A Cadre of Heroes at 10th Level

Presented below are a group of heroic characters, all 10th level, known collectively as The Cadre of Heroes.

These versions of these characters were used this last weekend to play-test The Horror of the Old Ones at Millennium Con 10. All seven of the players, including a young first-time D&D player, had a great time and did a great job role-playing. More on that, including pictures, in tomorrow’s post.

Percivin, human male paladin 10
Medium-Size Human
Alignment: LG
Languages: common
Initiative: +0

AC: 25 (touch 11, flat-foot 24)
HD 10d10+10
Hit Points: 81
Saves: Fort +11, Ref +6, Will +9

Move: 20 ft
Attack: +16 / +11 longsword (1d8+4 plus 2d6 holy) or +10 / +5 shortbow (1d6+4)
Base Attack: +10 Grapple: +13

Feats: power attack, weapon focus (longsword), cleave, Improved Turning, Iron Will.
Special Qualities: Aura of good, detect evil at will, smite evil 3/day, divine grace, lay on hands, aura of courage, divine health, turn undead, special mount, remove disease 2/week

Str 16(18), Dex 11, Con 12, Int 9, Wis 12, Cha 13.
Skills: +5 diplomacy, +4 heal, +5 knowledge religion, +1 knowledge the planes, +7 ride

Paladin Spells (caster level 5, DC 11 + spell level)
1st (1/day):
2nd (1/day):

Possessions: +1 Holy Longsword, mighty composite shortbow (+4 str), +2 lg steel shield, +2 full plate, cloak of resistance +3, ring of protection +1, gauntlets of ogre power, 2 potions of cure serious wounds, 3 potions cure moderate wounds, special warhorse, saddlebags, bedroll, waterskin, 5 days rations, 2,100 gold.

Heavy Warhorse
Init: +1

AC: 18
HD: 6d8+18
HP: 45
Saves: Fort +8, Ref +6, Will +3

Move: 60 ft
Attack: +6 Hoof (1d6+4)
Full Attack: 2 +6 Hooves (1d6+4) and +1 bite (1d4+2)
Space/Reach: 10ft / 5ft

Special Qualities: Empathic Link, improved evasion, share spells, share saving throws, improved speed

Aeonados, half silver dragon/half elf ranger 7

One of a clutch of 5 offspring to a silver dragon, and her lover, a powerful elven druid in the northern reaches beyond the Danor Mountains. Aeonados has fine, tough silver scales covering his body, vestigial wings, a short tail, and an impressive frill running from his forehead and down his neck that raises when he is angry. He and his siblings were pushed out of the nest at a young age (60 or so), as is typical for dragons. In the fifty years since he has wandered the wild lands on the north shore of the Soral Sea, until meeting and becoming fast friends with Winnie (as she fled the law), who he is teaching about the ways of the wild lands, as he knows nothing of the cities.

Medium-Size dragon
Alignment: NG
Languages: common, elven, draconic
Initiative: +9

AC: 26 (touch 16, flat-foot 21 )
HD 7d8+14
Hit Points: 51
Resistance: fire 10
Saves: Fort +8, Ref +11, Will +4

Move: 30 ft
Attack: +13 / +8 greatsword (2d6+7) or +14 / +9 longbow (1d8+5 and 1d6 fire) (+1 attack / +1 damage under 30 ft.)
Base Attack: +7 Grapple: +11

Feats: Track, Point Blank Shot, (Rapid Shot), Endurance, (Manyshot), Precise Shot, Improved Initative
Special Qualities: Immune to cold, sleep and paralysis, +2 vs enchantment or charm, low-light vision, +6 vs favored enemy (magical beasts), wild empathy, breath weapon (30′ cone of cold, 6d8, reflex DC 11 half), darkvision 60′, archery combat style, Animal Companion, +4 vs favored enemy (aberation), improved combat style, Woodland Stride, Swift Tracker, Evasion, +2 vs favored enemy (construct)

Str 18, Dex 20, Con 12(14), Int 11, Wis 12, Cha 14.
Skills: sp:30 +7 handle animal, +6 heal, knowledges: +1 arcana, +4 dungeoneering, +3 geography, +5 nature, +11 listen, +11 spot, +7 search, +11 survival, +9 swim

Spells: (caster level 5, DC 11 + spell level)
1st (1/day):
2nd (1/day):

Possessions: +2 flaming mighty (+4 str) composite longbow, 20 arrows, +2 chain shirt of fire resistance (10 points), +1 greatsword, amulet of health +2, 2 potions of cure serious wounds, 3 potions cure light wounds, potion of sanctuary, cloak of resistance +1, ring of protection +1, 500 gp, backpack, bedroll, waterskin, 5 days rations.

Animal Companion: Hawk HD +2 AC +2 Str +1 Bonus Tricks 2
Special Qualities: link, share spells, evasion

Galonaden, high-elf fighter 10

Usually thought of as somewhere between “stiff” and “haughty” by those who meet him, Galonaden is nevertheless a loyal friend and a valiant warrior. His reserved nature and his clumsy tongue are balanced by his skill with the bow and blade.

medium-Size elf
Alignment: cG
Languages: common, elven
Initiative: +3

AC: 25 (touch 13, flat-foot 22)
HD 10d10+15
Hit Points: 68
Saves: Fort +9, Ref +6, Will +2

Move: 30 ft
Attack: +16 / +11 longsword (1d8+6 and 1d6 cold) or +15 / +10 longbow (1d8+5 )
Base Attack: +10 Grapple: +13

Feats: weapon focus longsword, weapon focus longbow, point blank shot, rapid shot, weapon specialization longbow, weapon specialization longsword, power attack, cleave, improved sunder, improved bull rush
Special Qualities: low-light vision, immune to sleep, +2 vs enchantment or charm

Str 16, Dex 17, Con 14, Int 9, Wis 8, Cha 8.
Skills: +2 craft bowyer, +1 handle animal, +1 intimidate, +2 listen, +5 ride, +2 spot, +1 search

Possessions: +2 frost longsword, +1 mithril full plate of speed (haste for up to 10 rounds / day), mw composite longbow (+3 str), +1 lg steel shield, 30 arrows, 10 +1 arrows, 2 potions of cure serious wounds, 2 potions of cure light wounds, 1,635 gp, backpack, bedroll, waterskin, 5 days rations

Veladros, wild elf barbarian 7 / were-cougar

Young and full of vim, Veladeos is happy-go-lucky, if somewhat unpredictable at times, and can be obstinate or contrary, but usually only to those he thinks are trying to tell him what to do.

Recently, as a reward for helping defend one of her temples against a goblin horde, Sithadel Veladros was given the ability to turn into a cougar by Elohna. Now, on each full moon, and whenever he is damaged in combat, he must succeed on a DC 25 control shape check or assume his cougar form, remaining so until the next dawn.

