A Princess of the Aurochs
Iejir’svern is a member of the royal family of the Aurochs, a civilization of dragonborn and lizardfolk who inhabit the swamps of southern Soguer – a land they call Veth’achuak’arux (our green valley). The royal family are also the shamanistic priesthood of the Aurochs, and Iejir’svern is a young but powerful spiritual leader of her people – she is well-liked by her subjects. She publically lives out the priesthood’s principals of harmony with nature, respect, patientce, and wisdom.
Currently she has been kidnapped by the Saurians, a group of priests in the Auroch society that worship gods rather than nature – a new phenemon within their society that has sprung up in the last few generations. They mainly revere Tiamat and Bahomet, viewing them as powerful complimentary dieties that extol them to become mighty, wealthy and powerful. Some among them also worship other dieties such as Errithul and Hextor. The Saurians resent the power and respect the royal line holds in Veth’achuak’arux and many among them wish to usurp the religious leadership of their people from the Aurochs. A bold group of Timat worshipers among them has kidnapped Iejir’svern to remove her charismatic hold over the people. But this treasonus sacralige was not their own plan – it was suggested to them by an agent of Brashel Ocktor – the priest of Orcus who is carefully building up his power in these lands.
A slender young dragonborn female with light blue-green scales, a small frill above her head, and curving horns, Iejir’svern tends to tap her fingers when nervous, and has a star-shaped patch of white scales on the end of her snout.
Iejir’svern ✦ Level 9 Shaman
medium natural humanoid ✦ XP 400
Initiative +5 Senses Perception +9
HP 64; Bloodied 32
AC 20; Fortitude 21, Reflex 18, Will 23
Speed 6
At-Will Powers
Companion Spirit – Sprit’s Shield – opportunity action – when an enemy leaves a square adjacent to the spirit companion. wisdom vs reflex – 4 damage.
Watcher’s Strike – Wisdon vs. Reflex, 1d8 + 7 damage and you and allies gain +1 to attack and +5 to perception for 1 turn.
Defending Strike – Wisdon (+12) vs. Reflex, 1d8 + 7 damage and you and allies gain +1 power bonus to AC while adjacent to the spirit companion.
Encoutner Powers
healing spirit – spend healing surge + 2d6 hp
speak with spirits
Dragon Breath – close blast 3, +8 vs Reflex, 1d6 + 6 lightning damage.
Thunderstorm Spirit – ranged 5, Wisdom (+12) vs. Reflex, 1d12 + 7 lightning and thunder damage, and when you and your allies hit a target adjacent to the spirit companion they deal an extra 1d6 lightning and thunder damage.
Daily Powers
Raging Storm Spirit – area burst 5 within 10, Wisdom (+12) vs. Reflex, 3d6 + 7 damage. Effect: creates a zone of thunder that grants allies within it 1d6 extra thunder damage on enemies within the zone.
Blessing of the Iron Tree – one bloodied ally withing 5 gains resist 5 to all until the end of the encounter.
Alignment neutral Languages Common
Skills Arcana +10, Heal +14, History +12, Nature +14
Str 13 (+5) Dex 13 (+5) Wis 18 (+9)
Con 16 (+7) Int 12 (+5) Cha 17 (+7)
Equipment: leather armor, dragon totem, mace
Posted in 4th edition Dungeons & Dragons, Character, Creature and tagged subplot: Lament of the Aurochs by Adam A. Thompson with no comments yet.
The Tyrant
When the tyrant arrives upon the scene, he seems a mere boy. Young and as impetuous as the PC’s liege Ludwig, he seems a child among giants next to the players. But even in the first encounters he speaks with eloquence, emotionally manipulating his listeners with skill. After speaking to him, most feel used, that that they have agreed to do something that makes them feel dirty. With his innocent appearance he makes an appeal to his audience’s vanity, be it to their morals or desire for power, offering them a course of action that is presented as furtherance of that goal and plays them like an apprentice’s lute.
