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9 years ago  ::  Sep 01, 2004 - 5:47AM #1
Evandar_TAybara
Date Joined: Feb 24, 2002
Posts: 519
Thread Update: 6th April 2008 Show
Finally got around to updating the links to the few things that have been posted since I last visited these boards. Am likely to be around more in the foreseable future, as I'm writing a campaign again, so will do my best to keep this updated more regularly.

Evan.
The Encounter Resource

Welcome to the Encounter Resource, which now incorporates the Villian and NPC Compendium. Encounters here includes individual NPCs, NPC Groups (cults, organisations etc), Monsters (new, advanced, varients and templates), Traps and Locations (including location specific encounters with any of the above). This is the place to post your encounters for use by other DMs, and can include both aggressive and passive encounters. This thread is designed to be a resource for DMs, so it is preferable that background, motives and descriptions are included for all entries to make them usable by as many people as possible. However, entries that are simply stats or mechanics are also encouraged as these will still have use for many people.

NPC/group entries should ideally include details of the role they could take within a campaign setting and where they are most likely to be encountered, with background information and notes on how best to use then.

If posting an advanced monster or a monster variant, please include details of the changes you have made and the logic behind them. New monsters should be as fully detailed as an entry in the Monster Manual.

Traps and location entries should contain all relevant descriptive and crunchy information, including diagrams where appropriate.

If using material from a non-core WotC source, it would be helpful to reference what books you use. All postings can of course include non-WotC material, but all such inclusions should have detailed descriptions of such material if home-brew, or details of where such material can be found if third party.

If you have material situated elsewhere on the web and it is easier to just post a link to that material rather than repost it here, then feel free to post the link (or send it to me) and I'll add it to the index.

Whatever you are posting, the most useful thing to help me are details about which EL and section you would like your entry to go into in the index. Ok, so most of the time it will be obvious, but in some cases it isn't and in those cases I'd prefer to place the link where the creator of that entry would like it.

As always, comments and suggestions are more than welcome.

And most importantly, my sincere thanks to everyone who has posted material here or whose material I have copied from elsewhere on these boards, especially to those of you who are prolific creators and those whose own compilation threads I have raided to expand this resource.
I couldn't have done this without you

Cheers,

Evan.
______________________________


Entries:
Note: The following entries are listed by encounter level, encounter type (NPCs, Groups, Monsters, Traps and Locations) and then alphabetically. As I do not have all the books used in the creation of these encounters, I have had to guess the EL in some cases. If I have made any errors (for example, a missed level adjustment for a certain race) then please let me know. Entries that have multiple parts are listed by their highest EL or CR. Entries designed for a range of EL are listed by the lowest number in this band. Please note that many of these encounters are suitable for lower or higher levels than their EL might suggest, but I had to categorize them somehow!
If you are unhappy about the one-line description I've assigned your creation or any other aspect, then let me know and I'll make the appropriate changes.
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9 years ago  ::  Sep 01, 2004 - 5:48AM #2
Evandar_TAybara
Date Joined: Feb 24, 2002
Posts: 519
EL 0-1:

NPCs:
Aldaron, the Listener, bard of dryads.
Anexus Thginlla, seeker of knowledge and parties.
Arend d’Tharashk, freelance manhunter and minion for hire.
Asimov Dasoy, electric sorcerer with exceptional abilities.
Bahrus Melchior, wandering xeph cleric.
Barlow "Swigsipper" Gandlefunk, gnomish artificer with a penchant for ale, alchemy and traps.
Bronze, warforged apostle of the Lord of Blades.
Carl, he's old, he's mad, he argues with trees... or so he'd like you to think.
Dav The Eyeless, wilder psionic who lost his sight to the Day of Mourning.
Dorn Helder, the anti-tyrant.
Farrë, who understands the loneliness of the long distance runner.
Feng'Kesh, half-orc giant-slayer on a mission.
Fodder 187, expert trapfinder.
Gar-Fang, the Wolf, orcish bounty hunter.
Garzigan Kingfisher, sailor, paladin of Pelor, pirate hunter.
Gripnick, fiddling kobold with a goblin accompanist.
Incamna Ankushan, nomadic ritual dancer and visionary.
Jamgold, friendly innkeep who keeps his ears open.
Judes Al'Hu, fresh-faced fighter whose father is not as he appears.
Kym, a kender who's unusually possessive of his claw hammer.
Lebil Shallowfoot, dragonslayer, the ShadowBird of Glistening Forest.
Lelio Charnock, a man with an invisible dog and a questionable sanity.
Lord Lorac Silvanos, studious mage, elven house noble and unlikely diplomat.
Mersen Bek'Demner, strongheart halfling warlock who is still coming to terms with his talents.
Milquetoast, an unassuming carpenter who is at one with his chosen medium.
Myrna Springbottom, rogue who knows her combat strengths lie in stealth and surprise.
Nagrod's Followers. a couple of examples of the followers of Nagrod (found elsewhere in this thread).
Naji, runaway slave wanted for murder.
Nameless Warrior, boar totem barbarian with painful memories.
Rumpo "Cheeky" Cuddlebum, travelling bard, lover of large women.
Samuel Brazelay, quiet spoken paladin with a fondness for half-elves.
Siegfried Rittmann, shield bashing ballet fan.
Sin, nocturnal pickpocket and expert trap layer.
Short Sword, young boy with a very large weapon.
Silas, orphan boy of the streets.
Squeables, knight of his own imagination, collector of all things shiny, magic and big toe shaped.
Talen Galanodell, the butcher paladin.
Vita Amator, murderer, rapist and sadist, completely and utterly insane.
Zook lethander Flanoodle, timid gnome illusionist with a touch of taurophobia.

