Showing posts sorted by relevance for query shan'n'nur. Sort by date Show all posts
Showing posts sorted by relevance for query shan'n'nur. Sort by date Show all posts

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

Friday, February 13, 2009

Barael's Blade

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

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

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

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

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

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

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

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

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

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

Wednesday, April 22, 2009

Shan'n'nur Buckler

Also known as witchwarden shields, these small shields are made of the finest metals and engraved with the arcane symbols of Shan'n'nur warding. These bucklers grants the Inquisitors protection from the powers of the mages they hunt. They also leave the hand free to perform the arcane gestures needed to cast spells.


When the Shan'n'nur assemble to confront a rogue spellcaster, they do so en mass. They are a unnerving sight, dressed lightly beneath their long cloaks, wearing ceremonial masks, bucklers on their arms, and wand or sword in their hands. Seeing them, none can doubt that their prey are doomed.

Witchwarden Shield - Level 9
This small, rune-covered shield amazingly turns aside the torrents of wizard's fire.
Level 9 - 4,200 gold.
Type: light shield
Item Slot: Arms
Power (Daily, Immediate Interrupt) - when you would be hit by an arcane effect, you can raise your defense against the attacking power by 4.

Sunday, January 31, 2010

Inquisition Mage Hunter

Shan'n'nur Inquisitor Mage Hunter - Level 14 controller (leader)
Medium natural human XP 1,000

Initiative +8 Senses Perception +10
HP 140; Bloodied 70
AC 28; Fortitude 25, Reflex 26, Will 27
- also see witchwarden shield
Speed 6

Powers

Arcane Blast ✦ At-Will, Standard Action, Close Burst 3
arcane, force
A transparent wave of force batters you away from the Inquisitor.
Target: Enemies in burst
Attack: +16 vs. Fortitude
Hit: 1d10 + 6 force damage, and push the target 3 squares.

Cleansing Fire ✦ At-Will, Standard Action Range 10
arcane, radiant
"Defilers! May the holy flames cleanse your impurities!"
Attack: +18 vs. Reflex
Hit: 1d10 + 6 radiant damage. All Shan'n'nur within 5 squares of the target receive 4 temporary hit points and +1 to attacks until the end of the Inquisitor's next turn.

Inquisition's Chains ✦ Encounter (recharge 4-6), Standard Action, Range 10
arcane, force
Glowing chains of energy bind you with a grip stronger than iron.
Attack: +18 vs. Reflex
Hit: 3d10 + 6 force damage, and the target is Stunned (save ends).

Spell Fumble ✦ Encounter, Immediate Interrupt Action, Range 10
arcane, force
Magical counter-words cancel key elements of your arcane formula, ruining the spell.
Trigger: Someone uses a power with the "arcane" keyword.
Attack: +18 vs. Will
Hit: The triggering arcane power is expended but has no effects.

Cloak of Black ✦ Encounter, Standard Action, Burst 3 Range 5
arcane
With a gesture and a magic phrase the inquisitor creates a silent darkness shrouds the corridor.
Effect: The burst creates a zone of silent darkness that is difficult terrain and lasts until the end of the caster's next turn. No sound or sight can percieve into or through the zone.
Sustain, Minor Action: the zone persists.

Alignment neutral Languages Common, Draconic, Abyssal
Skills Arcana +18, Insight +15
Str 12 (+8) Dex 13 (+8) Wis 17 (+10)
Con 20 (+12) Int 23 (+13) Cha 20 (+12)

Equipment: inquisitor's black cloak and inquisitor's mask, witchwarden shield, ritual dagger, wand, orb.

Saturday, January 30, 2010

Inquisitor's Mask

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

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

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

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

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

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

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

Sunday, February 15, 2009

Barael

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

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

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

Powers

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

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

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

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

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

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

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



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

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

Combat Challenge

Powers

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

Encounter
Thunderlance
Force Volley

Daily
Disintigrate
Greater Invisibility
Stoneskin

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

Wednesday, November 4, 2009

The Ruins of Soguer - Start of the Adventure in Aguies Town & Castle

Welcome back for part two of The Ruins of Soguer, an adventure you'll see here piece by piece over the next few weeks. In the previous post you saw the introduction of the adventure for the dungeon master. Below is the start of the adventure to be read to the players at the beginning of the adventure, and some detail about the town where the adventure starts.


Castle Aguies - Holding Court as the Count of Aguies: At the start of the adventure, read or paraphrase the following:

Having arrived in Aguies town to answer the call for heroes, you walk up the hill upon which Castle Aguies is built to the large stone gatehouse. Towers to the left and right are topped with battlements upon which fly a flag with a green dragon on a white field. A young guard in mail looks down at you from the battlements as you walk up the road to the open doors between the towers. Another guard standing at the door nods to you as you pass through the gatehouse into the castle's courtyard. Within the well-trodden dirt courtyard a group of soldiers practice their sword-work at the direction of a gruff veteran barking orders at them. A wagon loaded with goods stand unhitched. Servants in simple clothes are busy unloading the sacks and barrels from the wagon while a groom brushes down the horses nearby. Across the courtyard the castle stands, its towers stretching up into the sky.

Crossing the busy courtyard you enter the stone castle by the open double doors below battlements two stories above. Inside this vestibule there are passages that lead left, and right, guarded by soldiers holding halberds. A long hallway with a polished stone floor and pillars flanking the walkway stretches before you, and the sounds of several voices conversing can be heard ahead.