When next they meet him, during the war for Aguies County he is with the Count Aguies, and outfitted in the regalia of war. His shield bears a gold guantlet holding 3 swords on a red field, and he wears a holy symbol of Hextor.
Trent ✦ Level 9 Paladin (Soldier)
Medium natural humanoid ✦ XP 400
Initiative +5 Senses Perception +4
HP 83; Bloodied 41; Healing Surge: 20; Healing Surges: 1
AC 28; Fortitude 22, Reflex 23, Will 23
Speed 6 (10 on warhorse)
Powers
triple-headed flail ✦ At-Will, Standard Action, melee weapon, melee basic
Attack: +13 vs. AC
Hit: 1d10 + 6 damage
Enfeebling Strike ✦ At-Will, Standard Action, Melee, melee weapon
Attack: +12 vs. AC
Hit: 1d10 + 8 damage. If marked, the target takes -2 to attack rolls until the end of Trent’s next turn.
Divine Challenge ✦ At-Will, Minor Action, Close burst 5, Divine, Necrotic
Effect: the target is marked, taking a -2 penalty to attacks that do not include Trent as a target, and the first time the target makes such an attack it takes 8 points of necrotic damage.
Lay on Hands ✦ 4 times / Encounter, Minor Action, Melee Touch Divine, healing, Divine Reverence ✦ Encounter, Standard Action, Close burst 1Divine, Necrotic, implement
Attack: +12 vs Will
Hit: 1d8 + 8 necrotic damage, and the target is dazed until the end of your next turn.
Necrotic Pulse ✦ Daily, Standard Action, Ranged 10
Divine, Necrotic
Attack: +12 vs Fortitude
Hit: 1d10 + 8 necrotic damage, and make a secondary attack
Secondary Attack: +12 vs Fortitude on each enemy adjacent to the primary target.
Hit: 1d10 + 8 necrotic damage and the target is pushed 3 squares.
Sustain Minor: repeat the secondary attack.
Wrath of the Gods ✦ Daily, Minor Action, Close burst 1, Divine
Trent and each ally in burst gain +5 to damage rolls until the end of the encounter.
Alignment neutral Languages Common
Skills religion +9, bluff +13
Str 16 (+7) Dex 12 (+5) Wis 10 (+4)
Con 11 (+4) Int 14 (+6) Cha 21 (+9)
Equipment: layered plate mail (A.V.), heavy shield, cape of the mountebank +1, triple-headed flail, holy symbol of hextor, heavy warhorse
Posted in 4th edition Dungeons & Dragons, Character, Creature and tagged Campaign: Heir of Soguer, subplot:The Tyrant by Adam A. Thompson with no comments yet.
Armies of Count Aguies
After months of preperation and diplomacy the players recieve word that Aguies is on the march. Allies are gathered and battle is joined at the bridge over the Mistwash just south of the village Clommel.
Battle on the field with Aguies’ army
- Aguies outnumbers the heroes by a large margin, but many of his troops are conscripted peasants.
- When the Count’s army arrives, he will take some time to take stock of the situation.
You stand on the wooden bridge spanning the Mistwash River. The waters push up against the soggy banks, heavy with spring rain and melted snow from the Kitel woods far upstream. The troops of your liege, Ludwig Staledwo, are camped behind you to the north, weapons near at hand.Ahead, to the south, you see movement through the woods. Nearly a mile away a group of knights on horse ride out of the woods, at the head of a column of footmen. The shields and standards of the knight in the lead bears the red boar on a black field above three blue chevrons – Aguies’ coat of arms. Beside him is another black shield, this one bearing a gold crown over a red fist holding 3 swords.
The knights pull their horses to a halt and survey your forces.
Envoys may be sent, but their army makes camp and begins deploying or making some siege gear of their own while standing more or less at the ready. Their archers make a dozen tower shields / standing walls from which they can shoot. - The Count’s attack on the bridge will consist of several waves of attackers.
- First some footmen will be sent across supported by the archers.
level 7 – 1200 xp
10 x human lackey – xp 75 ea.