Groups:

Monsters:
Carrion Crow, intelligent, dangerous, magical birds created through the necromantic manipulation of crows.
Clockwork Familiar, for those wizards who prefer a companion they have made themselves.
Grott, small, weak and unintelligent goblinoids.
Koopa, Nintendo inspired race of turtle people.
Terrasque, somewhat smaller cousin of the famed Tarrasque.
Vithrin, race of snake-men native to jungles and swamplands. Also includes detail of the Rathrin, an off-shoot of the species (CR2).
Yoshi, Nintendo inspired draconic race.

Traps:

Locations:


EL 2:

NPCs:
Average Tulinite and Average Darts Player. two sample NPCs from a campaign world.
Galeron Xelpen IV, schizophrenic shadow human.
Glim Raulnor, mysterious one-shoed gnomic bard.
Horace Blick, Senior Custodian, 3rd Class, and (secretly) Grand Marshall of the Armies of Archmagus, Erascamb Silverbeard.
Vilyen Naurindel, young elven prince on the run.

Groups:
Baator’s Celestials, who share a love of the open road, typically own large steeds from the Davis Harley & Sons ranch, and... well I think you get the picture.
Cult of Arsilan, whose belief in freedom drives them to destroy the underpinings of society.

Monsters:
Garment Fairy, a hedonistic, frivolous being that enjoys giving fashion "advice" to any creature that comes within its reach.
Griffon, Oceolhawk, smaller, more intelligent breed of griffon that tends to inhabit hills and mountains far from the encroachment of humanity.
Helper Ooze, a collection of inert minerals, slimes, and goo given life through electricity and magic.
Inkvine Seedling, seed-like creature which seeks a warm body in which to germinate. Life cycle 2nd stage (inkvine horror)is a CR8 creature.
Lilak, emotive dryad-like creature that feeds off the energy of living creatures. Life cycle 1st stage (seed form) is a CR1/4 creature, includes examples of advanced adult stages, up to CR6.
Shy-Guy, Nintendo inspired playful fey race.
Shyster, Nintendo inspired winged fey.
Sun Dance Fairy, tiny, loyal, winged, elf-like beings that radiate beauty and light and feed off the sun during their unique dance.
Water Aranea, amphibious, teritorial, spider-like creature.
Zelk, an inteligent magical cross breed of a crow and a fox.

Traps:
Who turned out the lights? Trap and monster combo.

Locations:
Crackpot Pass, where you can ride a gnomish ski-lift with an unusual power source.
Weaver's Woes, where love conquers all in the goblins' caves.


EL 3:

NPCs:
Calista, "The Ice Queen", protector of her adoptive village.
Giorath, gnollish hunter and elf-stalker.
Glark, goblin sorcerer, treasure hunter by trade.
Hans Appleheart, travelling druid and potion trader with groundhog companion.
Jenna Oreland, middle-aged cleric of Rudd with a mischievous twinkle in her brown eyes.
Lyra Wardsmith, a sample wrangler (bodyguard).
Moryrth, pickpocketing kobold from the city of Sharn.
Shautha Pleasant, orcish innkeeper who has survived by her insticts and charm rather than her physical strength.

Groups:

Monsters:
Bzastra, a conversion from the 2nd edition Planescape appendix volume 3.
Carnivorous Corn, a deadly variety of crop created by an extremist Druidic sect who see the cultivation of domestic crops as a debasement of nature. Includes notes for crops of different size from CR 1/2 to CR 5.
Cloud Sap, tiny ooze with an interesting feeding method and life cycle. Life cycle 2nd stage (tempest ooze) is a CR6 creature.
Eulasti, the result of an incomplete, disturbed, or otherwise adversely affected summoning of an a creature from the Elemental Plane of Air.
Gwyllgi, an intelligent, evil canine appearing much as a large, black elkhound.
Scray, horrid monstrosities that hide among coastal and aquatic societies and prey upon the unsuspecting populace.
Sniffit, Nintendo inspired gunk-spitting fey.
Soulsucker, accursed fey with a taste for mortal souls.
Steel Legionnaire, basic construct soldier.
Sugara, who like to see a well-fed individual, and will do everything in their power to help out the "underweight".
Swampie, cruel and cunning little beings that lurk in the deepest and darkest corners of marshes.
Viper Hound, poisonous lizard that hunts in packs like dogs.
Wulfyn, elusive and solitary fey that assign themselves the task of hunting down any who would defile or destroy an area of wilderness.

