City of the Spider Queen Revisited: Creatures and NPCs Revised to 3.5 Standards [Archive] - Wizards Community

Post/Author/DateTimePost
J. Grenemyer

06-09-04, 04:11 AM
Hello,

Now that CotSQ is winding down in my Realms Campaign I’ve had a chance to reflect on the large amount of work I had to put into the adventure to bring it up to (3.5) speed. Thus, I thought I’d share with my fellow CotSQ DMs some of the NPCs and Creatures I revised to 3.5 standards, which will (hopefully!) make their jobs a little easier.

Note that my players were ahead of the level scale for the adventure, so most (if not all) of the updates presented here will list creatures with more hit dice and/or levels than what is presented in the adventure. However it’s quite easy to drop levels or HD in order to bring creatures and NPCs in line with the adventure’s listed Encounter Levels.

NOTE: If you are currently playing (and not DMing) CotSQ, please do not read any further or you’ll spoil your fun and make all of your DM’s hard work meaningless!

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Advanced Arachnoid Gray Render
Encounter Level: 15/Varies
Castle Maerimydra, Room C32B:

The following uses the Gray Render found on page 138 of the 3.5 Monster Manual, the creature advancement rules found on page 290 of the 3.5 Monster Manual and the revised Arachnoid Creature Template found on page 80 of the Realms sourcebook Underdark.

Huge Aberration
Hit Dice: 22d10+242 (363 hp)
Initiative: +2
Speed: 30 ft. (6 Squares), climb 15 ft. (3 squares)
Armor Class: 28 (-2 size, +2 Dex, +18 natural), touch 12, flat-footed 26
Base Attack/Grapple: +22/+34
Attack: Bite +35 melee (4d6+14 plus poison)
Full Attack: Bite +35 melee (4d6+14 plus poison); 6 claws +33 melee (1d8+7)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, rend 3d8+14, poison.
Special Qualities: Darkvision 60 ft., low-light vision, scent, arachnoid immunities, arachnoid qualities.
Saves: Fort +24, Ref +15, Will +6
Abilities: Str 38, Dex 14, Con 32, Int 1, Wis 14, Cha 17
Skills: Hide -2, Spot +34, Survival +24, Jump +33, Climb +34
Feats: Bull Rush, Cleave, Improved Natural Attack (Bite), Multiattack, Power Attack, Track, Weapon Focus (Bite), Weapon Focus (Claw)
Challenge Rating: 15
Alignment: Neutral Evil

Combat
Immunity to Mind-Affecting Effects (Ex): Pretty much what it says!
Improved Grab (Ex): Successful bite attack.
Poison (Ex): Bite, Fortitude DC 32, initial and secondary damage 1d8 Str.
Rend: 3d8+14
Skills: Racial bonuses (for both Render and Arachnoid) included above.


Tactics: (Alone) Start high up on wall or ceiling and use Jump skill to leap down and land on nearest foe (treat as aerial Charge). Then Bite and Claw that foe until he or she is poisoned and left in bloody ribbons. Then attack next nearest foe. Against lightly armored foes will sink Base Attack Bonus into Power Attack and use Full Attack on such foes to kill them (in one round, based off of my experience). :devil: Bull Rush foes into webs.

If with Roper: As above, but will try to Poison any creatures not effected by the Roper’s Weakness ability.

If with Jhorganni: Will attack whomever she chooses. Will instantly break away if Jhorganni is in real danger or if she calls out to it, Charging, Bull Rushing, Overrunning or even Jumping over foes if necessary to get to her. Note that Jhorganni is not afraid to use Clerical buff spells on the Arachnoid Gray Render if she gets advanced warning of the party’s approach.

*****

So…. if this was of any use to you or you spot errors, please let me know. If there’s any interest I’ll post my version of an advanced Arachnoid Roper on this thread later this week.

:D

[WizOs: AFAIK this posting conforms to the D20 Open License. If not, please let me know!]
Mumm-Ra

06-09-04, 05:40 AM
Ouch :) nasty piece of work this dude. I will pray for your players *grin* Give them hell!
J. Grenemyer

06-09-04, 03:56 PM
Hi Mumm-Ra,
Originally posted by Mumm-Ra
Ouch :) nasty piece of work this dude. I will pray for your players *grin* Give them hell! That's exactly what I did! :smirk:

The way things worked out my players ended up fighting Jhorganni, the Advanced Gray Render and the Advanced Arachnoid Roper pretty much at the same time, so the Render was buffed from her spells and the Roper was protected against Fire attacks.

Unfortunately the party was under the effects of a Hero’s Feast, so they were immune to the Render's poison. :(

All the same they were forced to leave the castle to resurrect the fallen cohort and use most all of their healing magic after the battle ended.

I new I'd left an impression on my players when the (normally unshakeable) Paladin player said, "Geeze, that was hard!" while using up all his remaining healing power to fix his Render-caused wounds.

:D
Mumm-Ra

06-10-04, 06:18 AM
Hi Grenemyer,

Did they slay jhorganni in the end? As a vampire, I believe she can go gaseous and retreat to her cocoon.

What about the balor? did you put in the 3.5 monstrosity or did you replace it with a lesser fiend?

I always thought Glouroth was a nasty piece fo work for a party of lvl 13-14. How did the party survive? The only way I could see a party surviving is by running like hell...
J. Grenemyer

06-10-04, 08:43 PM
Hello Mumm-Ra!

Originally posted by Mumm-Ra
Did they slay Jhorganni in the end? As a vampire, I believe she can go gaseous and retreat to her cocoon.

Yes, my players did manage to defeat Jhorganni. The Cleric Cohort used a new spell from the Book of Exalted Deeds (sorry, I can’t remember the spell’s name just now) to kill her off while she was in gaseous form.

It’s probably worth noting that my players encountered Jhorganni and her creations in C38 on level 5, and not in C32A, B and C.

Originally posted by Mumm-Ra
What about the Balor? did you put in the 3.5 monstrosity or did you replace it with a lesser fiend?

Yup, I used the 3.5 Balor. Note that this meant there were effectively two Balors for the party to face, since the 3.5 version can summon another Balor with no chance of failure.

The party fought the Balor more than once while trying to make their way into Maerimydra. They eventually managed to defeat it, but not before the Dwarven Barbarian/Fighter/Battlerager/Sky Guard lost his head. :devil:

The players did keep the Balor’s Large Vorpal Sword as treasure, though. ;)

Originally posted by Mumm-Ra
I always thought Glouroth was a nasty piece of work for a party of lvl 13-14. How did the party survive? The only way I could see a party surviving is by running like hell...

The way I set things up my players never had to face the Shadow Dragon, which is to say I ran CotSQ from Part III onward. However, I did use the CotSQ add-on adventure, Spiral of Manzessine printed in Dungeon Magazine.

FYI I’m planning to post the Arachnoid Roper later this week.

Also, are you running CotSQ right now? If so, do you have some conversions you’d like to post also?

Good gaming!

:D
Mumm-Ra

06-11-04, 09:49 AM
Hi again Grenemyer!

I am not running CotSQ atm, but only because my players aren't high enough level. That and the fact they got their asses whooped at lvl 6 by a medusa and decided to retire to a gentle life in waterdeep.

The entire point of that party was to level up to 10 and do the adventure. As it happened, they got humbled by a medusa. Noone died, but they didn't even scratch her, so they retired. hehehe.

But I have done conversions for many characters in the game. I'm at work and cannot remember stuff, but i'll post some of my changes later.
All of the undead in the adventure were created in a desecrated zone with an altar to kiaransalee, and have the improved toughness feat (1d12+3 hp per hit dice) which give undead pretty meaty hitpoints.

Many of the casters have bound elementals as bodyguards-the inverted tower wizards all have pet elementals as bodyguards:i changed the lesser students from lvl 8 to lvl 9 (5th lvl spells hehe) and the head student is a necromancer rather than an illusionist, and has a lesser rod of quickening to get those 2 spells a round. I also use the optional summoning rule, so that he summons specific creatures (2 chain devils which he has showered with gifts-as such they are buffed up with kit when summoned).

All the quth-maren in the adventure command undead as clerics, so they each have a contingent 10 ghouls around them at all times under their control. This makes them fearsome in the counterstrike teams, where the players have to face not only the standard forces, but 20 or so ghouls as well coming in at all sides and bolstered against turning by the tsrran nieces hehehe. Extra meat for the players to deal with before getting hand to hand with the dangerous casters.

of course all these are tactical changes on paper, i don't know how well they will work against a party.

more to come, together with stats.
Cunning Linguist

06-11-04, 10:18 AM
I had a friend of mine (Inlimbo) redo the Kou-Toa Monks in the Lake of Shadows with the Underdark PrC Inquisitor of the drowning goddess.
Here is what I got:
Kou-Toa Monk: Male kou-toa Mnk 6/Inquisitor of the drowning goddess 5; Cr 12/13; medium-size monstrous humanoid (aquatic); 13d8+26; hp 85; Init +6; Spd 40 ft, swim 50 ft; AC 18 touch 18 flat-footed 16; Bab/grapple +9/+16; Atk +12 (1d8+3, unarmed strike), or +12 (1d4+1, bite) Full atk +12/+7 (1d8+3, unarmed strike) and +7 (1d4+1, bite), +11/+11/+6 (1d8+3, unarmed strike) and +6 (1d4+1, bite) or +12/+12/+7 (1d6+4 plus 1d6 fire, +1 flaming nunchaku) and +6 (1d4+1, bite), or +12/+12/+7 (1d6+4 plus 1d6 fire, +1 flaming nunchaku and/or 1d6+4 plus 1d6 frost, +1 frost nunchaku) and +6 (1d4+1, bite). SA flurry of blows, ki strike (magic); SQ adhesive*, amphibious*, electricity resitance 10, evasion, fast movment +20, imunities*, keen sight*, light blindness*, purity of body, slippery*, slow fall (30 ft), still mind; AL LE; SV Fort +11, Ref +11, Will +14, Str 16, Dex 15, Con 14, Int 12, Wis 20, Cha 6.
Skills and Feats: Consentration +15, Escape artist +19, Intimidate +10, Knowledge (religion) +6, Listen +11, Move silently +8, Search +6, Sense motive +18, Spellcraft +6, Spot +20; Alertness, Deflect arrows, Dodge; Improved grapple, Improved initative, Improved trip, Mobility, Spring attack.

My players decided to not fight the Kuo-Toa, so I never got to test this guy out.
fergsta2

06-11-04, 11:22 AM
Yeah, my group went at Glouroth 3 times before they finally killed him...they had to metagame a bit as they were getting hammered...no-one died amazingly, they ran pretty quick the first two times...the third, they were so buffed up, it was a good battle. They were also a higher level than prescribed, I think lower levels would have killed them. One gained 8 negative levels during the first combat.

I would be glad to see your updated enemies as they are now just getting to Maermydra and have been captured by Kurgoth Hellspawn's minions.
ugulu

06-13-04, 03:24 AM
So…. if this was of any use to you or you spot errors, please let me know. If there’s any interest I’ll post my version of an advanced Arachnoid Roper on this thread later this week. You are now the front-runner for the annual "The Man" award. Please keep 'em coming if you're willing. :bow:
Thanks a lot
U
J. Grenemyer

06-13-04, 04:05 PM
Hello,

First, my thanks to ugulu, fergsta2, Cunning Linguist, and Mumm-Ra for your kind words, for sharing your encounter experiences and (especially) for adding more updates to the thread.

That said, I’d like to officially open this thread to anyone and everyone who has 3.5 CotSQ updates they’d like to share.

Note that we have to be careful with posting material that is not open game content (which is why I didn’t give the full breakdown on the Render’s arachnoid racial skill adjustments/climb abilities; otherwise someone could reverse engineer the template and not have to buy the sourcebook the template is featured in!)

Without further delay, here’s the promised Roper update!

Advanced Arachnoid Roper
Encounter Level: 15/Varies
Castle Maerimydra, Room C32A:

The following uses the Roper entry found on page 215 of the 3.5 Monster Manual, the creature advancement rules found on page 290 of the 3.5 Monster Manual and the revised Arachnoid Creature Template found on page 80 of the Realms sourcebook Underdark.

Large Aberration
Hit Dice: 15d10+50 (132 hp)
Initiative: +5
Speed: 10 ft. (2 Squares), climb 10 ft. (2 squares)
Armor Class: 26 (-1 size, +1 Dex, +16 natural), touch 10, flat-footed 25
Base Attack/Grapple: +15/+25
Attack: Strand +16 ranged touch (drag) or bite +20 melee (2d6+9 plus poison)
Full Attack: 10 strands +16 ranged touch (drag) and bite +20 melee (2d6+9 plus poison)
Space/Reach: 10 ft./10 ft. (50 ft. with strand)
Special Attacks: Drag, strands, weakness, poison.
Special Qualities: Arachnoid immunities, arachnoid qualities, darkvision 60 ft., immunity to electricity, low-light vision, resistance to cold 10, spell resistance 30, vulnerability to fire.
Saves: Fort +14, Ref +10, Will +10
Abilities: Str 23, Dex 12, Con 21, Int 18, Wis 16, Cha 10
Skills: Climb +32, Hide +23, Listen +21, Spot +25
Feats: Ability Focus (Weakness), Alertness, Improved Initiative, Iron Will, Weapon Focus (Strand)
Challenge Rating: 15
Alignment: Neutral Evil

Combat
Drag (Ex): Per Roper entry. Escape Artist DC raised to 27. Burst (strength check) DC raised to 23.
Immunity to Mind-Affecting Effects (Ex): Pretty much what it says!
Poison (Ex): Bite, Fortitude DC 22, initial and secondary damage 1d8 Str.
Strands (Ex): As Roper entry. Note this roper can fire up to ten(!) strands, not just six.
Weakness: Successful strand attack, Fortitude DC 24 or take 2d8 points of Strength damage.
Skills: Racial bonuses (for both Roper and Arachnoid) included above.

Tactics: (Alone) Hide and catch PCs by surprise. Use standard action from surprise round to hit any obvious spell caster with a single strand attack. NOTE: The Arachnoid Roper has a climb speed, so he can lurk above the PCs in the room (30’ ceilings, remember? ;) ) and wait for them all to enter before attacking!

During regular combat the Arachnoid Roper’s ten strands allow it to spread its strand attacks around a bit. (Three strands against two PCs [preferably against tough-looking melee types] and two strands each against two other PCs [spellcasters where possible].) First step to a Total Party Kill if you’re lucky!

If with Arachnoid Gray Render: As above, but bark at the (dumb) Arachnoid Render to go after any PCs missed by the strands, that made their weakness save and are managing to hack away at or burst the Roper’s strands, or are experienced enough to target the Roper with Fireballs and Flamestrikes.

If with Jhorganni: Jhorganni casts Protection from Energy (Fire) on the Roper before combat starts if possible. Note Jhorganni is quite willing to allow the Roper to drag multiple PCs close to it and then targeting the whole group with a well placed Blade Barrier! :devil: (Well, that’s what I did, at any rate!)

*****

As always if you spot inconsistencies in the build above, have questions or comments, etc… please post. Also, I'm trying to dig up my Maur Giant write up for posting later on. (I used Maur Giants with Class Levels intead of Fire Giants for gate Guards at M1, M10 and M13).

Good gaming all!

:D
fergsta2

06-13-04, 09:53 PM
The Gates of Maermydra

Here is the hoard I had waiting for my PCs. The spell like abilities and special abilities are in the MM and Underdark books:

(Bare in mind my PCs are avg party lvl of 17 and there are 5 in the party + 1 absent minded wizard NPC).

It was a loooong battle, but they finally prevailed...the leader a Paladin/Templar of Tyr had his weapon sundered by the Fire Giant and then he was killed by fire giant and the Maur's lightning. the others were cowering...casting and firing from afar...only the Half-orc BBN tried to get in and help...it was not pretty...Hope I am not posting anything against the CoC, I don't mean to, these are just the guys I put together.

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Aramoth: male fire giant Ftr6; CR 17; Large Giant; HD 15d8+6d10+30; hp 205; Init -1 (Dex); Spd 30 ft; AC 33 (+12 half-plate, +5 Amulet of Protection, +8 natural, -1 Dex, -1 Size); BAB/Grapple: +16/+31; Full Atks: +31/+26/+21/+16 melee (3d6+20 and 1d6 Fire and Flaming Burst/crit 17-20x2, +4 Huge greatsword), or +16/+11/+6/+1 ranged (2d6+11 and 2d6 Fire, throwing stone); AL LE; SV Fort +26, Ref +7, Will +15; Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 11.

Skills and Feats: Climb +14, Craft(Armoursmithing) +19, Jump +14, Intimidate +16, Spot +16; Weapon Focus (greatsword), Weapon Specialization(greatsword), Lightning Reflexes, Power Attack, Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Point Blank Shot, Precise Shot, Improved Critical(greatsword), Great Fortitude.

Possessions: +4 greatsword, +5 half-plate, +4 ring of protection, throwing stones.
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Thaur: male ogre mage Rog8; CR 16; Large Giant; HD 8d6+5d8+32; hp 102; Init +4 (Improved Initiative); Spd 30 ft; AC 25 (+7 chain shirt, +5 natural, +4 ring of protection, -1 size); BAB/Grapple: +9/+20; Full Atks +18/+13 melee (3d6+12 and 1d6 fire/crit 19-20x2, +3 Huge greatsword); SA sneak attack; SQ evasion, uncanny dodge; AL LE; SV Fort +13, Ref +7, Will +7; Str 22, Dex 10, Con 18, Int 14, Wis 14, Cha 18.

Skills and Feats: Hide +14, Concentration +19, Move Silently +14, Listen +16, Spot +16, Spellcraft +16; Improved Initiative, Combat Expertise, Weapon Focus (Great Sword), Combat Reflexes, Combat Casting, Lightning Reflexes.

Spell-Like Abilities(DC 10+SP LVL+4): At Will - Darkness, Invisibility; 1/day: Charm Person(DC 15), Cone of Cold(DC 19)(9d6 cold), Gaseous Form, Polymorph, Sleep(DC 15)

Special Attacks: Sneak Attack (Ex): Thaur deals +4d6 damage against an opponent with a discernable anatomy who is denied a Dex bonus or is flanked.

Special Qualities: Uncanny Dodge: Dex bonus to AC, can't be flanked; Evasion; SR. 19; Darkvision 60ft; regeneration 5(fire & acid normal); Flight; Spell-Like Abilities.

Possessions: +3 greatsword, +3 chain shirt, +4 ring of protection, 200 Gold, 500 Silver, 45 Bronze, 3 gems, carved Ivory Tooth.

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Bul and Ethk male maur Ftr5: CR 16; Large Giant; HD 12d8+60+5d10+25; hp 206; Init +1; Spd 30 ft; AC 27 (+8 stone mail, +1 Dex, +9 natural, -1 size); BAB/Grapple +14/+21;Melee +2 warhammer +24/+19/+14 (2d8+13/crit 19-20x3); AL NE; SV Fort +22, Ref +6, Will +10; Str 25, Dex 12, Con 20, Int 16, Wis 17, Cha 18.

Skills and Feats: Climb +14, Craft(Armoursmithing) +19, Jump +14, Intimidate +16, Spot +16, Hide +12; Awesome Blow, Power Attack, Cleave, Combat Reflexes, Improved Bullrush, Great Cleave, Weapon Focus(warhammer), Improved Critical(warhammer), Weapon Specialization(warhammer).

Equipment: +3 Stone Mail, +2 warhammer huge, +2 Belt of Dexterity

Unfurled:
Huge Giant; HD 12d8+116+5d10+25; hp 256; Init +1; Spd 30 ft; AC 31 (+8 stone mail, +1 Dex, +9 natural, -1 size, +4 magic); BAB/Grapple +17/+31; Melee +2 warhammer +27/+22/+17 (2d8+18/crit 19-20x3); AL NE; SV Fort +29, Ref +10, Will +14; Str 31, Dex 12, Con 20, Int 16, Wis 17, Cha 18.

Skills and Feats: Climb +14, Craft(Armoursmithing) +19, Jump +14, Intimidate +16, Spot +16, Hide +12; Awesome Blow, Power Attack, Cleave, Combat Reflexes, Improved Bullrush, Great Cleave, Weapon Focus(warhammer), Improved Critical(warhammer), Weapon Specialization(warhammer).

Equipment: +3 Stone Mail, +2 warhammer huge, +2 Belt of Dexterity
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Snig the Axe(First use of the Snig mini in my RPG), male Half Fiend goblin Ftr5/Rog10: CR 19; Small Humanoid (goblinoid); HD 10d6+5d10+60; hp 122; Init +8; Spd Fly 30 ft; AC 28 (+8 studded leather, +5 ring of protection, +4 Dex, +1 Size); BAB/Grapple +12/+14; Melee +5 greataxe +25/+20/+15 (1d10+15 + 1d6 fire/crit 19-20x3 + 2d10 fire), or dagger +18/+13/+8 (1d4+6/crit 19-20); Ranged dagger +16/+11/+6 (1d4/crit 19-20), or bite +18/+13/+8 (1d4+6/crit x2) and 2 claws +16/+11/+6 (1d3+6/crit x2); SA sneak attack; SQ darkvision 60 ft, evasion, special rogue abilities (1), uncanny dodge; AL CE; SV Fort +13, Ref +14, Will +7; Str 22, Dex 18, Con 18, Int 16, Wis 12, Cha 22.

Skills and Feats: Hide +26, Listen +18, Move Silently +26, Spot +18, Use Magic Device +24, Disable Device +21, Open Lock +22, Intimidate +26, Diplomacy +23, Bluff +19, Sense motive +19; Weapon Focus(greataxe), Improved Initiative, Lightning Reflexes, Great Fortitude, Iron Will, Weapons Specialization(greataxe), Dodge, Mobility, Spring Attack.

Spell-Like Abilities(DC 10+SPLVL+6) - Darkness 3/day, Desecrate(DC 20), Unholy Blight(DC 20), Poison 3/day(DC 18)(1 D10 CON), Contagion(DC 20), Blasphemy(DC 23), Unholy Aura 3/day(DC 24), Unhallow, Horrid Wilting(DC 24)(15d6)

SA–Sneak Attack (Ex): Snig the Axe deals +5d6 damage against an opponent with a discernable anatomy who is denied a Dex bonus or is flanked.
SA–Smite Good(Su): Once per day, +15 damage to good foe.

SQ–Evasion
SQ–Special Rogue Abilities (Ex): Improved Evasion
SQ–Uncanny Dodge: Dex bonus to AC, can't be flanked.
SQ–Darkvision 60ft
SQ–Immune to poisons
SQ–Resistance to acid 10, cold 10, fire 10, and electricity 10
SQ–DR 5/magic
SQ–SR 25

Equipment: dagger, +5 small greataxe; keen, shocking burst , 500 gold, 10 Platinum, 1000 silver, +3 Ring of Protection, +4 Periapt of Wisdom, +5 studded Leather armor heavy fortification , +4 cloak of charisma, +2 circlet of intelligence, +4 Belt of Strength, Ring of Escape.

Snig teleported away when he reach 30hps...reporting to Kurgoth...
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Goblin Gate Squad

6 Goblin Archers
male goblin Ftr4: CR 3; ECL 4; Medium-size Humanoid (goblinoid); HD 4d10+3; hp 25; Init +8; Spd 30 ft; AC 20 (+5 studded leather, +4 Dex, +1 size); Melee +1 longsword +7 (1d8+1/crit 19-20x2); Ranged +1 light crossbow +11 (1d8+3/crit 17-20x2); SQ darkvision 60 ft; AL LE; SV Fort +4, Ref +5, Will +0; Str 10, Dex 18, Con 10, Int 10, Wis 9, Cha 6.

Skills and Feats: Move Silently +6, Hide +6, Spot +6, Listen +6, Survival +6; Improved Initiative, Toughness, Weapon Focus(light Crossbow), Improved Critical(light Crossbow), Point Blank Shot.

Equipment: +2 Studded Leather, +1 light crossbow, +1 longsword.

6 Goblin Warriors
male goblin Ftr4: CR 3; ECL 4; Small Humanoid (goblinoid); HD 4d10+15; hp 37; Init +5; Spd 30 ft; AC 19 (+5 studded leather, +2 small wooden shield, +1 Dex, +1 size); Melee +1 longsword +8 (1d8+3/crit 17-20x2); SQ darkvision 60 ft; AL LE; SV Fort +5, Ref +2, Will +0; Str 12, Dex 13, Con 12, Int 10, Wis 9, Cha 6.

Skills and Feats: Move Silently +6, Hide +6, Spot +6, Listen +6, Survival +6; Improved Initiative, Toughness, Weapon Focus(longsword), Improved Critical(longsword), Weapon Specialization(longsword), .

Equipment: +2 Studded Leather, +1 longsword, +1 small wooden shield.

Wall Guard

2 Hobgoblin Rangers
male hobgoblin Rgr4: CR 4; ECL 4; Medium-size Humanoid (goblinoid); HD 4d10+12; hp 34; Init +3; Spd 30 ft; AC 19 (+6 studded leather, +3 Dex); Melee longsword +5 (1d8+1/crit 19-20x2); Ranged +1 longbow +9 (1d8+2/crit x3); SA favored enemy; SQ darkvision 60 ft; AL LE; SV Fort +7, Ref +4, Will +0; Str 12, Dex 17, Con 16, Int 10, Wis 9, Cha 8.

Skills and Feats: Move Silently +6, Hide +6, Spot +6, Listen +6, Survival +6; Alertness, Point Blank Shot, Rapid Shot, Precise Shot.

SA-Favored Enemy: Humanoid(Human)

SA-Animal Companion: Owl

Equipment: +1 longbow, +3 Studded Leather, longsword.
Asche

06-14-04, 09:01 AM
Sorry for coming back to the topic of the Balor, but I have always been a big fan of customizing my big boys, like Balors, Pit Fiends etc., for the big encounters. Now, in 3.5, Balors use Large Vorpal Swords, whereas the Arms and Equipment Guide from 3.0 has 4 quite nifty Bastard Swords Balors can use.....
Did they change the weapon from Bastard Sword to Longsword from 3.0 to 3.5?
J. Grenemyer

06-14-04, 03:16 PM
In 3.0 Balors used Greatswords.

:D
Tharamil

06-17-04, 01:47 AM
I am a big fan of running the CotSQ and have done so since the 80's. it is interesting to read the comments and upgrades to monsters to match the latest rules.

I notice there seems to be a common trend of letting the players walk in and trash the place without any real risk. This city is home to dangerous and very powerful occupants and requires the party to play well as a team and know their characters perfectly.

The last time i looked at Balors they were generals of demon armies and had some nasty tricks. 1 Balor will seriously hurt a group of 4 x 15th level PC's because he is CR20 to start with.

Some notes for that DM who killed the Dwarf: the description of a balor says that the sword disappears when the demon dies, but more importantly how did the wounded party survive the Death throes of 20d6 in 100' radius when it died?

I would love to hear because i have a party of 6 x 18th PC fighting 1 next week.

:angel:
orinbalenovic

06-17-04, 05:33 AM
Hi, I've got a question for those who have played trough and/or DMd CotSQ.

My group is now somewhere between 20th and 30th day in the campaign. We had serious problems so far (every one of us died at least once, we spent god knows how much money on restorations etc), and two of my fellow players created new characters. The thing I'd like to know is do we get the opportunity to somehow upgrade their weapons, armor or wondrous items. How did you guys do it? (spoil if necessary, but please keep it reasonable)
Cunning Linguist

06-17-04, 07:45 AM
Originally posted by orinbalenovic
Hi, I've got a question for those who have played trough and/or DMd CotSQ.

My group is now somewhere between 20th and 30th day in the campaign. We had serious problems so far (every one of us died at least once, we spent god knows how much money on restorations etc), and two of my fellow players created new characters. The thing I'd like to know is do we get the opportunity to somehow upgrade their weapons, armor or wondrous items. How did you guys do it? (spoil if necessary, but please keep it reasonable)

There is no need to upgrade weapons or armor, you steal from bodies, and pack your old stash in a bag of holding.
orinbalenovic

06-17-04, 08:04 AM
Originally posted by Cunning Linguist
There is no need to upgrade weapons or armor, you steal from bodies, and pack your old stash in a bag of holding.

I currently wield a +2 Keen Bastard sword (kind of a signature thingy), so I was hoping to be able to stick with it and maybe add some extra damage to it. All the things we found so far were masterwork or +1 at best....oh well, I suppose we aren't deep enough yet.
Tharamil

06-17-04, 08:12 PM
If your weapon is a signature weapon (ie kensai) you can spend time praying and Xp to get additional bonuses.

If you have party members with the right feats, get to a dwarven forge, tower of sorcere, trade bazaar etc to make or buy the better weapons.

On the positive side, a +2 Keen Bastard sword is pretty decent anyway, but to boost it, have a look at spells like align weapon etc.

What are your wizards doing anyway, were are the spells like leos chest, greater teleport, plane shift, astral projection, wish spells can create magic items.

Seek out followers of Vhaearun and ask for help if you are not LG etc.

Getting a better weapon or armor bonus is not really going to help you anyway, what you need are spells that have no SR saves.

Priest of the MorningLord
orinbalenovic

06-18-04, 02:33 AM
Originally posted by Tharamil
If your weapon is a signature weapon (ie kensai) you can spend time praying and Xp to get additional bonuses.

No, I'm not playing a kensai, by signature weapon, I meant that it's actually my favorite weapon. Because of my char's background, he wouldn't use anything else.


If you have party members with the right feats, get to a dwarven forge, tower of sorcere, trade bazaar etc to make or buy the better weapons.

On the positive side, a +2 Keen Bastard sword is pretty decent anyway, but to boost it, have a look at spells like align weapon etc.

I guess that will have to do.



What are your wizards doing anyway, were are the spells like leos chest, greater teleport, plane shift, astral projection, wish spells can create magic items.


Up to recently there were one mystic theurge and one eldritch knight (with a couple of levels of other classes) - not much of a spellcasters.


Seek out followers of Vhaearun and ask for help if you are not LG etc.

Getting a better weapon or armor bonus is not really going to help you anyway, what you need are spells that have no SR saves.

Priest of the MorningLord


Yeah, apparently so.
Thanks
ruleslawyer

06-18-04, 12:48 PM
Originally posted by Tharamil
I am a big fan of running the CotSQ and have done so since the 80's. it is interesting to read the comments and upgrades to monsters to match the latest rules. You may be thinking of Q1 (or GDQ1-7) Queen of the Spiders, Tharamil. City of the Spider Queen (abbr. CotSQ) is a relatively new module set in the Forgotten Realms.
The last time i looked at Balors they were generals of demon armies and had some nasty tricks. 1 Balor will seriously hurt a group of 4 x 15th level PC's because he is CR20 to start with.

Some notes for that DM who killed the Dwarf: the description of a balor says that the sword disappears when the demon dies, but more importantly how did the wounded party survive the Death throes of 20d6 in 100' radius when it died?

I would love to hear because i have a party of 6 x 18th PC fighting 1 next week.

:angel: Yeah, I wouldn't put a balor against a party of 15th-level characters unless it was an exceptionally strong party, and even then I'd expect casualties.

As to death throes: I fully expect that in a six-person, 18th-level party, no one with less than 100 hp will be anywhere near the balor when it expires. Even if they are, the ability does allow a Reflex save for half, meaning that the monk and rogue (likely the lowest-hp characters nearby) take no damage with a successful save; nor does anyone with a ring of evasion. The DC is high (30), but a rogue with a Dex of 26 and a ring of resistance +5 has a Reflex save bonus of +25, meaning that he blows his save a grand total of 20% of the time; not bad odds.
Tharamil

06-18-04, 07:53 PM
yes i realise that it is a new handbook now, but the concept, creatures and location still means the same thing. it is a tough fight which ever module you are talking about.
The simple fact that the party is underground, it needs to find a safe place to hide while resting, because this is when it gets tough. how do you hide a "good" party in the underdark.

especially when they have hurt the drow once already. the divinations spells unleashed, the creatures commanded to look, the magic auras given off etc.

The death throes can be handled in that manner, but it is not the rogue pcs that it hinges on. The wizard and priest. eg even if killed the first round it still does firestorm DC26 (20d6) then death throe when it dies (100 pts). This can kill those with low hp as it is, of course you are assuming that the pc are full and fresh when they fight this. in this module the balor has two type 3 demons as attendants and from the moment the pcs started coming up the stairs has summoned 4d10 dretches to keep them in the stairs while it does greater dispel on them.

what about this attack. reach whip entangle engulf then teleport, kill this pc at liesure. start again. TPK

try the suggested tactics against that 15th level perty and see what happens.
A balor kills parties

That is why every party needs a priest of Lathander
:)
J. Grenemyer

06-21-04, 02:22 AM
Hey,

Sorry I haven't been around the thread in awhile. Anyone else have any revisions to add?

:confused:
tariff

06-21-04, 12:48 PM
good stuff.. very useful :)
Cunning Linguist

06-21-04, 02:10 PM
There was a post from a long time ago where we talked about how to redo Irea into a real end-boss, and not a easy pushover that she is now.. I can't seem to find it, but I don't think we did a got one final version that was best.
warlockco

06-22-04, 03:33 AM
Currently working on some revisions myself, none finished yet. Mainly because it will be awhile before my players will even get a chance to go at it. The two games I'm currently running don't fit it will, one is a high-level game with a few players at epic levels that is a freakshow, a game to see how bad the rules can be abused. The other is a low-level oriental adventures game, totally unsuited.

The game that them to CoSQ is going to be an Underdark game, especially since there is interest in the group to run evil characters. Will be a drow based campaign, most likely out of Menzoberranzan or a new city, using Menzoberranzan as a template.

And with the PGoF out there is a nice PrC for Irae now.
The Yathrinshee, a PrC using material from Book of Vile Darkness. The PrC gives a total +6 spellcasting levels to both arcane and divine spellcasting. All 10 levels stack with cleric levels for commanding undead.
Cunning Linguist

06-22-04, 07:41 AM
Originally posted by warlockco
And with the PGoF out there is a nice PrC for Irae now.
The Yathrinshee, a PrC using material from Book of Vile Darkness. The PrC gives a total +6 spellcasting levels to both arcane and divine spellcasting. All 10 levels stack with cleric levels for commanding undead.

Yea, but you need to redo all her other levels as well, since she need 3 levels of Wizard to take it. And she loses several spell levels for the new PrC. Sooo, she needs several levels of Mystic Theruge in between those levels, or she will come out a wimp who only can cast 6 level spells.
warlockco

06-23-04, 12:20 AM
Irae will be an Epic NPC when I get finished with her.
Near as I can tell it looks like she is supposed to be the most powerful or at least one of the most powerful clerics of K.

Great Revenance is an Epic Spell. So she will need to qualify for Epic Spellcasting as a Cleric.

The time table won't be as fast as the module shows when I run the module either. But won't be running the module for at least 6 months to a year from now anyhow.
And maybe have alot more information on what is actually going on with Lolth by then too. Personally I think she is going to move up to Great Goddess status.

The PCs will have to work hard and bleed alot to destroy Irae.
Asche

06-23-04, 05:27 AM
The whole Yathrinshee idea is nice, but it alters the final fight tremendously if Irae has the time and resources to put up several arcane magic defenses. Improved Blink alone can make one hell of a difference. Not to mention Illusions and Invisibility.

But be that as it may, the main problem with CotSQ with 3.5 is the changing difficulty of encounters, and I ve come to the conclusion that there is a lot of fine-tuning in order to avoid frustration of the players because of the randomness in difficulty.

The Balor patrol is one of the best examples IMO, the 3.5 beast is indeed an entirely different thing than the 3.0, easily outfighting the party at that level.
My suggestion is replacing him with a Horned Devil. Lawful Evil sounds more like a "patrol" monster to me anyhow. A pit fiend would do the deal as well, but is also on the higher end of the toughness scale.
fergsta2

06-24-04, 09:23 AM
Kurgoth Hellspawn: male half-fiend fire giant Blk6 of Kossuth; CR 19; Large Outsider(Evil, Fire); HD 15d8+6d10+126; hp 261; Init +5 (+1 Dex, +4 Imp. Init.); Spd 30 ft/Fly 30ft; AC 37 (+1 racial, +13 full-plate, +5 Amulet of Protection, +8 natural, +1 Dex, -1 Size); Base/Grapple: +17/+33; Full Atks: +32/+27/+22/+17 melee (3d6+28 and 1d6 Fire and 1d10 Flaming Burst/crit 17-20x2, +4 Huge flaming burst greatsword), or +32 melee (1d6+12, 2 claws) and +28 melee (1d8+6 bite) or +17/+12/+7/+2 ranged (2d6+10 and 2d6 Fire, throwing stone); AL NE; SV Fort +23, Ref +11, Will +13; Str 35, Dex 13, Con 23, Int 14, Wis 14, Cha 13.

Skills and Feats: Concentration +18, Climb +14, Diplomacy +13, Intimidate +16, Jump +27, Knowledge(Religeon) +14, Listen +7, Sense Motive +7, Spot +16; Weapon Focus (greatsword), Weapon Specialization(greatsword), Lightning Reflexes, Power Attack, Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Point Blank Shot, Precise Shot, Improved Critical(greatsword), Great Fortitude, Improved Initiative.

SA : Smite Good +20 dmg/1 day; Command Undead(as Clr3); Smite Good 2/day(+1 atk, +6 dmg); Sneak Attack +1d6; Rock Throwing

SQ: Darkvision 60ft; Immune to poison; Poison Use; Resist Energy 10; DR 10/magic; Spell-Like Abilities; Fire Subtype(immune to fire, 50% more Dmg from cold); Aura of Dispair(enemy within 10ft -2 to saves); Rock Catching; SR 31; Aura of Evil(overwhelming); Detect Good(60ft, at will); Dark Blessing

Possessions: +4 huge flaming burst greatsword, +5 Blackened Steel Full-plate, +5 amulet of protection, throwing stones.

Spells: 1st lvl: Corrupt Weapon, Doom
2nd lvl: Bull's Strength, Cure Moderate Wounds
3rd lvl: Cure Serious Wounds

Fiendish Servant:

Tusk, Fiendish Elephant: CR–; Huge Magical Beast(extra-planar); HD 19d8+95; hp 180; Init +0; Spd 40ft; AC 27, touch 8, flat 27; Atk +18 melee (2d6+12 slam) and +11 melee (2d6+6 stamps), or +16 melee (2d8+18 gore), Space/Reach 15/10ft; SA Trample 2d8+18, smite good(1/day +20dmg); SQ resist cold and fire 10; DR 10/magic; darkvision 60ft; improved evasion; scent; SR 25; AL NE; SV Fort +20, Ref +8, Will +9; STR 34, Dex 10, Con 21, Int 9, Wis 13, Cha 7.
Skills: Listen +6, Spot +6
Cunning Linguist

06-24-04, 09:41 AM
The CR for Kurgoth Hellspawn should be 19 right, not 20.
10 for Fire Giant, 6 for BlackGuard, and 3 for Half Fiend = 19.
J. Grenemyer

06-24-04, 05:38 PM
Hello fergsta2 (and everyone),

That write up for Kurgoth is awesome!

:D
fergsta2

06-24-04, 05:52 PM
DOH! Yeah CR should be 19...but I think I upped it one cause the original Kurgoth did not have high enough WIS to cast spells, and i bumped that up...suppose I shouldn't have...my PCs just slaughtered Tusk in the arena...Kurgoth is ticked off, just sent in some high level henchmen to deal with them...they handled Snig, and then this is one of them:

Zath: male drow Drd8/VmnKpr9; CR 18; Medium-size Humanoid (elf); HD 17d8+68; hp 144(178); Init +3 (Dex); Spd 30 ft; AC 29 (+6 leather, +3 Dex, +5 NAT, +5 Deflection); Atks +13/+8/+3 melee (1d6+1, club), or +15/+10/+5 ranged (1d6, club); SA spell-like abilities, spells; SQ +2 Will save vs. spells or spell-like abilities, animal companion, vermin Companion, a thousand faces, darkvision 120 ft, light blindness, nature sense, resist nature's lure, SR 28, timeless body, trackless step, venom immunity, wild shape, woodland stride; AL CE; SV Fort +19, Ref +10, Will +21; Str 12, Dex 16, Con 18(22), Int 18, Wis 19, Cha 12.

Skills and Feats: Concentration +24, Handle Animal +12, Knowledge(Nature) +26, Knowledge(Underdark, Maermydra) +24, Listen +24, Spellcraft +24, Spot +24, Survival +26; Natural Spell, Iron Will, Spell Focus(Conjuration), Fast Wild Shape, Serpent's Venom, Lion's Pounce, Augment Summoning

Special Qualities: 5/day, Zath may assume the form of a natural or dire animal or vermin, from Tiny to Huge. Zath may also assume the form of a Small to Large elemental 1/day.

Special Abilities: 1/day dancing lights(sp), darkness(sp) and faerie fire(Sp)

Possessions: club, +4 leather armor, Metamagic Rod(Maximize, greater), Amulet of Natural Armor +5, Ring of Protection +5, Bracers of health +4, Cloak of Arachnidia, Ring of Resistance +3, Potion Belt, Potions: Cure Moderate Wounds(x2), Wisdom, Cat's Grace, Blur, Haste.

