This sword is wielded by only the most determined defenders of the innocent, for merely drawing it shed's the holder's blood. Yet no other weapon is as effective against the forces of darkness.
Epic Artifact: The Sword of Thorns: the hilt is covered with barbs, and each round it is wielded it deals 1hp damage. Each attack made with the sword deals 1d6 damage to the wielder.
Property: Against creatures with the evil keyword, this sword ignores all resistances and deals an additional d20 damage.
Power - escape inescapable evil - standard action - Teleport 20. With a slash of the blade you cut through to another world. You and touched creatures can move through the momentary gap created, after which it closes up.
Saturday, December 20, 2008
Sunday, November 30, 2008
Gladiator's Net
These nets are used to capture men or animals in gladiatorial arenas and in the wild. The nets are large enough to ensnare one large or smaller creature, and do so with the help of many small hooks and weights attached to the net. A strong tether is attached to the net, and the thrower holds it to prevent the ensnared creature from escaping.
Attacking with the net is a range 3 Dexterity vs. Reflex attack. A hit indicates that you have initiated a grab against the target. This works as a normal grab except that the target can move, just not farther away from you. As normal for a grab, an Acrobatics vs Reflex or an Athletics vs. Fortitude attack is used to escape.
Once the net has been thrown, it takes two move actions to reel it back in and prepare it to be thrown again.
Weapon Prof. Damage Range Price Weight Group Properties
Net +0 special 3 25 g 5 lbs none reload 2 move
Attacking with the net is a range 3 Dexterity vs. Reflex attack. A hit indicates that you have initiated a grab against the target. This works as a normal grab except that the target can move, just not farther away from you. As normal for a grab, an Acrobatics vs Reflex or an Athletics vs. Fortitude attack is used to escape.
Once the net has been thrown, it takes two move actions to reel it back in and prepare it to be thrown again.
Weapon Prof. Damage Range Price Weight Group Properties
Net +0 special 3 25 g 5 lbs none reload 2 move
Tuesday, November 18, 2008
Helm of the Beast
Monday, November 10, 2008
Daren Riverboat
These small, flat-bottomed boats ply the waters of the River Daren. This design has been used for generations to move goods and people from Lake Abernath and the Middle Kingdoms all the way to the Soral Sea. They are propelled by small square sails, or poled or rowed along. They can navigate calm sea waters, but in stormy weather are easily overwhelmed, and so tend to sail close to shore when leaving the rivers.
Daren Riverboat
Gargantuan vehicle
HP 150 Space 4 squares by 9 squares Cost 2,5000 gp
AC 3; Fortitude 20, Reflex 2
Speed swim 5
Pilot
The pilot may stand or sit at the stern of the Daren Riverboat and operate the rudder.
Crew
In addition to the pilot, a Daren Riverboat requires a crew of three, all of whom use a standard action each round to control the ship.
Reduce the ship’s speed by 2 squares for each missing crew member. At swim speed 0, the ship sails out of control.
Load
Twenty Medium creatures; one ton of cargo.
Out of Control
An out-of-control Daren Riverboat moves forward at half speed. At the
DM’s discretion, it can move in the same direction as a strong wind at up to full speed.
Sails
At the DM’s discretion, a Daren Riverboat can take a penalty or bonus to its speed of –4 to +4, depending on the strength and direction of the wind.
Daren Riverboat
Gargantuan vehicle
HP 150 Space 4 squares by 9 squares Cost 2,5000 gp
AC 3; Fortitude 20, Reflex 2
Speed swim 5
Pilot
The pilot may stand or sit at the stern of the Daren Riverboat and operate the rudder.
Crew
In addition to the pilot, a Daren Riverboat requires a crew of three, all of whom use a standard action each round to control the ship.
Reduce the ship’s speed by 2 squares for each missing crew member. At swim speed 0, the ship sails out of control.
Load
Twenty Medium creatures; one ton of cargo.
Out of Control
An out-of-control Daren Riverboat moves forward at half speed. At the
DM’s discretion, it can move in the same direction as a strong wind at up to full speed.
Sails
At the DM’s discretion, a Daren Riverboat can take a penalty or bonus to its speed of –4 to +4, depending on the strength and direction of the wind.
Saturday, November 8, 2008
Duergar Berzerker Armor
Level 8+
Made by the craftiest, deepest dwarves, this armor was often given as a gift to their "friends", with the promise that wearing it would make them invincible in battle. The armor grants the wearer great strength and speed, but to do so it makes them insensible to pain. As a result, those who wear it often receive mortal wounds without knowing it and die of them.
Lvl 8 +1 3,400 gp
Lvl 13 +2 17,000 gp
Lvl 18 +3 85,000 gp
Lvl 23 +4 425,000 gp
Lvl 28 +5 2,125,000 gp
Armor: hide, chain, scale, plate
Enhancement: AC, Dexterity & Strength
Property: The player does not keep track of their own hit points while wearing the armor, instead the DM does. In addition, whenever the player wishes to use a healing surge, they must make a saving throw. Success indicates that they can, failure indicates that they instead attack the nearest enemy (via charge etc.)
Cursed: Removing the armor from a living creature requires a Remove Affliction ritual with a penalty to the Heal check equal to the armor’s level.
Made by the craftiest, deepest dwarves, this armor was often given as a gift to their "friends", with the promise that wearing it would make them invincible in battle. The armor grants the wearer great strength and speed, but to do so it makes them insensible to pain. As a result, those who wear it often receive mortal wounds without knowing it and die of them.
Lvl 8 +1 3,400 gp
Lvl 13 +2 17,000 gp
Lvl 18 +3 85,000 gp
Lvl 23 +4 425,000 gp
Lvl 28 +5 2,125,000 gp
Armor: hide, chain, scale, plate
Enhancement: AC, Dexterity & Strength
Property: The player does not keep track of their own hit points while wearing the armor, instead the DM does. In addition, whenever the player wishes to use a healing surge, they must make a saving throw. Success indicates that they can, failure indicates that they instead attack the nearest enemy (via charge etc.)
Cursed: Removing the armor from a living creature requires a Remove Affliction ritual with a penalty to the Heal check equal to the armor’s level.