Traps:
Do-gooder's Doom, cunning combination trap that requires three different saving throws to avoid.

Locations:
Imp who would be an Artist, where the PCs rescue this unusual painter from captivity upon his own pier.
Lake View Inn, the staff and regulars of the local pub of Ender's Harbour.
Leap of Faith, the resting ground of this sunken vessel.


EL 4:

NPCs:
Avesteri Leafstrider, enchanter of Shar with a wonderfully detailed back story.
Harland Goldwright, peg-legged dwarven innkeep and town hero with plenty of tales to tell.
Jin-Sot, the Stranger, a sample Wandering Knight.
Johannas Bieron, royal court spy.
Mayor Jekin Brumbeld, aristocrat/fighter.
Pricilla Warrior, fiery master smith, with a temper that would humble a Red Wyrm.
Red Sheen, two sample NPCs of the Red Skulls thieves' guild.
Udohorn, tavern drunk who could turn nasty.

Groups:
Bandits, where the PCs may aid a goblin paladin in bringing these brigands to justice.
Hak'Suk Tribe, who protect the local area from monsters but could become a greater threat themselves.

Monsters:
Baldandar, evil humanoids who specialize in deceit, illusion, and trickery. 2nd ed conversion.
Bastosi, malicious fey who feed upon the dread and fear of the living things they terrorise.
Darkshell, strange aquatic predator that gets its name from the long dark gray shell that covers its body.
Half-Succubus, specific varient on the half fiend, a +4 LA template (no example given).
Ridge Stalker, a magical breed of lizard that can bend light to become invisible.
Silver Centurion, armour-like construct, created by wizards as guards and servants.
Stryker, intelligent earth elementals that have developed their own individual morals.
Sukhoi, an example essence thief, plus the essence thief template. Also includes an example essence puppet, a CR 8 creature in this case.
Symphoningester, a large green and blue swirled ooze that feeds on music and song.
Tearenal, wise bird-like creatures that champion the causes of freedom and liberty.

Traps:

Locations:
Biggle's Bed and Blanket, where you are guaranteed a good night's sleep.


EL 5:

NPCs:
Adrian Seawolf, deformed merfolk ranger who has adapted well to new suroundings.
Boz, or rather Bozalishtel Mortapungish Swalla'tel Spern'jaa, the "Lizard Prince" bard extraordinaire.
Firtan. paragon kobold with a dislike for outsiders.
Frumyed, orc barbarian on a quest to reveal the might of the orc race to the world.
Garret Crackenhorn, mad gardener with an unusual choice of weapons and gnomish paranoia.
Gau, druidic avenger who grew up in the wild.
Kytris, unicorn bard and insatiable chatterbox.
Locke Cole, human rogue who sees himself more a treasure hunter than thief.
Nicholas Shem, the Iron-Skinned Mage.
Thri-Kreen Marksman, four-armed archer specialist.
Thri-Kreen Soldier, four-armed melee specialist.
Tippi Hitchkin, "The Voice of the Nightingale", carefree entertainer and companion to birds. Includes comprehensive notes for scaling the encounter for higher levels.

Groups:
Cult of the Setting Sun, a supposed criminal organisation that unknowningly keeps criminal activity in check through the cunning direction of its lawful leader.
Kobold Bandits, with arrogant, overconfident leader.
Nathak and his tribe, wyvern wannabes.
Rynayth and his sidekicks, kobold ambush specialists.

Monsters:
Anima, mystical spirits that dwell in and protect wild domains far away from the human world.
Dino-Torch And Dino-Rhino, Nintendo inspired dragon-like magical beasts.
Golem Spectre, what happens to the bound elemental spirit when a golem dies.
Korriger, or troll cat, dangerous predator that is difficult to keep down.
Oleluki, a notorious and evil fey creature that steals away children to devour them.
Picor, vain and stupid monsters that combine the lower bodies of peacocks with the upper bodies of humanoids.
Ricochet, or mage's pinball, a strange ooze that feeds off kinetic energy. Includes CR15 version of creature.

Traps:

Locations:
The Feat Fountain, which bestows small powers or curses upon those who drink of its waters.
Inn of the Welcome Traveller, where the real owners are being held captive.
Roo Skidoo, perhaps the least subtle thief ever.
Treehouse of the Vines, where the unlucky end up as compost.