4 x guards – xp 150 ea. - Another wave of footmen, with some skirmishers in the group.
level 9 – 1575 xp
1 x human lackey – xp 75 ea.
3 x pikemen – xp 250 ea.
3 x light infantry – xp 250 ea. - A wave of knights will attack – trying to bull rush / trample their way through the defenders. Trent will be a part of this wave, and will show Hextor-like power once bloodied – he gains resist 10 to all damage. The priest of Hironeous will beseech his god to help, and one of the players will get Herionous-like power too – allowing that character to ignore Trent’s resist 10, and be able to turn the tide. Trent turns and runs once reduced to 1/3 HP.
level 9 – 1625 xp
Trent – xp 400
4 x pikemen – xp 250 ea.
3 x human lackey – xp 75 - A final wave of Knights and foot attack with Aguies leading the charge and some controllers to help take the bridge. Aguies turns once it is obvious they are loosing. At this point the Count’s forces are re-grouping away from the bridge and the players have the opportunity to counter-attack.
level 10 – 2375 xp
Aguies – xp 700
Trent – xp 400
War-Sorcerer – xp 400
2 knight – xp 250 ea
5 x lackey – xp 75 ea - If they counter-attack there is a final battle with mixed forces and a weakened Aguies and Trent, who flee, with the army in a rout, when bloodied.
level 9 – xp 2000
Aguies – xp 700
Trent – xp 400
War-Sorcerer – xp 400
Pikemen – xp 250 ea
light infantry – xp 250 ea - If they do not counter-attack, and take a 5 minute rest or longer, the opposing army gets an opportunity to regroup & heal, and the next battle is much harder. The players can either counter-attack, or wait until the next day when Aguies will attack again – this time supported by a small catapult they built overnight. This encounter should be fairly overwhelming, perhaps a level 13 encounter.
Pikemen ✦ Level 6 Soldier
Medium natural humanoid ✦ XP 250
Initiative +7 Senses Perception +3
HP 71; Bloodied 36
AC 22; Fortitude 18, Reflex 16, Will 15
Speed 5
Powers
Pike ✦ At-Will, Standard Action, Reach 2
melee weapon
Attack: +13 vs. AC
Hit: 1d10 + 4 damage, and the target is marked until the beginning of the pikeman’s next turn.
Pike Push ✦ Encounter, Standard Action, Reach 2, Recharge (5,6)
melee weapon
Attack: +13 vs. AC
Hit: 1d10 + 6 damage, and target is pushed 2 squares.
Crossbow ✦ At-Will, Standard Action, Range 15/30
ranged weapon
Attack: +12 vs. AC
Hit: 1d8 + 3 damage.
Alignment neutral Languages Common
Skills athletics +11, endurance +10
Str 16 (+6) Dex 15 (+5) Wis 11 (+3)
Con 15 (+5) Int 10 (+3) Cha 13 (+4)
Equipment: chain mail, pike, crossbow, 10 bolts
Medium natural humanoid ✦ XP 250
Initiative +7 Senses Perception +3
HP 71; Bloodied 36
AC 20; Fortitude 16, Reflex 18, Will 15
Speed 6
Powers
Short Sword ✦ At-Will, Standard Action
melee weapon
Attack: +11 vs. AC
Hit: 1d6 + 6 damage.
Backstab ✦ Encounter, Standard Action, Recharge (5,6)
melee weapon
Attack: +11 vs. AC
Hit: 3d6 + 4 damage, and target is dazed until the end of the Light Infantry’s next turn.
Shortbow ✦ At-Will, Standard Action, Range 15/30
ranged weapon
Attack: +12 vs. AC
Hit: 1d6 + 3 damage.
Fleet of Foot✦ At-Will, Move Action, Personal
Shift 1.
