Friday, June 25, 2010

Arc-Inquisitor Liodla

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


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

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

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

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


Using Liodla in your game

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

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

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

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


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

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

Action Points: 1

Powers

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

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

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

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

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

Summon Seducer - 20th level Attack
Daily - Minor Action (Minor sustain)
Liodla summons* a succubus that has Speed: 6, fly 6 and the following powers:
  • Corrupting Touch (standard; at-will)
    +25 vs. AC; 1d6 + Int. Modifier damage.
  • Dominate (standard; at-will) ✦ Charm
    Ranged 5; +25 vs. Will; the target is dominated until the end of the succubus’s next turn.
  • Change Shape (minor; at-will) ✦ Polymorph
    The succubus can alter its physical form to take on the appearance of any Medium humanoid, including a unique individual (see Change Shape, page 280).
* Per the summoning rules detailed in Arcane Power, p. 98.

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

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

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

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


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


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

Monday, June 21, 2010

Altar of Transfixion

Level 5 Warder (500 XP)

The ziggurat altar ahead has a swirling aura about it, oscillating wildly in scintillating patterns.

Trap: This shrine is linked to the Abyss, and attempts to daze those in its area of of effect while its worshipers strike.

Perception: No skill check required.

Additional Skills: Religion
DC 20: Recognizes the altar as a source of active, malevolent evil.
DC 30: Read runes - see Additional Description, below.

Trigger: Approach within 3 squares.

Attack: Attack again when others enter.
Free Action Close Burst 3
Attack: +10 vs. Will

Hit: Target is dazed (save ends).
Countermeasure: An adjacent character can disable the trap with a DC 24 Thievery check or a DC 24 Religion check (with a holy symbol).

Additional Description:
Runes run along the steps of the ziggurat spelling out the name “Tharizdun” in Abyssal and the horrors that he inspires.

Additional Effect:
If Tharizdun’s name is uttered in Abyssal in the aura of the altar, the altar makes a +10 Will attack, dealing 3d10 damage to all affected.

Friday, June 18, 2010

Red Nails - a Classic Tale of Conan

Among fantasy gamers of my generation, Conan the Barbarian stands as one of the best fantasy movies ever produced, along with Dragonslayer, Legend, Fritz Lang's Sigfried, and a few others.  But even John Milius and Dino DeLurentis's masterful screen adaptation of Robert Howard's tales of Conan pales in comparison to the original stories.


Now, Project Gutenburg has made available to the public one of the most gripping adventures Conan faced, Red Nails.  Originally published in 1936's Wierd Tales magazine.

Enjoy this thrilling tale of adventure here: http://www.gutenberg.org/etext/32759

Sunday, May 23, 2010

Thug Scurf

The first in a series of humanoid thugs that can be applied to any of the humanoid races. Place these creatures on windy roads between towns or in salty warehouse districts riddled with slippery docks, or even in dungeons as parties who are on their own looting raids.

Thug Scurf Level 6 Minion
Medium natural humanoid XP 63

Initiative +4 Senses Perception +3
HP 1; a missed attack never damages a minion.
AC 18; Fortitude 16, Reflex 14, Will 15
Speed 6

Powers
Short sword (standard; at-will) ✦ Weapon
+12 vs. AC; 6 damage.

Cut to Shreds
At-will ✦ Weapon
Immediate Reaction
The thug scurf receives an attack of opportunity whenever their allies make a critical hit.

Alignment Any Languages Common
Skills Acrobatics +8, Athletics +7, Endurance +5, Perception +8, Streetwise +10
Str 16 (+6) Dex 13 (+4) Wis 12 (+4)
Con 14 (+5) Int 10 (+3) Cha 13 (+4)

Equipment leather armor, short sword

Wednesday, May 12, 2010

Tailslap issue #1 Released!



Tailslap is a new 4th edition magazine of articles detailing new characters, creatures, magic items, encounters, spells, powers, rituals, plot hooks, adventure seeds, playable classes, races, campaign settings and area descriptions for use in your games. We also like to mix in cool little details and intriguing features that will enrich your game world.

These features are intended to be ready for you, be you player or gamemaster, to drop into your games as you see fit. In addition, many of these articles will combine to form complete adventures and campaigns that you can play.  We work hard to make this material as easy to use as it is fantastic, and we hope that you enjoy using it in your games.  To this end Tailslap is formatted in landscape for easy online reading.