EL 6:

NPCs:
Ellie Gwyn, traveller, fortune teller, spy and lookout, and until seven years ago, the Lady Elizabeth.
Kachrun, orc mercenary band leader of hideous appearance.
Legless Lowry, sorcerer whose name says it all, really.
Marissa Brightheart, cleric who's just escaped a vine-wrapped prison.
Nagrod, orc chieftan.
Sylden Blakenmoor, jovial, likeable character whose firmest belief is in the ending of oppression and tyranny.
Trekk Osru, orcish ranger (includes details of his travelling companion Trianna Dowser).

Groups:
Hand of Civilization, a political, cultural and artistic movement, promoting the virtues of the civilized human way of life above all others.
Lawful Evil Party, 4 strong group.

Monsters:
Adamantine Ivy, tough plant with some of the properties of the mineral it feeds upon.
Armoured Radiance, fiery armoured elementals that live to fight undead.
Ebony Ooze, or stink slime, a black pudding-like ooze with a bad BO problem.
Luggage, Pratchett-inspired automated chest.
Mordenkainen’s Marmalade of Disjunction, magic-eating orange ooze with juicy bits.
Phantom, also called a vapor, a spirit that lives on the recognition of others.
Steam Hound large hound-like construct, with scaldingly hot steam pouring out from the joints in its steel body.

Traps:

Locations:
An Animated Encounter, where the animated creations of a misfortunate wizard have gone awry.


EL 7:

NPCs:
Aen Cailte, human paladin with sorcerous talents.
Baghra, slick-tongued hobgoblin cleric.
Culhwch Twrcharad, the druidic disabler mage.
Incarnum Shock Trooper, azurin combat specialist.
Kamikaze Shock Trooper, centaur hit and run expert.
Kovan Drathe, lance wielding half black dragon centaur.
Krebble, ex-pirate, now guildmaster of the Iron Cloak thieves' guild in Luskan.
Mounted Psi-Gish Shock Trooper, halfling psionic cavalry.
Norgar Stronghammer, dwarven combat sorcerer who seeks the necromancer responsible for his deformed arm.
Orylea, nymph with an amazing story to tell, whose spirit lives on.
Psionic Battle Controller, githzerai psychic warrior.
Rondell Whitehorn, gnomish master gunsmith.

Groups:
Black Tongue Society, poison using meditators who strive to achieve a mental state beyond the mortal realm.
Children of Razera, a cult which follows a deformed lizardman they believe to be a lost deity.
Cult of the Watch, breakaway, proactive faction of the church of Helm.
Jormak & Kalumtax, draconic allies, hoard collectors.

Monsters:
Bog Wretch, an undead creature created when the bog-sunken corpse of a sacrificial victims is animated by a spark of the dead creatures spirit that refuses to pass on.
Rime Hunter, a monster that dwells in the savage arctic, hiding amongst the rocks and snow, waiting for prey.
Rosewood Golem, druidic construct made of tightly bundled rose vines covered with wickedly long thorns.
Spulpit, ooze-like desert aberration
Steam Golem, large construct that is essentially a superheated copper kettle.
Teridoloth, creatures of stealth and guile, generally found serving more powerful Yugoloths as spies or scouts.
Wight Lord, +2 LA undead template. Sample given is a CR7 monster, using a 5th level human fighter as the base creature.
Zarathar, spirits of vengeance directly created by and subservient to some lawful evil gods as well as the Lords of the Nine.

Traps:
Raiders of the Lost ARRGGHHH! Rolling rock with a difference.

Locations:
Tolunder’s Bait, Tackle & Fine Wines, best not to get on the wrong side of the simple old man who runs it.


EL 8:

NPCs:
Charisse, a converted follower with a tough choice to make.
Chief Drachir the Scarred, orc tribe chieftain with a wicked axe.
Conrad Bains and Elyssa Malvolken, two sample vampires focusing on metal powers.
Eena, a more civilised than normal kobold.
Iwran Rythern, blind mage who manipulates through fear and intimidation and has revenge planned upon those who took his sight.
Viola Massaline, or is it the dwarven warior Grimgore Bloodbeard, the elven snake charmer Cesario or someone else entirely?

Groups:
Valanthe Siannodel, Enialis, Qillathe, Aust and Laucian, Eldreth Veluuthra scouting party on the lookout for human prey.

Monsters:
Phantasmo, fluffy, soft & cuddly outsiders charged with the protection of the very young.
Winter Wolf, pack leader.

Traps:

Locations:
Echoes, getting lost within the dreams of a battle long ago.
Fountain Hall, the watery abode of a cleric beloved by a tribe of local orcs.
Goronwood Prison, a dire place where the warden plays out his vile fantasies.
Hand of Heaven Orphanage, well-intended charitable home turned slave prison.
Insect Invasion, where a discommunicated cleric is helping with the formation of a new world order.
Marsh Tower, desolate ruin in the middle of a cursed marsh.
Singing Platter Inn, just be careful who you're eating. Includes comprehensive notes for scaling the encounter for higher and lower levels.
Thamion’s Vault Entrance, trap-filled entry to a vault high in the mountains.
Vampire's Womb, where a most unusal mother will do all in her power to protect her unborn child.


