Bastion of Broken Souls (Dungeons & Dragons d20 3.0 Fantasy by Bruce Cordell, Visit Amazon's Bruce R. Cordell Page, search

By Bruce Cordell, Visit Amazon's Bruce R. Cordell Page, search results, Learn about Author Central, Bruce R. Cordell,

The Blood of historical Battles RisesAn everlasting demonic battle attracts dangerously just about an finish, threatening the stability of all lifestyles. on the crux of this chaotic feud is living a mythical terror fixated upon immortality at any expense. basically the main robust heroes can wish to defeat a strength that lies past the effect of the gods.Bastion of damaged Souls is a stand-alone experience for the Dungeons & Dragons online game. Designed to problem 18th-level D&D heroes, it pits them opposed to essentially the most robust beings within the multiverse.To use this event, a Dungeon grasp additionally wishes the Player's instruction manual, the Dungeon Master's consultant, and the Monster Manual.This experience is the most recent aspect in a set of adventures designed to take characters from newbie to complicated degrees of play (although no earlier experience want be performed to play this one). Bastion of damaged Souls gains an extra sixteen pages of content material for a similar rate as past adventures.

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Additional resources for Bastion of Broken Souls (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Adventure, 18th Level)

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Spells/casters; SV Fort +18, Telepathy (Su): A death slaad can Ref +25, Will +18. communicate telepathically with any creature within 100 feet that has a language. ; cannot be raised or resurrected (though a wish or miracle spell can restore life). Possessions: +5 chaotic short sword, +3 studded leather armor, amulet of protection against detection and location, 2 potions of invisibility, 4 potions of haste, 1 potion of gaseous form, 2 potions of cure serious wounds. ; AC 22 (touch 5, flat-footed 22); Atk +22 melee (2d8+13, 2 slams); SA Animate trees, trample, double damage against objects; SQ Plant traits, fire vulnerability, half damage from piercing weapons; AL NG; SV Fort +17, Ref +5, Will +8; Str 37, Dex 8, Con 25, Int 12, Wis 15, Cha 12.

As soon as he senses nonspawn in the room, he gives the alarm and lets loose with his fiery breath. He’ll continue to use his breath weapon even if other spawn are in the way, since they are all immune to fire. Between breathing, he brings his awesome melee abilities into play. If present, Po charges the PCs, and this time fights to the death. He first activates his power-up suite (if any rounds of haste from his boots remain, and he has not used up all his potions of endurance). Myra tries not to enter melee combat—she quaffs her potion of fly for maneuverability, then casts spells from as safe a position as possible.

It takes a full round for a normal tree to uproot itself. Thereafter, it moves with a speed of 10 feet and fights as a normal treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak as cast by a 12th-level druid. Trample (Ex): A treant or animated tree can trample Medium-size or smaller creatures for 4d8+7 points of damage. Opponents who do not make attacks of opportunity against the treant or animated tree can attempt a Reflex save (DC 20) for half damage.

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