Druid Spells Prepared (6/6/6/6/6/4/4/3/2/1)(DC 10+4+sp lvl):
0-Detect Magic, Detect Poison, Guidance, Read Magic, Resistance, Virtue; 1-Endure Elements, Hide from Animals, Longstrider, Magic Fang, Produce Flame, Shillelagh; 2-Barkskin, Restoration, Lesser(x2), Creeping Cold, Summon Swarm; 3-Embrace the Wild, Magic Fang, Greater, Meld into Stone, Poison, Protection from Energy, Spike Growth; 4-Cure Serious Wounds, Dispel Magic, Giant Vermin, Reincarnate, Rusting Grasp, Spike Stones; 5-Baleful Polymorph, Cure Critical Wounds, Death Ward, Insect Plague, Stoneskin; 6-Antilife Shell, Bear's Endurance, Mass, Bull's Strength, Mass, Dispel Magic, Greater, Quill Blast; 7-Creeping Doom, Cure Moderate Wounds, Mass, Fire Storm, Heal, True Seeing; 8-Hellish Swarm, Finger of Death; 9-Cure Critical Wounds, Mass

(NOTE: there are a couple extra spells in some levels just to choose from, not bonus spells; ie. can only use one of the 9th lvl spells, there are three there just for reference and choice, depending on the situation)

New Spell: Hellish Swarm: Swarms of hellwasps attack at your command, 2 every 5 lvls max 5 at lvl 20.(As Creeping Doom, except better)

Scorpion Form(buffed)
Huge Monstrous Scorpion
Large Vermin
HD: 17d8+85(187hp)
Init: +2
Speed: 60ft(12sq)
AC: 34(-2 size, +17 Nat, +2 Dex, +5 Def), Touch 10, flat 27
BAB/Grap: +9/+27
FA: 2 claws +17 melee(1d8+8) and sting +17 melee(2d4+9 plus poison)
S/R: 10ft/5ft
SA: Constrict: 1d8+8, improved grab, poison(Fort DC23 1d6 CON)
SQ: darkvison 60ft, tremorsense 60ft(Using Embrace the Wild)
saves: Fort +16, ref +10, will +17
Abilities: STR 23(27), DEX 14, CON 16(20), INT 18, WIS 19, CHA 12

Zshamara
Large Monstrous Scorpion
Large Vermin
HD: 14d8+28(108)
Init: +2
Speed: 50ft(10sq)
AC: 26(-1 size, +15 Nat, +2 Dex), Touch 11, flat 24
BAB/Grap: +11/+6/+1 / +21
FA: 2 claws +17/+12/+7 melee(1d6+6) and sting +15 melee(1d6+3 plus poison)
S/R: 10ft/5ft
SA: Constrict: 1d6+4, improved grab, poison(Fort DC16 1d4 CON)
SQ: darkvison 60ft, tremorsense 60ft, vermin traits
saves: Fort +11, ref +7, will +9
Abilities: STR 23, DEX 14, CON 14, INT 2, WIS 10, CHA 2
Skills: Climb +8, Spot +4


ZATH is hairless Drow with a kind of a vaguely chitinous, black, shiny skin(aestheic only)...kind of Darth Maul-ish attitude...was left off as a cliff hanger...the crowd watching, waiting...
J. Grenemyer

06-24-04, 06:17 PM
Hello fergsta2,

Another excellent, informative post!

Also, if possible you might want to present the Druid's spell selection in standard stat-block format (as found for all spell casters in CotSQ).

:D
warlockco

06-25-04, 07:48 AM
Only problem I see with Zath is he has nothing but +4 leather to his name. But otherwise looks good.
fergsta2

06-25-04, 08:28 AM
Originally posted by warlockco
Only problem I see with Zath is he has nothing but +4 leather to his name. But otherwise looks good.

Uhhh, of course as Kurgoths right hand man(now that Snig is dead) he is wealthy beyond belief after just sacking an entire Drow city, but he just came to watch the show today...the rest of his stuff is back at his tent...hah, you can add anything to his possetions(up to lvl17 wealth), I was only putting in there what was needed for combat, of course at that level, he should be dripping with magic, I may add some jewelry...scorpion focused stuff, to bump up his AC, CON and STR perhaps, and maybe a boost to his saves. If I do i will edit the post to reflect.

Need to look at his Feats and Skills too...he will, of course have Natural Spell.
warlockco

06-25-04, 09:09 AM
At the very least he would be with all his defensive magic items. Even in a totally safe place, he wouldn't leave himself that vulnerable.
fergsta2

06-25-04, 09:48 AM
true true...there are quite a few unsavory characters around...waitaminnit...he is one!...yeah, I will add some defensive items, otherwise once the rest of the party gets in on the fray, he will be toast. Right now only the first 3 of the party were brought into the arena, the other two, with an NPC and their NPC helpers from The Hidden will be entering next session for the all out slugfest...will be a pretty long battle, due to so many peeps, but most of them prefer roll playing to role playing neway...

I will have to alter the final stats a bit too...just in case the sneaky ones are scouring the boards for my name... and find this...they will get their just desserts...
ruleslawyer

06-25-04, 08:34 PM
Originally posted by Tharamil
The death throes can be handled in that manner, but it is not the rogue pcs that it hinges on. The wizard and priest. eg even if killed the first round it still does firestorm DC26 (20d6) then death throe when it dies (100 pts).Um, did you notice my post? My point was that the wizard won't be anywhere near within 100 feet of the balor when it dies; at these levels, arcane spellcasters don't need to get any closer.
what about this attack. reach whip entangle engulf then teleport, kill this pc at liesure. start again. TPKThat use of teleport doesn't work. From the spell description:
You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels.
try the suggested tactics against that 15th level perty and see what happens.
A balor kills parties We're talking about an 18th-level party, not a 15th-level party. I already said a balor is too much for 15th-level PCs.
fergsta2

06-26-04, 11:03 AM
Just updated the Vermin Keeper, made some fixes added possessions, skills and feats. Still not happy with the feats. Is there a feat or magic item that allows me to keep the magic items worn working when wild shaped? I want him to change to a huge scorpion. Also, is there any feat or magic item to give him a huge scorpions venom in the sting?
warlockco

06-27-04, 02:35 AM
As for making an item work while in Wildshape, could always do a variant of the Wild magical armor special property from the DMG 3.5 page 219. It is a +3 bonus property though.

In wildshape as a scorpion he does get the poison stinger. Per Wildshape in the PHB 3.5 it is as Polymorph and as per Polymorph they get the all the extraordinary special attacks (such as constrict, improved grab, and poison) just not special qualities (such as blindsense, fast healing, regeneration, and scent).
Tharamil

06-27-04, 07:25 AM
Hello ruleslawyer
I did read the post, but i didnt realise the party engaged and killed the balor on a plain and without getting within 100' to kill it. my mistake. I understand that the teleport only works on willing people (of course unconscious is automatically willing :) ) but i was just giving the suggested tactics, not my favorite.

I'll let you know how the partys (18th) fight against the modules balor goes. If you use a balor again i am interested in how your group goes. I think the CR is too tough still.
fergsta2

06-27-04, 09:15 AM
Ah, so he would not have tremorsense, but can have poison. cool cool. I am looking at some different feats, have not decided whether to put them in yet.

If he drinks a potion of endurance before he wild shapes, is his wild-shaped CON raised by 4 as well? As the scorpion has lower CON, I assume his HP drop appropriately.

And...if the scorpion has the PC grappled and held in his pincer, Does he take a penalty to attack if he trys to sting?
warlockco

06-27-04, 01:47 PM
Personally with my games, I use the characters physical stats or the new forms stats whichever is higher.

And since the potion of endurance is an enhancement, I would say that enhancement carried over, even using core rules. And since the DC of Poison is based on Con.

As to him keeping "power" from his items in wildshape, did some digging around in my toybox.

Amulet of the Morph (Minor Artifact)
This potent amulet of oak in the shape of an oak leaf is inscribed with ancient druidic runes. The chain is made of living metal.
When worn by anyone with the ability to wildshape or alternate form, everything worn is absorbed into the character, yet still confer full benefits as if they were still in their natural form.
Weapon held are absorbed and will continue to confer bonuses to the limb that absorbed the weapon (i.e. +3 flaming scimitar in the right hand, will confer a +3 enhancement bonus and flaming to attacks made with that hand/claw).
Caster level 20
fergsta2

06-28-04, 12:02 AM
hmmm...don't know if I want this guy to have a minor artifact. I guess the amulet should be ok to hang off its neck, the rest I will just have to do without and just use spell buffs.

Thanks much.
warlockco

06-28-04, 12:22 AM
Only reason I have set up as a minor artifact is I consider it to be on par with items like a Staff of the Magi.
Or it could just be an epic level wondrous item.
warlockco

07-07-04, 10:19 PM
I wonder if we can get the powers that be to put this thread as one of the permanent fixtures at the top of this group?
fergsta2

07-08-04, 10:54 AM
OK, after all that work, I screwed up and let the barbarian of the group get too close and he critted the druid who then rolled a 1 on the fort save for massive dmg(DC 15)...a ONE! all he needed was a 2!... instant death ...I suck!

The cleric cast slay living on the pet scorpion and killed it one time... again failed save...

so I gave them a hard time with Kurgoth, killing the cleric(not on purpose, sort of, he took massive damage and rolled a one as well, heh), and taking the BBN to -6, unconscious. I mean they both dropped their melee weapons on the ground to shoot at him in the air...on the ground! So he dove in and attacked, taking AoO as they tried to pick up their weapons...haha...

I have an crazy absent minded sorcerer NPC with them(as my fail safe, he is so nuts they don't know what he is going to do next...and he is obsessed with fire), who was hanging out in his prismatic sphere for protection in mid air, come out and wish the cleric back to life(I did not even know that wish could do this until I was feverishly trying to find a way to avoid a TPK, and trying to look like nothing was wrong)...so the cleric was resurrected at 1 level lower(he is pretty upset, as he is the lowest level in the party as it is), he healed the BBN while laying there next to him, as Kurgoth moved on to kill the sorcerer. So they got back into action and Kurgoth attacked again and the BBN killed him...

**So, I was thinking, perhaps Irae was scrying on the party and saw this, and saw the druid drop, maybe she brings him back as a revenant, and lets him loose to find his killer. Anyone know what would happen to a druids powers if he were undead and a revenant(who is immune to polymorph).**


Thanks!
warlockco

07-08-04, 11:13 PM
Well since he is an evil druid and one of vermin also, I would say he pretty much keeps all his powers, except that he can't use Wild Empathy with normal animals anymore.

As to the polymorph immunity. That is only against offensive polymorphing. Since any being with a divine rank is also immune to polymorhing, yet they are fond of taking other forms.

So just slap, Revenant on him and sick him on the Party.
fergsta2

07-08-04, 11:18 PM
nice...he has a large bone to pick with a certain barbarian...d10 sized...


working on upgrading Irae and co now, think she should be Yathrinshee? But I want her to be able to cast 9th level spells so it makes sense that she is researching a 9th level spell...
warlockco

07-09-04, 12:00 AM
Mine will be able to cast epic spells, since the Great Revenance is an Epic Spell IMO. And she will have all 10 levels of the Yathrinshee PrC.
Guess I should get to work on it, even though I don't see my Players getting there anytime this year. My group rotates DMing after every Adventure/Mission. We have several different games going at once, this way a DM doesn't get burned out, and also for a change of pace. Plus we have two different gaming sessions. One is afternoon and the other is evening. 12pm to 4/5ish and 5/6ish to almost 10pm. Since we play in the game room of a local game store. This way no one has to take the burden of being a host.
fergsta2

07-09-04, 07:39 AM
We are thinking of starting another campaign as well, another guy and I are the only two DMs and he wants to start up RttToEE. So we may do that one once a month. There are no gaming stores here, and I think we may be the only gamers on the island, and we are a real tight group. The wives only let us out Monday nights, 7-1 and sometimes we skirmish with the minis on Wednesday nights if the women are watching their reality shows. If everyone can make it on mondays we move along pretty quickly, we all have ADD, so i have to keep it flowing as best I can. We only started playing last year, started CotSQ at the end of last year, it is my first time as DM. I warmed up with some stuff in Waterdeep, then transitioned into this campaign. So far so good. It gets pretty intense when everyone gets into it.

Aaaannyway, back on topic, so how many levels of cleric and wizard are you thinking of giving her? I think I will make Cabrath Nelinderra one as well. I am going to bring back Dorrina and Zedaar as revenants as well. One of the players had an air genasi psion who was snatched by a party of mind flayers when he had to take a hiatus, so I am thinking of adding these flayers somewhere, and his old character with the half illithid template(and boy he was a munchkin too, this dude will be powerful), I also have a half troll Illithid body Tamer that Cunning Linguist helped me with I will use as one of the Illithids...he is crazy too. I will post that when I get close to using him.

So the PCs are allied with the Hidden, and they are going to have a bit of respite while Kurgoths camp is in chaos, well, they may have to fight the Balor on their way back to the hide out, that would be cruel though, they have no spells, and are worn out.
fergsta2

07-09-04, 07:47 AM
We are thinking of starting another campaign as well, another guy and I are the only two DMs and he wants to start up RttToEE. So we may do that one once a month. There are no gaming stores here, and I think we may be the only gamers on the island, and we are a real tight group. The wives only let us out Monday nights, 7-1 and sometimes we skirmish with the minis on Wednesday nights if the women are watching their reality shows. If everyone can make it on mondays we move along pretty quickly, we all have ADD, so i have to keep it flowing as best I can. We only started playing last year, started CotSQ at the end of last year, it is my first time as DM. I warmed up with some stuff in Waterdeep, then transitioned into this campaign. So far so good. It gets pretty intense when everyone gets into it.

Aaaannyway, back on topic, so how many levels of cleric and wizard are you thinking of giving her? I think I will make Cabrath Nelinderra one as well. I am going to bring back Dorrina and Zedaar as revenants as well. One of the players had an air genasi psion who was snatched by a party of mind flayers when he had to take a hiatus, so I am thinking of adding these flayers somewhere, and his old character with the half illithid template(and boy he was a munchkin too, this dude will be powerful), I also have a half troll Illithid body Tamer that Cunning Linguist helped me with I will use as one of the Illithids...he is crazy too. I will post that when I get close to using him.

So the PCs are allied with the Hidden, and they are going to have a bit of respite while Kurgoths camp is in chaos, well, they may have to fight the Balor on their way back to the hide out, that would be cruel though, they have no spells, and are worn out.
Dragonfey

07-09-04, 08:08 AM
The 3.5 upgrade is very usefull guys, keep-up the good work....
Cunning Linguist

07-09-04, 09:11 AM
I used a modified version of Ravenshacks Irea, with Wizard 3 (Necromancer)/Cleric of Kiaransalee 5/Mystic Theurge 10/Yathrinshee 3

This gave her Arcane Spells Prepared 4+1/5+1/5+1/5+1/5+1/4+1/3+1/2+1/1+1
and
6/7+1/6+1/6+1/6+1/5+1/4+1/3+1/2+1/1+1


And only CR 22, now, we don't get 9 level wizard spells, but a two Horrid Wilting took out most of the pc's really fast. (50D6 of damage does that)

As for meat shilds.. I cast Greater Ironguard on her before the pc's entered, and after 2 rounds when they figured out they needed +3 weapons to hurt her, they dropped all there mucho weapons, and picked up there stash of +3 daggers.

Now, with a Stoneskin under that again, and a DR 15/good from Righteous Might, they where up for a hard fight.

The assassin did the final blow with a fantastic roll, where he first got 2 successfull rolls to use a Holy Avenger. (one to mimmin LG, and one to mimmic paladin) then managed to roll 20-20-18 and kill her outright.
fergsta2

07-09-04, 09:41 AM
Thanks CL, I will try this build out, I might try to get the Yathrinshee up a bit higher, if there is any way to do it without loosing the spell progression. I think by the time they get there, they should all be around level 18-20 in the party and there are 5 of them, they have pretty hot magic weapons, all at +3 or +4, but all slashing, so perhaps I could find someway around that. The barbarian is wielding a anarchic(2d6 vs Lawful) platinum great axe, he is a major threat if he gets close, and he just took his first level of occult slayer...ouch...I am going to have to be real sneaky and avoid him altogether. The paladin is no slouch either, but not as eager to get in close by himself.

The others are a druid, cleric of corellion latherian, and a doppelganger rogue/shadowdancer/shadowlord.

It is a powerful party, perhaps not the most strategic, but they work pretty well together.

I want to be able to divide and isolate them so they are not all attacking her at once, either holding, stunning, or trapping them, keeping the drud and cleric busy dispelling and counter-spelling(although they never do that)...
warlockco

07-10-04, 01:11 AM
Gonna give her at least (still uncertain if gonna Specialize or not) Wizard 3/Cleric 14/Yathrinshee 10 (Casting Arcane spell at 9th level and Divine spells at 20th level) which will place her as a CR 28.
I expect the party to be Epic by the time they clash with her. And it will be only her in the final fight.
Uthred

07-10-04, 04:49 PM
I was wondering would it make a particularly huge difference if one were to simply run City of the Spider Queen using the 3.5 core rules but the 3.0 writeups ?
Cunning Linguist

07-10-04, 05:04 PM
Originally posted by Uthred
I was wondering would it make a particularly huge difference if one were to simply run City of the Spider Queen using the 3.5 core rules but the 3.0 writeups ?

Well, the DR would be a problem. You need to redo them.

The Balor in the city needs a redo.. to much power in a creture for a 15 level party.
fergsta2

07-10-04, 06:11 PM
My average party level is 16-17 and they are dripping in magic, so the 3.5 Balor might actually be a better choice.

Some of the class progressions have changed slightly for the baddies, but should not effect it much. The creatures with templates from the Monster Manual may need looking at too, half-fiends are different, and I think half-dragons are too. But in reality since they are usually only there for one encounter, you would not really notice.
warlockco

07-14-04, 03:14 AM
:bump:
fergsta2

07-14-04, 08:51 AM
If you are finding that the plain vanilla vrocks in the campaign are just not earning their keep, you may want to bring in a few of these guys, I have advanced them a bit and made them elite:

Elite VROCK
Large Outsider (Chaotic, Extraplanar, Evil)Hit Dice: 14d8+112 (196 hp)
Initiative: +4
Speed: 30 ft. (6 squares), fly 50 ft. (average)
Armor Class: 24 (–1 size, +4 Dex, +11 natural), touch 13, flat-footed 20
Base Attack/Grapple: +13/+26
Attack: Claw +21 melee (2d6+8)
Full Attack: 2 claws +21 melee (2d6+8) and bite +18 melee (1d8+4) and 2 talons +18 melee (1d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Dance of ruin, spell-like abilities, spores, stunning screech, summon demon
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 21, telepathy 100 ft.
Saves: Fort +19, Ref +15, Will +14
Abilities: Str 27, Dex 18, Con 27, Int 16, Wis 16, Cha 17
Skills: Concentration +25, Diplomacy +18, Hide +21, Intimidate +20, Knowledge (abyss) +20, Listen +29, Move Silently +21, Search +20, Sense Motive +19, Spellcraft +20, Spot +29, Survival +5 (+5 following tracks), Knowledge (arcana) +16
Feats: Cleave, Combat Reflexes, Multiattack, Power Attack, Weapon Focus(Claw)
Environment: Infinite Layers of the Abyss
Organization: Solitary, pair, gang (3–5)
Challenge Rating: 12
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 15–30 HD (Huge)

This vrock is about 10 feet tall and weighs about 850 pounds.

Combat

Vrocks are vicious fighters who like to fly down into the enemy and cause as much damage as possible. They prance about in battle, taking briefly to the air and bringing their clawed feet into play. Despite their advantage in mobility, the vrocks’ deep love of battle frequently leads them into melee combats against heavy odds.

A vrock’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Dance of Ruin (Su): To use this ability, a group of at least three vrocks must join hands in a circle, dancing wildly and chanting. At the end of 3 rounds of dancing, a wave of crackling energy flashes outward in a 100-foot radius. All creatures except for demons within the radius take 20d6 points of damage (Reflex DC 18 half ). Stunning, paralyzing, or slaying one of the vrocks stops the dance. The save DC is Charisma-based.

Spell-Like Abilities: At will—mirror image, telekinesis (DC 18), greater teleport (self plus 50 pounds of objects only); 1/day—heroism. Caster level 12th. The save DCs are Charisma-based.

Spores (Ex): A vrock can release masses of spores from its body once every 3 rounds as a free action. The spores automatically deal 1d8 points of damage to all creatures adjacent to the vrock. They then penetrate the skin and grow, dealing an additional 1d4 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. (The vines are harmless and wither away in 1d4 days.) A delay poison spell stops the spores’ growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.

Stunning Screech (Su): Once per hour a vrock can emit a piercing screech. All creatures except for demons within a 30-foot radius must succeed on a DC 23 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.

Summon T'anarri (Sp): Once per day a vrock can attempt to summon 2d10 dretches or another vrock with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.

Skills: Vrocks have a +8 racial bonus on Listen and Spot checks.
J. Grenemyer

07-14-04, 12:46 PM
Hello fergsta2,

This Elite Vrock writeup is simply awesome. I think I’ll steal if for my game!

Thanks again for sharing!

:D
Uthred

07-14-04, 05:54 PM
I'm sure this is stunningly obvious, but, DR ? (I'm assuming it means Drow ?)
J. Grenemyer

07-14-04, 06:43 PM
Hello,

DR = Damage Reduction.

:D
warlockco

07-18-04, 02:19 AM
:bump:
J. Grenemyer

07-18-04, 06:06 PM
Hello,

It’s been some time since I’ve posted an update to this thread, so I thought I better add something useful to keep it going.

The following update is for an Elite Horned Devil (named Kazrathas), which I had Irae T’sarran cast Planar Ally to summon, in order to deal with the characters per the Irae’s Responses section on page 8 of the introduction to CotSQ.

While a being like Irae might normally summon a chaotic creature instead of a lawful one, it seemed more of a challenge to pit the party against a lawful outsider (particularly since the party had been facing only chaotic outsiders during their trek through Maerimydra) and thus a cunning counter move on Irae’s part to thwart the party once and for all.

Unsure of whether a being as powerful as Kazrathas could defeat the party, Irae ordered Laerekh to accompany the Horned Devil (Kazrathas) and aid it in the party’s demise (which allowed me to create an above average encounter suitable to my group’s power level).

Kazrathas, Elite Horned Devil
Encounter Level: 16/Varies
Encounter Location: Varies (I used location C46 and substituted Laerekh for the Dracolich)

The following uses the Horned Devil found on page 55 of the 3.5 Monster Manual, monster feats found in Chapter 6 of the 3.5 Monster Manual (page 303) and magic item ideas borrowed from The Complete Book of Eldritch Might by Monte Cook.

Large Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 15d8+105 (172 hp)
Initiative: +7
Speed: 20 ft. (4 Squares), fly 50 ft. (average)
Armor Class: 37 (-1 size, +7 Dex, +19 natural, +2 armor), touch 16, flat-footed 30
Base Attack/Grapple: +15/+29
Attack: Spiked Chain +25 melee (2d6+15 plus stun) or claw +24 (2d6+12) or tail +24 (3d6+12 plus infernal wound)
Full Attack: Spiked Chain +25/+20/+15 melee (2d6+15 plus stun) and bite +22 melee (2d8+7) and tail +22 melee (3d6 +7 plus infernal wound); or 2 claws +24 melee (2d6+12) and bite +22 melee (2d8+7) and tail +22 melee (3d6 +7 plus infernal wound)
Space/Reach: 10 ft./10 ft. (20 ft. with spiked chain)
Special Attacks: Fear aura, infernal wound, spell-like abilities, stun, summon baatezu
Special Qualities: Damage reduction 10/good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkens, spell resistance 28, telepathy 100 ft.
Saves: Fort +17, Ref +17, Will +16
Abilities: Str 31, Dex 25, Con 25, Int 14, Wis 18, Cha 22
Skills: Bluff +25, Climb +29, Concentration +25, Disguise +7 (+9 acting), Hide +22, Intimidate +27, Knowledge (Planes) +16, Listen +23, Move Silently +23, Search +21, Sense Motive + 23, Spot +23)
Feats: Ability Focus (stun), Ability Focus (wound), Improved Natural Attack (Tail), Iron Will, Multiattack, Weapon Focus (spiked chain)
Challenge Rating: 16
Alignment: Lawful Evil

Combat
Spell-Like Abilities: Per Horned Devil entry in Monster Manual.
Fear Aura (Su): Will save DC increased to 25 (see equipment, below).
Stun (Su): Fortitude DC increased to 31.
Infernal Wound (Su): Heal and Caster Level Checks increased to 28.
Summon Baatezu: Per Horned Devil entry in Monster Manual.
Regeneration: Per Horned Devil entry in Monster Manual.

Kazrathas is a Cornugon’s Cornugon. He revels more than others of his kind in battle, and sees it as a means of advancement within the infernal ranks. Always one to take action without first being called upon, Kazrathas frequently volunteers to journey up and down the Blood River and to Faerϋn to find conflict and glory, as well as spread knowledge of his existence and bring the ordered wrath of the Hells upon all others. Kazrathas was recently rewarded with a Summoner’s Beacon for his efforts (detailed below).

Equipment
Kazrathas keeps on his person a select few of the spoils garnered from countless battles with Tanar’ri, fellow Baatezu and mortals from the prime whose doom Kazrathas was quite happy to bring about in exchange for payment.
Stone of Good Luck: Per 3.5 DMG page 267 (+1 Luck Bonus to saves, skill checks and ability checks ). Kazrathas wears this stone as a pendant hanging from a necklace of finger bones bound together with the sinew and gristle of defeated foes.
Belt of Infernal Prowess: Custom item, based in part on Chains of Supernatural Might from the Complete Book of Eldritch Might. Made of thick, black iron chains forged within the depths of the Hells, this item provides a +2 armor bonus to AC, a +2 damage bonus to all of the wearers natural and unarmed attacks and a +2 bonus to save DCs for all of wearer’s supernatural attacks. Strong Universal; CL 10th; price 35,000 gp.
Summoner’s Beacon: Custom item, based in part on Scry Beacon from the Complete Book of Eldritch Might. This continuous use item appears in the form of a cold iron headband studded with razor sharp spikes. When worn, the Summoner’s Beacon makes the wearer aware of any call from a summoning spell originating on the prime and seeking outsiders of the wearer’s alignment within a 10 mile radius. If the wearer chooses, he may answer the call before any other outsiders of his alignment may do so, even if the original summoner was of insufficient level to summon a creature of the wearer’s type to begin with. Moderate Divination; CL 10th; price 25,000 gp.
Potions: Heroism; Shield of Faith and Resistance.

Tactics:
Per Horned Devil entry in Monster Manual. Note increased tail damage and save DCs.

I'll try to present my updated version of Laerekh when I've got more time. Have a nice day everyone!

:D
warlockco

07-23-04, 10:49 PM
:bump:
Karui_Kage

07-24-04, 05:14 PM
Some of the updates on here are really neat, unfortunately, I see a lot of add-ons that players did for their own campaigns. The ones that are just pure translations are cool though, and not to say the others aren't, just I want to go as close to what the adventure had for now....scale things up when I need to.

I think I'll just update the whole back thing. Also, this is from another thread, but I'll post it here to get some responses on it.

3. One thing I've noticed is that a lot of the spellcasters and some creatures rely on their ability to Haste to cast twice and overwhelm the party. I have noticed that in situations like this, there are few casters. Granted, the players can't use this in 3.5, and neither can the monsters, but the monsters/NPCs seem to take a larger hit since they are few against the four players. I was pondering an idea of a special Drow originated spell that mimiced the Haste of current, only instead of an extra attack on a full-round action, they could cast an extra spell as a full-round action. Bonuses to AC, Reflexes, and junk is still the same. The players *could* thereotically learn this if they found the right materials. I know some monsters wouldn't have this, but as most of the casters in question are Drow, it may be appropriate. Im not sure if it should be upped a level or not though, left at 3rd, mass versions, etc. I also just pondered leaving the worry about that out as is, but that means a lot of strategies for the enemies need to be changed. Should some encounters be upped a bit with more people to make them as challenging?

Thanks for the link!

Also, I didn't necessarily mean drow-only, just drow-originated. Players *could* research it if they got their hands on a spellbook containing it, perhaps, but researching does take time, which I doubt they'll have much of in this campaign. So on that note, I wouldn't be too worried.

As for the level, Im not sure what it'd qualify to be. Here's what the spell would look like (note, I have changed a couple things, namely the target affected and the abilities given, to make it less powerful):


Drow Spell Haste
Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Creature touched
Duration: 1 round/level
Saving Throw:Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The transmuted creature moves and acts more quickly than normal where spells are concerned. This extra speed has several effects.
When taking a full round action, a spell hasted creature may cast one extra spell that round. The spell's normal casting time cannot be more than 1 standard action normally, so metamagic feats used to reduce a full-round spell to 1 action to not apply here.
A spell hasted creature gains a +1 dodge bonus to AC and reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the spell hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 20 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed.
Multiple spell haste effects do not stack.
Material Component: A special drow mixture, the likes of which must be researched and understood before the spell can be used.


Yes, its a bit edgy right now, but I do like the idea of having a new spell that the PCs could possibly research. I don't *think* it's too powerful, no more than many other spells at least, but we'll see. With the 'time limit' in this campaign, they probably won't have many oppurtunities to research it anyhow. Not to mention that I believe the party caster will be a sorcerer, so he couldn't add it to his spellbook either.

Thoughts on this and the above questions?

The only other thing I could think on the spell is possibly a spell level cap on what could be cast with the extra action (normal spell usage is fine. So, for example, if the cap was 5, a player/npc could cast an 8th and then a 5th).

I doubt the players will ever get a chance to research it, as the campaign is somewhat fast-paced, so that doesn't worry me too much. I mostly wanted it so that I could use some of the previously thought out strategies in the book, as it seems to rely a lot on some NPCs being able to do two spells in one round. Now that they are less powerful (still same CR, but you know how one caster doesn't always equal his CR...) they could use some oomph.
fergsta2

07-25-04, 12:47 AM
Yeah, that is a good point there. They do make use of the haste spell quite frequently, then poof gone :(

I do like your idea of creating a new spell, my pc's would be ticked off(big time metagamers), it would be fun to see the looks on their faces, of course you could use quicken spell to a point, or the Havoc Mage PrC from the minis hand book too, so explaining it off would be simple enough.

Thanks for pointing that out. Sorry for all the extraneous characters, my PCs started a couple levels later than recommended and are dripping in magic, so I needed to come up with something to keep it from being a cakewalk and keep it interesting.
J. Grenemyer

07-26-04, 02:26 AM
Hello Karui_Kage (and Everyone),

I’ve been thinking on and off this weekend about how the revision of Haste in 3.5 effects an adventure like CotSQ. My conclusions are these: Haste isn’t what makes CotSQ so very dangerous; it’s the monsters and classed NPCs that make it dangerous. The removal of Haste makes the adventure even deadlier (and thus more challenging), but also more balanced and even in terms of encounter survivability and fun level. Thus, my advice to CotSQ DMs who are running it in 3.5 would be to not worry about Haste at all; there’s no need to create a substitute version of it/bad guys only version of it.

Just skip right to revising the adventure. The deadliness of the bad guys will take care of itself.

:D
warlockco

07-26-04, 03:01 AM
Just have to use the NPCs smarter is all.
Or adjust them for maximal effect on the party.
After all Irae is spying on the party from time to time, and it isn't beyond reason that she would have underlings doing the same thing, especially after the party kills her kids.

Also among her underlings she has a 15th level cleric, 12th level cleric, and a 15th level wizard all of which could be using Planar Bindings and Planar Ally spells on a daily basis to harrass the party.
tariff

07-26-04, 07:27 AM
I have been running his module with next to no work, ive left out the haste tactic, and still my party had difficulties and 2 deaths before they even breached the Inverted tower or Dorina's lair.

I do agree, theres too many powered up creatures here and would prefer to see just plain 3.5 updates.

Having said that, one of my group just bought his 11th level cleric in who wields the Holy Symbol of Ravenkind, this enables him to turn undead as a 15th lvl cleric, so he will probally end up turning Dorina easily. But, the way i figure it, thats his right. He has a legendary item, and it should prove powerful. Im not gonna make things harder just to thwart him.
fergsta2

07-26-04, 07:44 AM
I added some more enemies to challenge my PCs, we started this when they were a couple levels higher that the recommended starting level, so they were pretty much breezing through(until they met the shadow dragon, where we had just gone 3.5), so with the new books out, it is fun to ad the new things that they have not encountered or had a chance to read about.

If they were a lower level i would not have changed much. They are pretty strong in melee, but have a phobia of flying things, they just cannot figure out how to handle them. Even with spell casters...it is wierd...so there will always be something flying until they figure it out.
ClobberinTime

07-28-04, 03:56 PM
I think if you just play smart espescially in Castle Maerdryima, by having the drow actually use their smarts and retreat into the higher levels, The castle has a couple of natural choke points where they could use their superior numbers. Fighters up front and spell hurlers behind. The white dracolich is perfect for this as well.

Yes if you just leave all of the NPCs isolated in their rooms it will be pretty easy, but if anything the drow are smart.
J. Grenemyer

07-30-04, 02:15 PM
Hello

Just a quick warning that the Forum Upgrade (http://boards1.wizards.com/announcement.php?s=&forumid=56) due to begin Monday, August 2nd and end approximately one week later will wipe out anything we post to this thread.

Thus, if you (like me) have new updates ready for this thread, it's best to save them until the upgrade is complete.

:D
warlockco

08-04-04, 11:25 PM
:bump:
fergsta2

08-08-04, 02:40 PM
Here is an update to the Demon Silveraith inside Castle Maerimydra:

Demon Silveraith
Large Undead (Incorporeal Subtype)
Hit Dice: 15d12 (138 hp)
Initiative: +0
Speed: 30 ft./ fly 30ft. perfect (6 squares)
Armor Class: 20 (–1 size, +1 DEX, +10 deflection) touch 20, flat-footed 19
Base Attack/Grapple: +15/+15
Attack: Bite +16 melee (3d8+10)(Will DC 22 half)
Full Attack: Bite +16 melee (3d8+10) and 2 claws +9 melee (3d8+10)(Will DC 22 half)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, summon demon, Magic Absorption
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to cold, electricity, polymorph, mind affecting attacks and poison, spell resistance 19, telepathy 100 ft, Undead Traits, Incorporeal Traits, Create Spawn(su), Turn Resistance +4(Ex)
Saves: Fort +9, Ref +9, Will +12
Abilities: Str –, Dex 12, Con –, Int 16, Wis 16, Cha 20
Skills: Concentration +18, Hide +25, Intimidate +20, Listen +32, Search +24, Spellcraft +21, Spot +32, Survival +7 (+4 following tracks)
Feats: Blind-Fight, Cleave, Power Attack, Toughness, Multiattack
[b]Environment: A chaotic evil-aligned plane
Organization: Solitary or gang (2–4)
Challenge Rating: 15
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 11–15 HD (Large); 16–30 HD (Huge)
Level Adjustment: +9

A hezrou sliveraith is about 8 feet tall.

Combat

Spell-Like Abilities: At will—chaos hammer (DC 19), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 19); 3/day—blasphemy (DC 22), gaseous form. Caster level 13th. The save DCs are Charisma-based.

Magic Absorption(SU): Can ready action to absorb targeted spells. Backlash of Neg. energy to spellcaster, 1d6 per spell level absorbed. (Will DC 22 half)

Create Spawn(SU): Spellcaster killed by backlashe of neg. energy for the absorption power rises as a silveraith in 1d4 days.

**PLEASE NOTE: I have also advanced this creature from 10HD to 15HD(otherwise my PCs would kill him by looking at him), I have abbreviated some of the abilities, all can be found in the silveraith template in the CotSQ book.
warlockco

08-17-04, 03:32 AM
:bump:
Mumm-Ra

08-19-04, 08:38 AM
Hi again Grenemeyer! Took me long enough to post these revamped baddies :)


Here is the first man himself, the first encounter in the game, modified slightly. Incidentally, how can I cut and paste while keeping bold print? I hope i don't need to do it by hand...again!


Chahir, Human Vampire Sorcerer
Medium Undead (augmented humanoid)
Hit Dice: 8d8+16 (84 hp)
Initiative: +8
Speed: 30 ft. (6 squares),
Armor Class: 22 (+4 Dex, +6 natural,+1 ring, +1 amulet), touch 15, flat-footed 18
Base Attack/Grapple: +4/+6
Attack: Slam +6 melee (1d6+3) or by spell
Full Attack:Slam +6 melee (1d6+3)
Space/Reach: 5/5
Special Attacks: Blood drain, children of the night, dominate, create spawn, spells.
Special Qualities: Alternate form, Damage reduction 10/silver and magic, fast healing 5, gaseous form, resistance to electricity and cold 10, spider climb, turn resistance +4
Saves: Fort +4, Ref +10, Will +10
Abilities: Str 14, Dex 18, Con -, Int 10, Wis 14, Cha 22
Skills: Bluff +14, Concentration +17, Hide +12, Knowledge (arcana) +11, Listen +12, Move Silently +12, Search +8, Sense Motive +10, Spellcraft +11, Spot +12,),
Feats: Alertness (b), combat reflexes (b), dodge (b), improved initiative (b), lightning reflexes (b), improved toughness, spell girding, spell focus evocation, greater spell focus evocation.
Environment: Any, usually same as base creature.
Organization: Solitary, pair, gang (3–5), or troupe (1–2 plus 2–5 vampire spawn)
Challenge Rating: 10
Treasure: +1 ring of protection, wand of magic missile (9th, 10 charges), cloak of resistance +2 and elemental protection, +1 amulet of natural armour, scroll of dimension door, masterwork light crossbow and 20 bolts, 150 gp.
Alignment: chaotic evil

Special Attacks: Chahir retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 vampire’s HD + Chahir’s Cha modifier unless noted otherwise. Chahir’s DC is 20.
Blood Drain (Ex):Chahir can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.
Children of the Night (Su): Chahir can command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve Chahir for up to 1 hour.
Dominate (Su): Chahir an crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Create Spawn (Su): A humanoid or monstrous humanoid slain by Chahir’s energy drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial.
If Chahir instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of Chahir and remains enslaved until its master’s destruction. At any given time Chahir may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so Chahir an control a number of lesser vampires in this fashion. Chahir may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Spells: caster level 8th: Spells/day: 6/8/8/6/4. Chahir’s spell girding feat makes his spells more difficult to dispel: the DC to dispel his magic is 21.
Spells known: 1st:mage armour, magic missile, shield, ray of enfeeblement.2nd:darkness, fireburst, see invisibility. 3rd:lightning bolt, dispel magic 4th:improved invisibility.

Special Qualities: Chahir retains all the special qualities of the base creature and gains those described below.
Alternate Form (Su): Chahir can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the vampire does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)
Damage Reduction (Su): Chahir has damage reduction 10/silver and magic. Chahir's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Fast Healing (Ex): Chahir heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Gaseous Form (Su): As a standard action, Chahir can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Resistances (Ex):Chahir has resistance to cold 10 and electricity 10.
Spider Climb (Ex): Chahir can climb sheer surfaces as though with a spider climb spell.
Turn Resistance (Ex): Chahir has +4 turn resistance.

Chahir was created in a desecrated area As such, he enjoys +1 hp/hit die.

Chahir’s power-up suite and tactics:
Mage armour, shield, improved invisibility: AC 30 (touch 23, ff 26), invisibile. Is cloak of elemental protection allows him, once per day, to absorb 10 points of damage from an incoming elemental attack as an immediate action, provided he can identify the element used with a spellcraft check. Once invisible, he will pump lightning bolts out followed by firebursts. If he has time, he will summon dire rats prior to combat. If weakened, he will read his scroll of dimension door to dim door into the dordrien crypts, where he will hide in rat form until the party leaves or until he can ambush them.
Mumm-Ra

08-19-04, 11:26 AM
In the dordrien crypts, the party comes up against 2 bebiliths, cr 9 each and EL 11 together. In 3.5, the bebilith is substantially improved and is CR 10. Having two 3.5 bebiliths would be too much, so I take a 3.5 bebilith and give it elite stats, and replace the 2 bebiliths with this one.

Elite Bebilith
Huge Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 12d8+156 (219 hp)
Initiative: +5
Speed: 40 ft (8 squares), climb 20 ft
Armor Class: 26 (-2 size, +5 Dex, +13 natural), touch 13, flat-footed 19
Base Attack/Grapple: +12/+32
Attack: Bite +22 melee (2d6+12) and web +15 ranged
Full Attack: Bite +22 melee (2d6+12 plus poison) and 2 claws +21 melee (2d6+6) or web +15 ranged.
Space/Reach: 15/10
Special Attacks:poison, rend armour, web
Special Qualities: Damage reduction 10/good, darkvision 60 ft., plane shift, scent, telepathy 100 ft.
Saves: Fort +20 Ref +13, Will +9
Abilities: Str 34, Dex 20, Con 34, Int 10, Wis 12, Cha 8
Skills: Climb +27, Diplomacy +1, Hide +20, Jump +31, Listen +16, Move Silently +20, Search +15, Sense Motive +16, Spot +16, Survival +1 (+3 following tracks)
Feats: improved toughness, weapon focus: claw, multiattack, improved natural attack: claw, track
Environment: Any chaotic evil-aligned plane
Organization: Solitary
Challenge Rating: 11
Treasure:None
Alignment:Always chaotic evil
Advancement:13-18 HD (Huge);19-36 HD (Gargantuan)

Bebiliths are enormous, predatory, arachnid demons that hunt other demons. A bebilith has a body the size of a plow horse, with legs spanning more than 14 feet. It weighs more than two tons.
Bebiliths understand but do not speak Abyssal. Their telepathy allows them to communicate silently with one another.

COMBAT
A bebilith attacks any creature it sees. It usually picks one target and concentrates its attacks on that opponent, using its webs to isolate the target from its comrades. Should the bebilith become overwhelmed by tougher opponents, it often attempts to bite one or more of its victims and retreats, allowing its poison to do its work.
A bebilith’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 28, initial damage 1d6 Con, secondary damage 2d6 Con. Bebilith venom is highly perishable, losing its potency and becoming inert, foul-smelling goo almost as soon as it comes into contact with air. The save DC is Constitution-based.
Rend Armor (Ex): If a bebilith hits with both claw attacks, it pulls apart any armor worn by its foe. This attack deals 4d6+24 points of damage to the opponent’s armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.
Web (Ex): A bebilith can throw a web up to four times per day. This is similar to an attack with a net but has a maximum range of 30 feet, with a range increment of 10 feet. This attack is effective against targets of up to Gargantuan size. The web anchors the target in place, allowing no movement.
An entangled creature can escape with a DC 28 Escape Artist check or burst the web with a DC 28 Strength check. The check DCs are Constitution-based. The web has 14 hit points and hardness 0. There is a 75% chance that the webbing will not burn if any sort of fire is applied to it (check each round).
Plane Shift (Su): This ability affects only the bebilith. It is otherwise similar to the spell (caster level 12th).
Skills: A bebilith has mottled coloration that gives it a +8 racial bonus on Hide checks.
Mumm-Ra

08-19-04, 12:06 PM
This is the Drow Spellguard tagging along with the priestess of lloth and the noble guards in the caves beyond the dordrien crypts. He is distinguished by his high hitpoints, so he has more lasting power in combat.