EL 9:

NPCs:
Conrad Windweaver, elven bard with a secret or two.
Edward Weatherby, bookish wizard and owner of The Purple Moon magic supplies store.
Elina Weatherby, short tempered mage and crystal jeweller, wife of Edward.
Halmur Breneil, of Clan Tovaere, beardless dwarf and social exile who chose tha path of the wild over the one set out for him.
Jaya, a mysterious traveller from the East whose true purpose is hunting for a mate and suitable hosts for her curse of entomanthropy.
Lord Plunder, a villian whose main objective is the aquisition of the PCs' magical items.
Nicolas Fortrisic, charmer, scout, natural leader and assassin.
Tarlis, sophisticated tiefling scondrel and assassin.
Untouchable Zhent Artillerist, who attacks from the relative safety of the ethereal border.
Waltin Tarmikos, the Corrupted General.
Unnamed orc barbarian.

Groups:
Ambush, fully detailed ambush for use in narrow ravine.
Campfire Cookout, where a culinary disagreement between brothers might prove distraction enough to allow the rescue of their dinner.
Cult of Hihatchi, the peaceful public face of The Corporation.
Dorvin and Melissa Grem, father and daughter banditry partners.
Fauxe and the Hounds, where a blackmailed illusionist helps a gnollish druid hunt his dinner. Includes comprehensive notes for scaling the encounter for higher and lower levels.
Juggling Double Act, halfling entertainers possibly with ties to CFC.
Order of the Sapphire Eye, rebels against the empire who wish to see their kingdom returned to Draconic rule.

Monsters:
Addimagus, adamantine elementals with comprehensive arcane skills.
Devil, Deztrigon, a type of highly lawful devil that fills the role of bodyguard or protector in Baatezu society.
Dyan'Nell, bizarre creatures believed to come from the far realms of insanity that lie beyond the known planes of existence.
Rawhead Bloodybones, a bogeyman plain and simple who exists only to punish the wicked.

Traps:

Locations:
Beauty, the Beast... and their Guardian, or the case of the missing amulet.
Chief's Necklace, which is being used to frame an innocent by a power hungry psion.
Nomed’s School for Aspiring Adventurers, where a good education comes at a high price.
Shrine of the Joyous Tears of Elhonna, where a maddened, diseased dryad waits to greet you.
Temple of Snakes, not the kind of place that Indy would want to visit.


EL 10:

NPCs:
Adanar, the Lifesculptor, sociopath, mass murderer, and exotic pet owner.
Black Poniard, infamous assassin for hire.
Cuthbert nee Grandwyne, crystal-eyed, single-minded artificer.
Elven King, who likes to stay around when combat starts, much to the annoyance of the palace guard.
Gerald Sinclaire, travelling cleric of Fharlanghn.
Ignatius Thanatos, twice widowed ex-paladin of Heironeous.
Imoril Knifeshade, priestess of Erythnul just waiting to be converted.
Jeril Thinhand, the "Grave's Finger", ghostly spy and assassin.
Lienhard Hexjäger, diseased specialist assassin.
Londar the Brave, town militia captain who isn't quite what he claims and his loyal cohort Bran Uthwold.
Moila Dimweer. abused, insecure, twisted individual that now finds amusement in the torture of others.
Morgak, dwarven necromancer with his sights on lichdom.
Morm, male maug barbarian/fighter.
Ops, gestalt warlock/psychic warrior covert ops specialist.
Panmorn Greensleeves, one of three near identical siblings, each specialising in a different arcane school.
Steglor Lanthrope, halfling rogue, parent hunter.
Thermalda Daggerswift, a psychotic basket case with blood red hair and dark eye make-up to contrast her pale skin.
Theyok Garg, goblin gladiator turned professional mercenary.
Vren, vicious, carnage-loving lycanthrope.
Unnamed human monk/assassin.

Groups:
Baraka Natala, a cult who strive to bring back the old gods and throw the world into chaos.
Children of Pelor’s Fire, a rebelious sect of Pelor's church teaching chaos and freedom through the magic of fire.
Crew of the Silver Pegasus, captain, first mate and sailors of great skill and experience.
Dert and Meno, self-made guardians of the forest of Yus.
Path of Light, a charitable organization with a dark secret.

Monsters:
Beholder, Oculon, a rare offshoot of the Beholder race, which devote themselves to studying ancient secrets and lost lore.
Bladed Grass, vicious magical grass with a taste for blood. Life cycle 1st stage (bladed grass seedling) is a CR4 creature.
Draugbrand, air elemental with a magnetic personality.
Fire Seed Guardian, or what you get when you mix druidic spells, alchemical processes and a lot of gardening experrtise.
Shalolpede, bizarre predators that look like twelve-foot long centipedes made of earth and stone.
Steel Magehunter, construct designed for combating spellcasters.