Alignment neutral Languages Common
Skills athletics +11, endurance +10
Str 14 (+5) Dex 16 (+6) Wis 11 (+3)
Con 15 (+5) Int 10 (+3) Cha 13 (+4)
Equipment: leather armor, shortsword, shortbow Knight of the Realm ✦ Level 6 Soldier
Medium natural humanoid ✦ XP 250
Initiative +7 Senses Perception +3
HP 71; Bloodied 36
AC 24; Fortitude 18, Reflex 16, Will 15
Speed 5 (10 on warhorse)
Powers
Lance ✦ At-Will, Standard Action, Reach 2
melee weapon
Attack: +12 vs. AC
Hit: 1d12 + 5 damage, and the target is marked until the beginning of the pikeman’s next turn.
Longsword ✦ At-Will, Standard Action
melee weapon
Attack: +13 vs. AC
Hit: 1d8 + 4 damage, and the target is marked until the beginning of the pikeman’s next turn.
Heavy Lance Charge ✦ Encounter, Standard Action, Reach 2, Recharge (5,6)
melee weapon
the Knight charges and attacks with the lance
Attack: +12 vs. AC
Hit: 1d10 + 7 damage, and target is pushed 2 squares.
Crossbow ✦ At-Will, Standard Action, Range 15/30
ranged weapon
Attack: +12 vs. AC
Hit: 1d8 + 3 damage.
Alignment neutral Languages Common
Skills athletics +11, endurance +10
Str 16 (+6) Dex 15 (+5) Wis 11 (+3)
Con 15 (+5) Int 10 (+3) Cha 13 (+4)
Equipment: chain mail, heavy shield, lance, longsword, crossbow, 10 bolts War-Sorcerer of Soguer ✦ Level 9 Artillery
Medium natural humanoid ✦ XP 400
Initiative +7 Senses Perception +9
HP 72; Bloodied 36
AC 20; Fortitude 19, Reflex 21, Will 25
Speed 6
Powers
Burning Spray ✦ At-Will, Standard Action Close blast 3
Arcane, Fire, Implement
You fling your arm in a wide arc, casting liquid fire at your foes.
Target: Each creature in blast
Attack: +12 vs. Reflex
Hit: 1d8 + 8 fire damage.
Chaos Bolt ✦ At-Will, Standard Action Ranged 10
Arcane, Implement, Psychic
A bolt of many-colored light leaps from your hand and screams toward an enemy’s head.
Primary Target: One creature
Primary Attack: +12 vs. Will
Hit: 1d10 + 8 psychic damage.
Effect: If you rolled an even number for the primary attack roll, make a secondary attack.
Secondary Target: One creature within 5 squares of the target last hit by this power
Secondary Attack: +12 vs. Will
Hit: 1d6 psychic damage. If you rolled an even number for the secondary attack roll, repeat the secondary attack.
You can attack a creature only once with a single use of this power.
Chaos Storm ✦ Encounter, Standard Action Area burst 1 within 10 squares
Arcane, Implement, Lightning, Teleportation
A storm of lightning pounds your enemies. When the storm clears, everyone has teleported to new positions by your magic.
Target: Each creature in burst
Attack: +12 vs. Reflex
Hit: 2d6 + 8 lightning damage.
Effect: You teleport each target hit by the attack to any other space within the burst.
Contagious Curse ✦ Daily, Standard Action Ranged 10
Arcane, Implement, Poison
A cloud of poison gas coils around your foe, warding off help.
Target: One creature
Attack: +12 vs. Fortitude
Hit: 2d10 + 8 poison damage.
Effect: You slide the target a number of squares equal to your Charisma modifier. The target is poisonous to your enemies (save ends). While the target is poisonous, any enemy that starts its turn adjacent to the target takes 1d10 poison damage.
Wild Magic: If you rolled an even number on the attack roll, any enemy that starts its turn within 2 squares of the poisonous target takes 1d10 poison damage.
Unfettered Power: When you roll a natural 20 on an attack roll for an arcane power, you slide the target 1 square and knock it prone after applying the attack’s other effects.
