[Dark Sun] Temple of Elemental Evil: NPCs and Monsters

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).
 
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Background Notes: I've already introduced the party to Burne, although they don't know that yet. Rufus's a pretty good guy stuck in a bad job where he has to command unlikelable people. He's still an associate of Burne (a Wiz/Drd posing as a templar -- and the man who's sent the party on this little mission to the jail, although they don't know that or know which module from 1e I'm running) and has arranged for most of his subordinates to have the night off. After that, he's disavowed responsibility for what the remaining ones might do, but he'll avoid killing the PCs and try to prevent such a thing from happening.

Design Notes: Profession/Soldier was chosen to represent the training he received when he was pressed into his mandatory military service. I've dropped his level because it keeps him CR 6 (Dark Sun humans have a +1 LA). The group of feats was chosen because I wanted a really mobile character with high reflexes that could take advantage of his high Dex. The powers were chosen based on what type of powers he might find useful as the head jailer.

Rufus
Male Human PsyWarrior5; CR 6; Medium Humanoid; HD 5d8+10; hp 38; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft., 40 ft. when focused; AC 17 (+3 Dex, +3 masterwork leather scale, +1 light bronze shield); BAB +3; Grp +5; Atk +6 melee (masterwork shortsword 1d6+2/19-20/x2, or masterwork kukri 1d4+2/18-20/x2), +6 ranged (throwing axe 1d6+2/x2/10 ft.); SA psionics; AL LN(g); SV Fort +7 (+2 Con, +1 cloak), Ref +5 (+3 Dex, +1 cloak), Will +3 (+1 Wis, +1 cloak); Str 14, Dex 16, Con 14, Int 10 (+1 4th level), Wis 13, Cha 10.

Skills, Feats, Languages: Autohypnosis +5 (4 ranks, +1 Wis), Concentration +6 (4 ranks, +2 Con), Profession/Soldier +5 (4 ranks, +1 Wis), Search +5 (5 ranks, +0 Int); Combat Reflexes, Dodge, Improved Initiative, Psionic Charge, Weapon Finesse, Speed of Thought; Common.

Human Abilities: Bonus feat at 1st level, +4 skill points at 1st level, +1 skill point/level after 1st, inborn powers (catfall, mental disruption).

Psychic Warrior Abilities: Psionics, bonus feats (1st, 2nd, 5th).

Psionics
Power Points: 15 (7 base, +6 racial, +2 bonus)
Powers Known: 7 (max level 2nd)
1st level: catfall, defensive precognition, metaphysical weapon, offensive prescience [Save DC 12]
2nd level: detect hostile intent, mental disruption, painful strike [Save DC 13]

Equipment: masterwork leather scale, light bronze shield, masterwork shortsword, masterwork kukri (in boot), 4 throwing axes, cloak of resistance +1, lesser psionic restraints, 2 potions of cure moderate wounds, potion of cat's grace, shard of autohypsnosis +9, 2 gold house coins, 7 silver house coins, 60 cp.
 
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KL in his Dark Sun game said:
An older templar, his trim beard white, looks at you, eyebrows raised and grinning. "Just released, hmm? Very good, very good. That's fine business." He stops grinning and looks around carefully. In a lower voice, he says, "Meet me at eight bells after sunrise in The Lion's Thirst over by the Silt Gate. Hamanu will make just meeting with me worth the time. Understood?"

Design Notes: I've tried to make him an effective character on his own, just in case he should get caught impersonating a templar, and also to give him the abilities to escape should he get caught. The feat choices here were designed to help with that (Brew Potion to allow him to make cure potions, Eschew Materials and Spell Mastery to make him a little less obvious as a wizard and to mitigate his lack of ranks in Sleight of Hand). At the current time, he has neither a familiar nor animal companion.

Burne
Male Human Drd3/Wiz5; CR 8; Medium Humanoid; HD 3d8+3 plus 5d4+5; hp 40; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); BAB +4; Grp ; Atk +3 melee, +5 ranged; SA psionics, arcane spells, divine spells; AL NG; SV Fort +5 (+1 Con, +1 Wiz, +3 Drd), Ref +3 (+1 Dex, +1 Wiz, +1 Drd), Will +8 (+1 Con, +4 Wiz, +3 Drd); Str 8, Dex 12, Con 12, Int 19 (+1 4th, +1 8th), Wis 13, Cha 10.

Skills, Feats, Languages: Concentration +12 (11 ranks, +1 Con), Diplomacy +6 (6 ranks, +0 Cha), Heal +7 (6 ranks, +1 Wis), Knowledge/Arcana +8 (4 ranks, +4 Int), Knowledge/History +8 (4 ranks, +4 Int), Knowledge/Geography +6 (2 ranks, +4 Int), Knowledge/Planes +8 (4 ranks, +4 Int), Listen +7 (6 ranks, +1 Wis), Sleight of Hand +3 (2 ranks, +1 Dex), Spellcraft +15 (11 ranks, +4 Int), Spot +7 (6 ranks, +1 Wis), Survival +7 (6 ranks, +1 Wis); Spell Focus (Conjuration), Augment Summoning, Eschew Materials, Scribe Scroll, Brew Potion, Spell Mastery (alter self, gaseous form, nondetection, summon monster III); Common, Draconic, Draxa, Gith.

Human Abilities: Bonus feat at 1st level, +4 skill points at 1st level, +1 skill point/level after 1st, inborn powers (synesthete, cloud mind).

Druid Abilities: Animal companion, nature sense, wild empathy, woodland stride, trackless step

Wizard Abilities: Arcane spells, summon familiar.

Psionics
Power Points: (6 racial)
1st-level: synesthete (Save DC 11)
2nd-level: cloud mind (Save DC 12)

Druid Spells Typically Prepared
Spells/day: 4/3/1
0-level: cure minor wounds, detect poison, light, purify food and drink (Save DC 11, 12 Conjuration)
1st-level: cure light wounds, obscuring mist, shillelagh (Save DC 12, 13 Conjuration)
2nd-level: owl's wisdom or lesser restoration (Save DC 13, 14 Conjuration)

Wizard Spells Typically Prepared
Spells/day: 4/4/3/2
0-level: acid splash, detect magic, message, read magic (Save DC 14, 15 Conjuration)
1st-level: color spray, mage armor, protection from evil, summon monster I (Save DC 15, 16 Conjuration)
2nd-level: alter self, detect thoughts, Melf's acid arrow (Save DC 16, 17 Conjuration)
3rd-level: gaseous form, nondetection (Save DC 17, 18 Conjuration)

Spellbook
0-level: All spells [in PHB].
1st-level: color spray, comprehend languages, identify, mage armor, protection from evil, summon monster I, true strike, plus 4 others
2nd-level: alter self, blur, detect thoughts, Melf's acid arrow, summon monster II, plus 3 others
3rd-level: dispel magic, gaseous form, illusory script, nondetection, summon monster III, plus 2 others

Equipment: Coming soon.
 

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