Traps:
Rolling Stone, which gathers no moss, but might gather a few PCs along its way.

Locations:
Aquatic Elves' Customshouse, which perhaps surprisingly will be encountered upon a road nowhere near the sea.
Defiled Temple under the Sands, home of a "pair" of unusual blue dragons and their desert gargolye companions.
Inn of the Three Sisters, mmmm PIE!
Therza's Garden, an arboretum of exotic trees with a pair of overprotective gardeners.

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9 years ago  ::  Sep 01, 2004 - 5:49AM #3
Evandar_TAybara
Date Joined: Feb 24, 2002
Posts: 519
EL 11:

NPCs:
Elven Princess, and competent arcanist.
Guildmaster, male half-elf Bard/Rogue.
Hafa Adai, the Mad Trader of Ombaba-Maomao Island. Includes details of his companions.
Korvael, dwarven fallen paladin.
Lord Aramil, beloved aristocrat with a secret hobby.
Onigar and his pets, ogre king who is always accompanied by his hounds Oni and Gar.
Sir Ian Korren, lycanthropic village leader.
Talinias, pawnbroker, fence, and investigator of interesting objects.

Groups:
Baeshraterunt, wingless bronze dragon, and his companion, Dorial "Thunderstone" Belven.
Circle of Tooth and Claw, a cult of Obad-Hai who practice proactive evolution.
Cult of Torture, organisation of ex-interrogators who now see their work as a art form.
Evil Party, 12 strong group.
Selenna & Drak, werewolf pair under the effects of a witch's curse.

Monsters:
Prismaghas, Lovecraft inspired incorporeal outsider.
River God, powerful nature spirit tied to a river which has three distinct life stages.

Traps:

Locations:
Bog Flower, which is desperately needed for a cure, but only grows in a rather dangerous location.
Eirneleann’s Archive, a bookshop that hides a portal through space and time.
Meriena’s Garden, which is under threat of destruction.
Singing Lyre Inn, whose leading artist is devilishly good.
Thriller, meet the entertainer Maelich Jackelstein, who's "not like other boys".


EL 12:

NPCs:
Arharu Baelial, half-fiend draegloth barbarian.
Black N. Decker, male human Cleric/Thaumaturgist.
Earlan the Storyteller, the mute prophet. Includes detail of his companion Timaeus.
Elinaldra of House Jordain, wizard's elite aide for hire.
Elite Palace Guard, designed for use in elven royal court.
Garzog the Horrible, hideous four-armed troll clan chieftain with a penchant for humanoid flesh.
Greela Hookhorns, ogre mage advisor (cunning manipulator) of Garzog the Horrible.
Kirsten Rousa, zealous cleric of Hextor with family issues.
Lazarus Caine, charming psychopath.
Lylol Rynir, human warlock with vampire bloodline who uses her otherworldly beauty and supernatural charms to get what she needs. Originally posted by green_yawgmoth, this links to an external source.
Owner Noccide, tragic victim of circumstance, or cold-blooded killer in the night?
Tendoak, a mummified disillusioned ranger.
Vool, corpulent spellcaster and mad scientist.
Unnamed orc wizard.

Groups:
Ascendancy of Humans, cult manipulated by its leaders to destroy impure half-breeds.

Monsters:
Devil, Jezzutult, a creature with ties to the element of fire due to a heritage tracable back to the efreeti Jezzutome.
Iron Wolf, 4-legged iron golem without halitosis.
Nightmare Marauder, tall gaunt humanoid looking and dangerous outsiders that generally attack anything they encounter on sight.
Primordial Ooze, ancient race of doppleganger oozes.

Traps:
Sphere of Doom, big hamster ball with added nastiness.

Locations:
Chateau Rose, a haunted mansion where the owner is not the damsel in distress she first appears to be,
Fharlanghn's Road Side Temple, with a problematic pair of guardian golems.
Honest Bob's Trading Post, where just about anything is potentially available.
Robard’s School of Combat, a successful academy with humble begins that now lies under threat.


EL 13:

NPCs:
Darkstar, the Assassin, who was destined by the prophets of the old times to bring destruction upon the nations of the Shadow Elves.
Elite Royal Guard, designed for use in elven royal court.
Khelektari, Winterhaunt of Auril, designed for a post-BBEG encounter in a cold environment.
Maneth Szat, a cursed follower of Loviatar.

Groups:
Jolethuam Fendarin & Big Thunga, one has the brains, the other the brawn and together they head a competent "archaeological team".
Midnight Sword, a knights' fellowship with an absolute hatred for the drow.