Alignment neutral Languages Common, Draconic
Skills Arcana +9, Insight +9, Perception +9
Str 13 (+5) Dex 17 (+7) Wis 11 (+4)
Con 12 (+5) Int 10 (+4) Cha 21 (+9)
Equipment: staff, dagger, robes Trent ✦ Level 9 Paladin (Soldier)
Medium natural humanoid ✦ XP 400
Initiative +5 Senses Perception +4
HP 83; Bloodied 41; Healing Surge: 20; Healing Surges: 1
AC 28; Fortitude 22, Reflex 23, Will 23
Speed 6 (10 on warhorse)
Powers
triple-headed flail ✦ At-Will, Standard Action,
melee weapon
Attack: +13 vs. AC
Hit: 1d10 + 6 damage
Enfeebling Strike ✦ At-Will, Standard Action, Melee
melee weapon
Attack: +12 vs. AC
Hit: 1d10 + 8 damage. If marked, the target takes -2 to attack rolls until the end of Trent’s next turn.
Divine Challenge ✦ At-Will, Minor Action, Close burst 5,
Divine, Necrotic
Effect: the target is marked, taking a -2 penalty to attacks that do not include Trent as a target, and the first time the target makes such an attack it takes 8 points of necrotic damage.
Lay on Hands ✦ 4 times / Encounter, Minor Action, Melee Touch
Divine, healing,
Divine Reverence ✦ Encounter, Standard Action, Close burst 1
Divine, Necrotic, implement
Attack: +12 vs Will
Hit: 1d8 + 8 necrotic damage, and the target is dazed until the end of your next turn.
Necrotic Pulse ✦ Daily, Standard Action, Ranged 10
Divine, Necrotic
Attack: +12 vs Fortitude
Hit: 1d10 + 8 necrotic damage, and make a secondary attack
Secondary Attack: +12 vs Fortitude on each enemy adjacent to the primary target.
Hit: 1d10 + 8 necrotic damage and the target is pushed 3 squares.
Sustain Minor: repeat the secondary attack.
Wrath of the Gods ✦ Daily, Minor Action, Close burst 1
Divine
Trent and each ally in burst gain +5 to damage rolls until the end of the encounter.
Alignment neutral Languages Common
Skills religion +9, bluff +13
Str 16 (+7) Dex 12 (+5) Wis 10 (+4)
Con 11 (+4) Int 14 (+6) Cha 21 (+9)
Equipment: layered plate mail (A.V.), heavy shield, triple-headed flail, holy symbol of Hextor, heavy warhorse Count Aguies✦ Level 12 Fighter (Soldier)
Medium natural humanoid ✦ XP 700
Initiative +7 Senses Perception +9
HP 109; Bloodied 54; Healing Surge: 26; Healing Surges: 2
AC 32; Fortitude 31, Reflex 27, Will 25
Speed 5 (10 on warhorse)
Powers
Bastard Sword ✦ At-Will, Standard Action, Melee
melee weapon
Attack: +21 vs. AC
Hit: 1d10 + 12
Combat Challenge
Any target Aguies has attacked may be marked, and takes -2 to attack rolls that don’t include Aguies as a target. Aguies can make a bastard sword attack against any marked target that shifts or makes an attack that does not target him.
Sweeping Blow ✦ Encounter, Standard Action, Close burst 1
Attack: +24 vs. AC
Hit: 1d10 + 12 damage.
Reckless Strike ✦ Encounter, Standard Action, Melee
Attack: +19 vs. AC
Hit: 3d10 + 12 Damage.
Victorious Surge ✦ Daily (Reliable), Standard Action, Melee
Attack: +21 vs. AC
Hit: 3d10 + 12, and regain 26 HP.
Defensive Training ✦ Daily, Stance, Minor Action, Personal
Effect: Gain a +2 power bonus to Fortitiude, Reflex or Will defense.
Inexorable Shift ✦ Daily, Move Action, Personal
Effect: Shift into any adjacent square and push any target occupying that square 1.
