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In order:

E, D, A, B, C.

Woo-hoo!


I'm sure it would. But the only people that could cast anything useful are either in the party or Jenya. And the rest of the party members aren't interested in his heritage--at least for this.

Gregory


Thanks for the ideas. I'll look in the Complete Adventurer for the information. Sounds like your group is just ahead of mine. The rest of the adventures should be interesting.

Happy gaming.

Greg


Hello all!

We are starting the Lords of Oblivion and I have a PC [LE Hexblade level 13] that now wants to claim to be a long lost relative of Surabar. He has the leadership feat and has a cohort along with several followers and a small band of mercenaries. He does not have the Scion of Surabar feat. He has stated from early on in the AP that he wants to take over Cauldron and rule it.

My question is how to have this new rumor circulate with the population along with what else he may need to do to gain some level of popular support. Should I use Diplomacy rolls or is there a better way to do this? Has anyone else gone through this?

Any suggestions or thoughts would be appreciated. Thanks.

Gregory Ellen


Greetings all! After reading many of the threads here and cribbing many of them, I thought I'd try to pay back a little.

I was reading an old ENWorld thread on variant beholders http://www.enworld.org/showthread.php?t=178750 and thought it would be interesting to update Vhalantru. I plan on using the variants, mostly to startle my players who have encountered beholders in other adventures.

======
Vhalantru CR 14
Advanced Beholder

Init +7 Senses Listen +21, Spot +25 Darkvision 60’
Languages Common, Elven, Infernal, Undercommon

AC 32 Touch 14 Flatfooted 29
HP 15d8+90 [157 hp]
SR 20
Fort +13 Ref +8 Will +12

Spd 5’; fly 20’ [good]
Melee bite +5 [2d4]

Ranged eye rays +13 ranged touch [various effects]

Base Atk +11 Grp +15

Abilities Str 10, Dex 16, Con 22, Int 20, Wis 12, Cha 19

Eye Rays
Blindness/Deafness: Fort Save DC 23
Charm monster: Will Save DC 23
Disintegrate: 26d6 damage, Fort Save DC 23 for 5d6
Feeblemind: Will Save DC 23 or Int and Cha drops to 1 each, arcane casters DC 27
Flesh to stone: Fort Save DC 23 or be petrified
Polar ray: 13d6 cold damage
Ray of Enfeeblement: Strength penalty 1d6+5
Slow: Will Save DC 23, partial actions, -1 penalty to AC, Reflex saves, attack rolls, half movement
Telekinesis: see spell

Antimagic Ray: A beholder can target one creature each round with an antimagic ray from its large central eye. There is no save to avoid this effect, but the beholder must still make a successful ranged touch attack. If the ray hits, it renders the target completely nonmagical, as if it were placed in an antimagic field. This effect lasts for one round. Summoned and incorporeal creatures hit by the antimagic ray wink out for one round, then reappear where they were.

Feats Alertness, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Persuasive, Skill Focus [Bluff]

Skills Bluff +18, Diplomacy +15, Hide +17, Intimidate +8, Knowledge Arcana +23, Search +27

Possessions Bracers of armor +3, ring of protection +2, ring of mind shielding, scarab of protection [can absorb up to 6 more energy drain, death, or negative energy attacks], simulacrum suit

=======
Vhalantru CR 17
Shator Tarterian Advanced Beholder

Init +7 Senses Listen +21, Spot +25 Darkvision 120’, Scent, See Invisible
Languages Common, Elven, Infernal, Undercommon

AC 32 Touch 14 Flatfooted 29
HP 15d8+90 [157 hp]
SR 20
Immune Acid, mind-affecting attacks, poison
Resistances Cold 20, Fire 20
Fort +13 Ref +8 Will +12

Spd 5’; fly 20’ [good]
Melee bite +8 [2d4+4 plus paralysis]

Ranged eye rays +13 ranged touch [various effects]

Base Atk +11 Grp +18

Abilities Str 16, Dex 16, Con 22, Int 20, Wis 12, Cha 25

Eye Rays
Blindness/Deafness: Fort Save DC 23
Charm monster: Will Save DC 23
Disintegrate: 26d6 damage, Fort Save DC 23 for 5d6
Feeblemind: Will Save DC 23 or Int and Cha drops to 1 each, arcane casters DC 27
Flesh to stone: Fort Save DC 23 or be petrified
Polar ray: 13d6 cold damage
Ray of Enfeeblement: Strength penalty 1d6+5
Slow: Will Save DC 23, partial actions, -1 penalty to AC, Reflex saves, attack rolls, half movement
Telekinesis: see spell