Drow Spellguard Evoker 7
Medium Humanoid (Elf)
Hit Dice: 7d4+50 (72hp)
Initiative: +4
Speed: 30 ft (6 squares)
Armor Class: 14( +4 Dex), touch 14, flat-footed 10
Base Attack/Grapple: +3/+2
Attack: masterwork light crossbow +9 ranged (1d8+poison), or ranged touch +7 ranged or by spell
Full Attack: masterwork light crossbow +9 ranged (1d8+poison), or ranged touch +7 ranged or by spell
Space/Reach: 5/5
Special Attacks:poison, spell-like abilities, spells
Special Qualities:Drow traits, spell rsistance 20, familiar benefits
Saves: Fort +7 Ref +8, Will +7(+2 vs spells and spell-like abilities, +2 vs enchantment spells and effects)
Abilities: Str 8, Dex 18, Con 14, Int 20, Wis 10, Cha 8
Skills: Concentration +12,Craft (Alchemy) +14, Knowledge (Arcana) +14, Listen +7, Spellcraft +14, Spot +7
Feats: improved toughness, improved spell resistance, spell girding, empower spell, scribe scroll.
Environment: Underground
Organization: Squad (2–4), patrol (5–8 plus 2 2nd-level sergeants and 1 leader of 3rd–6th level), or band (20–50 plus 10% noncombatants plus 1 2nd-level sergeant per 5 adults, 2d4 6th-level lieutenants, and 1d4 9th-level captains)
Challenge Rating: 8
Treasure:Piwafwi: has the powers of a Cloak of resistance +2, of elvenkind, and fire resistance 5, usable only by drow), wand of lightning bolt (7th level, 12 charges), amulet of dark blessing(+24 hps), scrolls (caster level 7th) of aganazzar’s scorcher x3 and magic missile x3, masterwork light crossbow and 20 bolts, 3 doses of drow poison (DC 17 version), 1000 gp of diamond dust.
Alignment:neutral evil
Advancement: by character class

Also known as dark elves, drow are a depraved and evil subterranean offshoot.
White is the most common hair color among drow, but almost any pale shade is possible. Drow tend to be smaller and thinner than other sorts of elves, and their eyes are often a vivid red.
Drow usually coat their arrows with a potent venom.
This drow is a lloth-worshipper (at least nominally), and has escaped the destruction of Maerimydra with a lloth worshipping cleric and a couple of noble guards. They are currently resting in a hidden cave in the dordrien crypts.
Poison (Ex) : An opponent hit by a drow’s poisoned weapon must succeed on a DC 17 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 17 Fortitude save or remain unconscious for 2d4 hours. A typical drow carries 1d4–1 doses of drow knockout poison. Drow typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that drow have no special ability to apply poison without risking being poisoned themselves. Since this poison is not a magical effect, drow and other elves are susceptible to it.
Drow Traits (Ex): These traits are in addition to the high elf traits, except where noted.
— +2 Intelligence, +2 Charisma.
—Darkvision out to 120 feet. This trait replaces the high elf ’s low-light vision.
—Spell resistance equal to 11 + class levels.
— +2 racial bonus on Will saves against spells and spell-like abilities.
—Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.
—Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf ’s weapon proficiency.
—Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the high elf ’s automatic and bonus languages.
—Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
—Favored Class: Wizard (male) or cleric (female). This trait replaces the high elf ’s favored class.
Spells: This spellguard is a 7th-level wizard. Spells per day: 4/7/5/4/3; save DC 15 + spell level). Due to the spellguard’s spell girding feat, the DC to dispel his spells is 20.
Typical spells memorised: 0— daze, detect magic, light, mage hand, open/close, ray of frost, read magic, prestidigitation, disrupt undead, mending; 1st—shield, true strike, mage armor x2, magic missile x3; 2nd— Snilloc’s snowball swarm x2, endurance, cat’s grace, see invisibility3rd—fly, dispel magic, lightning bolt x2; 4th—Fire shield, Stoneskin, Summon monster IV

Power-suite and tactics: This spellguard is usually never without the mage armour spell up (AC 18). If he has time to prepare, he will first levitate to stay out of reach of dangerous melee opponents, cast shield (AC 22), endurance (86 hp), cat’s grace (AC 24), fire shield (half damage from cold) in this order, followed by summon monster IV to summon a howler. He will then blast with lightning bolts, snowball swarms. If hit for heavy damage, he will cast stone skin. If seriously injured, he will use fly to escape.
If surprised, he will levitate, cast stone skin, and immediately start blasting with lightning bolts, trusting on his high hps from his amulet and the DR from the stoneskin spell. Elemental spells will be met with fireshield if he is struck with cold or fire.
Mumm-Ra

08-19-04, 12:29 PM
Here are the stats of the two Noble Guards guarding Tierak Morcane (I think its her) near the dordrien crypts.

Drow Noble Guard Fighter 8
Medium Humanoid (Elf)
Hit Dice: 8d10+48 (91 hp)
Initiative: +7
Speed: 30 ft (6 squares)
Armor Class: 25( +3 Dex, +9 +1 mithril fullplate, +3 +1 large shield), touch 13, flat-footed 19
Base Attack/Grapple: +8/+12
Attack: +1 Bastard Sword +14 melee (1d10+7), or masterwork light crossbow +12 ranged (1d8+poison),
Full Attack: +1 Bastard Sword +14/+9 melee (1d10+7), or masterwork light crossbow +12 ranged (1d8+poison)
Space/Reach: 5/5
Special Attacks:poison, spell-like abilities
Special Qualities:Drow traits, spell resistance 21
Saves: Fort +11 Ref +7, Will +5(+2 vs spells and spell-like abilities, +2 vs enchantment spells and effects)
Abilities: Str 18, Dex 16, Con 16, Int 10, Wis 12, Cha 10
Skills: Climb +13, Jump +13, Listen +3, Search +3, Spot +6, Swim +7.
Feats: improved toughness, improved spell resistance, blind-fight, improved initiative, exotic weapon proficiency: bastard sword, weapon focus: bastard sword, weapon specialisation: bastard sword, improved critical: bastard sword.
Environment: Underground
Organization: Squad (2–4), patrol (5–8 plus 2 2nd-level sergeants and 1 leader of 3rd–6th level), or band (20–50 plus 10% noncombatants plus 1 2nd-level sergeant per 5 adults, 2d4 6th-level lieutenants, and 1d4 9th-level captains)
Challenge Rating: 9
Treasure:+1 bastard sword, +1 mithril fullplate, +1 large shield, potion of haste x2, potion of Shield of faith (+2) x2, potion of cure moderate wounds , masterwork light crossbow and 20 bolts, 3 doses of drow poison (DC 17 version), 200 gp.
Alignment:neutral evil
Advancement: by character class

Also known as dark elves, drow are a depraved and evil subterranean offshoot.
White is the most common hair color among drow, but almost any pale shade is possible. Drow tend to be smaller and thinner than other sorts of elves, and their eyes are often a vivid red.
Drow usually coat their arrows with a potent venom.
These drow are lloth-worshippers and loyal to tierak morcane to the death. They have escaped the destruction of Maerimydra and fled for the surface. They are currently resting in a hidden cave in the dordrien crypts.
Poison (Ex) : An opponent hit by a drow’s poisoned weapon must succeed on a DC 17 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 17 Fortitude save or remain unconscious for 2d4 hours. A typical drow carries 1d4–1 doses of drow knockout poison. Drow typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that drow have no special ability to apply poison without risking being poisoned themselves. Since this poison is not a magical effect, drow and other elves are susceptible to it.
Drow Traits (Ex): These traits are in addition to the high elf traits, except where noted.
— +2 Intelligence, +2 Charisma.
—Darkvision out to 120 feet. This trait replaces the high elf ’s low-light vision.
—Spell resistance equal to 11 + class levels.
— +2 racial bonus on Will saves against spells and spell-like abilities.
—Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.
—Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf ’s weapon proficiency.
—Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the high elf ’s automatic and bonus languages.
—Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
—Favored Class: Wizard (male) or cleric (female). This trait replaces the high elf ’s favored class.

Power-suite and tactics: The guards will drink one of their haste potions and one of their shield of faith potions (AC 28, +14/+14/+9 attack routine, +8 initiative modifier). And wade into melee in an effort to protect their clerical mistress. They fight to the death unless the cleric tells them otherwise.
fergsta2

08-19-04, 12:39 PM
Nice Work Mumm-Ra, Thanks! Have you gotten to the Drow of castle Maerimydra yet? I am working on The Clerics of Kiriansalee and Irae, trying to come up with a good combination.
Mumm-Ra

08-19-04, 12:46 PM
The raiding party that strikes back at the players doesnt take into account the ability of the tsarran nieces and the quth-maren to control undead. As such, a more powerful raiding party should be assembled to strike at the party while they are resting.

6 Drow warriors lvl 1
4 drow warriors lvl 2
2 quth-marens
1 drow arcane guard fighter 2/wizard 5
1 drow cleric 10 (velina)
10 ghouls (commanded by the quth-marens).



immediately before the ambush, velina bolsters the ghouls against turning, and the quth-marens send the ghouls forward as meat shields and to (possibly) get a lucky hit with accompanying paralysis. They attack from all directions, and are spaced out to avoid area effects.

The drow warriors rain volleys of poisoned bolts upon the enemies.

The quth marens, with their low AC, stand behind the ghouls and attempt their horrifying gazes to separate the party, followed by acid spit.

Velina, powered-up to the hilt, flamestrikes as many opponents as possible, then wades into melee. She carries a ring of counterspells with a dispel magic in it, to avoid having her buffs dispelled. (i'll put her stats later, but here is an idea of her stats while buffed: AC 29, hp 113, DR 5/good, large size (10-ft reach, str 24, con 18, attacks +22/+17 1d4+12+1d6 acid).

The arcane guard lightning bolts from the back, uses his wands, and webs whoever tries to flee.


I will post stats at a later date.
warlockco

08-19-04, 02:10 PM
Aye, nicely done.
Land Outcast

08-19-04, 05:54 PM
It will get off the 30th, but here they go...

Part 1, Spining the web:

Chahir: Male Human Vampire Sor8; Medium-size Undead; CR 10; HD 8d12; hp 64; Init +8; Spd 30 ft/x4; AC 23 (+2 armor, +4 dex, +6 natural, +1 deflection), touch 15, flat-footed 19; Base Atk/Grapple +4/+6; Full Atk +6 (1d6+3;20/x2, Slam); AL CE; SV Fort +9, Ref +9, Will +11; Str 14(+2), Dex 18(+4), Con —, Int 12(+1), Wis 14(+2), Cha 22(+6);
Skills: BluffΉ +15, ConcentrationΉ +17, Knowledge (arcana) +12, Spellcraft +14.
Feats: Combat Casting, Eschew Materials, Iron Will, Spell Penetration
Sorcerer Spells Known (6,8,8,6,4; save DC 16+ spell level):

0-Level Spells - Arcane Mark, Daze, Detect Magic, Mage Hand, Open/Close, Ray of Frost, Read Magic, Resistance
1st-Level Spells - Magic Missile, Ray of Enfeeblement, Shield, Sleep, True Strike
2nd-Level Spells – Darkness, Melf's Acid Arrow, Mirror Image
3rd-Level Spells – Displacement, Lightning Bolt
4th-Level Spells - Invisibility, Greater

Possessions: Bracers of armor +2, Ring of protection +1, wand of magic missile(3rd level), cloak of resistance +1.

• Undead thraits.
• Turn Resistance(Ex): Chahir is considered a 12 HD creature when resolving a turning attempt..
• Blood Drain(Ex): Chahir can suck blood from a living victim with his fangs by making a successful grapple check. If he pins the foe, he drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, he gains 5 temporary hit points.
• Children of the Night(Su): He commands the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a wing of 2d4 dire bats as a standard action. These creatures arrive in 2d6 rounds and serve him for up to 1 hour.
• Dominate(Su): Chahir can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that he must use a standard action, and those merely looking at it are not affected. Anyone you target must succeed on a Will save (DC 20) or fall instantly under your influence as though by a dominate person spell (caster level 12th).The ability has a range of 30 feet.
• Create Spawn(Su): A humanoid or monstrous humanoid slain by Chahir’s energy drain rises as a vampire spawn 1d4 days after burial.
• Energy Drain(Su): Living creatures hit by Chahir’s slam attack gain two negative levels. For each negative level bestowed, he gains 5 temporary hit points. Chahir can use his energy drain ability once per round.
• Alternate Form(Su): Can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that he does not regain hit points for changing form. Loses Dominate ability and slam attack(to be substituted by a natural attack of the shape Chahir assumes). Chahir can remain in that form until you assume another or until the next sunrise.
• Damage Reduction(Su): Damage reduction 10/silver and magic.
• Fast Healing(Ex): Chahir heals 5 points of damage each round so long as he has at least 1 hit point. If reduced to 0 hit points, Chahir automatically assumes gaseous form and attemps to escape. He must reach his coffin home within 2 hours or be utterly destroyed.
• Gaseous Form(Su): As a standard action, Chahir can assume gaseous form at will as the spell (caster level 5th), but Chahir can remain gaseous indefinitely and he has a fly speed of 20 feet with perfect maneuverability.
• Resistances(Ex): Chahir has resistance to cold 10 and electricity 10.
• Spider Climb(Ex): Chahir can climb sheer surfaces as though with a spider climb spell.

Power up: Prepares for battle by casting Shield, Which changes his stats as follows:
AC:27, touch 17, flat footed 23

Tactics: As module but:
*Instead of standing over sarcophagus, he stands on a wall.
*Casts slow into opponents instead of haste onto himself.
*He casts Greater Invisivility as necesary if the previous ends in one turn, or has been dispelled. Except that the PCs have showed they can see trough his delusion.



Lady Quallem: Female Human ghost Ari8; Medium Undead; CR 10; HD 8d12; hp 48; Init +1;Fly 30 ft.(perfect);
AC 15 (+1 dex, +5 +1 chainshirt), touch 15, flat-footed 14( vs. material opponents AC 15 (+1 dex, +4 Cha), touch 15, flat-footed 14); Base Atk/Grapple +6/+6; Atk -; SA: animate statue, corrupting gaze, horrific appearance; SQ incorporeal subtype, manifestation, rejuvenation, turn resistance +4, Darkvision 60ft; AL LN; SV Fort +6, Ref +3, Will +8; Str 10(+0), Dex 13(+1), Con —(+4), Int 12(+1), Wis 10(+0), Cha 19(+4);
Skills: Bluff +20, Diplomacy +20, Gather Information +20, Intimidate +22, Listen +19, Perform (Acting) +17.
Feats: Dodge, Investigator, Iron Will, Persuasive.

Animate statue: as per animate object, once per round, Lady Quallem can animate her statue as a large animated object with speed 30, and hardness 8.
Corrupting gaze: 30ft, Fort 18 or take 2d10 points of damage and 1d4 Cha damage.
Horrific appearance: 60ft, see the ghost, Fort 18 or 1d4 Str, Con, and Dex drain, if save is successful, also can’t be affected by the same ghost’s horrific appearance in 24 hours.
Manifestation: Becomes visible, and can use her corrupting gaze and horrific appearance abilities against material opponents.
Rejuvenation: If destroyed, she restores herself in 2d4 if she makes a successful level check against a DC 16.


MAUREZHI
Medium-size Outsider (Chaotic)
Hit Dice: 10d8+10 (59 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft
AC: 24 (+2 Dex, +8 natural, +1 dodge)--------+4 mobility
Attacks: Bite +14 melee, 2 claws +12 melee
Damage: Bite 1d6+4 and plus paralysis, claw 1d4+2 and plus paralysis
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Consume, paralysis(DC16 1d6+4 turns), pounce, spell-like abilities
Special Qualities: Assume shape(male human rogue, male drow fighter, female human barbarian, male gnoll ranger, female drow cleric of Loth), DR 10/good, SR 21, Summon creatures, Tanar' ri traits, Outsider traits, Darkvision 60ft, Resistance acid cold and fire 20, Immunity to electricity and poison.
Saves: Fort +8, Ref +9, Will +8
Abilities: Str 19, Dex 15, Con 12, Int 14, Wis 12, Cha 17
Skills: Appraise +3, Bluff+15, Disguise+16(+28 in assumed shape), Hide+14, Jump+22(+8 racial) , Listen+15, Move Silently+14, Spot+14, Spellcraft+5 , Survival +3, Search +3, Open Lock+3, Disable device +3, Tumble +9, Balance +4.
Feats: Alertness, Multiattack, Dodge, Mobility.
Climate/Terrain: Any land and underground
Challenge Rating: 11
Treasure: see book.
Alignment: Chaotic evil

Change:
Consume: If the added HD brings the number to a multiple of three, it gains a new feat as well, which it can choose from among the feats its previous victims had….



Tierak Morcane: Female Elf(Drow) Clr7 of Loth;
Medium Humanoid; CR 6(No spells cause of Loth’s silence); HD 7d8; hp 35; Init +0; Spd 30 ft/x4; AC 15 (+5 armor,), touch 10, flat-footed 14; Base Atk/Grapple +5/+5; Full Atk +6 One-handed (1d4;19-20/x2, Masterwork dagger); SA: rebuke spiders 6/day, rebuke undead 6/day; SQ: SR 18, Darkvision 120ft, spell-like abilities, immunity to sleep and paralysis; drow traits; AL CE; SV Fort +5, Ref +4, Will +8(+2 vs spells).
Str 10(+0), Dex 10(+0), Con 11(+0), Int 14(+2), Wis 16(+3), Cha 16(+3);
Skills: ConcentrationΉ +10, DiplomacyΉ +8, Knowledge (arcana) +7, Knowledge (religion) +12, Spellcraft+14, Listen +5, Spot +5.
Feats: Combat Casting, Highborn drow, Scribe Scroll, Lightning reflexes(Drow domain)
Possessions: Mithral chainmail, Mwk. Dagger, Wand of searing light(20 charges), scroll of invisibility purge, drow house insignia(levitate 1/day), scroll of summon monster IV(Large fiendish monstrous spider).

*Won’t consume the summoning scroll unless it’s obviously necessary.

1/day levitate, detect magic, detect good, Darkness, Faerie fire, Dancing lights.


Szit Morcane Spellguard: I loved the Evoker presented here before better.


Spider warder: Female Aranea Rgr4 of Loth;
Medium Magical beast(shapechanger); CR 8; HD 4d8 plus 3d10+21; hp 69; Init +9; Spd 50 ft, climb 25ft; AC 17 (+6 dex, +1 natural), touch 16, flat-footed 11; Base Atk/Grapple +7/+9; Full Atk +12 Ranged touch (web), +13/+8 One-handed (1d6+3;18-20/x2, +1 Rapier), or +11/+6 (1d6+3;18-20/x2, +1 Rapier) and +11 (1d4+1;20/x4, Masterwork light pick or +13 (1d6+3 plus poison, bite); SA poison, spells, web; SQ alternate form, darkvision 60ft, low-light vision, favored enemy aberrations(+2); AL N; SV Fort +10, Ref +12, Will +6; Str 14(+2), Dex 20(+5), Con 17(+3), Int 14(+2), Wis 14(+2), Cha 12(+1);
Skills: Climb* +10, Concentration +13, Handle Animal +5, Hide +13, Jump* +8, Listen* +9, Move Silently +13, Spot* +9.
Feats: Dodge, Improved Initiative, Iron Will, Weapon Finesse, Track, Two weapon fighting, Endurance.

Alternate form: one has a Female Drow form (gains traits of drow), the other has a Male human form, Large monstrous spider or hybrid form(conserves traits, spot DC 18 to see fangs) with a speed of 30ft.
Web: Large or smaller creatures, maximum range 50ft, range increment 10ft. DC escape artist 14 or Strength 18.
Poison: Bite, Fort DC 14, 1d6 Str, 2d6 Str.
Spells known : (6/6) : 0-Daze, Detect magic, Mage hand, ray of frost, resistance.
1-Shield, Charm person, Mage armor.

Possessions: +1 rapier, Mwk light pick, one has also a wand of magic missile.


Szit Morcane Noble Guard: Male Drow Ftr8; Medium Humanoid; CR 9; HD 8d10+8; hp 60;
Init +2; Spd 30 ft/x4; AC 22 (+5 armor, +3 shield, +2 dex, +1 dodge), touch 13, flat-footed 18; Base Atk/Grapple +8/+10; Full Atk +13/+8 One-handed (1d6+4+2;15-20/x2, +1 Rapier), lightning bolt (5d6 Ref 14; Javelin of lightning);SQ SR 19, 60ft Darkvision, Spell-like abilities, immunity to paralysis and sleep; AL CE; SV Fort +8, Ref +4, Will +3(+2 vs spells); Str 16(+3), Dex 14(+2), Con 12(+2), Int 12(+1), Wis 12(+1), Cha 10(+0);
Skills: ClimbΉ +12, JumpΉ +12, SpotΉ +6, SwimΉ +8, Spot +3, Listen +3.
Feats: Highborn drow, Combat Reflexes, Dodge, Mobility, Spring Attack, Improved Critical(Rapier), Weapon Focus(Rapier), Weapon Specialization(Rapier)

Possessions: Mithral chainmail +1, Heavy mithral shield +1, rapier +1, 2 javelins of lightning, potion of fly, potion of haste, hand crossbow, 2 doses of drow poison.

1/day levitate, detect magic, detect good, Darkness, Faerie fire, Dancing lights.


Szith Morcane Sentry 1: Male Drow Ftr3/Rog2;
Medium Humanoid; CR 6; HD 2d6+3d10+5; hp 40; Init +6; Spd 30 ft/x4; AC 21 (+6 armor, +2 shield, +3 dex), touch 13, flat-footed 17; Base Atk/Grapple +4/+7; Full Atk +8 One-handed (1d6+4;18-20/x2, +1 Rapier), +8 One-handed (1d4+3;19-20/x2, Masterwork dagger), +6 Thrown (1d4+3;19-20/x2, Dagger), +7 One-handed (1d4;19-20/x2, Masterwork hand crossbow); SQ 120ft Darkvision, Spell-like abilities, immunity to paralysis and sleep, Evasion, SR 16; SA sneak attack +1d6; AL CE; SV Fort +5, Ref +7, Will +2(+2 vs spells); Str 16(+3), Dex 15(+2), Con 12(+1), Int 14(+2), Wis 10(+0), Cha 10(+0);
Skills: ClimbΉ +9, HideΉ +10, IntimidateΉ +4, JumpΉ +9, Move SilentlyΉ +10, Listen +4, Spot +4.
Feats: improved initiative, Dodge, Mobility, Stealthy

Possessions: Mithral chaimail +1, Buckler +1, rapier +1, potion of climb, potion of cure light wounds, potion of jump, Mwk hand crossbow, 20bolts, cloak of resistance +1, 1d6-3 doses of drow poison.


Szith Morcane Sentry 2: Male Drow Ftr5;
Medium Humanoid; CR 6; HD 5d10+10; hp 46; Init +2; Spd 30 ft/x4; AC 19 (+5 armor, +1 shield, +3 dex), touch 13, flat-footed 16; Base Atk/Grapple +5/+8; Full Atk +10 Two-handed (1d10+6;20/x3, Masterwork glaive), +9 One-handed (1d6+3;19-20/x2, Masterwork short sword), +7 Two-handed (1d8;19-20/x2, Light Crossbow); SQ 120ft Darkvision, Spell-like abilities, immunity to paralysis and sleep, SR 16; AL CE; SV Fort +6, Ref +3, Will +1(+2 vs spells); Str 16(+3), Dex 15(+2), Con 14(+2), Int 10(+0), Wis 10(+0), Cha 10(+0);
Skills: ClimbΉ +4, JumpΉ +4, ListenΉ +4, SearchΉ +4, SpotΉ +4.
Feats: Combat Reflexes, Dodge, Mobility, Weapon Focus(Glaive), Weapon Specialization(Glaive)

Possessions: Mithral Brestplate, Mwk glaive, Mwk shortsword, light crossbow, 20 bolts, potion of bull’s strength, 1d6-5 doses of drow poison.

Straight into the thing


Szith Morcane Sentry 3: Male Drow Ftr3/Rog2;
Medium Humanoid; CR 6; HD 2d6+3d10+5; hp 41; Init +8; Spd 30 ft/x4; AC 21 (+6 armor, +1 shield, +4 dex), touch 14, flat-footed 16; Base Atk/Grapple +4/+5; Full Atk +10 Two-handed (1d6+2;20/x3, Mwk. Comp. Shortbow with +1 arrows), +5 One-handed (1d6+1;19-20/x2, Short Sword); SQ 120ft Darkvision, Spell-like abilities, immunity to paralysis and sleep, SR 16, Evasion; SA sneak attack; AL CE; SV Fort +4, Ref +8, Will +1; Str 13(+1), Dex 18(+4), Con 12(+1), Int 14(+2), Wis 10(+0), Cha 10(+0);
Skills: ClimbΉ +7, HideΉ +17, JumpΉ +9, ListenΉ +5, Move SilentlyΉ +12, SpotΉ +5.
Feats: Improved Initiative, Point Blank Shot, Stealthy, Weapon Focus(Composite Shortbow)

Possessions: Mithral chainmail +1, Shortsword, potion of spider climb, Mwk comp. Shortbow(+1), 25 +1 arrows, cloak of elvenkind, 1d6+1 doses of drow poison.

Hidden and from 30ft add the poison, the precise shot and the sneak attack against a flat footed guy.





Please, Point out any errors
Land Outcast

08-19-04, 06:28 PM
And now..........

Szith Morcane


Fiendish monstrous spider
Gargantuan Magical Beast
Hit Dice: 24d8+48+63 (207 hp)
Initiative: +7 (+3 Dex, +4 Imp. Initiative)
Speed: 30 ft, climb 20ft
AC: 22 (+3 Dex, -4 size, +13 natural)
Attacks: Bite +22 melee, web +17 ranged touch
Damage: Bite 4d6+12 plus poison
Face/Reach: 20 ft by 20 ft/20 ft
Special Attacks: Poison(Fort 22, 2d6 Str, 2d6 Str), Smite good 1/day(+20 damage), Web(8/day, Escape artist 20, Str 24, 16 hp)
Special Qualities: Cold resistance 10, Fire resistance 10, DR 10/magic, SR 25., darkvision 60ft, tremorsense 60ft
Saves: Fort +16, Ref +11, Will +8
Abilities: Str 27, Dex 17, Con 14, Int 3, Wis 10, Cha 2
Skills: Climb 26 , Hide +0, Jump 17
Feats: Improved Initiative, Ability focus (poison), Improved natural attack (Bite), Improved natural armor x3, Improved toughness x3(18,21,24)
Challenge Rating: 12
Alignment: CE


Szith Morcane Officer: Male Drow Ftr9; Medium Humanoid; CR 10; HD 9d10+9; hp 71; Init +3; Spd 20 ft/x4; AC 21 (+7 armor, +4 dex), touch 14, flat-footed 17; Base Atk/Grapple +9/+12; Full Atk +12/+7 Double-weapon (primary) (1d8+6;17-20/x2, +1 Two-bladed Sword), +12 Double-weapon (secondary) (1d8+4;17-20/x2, +1 Two-bladed Sword), +12 One-handed (1d4;19-20/x2, Hand Crossbow); SQ 120ft Darkvision, Spell-like abilities, immunity to paralysis and sleep, SR 20; AL CE; SV Fort +8, Ref +7, Will +5(+2 vs spells); Str 16(+3), Dex 16(+3), Con 12(+1), Int 14(+2), Wis 12(+1), Cha 10(+0);
Skills: ClimbΉ +9, JumpΉ +12, ListenΉ +9, SpotΉ +9.
Feats: Combat Reflexes, Dodge, Mobility, Spring Attack, Exotic Weapon Proficiency(Two-bladed Sword), Improved Critical(Two-bladed Sword), Two-Weapon Fighting, Weapon Focus(Two-bladed Sword), Weapon Specialization(Two-bladed Sword).

Possessions: +2 brestplate, +1/+1 two bladed sword, boots of spider climbing, cloak of resistance +1, hand crossbow, 20 bolts, 1d6 doses of drow pison, key to the iron grate at S19.


Leveled the merchants up, to survive don there you ought to be tough
Duergar Merchant: Male Dwarf(Duergar) Ftr5/Exp4;
Medium Humanoid; CR 7; HD 4d6+5d10+27; hp 77; Init +0; Spd 20 ft/x4; AC 12 (+2 armor), touch 10, flat-footed 12; Base Atk/Grapple +8/+11; Full Atk +13/+8 One-handed (1d6+5;19-20/x4, Masterwork heavy pick), +9/+4 Two-handed (1d10;19-20/x2, Masterwork heavy crossbow); SQ Darkvision 120ft, Immune to paralysis and phantasms, Immunity to poison, light blindness, 1/day enlarge, invisibility (CL 18); AL NE; SV Fort +8, Ref +2, Will +7; Str 16(+3), Dex 10(+0), Con 16(+3), Int 12(+1), Wis 14(+2), Cha 6(-2);
Skills: AppraiseΉ +11, BluffΉ +7, ClimbΉ +6, Craft (gemcutting)Ή +12, Knowledge (local) +8, ListenΉ +4, Move SilentlyΉ +5, Profession (merchant) +13, Sense MotiveΉ +9, SpotΉ +8.
Feats: Diligent, Endurance, Improved Critical(Heavy Pick), Skill Focus(Profession (merchant)), Weapon Focus(Heavy Pick), Weapon Specialization(Heavy Pick), Dwarf's Toughness

Possessions: leather armor, Mwk. Heavy pick, Mwk Heavy crossbow, 40 bolts, pack lizard.

Comonerrs, Waariors, Expertss: Do not ask me those!


Larala Dumian: Female Half-elf(Drow) Rgr1/Rog7/Fng6;
Medium Humanoid; CR 14; HD 13d6+1d8+28; hp 80; Init +8; Spd 30 ft/x4, climb 20ft, fly(boots) 60ft; AC 22 (+4 armor, +5 dex, +2 natural, +1 ring), touch 15, flat-footed 21; Base Atk/Grapple +10/+12; Full Atk +16/+11 One-handed (1d6+5;15-20/x2, +1 keen drowcraft scimitar); SQ Darkvision 60ft, Uncanny dodge, Trap sense(+2), Evasion, Favored enemy(aberrations), Trapfinding, Skill bonuses, Spider vision, Natural armor(+4), Climb speed; SA Sneak attack +6d6; AL NE; SV Fort +8, Ref +16, Will +2; Str 14(+2), Dex 18(+4), Con 14(+2), Int 12(+1), Wis 6(-2), Cha 14(+2);
Skills: ClimbΉ +21, Disable Device +17, HideΉ +33, JumpΉ +7, ListenΉ +17, Move SilentlyΉ +33, SearchΉ +19, Sense MotiveΉ +8, SpotΉ +20, Use Magic Device +23.
Feats: Alertness, Dodge, Mobility, Improved Initiative, Stealthy, Track
Possessions: Winged boots, Ring of protection +1, Cloak of resistance +1, +1 drowcraft keen scimitar, +1 shadows silent moves studded leather, Wand of magic missile(Magic device DC 20), Potion of cure moderate wounds, fang scarab.


Slave Overseer: Male Drow Ftr4/Rog5;
Medium Humanoid; CR 10; HD 5d6+4d10+18; hp 60; Init +5; Spd 20 ft/x4; AC 23 (+7 armor, +3 shield, +3 dex), touch 13, flat-footed 23; Base Atk/Grapple +7/+9; Full Atk +12/+7 One-handed (1d6+5;18-20/x2, +1 Rapier), +10/+5 One-handed (1d4 plus poison;19-20/x2, Hand Crossbow); SQ 120ft Darkvision, Spell-like abilities, immunity to paralysis and sleep, SR 20, Evasion, Uncanny dodge; SA Sneak attack +2d6 AL CE; SV Fort +7, Ref +8, Will +3(+2 vs spells); Str 14(+2), Dex 16(+3), Con 14(+2), Int 12(+1), Wis 12(+1), Cha 10(+0);
Skills: AppraiseΉ +11, BluffΉ +12, ClimbΉ +9, DiplomacyΉ +6, ForgeryΉ +9, Gather InformationΉ +8, HideΉ +2, IntimidateΉ +16, ListenΉ +5, Move SilentlyΉ +2, Sense MotiveΉ +11, SpotΉ +4.
Feats: Dodge, Mobility, Spring Attack, Weapon Finesse, Weapon Focus(Rapier), Weapon Specialization(Rapier), Thug.

Possessions:+2 chainmail, +1 large steel shield, +1 rapier, cloak of resistance +1, slippers of spider climbing, potion of truth, Hand crossbow, 20 bolts, 1s4 doses of drow poison, key to the iron grate at S19.



Tooman Thendrik: Male Drow Clr11 of Ghaunadar;
Medium Humanoid; CR 12; HD 11d8+11; hp 79; Init +0; Spd 30 ft/x4; AC 19 (+4 armor, +2 deflection, +2 shield, +1 ring), touch 12, flat-footed 16; Base Atk/Grapple +8/+9; Full Atk +13/+8 One-handed (1d8+4;19-20/x3, +1 Drowcraft warhammer) or +8(1d4 hand crossbow plus poison); SQ 120ft Darkvision, Spell-like abilities, immunity to paralysis and sleep, SR 23, 1/day (+2 to saves, attack, and AC for 1min), command oozes 6/day;AL CE; SV Fort +8, Ref +3, Will +11(+2 vs spells); Str 12(+1), Dex 10(+0), Con 12(+1), Int 12(+1), Wis 18(+4), Cha 16(+3);
Skills: ConcentrationΉ +15, Knowledge (arcana) +8, Knowledge (religion) +15, Spellcraft +10.
Feats: Improved Critical(Warhammer), Martial Weapon Proficiency(Warhammer), Weapon Focus(Warhammer).

Prepared(6+1/6+1/5+1/5+1/4+1/2+1/1+1):
0-Cure Minor Wounds, Detect Magic, Detect Poison, Read magic, Resistance, Virtue
1- Command, Detect Law, Divine Favor, Doom*, Entropic Shield, Shield of Faith, Faith healing(cures 13hp)
2- Bear's Endurance, Delay Poison, Hold Person, Silence, Spiritual Weapon, Melf’s acid arrow*
3- Bestow curse*, Dispel Magic, Protection from Energy, Searing Light, Blindsight(30ft radius, 11min)
4- Cure Critical Wounds, Freedom of Movement, Poison, Revenance(alive for 11min, +1 vs killer)
5- Flame Strike, Righteous Might
6-Cometfall(Or other damage dealing spell if you don't have CD)

Possessions: +1 small steel shield, +1 drowcraft warhammer, +1drowcraft studded leather, ring of protection +1, periapt of wisdom +2, Scroll of summon monster V, hand crossbow, 20 bolts, 4 doses of drow poison.

*Shield of faith, Entropic shield, Blindsight, Righteous might.
*Casted forbiddance in his home, with password(dulak), (NE,LE,CN 6d6, NG,LG,CG,LN,N 12d6)


Arachnoid Octopus, Giant :Large Aberration (Aquatic); CR 9; HD 8d8+11; hp 47; Init +2; Spd 20 ft., swim 30 ft., climb 10ft; Space/Reach 10 ft./10 ft. (20 ft. with tentacle); AC 22 (-1 size, +4 Dex, +9 natural), touch 11, flat-footed 16; Base Atk +6; Grp +15; Atk Tentacle +10 melee (1d4+5); Full Atk 12 tentacles +10 melee (1d4+5) and bite +5 melee (1d8+2 plus poison);SA Improved grab, constrict; SQ Ink cloud, jet, low-light vision, immunity to mind affecting effects; AL Always neutral; SV Fort +7, Ref +10, Will +3;Str 20, Dex 19, Con 13, Int -, Wis 12, Cha 3
Skills: Escape Artist +16, Hide +12, Listen +4, Spot +12, Swim +13, Jump +11
Feats: Alertness, Skill Focus (Hide), Toughness
Poison: 1d6 Str, 1d6 Str, DC Fort 15
Constrict(Ex): A giant octopus deals 2d8+6 points of damage with a successful grapple check
Improved Grab(Ex): To use this ability, a giant octopus must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict
Ink Cloud(Ex): A giant octopus can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured
Jet(Ex): A giant octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting
Skills: A giant octopus can change colors, giving it a +4 racial bonus on Hide checks. A giant octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A giant octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line


Thulk, Bugbear boss: Male Chamaleonic Bugbear Bbn6;
Medium Humanoid (Goblinoid, Reptilian); CR 8; HD 3d8+6d12+18; hp 86; Init +3; Spd 40 ft/x4, Climb 20ft ; AC 19 (+2 armor, +1 shield, +3 dex, +3 natural), touch 13, flat-footed 19; Base Atk/Grapple +8/+13; Full Atk +14/+9 One-handed (1d8+5;19-20/x2, Morningstar), +11/+6 Thrown (1d6+5;20/x2, javelin (Thrown)); SQ low-light vision, Darkvision 60ft, Improved uncanny dodge, Trap sense; SA Rage 2/day; AL CE; SV Fort +8, Ref +8, Will +2; Str 20(+5), Dex 16(+3), Con 14(+2), Int 10(+0), Wis 8(-1), Cha 12(+1);
Skills: ClimbΉ +7, HideΉ +20, IntimidateΉ +10, ListenΉ +8, Move SilentlyΉ +14, SpotΉ +2.
Feats: Improved Critical(Morningstar), Power Attack, Improved Sunder, Weapon Focus(Morningstar)



Arcane guard: Male Drow Ftr1/Wiz5/ElK2;
Medium Humanoid; CR 9; HD 5d4+2d6+1d10+8; hp 43; Init +7; Spd 30 ft/x4; AC 18 (+4 armor, +3 dex, +1 deflection), touch 14, flat-footed 15; Base Atk/Grapple +5/+6; Full Atk +10 Two-handed (2d4+2;20/x2, +1 Spiked Chain), +8 One-handed (1d4;19-20/x2, Hand Crossbow); SQ 120ft Darkvision, Spell-like abilities, immunity to paralysis and sleep, SR 19; AL CE; SV Fort +7, Ref +4, Will +4(+2 vs spells); Str 12(+1), Dex 16(+3), Con 12(+1), Int 18(+4), Wis 10(+0), Cha 10(+0);
Skills: ClimbΉ +6, ConcentrationΉ +10, JumpΉ +4, Knowledge (arcana) +12, ListenΉ +7, SearchΉ +7, Spellcraft +14, SpotΉ +7.
Feats: Exotic Weapon Proficiency(Spiked Chain), Improved Initiative, Weapon Finesse, Weapon Focus(Spiked Chain), Empower Spell, Highborn drow, scribe scroll.

Spellbook(they are 2 identical that are shared, are in S26):
0-All standard;
1-Alarm, Endure elements, True strike, Magic missile, shield, feather fall
2- Blur, Cat’s grace, gust of wind, scorching ray, invisibility, Melf’s acid arrow, see invisivility,
3-Fly, Haste, Lightning bolt

Prepared:
0- Detect magic, Disrupt undead, Read magic, resistance
1- Magic missile(2), shield, feather fall
2- scorching ray, invisibility, Melf’s acid arrow, see invisivility,
3-Fly, Lightning bolt(2)
1/day levitate, detect magic, detect good, Darkness, Faerie fire, Dancing lights.

Possessions: Mithral shirt, Ring of protection +1, +1 spiked chain, potion of haste, potion of cat’s grace, Hand crossbow, 20 bolts, 1d6-2 doses of drow poison.

1-Haste + Cat’s grace
2-Shield + move&fire

Haste+ Cat’s grace+ Shield=
* Spd 60ft
*AC 25 (+4 armor, +5 dex, +1 deflection, +4 shield, +1 dodge), touch 21, flat-footed 20
*Full Atk +13 Two-handed (2d4+2;20/x2, +1 Spiked Chain), +11 One-handed (1d4;19-20/x2, Hand Crossbow);
* Ref +7


Filzur, Inverted tower student: Male Drow Necro8;
Medium Humanoid; CR 9; HD 8d4+8; hp 33; Init +3; Spd 30 ft/x4; AC 18 (+3 dex, +4 mage armor, +1 ring), touch 17, flat-footed 14; Base Atk/Grapple +4/+4; Full Atk +4 One-handed (1d6;18-20/x2, Rapier), +7 One-handed (1d4;19-20/x2, Hand Crossbow), +4 (*;20/x2, Touch), +7 (*;20/x2, Ray);SQ120ft Darkvision, Spell-like abilities, immunity to paralysis and sleep, SR 19; AL NE; SV Fort +3, Ref +5, Will +7(+2 vs spells); Str 10(+0), Dex 16(+3), Con 12(+1), Int 18(+4), Wis 12(+1), Cha 10(+0);
Skills: ConcentrationΉ +12, HideΉ +8, Knowledge (arcana) +15, Knowledge (the planes) +15, Move SilentlyΉ +6, Spellcraft +17.
Feats: Combat Casting, Spell Focus(Necromancy), Empower Spell, Greater Spell Focus(Necromancy).

Has mage armor already cast onto him.

Prohibited: Enchantment & abjuration
Spellbook:
0-All
1-Cause Fear, Chill Touch, Feather Fall, Mage Armor, Magic Missile, Obscuring Mist, Ray of Enfeeblement, Shocking Grasp
2-Blindness/Deafness, Blur, Ghoul Touch, See Invisibility, Spectral Hand, Spider Climb, Summon Swarm
3-Displacement, Fly, Stinking Cloud, Summon Monster III, Vampiric Touch
4-Bestow Curse, Contagion, Enervation, Fear, Phantasmal Killer

Prepared:
0-Detect magic, Disrupt undead, Ghost sound, Read magic, Touch of fatigue(2)*(DC 16)
1-Feather fall, Mage armor, Ray of enfeeblement(2)*, Shocking grasp.
2- Blindness/Deafness(DC 18), Blur, Ghoul Touch(DC 18)*, Spectral Hand, Summon swarm.
3-Displacement, Fly, Summon monster III(Heel hound), Vampiric touch(2)(DC 19)*.
4-Contagion(DC 20), Enervation(2)*, Empowered Ray of enfeeblement.