Monsters:

Traps:

Locations:
Assassin's Burial, where lie the skulls of countless victims.
Copper Crossing, Formerly known as Righteous Run, a testing ground for those of questionable devotion.
Opphram's Ocular Outlook, the place to buy your lenses, if you can bear the wailing.
Sinister Silo, an old farmstead with a nasty rodent problem.


EL 14:

NPCs:
Jayna Strang, who uses the shop she owns as a front for her and her cohort Corran Vao to investigate the man who killed her parents.
Lockreed, stormlord out to convert. Includes details of cohorts and followers.
Maneth Szat, a human with terrible purpose who exists as an extension of Loviatar’s desire.
Veran Trauvaeu, acrobatic master thief.
Zena of the Dancing Demon Gentlemens' Club, a heartbroken fallen angel who now has passion only for the dance.

Groups:
Order of Social Justice, political organisation promoting personal freedom that is the cover for an illithid takeover plot.
Tesrin Dlargrageth & Lilanna. fey'ri and succubus companions. Includes sample bodyguard that can be used to scale the encounter for higher levels.

Monsters:
Dread Vine, marsh-dwelling aquatic plant.
Melliorim, celestial warriors of goodness, often found fighting under the leadership of beings such as Planetars and Solars.
Nightmare Beast Tracker, bred for speed and ability prowess rather than combat.
Winding Wyrm, huge clockwork dragon built as a powerful tool for warfare.

Traps:

Locations:
Boettcher and Wein's Confectionary Shop, where a little indulgence by the innocent may lead them to a lot of trouble.
Dark Resonance, the place to hang out in during a night out in the underdark.
Monastery of the Sightless Mind, where the monks and their reason for being there are nothing like they appear.


EL 15:

NPCs:
Stinkie Wiggletoes, absentminded halfling bard of adventurous inclination.
Ulrick Fellspare, wizard slayer, unknown father, ex-goat.

Groups:
Church of the Final Unity, supposed church of enlightenment that is the front for an insidious plan.

Monsters:
Dark Disciple, +3 LA undead template. Sample given is a CR15 monster, using a 12th level human cleric as the base creature.
Sand Devil, horrid outsiders that appear to be formed from sandstorms.

Traps:

Locations:
The Cloud, the unusal home of an unusual pair of freinds.
Duelists Guildhall, whose charming leader is more than he appears.
Realm of Soliris, a pocket dimension of darkness and acid.


EL 16:

NPCs:
Dinavano Cu’tura, exceedingly well-travelled elven archer.
Lizzathadorias, injured silver dragon who now lives under the human guise of Lady Elizabeth.
Murphy, devious bard with a colourful history.
Rhea Of The Coos, true necromancer, lover to the Rotting Man.

Groups:

Monsters:
Magic Elemental, a very rare, vaguely man shaped cloud of boiling luminous energy, usually created in the wake of great magical catastrophes.
Truly Monstrous Spider, who's fiendish, phrenic and colossal too.

Traps:

Locations:


EL 17:

NPCs:
Cleric Coors, a holy man of great power who is also a wealth of great knowledge.
Megid Nek-sul, battle-hardened kobold ranger who is wary of those he doesn't know, but loyal to the death to those he calls friend. Originally posted by green_yawgmoth, this links to an external source.

Groups:
Lesro, Pree, Ralph and Half. BBEG teamed up with recent victims of the Juggling Troupe (found elsewhere on this thread).

Monsters:

Traps:

Locations:


EL 18:

NPCs:
Aldoc Voyeri, mutated summoning specialist who most would consider insane. Originally posted by green_yawgmoth, this links to an external source.

Groups:
Order of the Avatar of Agratha. whose leader is an agent of their mortal enemies.
Society of Bees, a druidic order who view to qualities of a certain creature to be above all others.

Monsters:
Steam Dragon, gargantuan dragon-like construct made from solid steel.

Traps:

Locations:
Introducing Nathaniel Harker, a gentleman with a taste for wealth, fine art and blood.
Wooley Swamp, tainted haunt of a powerful ghost.


EL 19:

NPCs:
20 Random NPCs , CR 1-19, no gear specified.

Groups:

Monsters:

Traps:

Locations:


EL 20:

NPCs:
Durak the Black, fallen palladin, blackguard demonbinder.
Necromantic Disabler Mage, who specialises in "drain and slay" tactics.

Groups:
Ministry of Sacred Arcanum, rebel drow faction who draw on both the arcane and divine powers of Boccob.
Order of the Ivory Mask, a cult of cults, used unknowingly by its nefarious leader to slaughter as many of the human race as he can.

Monsters:
Atma Weapon, FFVI inspired creature that guards a weapon of the same name.
Living Lake, the granddaddy of all oozes.
Tyronth, gargantuan, flying, serpent monstrosity that delights in causing death and pain.[/b]

Traps:

Locations:


EL 21+:

NPCs:
[url=http://boards1.wizards.com/showpost.php?p=9725327&postcount=290]Chaucer, epic dread necromancer Shadowvar lich.

