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8 years ago  ::  Jun 08, 2005 - 3:37PM #11
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
He does sound a bit powerful, but then he hasn't stomped every nation around him because he's in hiding from Hel. He is powerful, but not an Immortal, and the artifact he injured her with may have been lost, so he is afraid of her or her agents finding him, so coming out of his caves to conquer or destroy would bring unwanted attention. I think making him ultra powerful would be cool. I'll use him that way.
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8 years ago  ::  Jun 08, 2005 - 4:22PM #12
Spellweaver
Date Joined: Apr 30, 2004
Posts: 926

eldersphinx]... good Ghod, man. 'Great Giant' HD (and I can't guess at what that might be, the 14 HD of a frost giant at minimum, possibly the 19+ HD of a Storm Giant), 21+ levels of fighter, and 10+ levels of sorcerer as well? That's something like CR 35+ - why hasn't this guy trashed the entire Northern Reaches and tried stomping Dengar or Freiburg for an encore? :D

My recommended build: start with a Frost Giant, improve the ability scores (the 'Great Giants' being great in terms of excellence rather than simple size), and add Sor6/Ftr4/Eldrich Knight 6+ as class levels. That's CR 22+ (so epic range, and a good half-dozen epic feats chooseable), good combat and magical skills, and not something that the Powers That Be in the Known World wouldn't feel threatened by. My 2¢, anyway.


Well, unless I misread my copy of the Epic Handbook, you are supposed to subtract the HD AND the racial level modifiers from a monster when you calculate how many levels in a class they need before they can begin taking epic levels. That is what I meant, anyway :D

Say Gulnar is a base 14 HD giant, his powers gives him a +4 racial modifier then he would only need 2 levels as a fighter, before taking epic levels. Unless I totally misread my Epic Handbook of course...

The spellcasting powers may seem like a lot but every legend tells of the Great Giants as rivalling the powers of immortals like Thor himself, so I wanted Gulnar to be a good spellcaster.

Ultimately, you can do with this character whatever you want. This is exactly why I didn't stat out the Beast from Radlebb or Shaderune.

But for Gulnar I thought "what the heck!"

Use the story if you like it, use the level suggestions if you like them. Or toss it out the window. Just have fun! wrote:

... good Ghod, man. 'Great Giant' HD (and I can't guess at what that might be, the 14 HD of a frost giant at minimum, possibly the 19+ HD of a Storm Giant), 21+ levels of fighter, and 10+ levels of sorcerer as well? That's something like CR 35+ - why hasn't this guy trashed the entire Northern Reaches and tried stomping Dengar or Freiburg for an encore? :D

My recommended build: start with a Frost Giant, improve the ability scores (the 'Great Giants' being great in terms of excellence rather than simple size), and add Sor6/Ftr4/Eldrich Knight 6+ as class levels. That's CR 22+ (so epic range, and a good half-dozen epic feats chooseable), good combat and magical skills, and not something that the Powers That Be in the Known World wouldn't feel threatened by. My 2¢, anyway.[/quote]
Well, unless I misread my copy of the Epic Handbook, you are supposed to subtract the HD AND the racial level modifiers from a monster when you calculate how many levels in a class they need before they can begin taking epic levels. That is what I meant, anyway :D

Say Gulnar is a base 14 HD giant, his powers gives him a +4 racial modifier then he would only need 2 levels as a fighter, before taking epic levels. Unless I totally misread my Epic Handbook of course...

The spellcasting powers may seem like a lot but every legend tells of the Great Giants as rivalling the powers of immortals like Thor himself, so I wanted Gulnar to be a good spellcaster.

Ultimately, you can do with this character whatever you want. This is exactly why I didn't stat out the Beast from Radlebb or Shaderune.

But for Gulnar I thought "what the heck!"

Use the story if you like it, use the level suggestions if you like them. Or toss it out the window. Just have fun!

:-) Jesper

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8 years ago  ::  Jun 16, 2005 - 5:18PM #13
Spellweaver
Date Joined: Apr 30, 2004
Posts: 926
CTEL-ZHAOT, THE FALLEN

The Ctel-Zhaot is a creature of unspeakable evil and hatred. It was cast down by higher beings to live a mortal life on Mystara as a punishment for its wicked deeds. The agony the Ctel-Zhaot feels from being doomed to such a lowly existance can only be soothed by the corruption and torment of mortal souls.