Thursday, November 6, 2008
Baldrik Ostov, Death Knight
A knight in dirt-encrusted full armor steps forward and levels a glowing black blade at you. His black shield is emblazoned with a white sword and a diagonal red stripe, faded with age and numerous gashes. He raises the visor of his helm to reveal a fleshless skull for a face, with red pits for eyes. He swings his sword and a wave of screaming, lurid green hell-flame sweeps forth.
Baldrik Ostov was once the head of the Knights of the Crimson Sash, an order who served the Duke of Oleander in the time before the fall of Soguer. When the capitol fell and the lords of Soguer's provinces fell to warring for succession, Baldrik led the Duke's armies to many victories.
Eventually he went the way of all men and was struck down during a battle to subjugate one of the Duke's rebellious vassals. His body was brought back to the Duke's castle and interred there. This proved to be too great of a loss for Oleander to survive, and the majority of his vassals seceded over the next several years, leaving the Duchy as a tiny portion of it's former lands.
There are those who know how to make use of a mighty warrior after he has died, however. One such person, upon his return to the mortal world to serve his dark master, used foul rituals learned at the feet of the Prince of the Undead to raise Baldrik from his grave and bind him to service. Now Baldrik rides the land as a horrible skeletal warrior doing the bidding of his evil master.
Baldrik in your game: Baldrik could make a great climactic encounter for a group of 11th level PCs. He could almost even be used as a solo monster against them. Alternatively, for a group of epic tier characters you could use a bunch of "Baldriks" as an encounter.
Statistics
Baldrik Ostov ✦ Level 15 Elite Fighter (Leader)
Medium natural humanoid (undead) ✦ XP 2400
Initiative +8 Senses Perception +9; Darkvision
HP 256; Bloodied 128; Healing Surge 64; Healing Surges: 2 see also power reference
AC 37; Fortitude 34, Reflex 26, Will 27
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant
Speed 5
Action Points 1
Powers
Basic Melee ✦ At-Will ✦ Martial, Weapon
Bastard Sword +21 vs. AC; 1d10 + 5 and 5 necrotic
Cleave ✦ At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +21 vs. AC
Hit: 1d10 + 6 and 5 necrotic damage, and an enemy adjacent to you takes 6 damage.
Anvil of Doom ✦ Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +21 vs. AC
Hit: 2d10 + 6 and 5 necrotic damage, and the target is dazed until the end of your next turn.
Storm of Blows ✦ Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +21 vs. AC
Hit: 1d10 + 7 and 5 necrotic damage.
Effect: After the attack, you can shift 1 square and repeat the attack against another target within reach. You can then shift 1 square and repeat the attack against a third target within reach. After the final attack, you can shift 1 square.
Dragon's Fangs ✦ Daily ✦ Martial,Weapon
Standard Action Melee weapon
Targets: One or two creatures
Attack: +21 vs. AC, two attacks against one target or one attack against each target
Hit: 3d10 + 6 and 5 necrotic damage.
Miss: Half damage
Unbreakable ✦ Encounter ✦ Martial
Immediate Reaction Personal
Trigger: You are hit by an attack
Effect: Reduce the damage from the attack by 6.
Last Ditch Evasion ✦ Daily ✦ Martial
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You take no damage from the attack that just hit you.
However, you are stunned and take a –2 penalty to all defenses until the end of your next turn.
Marshal Undead
Aura 10; lower-level undead allies in the aura gain a +2 bonus to their attack rolls.
Soul Weapon ✦ Necrotic, Weapon
When attacking with its melee weapon, the death knight deals an additional 5 necrotic damage to its target.
Unholy Flames (standard; recharge 5,6) ✦ Fire, Necrotic
Close burst 2; +17 vs. Reflex; 6d8 + Constitution modifier necrotic and fire damage to living creatures; undead creatures within the burst (including the death knight) deal an extra 2d6 fire damage with melee attacks until the end of the death knight’s next turn.
Alignment Alignment Languages Common, Abyssal
Skills Athletics +18, Endurance +18, Intimidate +13
Str 22 (+13) Dex 12 (+8) Wis 14 (+9)
Con 13 (+8) Int 18 (+11) Cha 11 (+8)
Equipment: Warplate armor, Heavy Shield, Bastard Sword (soul weapon)
Baldrik Ostov was once the head of the Knights of the Crimson Sash, an order who served the Duke of Oleander in the time before the fall of Soguer. When the capitol fell and the lords of Soguer's provinces fell to warring for succession, Baldrik led the Duke's armies to many victories.
Eventually he went the way of all men and was struck down during a battle to subjugate one of the Duke's rebellious vassals. His body was brought back to the Duke's castle and interred there. This proved to be too great of a loss for Oleander to survive, and the majority of his vassals seceded over the next several years, leaving the Duchy as a tiny portion of it's former lands.
There are those who know how to make use of a mighty warrior after he has died, however. One such person, upon his return to the mortal world to serve his dark master, used foul rituals learned at the feet of the Prince of the Undead to raise Baldrik from his grave and bind him to service. Now Baldrik rides the land as a horrible skeletal warrior doing the bidding of his evil master.
Baldrik in your game: Baldrik could make a great climactic encounter for a group of 11th level PCs. He could almost even be used as a solo monster against them. Alternatively, for a group of epic tier characters you could use a bunch of "Baldriks" as an encounter.
Statistics
Baldrik Ostov ✦ Level 15 Elite Fighter (Leader)
Medium natural humanoid (undead) ✦ XP 2400
Initiative +8 Senses Perception +9; Darkvision
HP 256; Bloodied 128; Healing Surge 64; Healing Surges: 2 see also power reference
AC 37; Fortitude 34, Reflex 26, Will 27
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant
Speed 5
Action Points 1
Powers
Basic Melee ✦ At-Will ✦ Martial, Weapon
Bastard Sword +21 vs. AC; 1d10 + 5 and 5 necrotic
Cleave ✦ At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +21 vs. AC
Hit: 1d10 + 6 and 5 necrotic damage, and an enemy adjacent to you takes 6 damage.
Anvil of Doom ✦ Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +21 vs. AC
Hit: 2d10 + 6 and 5 necrotic damage, and the target is dazed until the end of your next turn.
Storm of Blows ✦ Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +21 vs. AC
Hit: 1d10 + 7 and 5 necrotic damage.
Effect: After the attack, you can shift 1 square and repeat the attack against another target within reach. You can then shift 1 square and repeat the attack against a third target within reach. After the final attack, you can shift 1 square.
