Request for some Ideas (my players please avoid)

/bump

Do you need anything else Wizardru?

Hrm.. if Zinkman created the binders in your world, then he is a Suloise mage of Power. How many mages of Power does it take to change a lightbulb? (and by lightbulb I mean invoke the devastation). Maybe he only needs Scorch to... I dunno... try and destroy the far realms?

I wonder what would happen then.
 

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Yeah, that thing with Scorch is interesting me, too. Is his strange physical and mental condition a result of a variant of the Sanity Rules I posted earlier? Or maybe Kayleigh's the one losing it, and Scorch's change is a result of her delusion? Or is this something else entirely?
 

I'm not sure, yet.

Currently Zinkman is held captive inside the belly of the same beast that holds the Silvering captive. He has more than a few retainers held in thrall with him. Zinkman didn't create the binders, but he was responsible for putting the process into motion. He was also a little crazy to begin with. Now he's more than a little.

Scorch's transformation is directly related to using Arcane power in the Far Realms. He'll become more Gigeresque as time passes. His sanity was always in question, so the rest of the party would be hard-pressed to tell when he crosses the actual 'crazy/not-crazy' line. As a pure member of the Suel bloodline, Scorch is highly vulnerable to Zinkman's powers over the demonbinders. Scorch is currently dominated by Zinkman (failed a high Will save) and is currently hearing subtle and not-so-subtle dialogues in his head. And Scorch, having lost his inner monologue, is talking out loud back to them.

As for the use of some of the beasties: don't be disappointed that they were so easily crushed. They were really never intended to do more than be speed-bumps. Remember, the Meepites are 23-24th level. 12 CR 9 creatures (slightly bumped with Electrical Resistance) were never supposed to be a challenge...but until they deteremined that, they were an unknown and treated with caution. The same with the big centaur-like creatures. CR 19s are tough...to 19th level parties. But 2 CR 19 creatures were only the equivalent of a CR20 or 21 for four players. There are six meepites and they are higher level than that.

Fraz, on the other hand, will be a challenge for them, I hope. As will liberating the Silvering and fighting both Zinkman and the Realmser itself.
 

Ah, I wasn't sure if you had HD-advanced the enemies at all, or perhaps added a template to the bats to create the "web" effect. Yeah, I can imagine an EL 16 and a 21 encounter wouldn't do too well against these guys!

But now I want to see if the Voice of Unreason, Mouth of Madness, or some other creatures using my Ancients rules made the cut. With CRs of 23 and 27, those two should do a bit better, provided they get the chance to drain some Sanity from the party.
 

I think it would be funny if Zinkman kept referring to Scorch as Obendar or Slerotin :) Then reveal that at lvl 1 Scorch was an experimental Clone of one of these ancient Mages.

What kind of stats do you have for Zinkman? What Stats are you using for Fraz? I assume not the obscenely powerful version from Dicefreaks?

I have collected quite a bit of information about Fraz if you need anything.
 

Sandain said:
I think it would be funny if Zinkman kept referring to Scorch as Obendar or Slerotin :) Then reveal that at lvl 1 Scorch was an experimental Clone of one of these ancient Mages.

What kind of stats do you have for Zinkman? What Stats are you using for Fraz? I assume not the obscenely powerful version from Dicefreaks?

I have collected quite a bit of information about Fraz if you need anything.

That's really sick. I'll have to think that one over...I just might use it. :)

I was planning on using the stats provided here on ENWorld, but I'd love to see an alternate version from dicefreaks, if you've got a link. Either way, I plan on reworking him with some stuff of the BoVD and elsewhere, on account of I can.

The PCs have pissed off a Demon Prince...and they're about to find out that Fraz has his own problems...though he blames them. Quite frankly, they're most likely going to consider him a 'run away' encounter. And that's just fine by me. The version I originally looked at was a base of CR 28, and I was plannning on buffing him out into roughly the low 30s or so.

Zinkman will be a templated Epic Spellcaster who I'll stat out this week. I want to use lots of stuff from supplements that the PCs are unfamiliar with, to really set them off of their game.
 



Since Slerotin's name has been mentioned....