Possessions: Rapier, Hand crossbow, 20 bolts, Ring of protection +1, potion of Haste

1)Summon Heel Hound at door + haste potion
2)Displacement + Crossbow
3)Enervation + Crossbow
4)Enervation + Crossbow
5)Empowered Ray of enfeeblement + Crossbow
6)Ray of enfeeblement + Crossbow
7)Ray of enfeeblement + Crossbow
:b:


Nobruzzal, Inverted tower student: Male Elf(Drow) Wiz8;
Medium Humanoid; CR 9; HD 8d4+8; hp 37; Init +3; Spd 30 ft/x4; AC 16 (+2 armor, +3 dex, +1 deflection), touch 14, flat-footed 13; Base Atk/Grapple +4/+4; Full Atk +7 One-handed (1d4;19-20/x2, Hand Crossbow), +5 One-handed (1d6;18-20/x2, Snake-fashioned, Dark bladed rapier); SQ 120ft Darkvision, Spell-like abilities, immunity to paralysis and sleep, SR 19; AL CE; SV Fort +3, Ref +5, Will +7(+2 vs spells); Str 10(+0), Dex 16(+3), Con 12(+1), Int 18(+4), Wis 12(+1), Cha 10(+0);
Skills: ConcentrationΉ +12, Knowledge (arcana) +15, Knowledge (the planes) +15, ListenΉ +10, SearchΉ +7, Spellcraft +17.
Feats: Combat Casting, Eschew Materials, Extra slot(lvl 3), Craft wondrous Item.
Possessions: Ring of protection +1, Bracers of armor +2.

Spellbook:
0-All
1st- Mage Armor, Magic Missile, Obscuring Mist, Shield, Disguise Self, Endure Elements, Expeditious Retreat, Feather Fall, Net of Shadows.
2nd- Flaming Sphere, Melf's Acid Arrow, Web, Blindsight
3rd- Hold Person, Slow, Suggestion, Mestil's Acid Breath, Negative Energy Burst, Handfang
4th- Dimension Door, Invisibility Greater, Gutsnake, Arcane Eye, Detect Scrying, Scrying

Prepared spells(4/5/4/4/3)
0-Detect Magic, Detect Poison, Message, Read Magic
1- Mage Armor, Magic Missile(2), Obscuring Mist, Shield
2- Flaming Sphere, Melf's Acid Arrow, Web, Blindsight(30ft radius, 8min)
3- Hold Person, Slow, Suggestion, Mestil's Acid Breath(2) MoF 108(8d6 acid in a 45ft cone, Ref 17 halves)
4- Dimension Door, Invisibility Greater, Gutsnake MoF 98


Suztam Mar-Shinn, Inverted Tower Head Student: Male Elf(Drow) Ill5/Sha6 ;
(Evocation and Abjuration prohibited)Medium Humanoid; CR 12; HD 11d4; hp 39; Init +3; Spd 30 ft/x4; AC 16 (+2 armor, +3 dex, +1 natural), touch 13, flat-footed 13; Base Atk/Grapple +5/+5; Full Atk +6 One-handed (1d6;18-20/x2, Masterwork rapier), +8 One-handed (1d4;19-20/x2, Hand Crossbow); SQ 120ft Darkvision, Spell-like abilities, immunity to paralysis and sleep, SR 22, Shadow defense+2(on saves vs Illusion, Enchantment and Necromancy), Shadow shield(6 rounds, Shield+ negates magic missiles); AL CE; SV Fort +3, Ref +6, Will +12(+2 vs spells); Str 10(+0), Dex 16(+3), Con 10(+0), Int 20(+5), Wis 12(+1), Cha 10(+0);
Skills: ConcentrationΉ +16, HideΉ +9, Knowledge (arcana) +19, Knowledge (history) +12, Knowledge (the planes) +12, ListenΉ +14, Spellcraft +21, SpotΉ +11.
Feats: Spell Focus(Enchantment, Illusion), Greater Spell Focus(, Illusion), Discipline, Shadow Weave Magic
Possessions: Gloves of dexterity +2, Bracers of armor +2, Amulet of natural armor +1, Cloak of arachnida, Potion of cure critical wounds, Diamond dust worth 250gp, Mwk. Rapier, Hand crossbow, 20 bolts.

Prepared spells(5/6+1/5+1/4+1/3+1/1+1)
(Ench 17+lev, Ncr 16+lev, Ill 18+lev):
0-Daze, Detect magic, Detect poison, Ghost sound, Disrupt undead.
1st-Cause fear, Color spray, Feather fall, Mage armor, Ray of enfeeblement(3)
2nd-Blur, Hypnotic Pattern, Minor Image, Mirror image, Spectral Hand.
3rd-Displacement, Fly, Slow, Suggestion, Vampiric touch.
4th-Confusion, Enervation, Greater invisibility, Phantasmal Killer, Shadow conjuration.
5th-Dominate person, Shadow evocation, Mirage arcana, Teleport.
6th-Mislead, Mass suggestion.
Spellbook:0-All; 1st-Cause Fear, Disguise Self, Feather Fall, Mage Armor, Nystul's Magic Aura, Ray of Enfeeblement, Silent Image, Color spray; 2nd-Blur, Hypnotic Pattern, Invisibility, Minor Image, Mirror Image, Spectral Hand, Spider Climb, Tasha's Hideous Laughter, Touch of Idiocy, Web; 3rd-Displacement, Fly, Hold Person, Illusory Script, Suggestion, Vampiric Touch; 4th-Confusion, Enervation, Detect Scrying, Hallucinatory Terrain, Illusory Wall, Invisibility Greater, Phantasmal Killer, Rainbow Pattern, Scrying, Shadow Conjuration; 5th-Dominate Person, Hold Monster, Mirage Arcana, Shadow Evocation, Teleport; 6th-Mislead, Mass suggestion


NYCALOTH
Large Outsider (Evil)
Hit Dice: 11d8+33 (82 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft, fly 90ft (good)
AC: 17 (+2 Dex, -1 size, +6 natural)
Attack: Large geataxe +15/+10 melee
Full attack: Large geataxe +15/+10 (2d8+5/x3) and 2 Claws +10(1d6+2 plus bleeding).
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Improved Grab, Rake 1d6+5, Spell-like abilities(At will- Deeper darkness, Faerie fire, Descrate, Fear, Invisibility, mirror image, see invisibility, telepor without error(self plus 50 pounds)-CL 11, Save 13+level)
Special Qualities: DR 20/good, SR 24, Summon Yugloth, Wounding, Yougloth traits( inmunity to poison, inmunity to acid, cold resistance 20, fire resistance 20, electricity resistance 20, telepathy 100ft)
Saves: Fort +10, Ref +9, Will +7
Abilities: Str 20, Dex 14, Con 17, Int 13, Wis 10, Cha 16
Feats: Dodge, Flyby attack, Mobility, Power attack
Challenge Rating: 13
Alignment: NE



Solom Ned'razak, Archmage of Szith Morcane : Male Elf(Drow) Wiz13/Arm2; Medium Humanoid; CR 16; HD 15d4+15; hp 61; Init +2; Spd 30 ft/x4; AC 18 (+3 armor, +2 dex, +1 natural, +2 deflection), touch 14, flat-footed 16; Base Atk/Grapple +7/+6; Full Atk +6 Touch, +9 Ray;SA Spell like abilities; SQ 120ft Darkvision, Spell-like abilities, immunity to paralysis and sleep, SR 26, Spell power, Spell-like ability (Teleport 2/day); AL NE; SV Fort +5, Ref +6, Will +11(+2 vs spells); Str 8(-1), Dex 14(+2), Con 12(+1), Int 23(+6), Wis 10(+0), Cha 18(+4);
Skills: ConcentrationΉ +19, Knowledge (arcana) +24, Knowledge (history) +15, Knowledge (local) +15, Knowledge (religion) +15, Knowledge (the planes) +18, SearchΉ +9, Sense MotiveΉ +2, Spellcraft +29.
Feats: Skill Focus(Spellcraft), Spell Focus(Conjuration, Evocation), Greater Spell Focus(Evocation), Spell Mastery(clairaudience/clarivoidance, dispel magic, fly, stoneskin, teleport, chain lightning), Empower Spell, Quicken Spell, Twin Spell
Possessions: Bracers of armor +3, amulet of natural armor +1, ring of protection +2, Headband of intellect +4, Cloak of charisma +2, Wand of lightning bolt(CL 10, 10 charges), Wand of magic missile(CL 9, 20 charges), Ring of counterspells(Disintegrate), Oghama’s(Boocob’s) blessed book(contains all his spells of 5th level and above, warded with Nystul’s undetectable aura), potion of cure moderae wounds, potion of cure light wounds, diamond dust(250gp).

Spellbook:
0lvl-All
1st lvl- Alarm, Burning Hands, Cause Fear, Chill Touch, Comprehend Languages, Expeditious Retreat, Feather Fall, Hold Portal, Identify, Jump, Mage Armor, Magic Missile, Nystul's Magic Aura, Shield.
2nd lvl- Arcane Lock, Bear's Endurance, Blur, Cat's Grace, Ghoul Touch, Invisibility, Levitate, Melf's Acid Arrow, Mirror Image, Protection from Arrows, Resist Energy, Scorching Ray, See Invisibility.
3rd lvl- Displacement, Clairaudience/Clairvoyance, Dispel Magic, Fireball, Fly, Haste, Lightning Bolt, Magic Circle against Chaos, Magic Circle against Evil, Magic Circle against Good, Magic Circle against Law, Blacklight.
4th lvl- Animate Dead, Arcane Eye, Confusion, Detect Scrying, Dimension Door, Dimensional Anchor, Enervation, Evard's Black Tentacles, Fire Shield, Fire Trap, Lesser Globe of Invulnerability, Ice Storm, Invisibility, Greater, Phantasmal Killer, Scrying, Stoneskin.
5th lvl- Cloudkill, Cone of Cold, Dismissal, Hold Monster, Mind Fog, Permanency, Prying Eyes, Teleport, Wall of Force, Wall of Stone.
6th lvl- Chain Lightning, Circle of Death, Disintegrate, Greater Dispel Magic, Globe of Invulnerability, Guards and Wards, Planar Binding, Summon Monster VI, True Seeing, Gate Seal.
7th lvl- Banishment, Delayed Blast Fireball, Finger of Death, Forcecage, Limited Wish, Prismatic Spray, Spell Turning.
8th lvl- Horrid Wilting, Incendiary Cloud, Prismatic Wall, Protection from Spells.

Spells prepared(4/6/6/5/5/3/4/2/1), (Remember, CL 16), (DC 16+spell level), (Evo 18+lvl) (Conj 17+lvl):
0lvl- Detect magic, Detect poison, Reasistance, Read magic.
1st lvl- Expeditious retreat, Feather fall(2), Magic missile(2), Shield
2nd lvl-Bear’s endurance, Melf’s acid arrow, Scorching ray(2), Mirror image, See invisisibility.
3rd lvl- Displacement, Dispel Magic, Haste, Fly, Lightning bolt
4th lvl- Detect scrying, fire shield, greater invisibility, phantasmal killer, Stoneskin
5th lvl- Cone of cold, Wall of force, Empowered Lightning bolt
6th lvl-Disintegrate, Globe of invulnerability, Summon monster VI, Quickened scorching ray
7th lvl- Prismatic spray, twinned lightning bolt
8th lvl- Empowered Chain lightning

1/day levitate, detect magic, detect good, Darkness, Faerie fire, Dancing lights.

Tactics(modified due to haste):
Starts with(in order of casting): B. endurance(157 rounds), Shield (14 rounds), Greater invisibility(15 rounds)
*Opens with Prismatic spray, and summons Xill to make PCs guess provenience of the spells.
*Then makes use of his Empowered Chain lightning following with Quickened scorching ray to the surviving
*Feel lucky, but Cone of cold, is followed by twinned lightning bolt.
*When he has only two rounds of invisibility remaining he casts first Fire shield and then Displacement.



Vampire Noble Guard: Male Drow vampire Ftr8; Medium Undead; CR 11; HD 8d12; hp 58; Init +9; Spd 30 ft/x4; AC 28 (+5 armor, +5 dex, +1 shield, +6 natural, +1 dodge), touch 16, flat-footed 22; Base Atk/Grapple +8/+14; Full Atk +17/+12 One-handed (1d6+9;15-20/x2, +1Rapier), +14/+9 Two-handed (1d6+9 plus energy drain;20/x2, Slam), Lightning bolt (5d6 Ref 14; Javelin of lightning); AL CE; SV Fort +8, Ref +9, Will +4(+2 vs spells); Str 22(+6), Dex 20(+5), Con —(+2), Int 14(+2), Wis 14(+2), Cha 14(+2);
Skills: BluffΉ +11, ClimbΉ +5, HideΉ +12, JumpΉ +14, ListenΉ +13, Move SilentlyΉ +12, Sense MotiveΉ +11, SpotΉ +15, Tumble +8.
Feats: Blind-Fight, Dodge, Lightning reflexes, Alertness, Combat reflexes, Improved Initiative, Mobility, Spring Attack, Improved Critical(Rapier), Weapon Focus(Rapier), Weapon Specialization(Rapier), Greater Weapon Focus(Rapier), Highborn drow.
Possessions: +1 mithral chain shirt, +1 rapier,light mithral shield 2 javelins of lightning, potion of fly, potion of haste.

• Darkvision 120 feet.
• Immunity to sleep effects
• Spell-like abilities: 1/day levitate, detect magic, detect good, Darkness, Faerie fire, Dancing lights.
• SR 19
• Light Blindess(Ex): Abrupt exposure to bright light(such as sunlight or a
daylight spell) blinds you for 1 round. On subsequent rounds, you are
dazzled as long as you remain in the affected area.
• Turn Resistance(Ex): You are treated as a creature of 12HD for turning or rebuking purposes.
• Blood Drain(Ex): If you pin the foe, you drain blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, you gain 5 temporary hit points.
• Children of the Night(Su): once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a wing of 2d6 dire bats as a standard action. These creatures arrive in 2d6 rounds and serve you for up to 1 hour.
• Dominate(Su): This is similar to a gaze attack, except that you must use a standard action, and those merely looking at it are not affected. Anyone you target must succeed on a Will save (DC 16) or fall instantly under your influence as though by a dominate person spell (caster level 12th).
The ability has a range of 30 feet.
• Create Spawn(Su): humanoid or monstrous humanoid, rises as a vampire spawn 1d4 days after burial.
• Energy Drain(Su): Living creatures hit by your slam attack gain two negative levels. For each negative level bestowed, you gain 5 temporary hit points. You can use your energy drain ability once per round.
• Alternate Form(Su): You can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that you do not regain hit points for
changing form and must choose from among the forms mentioned here. You can remain in that form until you assume another or until the next sunrise.
• Damage Reduction(Su): 10/silver and magic• Fast Healing(Ex): You heal 5 points of damage each round so long as you have at least 1 hit point. If reduced to 0 hit points in combat, you automatically assume gaseous form and attempt to escape. You must reach
your coffin home within 2 hours or be utterly destroyed.
• Gaseous Form(Su): As a standard action, fly speed of 20 ft
• Resistances(Ex): cold 10 and electricity 10.
• Spider Climb(Ex)

Dessa Sik-Morcane: Female Drow Bbn9/Clr3;
Medium Humanoid; CR 12 because of her lack of spells; HD 3d8+9d12+24; hp 99(4 currently); Init +4; Spd 40 ft/x4; AC 10 touch 10, flat-footed 10; Base Atk/Grapple +11/+13; Full Atk +13/+8/+3 melee(1d3+2;20/x2, Unarmed Strike); SQ 120ft Darkvision, Spell-like abilities, immunity to paralysis and sleep, SR 24; AL CE; SV Fort +11(+4 current), Ref +4, Will +10(+2 vs spells); Str 15(+2), Dex 10(+0), Con 14(+2) (1(-5) currently), Int 12(+1), Wis 14(+2), Cha 14(+2).
Skills: BluffΉ +10, ClimbΉ +12, ConcentrationΉ +10(+3 currently), IntimidateΉ +13, JumpΉ +13, Knowledge (religion) +4, ListenΉ +13, Spellcraft +4, SpotΉ +6.
Feats: Blind-Fight, Improved Initiative, Power Attack, Improved Sunder, Discipline

Fast movement.
Rage: 3/day, lasts 7(currently 1) rounds, +4 strength and constitution, +28hp, +2 will saves, -2 AC.
Improved uncanny dodge.
DR 1/-
Moderate Aura of chaos and evil
Rebuke undead 5/day
Smite 1/day (+4 attack, +3 damage)


Velasta and Velina, T'sarran nieces: Female Drow Clr10 of Kiransalee; Medium Humanoid; CR 11;
HD 10d8+10; hp 68; Init +0; Spd 30 ft/x4; AC 18 (+6 armor, +2 shield), touch 10, flat-footed 18; Base Atk/Grapple +7/+7; Full Atk +8/+3 One-handed (1d6+1 plus 1d6 acid;19-20/x2, +1 Corrosive Whip-dagger), +7/+2 One-handed (1d4 plus poison;19-20/x2, Hand Crossbow); AL CE; SV Fort +9, Ref +6, Will +11(+2 vs spells); Str 10(+0), Dex 10(+0), Con 12(+1), Int 14(+2), Wis 16(+3), Cha 16(+3);
Skills: ConcentrationΉ +14, Knowledge (arcana) +7, Knowledge (religion) +10, ListenΉ +10, Spellcraft +17, SpotΉ +6.
Feats: Exotic Weapon Proficiency(Whip-dagger), Domain Spontaneity(Retribution, Drow)(spend turning attempts in casting domain spells), True Believer(+3 on a save 1/day)

Possessions: +2 mithril chain shirt, +1 light mithril shield, +1 corrosive whip-dagger(15ft reach), ring of counterspells( slay living), wand of hold person(40 charges),cloak of resistance +1, hand crossbow, potion of lesser restoration, potion of levitate, 4 doses of drow poison.

• Darkvision 120 feet.
• Immunity to sleep effects
• Spell-like abilities: 1/day - dancing lights, darkness, faerie fire.
• Spell Resistance 21
• Light Blindess(Ex)
• Aura(Ex): You have a strong aura of Chaos and Evil.
• Spontaneous Casting: Can spontaneously cast inflict spells, by sacrificing a pre-prepared spell of equal or higher level.
• Restricted Spells: cannot cast Lawful or Good spells.
• Rebuke Undead(Su): Can rebuke undead 6 times per day. A rebuking check is made on 1d20+5; rebuking damage is equal to 2d6+13 on a successful check.

Prepared(6/5/4/4/4/2):
0 lvl-Detect Magic(2), Guidance, Read Magic, Resistance, Virtue
1st lvl-Bane, Cause Fear, Divine Favor, Entropic Shield, Shield of Faith
2nd lvl-Bull's Strength, Cure Moderate Wounds, Hold Person, Silence, Bear's Endurance
3rd lvl-Bestow Curse, Dispel Magic, Magic Vestment, Searing Light, Suggestion
4th lvl-Cure Critical Wounds, Divine Power, Greater Magic Weapon, Fire Shield
5th lvl-Flame Strike, Slay Living, Spiderform

Drow
1-Cloak of Dark Power
2-Clairaudience/Clairvoyance
3-Suggestion
4-Discern Lies
5-Spiderform

Retribution
1- Shield of Faith
2- Bear's Endurance
3- Speak with Dead
4- Fire Shield
5- Mark of Justice

Once per day, she may make a strike of vengeance with a melee or ranged weapon against an individual that harmed her on your next action, dealing maximum damage if she hits.



Zedarr T'sarran: Male Elf(Drow) Ftr4/Rog3/Blk5;
Medium Humanoid; CR 13; HD 3d6+9d10+24; hp 98; Init +2; Spd 20 ft/x3;AC 24 (+12 armor, +1 dex, +1 deflection), touch 12, flat-footed 22; Base Atk/Grapple +11/+15; Full Atk +15/+10/+5 Two-Weapon (primary) (1d8+9;19-20/x2, +1 drowcraft Dire Flail), +13 Two-Weapon (secondary) (1d8+5;19-20/x2, +1 Dire Flail); AL CE; SV Fort +12, Ref +8, Will +5(+2 vs spells); Str 18(+4), Dex 15(+2), Con 14(+2), Int 10(+0), Wis 12(+1), Cha 12(+1);
Skills: BalanceΉ +1, BluffΉ +7, ClimbΉ +6, ConcentrationΉ +7, HideΉ +5, IntimidateΉ +17, Knowledge (religion) +5, ListenΉ +9, SpotΉ +9.
Feats: Exotic Weapon Proficiency(Dire Flail), Improved Critical(Dire Flail), Leadership, Power Attack, Improved Sunder, Two-Weapon Fighting, Weapon Focus(Dire Flail), Weapon Specialization(Dire Flail)
Possessions: +2 drowcraft fullplate, +1 drowcraft/+1 dire flail, ring of protection +1, gauntlets of ogre power

• Darkvision 120 feet.
• Immunity to sleep effects
• Spell-like abilities: 1/day - dancing lights, darkness, faerie fire.
• Spell Resistance 23
• Light Blindess(Ex)
• Rebuke Undead(Su): Can rebuke undead 4 times per day. A rebuking check is made on 1d20+3; rebuking damage is equal to 2d6+4 on a successful check.
• Evasion(Ex)
• Sneak Attack: 3d6
• Poison Use: You do not risk accidentally poisoning yourself when applying poison to a blade.
• Aura of Evil(Ex): You have a strong aura of Evil.
• Detect Good(Sp): At will, as the spell
• Dark Blessing(Su): Add +1 to all saves.
• Smite Good(Su): 2 times per day, you can add +1 to your attack roll; if the creature you strike is good, you inflict an extra 5 points of damage
• Aura of Despair(Su): All enemies within 10 feet of you suffer a –2 morale penalty on all saving throws

Spells(2/1):
1st lvl- Magic weapon(2)
2nd lvl- Bull’s strength

Ripper: Fiendish advanced displacer beast.
Huge Magical Beast (Extraplanar)
Hit Dice: 10d10+50 (105 hp)
Initiative: +1 (+1 Dex)
Speed: 40 ft
AC: 17 (+1 Dex, -2 size, +8 natural)
Attacks: 2 tentacles +16 melee, bite +11 melee
Damage: Tentacles 2d6+8, bite 2d6+4
Face/Reach: 15 ft by 15 ft/10 ft
Special Attacks: Smite good 1/day (+10 bonus to attack)
Special Qualities: DR 10/magic, Cold and fire rsistance 10, Darkvision 60ft, SR 15, low-light vision, Displacement, resistance to ranged attacks(+2 on saves, except for ranged touch attacks)
Saves: Fort +12, Ref +8, Will +5
Abilities: Str 27, Dex 13, Con 20, Int 6, Wis 11, Cha 10
Skills: Hide +8 , Listen +8 ,Spot +4
Feats: Alertness, Dodge, Iron will, Improved natural attack(tentacle)
Alignment: CE


Dorina T'sarran: Female Drow vampire :b: Clr11 of Kiransalee; Medium Undead (augmented humanoid); CR 14; HD 11d12; hp 82; Init +9; Spd 30 ft/x4; AC 29 (+7 armor, +6 dex, +6 natural), touch 16, flat-footed 23; Base Atk/Grapple +8/+13; Full Atk +16/+11 One-handed (1d8+8;20/x2, +1 drowcraft heavy mace), +13/+8 Two-handed (1d6+5 plus energy drain;20/x2, Slam), +13 One-handed (1d4 plus poison;19-20/x2, Hand Crossbow); AL CE; SV Fort +7, Ref +10, Will +12; Str 20(+5), Dex 20(+5), Con —, Int 14(+2), Wis 20(+5), Cha 18(+4);
Skills: BluffΉ +13, ConcentrationΉ +18, HideΉ +14, Knowledge (arcana) +9, Knowledge (religion) +9, ListenΉ +16, Move SilentlyΉ +14, Sense MotiveΉ +14, Spellcraft +15, SpotΉ +16.
Feats: Spell Focus(Necromancy), Greater Spell Focus(Necromancy), Spell Penetration, Ability focus (Dominate), Extra turning.
Possessions: +1 drowcraft mithral chainshirt, +1 drowcraft heavy mace, periapt of wisdom +2, potion of haste, hand crossbow, 20 bolts, 10 doses of drow poison.
Once per day, you may make a strike of vengeance with a melee or ranged weapon against an individual that harmed you on your next action, dealing maximum damage if you hit.
• Darkvision 120 feet.
• Immunity to sleep effects
• Spell-like abilities: 1/day - dancing lights, darkness, faerie fire.
• SR 22
• Light Blindess(Ex)
• Turn Resistance(Ex): You are treated as a 15HD creature for pourposes of undead turning or rebuking.
• Blood Drain(Ex): Successful grapple check, if you pin the foe, you drain blood, dealing 1d4 points of Con drain /round the pin is maintained. On each such successful attack, you gain 5 temporary hit points.
• Children of the Night(Su): 1/day call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 dire bats as a standard action. These creatures arrive in 2d6 rounds and serve you for up to 1 hour.
• Dominate(Su): This is similar to a gaze attack, except that you must use a standard action, and those merely looking at it are not affected. Anyone you target must succeed on a Will save (DC 20) or fall instantly under your influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
• Create Spawn(Su): A humanoid or monstrous humanoid slain by your energy drain rises as a vampire spawn 1d4 days after burial.
• Energy Drain(Su): Living creatures hit by your slam attack gain two negative levels. For each negative level bestowed, you gain 5 temporary hit points. You can use your energy drain ability once per round.
• Alternate Form(Su): Bat, dire bat, wolf, or dire wolf, as a standard action. Similar to a polymorph spell cast by a 12th-level character, but you do not regain hit points for changing form You can remain in that form until you assume another or until the next sunrise.
• Damage Reduction(Su): 10/silver and magic.
• Fast Healing(Ex): You heal 5 hp/round as long you have at least 1 hit point. If reduced to 0 hit, you automatically attempt to escape in gaseous form. You must reach your coffin home within 2 hours or be utterly destroyed.
• Gaseous Form(Su): As a standard action, fly speed of 20 feet with perfect maneuverability.
• Resistances(Ex): cold 10 and electricity 10.
• Spider Climb(Ex)
• Aura(Ex): You have a overwhelming aura of Chaos and Evil.
• Spontaneous Casting: Can spontaneously cast inflict spells, by sacrificing a pre-prepared spell of equal or higher level.
• Restricted Spells: cannot cast Lawful or Good spells.
• Rebuke Undead(Su): Can rebuke undead 7 times per day. A rebuking check is made on 1d20+6; rebuking damage is equal to 2d6+15 on a successful check.

:b:

Dorina T'sarran spells(DC 15+lvl) and tactics, *=domain spell, ‘= necromancy spell(DC 17+lvl)
Prepared spells(6/7+1/5+1/5+1/4+1/3+1/1+1): 0 lvl-Detect Magic(2), Guidance, Read Magic, Resistance, Virtue
1st lvl-Bane, Cause Fear’, Command, Deathwatch’, Divine Favor, Entropic Shield, Sanctuary, Shield of Faith* 2nd lvl-Desecrate*, Bull's Strength, Death Knell’, Hold Person, Silence, Spiritual Weapon
3rd lvl- Animate dead’*, Bestow Curse’, Blindness/Deafness’, Dispel Magic, Deeper Darkness
4th lvl- Divine Power, Fire shield*,Spell Immunity, Greater command(2)
5th lvl- Mark of justice*, Flame Strike, Slay Living’, True Seeing
6th lvl-Banishment*, Blade barrier.

1st round- True seeing + dip bolt in poison and asks them to stay there maby even barter ;P
2nd round- Divine power(If PCs continue in attack mode Greater command instead) + load crossbow 3rd round- Deeper darkness on bolt, fire bolt to middlemost PC
4th round- Blade barrier with deeper darkness surrounding it(55ft radius) +dip bolt in poison
5th round- Spell immunity, gets mace
6th round- Divine power or Fire shield



That's all (for now), have fun and please, report any errors
fergsta2

08-19-04, 08:35 PM
Man those are great, wish I had them a couple of months ago! although i need to do up Dorina and Zedarr as 3.5 revenants, I will use those as my base, thanks!
tariff

08-20-04, 12:08 AM
Superb stuff... my players managed to kill Zedarr, Ripper, a ressurected Valestra and the 2 drider vampires and the vampire noble guard at tonights session..

Next session they will be facing Dorina and Solom..

Ill be using your Conversion :)
Mumm-Ra

08-20-04, 08:07 AM
These are the two revenant Shattered guard towers milling about the castle. 2 of them are Irae’s personal bodyguards.


Drow Revenant Shattered Tower Guards fighter 1/wizard 5/eldritch knight 4/spellsword 1
Medium Undead (Augmented Elf)
Hit Dice: 11d12+57 (149hp)
Initiative: +7
Speed: 30 ft (6 squares)
Armor Class: 21( +3 Dex, +7 Mithril Breastplate +2,+1 ring of protection +1, touch 14, flat-footed 18
Base Attack/Grapple: +8/+14
Attack: +1 Spell Storing Halberd +16 melee (1d10+7), or ranged touch +11 ranged
Full Attack: +1 Spell Storing Halberd +16/+11 melee (1d10+10), or ranged touch +11 ranged
Space/Reach: 5/5 (10 with halberd)
Special Attacks:Revenant abilities, spell-like abilities, spells
Special Qualities:Drow traits, spell rsistance 24, Undead qualities, familiar benefits
Saves: Fort +11 Ref +7, Will +9(+2 vs spells and spell-like abilities, +2 vs enchantment spells and effects)
Abilities: Str 22, Dex 16, Con -, Int 18, Wis 10, Cha 14
Skills:Climb +7Concentration +15, Knowledge (Arcana) +13, Listen +10, Spellcraft +16, Spot +10
Feats:improved spell resistance, improved toughness, weapon focus: halberd, scribe scroll, quicken spell, improved initiative, blind fight, power attack, alertness (b)
Environment: Underground
Organization: Squad (2–4), patrol (5–8 plus 2 2nd-level sergeants and 1 leader of 3rd–6th level), or band (20–50 plus 10% noncombatants plus 1 2nd-level sergeant per 5 adults, 2d4 6th-level lieutenants, and 1d4 9th-level captains)
Challenge Rating: 13
Treasure:+2 Mithril Breastplate, +1 Spell storing halberd (with CL 15 vampiric touch) +1 ring of protection, Amulet of dark blessing, gloves of dexterity +2, Vestment of resistance +2, headband of intellect +2, scroll of teleport, 300 gp, 1d4 gems.
Alignment:neutral evil
Advancement: by character class


These drow were once fighter/wizards of the shattered tower of Maerimydra. After the destruction of their tower and their master Duneth Wharreil, they have been transformed into revenants to serve Irae.

B]Drow Traits (Ex): [/B] These traits are in addition to the high elf traits, except where noted.
— +2 Intelligence, +2 Charisma.
—Darkvision out to 120 feet. This trait replaces the high elf ’s low-light vision.
—Spell resistance equal to 11 + class levels.
— +2 racial bonus on Will saves against spells and spell-like abilities.
—Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.
—Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf ’s weapon proficiency.
—Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the high elf ’s automatic and bonus languages.
—Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
—Favored Class: Wizard (male) or cleric (female). This trait replaces the high elf ’s favored class.
Spells: These guards are 9th-level wizards. Spells per day: 4/5/5/4/3/1; save DC 15 + spell level). Due to the spellguard’s spell girding feat, the DC to dispel his spells is 20.
Typical spells memorised: 0—detect magic, mage hand, read magic, prestidigitation; 1st—shield, true strike, magic missile x3; 2nd— Snilloc’s snowball swarm x2, bull’s strength, see invisibility, Aganazar’s scorcher3rd—displacement, dispel magic, lightning bolt, haste 4th—Dimension door, Stoneskin, 5—Quickened True Strike

Power-suite and tactics: Shield spell followed by bull’s strength, haste, and displacement before battle.(AC 26, +18/+18/+13 attacks, 1d10+13 with halberd).
If surprised, stoneskin first. When injured, quickened true strike together with spell storing ability from halberd and power attack 8 points (+28 attack, 1d10+29 plus 6d6 vampiric touch for an average 55 damage and 21 hps healed).
If possible, they will let loose with lightning bolts and energy spheres prior to melee engagement. IF not, they will press for melee, and when injured, will retreat with dimension door and open up with offensive spells. As a last escape route, they will read their teleport scrolls to fight another day.
Land Outcast

08-20-04, 10:33 PM
Ill be using your Conversion

Plain great, I'll try too keep posting my work as fast as I can ao to supply your games, but please, tariff, tell me if I'm able to reach your gaming rate.

Great work Mumm-Ra.:cool:
tariff

08-21-04, 09:12 AM
we only play once a week... so your ahead of us already :)

Thanx so much for your work
Land Outcast

08-30-04, 10:23 PM
Hey, hey, hey, here deep wastes come:

Sshumath Daerindra: Male Drow half deep dragon Ftr2/Sor6/ElK4;Medium Dragon; CR 15; HD 6d4+12 plus 4d6+8 plus 2d10+4; hp 85; Init +7; Spd 30 ft/x4; AC 22 (+4 armor, +3 dex, +4 natural, +1 dodge), touch 14, flat-footed 18; Base Atk/Grapple +9/+12; Full Atk +15/+10 Two-handed (2d6+6;17-20/x2, +2 Greatsword), +7 Secondary Natural (1d6+3;20/x2, Bite), +12/+12 Primary Natural (1d4+1;20/x2, 2 Claws), +13/+8 Two-handed (1d8+4;20/x3, +1 Composite Longbow (+3 Str)); AL CN; SV Fort +11, Ref +6, Will +6; Str 16(+3), Dex 16(+3), Con 16(+3), Int 16(+3), Wis 10(+0), Cha 20(+5).
Skills: Bluff +10, Climb +8, Concentration +10(+14 defensively), Intimidate +9, Jump +9, Knowledge (local) +10, Listen +9, Spellcraft +17, Spot +3, Swim +6.
Feats: Combat Casting, Combat Reflexes, Dodge, Mobility, Improved Critical(Greatsword), Improved Initiative, Power Attack, Weapon Focus(Greatsword)
Possessions: Bracers of armor +4, +2 greatsword, +1 composite longbow[+3], 50 arrows.
• Darkvision 120 feet.
• Low-Light Vision
• Spell-like abilities: 1/day - dancing lights, darkness, faerie fire.
• Spell Resistance 23
• Light Blindess(Ex): On subsequent rounds, you are dazzled as long as you remain in the affected area.
• Breath Weapon(Ex): Once per day you can emit a 30-foot cone of flesh-corrosive gas dealing 6d8 damage, Ref 17 halves.
• Immunities(Ex): You are immune to sleep, charm and paralysis effects.
• Spell Ability: For each level of Eldritch Knight after 1st you take, you can add 1 to your effective level in sorcerer.

Sorcerer spells known(6/8/7/7/5)(DC 15+lvl):
0-Arcane mark, Detect magic, Detect poison, Disrupt ondead, Open/close, ray of frost, read magic, resistance
1-Chill touch, Magic missile, True strike, Shocking grasp, Ray of enfeeblement
2-Scorching ray, Blur, Bull’s strength, Bear’s endurance
3-Fireball, Haste, Vampiric touch
4-Greater invisibility, Confusion


Velasta and Velina, T'sarran niece Revanants: Female Drow Clr10 of Kiransalee; Medium Undead; CR 12 ;HD 10d12+10; hp 68; Init +0; Spd 30 ft/x4; AC 15 (+4 armor, +1 shield), touch 10, flat-footed 15; Base Atk/Grapple +7/+9; Full Atk +10/+5 One-handed (1d6+2;19-20/x2 Dagger); AL NE; SV Fort +8, Ref +6, Will +11(+2 vs spells); Str 14(+2), Dex 10(+0), Con -, Int 14(+2), Wis 16(+3), Cha 18(+4);
Skills: ConcentrationΉ +14, Knowledge (arcana) +7, Knowledge (religion) +10, ListenΉ +10, Spellcraft +17, SpotΉ +6.
Feats: Exotic Weapon Proficiency(Whip-dagger), Domain Spontaneity(Retribution, Drow)(spend turning attempts in casting domain spells), True Believer(+3 on a save 1/day)

Possessions: chain shirt, light shield, dagger

• Darkvision 120 feet.
• Spell-like abilities: 1/day - dancing lights, darkness, faerie fire.
• Spell Resistance 21
• Light Blindess(Ex)
• Aura(Ex): You have a strong aura of Chaos and Evil.
• Spontaneous Casting: Can spontaneously cast inflict spells, by sacrificing a pre-prepared spell of equal or higher level.
• Rebuke Undead(Su): Can rebuke undead 6 times per day. A rebuking check is made on 1d20+6; rebuking damage is equal to 2d6+13 on a successful check.

Prepared(6/5+1/5+1/4+1/3+1/2+1):
0 lvl-Detect Magic(2), Guidance, Read Magic, Resistance, Virtue
1st lvl-Bane, Cause Fear, Divine Favor, Entropic Shield, Obscuring mist, Shield of Faith
2nd lvl-Bull's Strength, Cure Moderate Wounds, Hold Person, Silence, Resist energy, Bear's Endurance
3rd lvl-Bestow Curse, Dispel Magic, Magic Vestment, Searing Light, Suggestion
4th lvl-Cure Critical Wounds, Divine Power, Greater Magic Weapon, Fire Shield
5th lvl-Flame Strike, Slay Living, Spiderform

Drow
1-Cloak of Dark Power
2-Clairaudience/Clairvoyance
3-Suggestion
4-Discern Lies
5-Spiderform

Retribution
1- Shield of Faith
2- Bear's Endurance
3- Speak with Dead
4- Fire Shield
5- Mark of Justice

Once per day, she may make a strike of vengeance with a melee or ranged weapon against an individual that harmed her on your next action, dealing maximum damage if she hits.

Find the guilty(Ex): Knows the direction and how far his murder is.
Vengeful strike: +1d10 against killer.
Paralyzing glare: Will save 19 or first time killer sees her, gets paralyzed for 2d4 rounds.
Immunity to: Acid, Gas, Electricity and polymorph.
Regeneration 3, except fire damage
Turn immunity
DR 5/magic



Szith Morcane Officer Revanant: Female Drow Ftr9;
Medium Undead; CR 11; HD 9d12; hp 71; Init +3; Spd 30 ft/x4; AC 18 (+4 armor, +4 dex), touch 14, flat-footed 14; Base Atk/Grapple +9/+12; Full Atk +13/+8 Double-weapon (primary) (1d8+7;17-20/x2, Two-bladed Sword), +13 Double-weapon (secondary) (1d8+4;17-20/x2, Two-bladed Sword); SQ 120ft Darkvision, Spell-like abilities, immunity to paralysis and sleep, SR 20; AL CE; SV Fort +7, Ref +7, Will +5(+2 vs spells); Str 20(+5), Dex 16(+3), Con -, Int 14(+2), Wis 12(+1), Cha 12(+1);
Skills: ClimbΉ +9, JumpΉ +12, ListenΉ +9, SpotΉ +9.
Feats: Combat Reflexes, Dodge, Mobility, Spring Attack, Exotic Weapon Proficiency(Two-bladed Sword), Improved Critical(Two-bladed Sword), Two-Weapon Fighting, Weapon Focus(Two-bladed Sword), Weapon Specialization(Two-bladed Sword).

Possessions: chain shirt, two bladed sword.


Vengeful strike: +1d10 against killer.
Paralyzing glare: Will save 15 or first time killer sees her, gets paralyzed for 2d4 rounds.
Immunity to: Acid, Gas, Electricity and polymorph.
Regeneration 3, except fire damage
Turn immunity
DR 5/magic

They HAD to have animal companions, Ranger.2 scouts on it
Drow ranger.1: Male Drow Rgr6 of Kiaransalee; Medium Humanoid; CR 7; HD 6d8+6; hp 39; Init +3; Spd 30 ft/x4; AC 17 (+4 armor, +3 dex), touch 13, flat-footed 14; Base Atk/Grapple +6/+8; Full Atk +8/+3 Two-Weapon (primary) (1d6+3;18-20/x2, +1 Scimitar), +8/+3 Two-Weapon (secondary) (1d6+1;19-20/x2, Masterwork short sword), +10 One-handed (1d4 plus poison;19-20/x2, Mwk Hand Crossbow); AL CE; SV Fort +7, Ref +9, Will +4(+2 vs spells); Str 14(+2), Dex 17(+3), Con 12(+1), Int 12(+1), Wis 12(+1), Cha 10(+0).
Skills: Climb +11, Concentration +10, Hide +12, Listen +12, Move Silently +12, Spot +12, Survival +10.
Feats: Two-Weapon Defense, Weapon Focus(Scimitar, Short Sword), Track, Two weapon fighting, Improved two weapon fighting, Endurance.
Possessions: +1 studded leather, +1 scimitar, Mwk shortsword, Mwk hand crossbow, 10 bolts, Potion of fly, Cloack of resistance +1, 1d6-2 doses of drow poison.

• Darkvision 120 feet.
• Immunity to sleep effects
• Spell-like abilities: 1/day - dancing lights, darkness, faerie fire.
• Spell Resistance 17
• Light Blindess(Ex)
• Animal Companion(Ex): You have selected a Dire Bat as your animal companion.
• Wild Empathy(Ex): You can make a check(1d20+6) to improve the attitude of an animal. You must be within 30 feet of the animal, and it generally takes one minute to perform the action.
• Favored Enemy: You have certain types of enemies that you have extensive knowledge about. Against these creatures, you gain the listed bonus to Bluff, Listen, Sense Motive, Spot, and Survival checks, as well as weapon damage rolls.
€ Aberration (+4 bonus)
€ Humanoid (dwarf) (+2 bonus)

Dire bat animal companion: Large Animal ; HD 6d8+18; hp 45; Init +6; Spd 20 ft., fly 40 ft. (good); Space/Reach 10ft/5ft ; AC 23 (-1 size, +7 Dex, +7 natural), touch 16, flat-footed 16; Base Atk +4; Grp +13; Full Atk Bite +11 melee (1d8+5); SA -; SQ Blindsense 40 ft., Link, Evasion, Share spells; AL N; SV Fort +8, Ref +12, Will +7; Str 18, Dex 24, Con 17, Int 7, Wis 14, Cha 6
Skills: Hide +5, Listen +12*, Move Silently +14, Spot +8*
Feats: Alertness, Stealthy, Weapon finesse
Blindsense(Ex): A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.
Skills: Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.