Medium-Size Humanoid (Elf)
Alignment: CG
Initiative: +2
Languages: common, elven
Senses: low-light vision, Scent

AC: 22 (23 w dodge) (touch 15, flat-foot 20)
HD 7d12 plus 3d8 +10
Hit Points: 67
Damage Reduction: 5 / silver
Saves: Fort +9, Ref +7, Will +6

Move: 40 ft
Attack: +16 / +11 spear 1d8 +10 and 1d6 shock, or +12 / +7 shortbow 1d6+4
Base Attack: +9 Grapple: +15

Feats: Dodge, Weapon Focus spear, Mobility, Spring Attack, Iron Will
Special Qualities: low-light vision, immune to sleep, +2 vs enchantment or charm, illiterate, Rage 2/day (+4 str, +4 con, +2 will saves, -2 AC: ) for up to 6 rounds, Uncanny Dodge, Improved Uncanny Dodge, Fast movement, alternate form (cougar), damage reduction 5/silver, lycanthropic empathy w/cougars (+4 handle animal), scent

Str 19 (23), Dex 14, Con 12, Int 6, Wis 12, Cha 12
Skills: +10 climb, control shape +13, +4 intimidate, +10 jump, +9 listen, +1 spot, +0 search, +6 survival, +7 swim

Possessions: +1 shocking spear, breastplate, +1 might composite shortbow (+4 str), ring of protection +3, belt of giant strenght +4, amulet of the beast (+5 on control shape checks), 11 arrows, shortsword, 2 potions of cure serious wounds, backpack, bedroll, waterskin, 5 days rations, 500 gold

cougar form:
Initiative: +2
Languages: none

AC: 21 (22 w dodge) (touch 19, flat-foot 15)
HD 7d12 plus 3d8 +30
Hit Points: 84
Saves: Fort +11, Ref +11, Will +6

Move: 50 ft
Attack: +18 bite (1d6+9) and 2 +13 claws (1d3+4)
Base Attack: +9 Grapple: +18

Special Qualities: as above and Improved grab, pounce, +13 rake (1d3+4)

Str 25 (29), Dex 22, Con 16, Int 6, Wis 12, Cha 12
Skills: +13 climb, control shape +13, +4 intimidate, +10 jump, +9 listen, +1 spot, +0 search, +6 survival, +10 swim

Brother Herott, half-orc cleric 10 (Kord)

Humble and pietious, Herott believes Kord called to him, is eager to serve Kord however he can, bringing his strength to those in need, and helping the weak find their own strength
Medium-Size Humanoid
Alignment: Cg
Initiative: -1
Languages: common

HD 10d8
Hit Points: 52
AC: 20 (touch 10, flat-foot 20)
Saves: Fort +9, Ref +5, Will +13

Move: 30 ft
Attack: +14 / +9 greatsword 2d6+8, or +7 sling 1d4+3
Base Attack: +7 Grapple: +11

Feats: Power Attack, Combat Casting, Cleave, Weapon Focus (greatsword)
Special Qualities: Darkvision 60′, Turn Undead, Cleric Spells

Str 18, Dex 9 (11), Con 10, Int 8, Wis 16(18), Cha 10
Skills: concentration +10 (+14 with combat acsting), diplomacy +2, heal +5

Spells: Save DC 14 + spell level, Domains: good, strength
spells / day:
0th: (6)
1st: (5+1)
2nd: (5+1)
3rd: (4+1)
4th: (4+1)
5th: (2+1)

Possessions: holy symbol of kord, +2 greatsword, +2 full plate, sling, 20 sling bullets, periphat of wisdom +2, gloves of dexterity +2, cloak of resistance +2, boots of striding and springing, wand of cure light wounds (13 charges), 2 potions of cure serious wounds, potion of remove curse, potion of remove disease, backpack, bedroll, waterskin, 5 days rations, 5,750 gold

Apeneone Tesonos, female human druid 10
Medium-Size Humanoid
Alignment: ng
Initiative: +2
Languages: common, druidic, sylvan, elven, gnomish

AC: 18 (touch 13, flat-foot 16)
HD 10d8
Hit Points: 54
Saves: Fort +8, Ref +6, Will +11

Move: 30 ft
Attack: +7 quarterstaff 1d6 or +8 sling 1d3
Base Attack: +7 Grapple: +7

Feats: brew potion, self sufficient, track, natural spell, lightning reflexes
Special Qualities: animal companion (owl), nature sense, wild empathy, woodland stride, trackless step, resist nature’s lure, wild shape 4/day (5 / day with vestment) (large, small or medium animal), venom immunity

Str 10, Dex 11(13), Con 10, Int 12, Wis 18, Cha 12
Skills: 40sp +8 concentration, +11 handle animal, +11 heal, knowledge +11 nature, +7 listen, +5 spellcraft, +6 spot, +11 survival, +5 swim

Spells: Save DC 14 + spell level
spells / day:
0th: (6)
1st: (5+1)
2nd: (5+1)
3rd: (4+1)
4th: (4+1)
5th: (2+1)

Possessions: quarterstaff, sling, 20 sling stones, +2 leather armor, amulet of natural armor +3, gloves of dexterity +2, cloak of resistance +2, druid’s vestment, wand of call lightning (at 5th level, 40 charges) 2 potions of cure serious wounds, potion of cure moderate wounds (2d8+5), 3 potions of cure light wounds (1d8+1), 5 goodberries, 3 potions (actually oils) of produce flame (5th level), 2000 gold, backpack, bedroll, waterskin

In Bear Form:
Size Large
AC: 19 (touch 11, flat-foot 17)
HD 10d8 + 40
Hit Points: 94
Saves: Fort +12, Ref +7, Will +11

Move: 30 ft
Attack: 2 claws +14 melee (1d8+8) and bite +9 melee (2d6+4)
Base Attack: +7 Grapple: +19

Special Qualities: as above and Improved Grab

Str 27, Dex 13(15), Con 19, Int 12, Wis 18, Cha 12
Skills: +12 concentration, +11 handle animal, +11 heal, knowledge +11 nature, +7 listen, +5 spellcraft, +6 spot, +11 survival, +13 swim

Winnie Toepelt, female tallfellow halfling rogue 10

Winnie is a bit wary. She has had some misadventures in recent times, is wising up, and likes to play it safe. She used to be a cut purse and a burgler in the city, and is now reformed. Winnie became friends with Aneanados years ago, when he helped deliver her from the hands of a sheriff who was hunting her in the woods that the half-dragon was traveling through.

Small-Size humanoid
Alignment: ng
Initiative: +5
Languages: common, halfling

AC: 23 (touch 15, flat-foot 28)
HD 10d6
Hit Points: 33
Saves: Fort +4, Ref +12, Will +4

Move: 20 ft
Attack: +11 / +6 short sword 1d4+3 or +14 / +9 sling 1d3 (+1/+1 < 30')
Base Attack: +7 Grapple: +3

Feats: Point Blank Shot, Dodge, Precise Shot, Rapid Shot
Special Qualities: +2 save vs fear, +1 with thrown weapons and slings, sneak attack +5d6, Improved Uncanny Dodge, Trapsense +3, Evasion, Trapfinding, Defensive Roll

Str 10, Dex 18 (20), Con 11, Int 14, Wis 10, Cha 10
Skills: +3 appraise, +10 balance, +10 climb, +13 disable device, +13 escape artist, +2 gather information, +18 hide, +10 jump, +10 listen, +20 move silently, +18 open lock, +8 search, +10 sleight of hand, +12 spot, +13 tumble, +7 use rope

Possessions: masterwork thieves tools, small sling, 20 sling bullets, 5 silver sling bullets, +3 ghost touch small short sword, +3 studded leather armor, gloves of dexterity +2, 9,600 gp, hewards handy haversack, 100′ silk rope, bedroll, waterskin, 5 days rations

Nobinin Glamourwright, male gnome sorcerer 10
Nobinin generally has a sly smile playing across his lips, as though he was laughing to himself. Friendly and jocular, with gnomish fondness for pranks. Generally likes to live in the city, in comfortable appointment, and dabbles with the composition of chamber music, quartets, percussion, etc.

small-Size humanoid
Alignment: n/cG
Initiative: +2
Languages: common, gnome

HD 10d4+10
Hit Points: 32
AC: 18 (touch 14, flat-foot 17)
Saves: Fort +6, Ref +6, Will +10

Move: 20 ft
Attack: +6 heavy mace 1d6-1 or +8 crossbow (1d8)
Base Attack: +5 Grapple: +1

Feats: extend spell, spell focus enchantment, improved spell focus enchantment, spell penetration
Special Qualities: low-light vision, +2 vs illusions, rabbit familiar, 1/day: speak with animals (burrowing mammals only), dancing lights, ghost sound, prestidigitation

Str 8, Dex 12, Con 12, Int 12, Wis 12, Cha 17 (21)
Skills: +6 bluff, +12 concentration, +2 listen, craft +2 alchemy, knowledge +8 arcana, +1 perform various instruments, +1 profession music composition, +11 spellcraft

Spells: spells/day: 0th:6, 1st:8, 2nd:7, 3rd:6, 4th:6, 5th:4
DC 15 + spell level, +1 on illusion DCs, +2 on enchantment DCs.
Spells Known
0th: detect magic, daze, light, mage hand, message, ghost sound, acid splash, read magic, dancing lights
1st: color spray, silent image, sleep, magic missile, shield
2nd: invisibility, scorching ray, glitterdust, hideous laughter
3rd: deep slumber, major image, fireball
4th: charm monster, dimension door
5th: hold monster

Possessions: masterwork small heavy mace, masterwork small light crossbow, 10 bolts, bracers of armor +4, ring of protection +2, cloak of resistance +2, robes of charisma +4, wand of burning hands (1st level, 22 charges), 1 potions of cure serious wounds, backpack, bedroll, waterskin, 5 days rations, 1,850gp

Terin Goldwrit, dwarf wizard 10
Terin is very proud of his new wand, which he recently crafted, but like many dwarves is stingy and hoarding (frugal, he would say), so is torn between showing it off and saving it’s power, and the investment it represents. He is from a family of metalsmiths, particularly jewelery makers. Is not happy about the amount of gold he had to spend to make his new wand, and is looking to find some more.

