(Cydra Rogues' Gallery-My Players STAY OUT)

Lord Ruin and His Lackeys

Lord Ruin and his Men-At-Arms

Lord Ruin and his two men-at-arms may be encountered at any time, under virtually any circumstances. They kill for pleasure. Lord Ruin has learned the secrets of black magic, as a warrior of darkness, and uses drugs as well.

[color=789BBB]Lord Ruin,[/color] male human 15th-level barbarian/5th-level warrior of darkness (CR 20):

Hit Dice: 15d12 + 5d10 + 40 (hp 197)
Initiative: +1
Speed: 40’
AC: 17 (+1 natural, +1 dex, +1 deflection, +4 masterwork chain shirt), 18 w/Dodge feat; touch 12, 13 w/Dodge feat; flat-footed 17
--While raging, AC goes down 2 points.
Base Attack/Grapple: +20/+25 (+28 raging)
Attack: Masterwork razor-sharp greataxe +27 melee (1d12+7 plus poison (see Gear, below)/18-20 (x3)); or masterwork mighty [+4 str] composite longbow with masterwork arrow +23 melee (1d8+4/x3).
--While Raging, melee attack increases to +30 melee (1d12+12/18-20(x3)).
Full Attack: Masterwork razor-sharp greataxe +27/22/17/12 (+30/25/20/15 while raging) or masterwork mighty [+4 str] composite longbow +23/18/13/8
Face/Reach: 5’/5’
Special Attacks: Darkling weapon, greater rage 4/day
Special Qualities: DR 2/-, DR5/+3 (scarred flesh), fast movement, uncanny dodge (dex bonus to AC, can’t be flanked), warrior of darkness qualities (included in statistics)
Saves: Fort +15, Ref +6 (+8 vs. traps), Will +9
Abilities: Str 21 (27 raging), Dex 13, Con 14 (20 raging), Int 10, Wis 8, Cha 13
Skills: Climb +26, Craft (alchemy) +13, Intimidate +16, Knowledge (arcana) +3, Knowledge (the planes) +7, Listen +4, Ride +5, Speak Language (Abyssal), Spot +5, Survival +14
Feats: Blind-fight (bonus from black magic oil), Cleave, Dodge, Hill Fighter, Improved Bull Rush, Mobility, Power Attack, Spring Attack, Weapon Focus (greataxe)
Challenge Rating: 20
Alignment: Chaotic Evil

Description: Lord Ruin is a towering human (about 6’8”) with a shaved head. He wears a thick fur cloak- the skin of a polar bear- over his armor, and is criss-crossed with a horrible density of scars. His dark brows loom over small black eyes, and his lips have been entirely removed, leaving his speech slurred and hard to understand. He is extremely frightening to behold.

Gear: Masterwork chain shirt, masterwork razor-sharp greataxe (can be endowed with a +1 property through darkling weapon ability; usually keen), masterwork mighty [+4 str] composite longbow, 36 masterwork arrows, 12 masterwork silver arrows, 6 flasks of alchemist’s fire, 6 flasks of acid, 5 doses luhix (see BoVD pg. 42), 2 doses bebelith venom (Fort DC 20; initial 1d6 Con damage, secondary 2d6 Con damage), crude maps of the area (leading to the Caves of the Unbound), bag of 245 pp and 25 gp, four gold armbands graven with images of cruelty (50 gp each), polar bear cloak (25 gp, 15 lbs), pouch of 6 gems (various conundrums, valued at 50, 75, 75 and 150 gp, respectively).




[color=789BBB]Vassals of Lord Ruin,[/color] 10th-level barbarian/5th-level rogues (CR 15):

