Aldric Tréburne

Older brother of Kilmore Tréburne, Aldric stayed home to care for the ailing family while Kilmore went forth in search of adventure. Now that the family is stabilized, thanks to Avandra’s blessings, Aldric has now left home in search of his brother and his own adventure.

Along the way, he has met up with an eldarin war wizard and traveled from town to town, lending healing powers and fighting off brigands and ferocious wolves.

A playful, yet grounded, working-class elf, Aldric has developed many talents, though none that he pursues with more passion than his faith in Avandra, and healing in her name. he has been called too humorous for serious elven service, and too ill-mannered to ever represent his people abroad, so his only hope is in following his own dreams and desires.

He maintains his own gear, but is not too proud to ask for help in repairing or caring for it. His most prized possessions are a pair of ornate, buckled catgrace boots, a finely-carved shortbow +1 thunderburst, and his holy symbol of Faith to Avandra (+1d6 healing).

In addition, he wears a suit of chainmail with a small cape and carries an adventurer’s kit in a backpack.

Aldric in your game: Aldric tells a decent tale, and with his diplomacy will likely have learned some things about the local area. As a healer, he is likely to have learned much of the recent adventurers of others. Aldric could serve as an NPC in a party that did not have a player in the leader role. He would allow the DM to give the party some extra healing without having a character overly bent on seeing his own will done.

Aldric Tréburne: Level 3 Cleric of Avandra
medium fey humanoid – XP 2,690
age (equivalent of 28 in human years)
height 5’10”, weight 155, brown hair, green eyes

Initiative +1 Senses Perception +1

HP 35; Bloodied 12 Healing Surges: 9
AC 19, Fortitude 14, Reflex 15, Will 16
Speed 7

Powers
Channel Divinity:
* Healer’s Lore
* Healing Word (2/Encounter)
* Divine Fortune
* Turn Undead
Lance of Faith – (Standard; At-Will)
Sacred Flame – (Standard; At-Will)
Elven Accuracy – (Standard; Encounter)
Command – (Standard; Encounter)
Beacon of Hope – (Standard; Daily)
Shield of Faith – (Standard; Utility)

Basic Attacks
Short sword: +4 vs AC, 1d6 + 1 damage
Short Bow +1 thunderburst (40 arrows): +5 vs AC, 1d8 + 3 damage

Alignment Good
Languages Common, Elven
Skills: Athletics 4, Arcana 5, Athletics 3, Bluff 1, Diplomacy 6, Dungeoneering 2, Endurance 2, Heal 8, History 5, Insight 3, Intimidate 1, Nature 3, Perception 5, Religion 7, Stealth 4, Streetwise 1, Thievery 1
Feats: Elven Precision, Avandra’s Rescue
Str 12 Dex 15 Wis 16
Con 13 Int 11 Cha 14


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Protection from Dreams

Provides protection against taking damage from dreams.

Protection from Dreams
Abjuration

Level: Clr 2, Pal 2, Sor/Wiz 2, Brd 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No; see text

This spell wards a creature from dreams and dream creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has two major effects.

First, the subject gains a +5 deflection bonus to AC and a +5 resistance bonus on saves versus creatures from or on the Dream Plane.

Second, the barrier blocks any attempt to sleep the warded creature. The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from dreams effect.

Arcane Material Component

A little pillow filled with down with which you decorate a 3-foot-diameter circle on the floor (or ground) around the creature to be warded.


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Dream Plane

The Dream Plane is the space between the planes, the plane on which dreams take place, or, more precisely, the plane to which all dreamers are whisked upon sleep.

There are no native creatures on the Dream Plane, however, everyone spends time there at regular intervals. In a way, this is a way for beings to learn more about their true selves, allowing them to inhabit the projected form of another being for some time.

Everyone has another form on the Dream Plane. These tend to be projections that mirror the state of the being, either long-term or in the short term. For instance, paladins might be represented long-term as pegasi, but in the short term, as they are chased by a marauding horde of goblins and forced to flee, they may have a dream plane representation as a gazelle while pursued. The goblins might be represented as wolves or some other beast. If these beings were somehow transported to the dream plane, they would take on the characteristics of these forms. As a gazelle, the paladin would be able to run fast and leap over obstacles, the goblins as wolves would take on the hunting skills and trip attacks of wolves. If the paladin were to enter the dream plane as a pegasus, she would be able to fly, and so on.

Much like the Prime Material Plane, the Dream Plane is a battleground for the forces of good and evil. It is largely neutral, however certain areas tend toward good or evil.

The Dream Plane has the following traits.

* Subjective directional gravity.
* Subjective temporality. Age, hunger, thirst, poison, and natural healing function differently in the Dream Plane; certain dreams may play upon these human needs and have unexpected consequences.
* Strongly neutral-aligned, with pockets of mild good and evil where these forces have gained footholds.

Key Regions

Dreams – the core of the plane. This is where most visitors to the Dream Plane (and they are all visitors) spend their time.

Visions – where the future plays out in dream forms. Here characters may encounter future selves in altered forms or gain knowledge of upcoming events. The many islands of visions are set adrift upon the Seer Sea.

Memories – where the past plays out in dream forms. In this area, characters may relive certain events in their lives in altered forms. The fragmented islands of memories float upon the Forgotten Sea.

Deja Vu – A region where beings encounter events they feel have happened before.

Vuja De – A region where beings encounter events they know can never happen.

Everything else in the Dream Plane falls into the Region In-between, a void of an abyss of uncertainty. As the Dream Plane is a plane between the planes, there is not much to speak of in the Region In-between. Let all adventurers be warned – do not go there. This is the place of nightmares.


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Sword of Damocles

Known for its troubling effects on men throughout spoken history, the sword of Damocles has left an indelible mark on the stories that frighten children. The sword itself is a cursed long sword of leadership -2 (attack, damage, and leadership rolls).