Slerotin, Male Human Wiz32/ArMa5/SplSci1: CR 38; Medium Humanoid; HD 32d4+5d4+1d6+418; hp 289 (Disabled -11/Dying -32/Injury 32); Init +15; Spd 30; AC 49 (FF 38, Touch 37); Base Atk +19/+14 base melee, +30/+25 base ranged; Grapple +10; Full Atk
+29/+24 Melee (exodus 1d6+10/crit 20/x2); +15/+10 Melee (unarmed strike 1d3/crit 20/x2); SA CL 39; SQ +5 inherent bonus to CON and INT, +2 inherent bonus to DEX, contingency (stoneskin); SR 35; Class Features: Wizard: Scribe Scroll, Summon Familiar, Spells, Spellbooks, Bonus Feat (4), Epic Bonus Feat; Archmage: High Arcana, High Arcana, Bonus caster level (5), Arcane Fire (Su), Mastery of Elements, Mastery of Counterspelling, Mastery of Shaping, Arcane Reach (Su); Spell Scion: Bonus caster level; AL N; SV Fort +41, Ref +41, Will +37; STR 11, DEX 32, CON 32, INT 42, WIS 13, CHA 13.
Skills and Feats: Appraise +26, Concentration +52, Craft (Alchemy) +52, Craft (Bookbinding) +19, Decipher Script +54, Diplomacy +13, Gather Information +4, Knowledge (Arcana) +57, Knowledge (Architecture and Engineering) +21, Knowledge (Dungeoneering) +31, Knowledge (Forbidden Lore) +31, Knowledge (Geography) +46, Knowledge (History) +46, Knowledge (Local) +31, Knowledge (Nature) +31, Knowledge (Nobility and Royalty) +26, Knowledge (Religion) +26, Knowledge (The Planes) +52, Knowledge (Underdark) +21, Profession (Astrologer) +11, Profession (Scribe) +6, Search +36, Sense Motive +7, Speak Language +4, Spellcraft +62, Tumble +21; Combat Casting, Craft Artifact, Craft Staff, Craft Wondrous Item, Empower Spell, Forge Ring, Greater Spell Focus: Evocation, Greater Spell Penetration, Heighten Spell, Improved Counterspell, Improved Initiative, Improved Metamagic, Improved Spell Capacity x5, Maximize Spell, Quicken Spell, Scribe Scroll, Skill Focus: Spellcraft, Spell Focus: Evocation, Spell Penetration.
Spells Known (Wiz 4/8/8/8/8/7/7/7/7/6): DM’s choice minus the named wizard spells; epic – eclipse, eidolon, epic counterspell, epic mage armor, epic spell reflection, greater spell resistance, greater ruin, hellball, invoked devastation, nailed to the sky, rain of fire, raise island, ruin, safe time, slerotin’s tunnel, spell worm, superb dispelling, time duplicate.
Spells Prepared (Wiz 4/8/8/8/8/7/7/7/7/6): DM’s choice.
Possessions: +12 amulet of epic health, +12 bracers of epic armor, +10 cloak of epic resistance, +12 gloves of epic dexterity, +12 headband of epic intellect, ioun stone, dusty rose [prism], ioun stone, orange [prism], pearl of power, two spells, robe of glorious archimagus (grants a +5 insight bonus to AC, SR 35, +5 insight bonus to saves, and +2 enhancement bonus on caster level checks to overcome SR), +10 ring of epic protection and spell turning, ring of epic energy resistance (acid, electricity, fire, ice, sonic) staff of final migration (see below), spellbooks, spell component case.

Exodus: This darkwood and cold iron/ adamantine alloy banded staff acts as a staff of the magi with the following changes. The staff is also a +10 quarterstaff: (defending, brilliant energy, ghost touch, spell storing) weapon. In addition, the staff also maximizes all evocation spells (5/day) and has the following powers.
• The following powers drain 1 charge per usage: (disintegrate, lower resistance, move earth, passwall, wall of force.).
• The following powers drain 2 charges per usage: (anti-magic shell, dimensional lock, freedom, polymorph any object, prismatic sphere)
• The following powers drain 10 charges per usage and may only be employed once/ week: (hellball, slerotin’s tunnel)
• The following power may only be cast by a wizard of 29th level or above with nine other wizards 21st level or above, it may only be cast once/ year and drains 20 charges per usage. (invoked devastation).
Strong (all schools); CL 20th; Weight 5 lb.