Hit Dice: 10d12 + 5d6 +15 (hp 119 each) (hp 149 while raging)
Initiative: +8
Speed: 40’
AC: 18 (+4 dex, +3 masterwork studded leather, +1 masterwork buckler), 18 flat-footed, 14 touch
--While raging, AC goes down 2 points.
Base Attack/Grapple: +13/+16 (+18 while raging)
Attack: Masterwork razor-sharp scimitar +17 melee (1d6 +3/17-20); or masterwork mighty composite longbow with masterwork arrow +19 ranged (1d8/x3)
--While raging, melee attack increases to +19 melee (1d6+5/17-20)
--While flanking, melee attack increases to +21 melee (1d6+3/17-20 plus 3d6 sneak attack)
--While flanking and raging, melee attack increases to +23 melee (1d6+5/17-20 plus 3d6 sneak attack)
Full Attack: Masterwork razor-sharp scimitar +17/12/7 melee (1d6 +3/17-20); or masterwork mighty composite longbow with masterwork arrow +19/14/9 ranged (1d8/x3)
--While raging, melee attack increases to +19/14/9 melee (1d6+5/17-20)
--While flanking, melee attack increases to +21/16/11, or optionally +17/17/12/7 melee (1d6+3/17-20 plus 3d6 sneak attack)
--While flanking and raging, melee attack increases to +23/18/13, or optionally +18/18/13/8 melee (1d6+5/17-20 plus 3d6 sneak attack)
Face/Reach: 5’/5’
Special Attacks: Rage 3/day, sneak attack +3d6
Special Qualities: Evasion, fast movement, uncanny dodge (dex bonus to AC, can’t be flanked, +2 vs. traps)
Saves: Fort +9, Ref +11 (+13 vs. traps) plus Evasion, Will +2
Abilities: Str 17, Dex 18, Con 12, Int 13, Wis 7, Cha 8
Skills: Balance +11, Bluff +0, Climb +16, Handle Animal +4, Hide+10, Intimidate +12, Jump +11, Listen +11, Move Silently +10, Ride +11, Search +5, Spot +12, Survival +11, Swim +11, Tumble +24
Feats: Combat Reflexes, Dual Strike, Expertise, Improved Disarm, Improved Flanking, Improved Initiative, Tandem Fighting
Challenge Rating: 15
Alignment: Neutral Evil

Gear: Masterwork studded leather, masterwork razor-sharp scimitar, masterwork buckler, masterwork mighty [+3] composite longbow, 36 masterwork arrows, purse holding 250 gp and 5d10 pp, ring depicting Lord Ruin’s hand, distinctively scarred, along the band, bottle of brandy (Thrune only), pipe and pouch of poor-grade tabac (Pordix only)

Description: These six brothers are Lord Ruin’s tall, shaven-headed bodyguards. They are powerful and dangerous barbarian/rogue pychopaths. They work together to take out powerful enemies one by one, flanking so as to sneak attack. They are smart but full of vainglory, and will fight past the point of reason if aggravated. They have been with Lord Ruin for many years and are the last two brothers of a family of ten sons, Ruin’s Fingers. They both love and fear their master, and would not easily be moved to betray him. (Lord Ruin has raised them since he spared them as boys.)


Campaign-Specific Feats these Fellas Had:

HILL FIGHTER (General, Fighter) (from Dragon magazine)

You are skilled at attacking from higher ground.

Prerequisites: Base attack +2

Benefit: When fighting from higher ground you get a +2 circumstance bonus to hit with melee attacks and a +1 with ranged attacks.

Normal: You gain only a +1 circumstance bonus to melee attacks with a melee weapon for higher ground.



IMPROVED FLANKING (General, Fighter)

You are expert at covering opponents that you flank.

Prerequisites: Dex 13+, base attack +3, Combat Reflexes, Lock-Step

Benefit: Whenever an opponent you flank takes an attack of opportunity against any target other than you, you may immediately follow up with an attack of opportunity against that enemy.


IMPROVED TANDEM FIGHTING (General, Fighter)

Your combat teamwork makes you and your allies extraordinarily deadly.

Prerequisites: Base attack +5, Bluff skill, Combat Reflexes, Dual Strike, Tandem Fighting

Benefit: If you and an ally with the Tandem Fighting feat flank an enemy, each round you may feint in combat as a standard action in order to deny your foe his dex bonus against both your next attack and your ally’s next attack.
 