Alignment neutral Languages Common
Skills athletics +18, endurance +12
Str 24 (+13) Dex 12 (+7) Wis 16 (+9)
Con 13 (+7) Int 17 (+9) Cha 11 (+6)
Equipment: wyvernscale armor, heavy shield, bastard sword
Posted in 4th edition Dungeons & Dragons, Creature, Encounter and tagged Campaign: Heir of Soguer, creature type: humanoid, creature: heroic skirmisher, creature: heroic soldier, creature: paragon soldier, subplot:The Tyrant by Adam A. Thompson with no comments yet.
Reading Room
Level 8 – 1750 xp
The broken and charred remnants of furniture lie scattered around the room, piled up along with sticks and plant matter to form a raised nest. Coins, items and bones lie scattered around the room. Both the north and west doors have been broken down and the roof and archway leading to the southern balcony is mostly missing.
The debris in this area constitutes rough terrain and covers 1/2of the floor.
CREATURE: A young chimera has made its lair here and will leap to attack anything entering the room. If hard pressed it will retreat out one of the balconies and try to regain the upper hand by swooping in upon the party from above the roof. It will not easily abandon its horde of treasure. If the players made significant noise entering the area 24, the chimera will be waiting to ambush the first to come through the door.
TREASURE: The items scattered around the room include broken bookshelves and chairs, crumbling ancient scraps of paper and book covers, ruined scraps of clothing and armor, an elven longsword, a small steel shield, a short sword, 800 gold coins, two gems worth 100 gold, and a Rod of the Dark Reward +2.
Young Chimera – Level 8 Solo Brute Large natural magical beast – XP 1,750 Initiative +10 Senses Perception +14; all-around vision, darkvision HP 288; Bloodied 144; see also bloodied breath Powers Ram’s Charge (melee; standard; at-will) Triple Threat (melee; standard; at-will) Dragon Breath (blast; standard; encounter) – Fire Bloodied Breath (blast; free, when first bloodied; encounter) Alignment Unaligned Languages Common, Draconic |
Posted in 4th edition Dungeons & Dragons, Creature, Encounter and tagged creature type: magical beast, creature: heroic brute (solo) by Adam A. Thompson with no comments yet.
New 4e material over at Tailslap!
So I’ve just published another article at Tailslap, our 4th edition sister publication. This post details Baldrik Ostov, a death knight in service to Orcus.
Another post on Tailslap details a new 4th edition artifact weapon: Ayrte Majak, the Sword of War.
Posted in 4th edition Dungeons & Dragons, news by Adam A. Thompson with no comments yet.
Curse of the Beast
Warlock (Fey) Attack 13
With a magic word and gesture, your foe is transformed into a bleating sheep. “Bah! I thought you’d be a tougher foe than that!” you exclaim.
Encounter <> Arcane, Polymorph, Implement
Standard Action Ranged 10
Attack: Charisma vs Will
Hit: The foe is turned into a harmless animal of your choosing that is native to the area (save ends). This transformation does not alter the target’s stats in any way, except that they can fly or swim as appropriate to their new form. While transformed, the target cannot make standard actions or activate any powers: they only actions they can take are map moves.
Upon three failed saves this effect becomes permanent and must be removed by Remove Affliction or similar magic.
Posted in 4th edition Dungeons & Dragons and tagged warlock power level 13 by Adam A. Thompson with no comments yet.
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
Posted in 4th edition Dungeons & Dragons, Character by Stephen Hilderbrand with no comments yet.
Galonadel Silma-ehta
A serious and morose elf, the tragedy of his family’s end hangs over him like a dark cloud. Noble and honorable, he is a great friend to those he has fought alongside, yet his sadness has made him cynical and hard.
His armor and weapons are kept in good condition, but he has left his blue hauberk, with his family’s silver star-tipped spear design, torn and cut just as is was when he was knocked out and left for dead on the battlefield of his family’s defeat.
Galonadel in your game: You could use Galonadel’s sad tale as the start of a quest, or a series of quests, to drive the Vagyr Beastmen from his lands in the Feywild. He could also 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 that would take over the party.