Dragon's Fangs ✦ Daily ✦ Martial,Weapon
Standard Action Melee weapon
Targets: One or two creatures
Attack: +21 vs. AC, two attacks against one target or one attack against each target
Hit: 3d10 + 6 and 5 necrotic damage.
Miss: Half damage
Unbreakable ✦ Encounter ✦ Martial
Immediate Reaction Personal
Trigger: You are hit by an attack
Effect: Reduce the damage from the attack by 6.
Last Ditch Evasion ✦ Daily ✦ Martial
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You take no damage from the attack that just hit you.
However, you are stunned and take a –2 penalty to all defenses until the end of your next turn.
Marshal Undead
Aura 10; lower-level undead allies in the aura gain a +2 bonus to their attack rolls.
Soul Weapon ✦ Necrotic, Weapon
When attacking with its melee weapon, the death knight deals an additional 5 necrotic damage to its target.
Unholy Flames (standard; recharge 5,6) ✦ Fire, Necrotic
Close burst 2; +17 vs. Reflex; 6d8 + Constitution modifier necrotic and fire damage to living creatures; undead creatures within the burst (including the death knight) deal an extra 2d6 fire damage with melee attacks until the end of the death knight’s next turn.
Alignment Alignment Languages Common, Abyssal
Skills Athletics +18, Endurance +18, Intimidate +13
Str 22 (+13) Dex 12 (+8) Wis 14 (+9)
Con 13 (+8) Int 18 (+11) Cha 11 (+8)
Equipment: Warplate armor, Heavy Shield, Bastard Sword (soul weapon)
Sunday, October 19, 2008
The Sword of War
Aryte Majak, or the Sword of War, is an artifact created when Malthalious the Inquisitive attempted to craft the ultimate weapon. A demon's spirit infused the blade and now it lives for war.
Aryte Majak, The Sword of War - Heroic Level
The blade of this sword appears to be made of some type of smoky glass or crystal. The intricately carved iron hilt and pommel are covered with tightly packed mystic runes. As it is raised to strike a strange green glow begins to gleam from within.
The Sword of War is a +2 sword. It can take the shape of any type of sword, depending on its wielder's preferred weapon. By default it is a long sword.
Enhancement: Attack and damage rolls.
Critical: + 2 d12 damage.
Property: You gain a +2 Fear bonus on intimidate checks.
Power: (Encounter, Fear): Standard Action You can use Cause Fear (Cleric Attack 1) as an Encounter power. The attack roll is Wisdom bonus + 1/2 level + the sword's enhancement bonus against the target's Will defense.
Goals: Ayrte Majak's only purpose is to wage war. The demon within this blade revels in the deaths of mortals, and only on the field of battle can its thirst for blood be properly slaked.
Roleplaying the Sword of War
When Ayrte Majak speaks its voice can be heard in the mind of its wielder, or the one it intends to be its wielder. Those nearby may hear a low, rasping whisper, but the words are difficult to make out.
Ayrte Majak is new to the world, but it burns with the desire to kill. Having seen the carnage of the battlefield it knows in its soul that it must taste the joy of that slaughter again. The Sword will ask, or failing that, compel, its bearer to go forth, raise up armies, and lead them into battle.
Possession (At-Will, charm): If Ayrte Majak's wielder is not complying with its wishes, it can use its powers of possession to force the wielder to act. Any time Ayrte Majak's wielder disobeys its commands it can make a +10 attack against the wielder's Will Defense. A hit indicates the sword takes control of the wielder's actions (save ends).
Fated Blade (At-Will): Once the Sword of War has chosen a bearer, it has the power to place itself in their possession. Leaving the sword behind or giving it away result in it simply magically transporting itself back in their scabbard, or the next time they draw a weapon they mysteriously find that it is the Sword of War.
Concordance
Starting Concordance 5
Bearer recruits for war +2
Bearer dismisses troops -2
Bearer engages in a battle involving at least 20 participants +1
Bearer engages in a battle involving at least 40 participants +3
Bearer engages in a battle involving at least 80 participants +5
Bearer spends a week not actively engaged in warfare -2
Pleased (16-20)
"More souls for my thirst! Charge!"
Enhancement bonus and Intimidate bonus raise to +4, critical becomes +4 d12.
The Sword's Cause Fear power becomes an At-Will power.
The Sword's acid power becomes an Encounter power.
The Sword's Possession attack becomes +8 vs Will.
Satisfied (12-15)
"Ahh, the bload-soaked fields. This is what is good in life!"
Enhancement bonus and Intimidate bonus raise to +3, critical becomes +3 d12.
The Sword gains the following power: Power (Daily - Acid): Free Action. Use this power when you hit with the weapon. Deal an extra 1d6 acid damage, and the target takes ongoing 5 acid (save ends).
Normal (5-11)
"These skirmishes will never do... we must wage WAR!"
Normal powers as listed above.
Unsatisfied (1-4)
"We must raise an army and destroy our enemies!"
Enhancement bonus drops to +1, Intimidate bonus drops to +1, critical becomes +1 d12.
The Sword's possession attack is raised to +12 vs Will.
Angered (0 or lower)
"Die at his hand that I may drink fresh blood!"
Enhancement bonus drops to +0, Intimidate bonus drops to +0, critical becomes +0 d12.
The Sword's possession attack is raised to +14 vs Will.
Any time Ayrte Majak's wielder encounters a warrior who could wield it the sword will make a Possession attack against the wielder's Will Defense. On a hit the wielder will be forced to attack the target. In this way Ayrte Majak hopes to be transfered to a more warlike bearer, once they have defeated its current wielder in combat.
Moving On
In the hands of someone who persistently refuses to wage war, Ayrte Majak will force its bearer to challenge those they encounter until they are struck down and it had a new hand to wield it.
Redemption
If the sword is made to suffer, perhaps by being imprisoned, and then used in a just war, it can then be redeemed and turned from an instrument of slaughter into one of good.
Aryte Majak in your game: The Sword of War is meant to be a recurring NPC in a long campaign set in a war-torn land. During the story the sword changes roles from villain to victim and then to hero. The sword's character and path explore the theme of an individual's relationship to war.