Medium-Size Humanoid (dwarf)
Alignment: LG
Initiative: +0 Languages: common, dwarven

AC: 14 (touch 10, flat-foot 14)
HD 10d4+20
Hit Points: 48
Saves: Fort +5, Ref +3, Will +8

Move: 20 ft Attack: +5 dagger (1d4) or +5 ranged
Base Attack: +5 Grapple: +5

Feats: scribe scroll, craft wondrous item, craft wand, extend spell, Empower Spell, Spell Focus (Evocation), Greater Spell Focus (Evocation)
Special Qualities: darkvision 60′, stonecunning, +2 vs posion, +2 vs spells, raven familliar, wizard spells

Str 10, Dex 10, Con 14, Int 18, Wis 12, Cha 9
Skills: +13 concentration, +8 craft metalsmithing, +13 knowledge arcana, +5 archetecture, +5 history, +5 the planes, +2 nature, +3 religion, +5 Dungeoneering +13 spellcraft

Spells: spells / day: 0th:4, 1st:5, 2nd:5, 3rd:4, 4th:4, 5th:2
Save DC 14 + spell level (+2 on evocation spells)
Spells Known
0th: all
1st: sheild, mage armor, Enlarge Person, Magic Weapon, burning hands, color spray, magic missile, identify
2nd: invisibility, bull’s strength, scorching ray, minor image
3rd: dispel magic, haste, fireball, lightning bolt,
4th: wall of fire
5th:

Possessions: Wand of magic missile (3rd level, 40 charges), staff of fire (38 charges), scroll of dispel magic, scroll of protection from evil, scroll of knock, scroll of resist energy, bracers of armor +4, cloak of resistance +2, Boots of Levitation, 10,250 gp, backpack, bedroll, waterskin, 5 days rations

Kylisa, female half-elf bard 10
Juggling, shadow puppets, mime, and dancing are what most know Kylissa for. She physically favors her elven blood, and is very small and pixiesh, to the point where she is often mistaken for an elf or halfling. She faces the world with a wry smile, a darting gaze and a clever comment. Once or twice she has put on a particularly spectacular performance with her friend Yamarra, who is a slightly lighter side to Kylisa’s darker sense of humor.

Medium-Size Humanoid
Alignment: ng
Initiative: +1 Languages: common, elven

AC: 17 (touch 11, flat-foot 16)
HD 10d6 -10
Hit Points: 32
Saves: Fort +2, Ref +7, Will +7

Move: 30 ft
Attack: +8 / +3 shortsword (1d6+1 and 2d6 anarchic) or +9 light crossbow 1d8+1 (+1/+1 > 30′)
Base Attack: +7 Grapple: +7

Feats: Combat Expertise, Point Blank Shot, Dodge
Special Qualities: low-light vision, immune to sleep, +2 vs enchantment or charm, bardic music, bardic knowledge, countersong, fascinate, inspire courage +2, inspire competence, suggestion, inspire greatness, bard spells

Str 10, Dex 10 (12), Con 9, Int 14, Wis 10, Cha 18
Skills: 64 + 40 sp, +10 bluff, +5 decipher script, +13 diplomacy, +5 escape artist, +14 gather information, +8 hide, knowledge +3 arcana, +3 history, +3 local, +3 nobility, +3 religion, +3 the planes, +8 listen, +6 move silently, perform +10 sing +6 lute, +6 dance, +6 puppetry +5 juggle, +10 search, +6 sense motive, +8 spellcraft, +4 spot, +6 tumble, +8 use magic device

Spells: (spells / day: 0th: 3, 1st: 3, 2nd: 3, 3rd:2, 4th:0)
0th: message, mage hand, detect magic, light, prestidigatation, daze
1st: cure light wounds, silent image, sleep, comprehend languages
2nd: invisibility, cure moderate wounds, glitterdust, heroism
3rd: blink, dispel magic, good hope, haste
4th: freedom of movement, cure critical wounds

Possessions: +1 anarchic short sword, +3 studded leather, +1 light crossbow, 20 bolts, gloves of dexterity +2, cape of the mountebank (dimension door 1 / day), 2 potions of cure serious wounds, backpack, bedroll, waterskin, 5 days rations, 8,420 gold


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Spear and Shield of the Heavens

“…[he] Was moving toward the shore; his ponderous shield Ethereal temper, massy, large and round, Behind him cast; the broad circumference Hung on his shoulders like the Moon, whose Orb
Through Optic Glass the TUSCAN Artist views At Ev’ning from the top of FESOLE, Or in VALDARNO, to descry new Lands, Rivers or Mountains in her spotty Globe.

His Spear, to equal which the tallest Pine Hewn on NORWEGIAN hills, to be the Mast Of some great Ammiral, were but a wand, He walkt with to support uneasie steps…”

-Milton, Paradise Lost

These items are from a scene in the adventure-in-development “The Endless Road” from Unicorn Rampant Publishing. In it the party, while attempting to escape from the abyss on foot, come upon these items.

This spear and shield were carried by a famous archon in battle into the depths of hell, where it was used to slay a terrible fiend. There, in a blasted crater, it remains, clutched in the charred dead hands of that angel, plunged into the dead heart of the demon he slew, thereby dying.

In the aeons that have followed, the abyss has recoiled from these holy items, like an irritating grain of sand lodged in the fibers of it’s being. The blasted crater formed by the balor’s death has deepened and expanded, and bebelith have spawned in the blasted, lifeless lands around it.

The spear is a +2 cold iron holy longspear for medium sized creatures, or a short spear for a creature of titanic proportions.

The shield has a faint glow and a pearly luminescence about it, and is a +2 ghost touch shield that grants cold resistance 10 to it’s bearer.


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Guacna: ancestor stones

These large stone idols are created upon the death of a powerful member of the social group, and contain a link to their spirit. Generally they are created for legendary or epic characters whose deeds in life become part of the legends of their prople.

The presence of these idols allows these ancestors to protect and care for their descendents through various magical abilities. As the guacna are sometimes carried into battle as a type of magical standard, they can be useful for offense or defense.

The powers of the different guacna vary depending on the qualities of the ancestor to which they are linked. For example, a guacna made for a mighty hunter in a village might provide the hunters of that village with a +2 profound bonus on survival checks when hunting, or provide the benifits of the endurance feat. If he was a skilled archer, the guacna might provide a +1 profound bonus to attack and damage rolls with bows made in it’s presence. If the ancestor was a skilled healer, it might provide a bonus to heal skill checks, or perhaps automatically stabilize wounded and unconscious members of the tribe in it’s presence.

Crafting a guanca upon the death of an important person follows the standard rules for wondrous magic item creation.

Presented below is an example of a Naahaogo guacna.