Thus, it leads a life of secrecy and seeks out victims that excell as highly moral, innocent, just or true individuals. It then takes over their bodies (much like a magic jar spell), merging with its host but fully controling its actions and thoughts. The Ctel-Zhaot usually then proceeds to commit unspeakable acts of bloodshed, cruelty and evil. And then it releases its victim to watch as a spectator as the formerly possessed victim tries without hope to prove his or her innocence.

The Ctel-Zhaot can pass from one body to another by touch, such as a handshake or a kiss. The host or victim has no memory of what went on while the Ctel-Zhaot was in possession of his or her body. If a possessed body is killed, the Ctel-Zhaot is forced out and must then find a new body to posses within 7 rounds. In this arial form, the Ctel-Zhaot is even harder to resist, but if it does not enter a new body within 7 rounds, it finally dies. That is the only way to permanently kill it.

Every few decades the Ctel-Zhaot changes hunting grounds and can thus be found in any major town or city of the DM's choosing. Unexplained acts of homocidal behaviour in otherwise perfectly upstanding citizens could well be the work of the Ctel-Zhaot. It particularly enjoys victims that have a high standing in the community such as a leader of the town guard, a judge, a priest or children.

There are a few signs that a person is possessed by the Ctel-Zhaot. First of all, it is lefthanded and so does its victims become while under its control. Secondly, it enjoys singing an old bandit drinking-song that it once picked up. And thirdly, when it gets angry or taunted, it sometimes speaks in its old native tongue (DM should decide whether it is Infernal, Abyssal, Carnifex, Ancient Nithian or something else, depending on his campaign).

The Ctel-Zhaot can easily spend several years setting up a trap for a particular prey and never actually possses its target, but rather individuals around him or her. E.g. it could possess the friends of a noble paladin and make them attack her, one by one, forcing her to kill them in self-defence and face trial afterwards.

The DM should create the stats and more specific origin of the Ctel-Zhaot for his campaign needs.

The Fallen - Ctel-Zhaot



[Notes:]
I pretty much stole this idea from a great thriller with Denzel Washington called "Fallen" from 1998. See it if you get the chance! It's nasty! :evillaugh
http://www.amazon.com/exec/obidos/tg/de … vi=reviews

:-) Jesper
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8 years ago  ::  Jun 17, 2005 - 12:52AM #14
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
It's a great movie especially from the narrator's point of view, which is reminiscent of The Usual Suspects' peculiar narrative point.

Anyway, I used that same movie to stage the adventure in GAZ11 about Razrog. IMC the PCs went there with a demonologist who wanted to purify the place and cast away the demonic shadow which lurked over it.
Once in the catacombs, he prepared a circle of protection and another of binding and the PCs went inside the first one. Afterwards he opened the persisent gate a bit to allow the passage of RAzrog... and then the PCs discovered that the demonologist had other plans in mind.
They were confined inside a circle of entrapment and could not move, and while he bargained with the demon for forbidden lore, he wanted to give him the PCs as payment.
Unfortunately the demon overcame the circle of confinement and came out to devour the demonologist. The PCs were lucky enough that their circle also was broken by the fight and were able to fight the demon back, eventually killing him. However, before the final blow he was able to transfer his essence into one of the NPCs accompanying the PCs. Later he discovered that his immortal energy was consuming the body too swiftly, so he managed to flee the group and change body... and from that moment on he's on the loose, trying to find a way to open a gate to his homeplane and regain his demonic form without being "defeated" on the Prime.
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8 years ago  ::  Jun 17, 2005 - 9:07AM #15
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
Excellent stories and that movie was awesome, it's already in my collection of DVD's.