First it comes into the player's possession and forces them to wage war against their will, or to go to excess in the name of war. Eventually it is taken from them and they see it several more times on battlefields, or hear of its exploits, and it continues to menace them. Later they learn of its imprisonment and eventually even have a stolen moment when it eloquently pleads with them to free it: it was built to wage war and is tortured by it's inability to do so. Finally, they realize that they need its power to defeat a dangerous general who is marching on their homes on the field of battle. They rescue it and it takes on a heroic role.
Background: This sentient weapon is the result of a wizard's attempts to create the ultimate weapon. The reclusive sage Malthalious the Inquisitive, who discovered the mixture of diamond and adamantium from which the sword is made, forged it and was imbuing it with magical powers. An evil spirit, a balor fiend of possession, heard of the weapon and attempted to steal it. A group of heroes foiled the demon's theft and slew it. The incomplete sword was a perfect receptacle of malevolent destructive energy, and was made sentient as the dying fiend's soul entered the sword in desperation. As the two fused, the descruction of the balor's body in the demi-plane where Malthalious lived caused the sword to be flung through the spaces between the worlds. It emerged two generations later on a field of battle where two armies were readying to fight over the scraps on the once-great nation of Soguer.
Now it is the cause of strife and war wherever it goes. It raises it's owner's personal ambition to the level of madman, and then often leaves them dead on the battlefield, to be itself carried off be their slayer.
Eventually during the course of these wars the sword fell into the hands of a tyrant who was able to establish dominance over the northern remainder of Soguer: Muret, Oleander, and the mountains. From his position of strength this follower of Hextor began to fortify and build his kingdoms up. Believing the Sword of War to be his symbol of power, and fearing that it would be stolen and that he would be defeated, he had a special vault built for it from whence it could not escape. At that point Aryte Majak became the unwilling victim and prisoner of this strong-willed tryant, and his purpose of waging war was stymied.
Later Aryte Majak is rescued from his imprisonment by a group who need its power to wage an important war or fight an important battle. A rogue general is marching on and pillaging the player's king's lands, or perhaps an army of the dead. During this time, the sword shines as a hero - striving with it's rescuers to defeat a horrible evil in battle. In this way, by first having suffered itself, and then fighting in a just war, the Sword of War may be redeemed and a new purpose found: to fight for good and freedom against tyrants and those who would slaughter for power.
Encounters with Aryte Majak
Finding the Sword on the field of death - 5th level encounter, xp 1000
In this encounter the party comes upon a battlefield where all are dead except the wielder of the sword. He attempts to press the party into his service and, if they refuse, attacks them.
Description: Walking through a wood on an overcast day, the sound of crows ahead is muffled in the gray light. Coming out of the wood, a battlefield stretches out before you, covered with the dead and dying. One single surviving soldier sits in the middle of the field of corpses, his head hung low, a strange sword held limply in his hand.
At the sound of your approach he look up, and then jerks to his feet. He raises the sword above his head. In the dim light its blade seems to be made of some type of smoky crystal. As the man begins to speak a greenish light can be seen within the sword's strange blade.
"Good, more recruits! Come, swear fealty to me, for you shall be the start of my new army! Now that I have the sword, we shall crush all that stand before me!"
If the players refuse, the soldier will make one more attempt to intimidate them into service
"As we joined battle against Lord Steig's men this sword appeared in a flash of flame in the middle of the battlefield. I knew right then that it must be mine and that I would carry it to victory in battle. One of Steig's men picked it up, but was quickly cut down by one of our pikemen. Their footmen took it back, but I ordered our archers to shoot them down. Man after man kept taking it, until I finally cut the last of them down and took it for myself. I have defeated all who stood before me! It is my destiny to conquer Lord Steig's lands, then then all of the surrounding lands, and then the world! You shall join my forces or you shall also die!"
Any reaction other than offering themselves as his vassals results in the maddened soldier attacking the party.
Mad Human Veteran - level 5 Solo Soldier
Medium natural humanoid - XP 1000
Initiative +2 Senses Perception +2
HP 192; Bloodied 96
AC 25, Fortitude 19, Reflex 17, Will 19
Speed 5
Action Points 2
The Sword of War - (standard melee; at-will)
+12 vs AC; 1d10 + 7 damage (+3d12 on crit)
Soldier's Fury (standard; at-will)
The soldier can make 2 basic attacks.
Combat Challenge (at-will)
Alignment Evil
Languages Common
Skills: Athletics +10, Intimidate +12
Str 19 (+6) Dex 16 (+5) Wis 10 (+2)
Con 13 (+3) Int 10 (+2) Cha 16 (+5)
Equipment scale mail, large shield, Aryte Majak
Tactics: The soldier will simply attack the nearest enemy, laying about with the Sword of War until all are slain or have submitted to his leadership. He will fight to the death.
Development: If the party manages to defeat the soldier they should take Aryte Majak with them. If they decide to leave it behind the Sword will magically place itself in the possession of the strongest warrior in the group.
Aryte Majak, The Sword of War - Heroic Level
The blade of this sword appears to be made of some type of smoky glass or crystal. The intricately carved iron hilt and pommel are covered with tightly packed mystic runes. As it is raised to strike a strange green glow begins to gleam from within.
The Sword of War is a +2 sword. It can take the shape of any type of sword, depending on its wielder's preferred weapon. By default it is a long sword.
Enhancement: Attack and damage rolls.
Critical: + 2 d12 damage.
Property: You gain a +2 Fear bonus on intimidate checks.
Power: (Encounter, Fear): Standard Action You can use Cause Fear (Cleric Attack 1) as an Encounter power. The attack roll is Wisdom bonus + 1/2 level + the sword's enhancement bonus against the target's Will defense.
Goals: Ayrte Majak's only purpose is to wage war. The demon within this blade revels in the deaths of mortals, and only on the field of battle can its thirst for blood be properly slaked.
Roleplaying the Sword of War
When Ayrte Majak speaks its voice can be heard in the mind of its wielder, or the one it intends to be its wielder. Those nearby may hear a low, rasping whisper, but the words are difficult to make out.
Ayrte Majak is new to the world, but it burns with the desire to kill. Having seen the carnage of the battlefield it knows in its soul that it must taste the joy of that slaughter again. The Sword will ask, or failing that, compel, its bearer to go forth, raise up armies, and lead them into battle.