Spells prepared: Pass without trace, Detect snares and pits



Drow ranger.2: Male Drow Rgr6 of Kiaransalee; Medium Humanoid; CR 7; HD 6d8; hp 33; Init +4; Spd 30 ft/x4;
AC 18 (+4 armor, +4 dex), touch 14, flat-footed 14; Base Atk/Grapple +6/+8; Full Atk +12/+7 Two-handed (1d8+3;20/x3, +1 Composite Longbow (+2 Str)), +9/+4 One-handed (1d6+2;18-20/x2, Masterwork scimitar); AL CE; SV Fort +6, Ref +10, Will +4(+2 vs spells); Str 14(+2), Dex 18(+4), Con 11(+0), Int 12(+1), Wis 12(+1), Cha 10(+0).
Skills: ClimbΉ +11, HideΉ +13, ListenΉ +12, Move SilentlyΉ +13, RideΉ +13, SpotΉ +12, SurvivalΉ +10.
Feats: Mounted Combat, Mounted Archery, Weapon Focus(Longbow), Rapid Shot, Many shot,
Possessions: +1 studded leather, +1 composite longbow[+2 Str], Mwk scimitar, Potion of fly, Cloack of resistance +1, 1d6-2 doses of drow poison.

• Darkvision 120 feet.
• Immunity to sleep effects
• Spell-like abilities: 1/day - dancing lights, darkness, faerie fire.
• Spell Resistance 17
• Light Blindess(Ex)
• Animal Companion(Ex): You have selected a Dire Bat as your animal companion.
• Wild Empathy(Ex): You can make a check(1d20+6) to improve the attitude of an animal. You must be within 30 feet of the animal, and it generally takes one minute to perform the action.
• Favored Enemy: You have certain types of enemies that you have extensive knowledge about. Against these creatures, you gain the listed bonus to Bluff, Listen, Sense Motive, Spot, and Survival checks, as well
as weapon damage rolls.
€ Aberration (+4 bonus)
€ Humanoid (dwarf) (+2 bonus)

Dire bat animal companion: Large Animal ; HD 6d8+18; hp 45; Init +6; Spd 20 ft., fly 40 ft. (good); Space/Reach 10ft/5ft ; AC 23 (-1 size, +7 Dex, +7 natural), touch 16, flat-footed 16; Base Atk +4; Grp +13; Full Atk Bite +11 melee (1d8+5); SA -; SQ Blindsense 40 ft., Link, Evasion, Share spells; AL N; SV Fort +8, Ref +12, Will +7; Str 18, Dex 24, Con 17, Int 7, Wis 14, Cha 6
Skills: Hide +11, Listen +8*, Move Silently +12, Spot +8*
Feats: Alertness, Stealthy, Weapon finesse
Blindsense(Ex): A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.
Skills: Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.


Spells prepared: Pass without trace, Detect snares and pits



Cleric scout: Female Elf(Drow) Clr9/Rgr2; Medium Humanoid; CR 12; HD 11d8+11; hp 69; Init +2; Spd 20 ft/x3; AC 20 (+9 armor, +1 dex), touch 11, flat-footed 19; Base Atk/Grapple +8/+8; Full Atk +9/+4 Two-handed (1d12+1;20/x3, +1 spell storing greatmace), +11/+6 One-handed (1d4+1 plus poison;19-20/x2, +1 Hand Crossbow); AL CE; SV Fort +10, Ref +10, Will +9(+2 vs spells); Str 10(+0), Dex 15(+2), Con 12(+1), Int 10(+0), Wis 17(+3), Cha 14(+2).
Skills: Concentration +10(+14 defensively), Hide +11, Listen +11, Move Silently +11, Spot +11.
Feats: Alertness, Combat Casting, Lightning Reflexes, Stealthy
Possessions: +1 spell storing greatmace (currently is storing inflict serious wounds, 3d8+9), +1 Hand Crossbow, +1 fullplate of shadows and silent moves, 10 bolts.

Prepared(6/5+1/5+1/4+1/2+1/1+1) DC= 13+lvl, if EVIL, +1 CL:
0 lvl-Detect Magic, Guidance, Read Magic, Resistance, Light, Create water
1st lvl-Bane, Obscuring mist, Divine Favor, Entropic Shield, Shield of Faith*
2nd lvl-Resist elements, Spiritual weapon(2), Hold Person, Silence, Desecrate*
3rd lvl-Bestow Curse, Dispel Magic, Invisibility purge, Create food and water, Magic circle against Good*
4th lvl-Cure Critical Wounds, Divine Power, Unholy blight*
5th lvl-Flame Strike, Dispel good*

*Rebuke undead: 5/day
*Darkvision 120ft
*SR 22
*Spell-like abilities
*light blindness
*Domains: Evil, Retribution( Strike of vengance 1/day)
Land Outcast

08-30-04, 10:35 PM
More monsters pouring into the deep wastes:

They are leaders, they are Fighters
Skrzed and Theod: Male and femaleTroglodyte Bbn8/Ftr2;
Medium Humanoid (Reptilian); CR 11; HD 2d8+8d12+2d10+60; hp 137; Init +0; Spd 40 ft/x4; AC 22 (+5 armor, +6 natural, +1 deflection), touch 11, flat-footed 22; Base Atk/Grapple +11/+14; Full Atk +15/+10/+5 Two-handed (2d8+6;17-20/x2, Large +2 heavy flail), lightning bolt Thrown (5d6;Ref 14, javelin of lightning); AL CE; SV Fort +17, Ref +5, Will +5; Str 16(+3), Dex 11(+0), Con 20(+5), Int 8(-1), Wis 10(+0), Cha 10(+0).
Skills: ClimbΉ +4, HideΉ +8, ListenΉ +15, SurvivalΉ +15.
Feats: Improved Critical(Heavy Flail), Power Attack, Improved Sunder, Weapon Focus(Heavy flail), Monkey Grip, Iron will, Combat reflexes

• Natural Weapons: 2 Claws(1d4+3), Bite(1d4+1)
• Darkvision 90 feet.
• Bonus Feat: Multiattack
• +4 racial bonus on Hide checks in rocky or underground surroundings.
• Stench(Ex): When angry or frightened, you exude an oily musk that is very offensive. All non-troglodytes within 30 feet must make a Fortitude save (DC 16) or be sickened for 10 rounds.
• Fast Movement(Ex)
• Rage: You can fly into a screaming frenzy once per encounter, up to 3 times per day. This gives +4 to Strength and Constitution, +28 hit points, and a +2 morale bonus to Will saves, but gives a -2 penalty to AC. Cannot use any skills that require patience or concentration while enraged. Your rage lasts up to 10 rounds.
• Improved Uncanny Dodge(Ex): You can no longer be flanked, except by a level 14 rogue, You retain you Dexterity bonus to AC even if flatfooted or struck by an invisible attacker.
• Damage Reduction(Ex): 1/–

Possessions: +2 heavy flail, +2 studdedd leather, potion of haste, javelin of lightning, ring of protection +1, cloak of resistance +1, 91gp, Rogue stone(100gp).


Latar: Male Troglodyte Clr10 of Laogzed;
Medium Humanoid (Reptilian); CR 11; HD 12d8+36; hp 94; Init +0; Spd 20 ft/x4; AC 24 (+7 armor, +6 natural, +1 deflection), touch 11, flat-footed 24; Base Atk/Grapple +8/+10; Full Atk +13/+8 Two-handed (2d8+5;17-20/x2, Large +2 Heavy Flail); AL CE; SV Fort +14, Ref +4, Will +13; Str 14(+2), Dex 11(+0), Con 16(+3), Int 8(-1), Wis 20(+5), Cha 8(-1).
Skills: Concentration +10(+14 defensively), Listen +6, spellcraft +3
Feats: Combat Casting, Improved Critical(Heavy Flail), Martial Weapon Proficiency(Heavy Flail), Weapon Focus(Heavy Flail), Monkey Grip, Multiattack

Possessions: Large +2 Heavy flail, +2 brestplate, +1 ring of protection, peritaph of wisdom +2, cloak of resistance +1, potion of blur, potion of bull’s strength, potion of detect thoughts, potion of invisibility.

Domains: Evil and Chaos
Spells prepared(DC 15 + lvl, if Evil or Chaos, +1 CL) (6/6+1/5+1/4+1/4+1/3+1):
0-Create water, Cure minor wounds(2), Detect magic, Light, Resistance
1-Shield of Faith, Divine Favor, Deathwatch, Command, Bless, Protection from good*
2-Spiritual Weapon, Hold Person(2), Bear's Endurance, Shatter
3-Magic Circle against Good*, Invisibility Purge, Dispel Magic, Cure Serious Wounds
4-Divine Power, Cure Critical Wounds(2), Air Walk, Chaos hammer*
5-Slay Living, Plane Shift, Dispel good*

• Natural Weapons: 2 Claws(1d4+2), Bite(1d4+1)
• Darkvision 90 feet.
• Stench(Ex): When angry or frightened, you exude an oily musk that is very offensive. All non-troglodytes within 30 feet must make a Fortitude save (DC 14) or be sickened for 10 rounds.
• Spontaneous Casting: Can spontaneously cast cure spells, by sacrificing a pre-prepared spell of equal or higher level.
• Turn Undead(Su): Can turn undead 2 times per day. A turning check is made on 1d20-1; turning damage is equal to 2d6+9 on a successful check.



Too much items to my taste, maybe give them to other monsters, worth of the equipment[opinion?]
Land Outcast

08-30-04, 10:42 PM
Lake offf shadows go:

Elders? Socerers? with dirty greatclubs?
Ghunda and Thurrak: Male and Female Stone Giant Elder Sor4;
Large Giant (Earth); CR 10; HD 4d4+14d8+90; hp 167; Init +4; Spd 40 ft/x4; AC 27 (+3 armor, +4 dex, -1 size, +11 natural), touch 13, flat-footed 23; Base Atk/Grapple +12/+23; Full Atk +19/+14/+9 Two-handed (2d8+11;19-20/x3, +1 Maul), +15/+10/+5 Thrown (2d6+7;20/x2, Rock(Thrown)); AL N; SV Fort +15, Ref +9, Will +9; Str 24(+7), Dex 18(+4), Con 20(+5), Int 13(+1), Wis 13(+1), Cha 19(+4).
Skills: Climb +16, Concentration +17, Hide +4, Jump +16, Knowledge (arcana) +6, Spellcraft +11, Spot +10.
Feats: Alertness, Combat Casting, Combat Reflexes, Improved Critical(Maul), Point Blank Shot, Far Shot, Power Attack

Possessions: +1 Maul, +3 bracers of armor

Sorcerer spells known(6/7/4):
0-Arcane Mark, dancing lights, detect magic, daze, read magic, resistance
1- True strike, magic missile, alarm
2-Bear’s endurance

Spell-like abilities:
1/day: stone shape, Stone tell, Transmute rock to mud or transmute mud to rock(DC 19)


Fiendish Kraken Gargantuan Magical Beast (Aquatic); CR 14; HD 20d10+180; hp 290; Init +4; Spd Swim 20 ft.; Space/Reach 20 ft./15 ft. (60 ft. with tentacle, 30 ft. with arm); AC 20 (-4 size, +14 natural), touch 6, flat-footed 20; Base Atk +20; Grp +44; Atk Tentacle +28 melee (2d8+12/19-20); Full Atk 2 tentacles +28 melee (2d8+12/19-20) and 6 arms +23 melee (1d6+6) and bite +23 melee (4d6+6); SA Improved grab, constrict 2d8+12 or 1d6+6, smite good; SQ Darkvision 60 ft., ink cloud, jet, low-light vision, spell-like abilities, Darkvision 60 ft, resistance to cold 10 and fire 10, Dr 10/magic, SR 25; AL Always evil (any); SV Fort +21, Ref +12, Will +13; Str 34, Dex 10, Con 29, Int 21, Wis 20, Cha 20
Skills: Concentration +21, Diplomacy +7, Hide +0, Intimidate +16, Knowledge (geography) +17, Knowledge (nature) +16, Listen +30, Search +28, Sense Motive +17, Spot +30, Survival +5 (+7 following tracks), Swim +20, Use Magic Device +16
Feats: Alertness, Blind-Fight, Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will
Skills: A kraken has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Spell-Like Abilities: 1/day-control weather, control winds, dominate animal (DC 18), resist energy. Caster level 9th. The save DC is Charisma-based.

Constrict(Ex): A kraken deals automatic arm or tentacle damage with a successful grapple check.

Improved Grab(Ex): To use this ability, the kraken must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Ink Cloud(Ex): A kraken can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the kraken normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.

Jet(Ex): A kraken can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +20 extra damage against a good foe


Advanced Chuul Huge Aberration (Aquatic); CR 10; HD 23d8+151; hp 258; Init +6; Spd 30 ft., swim 20 ft.; Space/Reach 15 ft./10 ft.; AC 25 (-2 size, +2 Dex, +15 natural), touch 11, flat-footed 21; Base Atk +17; Grp +35; Atk Claw +26 melee (3d6+9); Full Atk 2 claws +26 melee (3d6+9);SA Constrict 4d6+9, improved grab, paralytic tentacles; SQ Amphibious, darkvision 60 ft., immunity to poison; AL CE; SV Fort +13, Ref +9, Will +15; Str 28, Dex 14, Con 25, Int 10, Wis 14, Cha 5
Skills: Hide + 14, Listen +16, Spot +16, Swim +16, Jump +16
Feats: Alertness, Blind-Fight,Combat Reflexes, Improved Initiative, Improved natural armor(x2), Power attack, Improved Sunder
Skills: A chuul has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Constrict(Ex): On a successful grapple check, a chuul deals 4d6+9 points of damage.
Amphibious(Ex): Although chuuls are aquatic, they can survive indefinitely on land.
Improved Grab(Ex): To use this ability, a chuul must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict or on its next turn transfer a grabbed opponent to its tentacles.
Paralytic Tentacles(Ex): A chuul can transfer grabbed victims from a claw to its ten- tacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage. However, they exude a paralytic secretion. Anyone held in the tentacles must succeed on a DC 22 Fortitude save each round on the chuul's turn or be paralyzed for 6 rounds. The save DC is Constitution-based. While held in the tentacles, paralyzed or not, a victim automatically takes 2d6+4 points of damage each round from the creature's mandibles.
Land Outcast

08-30-04, 10:51 PM
Shrine to the Claw, hail kuo-toas

What does ye think about the tatoo monk prestige for him?
Kuo-toa Monk: Male Kuo-Toa Mnk3/TtM7(the tatoos are made burning the skin);
Medium Monstrous Humanoid (Aquatic); CR 12; HD 12d8+24; hp 82; Init +2; Spd 50 ft/x4; AC 26 (+3 dex, +6 natural, +7 misc), touch 20, flat-footed 23; Base Atk/Grapple +9/+16; Full Atk +11/+6 Two-Weapon (primary) (1d6+4 plus 1d6;20/x2, +1 shocking nunchaku), +11 Two-Weapon (secondary) (1d6+2 plus 1d6;20/x2, +1 acidic nunchaku), +7 Secondary Natural (1d6+4;20/x2, Bite); AL LE; SV Fort +10, Ref +13, Will +16; Str 16(+3), Dex 15(+2), Con 14(+2), Int 12(+1), Wis 20(+5), Cha 6(-2);
Skills: Escape ArtistΉ +22, HideΉ +13, Knowledge (religion) +9, ListenΉ +11, Move SilentlyΉ +17, SpotΉ +14, Tumble +14.
Feats: Dodge, Mobility, Spring Attack, Endurance, Two-Weapon Fighting, Combat Reflexes, Improved Grapple, Unarmed Strike, Alertness
Possessions: +1 acidic nunchaku, +1 shocking nunchaku.

• Immunity to poison and paralysis
• Spell Resistance 22
• Resistance to Electricity 10.
• Light Blindness(Ex):
• Amphibious(Ex): can survive indefinitely on land.
• Keen Sight(Ex): can spot a moving object or creature even if it is invisible or ethereal.
• Slippery(Ex): You secrete an oily film that makes you difficult to grapple or snare. Webs, magical or otherwise, don't affect you, and you can usually wriggle free from most other forms of confinement.
• +8 racial bonus on Escape Artist and Swim checks.
• +4 racial bonus on Search and Spot checks.
• Movement: You have a Swim speed of 50 feet. You can always move at this speed, without making Swim checks. If you have to make a Swim check to perform an unusual action, you can always choose to Take 10. You can swim at double your speed without rolling, but must move in a straight line
• Wisdom bonus to AC.
• AC Bonus(Ex): Add +7 AC; this bonus is not lost unless you are immobilized or helpless, wearing armor, carrying a shield or carrying a medium/heavy load.
• Flurry of Blows(Ex): As a full attack, you may make one extra attack, all in the round suffer a –2 penalty.
• Evasion(Ex)
• Fast Movement +30
• Still Mind(Ex): +2 vs. Enchantment spells and effects.
• Monk Abilities: Your tattooed monk abilities stack with your monk levels for determining unarmed damage, AC bonus, & unarmored speed bonus.
• Tattoo (Su or Sp): The abilities bestowed are supernatural. Unless the effects of the tattoo are continuous, activating a tattoo is a move action that does not provoke an attack of opportunity.
€ Wasp tatoo: 4/day haste on yourself. The haste last 7 rounds.
€ Lion tatoo: 4/day, you can smite a foe, +4 on your attack roll and +7 bonus on your damage roll. You must declare the smite before attacking & a miss uses up the attempt;
€ Dragonfly tatoo: 1/day +4 dodge bonus to your AC for 7 rounds;
€ Phoenix tatoo: you gain 22 spell resistance.


Kuo-toa Templar: Male and Female Kuo-Toa Ftr2/Rgr1/Rog5;
Medium Monstrous Humanoid (Aquatic); CR 10; HD 5d6+3d8+2d10+30; hp 78; Init +7; Spd 20 ft/x4; AC 29 (+6 armor, +2 shield, +4 dex, +6 natural, +1 deflection), touch 15, flat-footed 29; Base Atk/Grapple +8/+11; Full Atk +13/+8 One-handed (1d6+4;20/x2, +1 Shortspear) and bite +6(1d6+4); AL NE; SV Fort +9, Ref +12, Will +6; Str 16(+3), Dex 16(+3), Con 16(+3), Int 14(+2), Wis 14(+2), Cha 6(-2).
Skills: BalanceΉ +4, BluffΉ +3, DiplomacyΉ +3, Escape ArtistΉ +21, HideΉ +10, IntimidateΉ +1, JumpΉ +6, ListenΉ +11, Move SilentlyΉ +10, SearchΉ +12, SpotΉ +15, Tumble +14.
Feats: Dodge, Mobility, Spring Attack, Improved Initiative, Power Attack, Weapon Focus(Shortspear), Track, Alertness

• Natural Weapons: Bite(1d6+4)
• Immunity to poison and paralysis
• Resistance to Electricity 10.
• Light Blindness(Ex)
• Adhesive(Ex): Anyone who makes an unsuccessful melee attack against you must succeed on a DC 14 Reflex save, or the attacker's weapon sticks to your shield and is yanked out of the wielder's grasp.
• Amphibious(Ex).
• Keen Sight(Ex): Your eyesight is so keen that you can spot a moving object or creature even if it is invisible or ethereal.
• Slippery(Ex): You secrete an oily film that makes you difficult to grapple or snare. Webs, magical or otherwise, don't affect you, and you can usually wriggle free from most other forms of confinement.
• +8 racial bonus on Escape Artist and Swim checks.
• +4 racial bonus on Search and Spot checks.
• Movement: You have a Swim speed of 50 feet. You can always move at this speed, without making Swim checks. If you have to make a Swim check to perform an unusual action, you can always choose to Take 10. You can swim at double your speed without rolling, but must move in a straight line
• Uncanny Dodge(Ex):
• Trap Sense(Ex): +1 to Reflex saves and AC against traps.
• Wild Empathy(Ex): You can make a check(1d20-1) to improve the attitude of an animal. You must be within 30 feet of the animal, and it generally takes one minute to perform the action.
• Evasion(Ex)
• Favored Enemy: You have certain types of enemies that you have extensive knowledge about. Against these creatures, you gain the listed bonus to Bluff, Listen, Sense Motive, Spot, and Survival checks, as well
as weapon damage rolls.
€ Humanoid (elf) (+2 bonus)
• Sneak Attack: Any time someone you attack is denied their Dexterity bonus to AC, or you are flanking them, you inflict an extra 3d6 damage. Ranged attacks must be within 30 feet to gain this, and this extra damage is not increased on a critical hit. Creatures that are immune to critical hits ignore this damage, as do creatures with concealment
• Trapfinding: You can use the Search skill to locate traps when the task has a DC higher than 20. You can use the Disable Device skill to disarm magic traps.


What's a whip with no whip levels?
Kuo-toa Lesser whip: Female Kuo-Toa Clr5/Whp1;
Medium Monstrous Humanoid (Aquatic); CR 9; HD 2d8+6 plus5d8+15 plus 1d8+3; hp 64; Init -1; Spd 15 ft/x4; AC 22 (+6 armor, -1 dex, +6 natural, +1 deflection), touch 9, flat-footed 21; Base Atk/Grapple +6/+7; Full Atk +9/+6 One-handed (1d10+3;/x2, +1 pincer staff), +4 Thrown (1d6+2;20/x2, Javelin(Thrown)); AL NE; SV Fort +12, Ref +3, Will +14; Str 15(+2), Dex 8(-1), Con 16(+3), Int 12(+1), Wis 21(+5), Cha 10(+0).
Skills: ConcentrationΉ +10(+15 defensively), Escape ArtistΉ +8, Knowledge (religion) +7, ListenΉ +8, Move SilentlyΉ +0, Spellcraft +12.
Feats: Combat Casting, Exotic Weapon Proficiency(Pincer staff), Weapon Focus (Pincer staff), Alertness
Possession: +1pincer staff,+1 scale mail, ring of protection +1, potion of protection from elements(fire), platinum ring(50gp)

Watery death prestige domain
• Natural Weapons: Bite(1d6+3)
• Immunity to poison and paralysis
• Resistance to Electricity 10.
• Light Blindness(Ex)
• Amphibious(Ex): While you breathe by means of gills, you can survive indefinitely on land.
• Keen Sight(Ex): Your eyesight is so keen that you can spot a moving object or creature even if it is invisible or ethereal.
• Slippery(Ex): You secrete an oily film that makes you difficult to grapple or snare. Webs, magical or otherwise, don't affect you, and you can usually wriggle free from most other forms of confinement.
• +8 racial bonus on Escape Artist and Swim checks.
• +4 racial bonus on Search and Spot checks.
• Movement: You have a Swim speed of 50 feet. You can always move at this speed, without making Swim checks. If you have to make a Swim check to perform an unusual action, you can always choose to Take 10. You can swim at double your speed without rolling, but must move in a straight line
• Spontaneous Casting: Can spontaneously cast inflict spells, by sacrificing a pre-prepared spell of equal or higher level.
• Rebuke Undead(Su): Can rebuke undead 3 times per day. A rebuking check is made on 1d20+2; rebuking damage is equal to 2d6+6 on a successful check.
-You can rebuke, command, or bolster water creatures 3 times per day as a Supernatural Ability.
-1/day smite any nonaquatic creature +5 attack, and +6 damage

Domains: Evil, Water, Watery death
Spells prepared(5/5+1/4+1/3+1)(DC 15+lvl)(Evil spells cast at +1 CL):
0-Detect magic, Guidance, Read Magic, Resistance, Virtue
1-Bless, Divine Favor, Command, Shield of faith, Sanctuary, Obscuring mist*
2-Calm emotions, Cure moderate wounds, Bear’s endurance, Bull’s strength, Fog clud*
3-Bestow curse, Dispel Magic, Magic circle against good*, Searing light


Kuo-toa Greater whip: Female Kuo-Toa Clr5/Whp5;
Medium Monstrous Humanoid (Aquatic); CR 12; HD 2d8+6 plus 5d8+15 plus 5d8+15 ; hp 94; Init +0; Spd 15 ft/x4; AC 23 (+7 armor, +6 natural), touch 10, flat-footed 23; Base Atk/Grapple +9/+8; Full Atk +10/+5 One-handed (1d10+3;/2, +1 Pincer staff), ThrownLightning bolt (5d6;Ref 14, Javelin of lightning); AL NE; SV Fort +15, Ref +9, Will +18; Str 14(+2), Dex 10(+0), Con 16(+3), Int 12(+1), Wis 20(+5), Cha 12(+1).
Skills: ConcentrationΉ +14, Escape ArtistΉ +10, Knowledge (religion) +7, ListenΉ +8, Move SilentlyΉ +1, Spellcraft +13, SpotΉ +14.
Feats: Combat Casting, Exotic Weapon Proficiency(Bastard Sword(exotic)), Great Fortitude, Lightning Reflexes, Weapon Focus(Bastard Sword(exotic)), Alertness
Possession: +1 pincer staff, +2 brestplate, 3 javelins of lightning, cloak of resistance +2

• Natural Weapons: Bite(1d6+3)
• Immunity to poison and paralysis
• Resistance to Electricity 10.
• Light Blindness(Ex)
• Amphibious(Ex): While you breathe by means of gills, you can survive indefinitely on land.
• Keen Sight(Ex): Your eyesight is so keen that you can spot a moving object or creature even if it is invisible or ethereal.
• Slippery(Ex): You secrete an oily film that makes you difficult to grapple or snare. Webs, magical or otherwise, don't affect you, and you can usually wriggle free from most other forms of confinement.
• +8 racial bonus on Escape Artist and Swim checks.
• +4 racial bonus on Search and Spot checks.
• Movement: You have a Swim speed of 50 feet. You can always move at this speed, without making Swim checks. If you have to make a Swim check to perform an unusual action, you can always choose to Take 10. You can swim at double your speed without rolling, but must move in a straight line
• Spontaneous Casting: Can spontaneously cast inflict spells, by sacrificing
a pre-prepared spell of equal or higher level.
• Rebuke Undead(Su): Can rebuke undead 4 times per day. A rebuking check is made on 1d20+3; rebuking damage is equal to 2d6+11 on a successful check.
-1/day smite any creature +4 attack, and +10 damage
-Watery death Prestige domain
-1/day smite any nonaquatic creature +5 attack, and +10 damage
-Punish the infidels: doom effect on all enemies within 30ft that can see or hear her(DC 16)
-Independant lightning bolt: lightning bolt once every 2d4 rounds, 5d6, Ref 22 halves.
-Inspire the faithful: aid effect on all kuo-toa allies worshippers of the same deity within 30ft that can see and hear her
-Bolster lightning bolt: +2 to the DC of a lighning bolt casted with her participation (independant or grupal)


Domains: Evil, Destruction, Watery death(und)
Spells prepared(6/6+1/5+1/4+1/3+1)(DC 15+lvl)(Evil spells cast at +1 CL):
0-Detect magic, Guidance, Read Magic, Resistance, Virtue, Create water
1-Bless, Divine Favor, Command(2), Shield of faith, Sanctuary, Protection from good*
2-Enthrall, Hold person, Bear’s endurance, Bull’s strength, Spiritual weapon, Shatter*
3-Bestow curse, Dispel Magic, Contagion*, Searing light, Cure serious wounds
4-Rushing waters(und)*, Divine power, Greater magic weapon, Spell immunity
5- Dehydratate(und)*, Flame strike, Righteous might, Slay living

-Not really tactic but DM's logic-
If the PCs made a good deal of noise(almost sure). When the door opens towards the shrine or anything enters by other way(e.g. a wall), the Whips had readied lightning bolts, the Greater Whip casts one independantly and the lesser join to cast it.


Opinions please
The Claw: Male Kuo-Toa half fiend Clr3/Rog3/Asn4; Medium Outsider (augmented monstrous humanoid, native, aquatic); CR 14; HD 7d6+5d8+24; hp 75; Init +6; Spd 20 ft/x4;Fly 20 ft.(avg); AC 24 (+7 dex, +7 natural), touch 17, flat-footed 24; Base Atk/Grapple +9/+11; Full Atk +12/+7 One-handed (1d10+3;x2, +1 pincer staff), +13/+8 (1d4+4;19-20/x2, Assasin's dagger), +6 Secondary Natural (1d6+3;20/x2, Bite); AL LE; SV Fort +9, Ref +17, Will +12; Str 15(+2), Dex 22(+6), Con 14(+2), Int 18(+4), Wis 18(+4), Cha 12(+1).
Skills: ConcentrationΉ +12, DisguiseΉ +6, Escape ArtistΉ +25, HideΉ +21, IntimidateΉ +12, Knowledge (religion) +15, ListenΉ +17, Move SilentlyΉ +21, SearchΉ +19, Spellcraft +6, SpotΉ +21, SwimΉ +11.
Feats: Combat Reflexes, Dodge, Mobility, Exotic Weapon Proficiency(Pincer staff), Great Fortitude, Alertness.
Possessions: +1 pincer staff, 2 potions of invisibility

• Immunity to poison and paralysis, resistance to acid 10, cold 10, and fire 10.
• Spell Resistance 22
• Light Blindness(Ex)
• Amphibious(Ex): While you breathe by means of gills, you can survive indefinitely on land.
• Keen Sight(Ex): You can spot a moving object or creature even if it is invisible or ethereal.
• Slippery(Ex): You secrete an oily film that makes you difficult to grapple or snare. Webs, magical or otherwise, don't affect you, and you can usually wriggle free from most other forms of confinement.
• +8 racial bonus on Escape Artist and Swim checks.
• +4 racial bonus on Search and Spot checks.
• Movement: You have a Swim speed of 50 feet. You can always move at this speed, without making Swim checks. If you have to make a Swim check to perform an unusual action, you can always choose to Take 10. You can swim at double your speed without rolling, but must move in a straight line
• Smite Good(Su): Once per day you can make a normal melee attack to deal +12 against a good foe.
• Damage reduction: 10/magic.
• Fly(Ex): You gain the ability to fly at 20 ft.(avg).
• Uncanny Dodge(Ex):
• Trap Sense(Ex): +1 to Reflex saves and AC against traps.
• Spontaneous Casting: Can spontaneously cast inflict spells, by sacrificing a pre-prepared spell of equal or higher level.
• Rebuke Undead(Su): Can rebuke undead 4 times per day. A rebuking check is made on 1d20+3; rebuking damage is equal to 2d6+4 on a successful check.
• Evasion(Ex):
• Sneak Attack: 4d6 damage.
• Trapfinding: You can use the Search skill to locate traps when the task has a DC higher than 20. You can use the Disable Device skill to disarm magic traps.
• Death Attack: If you study your victim for 3 rounds, attack that target within another 3 rounds, then make a sneak attack with a melee weapon that successfully deals damage, you can paralyze or kill the target if they fail a Fortitude save (DC 19).

Spell-Like Abilities: You can use the following spell like abilities once per day(unless otherwise specified): Darkness 3/day, Desecrate, Unholy blight, Poison 3/day, Contagion, Blasphemy

Cleric spells prepared(4/4/3):
0-Detect magic(2), read magic(2)
1-Divine favor, Obscuring mist, Sanctuary, Shield of faith
2-Bear’s endurance, Fog cloud, Silence

Assassin spells prepared(2/2):
1-True strike(2)
2-Alter self, Invisibility
Assassin spellbook:
1-True strike, Obscuring mist, Ghost sound, Disguise self
2-Alter self, Invisibility, Spider climb



Please, I need opinions bout'e tatooed monk, the Claw(maybe all Assn lvls), and the amount of equipment given in the module to the trogs.
fergsta2

09-04-04, 08:32 PM
:bump:
schulerta

09-10-04, 11:50 AM
Land Outcast,
Great work and many thanks.

The Claw looks really good, I chose to make the Claw not Half-Fiend and a Barb2/Ftr2/Frenzied Berserker8 for my campaign. I find that the Half templates are great for stats, but I would rather give them two levels of a class.

The Tattoed Monk works well for the Kuo-toa Monk. I went with Mnk3/Clr1/Sacred Fist 6 and traded the nunchakus for a monk's belt (since the Sacred Fist cannot use any weapons).


Thanks again,
Troy
Land Outcast

09-14-04, 05:39 PM
Pouring monsters, but not shure to be able to keep doing so...

Ghindul: Male Kir-Lanan Ftr6/Sor3;
Medium Monstrous Humanoid; CR 9; HD 4d8+8 plus 3d4+6 plus 6d10+12; hp 88; Init +6; Spd 30 ft/x4;Fly 90 ft.(good); AC 20 (+3 armor, +2 dex, +3 natural, +1 deflection, +1 dodge), touch 14, flat-footed 17; Base Atk/Grapple +11/+16; Full Atk +17/+17 Primary Natural (1d4+7;19-20/x2, 2 Claws); AL CE; SV Fort +9, Ref +9, Will +8; Str 21(+5), Dex 14(+2), Con 14(+2), Int 8(-1), Wis 8(-1), Cha 14(+2).
Skills: ClimbΉ +6, ConcentrationΉ +4, Escape ArtistΉ +5, HideΉ +10, ListenΉ +7.
Feats: Blind-Fight, Combat Casting, Combat Reflexes, Dodge, Improved Critical(2 Claws), Improved Initiative, Weapon Focus(2 Claws), Weapon Specialization(2 Claws), Flyby Attack, Alertness(Fm)
Possessions: +3 bracers of armor, ring of protection +1, 2 potions of inflict serious wounds, 2 tanglefoot bags.

• Darkvision 60 feet.
• Spell-like abilities: 3/day - Ray of Enfeeblement
• +4 racial bonus on Hide checks.
• Negative Energy Touch (Su): 3 times/day you can use a touch attack similar to chill touch. If you hit with a melee touch attack you deal 2d6 points of damage and 1 point of temporary Strength damage. A Fort save (DC 14) negates the Strength damage.
• Rebuke Undead (Su): You can rebuke/command undead three times per day as level 13 evil cleric.
• Harmed by Positive Energy: You suffer damage from cure wounds spells, holy water, and blessed weapons just as if you were undead. You cannot be turned, but you are uncomfortable around such displays.
• Soulless: you cannot use positive energy of any kind.

Sorcerer spells known(6/6):
0-Arcane mark, Detect magic, Mage hand, Ray of frost, Daze
1-Magic missile, True strike, Expeditious retreat

Ghaa, Bat Familiar; Diminutive Magical beast ; CR -; HD 1/4 d8; hp 44; Init +2; Spd 5 ft (1 square), fly 40 ft. (good); Space/Reach 1 ft./0 ft.; AC 18 (+4 size, +2 Dex, +2 Natural), touch 16, flat-footed 16; Base Atk +11; Grp -6; Atk +10 Touch; SA -; SQ Blindsense 20 ft., low-light vision, Improved Evasion, Empathic Link, Share spells, ; AL Always neutral; SV Fort +7, Ref +9, Will +11;Str 1, Dex 15, Con 10, Int 7, Wis 14, Cha 4
Skills: Hide +18, Listen +11*, Move Silently +6, Spot +8*
Feats: Alertness
Skills: *A bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
Blindsense(Ex): A bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.

Kir-Lanan Fighter: Male and Female Kir-Lanan Ftr6;
Medium Monstrous Humanoid; CR 6; HD 4d8+8 plus 6d10+12; hp 75; Init +2; Spd 30 ft/x4;Fly 90 ft.(good); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk/Grapple +10/+15; Full Atk +16/+16 Primary Natural (1d4+7;19-20/x2, 2 Claws); AL CE; SV Fort +8, Ref +8, Will +8; Str 20(+5), Dex 15(+2), Con 14(+2), Int 10(+0), Wis 10(+0), Cha 8(-1).
Skills: Climb +7, Escape Artist +5, Hide +10, Listen +5, Move Silently +6, Spot +1, Use magic device +3.
Feats: Blind-Fight, Combat Reflexes, Improved Critical(2 Claws), Iron Will, Power Attack, Weapon Focus(2 Claws), Weapon Specialization(2 Claws), Flyby Attack
Possessions:
-Area 2-Fighter 1: 2 potions of inflict serious wounds, stone salve, 2 tanglefoot bags
-Fighter 2: 2 potions of inflict serious wounds,gloves of arrow snaring, 2 tanglefoot bags
-Fighter 3: 2 potions of inflict serious wounds,necklace of fireballs type V, 2 tanglefoot bags
-Fighter 4: 2 potions of inflict serious wounds,horn of goodness/evil, 2 tanglefoot bags

-Area 3-Fighter 1: 2 potions of inflict serious wounds, 2 beads of force
-Fighter 2: 2 potions of inflict serious wounds,stone salve
-Fighter 3: 2 potions of inflict serious wounds,wind fan

• Darkvision 60 feet.
• Spell-like abilities: 3/day - Ray of Enfeeblement
• +4 racial bonus on Hide checks.
• Negative Energy Touch (Su): 3 times/day you can use a touch attack similar to chill touch. If you hit with a melee touch attack you deal 2d6 points of damage and 1 point of temporary Strength damage. A Fort save (DC 11) negates the Strength damage.
• Rebuke Undead (Su): You can rebuke/command undead three times per day as level 10 evil cleric.
• Harmed by Positive Energy: You suffer damage from cure wounds spells, holy water, and blessed weapons just as if you were undead. You cannot be turned, but you are uncomfortable around such displays.
• Soulless


Phaikkul: Female Half Kir-Lanan/Half shadow dragon Ftr8;
Medium Dragon ; CR 12; HD 4d10+12 plus 8d10+24; hp 104; Init +3; Spd 30 ft/x4;Fly 90 ft.(good); AC 27 (+6 armor, +3 dex, +7 natural, +1 deflection), touch 14, flat-footed 24; Base Atk/Grapple +12/+22; Full Atk +24/+24 Primary Natural (1d6+12;19-20/x2, 2 Claws), +15/+10/+5 Two-handed (1d8+10;20/x3, Composite Longbow (+10 Str)); AL CE; SV Fort +10, Ref +9, Will +5; Str 30(+10), Dex 16(+3), Con 16(+3), Int 14(+2), Wis 8(-1), Cha 12(+1).
Skills: ClimbΉ +18, Escape ArtistΉ +7, HideΉ +16, ListenΉ +7, Move SilentlyΉ +10, SpotΉ +7, Use Magic Device +5.
Feats: Blind-Fight, Combat Reflexes, Improved Critical(2 Claws), Power Attack, Weapon Focus(2 Claws), Weapon Specialization(2 Claws), Greater Weapon Focus(2 Claws), Flyby Attack, Hover, Improved Natural Attack(2 Claws)
Possessions: +2 Mithral chain shirt, ring of protection +2, gauntlets of ogre power, potion of inflict serious wounds

• Natural Weapons: 2 Claws(1d6+10)
• Darkvision 60 feet.
• Low-Light Vision
• Spell-like abilities: 3/day - Ray of Enfeeblement
• +4 racial bonus on Hide checks.
• Negative Energy Touch (Su): 3 times/day you can use a touch attack similar to chill touch. If you hit with a melee touch attack you deal 2d6 points of damage and 1 point of temporary Strength damage. A Fort save (DC 13) negates the Strength damage.
• Rebuke Undead (Su): You can rebuke/command undead three times per day as level 12 evil cleric.
• Harmed by Positive Energy: You suffer damage from cure wounds spells, holy water, and blessed weapons just as if you were undead. You cannot be turned, but you are uncomfortable around such displays.
• Soulless
• Breath Weapon(Ex): Once per day you can emit a 30-foot cone of bilowing, smoking shadows, dealing 1d2 negative levels, Fort 19.
• Immunities(Ex): You are immune to sleep and paralysis effects, as well as to energy drain.

She is intelligent, dosn’t allow her instincts to override her easily, she enters combat shooting arrows, she will escape if necessary, shooting again with her bow.


Maerimydra Officer: Female Drow Ftr9;
Medium Humanoid; CR 10; HD 9d10+18; hp 72; Init +3; Spd 20 ft/x4; AC 25 (+7 armor, +3 shield, +3 dex, +1 deflection, +1 dodge), touch 15, flat-footed 21; Base Atk/Grapple +9/+11; Full Atk +14/+9 One-handed (1d6+5;15-20/x2, +1 Rapier), +12 Two-handed (1d8;19-20/x2, Light Crossbow); AL CE; SV Fort +8, Ref +6, Will +4(+2 vs spells); Str 14(+2), Dex 16(+3), Con 14(+2), Int 10(+0), Wis 12(+1), Cha 12(+1).
Skills: Climb +1, Jump +1, Listen +6, Spot +5.
Feats: Blind-Fight, Combat Reflexes, Dodge, Mobility, Spring Attack, Improved Critical(Rapier), Weapon Finesse, Weapon Focus(Rapier), Weapon Specialization(Rapier)
Possessions: +2 chainmail, +1 heavy steel shiled, +1 rapier, ring of protection +1

• Darkvision 120 feet.
• Immunity to sleep effects
• Spell-like abilities: 1/day - dancing lights, darkness, faerie fire.
• Spell Resistance 20
• Light Blindess(Ex)


Gok'llak: Male Grimlock Bbn11/FBk1;
Medium Monstrous Humanoid; CR 13; HD 2d8+12d12+70; hp 161; Init +3; Spd 30 ft/x4; AC 22 (+5 armor, +3 dex, +4 natural), touch 13, flat-footed 22; Base Atk/Grapple +14/+19; Full Atk +21/+16/+11 One-handed (1d8+6 plus 1 electric;19-20/x3, +1 keen darksteel battleaxe); AL NE; SV Fort +14, Ref +9, Will +6; Str 20(+5), Dex 16(+3), Con 20(+5), Int 9(-1), Wis 10(+0), Cha 4(-3).
Skills: ClimbΉ +16, HideΉ +6, IntimidateΉ +10, ListenΉ +8.
Feats: Power Attack, Cleave, Weapon Focus(Battleaxe), Destructive Rage, Intimidating Rage, Diehard, Track
Possessions: +1 keen darksteel battleaxe, +2 Hide armor, +2 Bracers of Health, 3 Onyx black spider rings(100gp each), 4 Rochodytes(50gp each).

• Immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
• +10 racial bonus on Hide checks in mountain or underground settings.
• Blindsight 40 ft.
• Scent
• Fast Movement(Ex): +10
• Greater Rage: You can fly into a screaming frenzy once per encounter, up to 3 times per day. This gives +6 to Strength and Constitution, +48 hit points, and a +3 morale bonus to Will saves, but gives a -2 penalty to AC.
• Uncanny Dodge(Ex): You retain you Dexterity bonus to AC even if flatfooted or struck by an invisible attacker.
• Improved Uncanny Dodge(Ex): You can no longer be flanked, except by a level 15 rogue.
• Trap Sense(Ex): +3 to Reflex saves and AC against traps.
• Damage Reduction(Ex): 2/–
• Frenzy(Ex): 1 times per day, as a free action, you can enter a frenzy. While frenzied you gain a +6 bonus to Strength, and you gain a single extra attack at your highest bonus if you make a full attack. You take a -4 penalty to AC and you take 2 points of nonlethal damage every round. Your frenzy lasts for 9 rounds, or 11 rounds if you are already raging. If you take damage and still have uses of frenzy remaining that day, you go into a frenzy as a free action during your next turn unless you succeed on a Will save (DC 10 + points of damage). While in a frenzy, you must attack foes, or a random creature if no foes remain.


Don't have Psions, Quthnorak: Male Mind Flayer Sor7;
Medium Aberration; CR 15; HD 7d4+8d8+45; hp 102; Init +3; Spd 30 ft/x4; AC 24(normal 19) (+3 dex, +3 natural, +5 expertise, +1 dodge, +2 deflection), touch 14, flat-footed 13; Base Atk/Grapple +9/+9; Full Atk +8 (+13 normal)(1d4;20/x2, 4 Tentacles); AL LE; SV Fort +7, Ref +7, Will +15; Str 10(+0), Dex 17(+3), Con 16(+3), Int 18(+4), Wis 18(+4), Cha 26(+8).
Skills: Bluff +13, Concentration +21, Craft (Alchemy) +9, Diplomacy +11, Hide +14, Intimidate +16, Knowledge (arcana) +15, Knowledge (the planes) +15, Listen +13, Move Silently +14, Spellcraft +17, Spot +13.
Feats: Alertness, Combat Expertise, Dodge, Weapon Finesse, Weapon Focus(Tentacles), Ability Focus
Possessions: Ring of protection +2, Cloak of Charisma +2

• Spell Resistance 32
• Mind Blast (Sp): This ability, useable at will, projects a 60-foot cone. All sentient creatures caught in this cone must make a Will save (DC 23) or be stunned for 3d4 rounds.
• Improved Grab (Ex): If you hit a Small to Large creature with a tentacle you can then attempt to start a grapple as a free action without provoking an attack of opportunity. If you begin your turn with at least one tentacle attached, you can try to attach the remaining tentacles with a single grapple check.
• Extract (Ex): If you begin your turn with all four tentacles attached to a creature's head, you can choose to extract its brain and automatically kill it
• Telepathy (Su): You can communicate telepathically with any other creature within 100 ft. that has a language.
• Psionics (Sp)

At will: charm monster(DC 22), detect thoughts(DC 20), levitate, plane shift, suggestion(DC 21).
Sorcerer spells known(6/8/8/6)
0-Acid Splash, Arcane Mark, Detect Magic, Disrupt Undead, Ghost Sound, Light, Read Magic
1-Mage Armor, Magic Missile, Ray of Enfeeblement, Shield, Silent Image
2-Alter Self, Melf's Acid Arrow, See Invisibility
3-Haste, Ray of exhaustion

Tactics(the cave is 40ft high):
0-Levitate
1st round: Haste
2nd round: Mind blast or Ray of enfeeblement if they are too far or Melf’s acid arrow on discovered spellcaster

If evidence of invisible creatures, casts See invisibility, and repeat’s 2nd round tactics, waiting to feed later.


Ogre champion: Male Ogre Bbn5/FBk3;
Large Giant; CR 11; HD 4d8+8d12+48; hp 125; Init +1; Spd 35 ft/x4; AC 20 (+5 armor, +1 dex, -1 size, +5 natural), touch 10, flat-footed 20; Base Atk/Grapple +11/+23; Full Atk +19/+14/+9 Two-handed (2d8+13;19-20/x2, +1 Greatclub), +18/+13/+8 Two-handed (2d6+12;20/x3, Spear) or +11 Thrown (2d6+8/x3 spear); AL CE; SV Fort +15, Ref +4, Will +3; Str 26(+8), Dex 12(+1), Con 18(+4), Int 8(-1), Wis 10(+0), Cha 4(-3).
Skills: ClimbΉ +11, JumpΉ +10, ListenΉ +10.
Feats: Improved Critical(Greatclub), Power Attack, Cleave, Destructive Rage, Intimidating Rage, Diehard
Possessions: +1 Greatclub, Chainmail, 5 large spears, 16gp, 12sp.

Modifications while in rage and Frenzy:
HD 4d8+8d12+60; hp 137;AC 14 (+5 armor, +1 dex, -1 size, +5 natural, -2 rage, -4 Frenzy), touch 10, flat-footed 20; Grapple +28; Full Atk +24/+24/+19/+14 Two-handed (2d8+18;19-20/x2, +1 Greatclub); AL CE; SV Fort +16, Ref +4, Will +5; Str 36(+13), Con 20(+5);
Skills: ClimbΉ +17, JumpΉ +14, ListenΉ +10.

• Space/Reach: 10'/10'
• Darkvision 60 feet.
• Low-Light Vision
• Fast Movement(Ex): +10
• Rage: You can fly into a screaming frenzy once per encounter, up to 2 times per day. This gives +4 to Strength and Constitution, +28 hit points, and a +2 morale bonus to Will saves, but gives a -2 penalty to AC. Cannot use any skills that require patience or concentration while enraged. Your rage lasts up to 9 rounds.
• Uncanny Dodge(Ex)
• Improved Uncanny Dodge(Ex)
• Trap Sense(Ex): +1
• Frenzy(Ex): 2 times per day, as a free action, you can enter a frenzy. While frenzied you gain a +6 bonus to Strength, and you gain a single extra attack at your highest bonus if you make a full attack. You take a -4 penalty to AC and you take 2 points of nonlethal damage every round. Your frenzy lasts for 7 rounds, or 9 rounds if you are already raging. If you
take damage and still have uses of frenzy remaining that day, you go into a frenzy as a free action during your next turn unless you succeed on a Will save (DC 10 + points of damage). While in a frenzy, you must attack foes, or a random creature if no foes remain.
• Diehard
• Supreme Cleave: You can take a 5-foot step between attacks when using the Cleave or Great Cleave feat.


Revanant Drow ranger: Male Drow Rgr6 of Kiaransalee; Medium Humanoid; CR 7; HD 6d8; hp 39; Init +3; Spd 30 ft/x4; AC 17 (+4 armor, +3 dex), touch 13, flat-footed 14; Base Atk/Grapple +6/+8; Full Atk +10/+5 Two-Weapon (primary) (1d6+5;18-20/x2, +1 Scimitar), +10/+5 Two-Weapon (secondary) (1d6+2;19-20/x2, Masterwork short sword), +10 One-handed (1d4 plus poison;19-20/x2, Mwk Hand Crossbow); AL NE; SV Fort +7, Ref +9, Will +4(+2 vs spells); Str 18(+4), Dex 17(+3), Con -(+1), Int 12(+1), Wis 12(+1), Cha 12(+1).
Skills: Climb +13, Concentration +10, Hide +12, Listen +12, Move Silently +12, Spot +12, Survival +10.
Feats: Two-Weapon Defense, Weapon Focus(Scimitar, Short Sword), Track, Two weapon fighting, Improved two weapon fighting, Endurance.
Possessions: +1 studded leather, +1 scimitar, Mwk shortsword, Mwk hand crossbow, 10 bolts, Potion of fly, Cloack of resistance +1, 1d6-3 doses of drow poison.

• Darkvision 120 feet.
• Immunity to sleep effects
• Spell-like abilities: 1/day - dancing lights, darkness, faerie fire.
• Spell Resistance 17
• Light Blindess(Ex)
• Animal Companion(Ex): You have selected a Dire Bat as your animal companion.
• Wild Empathy(Ex): You can make a check(1d20+6) to improve the attitude of an animal. You must be within 30 feet of the animal, and it generally takes one minute to perform the action.
• Favored Enemy: You have certain types of enemies that you have extensive knowledge about. Against these creatures, you gain the listed bonus to Bluff, Listen, Sense Motive, Spot, and Survival checks, as well as weapon damage rolls.
€ Aberration (+4 bonus)
€ Humanoid (dwarf) (+2 bonus)


Find the guilty(Ex): Knows the direction and how far his murder is.
Vengeful strike: +1d10 against killer.
Paralyzing glare: Will save 15 or first time killer sees her, gets paralyzed for 2d4 rounds.
Immunity to: Acid, Gas, Electricity and polymorph.
Regeneration 3, except fire damage
Turn immunity
DR 5/magic


Taharak, ghost champion: Male Drow Ftr12;
Medium Undead ; CR 15; HD 12d12; hp 71; Init +4; Spd Fly 30 ft.(perfect); AC 17 (+4 dex, +1 Dodge, +2 Cha), touch 16, flat-footed 12; Base Atk/Grapple +12/+15; Full Atk +16/+11/+6 (1d6 plus 1d4 from 1 ability score; Incorporeal touch); AL CE; SV Fort +10, Ref +8, Will +5(+2 vs spells); Str 16(+3), Dex 18(+4), Con —, Int 12(+1), Wis 12(+1), Cha 14(+2).
Skills: ClimbΉ +8, HideΉ +10, JumpΉ +1, ListenΉ +15, SearchΉ +13, SpotΉ +13.
Feats: Blind-Fight, Combat Reflexes, Dodge, Mobility, Spring Attack, Exotic Weapon Proficiency(Spiked Chain), Improved Critical(Spiked Chain), Power Attack, Weapon Finesse, Weapon Focus(Spiked Chain), Weapon Specialization(Spiked Chain), Greater Weapon Focus(Spiked Chain)

Taharak, ghost champion: Male Drow Ftr12; Vs Ethereal opponents
Medium Undead ; CR 15; HD 12d12; hp 71; Init +4; Spd Fly 30 ft.(perfect); AC 23 (+8 armor, +4 dex, +1 Dodge), touch 14, flat-footed 18; Base Atk/Grapple +12/+15; Full Atk +21/+16/+11 Two-handed (2d4+9;19-20/x2, +1 drowcraft Spiked Chain) or +15 melee touch; AL CE; SV Fort +10, Ref +8, Will +5(+2 vs spells); Str 16(+3), Dex 18(+4), Con —, Int 12(+1), Wis 12(+1), Cha 14(+2).
Skills: ClimbΉ +8, HideΉ +10, JumpΉ +1, ListenΉ +15, SearchΉ +13, SpotΉ +13.
Feats: Blind-Fight, Combat Reflexes, Dodge, Mobility, Spring Attack, Exotic Weapon Proficiency(Spiked Chain), Improved Critical(Spiked Chain), Power Attack, Weapon Finesse, Weapon Focus(Spiked Chain), Weapon Specialization(Spiked Chain), Greater Weapon Focus(Spiked Chain)
Possessions(Ethereal): +1 drowcraft brestplate, +1 drowcraft spiked chain

• Darkvision 120 feet.
• Immunity to sleep effects
• Spell-like abilities: 1/day - dancing lights, darkness, faerie fire.
• Spell Resistance 23
• Light Blindess(Ex)
• Rejuvenation(Su): Your 'destroyed' spirit will often restore itself in 2d4 days. You return to your old haunts with a successful level check (1d20+12) against DC 16.
• Turn Resistance(Ex): You have +4 turn resistance.
• Manifestation(Su): You dwell on the Ethereal Plane and, as an ethereal creature, you cannot affect or be affected by anything in the material world. When manifested you can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source.
• Horrific Appearance(Su): Any living creature within 60 feet that views you must succeed on a Fortitude save (DC18) or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4
points of Constitution damage. A creature that successfully saves against this effect cannot be affected by your horrific appearance for 24 hours.
• Corrupting touch: 1d6.
• Draining touch: 1d4 ability damage to ability selected by Taharak and for each point drained, he heals 5hp.
• Fly(Ex): You gain the ability to fly at 30 ft.(perfect).


Cult Cleric: Female Elf(Drow) Clr9;
Medium Humanoid; CR 10;HD 9d8+9; hp 53;Init +0; Spd 20 ft/x3;AC 24 (+11 armor, +3 shield), touch 10, flat-footed 24;Base Atk/Grapple +6/+6;Full Atk +7/+2 One-handed (1d8+1;20/x2, +1 Morningstar), +7/+2 Two-handed (1d8;19-20/x2, Masterwork light crossbow);AL CE; SV Fort +7, Ref +3, Will +9(+2 vs spells) ;Str 10(+0), Dex 10(+0), Con 12(+1), Int 14(+2), Wis 16(+3), Cha 16(+3);
Skills: ConcentrationΉ +13, Knowledge (arcana) +10, Knowledge (religion) +14, ListenΉ +6, Spellcraft +16, SpotΉ +6.
Feats: Combat Casting, Extra Turning, Divine Metamagic(Twin Spell, Quicken Spell)(pay turn attemps= levels the spell icreases)
Possessions: +1 morningstar, +1 drowcraft full-plate, +1 heavy steel shield, scroll of flame strike, scroll of blade barrier, wand of summon monster III(15 charges; this item does not work inside the forbbidance of Castle Maerimydra), Mwk. Light crossbow, 20 bolts.

Spells prepared(6/5+1/5+1/4+1/2+1/1+1):
0- Cure Minor Wounds, Detect Magic, Guidance, Read Magic, Resistance, Virtue
1- Shield of faith*, Bless, Command, Deathwatch, Divine Favor, Sanctuary
2- Desecrate*, Cure Moderate Wounds(2), Hold Person, Silence, Spiritual Weapon
3- Animate dead*, Bestow Curse, Dispel Magic, Invisibility Purge, Searing light
4- Fire shield*, Divine Power, Greater Magic Weapon
5- Mass inflict light wounds*, Slay Living


• Darkvision 120 feet.
• Immunity to sleep effects
• Spell-like abilities: 1/day - dancing lights, darkness, faerie fire.
• Spell Resistance 20
• Automatic Searching
• Light Blindess(Ex)
• Spontaneous Casting
• Rebuke Undead(Su): Can rebuke undead 14 times per day. A rebuking check is made on 1d20+5; rebuking damage is equal to 2d6+12 on a successful check.
*Domains: Undeath and Retribution
• Once per day, she may make a strike of vengeance with a melee or ranged weapon against an individual that harmed her on your next action, dealing maximum damage if she hits


Apprentice silveraith: Male Drow silveraith Wiz9;
Medium Undead(incorporeal); CR 12;HD 9d12; hp 68;Init +7; Spd fly 30 ft (perfect);AC 19 (+3 dex, +6 deflection), touch 19, flat-footed 16;Base Atk/Grapple +4/+4;Full Atk +5 melee (3d8+9[Will DC 15 half], Incorporeal touch);AL CE; SV Fort +3, Ref +6, Will +7;Str -, Dex 16(+3), Con -, Int 21(+5), Wis 12(+1), Cha 12(+1);
Skills: Concentration +12, Craft (Alchemy) +11, Hide +12, Knowledge (arcana) +19, Knowledge (the planes) +17, Listen +14, Search +16, Spellcraft +17, Spot +12.
Feats: Improved Initiative, Craft Wand, Craft Wondrous Item, Empower Spell, Enlarge Spell, Scribe scroll.

• Darkvision 60ft
• Spell-like abilities: 1/day - dancing lights, darkness, faerie fire.
• Magic Absorption (Su): A silveraith can ready an action to absorb spells targeted at it as if it were a rod of absorption. When it absorbs spell energy, it creates a backlash of negative energy that deals 1d6 points of damage per absorbed spell level to the caster of the spell (Will 15 for half). A negative energy protection spell negates this damage, and undead spellcasters are actually healed by this effect.
• Spells: A silveraith can cast any spells it could cast while alive, except for healing spells or other spells that use positive energy.
•Create spawn (Su): An arcane or divine spellcaster killed outright by the backlash of the silveraith’s magic absorption power rises as a silveraith itself in 1d4 days. If the victim does not qualify for the template, it does not become a silveraith. The silveraith exercises no special control over spawn created in this manner.
• Immunities (Ex): Silveraiths are immune to cold, electricity, polymorph and mind-affecting effects.
• Turn resistance (Ex): this silveraith is considered of 13 HD for turning pourposes.
• Incorporeal subtype
• Undead traits

Spells Prepared(4/6/5/4/3/2):
0-
1-
2-
3-
4-
5-

Spells Known(Spellbook):
0-All
1-Cause Fear, Chill Touch, Expeditious Retreat, Jump, Mage Armor, Magic Missile, Nystul's Magic Aura, Obscuring Mist, Ray of Enfeeblement, Shield
2-Blindness/Deafness, Flaming Sphere, Fog Cloud, Ghoul Touch, Scare, Spectral Hand, Web
3-Daylight, Dispel Magic, Fireball, Haste, Lightning Bolt, Slow, Vampiric Touch
4-Bestow Curse, Charm Monster, Dimensional Anchor, Enervation, Ice Storm, Greater Invisibility, Phantasmal Killer, Stoneskin
5- Cloudkill, Cone of Cold, Dominate Person, Wall of Force



I hope someone has use for this...

Good idea with the sacred fist, not so shure about the claw being so chaotic.
fergsta2

09-14-04, 06:21 PM
Thanks again,

That is awesome, hope you can make it to the castle!
Doc Ezra

10-21-04, 11:29 AM
Any chance of making it into the Castle or Temple? I realize it's been a while since anything got posted here, but I can't be the only one dying for more of these excellent conversions.
fergsta2

10-21-04, 11:55 AM
I am with you there, I am still working on the cleric of kiriansalee and Irae.
warlockco

10-21-04, 06:42 PM
I am with you there, I am still working on the cleric of kiriansalee and Irae.

True Necromancer is a excellent PrC from Libris Mortis to use for followers of Kiriansalee, and there are alot of nice feats in there too.
fergsta2

10-21-04, 07:11 PM
yeah, I just got that, that is why i am looking at it again...trying to figure ut if Yathrinshee is better or a combo...
Zanan

10-23-04, 04:36 PM
Vendui!

Land_Outcast ... doubled check on:

Cleric scout: Female Elf(Drow) Clr9/Rgr2 of the deep wastes' STR score and her equipment. As I noted in my revision (see my "homepage" link), the lass would be hard pressed to walk around with the equipment as well as the greataxe for too long.

As for the Yathrinshee, please do remember that this shall not end as a Min/Max competition and the Yathrinshee is a faith-specific PrC of the Kiaransaleens. Hence, most (as in: MOST) cleric/wizards (etc.) of Kiaransalee will chose this PrC ahead of the True Necromancer.
warlockco

10-23-04, 05:14 PM
As for the Yathrinshee, please do remember that this shall not end as a Min/Max competition and the Yathrinshee is a faith-specific PrC of the Kiaransaleens. Hence, most (as in: MOST) cleric/wizards (etc.) of Kiaransalee will chose this PrC ahead of the True Necromancer.

Very true, I'm thinking of making adjustments to the Yathrinshee for my own campaign, by dropping the Lichloved, yes it is favor, but I don't recall seeing anything that Kiaransalee's followers were Necrophiliacs. And just make the reqs the same as True Necromancer as far as Skills/Feats go, and keep spellcasting and the other Skill reqs from the Yathrinshee.
Alurvelve

10-25-04, 01:57 AM
Hi everyone
I was thinking about having my Pc's run through this adventure, but I am curious as to how they will hold up. Just looking for opinions, and anything helpful, or unhelpful if its funny. Anyway here is what the party would be.
Male Drow Rogue6/Duelist2/Assassin2
Male Drow Ranger4/Rogue3/Sahdowdancer3
Male Drow Hexblade6/Deathsinger(Bladesinger)4
Male Drow Ranger3/Fighter3/Dervish4
Female Drow Fighter5/Disciple of Dispater5(Bovd)
Male Drow Wizard3/Cleric3/Mystic Theruge8(NPC)
fergsta2

10-25-04, 08:31 AM
I haven't run a Drow campaign for this, but my PCs were around lvl12-13 when they started and there were laden with magic items, some of it was a cake walk for them, other bits tested them, but they are more hack-n-slash than strategic. I reckon the Drow would have an easier time, as they could blend in, but really it all depends on how you DM it. They will never forget the shadow dragon(boosted it hoard, it seemed kind of crap for a dragons hoard). I run a high magic campaign.


if you run a low magic and go by the book, you might kill them with the vampires in the beginning.
Dead Orc

11-05-04, 03:53 PM
You guys kick soooo much F'ing A**. You have just made my life 1000X easier, I have my group starting this now (they are up to the point where they are about to fight the 2 bebiliths). They are a grp of brothers and sisters from a noble house in Menzo that is trying to explore why over 1/2 their house army is falling ill with disease, Im going to make it stem back to an undead thing schemed up by Irea to infest Menzo. These write ups are awesome, my grp is lvl 11 atm and pretty well magic itemed up also, I was dreading converting the stuff to 3.5, that would cut into my World of Warcraft playing time, and we cant have that.

Thanks Again....I love these boards.
ugulu

11-10-04, 12:13 AM
Just thought I'd also toss in my 2 cents about how great the updates have been. Thanks to everyone who's letting their work save times for others. :clap:

While I'm at it: my guys will likely be four 11th-level PC's when we start. I see lots of opportunity for serious damage to the PC's, but I'm wondering if anyone has added some cake-walk encounters to balance that out. This is the first time we'll really be trying out high-level PC's, and while having balanced encounters is good, having a few encounters where the PC's can mow down the opposition would be cool, just to show that all the work of getting to these levels has meant something. Anyone throw in anything like that?

EDIT: also - how did you handle the change in Forbiddance from 3.0 to 3.5? It no longer blocks access (just does damage) and the password is not a lock, just another way in. I'm thinking something along the lines of "password overcomes a lock, the lock is provided by the negative energy from the sphere, combined with the normal Forbiddance to make a unique barrier...etc. etc."
Jefuri no Oni

11-29-04, 03:37 PM
This is an awsome thread. I am going to be running City of the Spider Queen in about 2 weeks. I have already read through the entire module and am now studying the Dordrian Crypts and Sizith Morcane closely before I run them.

I am playing 3.0 because that is what the module was designed for and it would be far too much work to convert the module to 3.5 (especially when the difference between the 2 is about as much as the difference between Windows 95 and Windows 98 was).

Even still some of the things people have done with the NPCs on this thread are quite interesting. I will probably have my Quth Marens commanding Ghouls too (even though technically they are not supposed to do that they can only bolster and dispel turning not command undead it says so in their entry but rules are really more like guide lines).
Jairami

12-05-04, 06:57 PM
:bump:

Just a hopeful bump. I'm using these statblocks regularly but running low. Any chance we'll see the rest of the baddies in 3.5 mode? My guys are playing with abyssal ghouls right now so I've got them from the 3.5 updates, but some of the remaining drow have yet to be updated. :)

But we love this stuff... More! More! :cheer:
FuriousAngel

12-05-04, 10:12 PM
Totally agree, though I'm much further back in the campaign.

Regards
schulerta

12-29-04, 09:27 PM
:bump:
Rapida

12-29-04, 10:58 PM
:bump:
I just wanted to post some of my changes to the module...
I changed Chahir into a warlock//acolyte of the skin from complete arcane, because my players have already played this module a little.
I changed the arenea rangers into web golems from MMIII. Just because I thought they were cooler :D .
And the fiendish gargantuam spider is now a Dread Harpoon Spider from MMIII. I just wanted to try out my new monster manual hehe.
Anyway I love these write ups they are a great help, saving me alot of time. I think I will still make some of the NPCs, after all I've got to try out my Libris Mortis, Complete Arcane, and Monster Manual III.
Dardin_DelSundin

12-30-04, 02:06 AM
I would like to know what Lolths (Lloths) new stats will be when she comes out of her Cocoon. Although I dont got the City of the Spider Queen Book, I do intend to get it for my own purpose as well as for a future Adventure.
creepy drifter

12-31-04, 09:20 PM
Anybody else use Libris Mortis, MM3, Comp. Arcane, Serpent Kingdoms, Shining South, Races of Destiny, Underdark, or Races of Stone books to adjust any more material in CotSQ?

All these books have a little something (or a LOT) to add to this wonderful campaign.

Rapida, nice idea about the Web Golem and the Dread Harpoon Spider!

I also think the Complete Arcane's Warlock is a terrific substitute for many of the Drow NPC arcanists...

:bump:
I just wanted to post some of my changes to the module...
I changed Chahir into a warlock//acolyte of the skin from complete arcane, because my players have already played this module a little.
I changed the arenea rangers into web golems from MMIII. Just because I thought they were cooler :D .
And the fiendish gargantuam spider is now a Dread Harpoon Spider from MMIII. I just wanted to try out my new monster manual hehe.
Anyway I love these write ups they are a great help, saving me alot of time. I think I will still make some of the NPCs, after all I've got to try out my Libris Mortis, Complete Arcane, and Monster Manual III.
fergsta2

01-01-05, 07:52 AM
YEah, I have added in a drow vermin keeper from the underdark book, he then became a revenant, I have also used many spells from the complete divine. I recently added in a true necromancer who provided an undead arm to a doppelganger shadowlord, one of the PCs who had lost an arm, the half-orc barbarian had his own arm cut off to get a graft too.

It is fun to mix it up a bit, especially since my group are a bit uber.
Zeboaster of Ordulin

01-04-05, 11:37 AM
Anybody else use Libris Mortis, MM3, Comp. Arcane, Serpent Kingdoms, Shining South, Races of Destiny, Underdark, or Races of Stone books to adjust any more material in CotSQ?



Some of it, but only when it fits. I'm co-DMing this with another guy, and he's converted Velina and Valasta to a Master of Shrouds each, which adds some difficulty to them. We also added psionics to the group a bit, by adding a Psionic Lich and her undead servants to the club from one of the Wizards Website Prestige Classes. We're trying not to over do things, though, we don't want to make it IMPOSSIBLE. :)
Rapida

01-05-05, 09:14 PM
Do you think a party could play this module without a rogue? None of my party really want to be a rogue and I dont want to force them to be one or anything, and a DM NPC is out.
Asche

01-05-05, 10:22 PM
Well, you dont need a Rogue per se, but a "point man" you really do need in the Underdark.

For example, a Ranger/Assassin with darkvision can fill the gap, a decently built bard, or a Arcane Trickster or Black Flame Zealot, being half-rogues.

In short, you dont need sneak attack, evasion or trapsense, what you need is raw skills, and the feature called Trapfinding.

Too many Undead to make use of Sneak Attack anyway.
Rapida

01-05-05, 10:26 PM
I think someone is going to play a arcane trickster
fergsta2

01-05-05, 11:50 PM
depends on the type of campaign you are running, role or roll play...but I would say yes as long as you have a cleric, a mage and a barbarian
Jairami

01-06-05, 12:02 PM
I'd say so. The only place my group really had trouble with traps was the Dordrien Crypts.

And each use of stealth has only seemed to get them in trouble.

So yeah, I could see the game without a rogue.
Ghostwind

01-07-05, 08:47 AM
This is a fantastic thread. One of my groups is going through the Return to the Temple of Elemental Evil right now and moving them to CoSQ would be perfect when they are done. Nothing like having them fight for every inch of their lives. :D
JPVicioso

01-07-05, 06:43 PM
Just my two cents:

awesome work on the ideas and conversions.

I write as a player who played through the CotSQ and lived (although died two times and had to be ressurrected). We were a party of 5 PCs of 11th lvl on starting the adventure (monk; fighter/barbarian; cleric; rogue and wizard) and we had a pretty hard time going through it. It was no walk in the park...
:clap: :clap: :clap:

Thanks and keep it up
darkwarlock

01-13-05, 10:49 AM
i don't suppose anybody's compiled all the conversions into a pretty pdf, have they?
Heron_Marked_Blade

01-14-05, 05:49 PM
i don't suppose anybody's compiled all the conversions into a pretty pdf, have they?
I've put all of these in a document, but I have a couple of questions about some of the creatures before I put it in .pdf form.

First, would anyone who posted anything here mind my putting it all together into one document?

Second, for those of you who increased the CR/EL from that given in the book, would you mind explaining why you did so? Some of you have already, but some changes to these creatures/NPCs might give them a higher CR than the adventure calls for, and it's already a meatgrinder. This would include any other changes, such as changes (improvements) to equipment, attributes, etc.

Originally posted by Mumm-Ra: Chahir
Feats: Alertness (b), combat reflexes (b), dodge (b), improved initiative (b), lightning reflexes (b), improved toughness, spell girding, spell focus evocation, greater spell focus evocation.
Mumm-Ra, does Chahir qualify for Improved Toughness? I know the 3.0 writeup of the vampire doesn't have Eschew Materials, but might it be a good replacement for Greater Spell Focus? Any reason why you changed the feat selection?

Originally posted by Mumm-Ra: Chahir
Treasure: +1 ring of protection, wand of magic missile (9th, 10 charges), cloak of resistance +2 and elemental protection, +1 amulet of natural armour, scroll of dimension door, masterwork light crossbow and 20 bolts, 150 gp.Any reason for the increased treasure (9th CL wand instead of 3rd CL wand, added +1 and elemental resistance to cloak, added crossbow and scroll)?

Originally posted by Land Outcast: Lady Quallem
Feats: Dodge, Investigator, Iron Will, Persuasive.
Land Outcast, why these feats instead of Dodge, Mobility, Spring Attack, Weapon Finesse (rapier)?

Originally posted by Land Outcast: Tierak Morcane
CR 6(No spells cause of Loth’s silence)
Do you mean "CR 7 (No spells because of Lolth's silence)"? According to the 3.5 MM, Drow with PC levels have a CR equal to their character level +1.


I like a lot of these, and will use them when I run the campaign, but I'd like to stay as close to the 3.0 adventure as possible. These aren't the last of my questions ;), but most of the other questions are along the same lines. Thanks for any explanations you give.
ugulu

01-20-05, 11:31 PM
Wondering if anyone changed Irae "response" tactics due to the way Summon Monster changed in 3.5 (specifically that summoned monsters not only cannot use planar abilities, but that they cannot use teleport abilities either).

An easy fix doesn't jump out at me, other than perhaps sending some NPC's with a teleport capable spellcaster to do the harassing instead of a Summoned goon.
warlockco

01-21-05, 12:56 AM
Wondering if anyone changed Irae "response" tactics due to the way Summon Monster changed in 3.5 (specifically that summoned monsters not only cannot use planar abilities, but that they cannot use teleport abilities either).

An easy fix doesn't jump out at me, other than perhaps sending some NPC's with a teleport capable spellcaster to do the harassing instead of a Summoned goon.

I thought a Summoned Monster could still use Teleport but just not be able to summon more help.
Sides easy fix to that is just have her use Planar Ally, or have an underling use it.
I will have underlings use Planar Ally to constantly hound the party :D once I get things rolling with this module.
Stegger

01-21-05, 03:51 AM
Hi,
I just bought the book at Amazon and are eagerly awaiting its arrival!
I want to run it using 3.5 rules, and really appreciate the work done by all of you!
I would of course be really great to have all this information compiled somewhere, so Heron_Marked_Blade, any time estimate on your pdf version? It is highly awaited....
Cheers,
Stegger
Heron_Marked_Blade

01-21-05, 05:17 PM
Hi,
Heron_Marked_Blade, any time estimate on your pdf version? It is highly awaited....
Heh, the document's about 55 pages long. I've formatted up to page 17, so I still have a ways to go. I'll post here when it's finished. :)
Stegger

01-21-05, 06:29 PM
Sounds great! Thanks again.
Cheers,
Stegger
ugulu

01-22-05, 12:15 AM
I will have underlings use Planar Ally to constantly hound the party I don't like this option - it assumes that the bad guys have endless resources to pay the Ally. It makes the point that even Irae would only use this option once because of the debt in incurs. Using Planar Ally would (to me) be abusing the DM chair, basically getting the benefit and assuming the cost is negligible, which is not an option for the PC's. :(
warlockco

01-22-05, 03:00 AM
I don't like this option - it assumes that the bad guys have endless resources to pay the Ally. It makes the point that even Irae would only use this option once because of the debt in incurs. Using Planar Ally would (to me) be abusing the DM chair, basically getting the benefit and assuming the cost is negligible, which is not an option for the PC's. :(

PCs still get the XP for these encounters, since the Fiends are physically here, so there is their benefit ;)

Besides, if you were the Arch-Villian, and some punks killed your kids, wouldn't you have your followers do their best to avenge them for you while you finished with your world-ending goal?
Meta_FR_DM

02-05-05, 02:58 AM
Hey H_M_B: How are things progressing? :thumbsup: for doing all the hard work!
Craig C.

02-14-05, 02:01 PM
I changed Chahir from a 8th level sorceror to a 8th level warlock. i chose the Stony Grasp and Hungry Darkness invocations. this change really extended the length of the fighting than had i used the normal soceror class. overall, the party took a real beating but really enjoyed the tactical variation of dealing with invocations. it was a lot of fun!
creepy drifter

02-23-05, 05:11 PM
Really good stuff here everyone. :) I'm definitely going to borrow some of these ideas. Any new ones?
Token

02-24-05, 02:51 AM
disregard I posted by accident
Jefuri no Oni

02-24-05, 02:53 AM
There hasn't been anything new on this thread in a long time so I'm going to post something I did last week. I know it's about converting the module to 3.5, but I hate 3.5 so I am running the module with 3.0 rules (it's a lot less work and I don't have to spend money on new books).

I will however share something new I added to the module with you folks. I was not entirely happy with T'sarran Guards in Castle Maerimydra. I know they are there to be mooks but I wanted to sueeze a bit more of a challenge out of them. So I quickly created 2 alternate T'sarran Guards to mix and match with the full plate and bastard sward wielding T'sarran Guards presented in the module. I also gave all of them 1 Tanglefoot Bag. Here they are.

Guisarme T'sarran Guard
Drow Fighter 6 (39 hp)
Initiative +3
Speed: 20
AC: 19 touch:13, FF: 16
Attack: +1 Guisarme +11 /+6 melee (reach 10ft)(2d4+6), Javelin +10 ranged(1d6 +3), Bow +10 ranged (1d8+3)
Special Qualities: Drow Traits
Saves: Fort +6 Ref +5 Will +3
Stats: Str 16 Dex 16 Con 12 Int 13 Wis 12 Cha 10
Skills: Jump +10 Spot +7 Listen +7
Feats: WF(Guisarme,) WSpec (Guisarme), Combat Reflexes, Expertese, Improved Trip, Dodge, Mobility
Gear: +1 Guisarme, +1 Breast Plate, 1 Tanglefoot Bag, MW Mighty +3 Composite Long Bow, 20 arrows, 10 MW Javelins.


Archer T'sarran Guard
Drow Fighter 6 (39 hp)
Initiative +4
Speed: 30
AC: 20 touch: 14 FF: 14
Attack: +1 Bow +13/ +5 ranged (1d8+5), Short Sward +9/ +4 melee (1d6+2)
Special Qualities: Drow Traits
Saves: Fort +6 Ref +6 Will+3
Stats: Str 14 Dex 18 Con 12 Int 10 Wis 12 Cha 10
Skills: Spot +7 Listen +7 Jump +11
Feats: Point Blank Shot, Precise Shot, WF(Bow), WSpec(Bow), Rapid Shot, Shot on the Run, Dodge
Gear: +1 Mighty +2 Composite Long Bow, +1 Chain Shirt, MW Buckler, MW Short Sward, Tanglefoot Bag, 20 Arrows

The tactics I used with these guards was to put the fullplate guards (from the module) in front with the guisarme guards behind them attempting to trip the PC's and of course the archers stay as far away as possible and shoot spell casters. Most of the T'sarran guards were still all killed with one Flame Strike cast by the Druid, but not before they did over 50 damage to him (the archers of course). That's quite a bit for a group of level 6 NPCs vs a level 18 PC. Furthermore the fact that he considered killing the T'sarran guards worth one of his precious flame stikes per day rather than just letting the fighter methodically cleave though them shows that these alternate guards working with the normal full plate guards did their job and made the T'sarran Guard encounter just a bit tougher and more interesting.
Jairami

03-04-05, 03:30 PM
By that point my PC's had 35-42 AC and were pretty much untouchable by everything but the mighty iron golem. If you guys are interested, here is the character sheet I used for Irae in the big battle. Her stats have been modified heavily by all the buffs on her as the Undying Tower kept her fully updated on the characters' unstoppable progress.

She has lots of save or die spells but her DC's are really low (at least, my PC's usually only had to roll a 2 succeed) which is what I wanted. I wanted the fear of save or die spells without the anti-climax of getting to the last boss only to have to sit out a 3 hour battle on one dice roll.

Oh, and ignore her skills. Copy and paste error I never bothered to correct. I'm sure there are some errors in her, but in the end it was a more epic and fun battle than the rather generic ho-hum Irae offered.

Oh yeah, I really wanted to use Yathrinshee, but True Necromancer just does everything it does so much better and doesn't have the two wasted prerequisite feats.

*************************

Irae T’sarran (Buffed)
Large Humanoid (Drow) Wizard3/Cleric3/True Necromancer14/Mystic Theurge2
Hit Dice: 3d8+5d4+14d6+110 (209 hp including temporary hp)
Initiative: +14
Speed: 30 ft. (6 squares)
Armor Class: 38 (–1 size, +5 Dex, +5 natural, +4 deflection, +4 shield, +8 armor, +2 profane), touch 20, flat-footed 33
Base Attack/Grapple: +22/+35
Attack: Claw of the Revenancer +39 melee (1d6+18+1d6 negative energy+1d6+1 acid/19–20)
Full Attack: Claw of the Revenancer +39/+34/+29/+24 melee (1d6+18+1d6 negative energy+1d6+1 acid/19–20)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, spells, corrupting gaze from eyes of the spider
Special Qualities: Darkvision 120 ft., spell resistance 33, drow traits, damage reduction 10/adamantine (max 170) or 9/good or 10/magic and silver, impervious to nonmagical weapons, reflex save (DC 15) to take half damage from magical weapons, immune to negative energy, death effects, and ability score loss, immune to mind-affecting effects, regeneration 4, first 9 targetted non-touch spell levels turned back at caster, immune to movement impediments and grapples, immune to any effect that requires a fortitude save unless it affects objects, healed by negative energy, harmed by positive energy
Saves: Fort +21, Ref +19, Will +33 (+35 against spells)
Abilities: Str 28, Dex 20, Con 20, Int 23, Wis 25, Cha 25
Skills: Concentration +30, Craft or Knowledge (any five) +33, Diplomacy +34, Escape Artist +30, Hide +26, Listen +32, Move Silently +30, Search +31, Sense Motive +32, Spellcraft +31, Spot +32, Survival +7, Use Rope +5
Feats: Spell Focus (Necromancy), Chain Spell, Improved Initiative, Extra TurningB, Empower Spell, Sudden Maximize Spell, Scribe ScrollB, Spell Penetration, Craft Wondrous Item, Quicken Spell, Divine Metamagic (Quicken Spell)
Challenge Rating: 23
Alignment: Chaotic Evil

Irae is an eerily beautiful elf woman with white skin and a hairless head. Her body seems to be wrapped in a glowing, blue-green mist that surrounds her shoulders and chest, then rises up behind her head like a high collar and trails behind her like a cloak. On her right hand is a fine metal gauntlet, cruelly pointed at the fingertips. In her left hand she holds a long black rod with an elaborate design of loosely woven and twisted strands at one end. Energy, like a jet of pale green flame, spurts out from this end of the rod, which she holds like a badge of office. A silver plate studded with a row of rubies adorns her head like a tight-fitting helm, extending down to cover her left eye as well.

Combat

Irae T’sarran is cruel, ruthless, and completely unafraid of death. She has much in common with the diety she serves. If the temple warns her of the characters approach Irae casts her power-up suite and makes a turning attempt to bolster the undead in the room before the characters arrive. Her statistics above include the power-up suite as well as a first round time stop. When her foes are present, she alternates between multiple-target spells to affect as many of the characters as she can and single-target attacks (including both attack spells and attacks with the claw of the revenancer), concentrating each of these latter on a single character (starting with clerics, then wizards) until he or she falls, then moving onto the next character.

If she has time before the characters burst in, Irae also summons a bebilith to help defend her. After cursing the characters’ unending lives and invoking the dark power of her goddess, Irae will open up with a chained greater dispel magic targeting her opponents and any magic items her arcane sight reveals specifically to remove any death ward effects that would counteract her necromancy.

Rebuke Undead (Ex): Irae can rebuke undead 14 times/day as a 21st level cleric.

Necromantic Prowess (Ex): Irae counts as 4 level higher when she rebukes undead, casts a necromancy spell, or uses a spell-like ability that mimics a necromancy spell.

Major Desecration (Su): Irae exudes an aura that duplicates the effects of a desecrate spell on allied undead out to a range of 140 feet.

Strike of Vengeance (Su): Irae can strike an opponent who has struck her 1/day for maximum damage.

Spell-Like Abilities: 2/day—create greater undead; 1/day—create undead, horrid wilting (DC 25), energy drain, wail of the banshee (DC 26). Caster level 21th. The save DCs are Charisma-based.

The following abilities are always active on Irae’s person (caster level 17th): arcane sight, tongues, and see invisibility. They can be dispelled, but only by a caster of higher level.

Spells: Irae can cast divine spells as a 17th-level cleric and arcane spells as a 17th-level wizard.
Typical Cleric Spells Prepared (6/8/8/8/7/6/6/5/3/2; save DC 17 + spell level): 0—create water, detect magic, guidance (2), purify food and drink, read magic; 1st—bless, cause fear, divine favor, bane, entropic shield, detect undead*, shield of faith, deathwatch; 2nd—stone bones (2), bear’s endurance*, bull’s strength, eagle’s splendor, death knell, spiritual weapon, dispel fog; 3rd—darkfire, deeper darkness, magic circle against good, animate dead*, prayer (2), protection from energy, wind wall; 4th—freedom of movement, death ward, neutralize poison, divine power, fire shield*, poison, spell immunity; 5th—monstrous regeneration, mass inflict light wounds*, flame strike, plane shift, righteous might, slay living; 6th—empowered fire shield*, etherealness, greater dispel magic, heal (2), harm; 7th—spell turning*, destruction (2), fortunate fate, summon monster VII; 8th—fire storm, unholy aura, discern location*; 9th— chained greater dispel magic, energy drain*.

