Arc-Inquisitor Liodla

Arc-Inquisitor Liodla is the leader of the Shan’n’nur Inquisition. Many years ago he was a powerful wizard who lived at a temple of Boccob. When the An-Magus Crusade was declared by the High Pointiff of Heironeous and the knights of the Sword of Light began raiding the temples of Boccob.  Liodla was captured and forced to convert and renounce the use of magic along with many other worshipers of Boccob. Too canny to die in the inquisition’s jails, Liodla emerged from the Sword of Light’s clutches an apparently zealous supporter of the Crusade.

Some time after his conversion Liodla approached Mikail Brightbrow, the leader of the Sword of Light, with an idea. He suggested that a cult to Heironeous be established. This cult could be composed of former mages, sanctified by Heironeous’s priests, and sworn to the eradication of non-sanctified arcane magic. He suggested that the cult be called the Shan’n’nur – from the Nimberlan Elvish tongue – which translates as “those who hate magic”. Liodla put forth a convincing argument at a time when the Sword of Light was meeting more organized resistance from the worshipers of Boccob, lead by their hated enemy Barael, and Mikail agreed.

Thus were the Shan’n’nur established. Liodla recruited some of his former comrades from the temples of Boccob, and through their use of magic helped the knights of the Sword of Light defeat those who resisted them in Boccob’s houses of worship. Among those captured the Shan’n’nur forced more conversions and their ranks grew.

Now that the An-Magus crusade is over the Shan’n’nur Inquisition polices magery in the counties of former Soguer and the middle kingdoms to the west. There is a sanctum of the Shan’n’nur Inquisition, as they are now known, in most major cities throughout the region. Whenever they find the use of magic they descend upon the practitioner and take them back to their temples to be purified either through conversion or death.

Throughout all of these events Liodla’s secret patron Graz’zt reveled in all of the anguish and betrayal. What no one knows even now is that Liodla is one of several simulacrum created by the wizard Alidol when he was First Mage of the Mage’s Guild of Soguer. When Alidol lost his powers during the Fall of Soguer his magical slaves gained their freedom and took their revenge upon him. They left him trapped in the Mage’s Guild tower in the ruins of Soguer and went their separate ways in the world. Like his original, Liodla’s soul is bound to Graz’zt in a dark pact and he has worked the Dark Prince’s will to this day.

Using Liodla in your game

The Arc-Inquisitor is a major villain.  In the Heir of Soguer campaign he is the leader of the Inquisition, and as such leads forces who confront the players throughout the campaign.

After many social and martial confrontations throughout the campaign, one or several of the players with the arcane power source will be captured by the Inquisition and taken to their headquarters in Merton for cleansing – either by death or conversion.

At that point the players must either submit to the Inquisition’s regiment of drugs and enchantment, or face the tortures of the Inquisition’s pits – a very dramatic challenge.  During the long conversion process Liodla will converse with the PCs many times, attempting to coerce them into converting by hook or by crook.  Generally he plays the benevolent father-priest figure, offering the tortured player his love and protection if only they will renounce their former allies and gods, sign false confessions, and other repugnant acts.  His goal is to break down their wills and make them his minions, and also to enjoy seeing them suffer as they betray the things they love.

The climax to the Inquisitor’s sub-plot would be a dramatic rescue & escape adventure, where the imprisoned must resist the tortures and deceit of the Inquisitors, and the rest of the party must find their comrade’s prison and break in to rescue them.  Re-united the party would then confront Liodla and, if victorious, discover the secret of his demonic pacts.

Arc-Inquisitor Liodla ✦ Elite Level 20 Controller
medium construct humanoid (human simmalacrum)XP 5,600


Initiative +12 Perception +11
HP 380; Bloodied 190
Healing Surges 2; Healing Surge Value 95
AC 36; Fortitude 31, Reflex 34, Will 35
Saving Throws +2
Speed 6


Action Points: 1

Powers

Eyebite Warlock (Fey) Attack 1
You glare at your enemy, and your eyes briefly gleam with brilliant colors. Your foe reels under your mental assault, and you vanish from his sight.
At-Will ✦ Arcane, Charm, Implement, Psychic
Standard Action Ranged 10
Target: One creature
Attack: +25 vs. Will
Hit: 1d6 + 15 psychic damage, and you are invisible to the target until the start of your next turn.

Quickened Arcane Blast
At-Will ✦ Arcane, Force
Minor Action Close Blast 3
+25 vs Fort, 1d6 + 15 force damage, and the target is pushed 3 squares.