Possession (At-Will, charm): If Ayrte Majak's wielder is not complying with its wishes, it can use its powers of possession to force the wielder to act. Any time Ayrte Majak's wielder disobeys its commands it can make a +10 attack against the wielder's Will Defense. A hit indicates the sword takes control of the wielder's actions (save ends).
Fated Blade (At-Will): Once the Sword of War has chosen a bearer, it has the power to place itself in their possession. Leaving the sword behind or giving it away result in it simply magically transporting itself back in their scabbard, or the next time they draw a weapon they mysteriously find that it is the Sword of War.
Concordance
Starting Concordance 5
Bearer recruits for war +2
Bearer dismisses troops -2
Bearer engages in a battle involving at least 20 participants +1
Bearer engages in a battle involving at least 40 participants +3
Bearer engages in a battle involving at least 80 participants +5
Bearer spends a week not actively engaged in warfare -2
Pleased (16-20)
"More souls for my thirst! Charge!"
Enhancement bonus and Intimidate bonus raise to +4, critical becomes +4 d12.
The Sword's Cause Fear power becomes an At-Will power.
The Sword's acid power becomes an Encounter power.
The Sword's Possession attack becomes +8 vs Will.
Satisfied (12-15)
"Ahh, the bload-soaked fields. This is what is good in life!"
Enhancement bonus and Intimidate bonus raise to +3, critical becomes +3 d12.
The Sword gains the following power: Power (Daily - Acid): Free Action. Use this power when you hit with the weapon. Deal an extra 1d6 acid damage, and the target takes ongoing 5 acid (save ends).
Normal (5-11)
"These skirmishes will never do... we must wage WAR!"
Normal powers as listed above.
Unsatisfied (1-4)
"We must raise an army and destroy our enemies!"
Enhancement bonus drops to +1, Intimidate bonus drops to +1, critical becomes +1 d12.
The Sword's possession attack is raised to +12 vs Will.
Angered (0 or lower)
"Die at his hand that I may drink fresh blood!"
Enhancement bonus drops to +0, Intimidate bonus drops to +0, critical becomes +0 d12.
The Sword's possession attack is raised to +14 vs Will.
Any time Ayrte Majak's wielder encounters a warrior who could wield it the sword will make a Possession attack against the wielder's Will Defense. On a hit the wielder will be forced to attack the target. In this way Ayrte Majak hopes to be transfered to a more warlike bearer, once they have defeated its current wielder in combat.
Moving On
In the hands of someone who persistently refuses to wage war, Ayrte Majak will force its bearer to challenge those they encounter until they are struck down and it had a new hand to wield it.
Redemption
If the sword is made to suffer, perhaps by being imprisoned, and then used in a just war, it can then be redeemed and turned from an instrument of slaughter into one of good.
Aryte Majak in your game: The Sword of War is meant to be a recurring NPC in a long campaign set in a war-torn land. During the story the sword changes roles from villain to victim and then to hero. The sword's character and path explore the theme of an individual's relationship to war.
First it comes into the player's possession and forces them to wage war against their will, or to go to excess in the name of war. Eventually it is taken from them and they see it several more times on battlefields, or hear of its exploits, and it continues to menace them. Later they learn of its imprisonment and eventually even have a stolen moment when it eloquently pleads with them to free it: it was built to wage war and is tortured by it's inability to do so. Finally, they realize that they need its power to defeat a dangerous general who is marching on their homes on the field of battle. They rescue it and it takes on a heroic role.
Background: This sentient weapon is the result of a wizard's attempts to create the ultimate weapon. The reclusive sage Malthalious the Inquisitive, who discovered the mixture of diamond and adamantium from which the sword is made, forged it and was imbuing it with magical powers. An evil spirit, a balor fiend of possession, heard of the weapon and attempted to steal it. A group of heroes foiled the demon's theft and slew it. The incomplete sword was a perfect receptacle of malevolent destructive energy, and was made sentient as the dying fiend's soul entered the sword in desperation. As the two fused, the descruction of the balor's body in the demi-plane where Malthalious lived caused the sword to be flung through the spaces between the worlds. It emerged two generations later on a field of battle where two armies were readying to fight over the scraps on the once-great nation of Soguer.
Now it is the cause of strife and war wherever it goes. It raises it's owner's personal ambition to the level of madman, and then often leaves them dead on the battlefield, to be itself carried off be their slayer.
Eventually during the course of these wars the sword fell into the hands of a tyrant who was able to establish dominance over the northern remainder of Soguer: Muret, Oleander, and the mountains. From his position of strength this follower of Hextor began to fortify and build his kingdoms up. Believing the Sword of War to be his symbol of power, and fearing that it would be stolen and that he would be defeated, he had a special vault built for it from whence it could not escape. At that point Aryte Majak became the unwilling victim and prisoner of this strong-willed tryant, and his purpose of waging war was stymied.
Later Aryte Majak is rescued from his imprisonment by a group who need its power to wage an important war or fight an important battle. A rogue general is marching on and pillaging the player's king's lands, or perhaps an army of the dead. During this time, the sword shines as a hero - striving with it's rescuers to defeat a horrible evil in battle. In this way, by first having suffered itself, and then fighting in a just war, the Sword of War may be redeemed and a new purpose found: to fight for good and freedom against tyrants and those who would slaughter for power.
Encounters with Aryte Majak
Finding the Sword on the field of death - 5th level encounter, xp 1000
In this encounter the party comes upon a battlefield where all are dead except the wielder of the sword. He attempts to press the party into his service and, if they refuse, attacks them.
Description: Walking through a wood on an overcast day, the sound of crows ahead is muffled in the gray light. Coming out of the wood, a battlefield stretches out before you, covered with the dead and dying. One single surviving soldier sits in the middle of the field of corpses, his head hung low, a strange sword held limply in his hand.
At the sound of your approach he look up, and then jerks to his feet. He raises the sword above his head. In the dim light its blade seems to be made of some type of smoky crystal. As the man begins to speak a greenish light can be seen within the sword's strange blade.
"Good, more recruits! Come, swear fealty to me, for you shall be the start of my new army! Now that I have the sword, we shall crush all that stand before me!"