Antimagic Ray: A beholder can target one creature each round with an antimagic ray from its large central eye. There is no save to avoid this effect, but the beholder must still make a successful ranged touch attack. If the ray hits, it renders the target completely nonmagical, as if it were placed in an antimagic field. This effect lasts for one round. Summoned and incorporeal creatures hit by the antimagic ray wink out for one round, then reappear where they were.

Feats Alertness, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Persuasive, Skill Focus [Bluff]

Skills Bluff +18, Diplomacy +15, Hide +17, Intimidate +8, Knowledge Arcana +23, Search +27

Paralyzing Slime (Ex): Creatures struck in melee by his bite attack must succeed on a Fort save DC 23 or be paralyzed for 3d6 rounds. Vhalantru can also choose to spit a globule of slime as a ranged touch with a range of 30’.

Spell-like Abilities [Caster Level 15]: At will--detect magic, clairaudience/clairvoyance, fear (DC 21), invisibility, spider climb, tongues; 3/day--cloud kill (DC 22), fog cloud, ray of enfeeblement, stinking cloud (DC 20); 2/day--dispel magic; 1/day--mass charm monster (DC 25)

Possessions Bracers of armor +3, ring of protection +2, ring of mind shielding, scarab of protection [can absorb up to 6 more energy drain, death, or negative energy attacks], simulacrum suit

=====
Vhalantru CR 21
Smoking Eye Fiendish Advanced Beholder

Init +6 Senses Listen +38, Spot +40 Darkvision 60’, Scent, See Invisible
Languages Common, Elven, Infernal, Undercommon

AC 18 Touch 10 Flatfooted 28
HP 33d8+198 [346 hp]
SR 25
DR 10/magic
Resistances Cold 10, Fire 10
Fort +19 Ref +15 Will +23

Spd 5’; fly 20’ [good]
Melee bite +27 [2d6+6]

Ranged eye rays +26 ranged touch [various effects]

Base Atk +24 Grp +39

Abilities Str 18, Dex 14, Con 23, Int 17, Wis 15, Cha 18

Eye Rays
Blindness/Deafness: Fort Save DC 34
Charm monster: Will Save DC 34
Disintegrate: 28d6 damage, Fort Save DC 34 for 5d6
Fear: Panicked, Will Save DC 34 to be shaken for 1 round
Feeblemind: Will Save DC 34 or Int and Cha drops to 1 each, arcane casters DC 38
Flesh to stone: Fort Save DC 34 or be petrified
Polar ray: 14d6 cold damage
Ray of Enfeeblement: Strength penalty 1d6+5
Slow: Will Save DC 34, partial actions, -1 penalty to AC, Reflex saves, attack rolls, half movement
Telekinesis: see spell

Antimagic Ray: A beholder can target one creature each round with an antimagic ray from its large central eye. There is no save to avoid this effect, but the beholder must still make a successful ranged touch attack. If the ray hits, it renders the target completely nonmagical, as if it were placed in an antimagic field. This effect lasts for one round. Summoned and incorporeal creatures hit by the antimagic ray wink out for one round, then reappear where they were.

Feats Ability Focus [Eye Ray], Alertness, Combat Expertise, Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Spring Attack, Weapon Focus [ray]
Skills Hide +30, Knowledge Arcana +39, Search +41

Possessions None
====

Like I said, use them, ignore them, have fun with them.

Greg


Thanks again for the info. I actually have Dungeon 100 so I can run the side quest with the info from the link.

I'll keep in mind the confusion gaze. I don't have my MM with me--it's out on loan--but they will all be well rested and itching for a fight. Although, if I can have the hexblade confused, it would make for another memorable session.

See ya later.

Greg


Thanks for the prompt response. I have a couple of weeks before I re-start the campaign, so I'll try to have a "dry run" before the real thing.

Also, I like your idea of a side quest for Gottrod. I may steal that idea! Did you use your own version of a dragon lair or did you borrow one from Dungeon or another source?

They have been selling nearly everything they could get their hands on, so they are pretty cash rich but equipment poor. [I opened a bank Eberron style in the city so they could save their money].