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I've just finished the first Book of Amber. Its a great adventure, from start to finish and I couldnt put it down all day (I started this morning, I read too fast). Anyway, having met the guy who drew the trumps in Amber, any chance of giving away who did this on your world and the circumstances therein (for instance how did Malford even get a card?)? ;)

Technik
 

Technik4 said:
I've just finished the first Book of Amber. Its a great adventure, from start to finish and I couldnt put it down all day (I started this morning, I read too fast). Anyway, having met the guy who drew the trumps in Amber, any chance of giving away who did this on your world and the circumstances therein (for instance how did Malford even get a card?)? ;)

Technik


Well, let's just say that there are a few individuals in the campaign that can make them.

Actually, you'll find out a lot more about trumps through the Amber series- keep reading! Nothing is as it first appears!
 

I've finished Guns of Avalon and Sign of the Unicorn, and felt necessary to plunge into Hand of Oberon. These books are fantastic, and the plot and intrigue is as thick as I've ever read it.

I must admit I found the first book a little boring and perhaps too similar to Lord of Light, but the amber series has blossomed into something much more than that novel.

I have an inkling as to what you say, but I shall hold my tongue for now. I do have to ask though, it is my understanding that Zelazny himself only wrote the first 5 books, are the other 5 on par with the first? Furthermore it has only recently (yesterday in fact) connected within me that "Amber the diceless RPG" is in fact based on this series of books. Suddenly a strong urge to find that book is welling up, does it add to the original tale or is it just an rpg based on the precepts found within?

My greed for answers is somewhat tempered by my curiousity to read about what happens, if you know what I mean, so only give me enough to drive me crazy :)

Technik
 

OT: Zelazny wrote all 10, plus many many other books as well. I know some who do not like the second series as well as the first. The fellow had the nerve to go and die with many open plot lines that could have let to a third set of five... -john
 

The second series was very different from the first- much less convoluted, much more emphasis on the magical end of things. I loved how much you learned about the Courts of Chaos, but felt that it could have been so much better with a few more twists and turns... Still, all ten books are great!
 

Wow, only one person had the guts to go that far when I asked how the second five books were. The friend who handed me the Great Book of Amber, told me to read the first five and pretend the second five didn't exist. After reading the first series, which I liked, I felt compelled to read on but his warning fored me to seek other opinions, they swayed me to not bother.
 

A Note About the Simulacra

Interesting thing that hasn't come up in play yet- the simulacra of Marius the pcs fought (as well as the other simulacra that are wandering around out there) all have their own distinct personalities. For example, in the pcs' first battle with Marii, one of the sims was looking for a way out. He revered the progenitor Marius. Course, he got disintegrated too fast for it to matter, but still!
 

Pseudonatural Monkeys

From the fight over the seething sands in the Citadel of Eternity...


Greater Pseudonatural Dire Ape (CR 19): Large Outsider; HD 5d8+35; hp 75; Init +11; Spd 60’, climb 30’; AC 51 (-1 size, +7 dex, +35 natural); BAB +5; Grapple +26; Atk Tentacle rake +37 melee (2d8+17 plus rotting constriction); FA 5 tentacle rakes +37 melee (2d8+17 plus rotting constriction); SA Constant insight (no miss chance for concealment), improved grab (tentacle), rend 2d6+34 (requires two tentacle hits), rotting constriction (once it has a hold, each successful grapple check permanently drains 2d4 points of con and the pseudonatural dire ape regains 10 hp), spell-like abilities (blur, dimension door, shield, unhallow at will, 20th level caster); SQ Alternate form (gives all non-pseudonaturals a -1 morale penalty on attacks against it), DR 25/+6, resistances (acid and electricity 20), scent, SR 25; SV Fort +11, Ref +11, Will +10; Str 44, Dex 25, Con 24, Int 3, Wis 22, Cha 7;

Skills and Feats: Climb +25, Listen +14, Move Silently +14, Spot +14; Improved Initiative, Power Attack.


Pseudonatural Girallons (CR 6): Large Outsider; HD 7d10+14; hp 52 each; Init +3; Spd 40’, climb 40’; AC 16 (-1 size, +3 dex, +4 natural); BAB +7; Grp +19; Atk Claw +15 melee (1d4+8); FA 4 claws +15 melee (1d4+8) and bite +13 melee (1d8+4); SA Rend 2d4+12 (two or more claws), true strike 1/day; SQ Alternate form, DR 5/+1, resistances (acid and electricity 10), scent; SV Fort +7, Ref +8, Will +3; Str 26, Dex 17, Con 14, Int 3, Wis 12, Cha 7;

Skills and Feats: Climb +16, Move Silently +8, Spot +7; Improved Bull Rush, Multiattack, Power Attack.
 