If the players refuse, the soldier will make one more attempt to intimidate them into service
"As we joined battle against Lord Steig's men this sword appeared in a flash of flame in the middle of the battlefield. I knew right then that it must be mine and that I would carry it to victory in battle. One of Steig's men picked it up, but was quickly cut down by one of our pikemen. Their footmen took it back, but I ordered our archers to shoot them down. Man after man kept taking it, until I finally cut the last of them down and took it for myself. I have defeated all who stood before me! It is my destiny to conquer Lord Steig's lands, then then all of the surrounding lands, and then the world! You shall join my forces or you shall also die!"
Any reaction other than offering themselves as his vassals results in the maddened soldier attacking the party.
Mad Human Veteran - level 5 Solo Soldier
Medium natural humanoid - XP 1000
Initiative +2 Senses Perception +2
HP 192; Bloodied 96
AC 25, Fortitude 19, Reflex 17, Will 19
Speed 5
Action Points 2
The Sword of War - (standard melee; at-will)
+12 vs AC; 1d10 + 7 damage (+3d12 on crit)
Soldier's Fury (standard; at-will)
The soldier can make 2 basic attacks.
Combat Challenge (at-will)
Alignment Evil
Languages Common
Skills: Athletics +10, Intimidate +12
Str 19 (+6) Dex 16 (+5) Wis 10 (+2)
Con 13 (+3) Int 10 (+2) Cha 16 (+5)
Equipment scale mail, large shield, Aryte Majak
Tactics: The soldier will simply attack the nearest enemy, laying about with the Sword of War until all are slain or have submitted to his leadership. He will fight to the death.
Development: If the party manages to defeat the soldier they should take Aryte Majak with them. If they decide to leave it behind the Sword will magically place itself in the possession of the strongest warrior in the group.
Wednesday, October 15, 2008
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
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
Monday, September 22, 2008
4th edition material
Welcome to Tailslap, a new publication from Unicorn Rampant. This magazine picks up in 4th edition where Claw/Claw/Bite, our sister magazine blazed a trail with the 3.5 rules.
In the meantime, enjoy our 4th edition posts there. Search for the tag "4th edition" to see all our 4th edition material
In the meantime, enjoy our 4th edition posts there. Search for the tag "4th edition" to see all our 4th edition material
Monday, September 15, 2008
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
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
Wednesday, August 27, 2008
The Scholar's Lair
Here is where the player characters will find Jurgen the Learned, deep beneath the sewers and crypts of the city.Features of the Area:
Lighting: Illuminated by wall torches every 20 feet
Walls: Polished Granite
Floor: Brown Polished Flagstone
Room of Testing:
The PC's enter the first room of the lair from the west by a door disguised as a sarcophagus. Lining the circular room are eight more upright coffins, making nine in the room total. Inscribed in the middle of the room on the floor in common is the following riddle:
One comes in, and the Six take heart.
Fire brings death where the rest stand guard,
In the room of Nine, as time moves backward.
As the map indicates, all but the entrance and exit sarcophogi are trapped (Detect: DC 20 Thievery, Disable: 3 checks DC 25 Thievery). If one of the traps is activated, it unleashes a close blast 3, attacking all within blast at +7 vs. Reflex. On a hit, the explosion deals 3d6 + 4 fire damage, and the target is pushed 2 squares and knocked prone. If the players set off a trap, Jurgen will hear them, but ignore their troubles, preferring to let nature run its course on stupid people.
The Study
As the PC's enter from the door to the north, they are welcomed in by the glow of a fireplace along the east wall, where a large pot is producing the hearty smell of stew. Flanking the hearth and lining the south and north walls there hang lush tapestries depicting tales of yore. Rows of bookshelves occupy most of the east wall, with topics ranging from the fanciful to the mundane to the outright macabre. And in a large, comfortable chair in the middle of the room sits Jurgen, appearing deep in study of an ancient tome you would imagine he could not lift.
As the door creaks open, he looks up at you with a bemused smile, saying: "Ah, welcome to my humble home, young travellers," as he folds the enormous book and drops it unceremoniously on the table next to him.
If the PC's wish to ask him questions, He will hand them a puzzle box, saying: "If you can open this box, I may find you worthy enough to discourse with. Otherwise I may have to show you the exit," pointing to a large wooden door in the south wall.
Jurgen's Puzzle Box - 125 XP
Skill Challenge:
To open the box, the players must succeed at 4 skill challenges DC 20 using either Arcana, Thievery, or Insight before 3 failures. Each time a player fails a check, the box attacks the player (+7 vs. Will), forcing her to drop the box on a successful attack. The box contains one level 2 to level 4 wondrous item, such as a Belt of Vigor or Everlasting Provisions, which Jurgen will allow the players to keep.
If the players succeed, Jurgen will allow the players to remain and offer them some of his stew while he exchanges questions and answers with them. He will answer one question for each question the players answer for him. Surprisingly, Jurgen knows much about the happenings on the surface, and will always reveal the least amount of information possible.
If the players fail to open the box, Jurgen will exchange 3 questions with them before asking them to leave his den. He will, as they are leaving, invite them to return to try the puzzle box again if they need more information.
Lighting: Illuminated by wall torches every 20 feet
Walls: Polished Granite
Floor: Brown Polished Flagstone
Room of Testing:
The PC's enter the first room of the lair from the west by a door disguised as a sarcophagus. Lining the circular room are eight more upright coffins, making nine in the room total. Inscribed in the middle of the room on the floor in common is the following riddle:
One comes in, and the Six take heart.
Fire brings death where the rest stand guard,
In the room of Nine, as time moves backward.
As the map indicates, all but the entrance and exit sarcophogi are trapped (Detect: DC 20 Thievery, Disable: 3 checks DC 25 Thievery). If one of the traps is activated, it unleashes a close blast 3, attacking all within blast at +7 vs. Reflex. On a hit, the explosion deals 3d6 + 4 fire damage, and the target is pushed 2 squares and knocked prone. If the players set off a trap, Jurgen will hear them, but ignore their troubles, preferring to let nature run its course on stupid people.
The Study
As the PC's enter from the door to the north, they are welcomed in by the glow of a fireplace along the east wall, where a large pot is producing the hearty smell of stew. Flanking the hearth and lining the south and north walls there hang lush tapestries depicting tales of yore. Rows of bookshelves occupy most of the east wall, with topics ranging from the fanciful to the mundane to the outright macabre. And in a large, comfortable chair in the middle of the room sits Jurgen, appearing deep in study of an ancient tome you would imagine he could not lift.