Guacna of Baniha Long-horn

Baniha was a warrior of great renown, and over his lifetime defended his village of mountain goat people against the ice kobolds from the east, the humans from the south, and the dwarves from the west. So numerous were his battles against these people that he became very skilled at hunting and killing them. Upon his death a guanca was constructed to honor him, and to let him continue to help his descendants.

Any Naahaogo within 60 feet of Baniha’s guacna is granted his bonuses to damage against his favored enemies. They receive a holy +3 bonus against kobolds, a +2 bonus against humans, and a +1 bonus against dwarves. Additionally, sentinels near his ancestor stone receive a +2 bonus to spot and listen checks.


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thugs and muggers

Comprising the lowlife that make the city streets unsafe at night, examples of this type of criminal element can be found in any human city of sufficient size.

Thug or Mugger CR 1/2
human warrior 1
any Evil Size Medium humanoid
Init: +1 Senses: Listen +0, Spot +0
Languages: common

AC: 15 (+4 armor, +1 dex) touch 11, flatfooted 14
HP: 8 (HD 1d8+1+3)
Fort: +3 Ref: +1 Will: +0

MV: 20 ft.
Attack: +2 club (1d6+1) or +2 lt crossbow (1d8)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +1 Grapple: +2

Abilities Str 13 Dex 11 Con 12 Int 8 Wis 10 Cha 9
Feats: toughness
Skills: intimidate +3

Possessions: hide armor, club, dagger, light crossbow, 5 bolts, small sack.


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Press Attack


“En guard!”

This feat allows a combatant to follow a melee opponent who is attempting to retreat. A character with this feat, if they have not taken a map move on their turn, can take a 5 ft. step to follow an opponent that they threaten.

It is not possible to use this feat wearing armor that slows ones movement, or while encumbered.

Requirement:

Dexterity 15, Dodge, Mobility. Cannot be used while the character’s movement is reduced for any reason, or while wearing medium or heavy armor, or while encumbered.

Benefit:

Normally, a character cannot move when it is not their turn. This feat allows a character who did not make a move on their turn to take a swift five foot step in pursuit of someone that they threaten. This feat can only be used once per round.


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Headless

These horrible abominations stalk the dark forests and rocky hills of the world, muscular creatures like men or women but without any type of heads at all. How they can stalk their prey and why they kill is a mystery. Be they demon, undead or some mix of both is not known, but their horrific evil is undoubtable.

Headless CR 3
CE size medium monstrous humanoid
Init: +2 Senses: tremorsense 60 ft.
Languages: none

AC: 16 (+2 dex, +4 natural) touch 12, flatfooted 14
HP: 27 (HD 5d8+5)
Immune: mind-effecting and illusions
Fort: +6 Ref: +5 Will: +1

MV: 30 ft.
Attack: claw +7 (1d6+3) or greatclub +6 (1d10+4)
Full Attack: 2 claws +7 (1d6+3) or greatclub +6 (1d10+4)
Attack Options: improved grab
Space / Reach: 5 ft. / 5 ft.
Base Attack: +3 Grapple: +10

Abilities Str 16, Dex 14, Con 14, Int -, Wis 10, Cha 9
SQ: tremorsense 60ft., senseless
SA: improved grab
Feats: Improved Grapple, Weapon Focus (claws)
Skills: Name climb +11, jump +11

Headless CR 7
CE size medium monstrous humanoid
Init: +1 Senses: tremorsense 60 ft.
Languages: none

AC: 16 (+1 dex, +6 natural, -1 size) touch 10, flatfooted 16
HP: 85 (HD 10d8+40)
Immune: mind-effecting and illusions
Fort: +11 Ref: +7 Will: +3

MV: 30 ft.
Attack: claw +14 (1d6+3) or greatclub +13 (1d10+4)
Full Attack: 2 claws +14 (1d6+3) or greatclub +13 / +8 (1d10+4)
Attack Options: improved grab
Space / Reach: 5 ft. / 5 ft.
Base Attack: +7 Grapple: +21

Abilities Str 24, Dex 12, Con 18, Int -, Wis 10, Cha 9
SQ: tremorsense 60ft., senseless
SA: improved grab
Feats: Improved Grapple, Weapon Focus (claws)
Skills: Name climb +19, jump +19

Improved Grab (Ex): If a headless hits with both claw attacks it can start a grapple as a free action that does not provoke an attack of opportunity. Once it establishes the grapple it can either attack with it’s claws at a -4 penalty or it can roll a grapple check to deal claw damage.

Senseless (Ex): having no heads, these creatures are blind, deaf and dumb. Beyond the reaches of their tremorsense, they are not aware of their surroundings.

Thanks to Richard Garriot for all the fun. Ultima V forever!


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A Cadre of Heroes at 5th Level

This set of characters will be featured in upcoming Unicorn Rampant adventures that I run at conventions as available PCs. These characters at this level were used to playtest The Old Rock Tower, and once I finish advancing them to 10th level, they will be used at conventions (such as ProtoCon, this weekend in College Station, TX) for The Horror of the Old Ones and The Curse of Castle Stieglitz, both being released in time for Halloween.

In the meantime, feel free to use them as you see fit in your games. Just a little tweaking and they could be used singly or in groups as interesting adversaries for players anywhere from 1st to 9th level. Enjoy!

Percivin, human male paladin 5

Medium-Size Human
Alignment: LG
Languages: common
Initiative: +0

AC: 23 (touch 10, flat-foot 23)
HD 5d10+5
Hit Points: 49
Saves: Fort +6, Ref +2, Will +3

Move: 20 ft
Attack: +10 longsword (1d8+4) or +5 ranged
Base Attack: +5 Grapple: +8

Feats: power attack, weapon focus (longsword), cleave.
Special Qualities: Aura of good, detect evil at will, smite evil 2/day, divine grace, lay on hands, aura of courage, divine health, turn undead, special mount

Str 16, Dex 11, Con 12, Int 9, Wis 12, Cha 12.
Skills: +2 diplomacy, +2 heal, +3 knowledge religion, +6 ride,

Possessions: (9000gp-7400) +1 Longsword, +1 lg steel shield, +1 full plate, cloak of resistance +1, 3 potions cure moderate wounds, special warhorse, saddlebags, bedroll, waterskin, 5 days rations.

Aeonados, half silver dragon/half elf ranger 2

One of a clutch of 5 offspring to a silver dragon, and her lover, a powerful elven druid in the northern reaches beyond the Danor Mountains. Aeonados has fine, tough silver scales covering his body, vestigial wings, a short tail, and an impressive frill running from his forehead and down his neck that raises when he is angry. He and his siblings were pushed out of the nest at a young age (60 or so), as is typical for dragons. In the fifty years since he has wandered the wild lands on the north shore of the Soral Sea, until meeting and becoming fast friends with Winnie (as she fled the law), who he is teaching about the ways of the wild lands, as he knows nothing of the cities.

Medium-Size dragon
Alignment: NG
Languages: common, elven, draconic
Initiative: +4

AC: 25 (touch 15, flat-foot 21 )
HD 2d8+2
Hit Points: 17
Saves: Fort +5, Ref +8, Will +2

Move: 30 ft
Attack: +7 masterwork greatsword 2d6+6 or +7 longbow 1d8+5 (+1/+1 < 30') Base Attack: +2 Grapple: +6 Feats: Track, Point Blank Shot, (Rapid Shot)
Special Qualities: Immune to cold, sleep and paralysis, +2 vs enchantment or charm, low-light vision, favored enemy (magical beast?), wild empathy, breath weapon (30′ cone of cold, 6d8, reflex DC 11 half), darkvision 60′, archery combat style

Str 18, Dex 19, Con 12, Int 11, Wis 12, Cha 14.
Skills: sp:30 +4 handle animal, +3 heal, knowledge +1 dungeoneering, +1 geography, +2 nature, +8 listen, +8 spot, +4 search, +8 survival, +6 swim

Possessions: +1 mighty (+4 str) composite longbow, 20 arrows, +2 chain shirt, masterwork greatsword, 3 potions cure light wounds, potion of sanctuary, cloak of resistance +1, ring of protection +1, 845 gp, backpack, bedroll, waterskin, 5 days rations