Lester "The L"

Note: Lester’s been around since the 2e days (when he was a fighter/specialty priest) so some of his abilities and stats are rough translations. For example, he has Weapon Specialization without having Weapon Focus. When we converted to 3e, I elected to err on the side of generosity with the old school pcs...

Lester (“the L”), male half-elf elementalist 14/warrior of chaos 4/paraelementalist 1

Hit Dice: 15d8 + 4d12 + 171 (282 hp)
Initiative: +1
Speed: 20’ (base 30’) (plus fly speed 60’?)
AC: 22 (+1 dex, +11 armor), 28 w/shield (+1 dex, +11 armor, +6 shield), 21 or 27 flat-footed, 11 touch
Base Attack/Grapple: +14/+18
Attack: Felix Optima Maxima +23 melee (1d8+10 plus 1d6 acid); or Airsword +21 melee (1d8+8)
Full Attack: Felix Optima Maxima +23/18/13 melee (1d8+10 plus 1d6 acid); or Airsword +21/16/11 melee (1d8+8)
Space/Reach: 5’/5’
Special Attacks: Command elementals 1/day, dismiss elementals, law-bane, persuade elementals, spells
Special Qualities: Berserk, DR 5/+1, fast healing 1, firefinger 5/day, fire resistance 5, gills, hard to crit, strain resistance 8, wings
Saves: Fort +28 (!), Ref +11, Will +13
Abilities: Str 16 (18 with gauntlets of ogre power), Dex 12, Con 22 (28 with bracers of endurance), Int 14, Wis 16, Cha 20
Skills: Bluff +8, Concentration +15, Craft (sculpting) +4, Craft (painting) +4, Diplomacy +25, Knowledge (elements) +24, Knowledge (planes) +6, Knowledge (religion) +13, Listen +4, Profession (tailor) +3, Search +2, Sense Motive +6, Spellcraft +21, Spot +27, Swim +6
Feats: Cleave, Flyby Attack, Leadership, Maximize Spell, Power Attack, Quicken Spell, Spell Focus (evocation), Weapon Specialization (longsword)
Alignment: Chaotic Good

Description: Lester is 5’6” tall, weighing in at 160 lbs. His hair is a black afro, his eyes are brown. He has leathery-looking bat-like wings that sprout from his back (another of his Chaos gifts).

Gear: Potions of cure serious wounds (4), haste (3); Felix Optima Maxima, Airsword, Fuligin’s Armor of Darkness, large shield +4, pouch of many things, gauntlets of ogre power, ring of fire resistance 10, ring of mind shielding, wings of flying, bracers of endurance +6, slippers of diplomacy +20, underwear of spotting +20.

Special Abilities: Note that many of Lester’s special abilities are elementalist class abilities, including strain resistance, command elementals, persuade elementals and dismiss elementals.

Law-Bane (Su): When attacking a lawful creature with a weapon, Lester receives a +4 on attack rolls and inflicts an extra 2d6 points of damage. He also gets a +4 bonus on saving throws against Lawful effects. This is a Chaos gift, gained twice and therefore twice as powerful as it was the first time through.

Berserk (Ex): 3/day, upon being wounded to half his hit points or less, Lester goes into a berserk frenzy identical to a barbarian’s rage, except that he cannot end it voluntarily. This ability was gained through the grace of Chaos.

Firefinger (Sp): 5/day Lester can cause a small flame to sprout from his finger. Though not sufficient to damage a creature without prolonged application, this flame will light a cigarette or pipe, catch dry grass or paper on fire, etc. This ability was taught to Lester by Froth, the god of necrophilia, rape, perversion and cowardice.

Gills (Ex): Lester’s neck has fully functional gills, allowing him to breathe water or air freely.

Hard to Crit: Because of Felix Optima Maxima, Lester’s AC is considered two higher against rolls made to confirm critical hits.

Wings: Lester’s bat wings were granted him by Chaos. He can fly with them at a rate of 60’ (? Not sure about that speed).
 
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