Again thanks.

Greg


Hello all. We'll be starting Zenith Trajectory soon and I was looking through the first couple of encounters--the umber hulk and Jared's hut/dragon.

I was thinking that both encounters may be too easy for my group. For the umber hulk, I was thinking about just making it a regular umber hulk but adding a second one. For the dragon [can't remember his name right now] I was looking to pump him up an age category.

Any thoughts or comments on either encounter would be great.

Also, party composition is human Hexblade 6, human warmage 6, human cleric of Cuthbert 6, and a human marshall 3/rogue 3 [NPC].

Thanks again.

Gregory Ellen


I agree with Talon. You would be better off having a cleric NPC than a rogue-type. The group that I am DMing does not have a rogue, but they do have an artificer contact that serves as both a rogue type and a cheap source of magic items. The cleric that we have, on the other hand, is a terror. We have needed his healing a lot!

Rufus, or another acolyte, would probably work out well for your group. Best of luck.

G


My overconfident PCs have also had a series of "Hall of Shame" moves. Setting off the alarm...falling wall...falling into the well with the ooze...running away from the T. rex into the traps and having the cleric fail his save for blindness just before all the undead. Classic moves.

THe best one sequence was when they discovered the hidden door in the store room to the north side murder holes and ganked all the baddies. Then the went into the long hallway, springing the trap. ONe in the hole. The other three take fire from the murder holes on the south side. THe hexblade runs to the far door, fails his spot and reflex, and falls into the other pit trap. I had to take a break so I wouldn't keep on laughing at them.

They eventually made it out, but it was like being nibbled to death by hamsters. Good fun!!


I appreciate the ideas. I'm running the Ball this evening--it should prove to be interesting.

The character [Azriel] is planning on being very visible--buying drinks at the taverns, etc--and boasting about his various deeds and conquests. I figure after a couple of days the town guard and a few MTA members will try to capture him.

If successful, they'll keep him jailed until the ball, where they will have him pilloried in one of the corners. I'll make a game of having the nobles trying to lob their trash at him. The tribuanl will eventually set him free, fine him, and advise him to to lay low for a while.

I'll try to post a follow up in the next few days. Thanks.

Greg


My group of 4 intrepid heroes has just finished the Kopru Ruins and I will be devoting my next session to running the Demonskar Ball. Thanks to delvesdeep and others on that thread, I have a good sense of what to run.

However, one of the players has upped the ante with everyones favorite foil--the Stormblades. Specifically, he has sent an invitation to Annah [along with posting about 100 copies of the letter] inviting her as his guest, since she couldn't possibly get invited on her own. He then proceeds to talk about her reputation as both an adventurer and as a woman of means. Basically, this is about the most insulting letter she will have ever read--along with all the citizens of Cauldren.

What I need some help with is some sort of reprisals--for surely this will not go unnoticed or unpunished. If anyone could think of some suitable actions by Annah, I would appreciate it.

BTW--the character is a hexblade and his actual date will probably be Jil, although he doesn't know what she actually does.

Greg


Actually, the experience issue has seemed to work itself out. The party was level 3 when they interrupted Kazmojen and his auctions. After a fun battle, they were able to take him out and rescue the prisoners. However, just to make it interesting, as they re-emerged in Cauldron, I had several of the town guards start a rumor that the Stormblades had rescued the hostages.

I'm sure the rest of this will be equally as fun.

Greg


Usually I tell them that they've gone up a level and place them at the minimum xp needed for that level. We have an artificer in the group, so I give him an actual amount so that he create his scrolls, etc.

Greg


Thanks for all the feedback. I'll post an update after our session next week.

Greg


I understand how to calculate the experience. We only have 4 characters in the group and they've been quite successful so far.

I like to look plan ahead so that the group is at an appropriate level for the "module". It just seemed to me that with all the skulks in Jzadirune the exp adds up quickly.

Thanks.


Our group just started SCAP last night and had a great time with the adventure. I'm the DM and I was calculating the exp. for the session, which will run about 1800. Anyways, I was totalling the exp for the entire Life's Bazaar, and if my calcuations are correct, my group will be 5th level!

Has anyone else noticed this? I'm going to level up the characters for the next session and level them up again just before they encounter Kazmojen.

Any thoughts will be appreciated. Thanks.