Galonaden, high-elf fighter 5

Usually thought of as somewhere between “stiff” and “haughty” by those who meet him, Galonaden is nevertheless a loyal friend and a valiant warrior. His reserved nature and his clumsy tongue are balanced by his skill with the bow and blade.

medium-Size elf
Alignment: cG
Languages: common, elven
Initiative: +3

HD 5d10+5
Hit Points: 39
AC: 20 (touch 13, flat-foot 17)
Saves: Fort +5, Ref +4, Will +0

Move: 30 ft
Attack: +10 longsword 1d8+4 or +10 longbow 1d8+5
Base Attack: +5 Grapple: +8

Feats: weapon focus longsword, weapon focus longbow, point blank shot, rapid shot, weapon specialization longbow
Special Qualities: low-light vision, immune to sleep, +2 vs enchantment or charm

Str 16, Dex 17, Con 13, Int 9, Wis 8, Cha 8.
Skills: +1 craft bowyer, +1 handle animal, +1 intimidate, +1 listen, +5 ride, +1 spot, +1 search

Possessions: +1 longsword, +1 elven chain, mw composite longbow (+3 str), buckler, 30 arrows, 10 +1 arrows, 2 potions of cure light wounds, 185 gp, backpack, bedroll, waterskin, 5 days rations

Veladros, wild elf barbarian 5

Young and full of vim, Veladeos is happy-go-lucky, if somewhat unpredictable at times, and can be obstinate or contrary, but usually only to those he thinks are trying to tell him what to do.

Medium-Size Humanoid (Elf)
Alignment: CG
Initiative: +2
Languages: common, elven

HD 5d12+5
Hit Points: 47

Move: 40 ft
AC: 17(18 w dodge) (touch 12, flat-foot 15)
Saves: Fort +5, Ref +3, Will +0

Attack: +10 spear 1d8+7+1d6 shock, or +7 shortbow 1d6
Base Attack: +5 Grapple: +9

Feats: Dodge, Weapon Focus spear
Special Qualities: low-light vision, immune to sleep, +2 vs enchantment or charm, illiterate, Rage 2/day (+4 str, +4 con, +2 will saves, -2 AC: ) for up to 6 rounds, Uncanny Dodge, Improved Uncanny Dodge, Fast movement

Str 19, Dex 14, Con 12, Int 6, Wis 9, Cha 12
Skills: +10 climb, +4 intimidate, +10 jump, +4 listen, +1 spot, +0 search, +2 survival, +7 swim

Possessions: +1 shocking spear, breastplate, shortbow, 11 arrows, shortsword, backpack, bedroll, waterskin, 5 days rations

Brother Herott, half-orc cleric 5 (Kord)

Humble and pietious, Herott believes Kord called to him, is eager to serve Kord however he can, bringing his strength to those in need, and helping the weak find their own strength

Medium-Size Humanoid
Alignment: Cg
Initiative: -1
Languages: common

HD 5d8
Hit Points: 32
Move: 20 ft

AC: 17 (touch 9, flat-foot 18)
Attack: +7 greatsword 2d6+5 or +2 sling 1d4+3
Base Attack: +3 Grapple: +6

Saves: Fort +4, Ref +0, Will +7

Feats: Power Attack, Combat Casting
Special Qualities: Darkvision 60′, Turn Undead, Cleric Spells (domains: good, strength)

Str 17, Dex 9, Con 10, Int 8, Wis 16(18), Cha 10
Skills: concentration +8, diplomacy +2, heal +6

Spells: spells / day: 0th: 5, 1st: 4+1, 2nd: 3+1, 3rd: 2+1. Save DC 14 + spell level

Possessions: (9000-8250) holy symbol of kord, +1 greatsword, +1 half-plate, sling, 20 sling bullets, periphat of wisdom +2, cloak of resistance +1, wand of cure light wounds (24 charges), potion of remove curse, potion of remove disease, 750gp, backpack, bedroll, waterskin, 5 days rations

Apeneone Tesonos, female human druid 5
Medium-Size Humanoid
Alignment: ng
Initiative: +
Languages: common, druidic, sylvan, elven, gnomish

AC: 13 (touch 13, flat-foot 11)
HD 5d8
Hit Points:
Saves: Fort +4, Ref +1, Will +7

Move: 30 ft
Attack: +3 quarterstaff 1d6 or +4 sling 1d3
Base Attack: +3 Grapple: +3

Feats: brew potion, self sufficient, track
Special Qualities: animal companion (owl), nature sense, wild empathy, woodland stride, trackless step, resist nature’s lure, wild shape 2/day (small or medium animal)

Str 10, Dex 11(13), Con 10, Int 12, Wis 17, Cha 12
Skills: 40sp +2 concentration, +8 handle animal, +7 heal, knowledge +8 nature, +3 listen, +2 spellcraft, +2 spot, +7 survival, +2 swim

Possessions: quarterstaff, sling, 20 sling stones, leather armor, gloves of dexterity +2, cloak of resistance +1, druid’s vestment, potion of cure moderate wounds (2d8+5), 3 potions of cure light wounds (1d8+1), 5 goodberries, 3 potions (actually oils) of produce flame (5th level), 10sp, backpack, bedroll, waterskin

Winnie Toepelt, female tallfellow halfling rogue 5

Winnie is a bit wary. She has had some misadventures in recent times, is wising up, and likes to play it safe. She used to be a cut purse and a burgler in the city, and is now reformed. Winnie became friends with Aneanados years ago, when he helped deliver her from the hands of a sheriff who was hunting her in the woods on the outskirt of his jurisdiction.

Small-Size humanoid
Alignment: ng
Initiative: +5
Languages: common, halfling

AC: 19 (touch 15, flat-foot 13)
HD 5d6
Hit Points: 18
Saves: Fort +2, Ref +9, Will +2

Move: 20 ft
Attack: +5 short sword 1d4+1 or +10 sling 1d3 (+1/+1 < 30')
Base Attack: +3 Grapple: -1

Feats: point blank shot, dodge.
Special Qualities: +2 save vs fear, +1 with thrown weapons and slings, sneak attack +3d6, Uncanny Dodge, Trapsense +1, Evasion, Trapfinding

Str 10, Dex 18 (20), Con 10, Int 14, Wis 10, Cha 10
Skills: +3 appraise, +8 balance, +5 climb, +8 disable device, +8 escape artist, +2 gather information, +13 hide, +5 jump, +5 listen, +15 move silently, +13 open lock, +8 search, +10 sleight of hand, +7 spot, +10 tumble, +7 use rope

Possessions: masterwork thieves tools, small sling, 20 sling bullets, 5 silver sling bullets, +1 small short sword, +1 leather armor, gloves of dexterity +2, 1600 gp, backpack, 100′ silk rope, bedroll, waterskin, 5 days rations

Nobinin Glamourwright, male gnome sorcerer 5

Nobinin generally has a sly smile playing across his lips, as though he was laughing to himself. Friendly and jocular, with gnomish fondness for pranks. Generally likes to live in the city, in comfortable appointment, and dabbles with the composition of chamber music, quartets, percussion, etc.

small-Size humanoid
Alignment: n/cG
Initiative: +2
Languages: common, gnome

HD 5d4+5
Hit Points: 18
AC: 15 (touch 13, flat-foot 14)
Saves: Fort +3, Ref +3, Will +6

Move: 20 ft
Attack: +3 heavy mace 1d6-1 or +5 crossbow
Base Attack: +2 Grapple: -2

Feats: extend spell, spell focus enchantment
Special Qualities: low-light vision, +2 vs illusions, rabbit familiar, 1/day: speak with animals (burrowing mammals only), dancing lights, ghost sound, prestidigitation

Str 8, Dex 12, Con 12, Int 12, Wis 12, Cha 16
Skills: 24 sp +3 bluff, +8 concentration, +2 listen, craft +2 alchemy, knowledge +5 arcana, profession, +8 spellcraft

Spells: spells/day: 0th:6, 1st:7, 2nd:5
DC 13 + spell level, +1 on illusion DCs, +1 on enchantment DCs.
0th: detect magic, daze, light, mage hand, message, ghost sound
1st: color spray, silent image, sleep, magic missile
2nd: invisibility, scorching ray

Possessions: masterwork small heavy mace, masterwork small light crossbow, 10 bolts, bracers of armor +2, ring of protection +1, cloak of resistance +1, wand of burning hands (1st level, 22 charges) backpack, bedroll, waterskin, 5 days rations, 350gp

Terin Goldwrit, dwarf wizard 5

Terin is very proud of his new wand, which he recently crafted, but like many dwarves is stingy and hoarding (frugal, he would say), so is torn between showing it off and saving it’s power, and the investment it represents. He is from a family of metalsmiths, particularly jewelery makers. Is not happy about the amount of gold he had to spend to make his new wand, and is looking to find some more.