Galonadel Silma-ehta: Level 1 Warlord
medium fey humanoid – XP 150
Initiative +0 Senses Perception +0
HP 24; Bloodied 12 Healing Surges: 8
AC 17, Fortitude 21, Reflex 19, Will 18
Speed 6
Powers
Viper’s Strike – (Standard; At-Will)
Wolf Pack Tactics – (Standard; At-Will)
Warlord’s Favor – (Standard; Encounter)
Lead the Attack – (Standard; Daily)
Inspiring Word – (Minor; Encounter x 2)
Fey Step (Minor; Encounter)
Basic Attacks
Longsword: +6 vs AC, 1d8 + 5 damage
Javelin: range 5/10, +5 vs AC, 1d6 + 5 damage
Alignment Unaligned
Languages Common, Elven
Skills: Diplomacy +7, Heal +5, History +10, Intimidate +7
Feats: Eladrin Soldier
Str 10 (+3) Dex 15 (+5) Wis 12 (+4)
Con 19 (+7) Int 11 (+3) Cha 15 (+5)
Posted in 4th edition Dungeons & Dragons by Adam A. Thompson with no comments yet.
Helm of Disguise
The Helm of Disguise – Level 8
This fabled device, crafted by a greedy dwarven king, is a fine coif of silver chain with a shining silver mask that covers the upper face. With it one can take on the shape of any creature of about the wearer’s size.
Item Slot: Head 3.400 gold
Power (Daily; Minor): The wearer can Change Shape (see monster manual p280) to alter its physical form to take on the appearance of another creaure of its size or one size category larger or smaller, including a unique individual (giving a +20 bonus on its Bluff check to impersonate that individual). The new shape lasts until the creature is reduced to 0 hit points or choses to change back. Changing shape in this way does not grant any special powers or abilities.
Posted in 4th edition Dungeons & Dragons, Magic Item and tagged helm by Adam A. Thompson with no comments yet.
Stream Spirit
Yet another creature making its debut in Anointing the Seer, these water elementals present a worthy foe to lower-level characters, and can be summoned by those who have the Summon Elemental power.
These water spirits flow into the mortal world from the elemental chaos. They resemble animate waves about the size of a man, with eyes and mouth visible in their foaming features. Found in streams and rivers, they can calmly babble tunes to the weary or cruelly drown the unwary. They are powerful combatants and can knock their foes down and hold them under.
Stream Spirit: Level 7 Brute
medium elemental magical beast (water) – XP 300
Initiative +15 Senses Perception +2
HP 94; Bloodied 47
AC 19, Fortitude 19, Reflex 19, Will 19
Immunity disease, poison; Resist 5 cold
Speed 5
Powers
Wave Slap – (standard melee; at will)
+10 vs. AC; 2d6 + 5 damage, and push 2.
Drowning Tide – (standard; encounter, close blast 2; recharge 5-6)
+8 vs. Reflex, 3d10 + 5 damage, slide 1, knocked prone, and one target is grabbed.
Water Affinity
As long as the Stream Spirit is within 1 square of water it receives a +1 power bonus to attack rolls and damage.
Alignment Unaligned Languages Primordial
Str 16 (+6) Dex 16 (+7) Wis 9 (+2)
Con 14 (+5) Int 7 (+1) Cha 16 (+6)
Tactics: Stream Spirits tend to lurk in bodies of water where they are impossible to distinguish from the water – it is a DC 25 Perception check to detect them before they raise up out of the water to attack. When they do attack they try to push opponents into the water and drown them by grabbing them and holding them under, or simply bludgeoning them to death.
Stream Spirit Lore
A character knows the following with a successful Arcana check:
DC 15: These elemental spirits are unpredictable and can be very dangerous.
Posted in 4th edition Dungeons & Dragons, Creature and tagged creature origin: elemental, creature: heroic brute by Adam A. Thompson with no comments yet.