It is said that this weapon finds a way to lead the wielder into peril, and causes those led by the wielder to behave less faithfully. This sword is also deceptive; the wielder believes she is receiving bonuses rather than the hindrances.

Craft Wondrous Item; CL 11; Curse; Price: 15,000.


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Dream Song

Dream songs are bard song that affects dreams. When sung as the party rests, this song can transport the party to the Dream Plane as they sleep, providing the bard hits all the right notes (DC 20 Perform check).

Dream Songs can also be used to provide effects for the following day. Each standard bard song can be played as the party rests to put tunes in their heads for the next day, providing morale boosts, the ability to heal quicker, etc. These effects are equivalent to the standard bard abilities.

Bards may only place one song in the heads of their companions, and that song plays over and over until the bard wills it to stop.

Unwilling participants must make a will save (DC 10 + the bard’s level) at any time to overcome the effects.


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Stealing Moments Released!

This is a dungeon adventure for 10th-level characters. Finally released (in third printing!) after much deliberation and perfectionism… finally getting over that… Here’s the blurb:

A group of rogues has moved into a cave in the Silvermist Mountains a few miles uphill hike from the local town of Farreach. These false heroes were once noble and devout, but have become corrupted by loot, lust, and the desire for greater power. They are now working for, or more accurately controlled by, begotten of the old ones, who in turn are working for a stalking eye. They have been performing experiments on the Silver Orb of the Ages, a magic artifact made of magesilver, a magic metal which amplifies arcane magical power.

The Orb can help control the flow of time, making it a powerful item indeed. However, the stalking eye knows not how to wield the Orb’s power, and must rely upon the false heroes to learn its secrets.

The party steps in and time flies like an arrow.

This adventure features the veteran writing of Stephen Hilderbrand, author of six other role-playing adventures soon to be published by Unicorn Rampant and Inverspace Press.

And here’s the download link.


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Dustling

These are the dust devils that we think of.

They are actually the minions of dust devils, trapped in a pact that required them to become indentured servants of these devils.

Dustling
Size/Type: Small Elemental (Air, Extraplanar)
Hit Dice: 1d8 (5 hp)
Initiative: +4
Speed: Fly 100 ft. (perfect) (20 squares)
Armor Class: 14 (+1 size, +1 Dex, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/-3
Attack: Slam +3 melee (1d4)
Full Attack: Slam +3 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Flyby
Special Qualities: elemental traits
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Skills: Spot +3
Feats: Flyby Attack
Environment: Elemental Plane of Air, deserts
Organization: Solitary or Swarms
Challenge Rating: 1/2
Treasure: None
Alignment: Usually neutral
Advancement: 2 HD (Small)
Level Adjustment: —

Combat

They live in a perpetual whirlwind state, allowing them to make flyby attacks against their opponents.


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Time Ward

Time
Level: Clr 4, Time 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject is immune to all time domain spells and any negative time effects. This spell doesn’t remove and temporal effects that the subject is already experiencing, nor does it protect against natural aging.


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Dust Monster

Known in tales for turning items to dust, this creature presents an unexpected challenge for many a victim. Most who survive a battle with them end up weaponless and facing perils deeper in the dungeons in which they dwell. It is said that dust monsters control time itself, sending objects so far into the future that they become dust on contact.

Dust Monster
Size/Type: Medium Aberration (Time)
Hit Dice: 8d8+5 (42 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: +3/+3
Attack: Antennae touch +3 melee (dust)
Full Attack: Antennae touch +3 melee (dust) and bite -2 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dust
Special Qualities: Darkvision, scent
Saves: Fort +2, Ref +4, Will +5
Abilities: Str 10, Dex 18, Con 13, Int 2, Wis 13, Cha 8
Skills: Listen +7, Spot +7
Feats: Alertness, Track
Environment: Underground
Organization: Solitary or pair
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 8-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: —

The hide of these creatures varies in color from a white underside to a yellowish tan upper back. A dust monster’s prehensile antennae can turn any item to dust on contact.

Like its distant cousin, the rust monster, the typical dust monster measures 5 feet long and 3 feet high, weighing 200 pounds.

Dust monsters serve beings who can control time with greater power and precision than them, usually serving as a line of defense in their towers and lairs.

Combat

A dust monster can sense an object from up to 90 feet away. When it detects one, it dashes toward the source and attempts to strike it with its antennae. The creature is relentless, chasing characters over long distances if they still possess intact objects but usually ceasing its attacks to devour a freshly meal just turned to dust.

The creature targets the largest object available, striking first at armor, then at shields and smaller items. It prefers ferrous metals (steel or iron) over precious metals (such as gold or silver) but will devour any object if given the opportunity.

Dust (Ex): A dust monster that makes a successful touch attack with its antennae causes the target object to turn to dust, blowing away or falling into a pile on the floor and becoming useless immediately. The touch can destroy up to a 10-foot cube of an object instantly. Magic armor and weapons, and other magic items, must succeed on a DC 17 Reflex save or be affected. The save DC is Constitution-based and includes a +4 racial bonus. Time warded objects are not affected.

No make whole or mend spells can repair the object; it is simply lost to the ages.

Any weapon that deals damage to a dust monster turns to dust immediately. Flesh is not affected.


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“Three Strikes”

This longsword +2 has been passed down from generation to generation of elves, first discovered by Kiyarniar Buentiejal, famed founder of the wood elves Trangull Drevo. Rumors say that it was given to Kiyarniar by Corellon Larethian.

The owner can go below 0 hit points twice wielding this weapon, but on the third time her hit points reach 0, she finally dies, skipping stabilization attempts, etc.

This sword is also imbued with wounding.


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