As the door creaks open, he looks up at you with a bemused smile, saying: "Ah, welcome to my humble home, young travellers," as he folds the enormous book and drops it unceremoniously on the table next to him.
If the PC's wish to ask him questions, He will hand them a puzzle box, saying: "If you can open this box, I may find you worthy enough to discourse with. Otherwise I may have to show you the exit," pointing to a large wooden door in the south wall.
Jurgen's Puzzle Box - 125 XP
Skill Challenge:
To open the box, the players must succeed at 4 skill challenges DC 20 using either Arcana, Thievery, or Insight before 3 failures. Each time a player fails a check, the box attacks the player (+7 vs. Will), forcing her to drop the box on a successful attack. The box contains one level 2 to level 4 wondrous item, such as a Belt of Vigor or Everlasting Provisions, which Jurgen will allow the players to keep.
If the players succeed, Jurgen will allow the players to remain and offer them some of his stew while he exchanges questions and answers with them. He will answer one question for each question the players answer for him. Surprisingly, Jurgen knows much about the happenings on the surface, and will always reveal the least amount of information possible.
If the players fail to open the box, Jurgen will exchange 3 questions with them before asking them to leave his den. He will, as they are leaving, invite them to return to try the puzzle box again if they need more information.
Monday, August 25, 2008
Scholar in the Crypts
Presented here is an npc that the PCs may run into and be able to get information from. Unbeknownst to them he is also a worshiper of Vecna and will embroil the players in his plots if they do deal with him....
Jurgen is pale, tall, and skinny, with the stoop of someone who is used to doing a lot of reading. His unkempt hair is black with patches of silver on the temples, and behind a pair of spectacles gaze a pair of piercing blue eyes. Sometimes, if one looks hard enough, she can see a glimmer of slow movement behind them. He wears simple robes of deep blue fabric with white scrollwork along the hems in Supernal. He carries no weapons on his person (he keeps his pact blade ready with Drawmij's instant summons)
Mannerisms:
Jurgen appears to be a polite, congenial man with an easygoing tone. Sometimes he can seem to be almost absentminded, forgetting where he put something for a second, before discovering it with an affirmative "ah." He is very patient, and never lets his true motives show.
Goals:
Jurgen is a priest of Vecna, and is by nature a keeper--and exploiter--of many secrets. He mainly wishes to further the goals of Vecna, including eliminating the influence and worshipers of other deities. In doing so he schemes to begin a new world order under Vecna, and follow in his deity's footsteps by becoming a lich king.
Using Jurgen in your Game: It is best to introduce Jurgen to your characters early on in the game. He will be far to powerful for them to defeat at this point, and he will only be interested in helping them in order to gain their trust so that he can begin to use them to accomplish his own ends.
He will attempt to enlist the PC's to retrieve components for the ritual to become a lich, such as: dragon's blood, arcane phylactery pieces, and the ritual in book form. As a master of the arcane, Jurgen also longs for the Eye and the Hand of Vecna, and will pay the PC's handsomely for them, in gold or with information. He will gladly assist the PC's while they work to further his own secret ends, and he will part with information that will help them do so--but never more that he absolutely has to. Additionally, he will hide parts of the truth in order to set the PCs against his enemies, or cover for his own ill deeds. The priest will also enlist the aid of others to follow the PC's and ensure that his goals are met, whether they know it or not.
If you use Jurgen in this way, it may also be good to provide them with a more reliable, if perhaps less well-informed, source of information as well.
Beneath the sewers and catacombs of the city lives Jurgen, a hermit scholar with the mental appetite of a terrask. For many years he traveled with adventurers in search of treasure and knowledge, but has lately retired to his lair to do more extensive research out of harm's way. But by no means has his ambition dwindled.Appearance:
Jurgen is pale, tall, and skinny, with the stoop of someone who is used to doing a lot of reading. His unkempt hair is black with patches of silver on the temples, and behind a pair of spectacles gaze a pair of piercing blue eyes. Sometimes, if one looks hard enough, she can see a glimmer of slow movement behind them. He wears simple robes of deep blue fabric with white scrollwork along the hems in Supernal. He carries no weapons on his person (he keeps his pact blade ready with Drawmij's instant summons)
Mannerisms:
Jurgen appears to be a polite, congenial man with an easygoing tone. Sometimes he can seem to be almost absentminded, forgetting where he put something for a second, before discovering it with an affirmative "ah." He is very patient, and never lets his true motives show.
Goals:
Jurgen is a priest of Vecna, and is by nature a keeper--and exploiter--of many secrets. He mainly wishes to further the goals of Vecna, including eliminating the influence and worshipers of other deities. In doing so he schemes to begin a new world order under Vecna, and follow in his deity's footsteps by becoming a lich king.
Using Jurgen in your Game: It is best to introduce Jurgen to your characters early on in the game. He will be far to powerful for them to defeat at this point, and he will only be interested in helping them in order to gain their trust so that he can begin to use them to accomplish his own ends.
He will attempt to enlist the PC's to retrieve components for the ritual to become a lich, such as: dragon's blood, arcane phylactery pieces, and the ritual in book form. As a master of the arcane, Jurgen also longs for the Eye and the Hand of Vecna, and will pay the PC's handsomely for them, in gold or with information. He will gladly assist the PC's while they work to further his own secret ends, and he will part with information that will help them do so--but never more that he absolutely has to. Additionally, he will hide parts of the truth in order to set the PCs against his enemies, or cover for his own ill deeds. The priest will also enlist the aid of others to follow the PC's and ensure that his goals are met, whether they know it or not.
If you use Jurgen in this way, it may also be good to provide them with a more reliable, if perhaps less well-informed, source of information as well.