"Time is on my side, yes it is."
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8 years ago  ::  Jun 28, 2005 - 2:16PM #16
Spellweaver
Date Joined: Apr 30, 2004
Posts: 926
THE DUNE HORROR

The Dune Horror is a local Alasyian name for a terrible monster that lives in the sandy deserts between Sulba and Anram, northeast of Parsa in the Emirate of Makistan.
Most caravans are lucky to avoid it on their dangerous journeys through the deserts, but every once in a while a group of wagons and camels is ambushed. Survivors are rare in such cases and if they are found, they are usually quite mad from the encounter.
From the descriptions of superstitious nomads, who sacrifice goats to the Dune Horror to protect their herds, and from attempts to mind-read the insane victims of assaulted caravans, the soldiers of the emirates have tried to put together a picture of the Dune Horror - a writhing mass of tentacles with terrible mouths and a single staring eye that causes you to loose your mind, should you ever stare directly into it.

[DMing notes] The DM should create stats for the Dune Horror as he sees fit for his campaign. Most likely its very presense causes fear, while those that succeed a saving throw are only shaken. Several rounds of exposure to the presense of the Dune Horror will require another save to avoid insanity similar to that of a feeblemind spell.
The Dune Horror could be a creature from the Dimension of Nightmares. It could be an ancient horror set loose by treasure hunters seeking Nithian riches, or it could have been unleashed by Barimoor, the fire worshipping mages' evil cult or some other sinister force at work in Ylaruam.

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8 years ago  ::  Jun 28, 2005 - 5:02PM #17
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
Now that is wicked. I need to get my baddy's story together and a picture to go with him so I can post him here.
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8 years ago  ::  Jul 27, 2005 - 9:00AM #18
Spellweaver
Date Joined: Apr 30, 2004
Posts: 926
Perhaps this is a little weird but I think he is fun :D

GENERAL TANAKAH - THE BATTLE LORD

Lord Tanakah was born in AC 673 in Edairo on the Isle of Dawn. A bright child, he was accepted into the clergy of the Night Spider, the secret religion of the ruling class of Thothia. But when Tanakah was in his teens it became obvious to all that his flair for magic far exceeded his divine abilities and his was instead transferred to be an apprentice of the magician of the royal court, an evil man named Sakari. Under Sakari's harsh tutoring, Tanakah became a twisted and powerhungry young man. He laboured continuously to improve his magical understanding and completed the construction of his first golem by the age of 27.

Eventually, Tanakah succeeded Sakari as court magician and continued his studies of enchantment and necromancy - studies so horrible that he became one of the most feared men in Edairo. Eventually, he was sent apprentices as well, but Tanakah never taught them so much that they could become a threat to him. Instead, he killed them and animated them as powerful, magic-using mummies to act as officers in the army he was planning to build.

Over the past centuries, Tanakah has in secret developed a monstrous and powerful army for his master, Ramenhotep XXIII. An army that uses powerful undead mummies armed with magical battle-machines armed with awesome rods of lightning or rapid-fire magic missiles built into the arms. Tanakah has also constructed a number of magical, fast-flying U-shaped skyships armed with rods of fireball.

It has taken Tanakah centuries to construct this army, and cost the lives of thousands of warriors and wizards, but today the army is, quite possibly, the most powerful force anywhere on the Isle of Dawn.

Tanakah himself has all the powers of an intelligent, free-willed mummy and an 18th level wizard. He has several powerful magic items to make up for his weaknesses, such as a Ring of Fire Immunity, and other items for both protection and combat. His battlesuit carries a Rod of Lightning which fires an Enlarged, Maximized Lightning Bolt once per round.

[DMing notes]
PCs could run afoul of General Tanakah during a visit to Edairo. He is always on a lookout for unique magic items and books, which might bring the PCs to his attention if they posses such items.
PCs might also be spies or diplomats who get wind of the general's secret army and try to alert Thyatis or Alphatia. General Tanakah would surely then try to eliminate them. Or they might be part of a military force sent to stop a Thothian invasion force - not knowing what they are up against...

General Tanakah, here seen with Queen Aketheti
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8 years ago  ::  Jul 27, 2005 - 10:33AM #19
Graywolf-ELM
Date Joined: May 28, 2004
Posts: 199
I like this thread, keep up the good work.

GW
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8 years ago  ::  Jul 27, 2005 - 12:05PM #20
Graywolf-ELM
Date Joined: May 28, 2004
Posts: 199
This was a duplicate post, but I am curious if you would mind input from others in your thread?

GW
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