The inaugural issue of Tailslap contains the following articles:
  • Vault of the Clay Medusa - a trap-filled encounter by Save Versus Death's Scott A Murray
  • Player's Corner - new feats and races for players
  • Wizard Paths and Powers - two new paragon paths for arcane casters
  • The Lair of Jurgen the Learned - an encounter where solving puzzles leads to a sage
  • The Lands of Soralia - geography and history of a region for use in your campaigns
  • People of Soralia - NPCs with stats, backgrounds and suggestions for use in your games
  • Leviathans & Other Aquatic Terrors - new aquatic monsters for players to conquer
  • All That Glitters - powerful magical treasure for your hordes
  • Mundane Equipment - new equipment for your players to wield against their foes
So don't delay: get your copy of Tailslap now!

Friday, May 7, 2010

Gourgh the Beast Man

Gourgh grew up in the Naahaogo society deep in the hills, in which adolescents are forced to fight to assert their position in the tribe. Every year, on the summer solstice, a competition of strength and physical prowess is held to establish the pecking order. Only the top half are allowed to remain in the tribe, and in the 17th year of his birth, Gourgh was narrowly beaten out for a place as an adult in the tribe by his good friend. Because of his fond feelings for his friend, he was unable to bring himself to exact revenge, which would have allowed him to return to society.

Exiled from his homeland, he wanders the forests and hills in anguish, searching for adventure to make his name for himself, and for peace and a new home.

Gourgh’s powers are defined by his humility. Considered a failure by his society’s terms, he has embraced the monk’s way of life, channeling his psionic energy into a new way of being. He has taken on a new surname, and now goes by Gourgh Do-Au.

Gourgh Do-Au ✦ Level 1 Monk
Medium natural humanoid ✦ XP 300

Initiative +9 Senses Perception +8 Insight +8
HP 22; Bloodied 11; Healing Surge 5; Healing Surges: 7
AC 17; Fortitude 12, Reflex 16, Will 14
Speed 6
Action Points 1

Powers
Unarmed Strike ✦ At-Will, Standard, Melee 1, Weapon
+3 vs. AC, 1d8 + 5 damage

Centered Flury of Blows ✦ At-Will, Standard, Melee 1
Trigger: You hit with an attack during your turn
Target: One creature
Effect: The target takes 5 damage, and you slide it 1 square to a square adjacent to you, or 1 square in any direction if the target wasn't targeted by the triggering attack.
Special: You can use this power only once per round.

Dragon's Tail ✦ At-Will, Standard, Melee touch
+5 vs Fortitude, 1d6+5 damage, and you knock the target prone.
Movement Technique
Move Action, Melee 1
Effect: You swap places with the target.

Five Storms ✦ At-Will, Standard, Each enemy you can see in close burst 1
+5 vs. Reflex, 1d8 + 5 damage
Movement Technique
Move Action, Personal
Effect: You shift 2 squares.

Open the Gate of Battle ✦ Encounter, Standard, Melee Weapon
+5 vs Reflex, 2d10+5 damage and the target takes 1d10 extra damage if it was at full hit points when you hit it with this attack.
Movement Technique
Move Action Personal
Effect: You move your speed + 2. During this movement, you don't provoke opportunity attacks from the first enemy you move away from.

Whirling Mantis Step ✦ Daily, Standard, Melee touch
Effect: You shift your speed. If you enter a square adjacent to any enemy during this shift, you slide that enemy 1 square.
You can slide each enemy only once during the shift. After the shift, make the following attack.
Target: One, two, or three creatures
Attack: +5 vs. Fortitude
Hit: 2d10 + +5 damage, and the target is slowed (save ends).
Miss: Half damage, and the target is slowed until the end of your next turn.

Second Wind ✦ Encounter, Personal
Effect: You spend a healing surge and regain 5
hit points. You gain a +2 bonus to all defenses
until the start of your next turn.

Alignment Alignment Languages Common, Naahaogo
Feats Improved Initiative
Skills Acrobatics +10, Athletics +5, Endurance +5, Insight +8, Perception +8
Str 11 (+0) Dex 20 (+5) Wis 16 (+3)
Con 10 (+0) Int 10 (+0) Cha 8 (-1)
Equipment: Wool Clothes, Backpack, 5 days of food

Wednesday, April 28, 2010

The Ruins of Soguer - the Central Ruins

Once again we return to the adventure The Ruins of Old Soguer, being posted piece-by-piece here on Tailslap.  Today's post details some of the notable locations in the central area of the vast ruined city.  There, the remains of a great cathedral, the overgrown market square, and a mysterious still-intact tower beckon to brave explorers.