Medium-Size Humanoid(dwarf)
Alignment: LG
Initiative: +0
Languages: common, dwarven

AC: 12 (touch 10, flat-foot 12)
HD 5d4+10
Hit Points: 24
Saves: Fort +3, Ref +1, Will +5

Move: 20 ft
Attack: +2 dagger (1d4) or +2 ranged
Base Attack: +2 Grapple: +2

Feats: scribe scroll, craft wondrous item, craft wand, extend spell
Special Qualities: darkvision 60′, stonecunning, +2 vs posion, +2 vs spells, raven familliar, wizard spells

Str 10, Dex 10, Con 14, Int 17, Wis 12, Cha 9
Skills: +8 concentration, +8 craft metalsmithing, +8 knowledge arcana, +5 archetecture, +5 history, +8 spellcraft

Spells: spells / day: 0th:4, 1st:4, 2nd:3, 3rd:2 0th: all
1st: sheild, mage armor, Enlarge Person, Magic Weapon, burning hands, color spray, magic missile, identify
2nd: invisibility, bull’s strength, scorching ray, minor image
3rd: dispel magic, haste, fireball

Possessions: Wand of magic missile (3rd level, 40 charges), scroll of dispel magic, scroll of protection from evil, scroll of knock, scroll of resist energy, bracers of armor+2, cloak of resistance +2, Boots of Levitation, 25gp, backpack, bedroll, waterskin, 5 days rations

Kylisa, female half-elf bard 5

Juggling, shadow puppets, mime, and dancing are what most know Kylissa for. She physically favors her elven blood, and is very small and pixiesh, to the point where she is often mistaken for an elf or halfling. She faces the world with a wry smile, a darting gaze and a clever comment.

Once or twice she has put on a particularly spectacular performance with her friend Yamarra, who is a slightly lighter side to Kylisa’s darker sense of humor.

Medium-Size Humanoid
Alignment: ng
Initiative: +0
Languages: common, elven

AC: 14 (touch 10, flat-foot 14)
HD 5d6
Hit Points: 21
Saves: Fort +0, Ref +4, Will +4

Move: 30 ft
Attack: +4 shortsword 1d6+1 or +4 light crossbow 1d8+1 (+1/+1 > 30′)
Base Attack: +3 Grapple: +3

Feats: Combat Expertise, Point Blank Shot
Special Qualities: low-light vision, immune to sleep, +2 vs enchantment or charm, bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, inspire competence, bard spells

Str 10, Dex 10, Con 8, Int 14, Wis 10, Cha 18
Skills: 64 sp, +6 bluff, +5 decipher script, +9 diplomacy, +3 escape artist, +10 gather information, +4 hide, knowledge +3 arcana, +3 history, +3 local, +3 nobility, +3 religion, +3 the planes, +5 listen, +4 move silently, perform +5 sing +6 lute, +6 dance, +6 puppetry +5 juggle, +7 search, +4 sense motive, +6 spellcraft, +4 spot, +4 tumble, +7 use magic device

Spells: (spells / day: 0th: 3, 1st: 4, 2nd: 2)
0th: message, mage hand, detect magic, light, prestidigatation, daze
1st: cure light wounds, silent image, sleep, comprehend languages
2nd: invisibility, cure moderate wounds, glitterdust

Possessions: (9000 – 5000) +1 short sword, +1 studded leather, +1 light crossbow, 20 bolts, backpack, bedroll, waterskin, 5 days rations


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Restoration of Peace in the Lands of Baron von Steiglitz

Here is a series of encounters that are the culmination of the Castle Stieglitz adventure, and that, if the player’s hearts are true, will result in peace and reconciliation.

These encounters are the second climax and the resolution of the adventures surrounding Castle Stieglitz. Below are presented the camps of the rogue lieutenants of Baron Stieglitz, where the players must go to confront them. In each case, there is the option to attempt to bring the rogue commanders of the Baron’s fractured army to heel under the command of the Baron or Anna. Failing that their commanders must be defeated in order to consolidate power. Anna or the Baron are magnanimous in their victories, and offer amnesty to soldiers who will return to the Stieglitz army.

In either case, the task becomes easier as the lieutenants are recruited. If the Baron still lives and has been redeemed, convincing the other Lieutenants to join his army again is at a +2 bonus on the Diplomacy checks. Also, each lieutenant other than Anna recruited gives the party an additional +2 on the diplomacy check.

If the party comes into conflict with the lieutenants and fighting breaks out, the low-level warriors on both sides will fight each other while the Lieutenant in question and the party fight it out. Assume that there are approximately equal casualties on either side among the low-level warriors.

Anna’s Approval

Here in Talook, Anna, mayor Orlay Petronova and the visiting clergyman are all very interested in what the players discovered in the castle. If the players have redeemed the Baron, all three are relieved and declare their support of him. If the Baron is dead, the three soberly turn to the matter of succession. As Anna červená has the clear support of Orlay and is the only one of the four who did not abandon their duties, she is the obvious choice. The visiting pointiff will happily coronate Anna as the Baroness of Stieglitz the next day.

Either way, the conversation turns to subduing the other lieutenants-turned-bandits; Karl Underharl, Yevgeny Divoký, and Petry Pokrm. The party is asked to help once more, by accompanying Anna or the Baron as their honor guard and champions. If they are reluctant to help they are offered 1,000 gold coins for their assistance.

Development: From here the party will journey, along with Anna, her troops, and the Baron if he is present, down the road from Talook to Onuago. Along the way they will first confront Karl Underharl at his camp in the mountains. It takes two days for the troops to be ready to go, so the party has a chance to rest before they leave.

Karl Underharl’s Mountain Camp

As the party nears the camp a lookout on a tall crag sounds a note on his horn.

Further up mountainous the trail past pine trees and shrubs there is a small, rocky camp. Several wooden shacks and patched tents stand in a small circle in this mountain clearing. A few empty-looking barrels and crates stand near a small cooking fire in the center of the camp, where a couple of small pheasants are roasting on a spit.

Several dozen armed men in mail stand at the ready here. Karl walks out and begins to parley with the group, “What do you want?”

Karl’s dislike of women makes convincing him to re-join the army difficult if Anna in the new ruler of the Stieglitz lands. If she is in charge, his attitude is unfriendly, and the diplomacy check is DC 25, and a result of less than 5 results in Karl flying into a rage and ordering his men to attack. If the Baron has been redeemed his attitude is indifferent and the DC is only 15. In either case, offering new supplies or good wages (excess of 1sp per day per man) gives a +2 circumstance bonus.

If Karl refuses to rejoin the Stieglitz army, Anna or the Baron will set their jaw and declare that if he will not join them, they are outlaw bandits. The two sides will then join battle.

Creatures: Karl, and a handful of stout warriors will fight with the party while both side’s lower-level fighters do battle.

Karl Underharl: HP: 64
5th level fighters (4): HP: 32, 22, 29, 26. AC 18. For other stats see DMG. All have bastard swords, large shields, chain mail and heavy crossbows.