Killing Flames Warlock Attack 13
You use an enemy’s recent injury to fuel infernal flames and sear the foe.
Encounter + Arcane, Fire, Implement
Immediate Reaction Ranged 10
Trigger: An enemy within 10 squares of you becomes
bloodied
Target: The triggering enemy
Attack: +25 vs. Fortitude
Hit: 3d8 + 15 fire damage.
Infernal Pact: The damage ignores resistance to fire.

Vile Lightning (Infernal) Attack 17
Black lightning leaps from your hand and wracks your foe. The evil energy allows you to feed on his life essence.
Encounter ✦ Arcane, Healing, Implement
Standard Action Ranged 10
Target: One creature
Attack: +25 vs. Fortitude
Hit: 3d6 + 15 damage, the target is weakened until the end of your next turn, and you can spend a healing surge.

Void Star Warlock Attack 19 – Recharge & use when bloodied
You summon a fragment of a dark star and hurl it at your foe, causing the creature’s flesh to slough away.
Daily. Arcane, Healing, Implement, Necrotic
Standard Action Ranged 1 0
Target: One creature
Attack: +23 vs. Reflex
Hit: 4d8 + 13 modifier necrotic damage. The target takes ongoing 10 necrotic damage, and whenever the target would regain hit points, you regain the hit points instead (save ends both).
Miss: Half damage, and ongoing 5 necrotic damage (save ends).

Summon Seducer – 20th level Attack
Daily – Minor Action (Minor sustain)
Liodla summons* a succubus that has Speed: 6, fly 6 and the following powers:

  • Corrupting Touch (standard; at-will)
    +25 vs. AC; 1d6 + Int. Modifier damage.
  • Dominate (standard; at-will) ✦ Charm
    Ranged 5; +25 vs. Will; the target is dominated until the end of the succubus’s next turn.
  • Change Shape (minor; at-will) ✦ Polymorph
    The succubus can alter its physical form to take on the appearance of any Medium humanoid, including a unique individual (see Change Shape, page 280).

* Per the summoning rules detailed in Arcane Power, p. 98.

Infuriating Elusiveness Warlock (Fey) Utility 16
You will yourself across the boundary between worlds, teleporting a short distance. When you appear from the Feywild, you are surrounded by a glamor of invisibility.
Encounter ✦ Arcane, Illusion, Teleportation
Move Action Personal
Effect: You become invisible and then teleport 4 squares.
The invisibility lasts until the start of your next turn.

Spell Betrayal (11th level) – Once a round, when you hit a target with an arcane power against whom you have combat advantage you deal an extra 1d8 damage.

Dark Charisma (11th level) – You gain a +2 vile bonus on Diplomacy and Bluff checks against evil creatures. This bonus increases to +4 at 21st level.

Spellstrike (16th level) – When you spend an action point to cast an arcane power at a foe who is engaged in melee or against whom you have combat advantage, you deal an additional 1d12 damage with the power.


Alignment evil Languages Common, Draconic, Elven, Abyssal, Promordial
Skills arcana + 23, bluff +21
Str 12 (+11) Dex 15 (+12) Wis 13 (+11)
Con 22 (+16) Int 23 (+16) Cha 26 (+18)


Equipment: Robes, Master’s Mask of the Shan’n’nur, Wand, Amulet, Dagger


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Inquisitor’s Mask

The officials of the Shan’n’nur Inquisition wear these masks during rituals and when in public performing their mysterious duties and enforcing the will of their cult.

The masks give the Inquisitors several abilities they find useful as they police the use of magic in the areas they control.

Mask of the Shan’n’nur
Head Slot
Level 15
25,000 gold

Power (Encounter, Standard Action): Charming Gaze – +5 to your next Intimidate, Diplomacy or Bluff check this encounter.

Power (Encounter, Standard Action): Terrifying Gaze – one target in close blast 5, Int. or Cha. vs. Will, chose either: the target is dazed until the end of your next turn, or weakened (save ends).

Power (At-Will, Minor Action): +5 on your next arcana check to detect or identify magic.

Power (At-Will, Minor Action): Detect Evil/Good/Law/Chaos: the wearer can detect alignments opposite to their own.


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Inquisition Jailer

As heroes confront the forces of the Shan’nur Inquisition at their headquarters, they face the most hardened veterans of the order.

Sword of Light Jailers -Level 14 Brute – XP 1,000
Medium natural humanoid

Initiative +12 Senses Perception +7
HP 162; Bloodied 81
AC 26; Fortitude 26, Reflex 26, Will 25
Speed 6

Thump and Lash (standard; at-will) • Weapon
+17 vs. AC; 3d6 + 6 damage, and the target takes a -2 penalty to melee attack rolls until the end of its next turn.

