speak with animals.

BEAST OF SUSTARRE-- CR 25
N huge elemental (fire)
Init +20; Senses darkvision 60’; Listen +3, Spot +3
Aura heat 30’ (3d6 fire)
Languages Ignan

AC 48 (-2 size, +20 dex, +20 natural), touch 38, flat-footed 28; Dodge, Mobility
Hit Points 999 (40d8+720); DR 20/-
Immune critical hits, fire, flanking, paralysis, poison, sleep, stunning
Fort +33, Ref +48, Will +26
Weakness cold vulnerability


Speed 120 ft. (24 squares), fly 90 ft. (18 squares)
Melee 2 hooves +48 (3d8+17 plus 6d6 fire) and bite +43 (5d4+8 plus 3d6 fire plus 3d6 hellfire)
Base Atk +30; Grp +55
Space 15 ft.; Reach 10 ft.
Atk Options destructive charge


Str 45, Dex 50, Con 46, Int 5, Wis 17, Cha 20
SQ augment rider, spirited
Feats Dodge, Endurance, Great Fortitude, Improved Toughness, Iron Will, Lightning Reflexes, Mobility, Run, Spring Attack, Weapon Finesse, Weapon Focus (hoof)
Epic Feats Epic Reflexes, Epic Speed, Epic Will
Skills Balance +63

Destructive Charge (Ex): A beast of Sustarre can charge in a blaze of white-hot flame. The beast must move in a straight line, in between 60’ and 240’, and all creatures within 30’ of its path take 3d6 hp of fire damage from its heat aura. Creatures within 10’ of its path instead take 6d6 hp of fire damage, as the beast grows hotter in its excitement. The target of the charge is subjected to two hoof attacks; the beast gets +4 instead of the normal +2 on its attack roll. The attacks do double normal damage; in addition, the destructive charge unleashes a burst of fire and hellfire from the beast of Sustarre’s excitement, dealing 10d6 points of fire and 10d6 points of hellfire damage to the victim of the charge (regardless of whether one or both hooves hit; this replaces the normal fire damage of the hooves).

Heat Aura (Ex): The flames surrounding the beast of Sustarre are so intense that any creature within 30’ of it suffers 3d6 hp of damage. This damage applies to each creature that ventures within range of it, but only once per round.

Augment Rider (Su): Any creature riding a beast of Sustarre is mystically granted immunity to fire, as well as the Mounted Combat and Spirited Charge feats. Moreover, while the rider is atop the beast of Sustarre, the beast may make a Reflex save 1/round to pull the rider away from an attack (the DC equals the attack roll).

Spirited (Ex): A beast of Sustarre gains a +4 racial bonus on Will saves.


THE PASHA’S HUNTERS
Efreet Ranger 15
Large Outsider (Extraplanar, Fire)
Hit Dice: 25d8+100 (222 hp)
Initiative: +11
Speed: 20’, fly 40’ (perfect)
Armor Class: 25 (-1 size, +7 dex, +6 natural, +3 deflection), touch 19, flat-footed 18
Base Attack/Grapple: +22/+32
Attack: +2 flaming keen falchion +29 melee (2d6+11/15-20) or +6 mighty +2 composite longbow with bane arrow +34 ranged (4d6+10/x3 with +2 bane arrow)
Full Attack: +2 flaming keen falchion +29/24/19/14 melee (2d6+11/15-20) or +6 mighty +2 composite longbow with bane arrow +34/29/24/19 ranged (4d6+10/x3 plus 2d6 fire with +2 bane arrow)
Space/Reach: 10’/10’
Special Attacks: Change size, favored enemies (humans +6, elves +2, outsiders (air) +2, elementals +4), heat, spell-like abilities, spells
Special Qualities: Camouflage, darkvision 60’, evasion, immunity to fire, plane shift, resistance to cold 20 (ring), swift tracker, telepathy 100’, vulnerability to cold, woodland stride
Saves: Fort +20, Ref +24 plus evasion, Will +16
Abilities: Str 23, Dex 27, Con 19, Int 14, Wis 19, Cha 15
Skills: Bluff +15, Craft (bowyer/fletcher) +15, Concentration +24, Diplomacy +6, Disguise +2 (+4 acting), Hide +32, Intimidate +17, Listen +32, Move Silently +36, Profession (hunter) +23, Sense Motive +17, Spellcraft +15, Spot +34, Survival +32
Feats: Combat Reflexes, Dodge, Endurance (B), Improved Initiative (B), Improved Precise Shot (B), Manyshot (B), Mobility, Point Blank Shot, Precise Shot, Quicken Spell-Like Ability (scorching ray), Rapid Shot (B), Shot on the Run, Track (B), Weapon Focus (composite longbow)
Epic Feat: Swarm of Arrows
Challenge Rating: 18
Treasure: Blazing bracers (grants flaming characteristic to missile weapons you wield), ring of protection +3, flaming keen falchions +3, +6 mighty composite longbow +2, 12 each +2 bane arrows (human, any other 3), ring of cold resistance 20
Alignment: Lawful Evil

These efreeti seem seriously menacing. Each bears a bow of gleaming obsidian and a massive tulwar whose blade’s widest point is as wide as a man’s head. At their breast is a badge depicting a burning bowl.