Tactics: Karl and his four knights will approach in formation and fight side by side with sword and shield.

Treasure: One of the wooden shacks contains the band’s treasury: a single lock box, to which Karl has the key. It contains the proceeds of the toll the group has been exacting: nearly 3000 gold worth of mixed coin. Anna or the Baron will offer to split these monies with the party for their help in handling Karl.

Development: If badly wounded, Karl will yield and ask for mercy. At this point he can easily be compelled to rejoin the army, or failing that will agree to exile or whatever is necessary to save his life.

From here the party has the choice of going to Onuago to confront Petry or into the wilderness northeast of Onuago to treat with Yvnegy.

The Dish-Eater’s Camp

Here, a mile north of the road from Onuago to Talook and castle Stieglitz, in the midst of weedy, abandonded fields, stands a large manor house. Above, its windows loom dark and broken over a raised proch. Steps lead up to the open door, where Petry Pokrm the Disheater leans upon the jamb. Leering, dirty men in leather and mail grin down from the porch and windows, fingering the hilts of their blades.

When the party arrives, the Petry will greet them from the steps of the manor house he has set up in. Surrounded by a gang of theives and warriors, he will negotiate with the Stieglitz representatives.

Petry’s initial attitude is unfriendly, and a DC 25 diplomacy check is required to convince him to join with the Stieglitz forces again. A result of 5 or less will cause him to become hostile, and he will order his men to attack. The usual bonuses apply: +2 for each other captain brought back into the fold, and +2 if the Baron has been redeemed.

If Petry cannot be convinced, Anna or the Baron pronounce him an outlaw and order an attack.

Creatures: The Dish Eater, a couple of fighters, and a pair of rogues will fight with the party while the armies clash around them.

Petry Pokrm HP: 120
5th level Fighters (2) HP: 40, 37 For additional stats see DMG
5th level Rogues (2) HP: 25,16 For additional stats see DMG

Tactics: Petry will fly into a rage and attack wildly, using his various weapons to trip and disarm his opponents. His men will move to flank and separate opponents, ganging up on them if possible.

Treasure: His recent career of organized looting and thievery has landed Petry with much of the wealth of Onuago. Arrayed around his chambers in the manor there are 324 platinum coins, 2563 gold coins, 3,400 silver pieces, and 21,548 copper coins in chests and sacks. In addition, there are 2,650 gold worth of art objects and 4,000 gold worth of gems to be recovered. Finally, among the treasure, there is a Ring of Force Shield and an arcane scroll with cloak of the sea and mage’s sword inscribed upon it.

Anna or the Baron may be slightly reluctant to part with all this wealth, and a DC 15 diplomacy check is required to convince them to give half of it to the party. Even if the party fails to convince them, they will begrudgingly give 1/4 of the wealth and the magic items to the party as their share of the spoils of war.

Development: Petry will fight to the death, but for the most part his men will surrender of flee if he falls.

Yevengy and the Wyndm

Here, between the swamps surrounding the lazy river to the west, and the rocky crags of the Cyruk Mountains to the east, on a broad, flat hilltop is the camp of Yevgeny the Fierce.

Gathered around the sides of the hill are many small tents and huts. Going about their daily business are families of the nomadic Wyndm people, apparently drawn to this place and forming some type of settlement.

A group of men with bows slung across their backs and swords at their hips approaches from the hilltop. At their center, frowning, and with a wolf at his side is Yevgeny the Fierce.

Yvengy and his Wyndm are not interested in fighting against or joining with the Steiglitz army, regardless of who is in charge. Instead he wants to protect his people, the Wyndm folk.

As Yevgeny is indifferent, an easy diplomacy check (DC 15) is all that is required for him to agree with a non-aggression pact with the Baron or Anna. He will agree that the Wyndm people will not encroach on their lands as long as they are left alone to live in peace. A DC 30 diplomacy check can convince him to re-join the Stieglitz army. He will not fight unless attacked.

However, another DC 15 diplomacy check by the party is required to convince Anna or the Baron to agree to this non-aggression pact. Even if they do not agree, there is no real grounds for conflict here, and only a major botching of the situation by the party should result in combat.

Creatures: If it somehow comes to a fight, Yevgeny and his best rangers will fight against the party.
Yevgeny Divoký the Fierce HP: 68
5th level rangers (4) HP: 29, 20, 24, 25. See DMG for further stats.

Tactics: If pressed into combat, Yevgeny and his rangers will lead a retreating skirmish, firing their bows as they drop back, covering the retreat of the people gathered here and drawing aggressors up the hill and away from the Wyndm.

Ad Hoc XP: If the party manages to negotiate a pact between the Wyndm and the forces of Castle Stieglitz, it represents a major accomplishment for peace in the region. In addition to being awarded XP for and EL 10 encounter, the party gains the trust and respect of the Wyndm folk, and eventually regional fame for their part in negotiating a lasting and fruitful peace between the old and new peoples of the area.


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Who Left the Portal to Hell Open?

              A Savage Tide Interlude, Told From the Perspective of KorShoth
by F.J. Kim


When Captain Harlis Tovel was gone, KorShoth turned to the others and spoke in pidgin Common, "We see that one again. Wild fever take her soon. Maybe not, but cursed is she."
"What do you mean?" Flit asked as she hovered six feet above the sandy cave floor. Her wings beat so fast that they formed a nimbus of blurred movement around her back. Earlier, in the morning sunlight outside the caves, he had seen that the wings distorted the air around them to such an extent they formed shimmering rainbows. A faint humming emanated from them.
KorShoth admired how she could weave her chirping melodies into the light bass of the humming wings to symphonic effect. The full sounds were unexpected from such a small creature. Perhaps that was why her songs filled him with equally unexpected prowess in battle.
Truly a magical creature, thought KorShoth. Aloud, he answered her query in sardonic Draconic, "After the black pearl shattered on the deck of her ship, she said it felt as if a dark presence occupied her mind. For a time she did not know herself. Hmph. A demonic being rode that one! And we are fools to let her walk out of here alive."
KorShoth sighed. For his race, that meant a sibilant expelling of breath through his large nostrils."My master Morkoth, who is no more, could have read the signs perhaps." The tall lizardman whipped his fearsome head from side to side in agitation. This peculiar reptilian gesture was his race's form of a nervous gesture. KorShoth did not like the idea of a demon loose on the earth one iota.
While the lizardman was distracted feeling sorry for himself, Mpata Mbata turned to Fundiani, "What'd he say?"
The elven druid translated.
"We don't know that it was a demon," Mpata Mbata rumbled in his deep voice that reminded KorShoth of the enchanted tumbling rocks in the Broken Country. "She might have been delusional. Did you hear how she went off at the mention of Vanthus' name? Hell, with all that rantin' and ravin' and swearin'...I'd say she suffered a con-cuss-ion. When it comes to Vanthus she's no fan—thus she'll never be on his side."
Something about the way Mpata Mbata spoke made KorShoth think the dark softskin intended other meanings. But what? If only he had more acumen with the Common tongue...
"Well standing around here yakking about it isn't going to solve anything," pointed out Tina to the whole party, "Let's get to the ship already. We need to warn Lavinia about Tovel's first mate."
Without waiting for assent from the rest, the young wizardess began walking towards the exit. Linus followed her out. As they left the cavern, he could be heard asking Tina, "So show me your spellbook, T. I bet you've acquired some sweeet spells since you left the Academy."
They quickly devolved into thaumaturgical jargon as they exited the caves.
"I'll be happy to just get away from this awful place," muttered
Fundiana. Kes gave an approving squawk and flapped her wings for emphasis.
KorShoth sang in Draconian as he strode to the waiting ship. It was
his favorite canticle from the BhalShaloth epic. Since the time he'd been an unsure youngling, struggling against everyone and everything with a primal anger and defiance that burned in his belly, the canticle had given him hope and a savage equilibrium. Without its balancing influence on KorShoth's nature, he would have destroyed himself long ago.