Jailer’s Tangle (standard; requires a scourge; recharge 5-6) – Weapon
+17 vs. AC; 3d6 + 6 damage, and the target is immobilized and takes a -2 penalty to melee attack rolls until the end of its next turn.

Alignment Evil Languages Common
Skills Insight +13, Intimidate +16
Str 23 (+13) Dex 20 (+12) Wis 10 (+7)
Con 12 (+8) Int 10 (+7) Cha 18 (+11)
Equipment ring mail, mace, scourge (whip)


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Thrall of Graz’zt

Arcane Paragon Path

Prerequisite: Evil alignment, Arcane Power Source.

By engaging in a vile rite known as the Hollow Feast, those with a lust for power and a penchant for depravity and betrayal attract the attention of agents of Graz’zt and enter into foul pacts. Traded secrets of power and given demonic servents these fallen souls carry out the creed of the Dark Prince – seduce and betray.

Path Features

Spell Betrayal (11th level) – Once a round, when you hit a target with an arcane power against whom you have combat advantage you deal an extra 1d8 damage.

Dark Charisma (11th level) – You gain a +2 vile bonus on Diplomacy and Bluff checks against evil creatures. This bonus increases to +4 at 21st level.

Spellstrike (16th level) – When you spend an action point to cast an arcane power at a foe who is engaged in melee, you deal an additional 1d12 damage with the power.

Powers

Summon Minor Demon – 11th level Attack
Encounter – Minor Action (Minor Sustain)
You summon* a quasit that has Speed: 4, fly 6 and the following powers:

  • Venomous Claws – Standard ✦ Poison
    Inteligence vs. AC; 1d8 + Inteligence Modifier damage, and the quasit makes a secondary
    attack against the same target.
    Secondary Attack: +Inteligence – 3 vs. Fortitude; the target takes ongoing 5 poison damage and a –2 penalty to
    Will defense (save ends both).
  • Vanish (standard; at-will) ✦ Illusion
    The quasit becomes invisible until the end of its next turn or until it attacks.

Silver Tounge – 12th level Utility
Encounter – Arcane – Minor Action
You gain a +5 power bonus to Bluff and Diplomacy checks until the end of your next turn.

Summon Seducer – 20th level Attack
Daily – Minor Action (Minor sustain)
You summon* a succubus that has Speed: 6, fly 6 and the following powers:

  • Corrupting Touch (standard; at-will)
    +Int. vs. AC; 1d6 + Int. Modifier damage.
  • Dominate (standard; at-will) ✦ Charm
    Ranged 5; +12 vs. Will; the target is dominated until the end of the succubus’s next turn.
  • Change Shape (minor; at-will) ✦ Polymorph
    The succubus can alter its physical form to take on the appearance of any Medium humanoid, including a unique individual (see Change Shape, page 280).

* Per the summoning rules detailed in Arcane Power, p. 98.


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Barael

History: Barael has lived a long life of adventure. Born near the Linglew Wood to a woman who had traveled there to learn elven magic, he was a young man when Soguer fell. After many years wandering across the world, in and out of groups of companions, he found himself at the Temple of the Stars in the north of the Middle Kingdoms, where he fell in love with one of the priestesses there. In the years that followed he defended that place against the Anmagus Crusade and became a bitter enemy of the Shan’n’nur Inquisition.

Barael
Level 19 Fighter (Kensei)
Medium natural humanoid (half-elf) XP 2,400


Initiative +10 Senses Perception +11, low-light vision
HP 136; Bloodied 68; Healing Surge 34; Healing Surges: 11
AC 34; Fortitude 30, Reflex 28, Will 27
Resist 5 fire and necrotic
Speed 6
Action Points 1


Powers

Basic Melee ✦ At-Will ✦ Martial, Weapon
Barael’s Blade +23 vs. AC; 1d10 + 14

At-Will Powers
Magic Missile ✦ At-Will ✦ Martial, Weapon
+17 vs. Reflex, 2d4 + 8,
Precise Strike ✦ At-Will ✦ Martial, Weapon

Encounter Powers
Ray of Frost ✦ Encounter ✦ Martial, Weapon
Thunderwave ✦ Encounter ✦ Martial, Weapon
Griffon’s Wrath ✦ Encounter ✦ Standard, Melee
Spectral Ram ✦ Encounter ✦ Standard, Ranged 10
Storm of Blows ✦ Encounter ✦ Standard, Melee
Force Volley ✦ Encounter ✦ Standard, Ranged 20