Previous sections of the adventure can be found here:
The Ruins of Soguer - Introduction
The Ruins of Soguer - Start of the Adventure in Aguies Town & Castle
The Ruins of Soguer - River Journey to the Ruins
The Ruins of Soguer - The Western Ruins



3 - The Broken Cathedral - The following can be seen from the streets of the ruins.


An iron fence, twisted and flattened in several places, surrounds the grounds of a large cathedral here.  The south face of the cathedral is tumbled down into rubble that chokes the steps leading up to its open doors.  The windows of the cathedral still hold a few shards of stained glass.  The wind makes a low moaning sounds as it blows through the empty openings.  A cemetery occupies he northwestern portion of the grounds, and low stone walls - all that remain of several smaller buildings stand to the west and north of the cathedral.  Carvings on the cornerstones of buildings at the intersection indicate that the large road heading east-west is Market Road, and the road leading north is Gods Road.

A search of the grounds and the remains of the rectory and other buildings with a successful DC 10 Perception check reveals old and weathered personal belongings such as combs, bits of wooden dishes, and even some human bones.  A successful DC 21 Perception check uncovers a dirt-encrusted golden holy symbol of Pelor worth 150 gold.

Should the players enter the cathedral they see the following:

Climbing up the steps over piles of stone blocks and rubble, you enter through the open doorways, through a entryway with two side passages, both filled with rubble, and into the large chapelWild birds, disturbed by your entrance, screech in alarm and fly up and out of the chapel. Large stone pillars rise up to support what remains of the ceiling above.  Much of the southern part of the roof is missing, revealing the sky above.  Before you, wooden pews are smashed beneath more stone rubble.  At the far end of the chapel is a raised dais upon which a bare stone altar stands, carved with a relief of a sunburst, an eight-pointed star, and a gauntlet holding a sword.  Detritus lies on the ground around the altar, and three large windows stand open to the sky on the far wall.

A DC 10 Religion check allows a character to recognize the carvings on the altar as the holy symbols of Pelor, Kord, and Heironeous.

If the players investigate the north side of the chapel they see the following:

The floor of the dais, like the rest of the chapel, is covered with dirt, some leaves, and bits of broken stained glass.  There, behind the altar, lies a gruesome sight: the dessicated corpse of a priest in age-browned robes.  His face is twisted in a horrible rictus of fear, and his outstretched arm points to the rear face of the altar.  Following his dead gesture, you read the single word that is written there in long-dried blood: DOOM.

Searching the rest of the cathedral reveals side passages which lead to a staircase leading down.  Beneath are long-ago-ransacked offices and catacombs with cardinal's and bishop's sepulchers there, opened up and looted. 

Treasure - A search of the side chambers and offices can yield the following treasure with the corresponding Perception skill checks; DC 10: 5 gold worth of Sanctified Incense, DC 16: 50 gold worth of Sanctified Incense, DC 21: 100 gold worth of Sanctified Incense and 100 gold worth of Residuum.


4 - Overgrown Market Square - Traveling east down Market Road leads to the overgrown remains of the market square.

A grove of trees hundreds of feet across fills this large open area between the ruins.  The roots of the trees have pushed aside the cobblestones and their branches spread out above the walls of the empty buildings surrounding the grove.  Walking through the woods briefly, you come upon the remains of a large fountain in the center.  The large round stone basin contains some muddy dirt and chunks of stone, and in the center, upon a pedestal a set of stone legs stand broken off at the knees.

A DC 16 History check brings to mind the tale of the statue of the King of Soguer that once stood in the vast market square of this city.  During the height of Soguer's power goods from all corners of the known world were traded here.  Over them stood a statue of the Lidwen Staledo, King of Soguer 70 years ago, carved holding aloft the scales of justice and a sword.  A DC 21 History check reminds the observer that the statue was depicted wielding the royal family's sword The Judge's Tongue, the family's symbol of the supremacy of law.


5 - The Mage's Guild Tower, A reclusive old mage named Alidol lives within this tower, trapped by a curse.

Standing here among the ruins of the city is a tall square tower with smooth, windowless, slightly tapered sides.  The once-fine facade is cracked and crumbling and vines crawl up the walls.  A single wide doorway stands open, the door long gone. 

Details of what can be found within the tower coming in the next installment of The Ruins of Old Soguer....