This is the very staff, Slerotin finished crafting over a millennia ago precipitating the Twin Cataclysms. The staff was finished mere days before the first drops of colorless fire fell onto the Suel Basin. Using this staff, Slerotin led the Suel folk beneath the Crystalmist Mountains into the present date, Yeomanry. On his deathbed, Slerotin granted the staff to his only apprentice who is rumored (with the aid of an elderly cleric of Wee Jas) to have hidden the powerful weapon somewhere in the Crystalmist Mountains.
 

I am at work or would have made this a merging of an advanced paragon retriever and a demonflesh golem :(

So, what exactly has Zinkman been hiding from?

Zinkman's Doom: CR 25; Gargantuan Advanced Paragon Retriever: Construct ; HD 30d10 +333 (Construct) ; hp 666; Init +9; Spd 150; AC:32 (Flatfooted:23 Touch:15); Atk +67 base melee, +52 base ranged; +68 (2d8+44, 4 Claws); SA: Eye Rays (Su) , Improved Grab (Ex) , Find Target (Sp) ; SQ: Racial Traits: Construct, Regeneration (Ex): -1; AL CE; SV Fort +20, Ref +29, Will +26; STR 58, DEX 28, CON --, INT --, WIS 22, CHA 16.

Feats: Cleave, Dodge, Improved Critical: Claws, Large And In Charge, Mobility, Multiattack, Power Attack, Sunder, Weapon Focus: Claws.

Description: Demons are native to the Abyss, a realm of unmitigated chaos and evil. They are the most violent, greedy, fickle, and perverse of the fiends (creatures from the infernal planes).
Many demons, not satisfied with their own iniquity, take pleasure in tempting mortals to become as depraved as they are.
The largest and most diverse group of demons is the tanar'ri, unchallenged masters of the Abyss. But demons come in an overwhelming variety of forms, and no one has ever cataloged them all. Those most familiar to mortals are described here.

Retrievers were created through foul sorcery to be assassins, warriors, and servants to powerful demon nobles.
A retriever resembles a huge spider with the four frontmost legs ending in cleaverlike claws. As its name suggests, it specializes in recovering lost or desired objects, runaway slaves, and enemies and bringing them back to its master.

Combat: Demons are ferocity personified and will attack any creature just for the sheer fun of it-even other demons. They enjoy terrifying their victims before slaying them and often devour the slain. Many demons can create darkness, and a group of demons frequently blanket the enemy with darkness before joining battle.

Retrievers attack with four claws, but their eye rays are far more deadly.

Special Attacks: Eye Rays (Su): A retriever's eyes can produce four different magical rays with a range of 100 feet. Each round, it can fire two rays, but an
individual ray is usable only once every 6 rounds. It cannot fire rays in the same round as it makes physical attacks.
Each effect follows the rules for a ray (see Aiming a Spell, page 148 in the Player's Handbook). Save DC is 36.
The four eye effects are:
Fire: Deals 12d6 fire damage to the target and to all those within 5 feet (those nearby are allowed Reflex saves to halve the damage).
Cold: Deals 12d6 cold damage to the target.
Electricity: Deals 12d6 electricity damage to the target.
Petrification: The target must succeed at a Fortitude save or turn to stone permanently.

Improved Grab (Ex): To use this ability, the retriever must hit with its bite attack. If it gets a hold, it holds the opponent fast in its mouth. This is how it usually "retrieves" things.
Fast Healing: 20
Spell resistance: 20
Damage resistance: 20/+6
Fire and Cold resistance: 10

Special Qualities: Find Target (Sp): When ordered to find an item or being, a retriever does so unerringly, as though guided by discern location.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Regeneration (Ex): Blessed and holy weapons deal normal damage to retrievers.
A retriever that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. A retriever regrows lost body parts in one day (lost parts become inert).
 

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