Jurgen the Learned
Level 18 Cleric, Multiclass Warlock(Star Pact) Human Male. Age 45, Height 6'3" Weight 150lbs. Unaligned. Initiative: +14 Senses: Normal Vision. Passive Insight: 30 Passive Pereption: +25 Hit Points Max: 99 Bloodied: 49 Surge Value: 25 Surges per day: 7 Resist: 5 necrotic, 5 poison Saving Throws: +3 Defenses: AC: 28 Fort: 21 Ref: 21 Will: 27 Speed: 6 Action Points: 1 Basic Attacks Basic Melee: Pact Blade (Sickle) +15 vs AC 1d6+6 dmg +5d6 +1d10 on critical hit Basic Ranged: Eldritch Blast +18 vs Ref 1d10+9 dmg +5d6+1d10 on critical hit Powers At Will: Sacred Flame, Lance of Faith, Eldritch Blast Encounter: Plague of Doom, Enthrall, Dire Radiance, Sign of Ill Omen, Dreadful Word Daily: Purifying Fire, Blade Barrier, Thief of Five Fates Utility: Astral Shield, Knights of Unyielding Valor, Divine Vigor, Ambassador Imp Feats: Pact Initiate(Star Pact): Dire Radiance Novice Power: Dreadful Word Acolyte Power: Ambassador Imp Adept Power: Thief of Five Fates Improved Initiative +4 to Initiative Action Surge: +3 to attack bonus when an action point is used Weapon Focus: Light Blade Human Perseverance: +1 to Saving Throws Linguist: Supernal, Abyssal, Draconic Action Recovery: When you spend an action point to gain an extra standard action, immediately roll a saving throw against each condition affecting you a save can end. Great Fortitude: +2 to Fort Saves Devastating Critical: +1d10 on a Critical Hit. | Skills: Acrobatics: +9 Arcana: +16 Athletics: +8 Bluff: +13 Diplomacy: +13 Dungeoneering: +15 Endurance: +9 Heal: +20 History: +16 Insight: +20 Intimidate: +13 Nature: +15 Perception: +15 Religion: +16 Stealth: +10 Streetwise: +13 Thievery: +9 Ability Scores: Str: 8 (-1/+8) Con: 11 (0/+9) Dex: 12 (+1/+10) Int: 15 (+2/+11) Wis: 22 (+6/+15) Cha 18 (+4/+13) Languages Known: Common, Elven, Giant, Supernal, Abyssal, Draconic Equipment: Pact Blade +5, Sickle Magic Holy Symbol of Vecna +5 DeathCut Armor +5 Power (Daily, Necrotic): Immediate Reaction. You can use this power when an enemy hits you with a melee attack. Deal 2d10+4 necrotic damage Ring of Protection +1 Handy Haversack Simple Blue robes Rituals Known Drawmij's Instant Summons Raise Dead Secret Page Magic Mouth Phantom Steed Leomund's Secret Chest Planar Portal Linked Portal View Object Consult Oracle |
Tuesday, August 19, 2008
Brier Brambles
This ritual will be featured in the 4th edition conversion of the upcoming adventure Anointing the Seer, which is due out this month. Once released we will include a free 4th edition conversion of the adventure for everyone who gets a copy at RPGnow.com. In the meantime keep your eyes here for more tidbits.
Ritual: Brier Brambles
Level: 10
Category: Warding
Time: 10 minutes
Duration: Permanent
Component Cost: 400 gold
Market Price: 1200 gold
Key Skill: Arcana or Nature
Sowing glowing seeds upon the earth before the doors and speaking the words of this ritual, a dense mass of thick, thorny vines springs up from the earth and blocks the way. "That should keep them from following us!"
This ritual summons a group of stationary magically animated vines that prevent passage. Upon completion of the ritual a Brier Bramble and a number of Offshoots grow up in the locations of your choosing within 10 squares of the caster. The number of Offshoots is dependent on your Arcana or Nature check.
This ritual summons a group of stationary magically animated vines that prevent passage. Upon completion of the ritual a Brier Bramble and a number of Offshoots grow up in the locations of your choosing within 10 squares of the caster. The number of Offshoots is dependent on your Arcana or Nature check.
Arcana or
Nature CheckNumber of
Offshoots19 or lower 2 20-24 3 25-29 4 30-34 5 35-39 6 40 or higher 7
The brambles obey simple commands from the ritual caster to the extent of their limited abilities ("crush him, don't crush her", "part and let me pass" "destroy any goblins that come this way" and so forth).
The Brambles persist for 24 hours or until destroyed. The ritual caster can extend the duration for another 24 hours by spending a healing surge. If the effect is sustained for a year and a day, it becomes permanent.
The Brambles persist for 24 hours or until destroyed. The ritual caster can extend the duration for another 24 hours by spending a healing surge. If the effect is sustained for a year and a day, it becomes permanent.
Brier Brambles: Level 5 soldier
large fey magical beast (plant) - XP 200
Initiative +4 Senses Perception +3
HP 68; Bloodied 34
AC 21, Fortitude 21, Reflex 19, Will 19
Vulnerable fire (takes ongoing 5 fire damage [save ends] when damaged by fire).
Speed 0
Powers
Thorny Lash - (standard melee; at will) -
+12 vs. AC; 1d10 + 4 damage.
Crushing Embrace - (standard melee; encounter, recharge 4-6) -
+10 vs. Reflex, 3d8 + 4 damage and target is grabbed. While grabbed target takes ongoing 5 poison damage until unconscious, at which point the briers hold them without doing further harm.
Firmly Rooted -
The brier brambles cannot be pushed, pulled or slid.
Alignment Unaligned - Languages none
Str 18 (+2) Dex 15 (+5) Wis 15 (+1)
Con 15 (+3) Int 1 (-1) Cha 1 (+0)
Brier Brambles Offshoots: Level 4 minion
large fey magical beast (plant) - XP 50
Initiative +4 Senses Perception +3
HP 1; a missed attack never damages a minion.
AC 20, Fortitude 19, Reflex 18, Will 18
Speed 0
Powers
Thorny Lash - (standard melee; at will) -
+10 vs. AC; 1d10 + 4 damage.
Crushing Embrace - (standard melee; encounter, recharge 4-6) -
+8 vs. Reflex, 3d8 + 4 damage and target is grabbed. While grabbed target takes ongoing 5 poison damage until unconscious, at which point the briers hold them without further harm.
Firmly Rooted -
The brier brambles cannot be pushed, pulled or slid.
Alignment Unaligned - Languages none
Str 17 (+5) Dex 14 (+4) Wis 14 (+4)
Con 14 (+4) Int 1 (-2) Cha 1 (-2)
Tactics: Brier Brambles are simple combatants due to their immobility. They will simply attack whoever they are told to attack when they are approached.
Brier Brambles Lore
A character knows the following with a successful Arcana check:
DC 15: These magical brambles will attack anyone approaching, but cannot move from where they are rooted.
Subscribe to:
Posts (Atom)