Old Fezziwig
hell yes bro
I'm currently running a Dark Sun PbP in a Yahoo! group and thought that I'd keep my monster stats and notes here, on the off chance that I can't get at my books and in case anyone else finds it useful.
Background and Notes: I'm using the conversion from Dungeon and Dragon. The party is currently in Urik, preparing to break into one of Hamanu's jails in order to retrieve a key. This key will grant them access to the journal of Haalak the Fire Cleric (see "Last Stand at Outpost 3," Dungeon 110), which is locked in a subterranean complex underneath the wellhouse of Outpost 3. Although I'm using some elements from "Last Stand at Outpost 3," the campaign takes place after the outpost has fallen to the raiders and is, more the less, a port of T1-4: The Temple of Elemental Evil into 3.5e and Dark Sun. The subterranean complex is the moathouse, with Outpost 3 serving as the ruined moathouse itself (Kodo and his raiders subbing for the bandits). What I have in this post are some basic City Guards that I'll be having guarding the prison. I'll be posting the head jailer tomorrow morning/afternoon.
Side note: My party did miss a hook into "Mad God's Key" from Dungeon 114, which is going to come back and bite them in the ass if they aren't careful later...although some of that depends on their success at Outpost 3.
City Guards
Male Mul War2; CR 1; Medium Humanoid; HD 2d8+6; hp 20; Init +0; Spd 30 ft.; AC 14 (+4 bronze breastplate); BAB +2; Grp +4; Atk +5 melee (masterwork iron trikal, 1d10+2/x3); SA none; SQ psionics; AL LN(e); SV Fort +6 (+3 Con), Ref +0, Will +0; Str 15, Dex 11, Con 16, Int 9, Wis 10, Cha 8.
Skills, Feats, Languages: Intimidate +4 (5 ranks, -1 Cha), Listen +0 (0 ranks), Spot +0 (0 ranks); Power Attack; Common.
Mul Abilities: Base speed 30 ft., hardy, faster natural healing, inborn power (offensive prescience, 3 pp, manifester level 2, Save DC 10).
Equipment: masterwork iron trikal, bronze breastplate, belt pouch (keys to jail, 3 cp).
Background and Notes: I'm using the conversion from Dungeon and Dragon. The party is currently in Urik, preparing to break into one of Hamanu's jails in order to retrieve a key. This key will grant them access to the journal of Haalak the Fire Cleric (see "Last Stand at Outpost 3," Dungeon 110), which is locked in a subterranean complex underneath the wellhouse of Outpost 3. Although I'm using some elements from "Last Stand at Outpost 3," the campaign takes place after the outpost has fallen to the raiders and is, more the less, a port of T1-4: The Temple of Elemental Evil into 3.5e and Dark Sun. The subterranean complex is the moathouse, with Outpost 3 serving as the ruined moathouse itself (Kodo and his raiders subbing for the bandits). What I have in this post are some basic City Guards that I'll be having guarding the prison. I'll be posting the head jailer tomorrow morning/afternoon.
Side note: My party did miss a hook into "Mad God's Key" from Dungeon 114, which is going to come back and bite them in the ass if they aren't careful later...although some of that depends on their success at Outpost 3.
City Guards
Male Mul War2; CR 1; Medium Humanoid; HD 2d8+6; hp 20; Init +0; Spd 30 ft.; AC 14 (+4 bronze breastplate); BAB +2; Grp +4; Atk +5 melee (masterwork iron trikal, 1d10+2/x3); SA none; SQ psionics; AL LN(e); SV Fort +6 (+3 Con), Ref +0, Will +0; Str 15, Dex 11, Con 16, Int 9, Wis 10, Cha 8.
Skills, Feats, Languages: Intimidate +4 (5 ranks, -1 Cha), Listen +0 (0 ranks), Spot +0 (0 ranks); Power Attack; Common.
Mul Abilities: Base speed 30 ft., hardy, faster natural healing, inborn power (offensive prescience, 3 pp, manifester level 2, Save DC 10).
Equipment: masterwork iron trikal, bronze breastplate, belt pouch (keys to jail, 3 cp).
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