*Domain spell. Domains: Retribution and Undeath.

Typical Arcane Spells Prepared (4/6/6/6/5/5/5/4/2/1; save DC 16 + spell level): 0—create water, detect magic, guidance (2), purify food and drink, read magic; 1st—shield, hold portal, grease, kauper’s skittish nerves, true strike, ray of enfeeblement (2); 2nd—resist energy, web, spectral hand, touch of idiocy, fox’s cunning, death armor; 3rd—nondetection, protection from energy (3), heroism, improved mage armor; 4th—stoneskin, greater invisibility, enervation (3); 5th—kiss of the vampire, fleshshiver, wall of force, dominate person, mind fog; 6th—repulsion, disintegrate, contingency (heal), kyristan’s malevolent tentacles, starmantle; 7th—forcecage, empowered mestil’s acid sheath, greater arcane sight, waves of exhaustion; 8th—maze, horrid wilting; 9th—time stop.

*************************

Irae T'sarran's Power-Up Suite: Irae T'sarran prepares for the climactic end game by casting the following spells in this order:

deeper darkness
fortunate fate [Magic of Faerun]
chain contingency (monstrous regeneration, kiss of the vampire, fire shield) upon casting time stop, note this spell is cast from a scroll looted from Duneth
contingency (heal) if reduced to 100 hp or less
nondetection
improved mage armor [Unapproachable East]
spell turning
freedom of movement
neutralize poison
spell immunity dimensional anchor, searing light, spiritual weapon, blindness/deafness
stoneskin
heroism
magic circle against good
protection from acid
protection from electricity
protection from fire
protection from sonic
resist cold
deathwatch
stone bones on both sanctum defenders
mind fog
greater arcane sight
starmantle
death ward
bear's endurance
bull's strength
eagle's splendor
fox's cunning
spectral hand
bless
entropic shield
kauper's skittish nerves [Magic of Faerun]
shield
shield of faith
hold portal
summon bebilith

First Round:
chained greater dispel magic quickened via divine metamagic
timestop maximized via sudden maximize feat
empowered mestil's acid sheath* [Magic of Faerun]
empowered chill shield*
righteous might*
divine power*
divine favor*

Second Round:
maze targetting cleric
horrid wilting quickened by divine metamagic, empowered by Weave corruption

Third and Following Rounds
Alternate single and multiple target spells. Cast heal if below 100 hit points. Alternatively, if someone is within reach, substitute a full attack with the Claw of the Revenancer for a single target spell.

*************************

[B]Defensive Notes: Irae has all the powers she can have to survive multiple high level PC's targetting her round after round simultaneously. Her high spell resistance is the last line of magical defense after her spell turning and Rod of the Twisted Weave are expended. Her AC is high enough to prevent third and fourth iterative attacks from reliably hitting and prevent a quick death due to power attack and any melee attack that does not come from a weapon with exceptional reach pays back multiple elemental damages as follows:

1d6+34 * 1.5 acid damage
1d6+15 * 1.5 cold damage
1d6+15 fire damage
(Average Damage per hit: 102)

If this still were not enough to disuade full attack actions from front liners, conceivably you could add radiant shield, spark shield, and death armor but they would need to be cast in battle which would take away from offensive actions.

Presumably Irae will be the target of multiple dispel magic spells and the like, do not forget about her Rod of the Twisted Weave and spell turning to defend her.

*************************

Final Note: Do not be surprised if even despite all your prep work, Irae goes down fast and hard. High level PC's are incredibly powerful and resourceful and between all of your players someone will likely have come up with a clever plan to defeat a powerful necromancer which is what she boils down to, and she only has so many hit points. Enjoy the scene, enjoy their victory with them, and I hope this comes in handy for someone or is at least an interesting read.
Heron_Marked_Blade

03-05-05, 02:25 AM
Hey H_M_B: How are things progressing? :thumbsup: for doing all the hard work!
Sorry for the delay. I've been hammered by schoolwork for the past month (I'm writing my thesis). I will try to get it out in my free time (about 50% finished), but I'm afraid I can't say definitively that I'll be finished in the near future. :(
Freyalise

03-07-05, 05:41 PM
Hi, I compiled all the monsters here in a 118 page pdf.
That is 2 pages per monster cause it is in a format that I find nice to use in combats. The only problem is that I can't post it here cause I have no webspace where I can store it.
So if someone could do this for me it would be nice.
Buddha the DM

03-07-05, 05:52 PM
I can host it if you'd like.
Thieran

03-08-05, 06:56 AM
Have you ever checked out the "kind-of-official" conversion of the adventure by Code Monkey Publishing for eTools / PCGen? I bought it recently - it's quite cheap -, and as far as I can tell, it's a "standard" conversion of all NPCs and monsters.
Ghostwind

03-08-05, 07:50 AM
Hi, I compiled all the monsters here in a 118 page pdf.
That is 2 pages per monster cause it is in a format that I find nice to use in combats. The only problem is that I can't post it here cause I have no webspace where I can store it.
So if someone could do this for me it would be nice.

I can host it on my site (d20 Magazine Rack) also. Drop me an email (ghost.wind@verizon.net).
Buddha the DM

03-08-05, 10:48 AM
Freyalise's CotSQ Monster Updates (http://www.nichar.homedns.org/fantasy/downloads/cotsq-revised-monsters.pdf)
Ghostwind

03-08-05, 12:55 PM
You can also find them here (http://www.d20zines.com/html/downloads/conversions/COTSQ_Revised_Monsters.pdf) or just go to d20 Magazine Rack (www.d20zines.com) and click on the Conversions section in the Downloads area.
Freyalise

03-08-05, 05:09 PM
Ghostwind and Buddha the DM thanks for hosting the file, very nice of you :-)

But Buddha, can you change the name of your link please? Because I didn't updated them, I just put them all in one compilation, it wouldn't be fair for all those other people, especially Mumm-Ra and Land Outcast who did the great job of actually converting them :-)

And btw, I give no guarantee this list is complete, I only put in information of this thread, and not all conversions, only those I thought I needet myself.
Buddha the DM

03-08-05, 11:00 PM
Oh. My mistake. I'll change it the next time I go poking at my site.
Zanan

03-09-05, 04:44 AM
First, thanks to Ghostwind for supplying the file via mail.

Second, as I pointed out on an earlier page of this thread, do check the original for some "misshaps". That Cleric Scout of Kia in the Deep Wastes still has a STR of 10 and wields/wears a greataxe (drow wearing great axes?) and a full plate. So unless she wants to walk soaked in sweat all day or wasting extended bull's strength, that needs to be addressed. Dunno whether full plate is a good choice for a "scout" either. So just replace that with a mithral breastplate or the like and she'll be fine. Obvioiusly, only MHO.

Do check my "revision" of the module in my links (http://games.dnd-gate.de/index.php?showtopic=257) for further info on such topics.
Jairami

03-09-05, 05:43 AM
Damn. Didn't make the PDF and not even a single comment. And I worked hard on her too...
Zanan

03-09-05, 06:57 AM
Damn. Didn't make the PDF and not even a single comment. And I worked hard on her too...

Cometh the time, cometh the comments ;)

Great work nonetheless!*

*Remember that not everyone who uses your or the others' works have the time (or will or simply remember) to sent their gratitudes to the developer.

NB: On Irae and the True Necromancer vs. the Yathrinshee: obviously, the Yathrinshee is almost a must-take for such a powerful priestess of the Revenancer. What IMHO outdistances the TrN are the permanent death ward (would be bad if half a dozen banshees, keening spirits, ghosts, allips or the like run about "mumbling" every now and then), necromancer and, near the end, Keening abilities.
Freyalise

03-09-05, 06:58 AM
I'm sorry, my pdf is by no means a complete list of all revisions in this topic, all other revisions are great too, but I made this pdf for myself and it includes only the monsters I thought I would need to use, and I forgot some of them...

So I'm just suppliying the file cause otherwise it would only be catching dust on my harddisk :-) and I thought when I have it here other people can use it maybe.

So jairami, the conversion is great, but it will take me half a year before I need her and it is a whole lot of work to copy them to my file, so I did'nt includet her. So it isn't personal or because I didn't like her :-)
Zanan

03-09-05, 07:09 AM
No problem Freyalise! Many DMs will want to send their thanks and all!
Jairami

03-09-05, 08:36 PM
Definately. And the ability to combine the caster levels for the purposes of necromancy spells would have given her a much better chance at getting spells off (my pc's tend to cast spell resistance on everyone).

But even a full 10 levels of Yathrinshee wouldn't have gotten Irae the ability to cast Miracle and doubling up those levels with True Necromancer levels then started duplicating abilities.

The other build I toyed with was Yathrinshee/Theurge but it took her so far epic that I figured giving Irae True Necromancer levels and just calling her a Yathrinshee was the more economic choice. :)

Glad to hear people looked over her! :D
Heron_Marked_Blade

03-13-05, 05:50 PM
I've collected the NPC submissions on this thread and have formatted most of them (on p.53/70). So far that covers the creatures up until the PCs meet Kurgoth Hellspawn. There are quite a few left in the module, though. Anyone feel like tackling them? :D Has anyone rewritten the NPCs in Castle Maerimydra and the Undying Temple?

I'm pretty swamped with schoolwork right now, so unless someone wants to update them it'll probably be May-June before I get around to it.


Revenant Maerimydra Assassins
Revenant Maerimydra Officers
Revenant Slave Overseers
Cult Necromancer
Jhorganni
Laerekh
Ghost Maerimydra Officers
Khumarr
Wyrruth, Ambassador of Shade
Revenant Maerimydra Spellguard
Doomsphere (beholder ghost)
Cult Champion
Duneth Wharreil
Gargantuan Wraith Spider
Ice, Old White Dracolich
Jade Spider (updated in PGtF web enhancement)
Blood Fiend
Cabrath Nelinderra
Maas, Vampire Assassin
Mighty Iron Golem
Paelinn, Divine Seeker
Flenser
Yashar, Medusa Sorcerer
Khumarr Revenant
Orb Wraith (updated in PGtF web enhancement)
Cabrath Nelinderra, Keening Spirit
Umaerh, Arcane Devotee
Sanctum Defenders
Spiderstone Golem (updated in PGtF web enhancement)
Alratan

03-20-05, 07:28 AM
For Irae, given that Precocious Apprentice was not errated in the recent Complete Arcane errata, I suggest:

UA variant Necromancer 1/Cleric 2/Drow Paragon 1/Mystic Theurge 1/True Necromancer 14/Yathrinshee 3

Feats: Precocious Apprentice, Spell Focus [Necromancy], Evil Brand, Lichloved, Extend Spell, Persistent Spell, Divine Metamagic, Epic Spellcasting

using the UA variant necromancer which enchances created undead.

Cleric caster level 18
Wizard caster level 16

Caster level 38 for Necromantic effects and spells.
Rapida

03-20-05, 04:33 PM
I thought you needed the death domain to enter true necro, and Kiaranselee doesn't have that domain does she?
The Skald

03-21-05, 03:11 AM
Rapida wrote: I thought you needed the death domain to enter true necro, and Kiaranselee doesn't have that domain does she?

You're right indeed, Rapida.

Jairami's and Alratan's "Irae" characters will need a revision, I think.
:)

Those stats are good however. :)))

The Skald
Aluroon

03-22-05, 07:32 PM
Heres a question, rather then shifting though 6 pages of posts and updates that are all out of order, and half of which are designed for partys of signifigently higher level, is there anywhere that a complete reworking is done?


Aluroon
themind

04-13-05, 01:31 AM
First off, I would like to say that this is all great work. I've been meaing to run this with my group, just havent gotten around to updating it.

Second, I add a question about one of the creatures

What's a whip with no whip levels?
Kuo-toa Lesser whip: Female Kuo-Toa Clr5/Whp1;

What prestige class was put on here and where can I find it? I can't figure it out.

(edit)I think i just figured it out. Correct me if I'm wrong, is it the Sea Mother Whip from the Underdark book?
tariff

04-13-05, 03:29 AM
I think its disgracefull Wizards havent released a 3.5 update for it (and other ver 3) adventures. They dont actually have any 3.5 modules available at all (apart from Ebberon). ..... lol.... and people talk about a 4th edition when they dont even support 3.5 properly.
I agree that the updates here, whilst very good, and im sure time consuming to write up, are all aimed at partys of higher level than the module is set for, and/or twinked to death players.
creepy drifter

05-19-05, 10:31 PM
Have any of you used any of the new Forgotten Realms sourcebooks to update CotSQ's characters, magic, builds, equipment, etc.?
Dirty Dan the Laundry Man

06-05-05, 01:58 PM
Apparently, this was WotC's last published printing of a Forgotten Realms module (all future publications would be hardcover sourcebooks). Sales were reportedly just a tad too low for the amount of resource allocation needed to make high-quality FRCS modules. Ashame really, because this module was by far and away, the best one WotC or TSR ever published.

I also echo, that any more 3.5 updates to this CotSQ module would be most welcome. Especially since so many amazing WotC sourcebooks have been published since this came out - and have related relevance (Libris Mortis, Underdark, Races of Stone, etc.).

I personally would like to run this module again, but with material from the above books I mentioned, in addition to new monsters from the Monster Manual 2, 3, and Fiend Folio.

Anyone else have any other ideas?
samoosa691

06-21-05, 02:52 PM
for the build of yours regarding true necromancer why not enter it via master of shrouds? because you make the pre-reqs for that from master of shrouds, which has access to the death domain.

something like cleric7/mos3/true necromancer x...
you lose out on arcane casting, but I think that irae would be more of a necromancer, seeing how she is researching a great revanescence spell!...

and how do you get 17th level cleric and wizard spells?
warlockco

08-02-05, 11:44 PM
:bump:
hreslingozer

08-08-05, 09:43 PM
I've started running tCotSQ with my group, and I'm revising all villains using every book available, from the Completes to every FR book out.

I've revised Chahir using some of these. I use the PDF as a base, but then make the following alterations:

Feats: take away combat casting and spell penetration, substitute Spell Thematics (PGtF) and Fell Drain (Libris Mortis, pg 27).

Spells:
Substitue Kauper's Skittish Nerves for Mage Armor, add this to his powerups
Add Improved Mage Armor to his 2nd level spells, remove any one

Power up suite: AC 32 (shield, improved mage armor), initiative +12 (kauper's skittish nerves)

Tactics: In the first round, Chahir shoots off a magic missle but modifies it using spell thematics (so it looks like flaming daggers or flying flaming skulls) and applies fell drain, this causes 1 negative level to whoever he hits! Have him target the cleric -- the negative level helps prevent nasty turning attempts.

This was nasty. He fired several magic missles before my party figured out there was a spellcaster back there!
Zanan

08-09-05, 03:53 AM
Just in case, the Sanctum Defenders are on their way. Ftr/Hexblade/Blk - version, recreation detailed.
Zanan

08-10-05, 08:06 AM
Sanctum Defenders (still subject to corrections)

Recreation part:
The whole stat-block looks a bit blown up, as I have put in various additional information. The equipment has been changed and adapted to the location (space), as have feats and spells. A "check all the important parts" - list appears at the end, the two above are for reference. Delete as appropriate.
As these characters have reached 15th level - which requires and deserves better than average scores - they were created using the 32-point-buy method. Equipment was adjusted according to the NPC (ECL 17) gear value table.

Fighter 2 / Hexblade 12 / Blackguard 1
CR 16; Medium-size Humanoid (Drow); HD 15d10+15; HP 127 (= 75% of maximum); Init +7 (+3 Dex, +4 feat); Spd 30 ft.; AC 23 / 25 (+3 Dex, +1 natural, +9 armor / +2 feat) (Touch 13/15, flat-footed 20 ); Atk/Grapple +15/+18; Atk (full) +22/+17/+12 melee (1d8+7/17-20/x2, magical longsword) or +20/+15/+10 melee (1d8+6/17-20/x2, magical longsword) and +20/+15 melee (1d8+5/19-20/x2 plus spell, magical longsword) or +18 ranged (bead of force) or +18 ranged touch (by spell);
SA Greater Hexblade's Curse (3x/day, free action, -4 penalty, Will DC 19), spells and spell-like abilities.
SQ Arcane Resistance, Aura of Evil, Aura of Unluck, Damage reduction 1/-, Drow racial traits, Familiar, Mettle, Poison Use, SR 26;
AL NE;
SV Fort +12 (15)*, Ref +9 (12)*, Will +11 (14)* (+13 (16)* Drow bonus) - *Arcane Resistance
Str 16, Dex 16, Con 12, Int 14, Wis 12, Cha 16
Skills: Bluff +13 (10+3), Climb +4 (2+3-1), Concentration +12 (11+1), Craft +3 (1+2), Diplomacy +13 (8+3+2), Handle Animal +5 (2+3), Heal +3 (1+2), Hide +9 (7+3-1), Intimidate +16 (11+3+2), Jump +3 (1+3-1), Knowledge (Arcana) +3 (1+2), Knowledge (Religion) +5 (3+2), Listen +3 (2+1), Move Silently +2 (+3-1), Profession +4 (2+2), Ride +5 (2+3), Search +4 (2+2), Spellcraft +8 (6+2), Spot +3 (2+1), Swim +4 (1+3);
Languages: Elven (Drow), Common, Undercommon - Drow Sign Language, one open.
Feats (6 + 4) - Cleave, Combat Casting, Improved Initiative, Improved Sunder, Improved Two Weapon Fighting, Oversized Two Weapon Fighting(CAdv), Power Attack, Spell Penetration, Twin Sword Style, Two-Weapon Fighting;
Spell-Like Abilities: 1/day - Dancing Lights, Darkness, Detect Good, Faerie Fire. CL 15; save DC 13 + spell level.

Arcane (Hexblade) Spells (as you please): (2/2/2); CL: 6; Base DC = 13 + spell level: 1st ; 2nd ; 3rd..

Sample spells known: Female Drow -> (4/4/3) 1 - entropic shield, protection from good, expeditious retreat, tasha's hideous laughter; 2 - Bull's Strength, Glitterdust, Invisibility, Resist Energy; 3 - Confusion, Poison, Vampiric Touch.

Male Drow -> 1 - Alarm, Detect Magic, entropic shield, protection from good; 2 - Blindness/Deafness, Eagle's Splendor, False Life, Invisibility; 3 - poison, slow, wind wall.

Divine (Blackguard) Spells : (1); base DC 11 + spell level. 1st corrupt weapon.

Gear (GP 100,000): +3 adamantine drowcraft chainshirts (21k), +2 keen drowcraft longswords (32k), +2 drowcraft longswords of spellstoring (32k), Amulets of Natural Armor +1 (2k), Beads of Force (3k), Cloak of Resistance +2 (4k), Potions: bear's endurance (0,3), blur (0,3) bull's strength (0,3), cure serious wounds (0,75), displacement (0,75), eagle's splendor (0,3), haste (0,75), heroism (0,75), shield of faith +4 (0,6k), (= 96,000) - maybe some poison for the swords?

Powered up:

The sanctum defenders are assumed to have been warned by the temple or other means about the attackers' numbers and time of appearance. They cast the spells or drank the potions in a sequence that gives them the longest possible effects (so e.g. potion of displacement comes last). The spells of their off-hand weapons have been cast by Irae herself (see her revised stat-block later). It is assumed that these drow always act under the influence of faerzress regarding weapon and armor bonuses.
As compared to the original defenders, these two lack the offensive potential of the death spears, but have more attacks per round, greatly increased save scores and speed, gain Hexblade abilities and features, a fair selection of spells, and the ability to cast free action Hexblade Curses with a good chance of success. The block still includes extended explanations of the AC, saves, skills and all, just as reference for the DM. If you use these sanctum defenders, simply delete the unnecessary stuff.

Fighter 2 / Hexblade 12 / Blackguard 1
CR 16; Medium-size Humanoid (Drow); HD 15d10+45; HP 157 (= 75% of maximum); Init +7 (+3 Dex, +4 feat); Spd 60 ft.; AC 28 / 30 (+3 Dex, +1 natural, +9 armor, +4 deflection, +1 dodge / +2 feat) (Touch 18/20, flat-footed 24) - 20% / 50% miss chance; Atk/Grapple +15/+20; Atk (full) +27/+27/+22/+17 melee (1d8+9/17-20/x2, magical longsword, automatic critical) or +25/+25/+20/+15 melee (1d8+9/17-20/x2, magical longsword, automatic critical) and +25/+20 melee (1d8+6/19-20/x2 plus spell (Vampiric Touch 7d6 or Bestow Curse (Will DC 18, -6 Con)) magical longsword) or +23 melee touch (spell) or +18 ranged (bead of force) or +18 ranged touch (by spell);
SA Greater Hexblade's Curse (3x/day, free action, -4 penalty, Will DC 21), spells and spell-like abilities (SLA).
SQ Arcane Resistance (+5 on all saves vs. spells and SLA), Aura of Evil, Aura of Unluck (20% miss chance), Blur (20% miss chance), Damage reduction 1/-, Displacement (50% miss chance), Drow racial traits, Familiar, Mettle (no damage on successful Fort/partial and Will/half saves), Poison Use, Protection from Good (Immunities to charm et al), Fire Resistance 10, SR 26;
AL NE;
SV Fort +16 (21)*, Ref +12 (17)*, Will +13 (18)* (+15 (20)* Drow bonus) - *Arcane Resistance
Str 20, Dex 16, Con 16, Int 14, Wis 12, Cha 20
Skills: Bluff +15 (10+5), Climb +6 (2+5-1), Concentration +14 (11+3), Craft +3 (1+2), Diplomacy +15 (8+5+2), Handle Animal +7 (2+5), Heal +3 (1+2), Hide +9 (7+3-1), Intimidate +18 (11+5+2), Jump +5 (1+5-1), Knowledge (Arcana) +3 (1+2), Knowledge (Religion) +5 (3+2), Listen +3 (2+1), Move Silently +2 (+3-1), Profession +4 (2+2), Ride +5 (2+3), Search +4 (2+2), Spellcraft +8 (6+2), Spot +3 (2+1), Swim +6 (1+5);
Languages: Elven (Drow), Common, Undercommon - Drow Sign Language, one open.
Feats (6 + 4) - Cleave, Combat Casting, Improved Initiative, Improved Sunder, Improved Two Weapon Fighting, Oversized Two Weapon Fighting (CAdv), Power Attack, Spell Penetration, Twin Sword Style, Two-Weapon Fighting;
Spell-Like Abilities: 1/day - Dancing Lights, Darkness, Detect Good, Faerie Fire . CL 15; save DC 15 + spell level.

Arcane (Hexblade) Spells (Male): (2/2/2); CL: 6; Base DC = 15 + spell level: 1st entropic shield*, protection from good*; 2nd Invisibility, Resist Energy (Fire)*; 3rd Poison (Fort DC 18), Wind Wall.

Arcane (Hexblade) Spells (Female): (2/2/2); CL: 6; Base DC = 15 + spell level: 0 - ; 1st entropic shield*, protection from good*; 2nd Invisibility, Resist Energy (Fire)*; 3rd Confusion (Will DC 18), Vampiric Touch (3d6).

Divine (Blackguard) Spells : (1); base DC 11 + spell level. 1st corrupt weapon*.

*marks cast spells. (Check Protection from Good spell regarding duration and whether opponents are relevant, e.g., AC bonus outlasts shield of faith's by 5 mins.)


Here's a low-down of the two characters: (stuff to keep in mind)
General features: (at the beginning of the fight)
HD 15; HP 157 (plus Vampiric Touch); SP 60 ft.

Defense:
AC 28 / 30 (Touch 18/20, Flat 24); Damage Reduction 1 / - (armor)
Miss chances: 20% vs. all attacks for 8 rds, free action, Aura of Unluck; 20% all 2 mins Blur; 20% ranged 6 mins Entropic Shield, 50 % all Displacement 3 rds;
Immunities: Sleep (race), Enchantments (Protection from Good 6 mins)
Resistance: Fire 10 (60 mins)

Saves:
Fort 16 (21 vs. spells and spell-like abilities) - mettle (see stat-block)
Ref 12 (17)
Will 13 / 18 (Drow) (15 / 20) - mettle

Spell Resistance 26

Skills:
Bluff (for feint) +15
Concentration (casting) +14 (excluding +4 from Combat Casting)

Feats: (they will go for all out attack, maybe trying to sunder an annoying rogue's daggers (etc.) first)
Improved Sunder (+4 on all attacks against weapons etc.)
Cleave (if opportunity arises)
Power Attack (only if they note an AC weakness with the opponent)

Offensive:
Ranged: (given the lack of space, only minimal options)
+18 bead of force (vs. any heavily armored or robed opponents, the latter maybe "covered" in darkness to obscure any spellcasting afterwards)
+18 spell (no damage spell chosen so far, but confusion comes in handy)
spells - drow spell-like abilities to thwart rogues and other hiding/invisible folk
Hexblade's Curse - once per round on any non-affected target

Melee:
Single hand (plus spell (?) or feint)
+27/+27/+22/+17 melee (1d8+9/17-20/x2, magical longsword, automatic critical due to spell)

Two Weapon Fighting (adds AC bonus vs. one opponent, off-hand sword can cast free action spell once)
+25/+25/+20/+15 melee (1d8+9/17-20/x2, magical longsword, automatic critical due to spell)
+25/+20 melee (1d8+6/19-20/x2 plus spell (Vampiric Touch 7d6 or Bestow Curse (Will DC 18, -6 Con)) magical longsword)
(Given time, the two may cast another spell into the blades, poison and vampiric touch (Hexblade version, 3d6) respectively.)

Spells: (not that great a selection on offer though*)
+27 melee touch for poison or vampiric touch

*Then again, Irae may have a spell imbued into one of the characters.

A possible tactic may be to stay invisible (or take 20 on hide) till the opponents arrive, then cast faerie fire and confusion on the whole of them, before getting into melee. In any case, the defenders should be ready ("actioned") for them, most likely gaining the first initiative.

Edit: Synergy bonuses for Bluff (Diplomacy, Intimidate) have been added.
Caligula

09-15-05, 01:23 AM
I also echo, that any more 3.5 updates to this CotSQ module would be most welcome. Especially since so many amazing WotC sourcebooks have been published since this came out - and have related relevance (Libris Mortis, Underdark, Races of Stone, etc.).

I personally would like to run this module again, but with material from the above books I mentioned, in addition to new monsters from the Monster Manual 2, 3, and Fiend Folio.

Anyone else have any other ideas?

Hi y΄all!

I΄m new to the thread, but I just spent an hour reading through all your posts. I΄m about to start up the CotSQ adventure as a DM so I΄m overjoyed to have found this thread! :cool:

First, all your work is terrific! I΄m pretty much looking for 3.5 updates that still keeps the spirit of the adventure. As it was supposed to be. At the same time I agree with Dirty Dan that it would be a shame not to include the amazing stuff from all the new books!

I guess the Wizards have no intention of releasing updated stuff on CotSQ so we all have to do this ourselves. :weep:

What I think would be mostly appreciated here, would be updates to the 3.5 version, with stuff from the new books (Underdark, Libris Mortis, MM3, etc) but NOT heightening the difficulty level too much. The adventure must still be playable for what should be four 10th level PCs, taking them as far as 18th level towards the end. That΄s how the adventure was supposed to work.

Anyway, I΄ll start looking into it myself, but I think so many of you here would do a much greater job so I΄m looking forward to more updates by you guys! :cheer:

Again, thanks!
Dialacton21

09-15-05, 07:31 AM
Speaking on CotSQ (I know a little off topic but it's an interesting question) does anyone know how to destroy the sphere of Negative Energy? Maybe with Mordenkainen's Disjunction? Or is it more complicated?
Zanan

09-16-05, 04:23 AM
Speaking on CotSQ (I know a little off topic but it's an interesting question) does anyone know how to destroy the sphere of Negative Energy? Maybe with Mordenkainen's Disjunction? Or is it more complicated?

Well, usually casting spells of the "opposite school" or source might be a good idea, sort of channelling positive energy and all. But if you are a player of the said campaign, it is here where my suggestions stop :evillaugh
Dialacton21

09-20-05, 08:43 AM
But...but...I am the DM :eek:

No but seriously how would you pull that off? I imagine perhaps opening a portal to the positive energy plane but then how do you get the energy flow in there? Maybe if a character developed a spell call "manipulate positive nergy" or something :rolleyes:
Zanan

09-20-05, 03:40 PM
Well ... I wouldn't go much further than what it needs to destroy the Undying Temple, or Undead, or anything created of "Negative" stuff. Healing spells, or channelling positive energy would work, but you'll have to determine the "strength" or HPs of that Negative Energy first. Anything that disrupts magic might work, of course.
Aphrella

09-20-05, 09:06 PM
Right in the module it tells you how to defeat the undying temple - page 102 if you have it.....

To summarize, 1) make enough sucessful turn checks (able to turn a 20 HD undead) to be able to deal 100 HD of turning damage or 2) Mordenkainen's disjunction on the orb, temporal stasis (if it gets past the spell resistance), wish or miracle.
Zanan

09-21-05, 04:39 AM
Aye ... would be advisable to spoiler-mark the above info, just to be on the safe side with these nasty onlooking players ;)

The question remains ... what sphere of negative energy were you referring too?
Zanan

09-21-05, 06:56 AM
Inbetween: (and subject to revision)

Cleric Scouts

These Deep Waste scouts have been re-created using the 32-point-buy method (see below) Their equipment has been "drow-esized" (Underdark), and they received a drow regional feat (PGtF). Most of the rest has been left unchanged, though I'd suggest the Drow rather than the Evil domain. These scouts will be able to do what they are asked for by Irae (scouting (hide, move silently, spot, listen & survival skills), deal with Underdark denizens plus some magical and skillful healing) as well as being ready to become tough enemies of the PCs.

Cleric 9 / Ranger 2 (created vice versa)

CR 12; Medium-size Humanoid (Female Drow); HD 11d8+22; HP 88 (=75%); Init +4 (+2 Dex, +2 feat); Spd 20 ft.; AC 21 (+2 Dex, +9 armor) (Touch 12, flat-footed 19); Atk (full) +8/+3 melee (1d10+6/x3 plus spell, magical halberd) or +11/+6 ranged (1d6+2 plus poison (Fort DC 13 or unconsciousness)/x3, masterwork composite shortbow) or +9/+9/+4 ranged (1d6+2 plus poison (Fort DC 13 or unconsciousness)/x3, masterwork composite shortbow, using rapid shot) or +10 melee or ranged touch spells;
SA Favourite enemy (abberations +2), Poison, Rebuke undead (8x per day, 1d20+3, 2d6+12), spells.
SQ Racial traits (drow), Wild Empathy, SR 22;
AL NE;
SV Fort +11, Ref +8, Will +9 (+11 Drow bonus)
Str 14 (8+6), Dex 14 (8+4+2), Con 14 (8+8-2+1), Int 14 (8+4+2), Wis 16 (8+8+1), Cha 12 (8+2+2)
Skills (SP - 40 + 36; ranks, ability modifier, feat and/or racial bonus, magic, synergy): Climb +2 (3+2-3), Concentration +12 (10+2), Diplomacy +8 (7+1), Heal +10 (7+3), Hide +11 (5+2+2-3+5), Jump +1 (2+2-3), Knowledge (Arcana) +4 (2+2), Knowledge (Dungeoneering) +6 (4+2), Knowledge (Nature) +6 (2+2+2), Knowledge (religion) +7 (5+2), Listen +7 (2+3+2), Move Silently +11 (5+2+2-3+5), Profession (Scout) +3 (1+2), Search +9 (5+2+2), Spellcraft +9 (7+2), Spot +10 (3+3+2+2), Survival +8 (5+3) / +10 (5+3+2) tracking (+10/+12 in Underdark), Swim +3 (1+2);
Languages: Elven (Drow), Common, Undercommon plus Drow Sign Language, two open.
Feats - Blooded (regional, PGtF), Combat Casting, Extra Turning, Rapid Shot (B), Stealthy, Track (B);
Spell-Like Abilities: 1/day dancing lights, darkness, faerie fire. CL 11; save DC 11 + spell level.

Cleric spells - Domains: Evil (evil spells +1 CL), Retribution (see FRCS or PGtF, strike of vengeance 1/day).
Divine Spells (CotSQ array): ( 6/5/5/4/2/1); CL 9, 10 for Evil spells, base DC = 13 + spell level: 0 create water, detect magic, guidance, light, read magic, resistance; 1st cause fear, divine favor, doom, entropic shield, obscuring mist, shield of faith*; 2nd aid, death knell, desecrate*, resist energy, silence, sound burst; 3rd bestow curse, create food and water, dispel magic, magic circle vs. good*, summon undead III; 4th cure critical wounds, divine power, unholy blight*;5th dispel good*, flame strike.
*marks domain spell.

Favoured enemy (Ex, abberrations): The scout gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, she gets a +2 bonus on weapon damage rolls against such creatures. (DM's choice)

Gear (35,000 GP, general equipment): +1 drowcraft halberd of spellstoring (18k), +2 drowcraft silent move shadow breastplate (11,7k), mighty [+2] masterwork composite shortbow (525), 20 arrows, drow poison 3 doses (225) plus material components.

Summon undead - two large skeletons (e.g., ogres, trolls, or ettins) under the effect of desecrate (Every undead gains a +1 profane bonus on attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.).

Will observe the enemy and try to detect for alignments before choosing spells.

Here's a low-down of the scouts: (stuff to keep in mind when the scouts have cast their spells)

General features:
HD 11; HP 88 (plus Divine Power); SP 20 ft.

Defense:
AC 21 (Touch 12, Flat 19); +4 deflection for 9 rds (Dispel Good) or +3 for 9 mins (Shield of Faiths) or +2 for 90 mins (Magic Circle ...) - check relevant alignments)
Miss chances: 20% ranged 9 mins Entropic Shield;
Immunities: Sleep (race), Enchantments (Magic Circle vs. Good)
Resistance: Fire 20 (90 mins)

(Remember that the drowcraft AC bonus is a deflection bonus too. Regarding stacking and all.)

Saves:
Fort 11
Ref 8
Will 9 / 11 (Drow)

Spell Resistance 22

Skills: (more relevant ones)
Concentration (casting) +12 (excluding +4 from Combat Casting)
Hide +11
Listen +7
Move Silently +11
Search +8
Spot +10

Feats:
Rapid Shot: As long as there is distance between them and the opponent, they may try to bury them in a hail of poisoned arrows. They may also opt to do this after summoning some large skeletons for diversion.


Offensive:
Ranged: (assumption of Divine Favor and Divine Power - lasting for 1 min and 9 rounds respectively)
+17 / +12 / +7 ranged (1d6+5 plus Poison (Fort DC 13 or unconsciousness), shortbow)
Rapid shot: +15 / +15 / +10 / +5 ranged (1d6+5 plus Poison (Fort DC 13 or unconsciousness), shortbow)

(Strike of Vengeance: strike/shoot an opponent who hit you before once for maximum damage: 11 HP)

+16 spell (no targeted damage spell chosen so far)
spells - drow spell-like abilities to thwart rogues and other hiding/invisible folk, Silence spellcasters etc.

Melee: (as above, Divine Favor and Divine Power, drowcraft bonus works after DF runs out)
(AB: +11 / +6 / +1 and +5 STR, +3 luck, +1 magical, drowcraft luck bonus does not stack)

+20/+15/+10/ melee (1d10+11/x3 plus spell (Bestow Curse, Will DC 16, -6 STR or CON), magical halberd)
(Strike of Vengeance: as above, damage 21 HP)

Spells: (selected from the above only)
+19 melee touch for e.g. Bestow Curse* or Inflict wounds spells. (*Assuming that the spell in the halberd was cast a day or two before.)

NOTE:
These NPC have been created using the original and new 3,5 Core Material. DMs with access to Underdark or Champions of Ruin may add more spice to these ladies, e.g. handing them the Via Negativa feat to increase the effectiveness of the inflict spells or adding more "interesting" spells to the current list.
Aphrella

09-21-05, 07:41 AM
Aye ... would be advisable to spoiler-mark the above info, just to be on the safe side with these nasty onlooking players ;)

The question remains ... what sphere of negative energy were you referring too?
*shrug* In my opinion, if a player wants to know that bad, then they'll be reading the spoilers anyway......

The sphere of negative energy is in the heart of the undying temple.
Zanan

09-21-05, 10:20 AM
The sphere of negative energy is in the heart of the undying temple.

Ah ... Hostile Central. Well, I wouldn't do it much different than the normal rules for defeating the temple, but as it has been summoned to this plane, one might include something like "destroy/disjunct it and vanish with it back to the plane where it came from" ... along the lines of: you can puncture wholes in the wall of the temple for some 250 HD, but the last 50 have to be dealt to the sphere in the middle. Doing it has the above side-effect.
Laszlo Koller

11-10-05, 03:57 PM
Is there a downloadable version of this CotSQ revision?
Zanan

11-23-05, 03:06 PM
Is there a downloadable version of this CotSQ revision?

You mean this conversion of the characters? Most likely not. Wouldn't make much sense as yet, since people convert those NPCs which strike their fancy and as such, it is quite patchy. But feel free to collect all the stuff here (Copy & Paste -> Word doc-file) and make it available ;)

Ah ... while I am at it:

Maerimydra Officer (p.145, subject to corrections)

(Acts in an area of faerzress (relevant for drowcraft items), re-created with 28 PB and slightly changed equipment, taken from Underdark. Note that the deflection bonus from the drowcraft ability remains when the character is touched. A couple of feats were replaced, Weapon Finesse was unnecessary due to equal scores.)

Fighter 8

CR 9; Medium-size Humanoid (Drow, female); HD 8d10+16; HP 72 (= 75%); Init +5 (+3 Dex, +2 feat); Spd 30 ft.; AC 24 (+3 Dex, +1 Natural, +7 magical armor, +3 magical shield) (Touch 15, flat-footed 18 (21 shield)); Atk (full/grapple) +8/+11; Atk. full: +15/+10 melee (1d6+8/15-20/x2, +1 drowcraft rapier) or +12/+7 ranged (1d6+3, javelin);
SA Spells.
SQ Racial traits (drow), SR 19;
AL CE;
SV Fort +8, Ref +5, Will +2 (+4 Drow bonus)
Str 16, Dex 16, Con 14, Int 12, Wis 10, Cha 11
Skills (SP (12+21=) 33): Climb +4 (3+3-2), Handle Animal (Lizard) +3 (0+3), Intimidate +6 (0+6), Jump +4 (3+3-2), Listen +6 (0+4+2), Ride (Lizard) +6 (3+3), Search +3 (1+2), Spot +8 (0+4+2+2), Swim +4 (3+1);
Languages: Elven (Drow), Common, Undercommon plus Drow Sign Language.
Feats (3+5) - Blind-fight, BloodedPG, Dodge*, Improved Critical (rapier), Mobility, Spring Attack, Weapon Focus (rapier), Weapon Specialisation (rapier); (*Not included in statistics.)
Spell-Like Abilities: 1/day dancing lights, darkness, faerie fire. CL 8; save DC 10 + spell level.

Gear (GP 16,000; ECL 10 - NPC): +1 drowcraft rapier, +1 drowcraft chainshirt, +1 heavy steel shield, amulet of natural armor +1, 2 masterwork javelins.
Thaingrim

11-23-05, 07:25 PM
i don't know if this fits in this thread but it's kinda about conversion to3.5 so here goes....

anyone have any sulution for the litle haste problem the tactics described in the adventure causes..... haste changed ( and was watered down pretty bad) in 3.5 so it really doesn't help caster anymore to cast haste at the beginig of the encouter, and that kinda ruins most of the tactics spiled out in there.... so any ideas ( maybe it's allready been discussed but i haven't really had the time to read through the 7 pages)

thx
hreslingozer

11-23-05, 11:41 PM
There is a downloadable PDF... I don't know where I got it!

My solution for haste has been to give the spellcasters the sudden metamagic feats. The tactics are still different but it seems to make them a little more nasty, as they can fire off a maximized lightning bolt or empowered searing light with ease.
Ladislaus

11-23-05, 11:52 PM
There is a downloadable PDF... I don't know where I got it!

Would you be willing to share it? Private message me if you wouldn't mind sharing it. Thanks.
sc8rpi8n

11-24-05, 03:57 AM
Hi folks!

My deepest thanks to all the people that converted CoTSQ NPC΄s to 3.5 rules, this thread has reduced the amount of work i have to run the adventure an is full of nice ideas.

I started it a few months ago and my gaming group had a hard time battling chahir (It took us two sessions to finish). The adventure seems challenging.

So far I have completely reworked only one NPC, the claw, who was pretty weak in my opinion. I made him a Monk4/Cleric/1/Sacred fist5. That way he is capable of using divine magic(he΄s the leader of a temple) and fight well. I also changed his god to Blipdoolpoolp, and replaced the fiendish kraken with a Kuo Toa leviathan (from underdark)
Seraphim of Night

11-27-05, 12:43 AM
We are just hitting the Lake of Shadows in our City of the Spider Queen group, so I want to say thanx for everyone who contributed to this, I just cut & pasted it into word. I hope my new character survives, the keening spirit got my last one. :D My last was a 10 HD aurak draconian when he died. My new character is a Barbarian/Fighter/Rogue Werewolf Lord...
sc8rpi8n

11-27-05, 02:59 PM
I΄ve revised some of the NPC΄s posted here.

Kurgoth Hellspawn has 14 feats. He should have 6 from Fire giant levels and 2 from 6 Blackguard levels. Total: 8
Also he cannot take the weapon specialization feat with the greatsword, only 4th level fighters can.

Latar, the troglodyte Cleric of Laogzed doesn΄t have the -2 penalty for Monkey grip feat on his attacks.
I΄ve changed his domains to Ooze and death and replaced some spells(this is optional, if you have Serpent Kingdoms take a look at the deities and spells Chapters)

right now I΄m doing the wailing cliff NPC΄s, hope to end soon :)
Dirty Dan the Laundry Man

11-27-05, 03:50 PM
there's been so many WotC books published since City of the Spider Queen has been published. The options to customize all the NPC's is plentiful. especially stuff from Libris Mortis, Underdark, MM3, and the other FR sourcebooks.