Daily Powers
Victorious Surge ✦ Daily ✦ Standard, Melee
Dragon’s Fangs ✦ Daily ✦ Standard, Melee
Disintegrate ✦ Daily ✦ Standard Ranged 10

Utility Powers
Boundless Endurance ✦ Daily ✦ Minor, Stance
Unbreakable ✦ Daily ✦ Immediate Reaction, Personal
Into the Fray ✦ Daily ✦ Minor, Personal
Blur ✦ Daily ✦ Minor, Personal
Stoneskin ✦ Daily ✦ Standard, Touch


Alignment Neutral Languages Common, Elven, Dwarven
Feats Arcane Initiate, Ritual Caster, Novice Power, Acolyte Power, Adept Power, Expanded Spellbook, Weapon Proficiency Bastard Sword, Weapon Focus Heavy Blades, Inescapable Force, Armor Specilization (Scale), Iron Will
Skills Arcana +18, Athletics +18, Diplomacy +12, Endurance +16, Insight +13, Streetwise +16
Str 20 (+14) Dex 13 (+10) Wis 14 (+11)
Con 14 (+11) Int 20 (+14) Cha 13 (+10)


Equipment: Barael’s Blade (+3 Witchblade), Black Iron Wyrmscale Armor +4, Orb of Reversed Polarities +3, Bracers of Defense (level 7), Winged Boots, Elven Cloak +4, Spellbook, Holy Symbol of Boccob, Adventurer’s Backpack.

STATS as a 19th level NPC
19th level Fighter, Half-elf

Initiative +10 Senses Perception +11, low-light vision
HP 165; Bloodied 82; Healing Surge 41; Healing Surges: 11
AC 36; Fortitude 33, Reflex 30, Will 28
Speed 5
Action Points 1

Combat Challenge

Powers

At-Will
Basic Melee: witchblade + 21 vs AC, 1d10+12
Magic Missile: +20 vs Reflex, 2d4 + 11

Encounter
Thunderlance
Force Volley

Daily
Disintigrate
Greater Invisibility
Stoneskin

Skills: Arcana +18, Streetwise +15
Str 21 (+14) Dex 12 (+10) Wis 14 (+11)
Con 13 (+10) Int 19 (+13) Cha 11 (+10)
Gear: Scale Mail, +3 Witchblade, holy symbol of Boccob, spellbook


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Barael’s Blade

Witchblade – Level 9+
This sword is infused with arcane energy, and can cut the very fabric of magic.

Lvl 9 +2 4,200gp
Lvl 14 +3 21,000gp
Lvl 19 +4 105,000gp
Lvl 24 +5 525,000gp
Lvl 29 +6 2,625,000gp

Weapon: Light or heavy blade
Enhancement: Attack rolls and damage rolls
Critical: +1d6 force damage per plus

Power- Eldrich Parry (Encounter): Immediate Interrupt. When targeted by a power with the arcane keyword, use your melee basic attack bonus with the witchblade + 10 as your defense against the attack.

Power – Sever Spell (Daily): Standard. Intelligence vs. the Will defense of the creator of a conjuration or zone.
Hit: The conjuration or zone is destroyed. All its effects end, including those that normally last until a target saves.

History: Forged by the Crow Mage from shards of darkness, infused with the finest dwarven steel, and honed by his half-breed apprentice to near-vorpal sharpness, this blade was wielded by Barael, the famous bastard child of King Elespor Galdius.

It is said that it takes a warrior’s hand and a wizard’s mind to wield this blade and those crafted in it’s image. The original Witch-blade has many special properties, and is a hand-and-a-half sword. It has the same dispelling and counterspelling properties that all witch-blades share. In addition, Barael’s blade has a deadly thirst for the blood of those who lead the worship of abominations, such as the Spider Priests of the Shona’qua dark elves whom Barael repelled from the mountains of Abernath.

As its fame grew, the cultists of Shan’n’nur attempted to wrest this blade from Barael’s possession in order to learn the secrets of it’s construction. For many years the cult hounded him and would send agents after him whenever his travels brought him to the middle kingdoms.

The cult was never successful in subduing Barael or eliciting his cooperation, though they nearly succeeded once, when he was seduced by one of their agents. Eventually the leaders of the Shan’n’nur decided to abandon their efforts, as it was too great a drain on the organization’s mediocre resources.

Years of research later, the Shan’n’nur duplicated the witch-blade effect with the help of Barael’s old foe Faduardo Gantonín and began enchanting their long knives and swords with the property.


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