###Wide awake, sides scrape
over sand and sun-warmed rock
~through swarms of water moc~
to lose along the way, the spark that set the flame
to flicker and to fade, of this the longest day.
~The wind go through to my heart,
the wind blow through my soul.
~Give yourself to this, the longest day.
Give yourself, give it all away.###

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Savage Tide Chronicle: Kraken Cove

Collected below are several character’s impressions of Kraken Cove, a small pirate port that they have come to in search of Vanthus Vanderboren.

Fundiani’s and Kes’s account

Once Dervish had been taken to the only surviving ship to recuperate we set out to discern our next course of action. No sooner had we begun then did one of the lizard-folk rise from the water, he too seeming to be marked by the curse. Even before i could say ‘what’s your name’ in the lizard-man’s native tongue of draconic did Mpada Mbada stab him though the neck. His aim was true but the lizard-folk are hardy and though the blur of those first few moments he heard my call in his native tongue. Flitteran too could sense the beast-man’s motives and called for a pause in action. He was emboldened with the need to avenge his kin who had been altered by the curse that has taken this place. I could feel his anger and grief when he emerged from the water. Tina could also speak draconic but she was growing impatient of our delay and eager to leave this place which I too hate with all my power and Linus held back judging the outcome.

We made a rocky truce with the strange new-comer and almost immediately after the mutated dinosaur that had been inside the cave feasting on the flesh of his own kind came out to attack. Llinus stopped it in its tracks with some sorcery of his while we gathered our senses. Tina managed to enfeeble the beast somewhat but still Mpada Mbada and the lizard-man were hurt. Luckily the bravery of Flitteran brought Mpada Mbada, her dear friend, back to our aid and thus gave him the power to inflict one of the finishing blows that would bring down that disturbing monster. Thus he lashed in his death throws and burst into the acid remains of his spent body.

Enraged over his brutalized kin the lizard-man with out fear walked into the the very cave the felled beast had just come from. Upon entering he began cutting down the silks that had hung from the ceiling of the voluminous cave covering the floor with the delicate cloth. Then a shadow moved behind him and when he turned what he looked upon was once maybe a halfling but now his fingers where boneless his body black-rashed and bleeding from the those tell-tale bone spurs and his mouth could speak only of the flesh he so yearned to eat. The rest of the company where still entering the cave when the fight began, however it didn’t take long for crossbow bolts and arrows to sing and for Kes to find his true self and attack with all his fury this fouled thing. Mpada Mbada and the lizard-man fought together and Tina stayed back consulting her books as Flitteran judged from above what her best place was. Swiftly did we dispatch this shell of a halfling and soon after we where scouring the cave and checking the remains.

But the day had been long and the night half gone and so, after much convincing of the lizard-man, did the company retire with Dervish on the ship. Mpada Mbada used his natural cunning to heal the wounds of the party and all were held in the gentle arms of sleep, all except one. While the company rested as they are bound to do I searched. And as morning broke I waited for my companions on the beach with the stench of those mutated and mutilated bodies all around and the nights rest behind.

Kes and I have started to adapt to the horrid feeling of wrongness in the air, at least enough to fight our way back out as we know we must. The night before when I had searched those changed waters and found something that seemed to be at the heart of the savage chaos; a black pearl the size of a man fist lie broken on the ocean bottom. This and some useless finery i recovered for my company from the ravaged ocean floor. The learned ones tried to find its old power but could not and Dervish excited over the finery as we set out to search the caves for some clue or treasure that could lead us to Vanthus.

We first came upon a room that had trapped within it four caged creatures, oh how Kes and I did cry out at the sight of such torture. Mutated they where by the curse and desperate and trapped but the lizard-man and I waisted no time or words and quickly dispatched these half dead beasts out of decency.

The next room required breaking down the door and when the inside was revealed we saw that it was filled with fungi and lichen and some potions of sorts everywhere. We entered thinking ourselves safe and then we turned to see a human sized tentacled mushroom coming for the lizard-man; but he is strong and the mushroom only vegetable matter. After the shock was over the mushroom beast had no chance and was cloven in two in a minute. Inside we found poisons and a dead gnome.

The last room we searched was a trophy room. In it many treasures were found. Old maps from Sasserine’s beginning, crossbow bolts, dragon turtle teeth, gold and other metal coins, weaponry, and when put all together some kind of history of the pirates that had once occupied Kracken’s Cove.

But there are still rooms to search and treasures to uncover……

mPata mBata’s Memory

As we stood on the shore contemplating the dusk, an alligator crawled up on shore, then stood upright. It suffered from the same savage fever affliction as the other beasts, monkeys and pirates of the land, so I attacked it before it could bite us. He then shouted something at my comrades in some slithering tongue. Fundiani treated (too kindly) with it, and it shouted something back in its alien language. It sounded rather mad, the blood shooting from its neck spewing onto the sandy beach.

Then from the mouth of the coastal cave, a dinosaur let out a roar. We jumped and a few of us ran to the cliff to gain higher ground. It charged and we charged, flanked it, swung madly, I was clawed and bitten to pieces, falling over in a lump of manflesh. Flitteran popped over and healed me in a flash while the others (even our new lizard friend in his chain shirt) kept the beast contained. I jumped up with my sword and stuck it in the neck (a common attack this day) and through our collective diligence the beast fell. I removed a few of its teeth while we healed up.

Then we decided to head deeper into the cave. There, in a silk web-encrusted chamber, we came upon a ghost of a man, who leapt upon the lizard man, gnawing at his flesh. I charged it and the others jumped in as well. We finally subdued him and then retreated to the ship moored just off shore to stay overnight. I healed all the companions’ surface wounds, even our new reptilian companion.

From the oral remembrances of KorShoth (told in the song and bladedance tradition of the lizardfolk hunters of SpekShaPunkt):

anger (fearfulaspect of Semuanya destroys). softskins kill kill them all rend flesh from bone chew intestines

hated detested stinking softskins profaning sacred hunting grounds###YurbothShin group ATTACKED
Black magic raced across land and all of Semuanya’s creation perverted.

beasts were wild. BLOOD DEATH MADNESS! the YOUNGLINGS ~
altered…
killed…
young suns extinguished in early night….lament ~

MorKoth advised return to village. short mourning ended by beginning of long return trek.
Tree cats. Fiercesome fury. AMBUSH! MorKoth fell but claimed two for his own. Ren Moc roared and other cats bled for Semuanya.
###lament for passing of MorKoth’s wisdom ^ MorKorth’s kindness###

lost angry wandering jungle time Ocean
fire ships in night
stench of blood/death

SOFTSKINS! dead alive
~ swim for vengeance and tall dark one stabbed through Ta’ Skitch.
RED FURY! Blade fire BLOOD
….but the thin one spoke the words of Semuanya — poorly
Not them! Not them! One called Vanthus is responsible. They hunt him too. Semuanya’s vengeance seeks Vanthus.
Maybe
The one called Tina spoke in the base tongue of softskins ~ perhaps not Vanthus perhaps… (how stupid they are always
underestimating Semuanya’s children)
Kill the rare earth lizard kill the deformed half softskin kill the entrapped mad softskins kill the wild plant that hungers for flesh
More blood to sate Semuanya’s anger
But where is the softskin Vanthus? Is he the one?
Semuanya’s holy justice be done ~ by claw by fang by Ren Moc by will

Linus’s Journal Entry: Not much to say really, it seems to me this Vanthus fellow has bitten off more than he can chew. He must be dispatched soon, else more will choke on his mouthful of trouble. I wonder what secrets lie in the fact that this strange magick only blights kingdom animalia… My limited education on the matter allows me naught but little room for conjecture, but one can only hope that there may be an antidote outside of the ministrations of priests. The excitement and danger of the current adventure is a nice distraction, but I long for an evening over a cup of wine (outside my feduciary means) to ponder over the matter with my newfound compatriots. No matter. I am sure once we overtake Vanthus, justice will be served; and I can go back to orchestrating my vendetta, still years away…

Linus contemplating Sasarine’s Skyline

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