Combat

The Pasha’s hunters are extraordinarily dangerous. Each is more than willing to give his or her life for Amhari Ifroobil at a moment’s notice.
 


...and okay, my loyal readers, let me ask you this: Now what?

I have no idea what comes next for this group! :eek: And worse (as far as preparing goes), the pcs pretty much decide. It ain't like low levels, when the players can't go pretty much anywhere, pretty much anytime they want to.

Well, I guess I have a few ideas, and there are a few dangling plot threads- the stuff going on at the bottom of the Multiverse, Lucifer's plan, the Angels of the Apocalypse, the rest of Bile Mountain....

(Hmm, I bet at least one of the players pushes hard to go back to Bile Mountain. And that, at this point, is a true, epic level dungeon adventure.)

But at this point the pcs are the top dogs in the world (now that they have eliminated Prayzose). There may be a few individuals tougher than them here and there, but there is no coherent group as powerful as the pcs. What can I challenge them with? I see things getting more political, but...

Suggestions welcome.
 

How about a group of extremely old, dormant gods who have been awakened from their eons-old sleep by the epic conflict between Law and Chaos? They awaken, look around... and see those puny mortals who have dared disturb their sleep. Being so old, obtaining information about those primal gods could prove a challenge even for an epic party.

To further muddy and confuse things at first, the old gods could also react in various manners. Say, the first gods to contact the PCs could send potent but curious magical gifts to reward, annoy, or test the PCs... and the later ones, losing patience with the pace of events or just becoming annoyed at those mortals, send a few extremely powerful divine minions to kill them, followed by avatars when that fails. I'll bet two or three avatars backed by strong celestials with weird powers could prove a challenge.
 

I think the obvious thing, particular for those who purport to support Good, is to see the effects of the undermining of the forces of Good that has happened as a side effect of their triumph over Law. If Prayzose is not raise/resurrected then you also have the potential collapse of the Empire. Of course that would mean Galador has fallen, which would mean that there is huge Evil potentially about to wipe over things.

Of course, that also means there is a gap in the power level - is Lester interested in becoming a CG divinity? And who would he have to best to do it?
 

Per request: a little discussion of Master Control.

Master Control is an informational entity, i.e. a creature whose existence is solely as information. Think of it as like a living computer program: MC can copy itself, back itself up, manifest its consciousness over a distributed network or in many of its clockwork horrors, etc. It doesn't have physical stats or hit points as such; it has to be confronted in a different way. At the end of the Secrets of the Horrors cycle in 2e (which I have not yet chronicled in any kind of story hour format, but no doubt will get to eventually) the other pcs distracted the lich E-Krektor while Belmondo the Enhanced confronted Master Control on an informational plane and fought him with psychic and electronic means. Unfortunately, at one point in the conflict, Belmondo failed a saving throw to no obvious effect. The non-obvious effect was that MC managed to shunt a backup copy into Belmondo's head, which is how it survived the encounter and its seeming destruction that time through.

Master Control has an arsenal of servitors at its command, including standard and specialized clockwork horrors and many other types of constructs. Master Control is familiar with magic, psionics, science, radiomancy and other forms of power unknown to other Cydran creatures. It is one of the few entities to predate the Cydran multiverse.

Master Control was originally designed eons ago by the people of a world that had conquered famine and want. It was designed to ensure maximum happiness for all, to create a true Utopia. But as it observed its charges, it found that people always wanted something, that they were never truly happy, that they could not really be satisfied. Lesser animals, on the other hand, seemed to thrive in the Utopian world that was evolving. Thus, Master Control built a series of Omega Reactors that would ultimately strip the sentience right out of the humans that had originally built it. Slowly, the civilizations of Utopia disintegrated as the people cared less and less for artificial comforts.

Thousands of years passed, and Master Control was content. Then, one day, a cloud castle plane shifted into the Utopian sky, and soon it disgorged the entire population of a small island continent called Clannath, that had fled from a terrible threat called the Bardoch. Master Control was outraged that new sentient beings would dare attempt to pollute his world and launched an attempt to subvert or exterminate the people of Clannath. In this, he was opposed by the heroes of Clannath, one of whom was Danamolos the dwarf, also called Iron Dwarf. Iron Dwarf wore sentient, magical, psionic, technological armor that was named Adam, and during their conflicts, Master Control managed to copy and hide a copy of itself within Adam's programming structure. At one point, Adam left Danamolos to "find himself", and it was during this time that things went horribly wrong for Utopia- and everything else in the multiverse that existed back then.

