Old Troll Lord adv: "The Fantastic Adventure?

Wellby

First Post
Dear All,

Anyone have a copy of this old 1st level adventure around? My copy is on the other side of the world, and I can't find anything online.

What I need to know is the deets on the weird adventuring party the adventurer's stumble upon. There's a hill giant, a satyr, and I believe a Minotaur sorcerer? Stats on the last would be particularly useful, but the other two if not a problem.

Thanks!!
 

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Well, a Minotaur Sorcerer 13 is a CR 14 creature. With only the standard array, he'll have only started with a 13 Charisma, though; using all his stat bumps, he'll just have gotten to Charisma 16, and thus able to use all his spell levels.

If you go with point buy (especially higher point buy) or some other method, he can have better stats and DC's.

Anyway, I found the challenge intriguing, so here is a quick build, using only the elite array. He's missing a few spells yet, and some feats, but you can fill those in to fit your adventure. You could easily swap out Improved Bull Rush and Shock Trooper for Combat Reflexes and Large and in Charge (Draconomicon), especially if you go to a point buy method that grants a higher Dexterity.

He also needs equipment. Lots of Wands and Scrolls to cover his missed areas would be good.

Minotaur Sorcerer 13
Large Monstrous Humanoid
Hit Dice: 6d8 +13d4 +76 (135 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed — (see text)
Base Attack/Grapple: +12/+19
Attack: Greataxe +14 melee (3d6+4/x3) or gore +14 melee (1d8+3) or melee touch +14 or ranged touch +12
Full Attack: Greataxe +14/+9/+4 melee (3d6+4/x3) and gore +9 melee (1d8+1)
Space/Reach: 10 ft./10 ft.
Special Attacks: Powerful charge 4d6+4
Special Qualities: Darkvision 60 ft., natural cunning, scent
Saves: Fort +10, Ref +10, Will +14
Abilities: Str 16, Dex 13, Con 18, Int 6, Wis 12, Cha 16
Skills: Concentration +17 [13 ranks], Intimidate +4 [1 ranks], Listen +9 [4 ranks], Search +2 [0 ranks], Spot +9 [4 ranks]
Feats: Power Attack, Improved Bull Rush, Shock Trooper, Practiced Spellcaster, 12
Environment: Underground
Organization: Solitary, pair, or gang (3–4)
Challenge Rating: 14
Treasure: Standard
Alignment: Usually chaotic Evil
Advancement: By character class
Level Adjustment: +2

A minotaur stands more than 7 feet tall and weighs about 700 pounds.
Minotaurs speak Giant.

COMBAT
Minotaurs prefer melee combat, where their great strength serves them well.

Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 4d6+4 points of damage.

Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.

Spells: Caster Level 17th (Save DC 13 +spell level)
Level (Per Day) - Spells Known
0 (6) - 9 Detect Magic, Detect Poison, Read Magic, Dancing Lights, Mage Hand, Prestidigitation, Caltrops SpC, X, X
1 (7) - 5 Mage Armor, Magic Missile, True Strike, Expeditious Retreat, Ray of Exhaustion
2 (7) - 5 Resist Energy, Touch of Idiocy, Mirror Image, Scorching Ray, Glitterdust or Web (Heroics SpC, would be another good option, As would Wraithstrike)
3 (7) - 4 Displacement, Vampiric Touch, Greater Magic Weapon, Ray of Dizziness SpC
4 (6) - 4 Evard's Black Tentacles, Heart of Earth CM, Dimension Door, Orb of Acid
5 (6) - 3 Cloudkill, Acid Sheath SpC, X (Prying Eyes might be good for finding intruders in your lair/maze)
6 (4) - 2 Greater Dispel Magic, Disintegrate
 

thanks!

Well, that was more than I bargained for, and it looks incredibly cool.

I think I've made a mistake though, having not introduced monster NPCs to a party before. The whole idea of ECL...

This guy just looks tooooo good for the party of 14th level PCs he's going to join (for a good while) and now that I've looked at Savage Species, I see I misled you.

Long ago, the party met this Minotaur when he was a first level sorcerer, (party's first adventure), and very briefly adventured with him. Now, they are 14th level and I want him to rejoin the party for a while. While this build is a CR 14 encounter, what I should have written is ECL 14!

So, if I can hopefully shape this with you a bit, it would be very cool. From Savage Species, they state that a minotaur is ECL 8. So, it would seem he can only be a sixth level sorcerer, for the purposes of balance. Is that correct? With regard to your other questions, I now don't know which would apply.

Yes, let's go with a higher point buy, the elite abilities. (which you did)
The shock trooper is incredibly cool, and befits his 'character'. Can I still do it?
And one last thing, he is 'chaotic good', and thus perhaps some spell choices would change?

You've done so much already, but hopefully I can tempt you to tweak things from your original working draft?

thanks!
 

and one more thing, considering the low AC yet desire to charge all the time, something like Mobility would be ideal, but rather difficult to get there...
 

I don't have the time right at this moment to build a full build, but I can answer some of your questions.
Well, that was more than I bargained for, and it looks incredibly cool.

I think I've made a mistake though, having not introduced monster NPCs to a party before. The whole idea of ECL...

This guy just looks tooooo good for the party of 14th level PCs he's going to join (for a good while) and now that I've looked at Savage Species, I see I misled you.

Long ago, the party met this Minotaur when he was a first level sorcerer, (party's first adventure), and very briefly adventured with him. Now, they are 14th level and I want him to rejoin the party for a while. While this build is a CR 14 encounter, what I should have written is ECL 14!
Indeed, CR and ECL are two different things. If you want an ECL 14 creature, then 6 levels of Sorcerer is the most you can get.

So, if I can hopefully shape this with you a bit, it would be very cool. From Savage Species, they state that a minotaur is ECL 8. So, it would seem he can only be a sixth level sorcerer, for the purposes of balance. Is that correct? With regard to your other questions, I now don't know which would apply.

Yes, let's go with a higher point buy, the elite abilities. (which you did)
The shock trooper is incredibly cool, and befits his 'character'. Can I still do it?
Yes, the only prereq's for Shock Trooper are Power Attack, Improved Bull Rush, and BAB +6. He can qualify and take Shock Trooper before he even takes his first level of Sorcerer.


And one last thing, he is 'chaotic good', and thus perhaps some spell choices would change?
Well, his spells will change significantly due to losing 7 levels of sorcerer. I'll have to put some thought into it later.

I also realize I messed up on his feats. CR 14 (Sorc 13) version should have two more feat slots for HD 15 and 18 (as he has 19 HD). I would still suggest giving him practiced spellcaster for his 9th HD feat, and you'll have just gotten your 12th HD, so will get to pick one for that as well.
 

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