Walking down the hallway between the stone pillars you come into a large hall filled with tables and people. Knights, squires, servants and a few people in fine dress sit or stand talking, eating and drinking. A line of petitioners stands before a scribe awaiting audience with the Count.

At the far side of the hall seated on a wooden throne atop a dais is a young man dressed in a fine green tunic and wearing a golden signet ring. At his shoulder stands a tall dragonborn also in a lordly tunic and with an ornate sword strapped to his hip. The two are in the midst of a discussion with an middle-aged priest in red robes wearing a holy symbol of Kord. As you cross the hall the young lord and his attendant take note of you. The dragonborn speaks in with a hissing accent. "Who approachesss Count Ludwig?"
After you introduce yourselves the young lord says, "I am Ludwig Staledwo, Count of Aguies and heir to the throne of Soguer. This is Gix'varie, leader of my Knights of the Order of Dragonforce, and this is Father Dirk of the Three Brothers. Thank you for answering my call. I am in need of brave heroes such as yourselves."

The young Count stands up and begins to pace about the dais as he talks. He is young - perhaps seventeen - but speaks with passion and has a friendly presence. "As you may have heard, I am grandson to King Ludwig Staledwo, the last King of Soguer. I have made it my life's work to unite the warring lords of this wounded and divided land in peace again. To that end I have asked the Fathers of the Church of the Three Brothers, Kord, Pelor and Heironeous - the same holy order that once ministered to the people of Soguer from their cathedral in the capitol - to coronate me the Heir to the throne of Soguer."

At this the priest of Kord speaks up, "Yes, Ludwig, and after consulting the Brothers in prayer I was sent a message from Kord. I was in prayer in the chapel when a strong man appeared at my side. I could tell that he was a messenger from the gods. This herald of the gods told me that only if the boy speaks with the tongue of the law can he be the heir of Soguer."

The dragonborn warrior interjects, "And of coursssse everyone knowssss he mussst be talking about his grandfather'sss sssword, the Judge'ssss Tounge. Which was losssst when the city of Ssssoguer was dessstroyed by the godsssss."

"Too true," continues the young lord. "They say they will not coronate me without my grandfather's sword. Such is the gods' will." He shrugs.

"So that brings me to you, noble heroes. I have just conquered this county, and am fully occupied restoring order and seeing to the needs of the people. The Knights of Dragonforce are similarly occupied, or else I would send Gix'varie here and his men to search for the sword." Ludwig continues, pointing to the dragonborn warrior.

Looking you in the eyes he says, "What say you, will you travel the River Daren to the ruined capitol of Soguer and retrieve the Judge's Tongue? I will provide you with a boat and crew, and if you succeed then as the anointed King of Soguer I will happily reward you as dear friends. In the name of peace in this land I ask this of you."

If the players accept this task Ludwig asks Gix'varie to see to the provisioning of a daren riverboat for the PCs and fares them well. Give the players the following major quest:

Major Quest - Crown Ludwig the Heir of Soguer
12th level
- xp 700 for each player that completes the quest.
Goal: Go to the ruins of Soguer and retrieve the sword of the last King of Soguer, so that the priests may coronate Ludwig as the Heir of Soguer.

After that, give the players time to explore the city at their leisure and provision themselves as they see fit. Gix'varie will accompany them and tell them that by boat is should be a week or so's journey downriver from here to the ruins of the city at the mouth of the river.



Aguies town




A large human town, and capital of Aguies county, Aguies is peopled by farmers on the river's banks and traders on its docks. A large town square with a fountain stands at the foot of the hill upon which the castle stands. Farmlands spread out on the banks of the river east and west, and the Pitore Wood borders the town to the south.

Population: 4,000 people call Aguies their home, mostly human serfs, tradespeople and merchants but with a handful of elves and gnomes from the woods to the south and eladrin from Linton to the southwest. A sprinkling of members of all the other races can be found here as well among the citizenry - especially halfling traders. A few knight's families from throughout the county also have town homes here.

Government: Ludwig Staledwo has just conquered this city, having defeated and killed the Count Aguies in a short war. Mayor Balwin - appointed by the late Count Aguies - oversees the administration of the town's day-to-day business.

Defenses: Ludwig's five Knights of the Order of Dragonforce lead the city's defenses, assisted by 20 cavalry, 40 archers and 50 footmen. In times of need Ludwig also has the right to call up the other lords of the County to aid him in war, adding 15 knights, 60 cavalry, 100 archers and 150 footmen to his forces.

Taverns & Inns: The Old Crow is a busy tavern and public house on the town square, the Wagon Wheel serves mainly merchants and sits at an intersection on the road to Linton, and the Knucklebone caters to gamblers and carousers north near the docks.

Supplies: A few merchants set up stalls in the town square, and most any good can be purchased from the town's many craftspeople and traders. Fynn's Imports by the docks is the front for the local branch of the thieves' guild. Nickad the armor-smith is the famous royal armorer.

Temples: The Cathedral of the Three Brothers (Kord, Pelor and Heironeous) stands on the town square and is the head of the church in Aguies County, the Shan'n'nur Sanctum (Inquisition - Heironeous) stands near the cathedral, a temple to Erathis between the square and the docks, a sailor's shrine to Melora at the docks, and a shrine to Avandra on the road east to Halton.