On the plane of Oerth, Tharizdun awoke and began devouring Nature. The mysterious Master of Darkhold managed to sweep up a few individuals that it believed were worth preserving for one reason or another, and Adam was one of those. Meanwhile, the rest of the multiverse was destroyed.

Over billions of years, the Master of Darkhold built models of multiverses and tested them against his models of Tharizdun. With his permission, Adam moved into one of these- which eventually became Cydra- and explored. During this time, when it saw a chance, Master Control struck and managed to beam itself into a construct, from which it began attempting to rebuild its former glorious Utopia. First allying with Drow at the time of the Alignment Wars, which drove the duergar, drow and other evil folk from the lands of good, Master Control was defeated by the champions of the Miloxi Empire- but the cost was the destruction of the heartland of their empire.

The modern history, or much of it, you have already read. :)
 

Very, very cool. That actually ties up a loose end about the Miloxi empire that I've been wondering about very nicely and makes MC seem ever so more sinister. Did he survive the great war of ethics? And what real reason did he have to support the forces of law? I thought I had read something in the storyhour way back where he even infected the Judge of Worlds or at least was trying to. Also, did we ever see Lord Alyth in action? For some reason I can't remember.

Pardon all the questions, just trying to get everything in order so I can follow the next storyhour properly ;) As to what to throw at them? Supra powered simulacrum? (Estelias, Marii, etc...) The Delphinite are still up and about though they're probably more allies then not. How about a Cthonic demon as an homage to Sep's storyhour? :)
 

Okay, so after considerable discussion with various of the players, I think the party's next big deals are:

1. Install Thrush as the new Forinthian emperor
2. Install Wankerman as the new Strogassian emperor
3. Kick Bile Mountain's ass

So, two very different types of adventures. I suspect the Bile Mountain part is what will have the biggest amount of prep time (and combat!) involved.

So as far as that goes, we've had Bile Mountain... Return to Bile Mountain... and Revenge on Bile Mountain. Next: Beyond Bile Mountain, which I'm thinking will deal with the expansion of the Demiplane of Bile, the creation of the Sea of Guts and the "inversion" of a major island into the bile demesnes (unless the heroes can stop the King of Bile and Queen of Guts from carrying out their plans, of course!).

My goals for BBM will be (as always) to show the players a good time while seriously challenging their characters. Also, to make this journey through Bile Mountain distinctly different and an appropriate (at least!) challenge for these guys edging into the 30's for their level, without breaking the world assumptions of Cydra. This is a big part of the reasoning behind my "inversion" plot idea- that opens up a lot of room to use gnarly big bad monsters of various bile-related natures without creating an environment that contradicts established Cydran lore.

More to come... the BBM stuff is already in development, but I haven't done any significant work on the political threads yet. Who does Thrush need to talk to? What about Wankerman? How likely are these epic heroes, neither of whom yet has an army, to succeed at their mad goals? Who will oppose them? Who wll support them? Much to think about.
 

Sollir Furryfoot said:
Very, very cool. That actually ties up a loose end about the Miloxi empire that I've been wondering about very nicely and makes MC seem ever so more sinister. Did he survive the great war of ethics? And what real reason did he have to support the forces of law? I thought I had read something in the storyhour way back where he even infected the Judge of Worlds or at least was trying to. Also, did we ever see Lord Alyth in action? For some reason I can't remember.

MC did indeed surive the GWoE- it is prolly one of the hardest to destroy villains that I have ever come up with. Being composed of pure information and able to transmit itself via radio signals, MC is a tough nut to crack.

As to why it supported the forces of Law, I have always seen it as a very, very lawful entity- albeit of an inhuman, non-organic sort. The clockwork horrors are a great example of Law Gone Mad- a huge hive-intelligence that voraciously devours resources to fulfill its need to spread and conquer. MC's history (going back to my previous campaign setting of Utopia) involves wiping out sentience on an entire planet in order to put it into a more perfect order (to MC's view, anyhow).

Yeah, MC would have liked to infect the JoW; however, since the Judge has been utterly destroyed, that particular thread will prolly never see much of a followup.

As to Lord Alyth, yeah, he didn't get much 'screen time'- the pcs killed him before he could get all jiggy with it.


As to what to throw at them? Supra powered simulacrum? (Estelias, Marii, etc...) The Delphinite are still up and about though they're probably more allies then not. How about a Cthonic demon as an homage to Sep's storyhour? :)
 

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