I've been writing up a lot of the NPCs with wizard or sorceror levels as warlocks. fighters are being re-written as hexblades.
The Son of Shar

11-27-05, 05:18 PM
Have people come up with revised tactics for casters who according to the module cast Haste and then proceed to lay down offensive spells, or are most of you ignoring the 3.5 nerfing of Haste?
Seraphim of Night

11-27-05, 06:52 PM
Every DM has handled that differently. I liked the one where a guy created a new drow spell, but in our own group we just handled it differently. Basically we have let casters utilize 2 spells per round if they have a casting time of a standard action, but they can't do anything else except for a 5ft. step. I can see why this spell was nerfed since this becomes quite deadly in the higher levels, but if your group is smart they shouldn't have any problems with it. As long as the game is balanced and your group has access to haste or slow they can pull out the same tactics as those thrown at them. As for sorcerers, this pretty much rules out any metamagic feats, same for spontaneous cleric channeling. If your meat shields can get to the wizard he won't be able to sit in one place and won't get 2 spells.
Thaingrim

11-28-05, 05:08 PM
where ca we find the new drow spell that was homebrewed ?
Seraphim of Night

11-28-05, 06:13 PM
I believe it was posted in this thread 1st or 2nd page. I am going to post it here, but I did not right this someone else did, and maybe not quite what I would have done. A for effort though, anything that saves me work I am happy.

Drow Spell Haste
Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Creature touched
Duration: 1 round/level
Saving Throw:Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The transmuted creature moves and acts more quickly than normal where spells are concerned. This extra speed has several effects.
When taking a full round action, a spell hasted creature may cast one extra spell that round. The spell's normal casting time cannot be more than 1 standard action normally, so metamagic feats used to reduce a full-round spell to 1 action to not apply here.
A spell hasted creature gains a +1 dodge bonus to AC and reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the spell hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 20 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed.
Multiple spell haste effects do not stack.
Material Component: A special drow mixture, the likes of which must be researched and understood before the spell can be used.

The only other thing I could think on the spell is possibly a spell level cap on what could be cast with the extra action (normal spell usage is fine. So, for example, if the cap was 5, a player/npc could cast an 8th and then a 5th).
warlockco

12-09-05, 10:22 PM
:bump:
Seraphim of Night

12-16-05, 01:51 AM
Okay, here is a run-down of our last session and I want to hear what you guys think about it. Long story short, we were fighting kuo-toa at the Lake of Shadows and when we picked up our DM just decided that we weren't going to use initiatives, and that was the first thing to irritate me. It wasn't really punishing me or the meatshield since our initiative's sucked, but it really penalized the character that was about to die having the highest initiative and never getting to use it. (Does constrict damage happen as soon as you are grappled or the following turn? He made it hurt as soon as it grappled us)
Well, we all ended up getting grappled by a giant kraken and pulled beneath the waves. I managed to bite my way out, and help our dwarf free (In my werewolf hybrid form) leaving us floating in the water. Our priestess (the DM's character) having freedom of movement was left at the shrine to battle the kuo-toa priest. Meanwhile our last companion (the high dex/initiative character) was left in the kraken's tentacles to get dragged below.

Now he (ranger) had a paper full of damage that I told him he should add up since he was probably dead. He did so and found out that he was at -7hp, then he failed to stabilize and was at -8. This was deep under the lake in the Kraken's tentacles. Now, he was still due to take 5d6 pressure damage from his depth, (he failed at least one save I know of and should have taken 1d6). Next he failed to stabilize several more times since he didn't have die-hard so he was past -10hp in more ways than one. Not to mention that as soon as he went unconscious underwater he could no longer hold his breath so as far as I am concerned he drowned (this is also why I was ****** about the initiative since if he had a chance to go first he could have used water breathing on himself if he had chosen, but he probably wouldn't have).

Now somehow, at this point our priestess managed to teleport to him deep under the water, fight off the Kraken and use a heal check to stabilize him... :confused:

She ****ing bandaged him... :mad: and claimed that he lived miraculously. As far as I am concerned freedom of movement reduces your hindered movement, it doesn't let you fight or use skills underwater without swimming...

I am arguing that he is dead, and I think our DM (and by proxy his priestess) just doesn't want to cough up the 5,000gp to bring him back from the dead and avoid a trip to the surface. I am thinking about not even playing if they are going to cheat like that, what do you guys think I should do?
JPVicioso

12-18-05, 05:28 AM
The Kraken is a fearsome monster and difficult to fight in it's element (water) so i guess it's pretty much easy to die fighting it. The one from CotSQ is powerfull, you don't say what's the average party lvl but i presume it's high, so the dying factor is big.

Now the DM says you don't get initiatives, well, it's the DM so don't argue, he knows all, you only know what your charater now... he was rooted to the spot, stood in awe of the monster, whatever! Imagine the stuff... You say someone is going to die because of that, well, it's a kraken, it's probable somebody (if not everybody) is going to die. (Yes, constrict damage is automatic on the round after the grapple is consumated).

So maybe de DM miscalculated and ended up doing a last minute rescue and you got angry at the blattant disregard of the rules, but IMHO you are not seeing the point: You are supposed to have fun! Imagine the scene, you got out of the grapple, rescued your dwarf friend and the ranger was all this time thinking he was going to die, but in the end was saved by an NPC, it was fun if you take the time to imagine the whole scene as it was happening and not sitting there stuck in the Mechanics of the game (that are not perfect).

In the end I think it turned out right, don't forget that it's a high lvl campaign and a death at 11+ lvl is not so well recovered from than at 1-3rd... (You do mention that you could get back to the surface but...) All in all, I understand the DM, you should focus less on mechanics and more on the setting/story/events/etc...

To end, just a question, "In my werewolf hybrid form", why? Doesen't a normal character suffice? What is the level ajustment? Is it worht it?
Seraphim of Night

12-18-05, 09:38 PM
Our character losses aren't such a big deal since we didn't play our characters up to these levels. When I bought CotSQ, I wanted to run a goup of monster classes. The CR of my werewolf is 12, but his ECL is 17 ( I actually could have gone ECL 19 and still been CR 12). Basically, I tend to get crap for xp unlike my previous character (dead). He has 8 class levels, 6 dire wolf levels, and a +3 level adjustment. I didn't really mind though since I already have my next character planned out should this one die, as does the player of the ranger. My only problem is that this is that DM's first time DMing, and I am trying not to give him a hard time, but when I know he is half assing it and ignoring what I think are fundamentals in bringing the world to life. If I was just worried about story and having a good time, the dwarf and my barbarian would have swam into the sea down after the Kraken or would have just stayed grappled. Unfortunately, we were actually *fearing* for our lives and swam to the surface... :eek: . Why should we have worried when if I died I thought the DM would just kind of backtrack and ignore it, hell I could have tracked the Kraken underwater with my scent ability hehe :P . He actually tried to do that when my last character died, and I was the one who had to tell him to face it he was just dead. Sometimes that is just what happens... :P Besides, the ranger made a lot of mistakes that night. If he had used his abilities he would never have died or been drug down there by the tentacles (he was a half-water elemental doooy). Hilarious that he would die in a lake by drowning... :D Ah yes, about that. In my hybrid form I had alot more hit points to be grappled, better strength, and natural weapons. Our dwarf couldn't do crap (he is a Hammer of Moradin) grappled since he didn't have a light weapon, I on the other hand, had teeth... :cool: Looks like he should have picked a monster class as was planned. Actually the ranger is on his second character as well, his first left under mysterious circumstances and was a dragon-kin, very large and with wings. Not so great for the underdark I suppose.
warlockco

12-23-05, 02:24 AM
:bump:

Wiz-O Lyoness, any chance of getting this added to the important threads sticky?

Seems every so often someone is looking for it.

Thanks
WizardlyFriend

12-23-05, 08:43 PM
has anyone made a large thread that has compiled all the useful information and eliminated repeated questions and discussion? i tried printing it using computers at school, i only printed a little more than half and it was around 75 or so pages
WizardlyFriend

12-23-05, 10:02 PM
everyone in this thread is awesome. i just copy pasted all the conversions and some other useful info into a 109 pg. long MS-Word document. which i plan on looking over and comparing with the adventure during the next week. thanks to everyone who did any sort of conversion work, you guys rock :thumbsup:

one question:
what issue of dungeon is Spiral of Manzessine found in?
warlockco

12-23-05, 11:40 PM
has anyone made a large thread that has compiled all the useful information and eliminated repeated questions and discussion? i tried printing it using computers at school, i only printed a little more than half and it was around 75 or so pages

I think someone did a pdf but not entirely sure.
WizardlyFriend

12-23-05, 11:52 PM
does that show up in a weird font (looks hand written) for anyone else? i managed to fix it, but im not sure if that was intended (i.e. if i may have messed something up by fixing it).
WizardlyFriend

12-26-05, 10:07 AM
how much do other DMs who have run this recomend reading before DMing it?

i'm going to read part 1 before i DM, but do i need to read any more before the first session?
warlockco

12-26-05, 07:49 PM
how much do other DMs who have run this recomend reading before DMing it?

i'm going to read part 1 before i DM, but do i need to read any more before the first session?


Always Completely Read a Module at least once before attempting to run it.
I would recommend Reading it once, then go through it again, taking notes.
KenderBryant

12-28-05, 10:16 PM
I'm currently running the CotSQ. So far, the only battle in which anyone actually got seriously hurt was against the big spiders up in the Crypts and that was because I made them Colossal spiders. Everything else is simply too easy, even when I add more creatures. Maybe I should up them a bit because a EL of 8 is too simple for a party of six lvl 14 chars.
Zanan

12-29-05, 08:49 AM
I'm currently running the CotSQ. So far, the only battle in which anyone actually got seriously hurt was against the big spiders up in the Crypts and that was because I made them Colossal spiders. Everything else is simply too easy, even when I add more creatures. Maybe I should up them a bit because a EL of 8 is too simple for a party of six lvl 14 chars.

Well, you can warm them up a wee bit and make them believe that it will stay that "easy". On the other hand, many of the drow NPCs were on the lower end of their potential, even if compared to standard non-drow NPCs as listed in the DMG (3E). Make sure that you give them decent stats and equipment according to their ECL (for that counts too for NPCs). Easy additions are drowcraft weapons and armor ... which are not that useful for PC above ground. Make sure too that you use the Underdark / close quarter fighting rules as listed in Underdark. Some Greatsword-Slashers and Legolas-Clones will start hating you in no-time ;)
Thaingrim

01-10-06, 08:49 AM
hi everyone...

i was thinking about using some stuff posted here ( the goblin gate squad ens revised kurgoth)

could anyone telll me where to find stats for Maus , and blackened steel ??

thx
Caligula

04-03-06, 02:56 PM
So…. if this was of any use to you or you spot errors, please let me know. If there’s any interest I’ll post my version of an advanced Arachnoid Roper on this thread later this week.

Please do! We are just about to start up with CotSQ and I would love to see some more of your work! Excellent dude!
Caligula

04-03-06, 03:51 PM
I am a big fan of running the CotSQ and have done so since the 80's. it is interesting to read the comments and upgrades to monsters to match the latest rules.

Sorry buddy, but the CotSQ module was published in 2002 so are you sure you got that right?
Caligula

04-03-06, 06:02 PM
what about this attack. reach whip entangle engulf then teleport, kill this pc at liesure. start again. TPK

try the suggested tactics against that 15th level perty and see what happens.

Erm..He can only teleport with 50 pounds of objects...(see MM p.41).
Caligula

04-03-06, 10:02 PM
I am arguing that he is dead, and I think our DM (and by proxy his priestess) just doesn't want to cough up the 5,000gp to bring him back from the dead and avoid a trip to the surface. I am thinking about not even playing if they are going to cheat like that, what do you guys think I should do?

Well, this is not orthodox after the rules, but for some reason your DM decided to "bend" the rules a little bit. You know that the rule "0" says the DM is always right, don΄t you?

What I don΄t get is why you are complaining about it? The DM΄s actions saved your buddy, right?

Anyway, I think any rules discussions should be sorted out between sessions, and you should talk this matter over. It is important that all members of the group know what rules are eligible in the game.
ClobberinTime

04-04-06, 01:07 PM
I think that the previous poster is using the 3.0 rules which is what this whole thread is about, converting to 3.5.

CoTSQ was written using the 3.0 rules to the max, i.e. lots of haste spells on the NPCs and Demons using clever tactics to maximise their efficiency.

I think the person who was talking about the 1980s is referring to the Vault of the drow/GDQ1-9 megamodule which was titled something very similar to CoTSQ. I'm guessing he was alluding to the similarity in the titles between those modules, and that thematically they are similar.
Caligula

04-07-06, 05:39 AM
I think that the previous poster is using the 3.0 rules which is what this whole thread is about, converting to 3.5.

CoTSQ was written using the 3.0 rules to the max, i.e. lots of haste spells on the NPCs and Demons using clever tactics to maximise their efficiency.

I think the person who was talking about the 1980s is referring to the Vault of the drow/GDQ1-9 megamodule which was titled something very similar to CoTSQ. I'm guessing he was alluding to the similarity in the titles between those modules, and that thematically they are similar.

Yes, using the 3.0 rules when playing CotSQ is a possibility, but this whole thread is a discussion about changing CotSQ to a 3.5 format and how to do that without changing gamebalance.

Well, what haste really did in 3.0 was giving the Drow more spells (2 spells per round) and some bonuses on attack, AC, and movement. I suggest you add magical equipment and make the drow a little bit tougher to compensate for the loss of 2 spellcating actions in a round. This could be rod of lightning, dust of disappearance, ring of natural armor, etc.
crowclub

07-29-06, 05:37 AM
I recently started to run CotSQ. It's my first time as a DM! Yes I've jumped into the deep end but I've done a whole heap of encounter work before starting so that I can concentrate on the more enjoyable aspects of DM-ing.
The players, some of which are 'veteran' players (but only at low levels) and DM's and some of which are rookies have taken some time to adjust to lvl 10 adventuring. They started SO badly, it was kinda funny. The Cleric had a Wand of Cure Moderate Wounds.... and nothing else !! no scrolls, no potions... needless to say 2 of them died very quickly!
I had to add a scroll of Speak with Dead to the treasure found in the crypts, but they didn't use it on the dead Drow !! you can lead a horse to water...
It's a very steep learning curve at the start of the adventure, and the Guys have started to look like lvl 10 adventurers now (well sort of!!) The Roper almost had them all!
Currently, after 5 four hour sessions the PC's have nearly found the Chasm! After the poor start, they are taking things slowly and very carefully !

So far lots of fun for all (especially me!!) It's a great adventure.

I appreciate that a ton of work goes into an adventure of this size, but I am surprised by how few large adventures are around.
Caligula

07-29-06, 04:14 PM
Crowclub, I΄m impressed by your guts to start your DM experience with this monster-adventure! It΄s a voyage that will see your players progress from 10th through 18 th level, or perish in the black, cold Underdark.

I gather you have extensive D&D experience as a player though, so I΄m quite sure you will be fine and do an exceptional job! It seems as though your players had some early problems, they picked up pace and mybet is they will give it a serious go.

I agree that Wizards should produce more monsters of this size, but actually they have just recently published "Red Hand of Doom". We are playing that one now and it΄s 10 out of 10! It΄s also fully 3.5 version.

I have a lot of AD&D 2nd ed that I convert to the 3.5 version. "Return to the Tomb of Horrors", "Dragonmountain", "Axe of the Dwarvish Lords", "Rod of Seven Parts", "Labyrinth of Madness", "Die Vecna Die", etc.

If you check the Wizards "product" page on their website you can see that a lot of new mega adventures are on their way. I΄m especially looking forward to the new "Ravenloft" adventure!

Finally, I just wanted to say that we are currently playing RHoD, but as soon as we have finished that one we are gonna start out with CotSQ. I will post our experiences here att he forum later. Check the "Adventures" forum!

Good Luck!
lockdar

08-02-06, 05:52 AM
I've run this module in a campaign that has ended because of the death of the party, the characters made it through the crypts but came to their end in Sith Morcane. They failed to see the concequences of using a daylight spell in the giant chasm in which the city is build. After using daylight they flew down using Fly spells and thought they would be able to escape and venture deeper into the Underdark. A couple of well aimed Web and Dispel Magics later they were gone.

But I must say that after preparing to run the module it is very balance and worth the effort.
Asche

08-02-06, 11:04 AM
Due to the large number of spellcasters in CotSQ, almost every new release of a sourcebook can be utilized to further make the fights more special.

I have, for example, started to liberally replace the prepared spells of NPCs with carefully picked spells from Spell Compendium and other books, and gave each fight a "special" spell that often dictated the style of the encounter.

For example, towards the end in the temple, I gave "Blood Star" to the NPCs, leading to a very tactical fight as the players tried to navigate around the stars (they were quite injured at that time already)

CotSQ is pretty tough, a meatgrinder for a core-only group especially, and I recommend building your party at least a little bit around it, if you plan to play it sometime soon, esp. a few prestige classes in newer books can help a TON (Sunmaster anyone? Eye of Horus-Re?)
Caligula

08-06-06, 07:07 PM
Lockdar, you are one mean mother....hehe. Your players where way out using the "kick-in door" tactics at the wrong place for sure!

Asche, I agree on your conclusions. The thing is the whole module needs a big time 3.5 overhaul. A lot of the Drow tactics are based on being able to cast 2 spells around due to the haste effect in the old 3.0 version. A possibility that changed with the 3.5 version. Just to mention one major example.

The earlier stages of this thread has excellent conversions of key NPCs.
Melblen_Cairn

11-03-06, 01:15 PM
I started running this in 3.0 rules. My players paced pretty well through Dordrien and Szith Morcane. They struck a deal with Solom Nedrazak, putting him in a seat of power in Szith Morcane, temporarily eleveating the surface raids.

In the Deep Wastes, the encounters I figured would go smoothly they would loose a party memeber to and the hard fights they would breze past. The shadow dragon for example. After slogging their way up through the Kirlanan they stormed into the big guys cave and laid waste to the dragon in 3 or 4 rounds. They werent well beyond its EL vs average party level and I am no slouch in running a dragon encounter ( a later testament when Ice nearly wiped the party). They just got really lucky.

Once they got to Maerimydra was when the fun began. They pulled some successful hit and runs on the Giant army. Even took out their leader in one. Ultimately the Catle was their undoing. They went in during a last ditch push against the castles defenses by the giant army. Hoping to use it as a diversion. It failed with several losses. The rest went running back to the surface with the knowledge that the great revenance was coming.

We had to put the campaign on a hold for about year now and are just gettign back to it with T'sarran's forces marching for the Dales. My party did not even really get to face many of the major NPCs in the castle so with the 3.5 updates and the Yathrinshee prestige class they will be in for some more nastiness. Thanks for the additional ideas in this thread.
Melblen_Cairn

11-03-06, 03:13 PM
Sorry I got way off track in my previous post. The restrusture of Haste has been a thorn in not only my players sides but also has had a major effect on my NPCs in this campaign. I think with the Yathrinshee prestige class can make up for some of the tactical losses from haste. Using other spells from other released books on both the arcane side and divine side pack a tremendous punch.

Make liberal use of BoVD and Lib Mort materials for the various followers of Kiransalee. These are smart tough villans and should be able to anticipate enough to prepare themselves well before a paticular fight.

In my campaign above Irae and Cabarath are both Yathrinshee's. I worked Irae so that she could craft and cast the Great Revenance as an epic spell giving the whole raising thousands of Revenants some plausability. Largely their power-up suites listed for each NPC remain largely the same. My Players are going to have a rough time of it when they eventually face off against Irae.
miscellany

11-05-06, 02:36 AM
Hey Melblen are you using any of the new rules for swift and immediate actions? Maybe something there to put more teeth into your NPCs.

Thank you for the concise posts on how your experience went running this adventure. I like to read about how other DMs lived through this adventure.
Book

11-05-06, 10:29 PM
Yeah, the entire module is ripe for being stripped down to the bare minimal concepts - and then replaced with a whole slew of new, state-of-the-art 3.5 game mechanics.

As a DM, I am replacing every single write-up of enemy NPCs and monsters with new builds that utilize all the new primary classes like Warlock, Beguiler, Artificer (yes, Eberron!), Duskblade, Marshal, Spellthief, Shugenja, etc. I'm being very careful to match-up these classes with the original concept of the NPC in question (so as to stay true to the CotSQ's storyline and flavor). Also, I'm using all the new PrCs, feats, spells, gear [magical & mundane], and monsters from all the new Monster Manuals.

All this heavy-duty conversion is time consuming ... but lots of fun! CotSQ is the most amazing and interesting campaign module I've ever run across. And I can't wait to start it with my player group next week. My 6 players are champing at the bit waiting to start as well.

That said, I'm very much looking forward to seeing any new submissions in this thread for 3.5 conversion and quality upgrading as well. If/When I get the opportunity, I will do so as well.

It would be fun to get a collaborative group of us FRCS regulars together to work diligently on a thread specifically devoted to a mass-scale conversion upgrade of CotSQ to 3.5. I think it would be well received by the user community.

Suggestions, ideas, comments? :D
KnightErrantJR

11-05-06, 10:44 PM
One of the things I was thinking of, right off the bat, is converting the first vampire into a wilder, since the character was suppose to have been from Jhaamdath (I know, this doesn't mean he HAS to be psionic, but I thought it would be an interesting touch).
Zanan

11-06-06, 05:01 AM
Problem with the bare info and doing a 3RE with it is the fact that loads of new books appear on a monthly basis and you have to keep a look at what a average DM has at his disposal. Obviously, Libris Mortis and the Book of Vile Darkness is a must, as is Underdark. Some of the FR stuff too (FRCS, PGtF, Magic of Faerϋn, Champions of Ruin). But I would not go too deep into the supplement sections. Hints at Frostfell and Sandstorm (environmental conditions) might be good, while some classes, PrC, feats and spells from the main Complete books might be good too. But one needs to make sure that this does not get out of hand.
KnightErrantJR

11-06-06, 11:43 PM
I posted this at Candlekeep as well. I worked on converting Chahir from a sorcerer to a Wilder, since he is Jhaamdathan, and I thought it might fit the theme a little bit more. Let me know what you think:



Chahir CR10
Male Human Vampire Wilder 8
CE Medium Undead (Augmented Humanoid)
Init 8 (+4 Dex, +4 Improved Initiative); Senses darkvision 60 ft.; Listen +10, Spot +18
Languages Common, Chondathan

AC 22, touch 20, flat-footed 18
hp 78 (8HD); DR 10/magic and silver
Resist cold 10 and electricity 10
Fort +2 Ref +8 Will +9

Speed 30 ft. (6 squares)
Melee slam +5 (1d4+1)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +9
Special Atk blood drain, children of the night, create spawn, dominate and energy drain
Wilder Powers Known: (ML 8, touch attack +5, ranged touch +8; 82 pp, 8 pp maximum expenditure)
1st level—Precognition, offensive; Precognition, defensive (1 pp minimum)
2nd level—Concealing Amorpha (3 pp minimum)
3rd level—Energy Bolt (5 pp minimum, DC 18)
4th level—Dimension Door, Psionic (7 pp minimum)

Abilities Str 14, Dex 18, Con -, Int 10, Wis 14, Cha 22
SQ darkvision 60 ft., resistance cold 10 and electricity 10, damage reduction 10/magic and silver and 10/bludgeoning and magic, alternate form, fast healing, gaseous form, spider climb, undead traits, vampire weaknesses, turn resistance +4
Feats Alertness, Combat Reflexes, Lightning Reflexes, Dodge, Improved Initiative, Combat Manifestation, Improved Toughness, Life Drain, Life Sense
Skills Concentration +17, Sense Motive +16, Spot +20, Hide +18, Move Silent +18, Listen +10, Bluff +13, Search +10
Possessions Dorje (Swarm of Crystals, ML 3, 50 charges), Bracers of Armor +2, 2 power stones of Share Pain, 1 power stone of Inflict Pain, 1 power stone Recall Agony, 1 power stone Mental Disruption, 1 power stone Psionic Levitation



Blood Drain (Ex): Chahir can suck blood from a living victim with his fangs by making a successful grapple check. If he pins the foe, he drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each successful attack, he gains 5 temporary hit points.

Children of the Night (Su): Chahir commands the lesser creatures of the world and once per day can call forth a 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve his for up to 1 hour.

Create Spawn (Su): Any humanoid or monstrous humanoid slain by Chahir's energy drain attack rises as a vampire spawn (see the Vampire Spawn entry in the Monster Manual) 1d4 days after burial. If he instead drains the victim's Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of Chahir and remains enslaved until his destruction. At any given time, Chahir may have enslaved spawn totaling no more than twice his own Hit Dice; any spawn he creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. Chahir may voluntarily free an enslaved spawn to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Dominate (Su): Chahir can crush an opponent's will just by looking into its eyes. This ability is similar to a gaze attack, except that Chahir must take a standard action, and those merely looking at his are not affected. Anyone the vampire targets must succeed on a Will save (DC 20) or fall instantly under his influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.

Energy Drain (Su): Any living creature hit by Chahir's slam attack gains 2 negative levels. For each level bestowed, he gains 11 temporary hit points. Chahir can use his energy drain ability once per round.

Alternate Form (Su): Chahir can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell (caster level 12th), except that Chahir does not regain hit points for changing form and must choose from among the forms mentioned here. While in an alternate form, Chahir loses his natural slam attack and dominate ability, but he gains the natural weapons and extraordinary special attacks of his new form. He can remain in that form until he assumes another or until the next sunrise.

Fast Healing 5 (Ex): Chahir heals 5 points of damage each round so long as he has at least 1 hit point. If reduced to 0 hit points, Chahir automatically assumes gaseous form and attempts to escape. He must reach his coffin home within 2 hours or be utterly destroyed. (He can travel up to 9 miles in 2 hours.) Once at rest in his coffin, he is helpless. He rises to 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

Gaseous Form (Su): As a standard action, Chahir can assume gaseous form at will, as the spell (caster level 5th), except that he can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Spider Climb (Ex): Chahir can climb sheer surfaces as though with a spider climb spell.

Undead Traits: Chahir is immune to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. He is not subject to critical hits, nonlethal damage, ability damage to his physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. He cannot be raised, and resurrection works only if he is willing. Darkvision 60 ft.
Wild Surge (Su)
A wilder can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm herself by the reckless use of her power .
A wilder can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.
Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge. At 3rd level, a wilder can choose to boost her manifester level by two instead of one. At 7th level, she can boost her manifester level by up to three; In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the wilder’s power point reserve.
Psychic Enervation (Ex)
Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wilder may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge.
A wilder who is overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to her wilder level.
Elude Touch (Ex)
Starting at 2nd level, a wilder’s intuition supersedes her intellect, alerting her to danger from touch attacks (including rays). She gains a bonus to Armor Class against all touch attacks equal to her Charisma bonus; however, her touch AC can never exceed her Armor Class against normal attacks.
Surging Euphoria (Ex)
Starting at 4th level, when a wilder uses her wild surge ability, she gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of her wild surge.
If a wilder is overcome by psychic enervation following her wild surge, she does not gain the morale bonus for this use of her wild surge ability.
At 12th level, the morale bonus on a wilder’s attack rolls, damage rolls, and saving throws increases to +2. At 20th level, the bonus increases to +3.
Volatile Mind (Ex)
A wilder’s temperamental mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on a wilder of 5th level or higher, the manifester of the power must pay 1 power point more than he otherwise would have spent.
The extra cost is not a natural part of that power’s cost. It does not augment the power; it is simply a wasted power point. The wilder’s volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy power’s cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points.

Powered Up Statistics: +3 on attack rolls from Precognition, Offensive (7 pp expenditure); +3 on armor class and +3 on all saving throws from Precognition, Defensive (7 pp expenditure); 20% chance for opponents to miss from concealment bonus provided by Concealing Amphora (3 pp expenditure); Share Pain power stone used on one of the vampire spawn to mitigate any hit point damage to Chahir.
miscellany

11-07-06, 02:02 AM
Cool. Very cool. Thank you KnightErrantJR!
ClobberinTime

11-21-06, 03:16 PM
Hey, have any of you all gotten the conversions for the city and for the castle done yet?
Wire

04-02-07, 03:45 PM
This whole thread was pretty fantastic. I'm bumping it for the reason that I think that a lot of WotC's recent sourcebooks (especially ToB and Complete Scoundrel) would apply to many of the CotSQ NPC's in regards to the conversion process from 3.0 to 3.5

Anybody else "revise" any of the cool CotSQ NPC's to some of the recent sourcebooks?
KnightErrantJR

04-02-07, 07:04 PM
I've almost got Irae rebuilt as a Yathrinshee, but I have to ratchet her back a bit or else she'll rip the PCs to shreds. I bumped her up a bit to give her epic spellcasting, but the commensurate epic equipment is a bit too much, so I'll reversing a bit of it before I call her "done."
Matthew

04-18-07, 04:52 PM
I'm super impressed with all this, has it been collected anywhere? Mining the data from 8 pages of forum threads...I'll do it, but it'd be nice if it were collected somewhere.
Zanan

04-19-07, 10:12 AM
Well, I am not sure whether I posted the link on here, but I had a look at Irae and you can find that HEREABOUTS (http://www.dnd-gate.de/gate3/page/index.php?id=1574). Remind yourself to add delay poison to that list of prepared spells.
squidfur-

04-19-07, 10:29 PM
I like your conversion of Irae Zanan, however as warlocko pointed out...
...Great Revenance is an Epic Spell. So she will need to qualify for Epic Spellcasting as a Cleric...
...otherwise very nifty. And thanks for the explanations as well. Very useful.
...The Balor patrol is one of the best examples IMO, the 3.5 beast is indeed an entirely different thing than the 3.0, easily outfighting the party at that level.
My suggestion is replacing him with a Horned Devil. Lawful Evil sounds more like a "patrol" monster to me anyhow. A pit fiend would do the deal as well, but is also on the higher end of the toughness scale.
That and Kurgoth kindof already gives off that Balrog feel IMO:P
Zanan

04-20-07, 04:56 AM
NB: she doesn't qualify for it in the original version either though ...
hreslingozer

07-05-07, 02:17 PM
My party is getting close to the castle. I'm making significant changes in who's there, and what they are, to liven it up and make use of more resources. To make use of my new Gargantuan Black dragon mini, I substituted this one for the one in the castle. Despite the zombie template, he's still nasty as he enjoys the weave disruption and massive HD to protect him from turning. Enjoy.


Zombie black dragon:
Gargantuan Undead
CR 12


HD:37d12+77
HP: 183
Init:+0
Spd: 60, fly 200 (clumsy)
AC: 24 (+18 natural, -4 size)
Base Attack/Grapple: +47/+63
Attack: +47 melee (4d6+14)
Full attack: +47 melee (4d6+14, bite) +45 melee (2d8+7, 2 claws), +44 melee (2d6+7, 2 wings), +44 melee (2d8+20, tail slap)
Space / Reach 20/15 (bite 20)
Breath weapon: 12d4 acid, Reflex DC 30 half
Frightful presence: 360 ft. radius, HD 36 or fewer, Will DC 33 negates
Blindsense 60 ft, DR 5/Slashing, darkvision 120, immune acid, SR30
Fort +28, Ref +20, Will +29 (immune to any spell requiring a Fort saves unless it affects objects)
Str 39, Dex 12, Con --, Int --, Wis 10, Cha 14
Skills: Swim +37 Feat: Toughness
Slow: only performs a single move or standard action each round
Keen Senses: sees 4 times as well as a human in shadowy illumination
Skills: +8 to swim checks, can always take 10 while swimming, run action when swimming in a straight line

Tail sweep: half circle 30 ft. diameter, small or smaller opponents take 2d6+20 bludgeoning damage, Reflex 36 half.


I'll be back with more updates soon, including his updated dracolich companion.
Zanan

07-06-07, 09:53 AM
NB: Use Bone & Corpse Creatures (Templates) from the Book of Vile Darkness, and Swordwraiths from ... can't remember right now.
ravenspawn

07-09-07, 01:59 PM
I've been running the CotSQ for about 18 months now (we only game about once a month), from the beginning and my players are almost done. They have 3 more floors to go thru in the Undying temple. I modified plenty of the NPC's from 3.0 to 3.5 but in general I didn't need to change npc classes. I did make sure feats from more recent sourcebooks were available to the bad guys, just as they were for the PCs, I did the same for spells.

:evillaugh A big useful tip for DMs; prepare "power-up suites" for any/all npc spellcasters in the module (just like they did for Irae), it'll save you time & may even give you a few ideas for tricks & tactics (don't forget those clerics & wizards can buff up the "warrior" type npcs too (any undead troops, drow fighters, etc).

:devil: One of the major changes I did make was to switch the nalfesnee demon Irae may summon (using planar ally, see p8 of the module) to send against troublesome heroes with an advanced babau demon who had levels of mortal hunter (BVD) & fiend of possession (FF). He caused them much grief, even contributing to the death of 2 PCs (one of them died twice) & escaping often until they finally offed him in the Undying Temple (along with Paelinn). These two NPCs worked together to fight the heroes, hiding & sneak attacking in tandem. 3 of the 4 PCs nearly died.

:gah: WARNING Use these guys only if your players are tough & smart about tactics. They will TPK any group too weak and/or unprepared.

Here are their stats:
DRAZ, CE demon, outsider, Mortal Hunter 6 /Fiend of Possession 6
STR 21 DEX 14 CON 20 INT 14 WIS 14 CHA 16 HP 195
Land Movement 30 SR : 25
Armor Class (+2 all AC if Prot. Vs Good – 50% miss chance w/ cloak of displacement(
Full 30 Touch 15 Flat Footed 28

Saving Throws (+2 all saves if Prot. Vs Good & +2 for all saves vs mortal magic)
Fort 20 Ref 13 Will 13

Init +2 Base Attack +16/11/6 Grapple +21/16/11

Attack
Claw/Claw +22/+22 (+25/+25 vs mortals*)1d8+5 (*+8) (unholy) 20/ x2
Bite +19 (+22 vs mortals*) 1d6+2 (*+5) 20/ x2
MW shortsword, adamant. +22/17/12 (+25/20/15 vs mortals*) 1d6+5 (*+8) 19-20/x2

Skills
Bluff +12 (+15 vs mortals) / Climb +15 / Concentration +15 / Disable Device +12 / Disguise +13 / Escape Artist +11 / Hide +25 / Know.(religion) +6 / Know.(planes) +6 / Listen +19 / Know.(arcane) +8 / Move Silently +20 / Open Lock +11 / Search +20 / Sleight of hand +12 / Sense Motive +7 (+10 vs mortals) / Spellcraft +11 / Survival +11 / Use Rope +1

Racial Features
DR 10/cold iron & holy / Immune to electricity and poison / Resist Acid, Cold, Fire 10 / telepathy 100 ft / darkvision 60 ft
Protective slime = 1d8 acid (Ref neg; DC 18 vs magic weapon & natural weapons) (suppressed while in armor)
Summon babau demon 1/day (40%) / Sneak attack +4d6 (6d6 vs mortals)
SP Abilities; at will: Darkness, Dispel Magic, See Invisible, Greater teleport (all at 12th level caster)

Feats
Track / Power Attack / Weapon focus (claws) / Multi-attack / Increased claw damage / Mortal Bane (+2d6 dmg to sneak) / Improved Bluff (feint as a move action)

Spells and spell DCs
Level – 1 / 2 / 3 Base DC; 13 +spell level
Spells – 1 / 1 / 1
Bonus - 1 / 1 / 1 Caster level 18th
Known spells (all below)
Level 1 – cause fear, charm person, detect good, heartache, protection from good, sleep, unnerving gaze
Level 2 – detect thought, evil eye, hold person, magic circle vs good, see invisible, web, wither limb
Level 3 – flesh ripper, mirror sending, non-detection, scrying, suggestion, vile lance, wrack
Level 4 – arcane eye, call dretch horde, locate creature, morality undone, phantasmal killer, resonating resistance

Possessions
Ring of Protection +3 / Ring of invisibility / Bracers of unholy claws / mithril chain shirt +3 / Amulet of Deathwatch (2/day)
Ioun stone (vibrant purple prism) spell storing: detect good, protection vs good & web, Cloak of displacement, major (50%, 15 rounds/day) / H.Handy Havresack: 250sp, 170gp, 80pp, diamond dust (x3)
worn; 3 gold rings, 2 gold armbands, 3 gold horn rings, 5 earrings

Class Features Description (Mortal hunter BVD) (Fiend of possession FF)
Mortal Hunting +3 (ex) +3 to att & dmg and some skills vs mortals
Mortal Skin (sp) 1/day; polymorph into any non-dragon form
Detect Mortal (sp) At will. C.L. 15 th (use detect undead)
Boost SP or SU ability +2 DC to possess & control creature
Smite Mortals (ex) 1/day, +Wis mod. To attack & +10 to damage
Spurn Mortal Magic (ex) Add Wis mod. to Fort & Ref saves & double Wis for Will saves vs mortal magic
Ethereal Form (su) At will, 18 min/day
Hide Presence Use Hide skill to avoid detection or bypass a protection (+4 bonus if not actively controlling the subject)
Possess Object Can use telepathy & SP abilities
Control Object
Animate Object
Possess Creature Draz can make a Will save to avoid a Prot vs evil to be cast on subject. The creature possessed takes all the damage and Draz cannot be the target of spells. Target can make a Will DC 21 to save vs possession.
Possess noncont. Object
Control Creature Will DC 21 or else be controlled for 9 rounds/day (+1rds per previous successful control). Draz uses his own mental stats and can access all physical stats, skills, feats, spells & abilities and can still use his own abilities. The subject retains it’s type and alignment. Draz can choose to have the subject be aware or not of any actions taken by the demon.
Curse Anyone touching object; bestow curse; Will save DC 22
Magic Item Can add up to a +6 bonus to object
Ally or Enemy If target is willing to be the host she can get a +4 profane bonus to any stat or -4 if Draz wishes it


Paelinn Morcane (CE)
Drow female, rogue 11/ Divine Seeker 5, Darkvision 120 ft
Languages; undercommon, drow, +1 more

AC 26 Touch 19 F.F. 26
Init +6 HP 85 HD 16d6+16
DR none SR 27
Fort +5 Ref +17 Will +8 **

STR 10 INT 16 DEX 22 WIS 12 CON 12 CHA 14

Resist: Fire & electricity 5 (piwafwi)
Drow traits **+2 will vs enchant & +2 vs spells
Speed: 30 ft

BAB 11/6 Grapple 11/6

thinblade +2, wounding +19/14 1d8+(18-20/x2)
Hand x-bow +19 1d4+1+ poison

Feats:
Dodge, Mobility, Combat Expertise, Spring Attack, Whirlwind Attack, Wp Finesse (rapier)

Skills:
Climb +19, Craft (traps) +22, Disable Device +22, Escape Artist +25, Jump +19, Know (religion) +8, Listen +3, Open Lock +25, Search +16, Spot +14, Use magic device +25, Hide +35*, Move Silently +35*

Special Abilities & Qualities:
Drow SP abilities; 1/day each; Darkness, Dancing Lights, Faerie Fire
Trapfinding, Trap Sense +3, Evasion, Sneak +8d6
Uncanny dodge, Imp. Uncanny dodge, Imp. Evasion
Sacred Stealth (su) (+10 stealth, 20 rds/day)
Thwart magic trap, Sacred Defense +2 vs divine spells & sp & su abilities of outsiders
Seeker’s senses (sp) all 1/day, C.L. 7th; Locate Object, Locate Creture & Find the path

Possessions:
+3 studded leather, silent moves (+10)
+2 thinblade wounding
Mw hand x-bow & 20 mw bolts
2 doses of deathblade poison (fort DC 20, 1d6 Con/ 2d6 Con)
Ring of Protection +3
Amulet of Natural Armor +2
Gloves of Dexterity +2, Slippers of Spider climbing
Alchemist Fire, Tanglefoot bag., Smokepellets
Potions: 2x C.S.W.
Wand of Magic Missiles (9th, maxed: 25 dmg, 4 chrgs)
Drow sleep poison (fort DC 15)
Greater piwafwi (+10 hide & resist electr & fire 5)
ravenspawn

07-09-07, 02:29 PM
I just remembered one encounter that was very deadly, nearly a TPK as half the PCs & one cohort were either dead or dying (fortunatly the party wizard managed to teleport away).

The heroes (3 humans; 1 Fighter, 1 Cleric of Tempus & his cohort (fighter/div.champion, 1 drow wizard & 1 half song-dragon monk) are traipsing about Castle Maerimydra, killing living & undead drow and using Mordenkainen's Magnif.Mansion to hide and heal (they hide the entrance in fireplaces) and the cleric uses Heroes Feast every time before setting out.

Well the various drow leaders of the castle are getting fed up. They manage to divine & track down the latest PC hideout. The silverwraith Duneth dispels the Mansion spell before the heroes can "feast", they tumbled out. Then, he & 7 Shattered tower Revenant guards, all simultaneously cast Ice Storm (that's 5d6, 8 times (no save but SR yes, which saved the wizard) which is about 125 hp of damage. The drow wizard managed to avoid being flat footed & was able to cast his teleport & get them all out of there, but not before the fighter used his Dearn's Instant Fortress to squish a few bad guys (he did loose the Fortress in the escape though).

If anyone out there finds that I was too mean with my PCs, I'll tell you the same thing I did to my player's. These are drow, smart, resourceful drow who've noticed the carnage on their turf and want to put a halt on it. Don't expect the monsters to stay in their rooms even though they hear the cries of pain & clash of metal in the next room. Deal with it!
Mr_Miscellany

08-15-07, 02:59 AM
Don't expect the monsters to stay in their rooms even though they hear the cries of pain & clash of metal in the next room. Deal with it!Very wise words, if you ask me. Thanks for sharing!

:D
schulerta

09-04-07, 04:50 PM
bump
Zachiel

09-11-07, 04:21 AM
I've found this thread really useful and amusing, but I'm not afraid of telling you that the way it's (non-)organized makes it really hard for anyone to benefit it.
Also, it deals with powering-up monsters, where one could just want to plainly convert the campaign to 3.5e.

Is there anyone willing to help me rewrite the whole Appendix 2 under 3.5e rules, in a private, 3rd part forum with several different, easy to find, threads (maybe one for each creature)?

If so, please tell me (use private message please) and I'll begin organizing the whole thing.

(Also, I need someone able to mix tactics up. Darkness, haste and such other key spells have changed a lot, you know...)



PS.: Maybe I won't take a look at this forum for a while (let's say a tenday) because of exams, so don't be scared if I don't reply promptly.