Keshna Finlothleer, Grandmaster of Shadows, leader of the Teflemmar Shadowlords.
Lygashak, the "Hammer of Orcus", advanced half-vampire ibixian.
Nael'hadavar, uber-epic paragon anthropomorphic tiger.
Namis, uber-epic paragon human demilich.
Noob Splitter, a somewhat satirical NPC, probably to be used in emergencies only.
Thelisuul, Lord of Glass. a demon lord of great power.
Torfane the Vorpal. epic orog warchief.
Uber Demi-Lich, epic, undead BBEG immume to most things.
Vainglorious, very old fang dragon with class levels.
Wyrrdreth Rivalen'Thultch, a female shade with a wicked past.
Yawgmoth ir'Khyber, half black dragon lich true necromancer. Originally posted by green_yawgmoth, this links to an external source.

Groups:
Cult of the Adamant Beast, master clockmakers and creators of void gears.
Huntmistress and her pack, iron half-golem marilith ranger and her steel predator pack members.

Monsters:
Ash’ke, the Doomlight, a hyper-advanced Vrock.
Gusion, short-tempered, goat-legged outcast duke of hell.
Reptillian Gargantua, gigantic reptillian creatures of impossible size and power, a 2nd ed Kara-Tur conversion.
Rust Dragon, dangerous, vicious beast with a horrific brath weapon.
Serpent of the Depths, a legendary aquatic monster of nearly unimaginable size and strength.
Sleepwalker, deadly outsider created through horrific rituals.
Stone Dragon, earth dragon with a petrifying parent. Includes age categories for CRs 6-31.
Vidokkun, fast and powerful, soul-trapping, epic undead.

Traps:

Locations:
Bardwell's Ferry, where the ferryman and the river he wards are more than they seem.
Golden Oracel, the place to go when seeking answers.
Pax Nocturna Inn, a converted house with a horrific history, now haunted.
Sfal's Seaside Tavern and Inn, from where the Spiked Felldrake Action League base their operations.

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9 years ago  ::  Sep 01, 2004 - 5:50AM #4
Evandar_TAybara
Date Joined: Feb 24, 2002
Posts: 519
FAQ.

Ok, so the "Q" actual stands for "question" (singular) at the moment and "frequently" isn't exactly accurate, but if you have any questions about the thread I'm happy to answer them

Q: Why have you opted to repost everything, rather than just including links to the original source of the material?
A: Primarily to avoid the risk of material being lost when the boards are pruned. A number of the threads I've "hijacked" for material have had vast amounts of that material unavailable due to the links in the indexes pointing to posts/threads that no longer exist. By reposting everything here, I can ensure this material does not get lost. Also, by having everything in a single thread, people who are not looking for anything specific can browse entries at their leisure without constantly having to jump from link to link.
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9 years ago  ::  Sep 01, 2004 - 5:51AM #5
Evandar_TAybara
Date Joined: Feb 24, 2002
Posts: 519
Originally posted by KelanenPrinceofSwords.

Name: Chief Drachir the Scarred

Role: Orc tribe chieftain

Setting: Any wilderness region with an orc lair.

Background: Born in squalor among the orcs of the Vile Rune tribe, Drachir managed to survive to adulthood by cunning and viciousness. At 15 yrs. of age, he challenged and beheaded the previous chief, Svyne Gutgorer, in mortal combat, becoming the most recent chieftain of the Vile Rune tribe. Chief Drachir plans to enrich the tribe by selling their services as mercenaries to Iuz the Old (or any BBEG from your fave campaign setting).

Crunchies: Chief Drachir the Scarred, Male Orc Bbn 8: CR 8; Medium humanoid (orc); HD 8d12+24; hp 78 (+16 rage); Init +2; Spd 30 ft.; AC 20 (18 rage), touch 12 (10 rage), flat-footed 20 (18 rage); Base Atk +8; Grp +13 (+15 rage); Atk +15 melee (+17 rage) (1d8+6(+8 rage)/x3, +1 elf bane orc double axe), or +11 ranged (1d8+5/x3, masterwork composite longbow); Full Atk +13/+8 melee main (+15/+10 rage) (1d8+6(+8 rage)/x3, +1 elf bane orc double axe) and +13 melee off (+15 rage) (1d8+3(+4 rage)/x3, +1 elf bane orc double axe), or +11/+6 ranged (1d8+5/x3, masterwork composite longbow); SA elf bane weapon (enhancement bonus increases by +2 and +2d6 damage against elves), rage (3/day for 8 rounds); SQ damage reduction 1/ - , darkvision 60 ft., fast movement, improved uncanny dodge, light sensitivity, trap sense +2, uncanny dodge; AL CE; SV Fort +9 (+11 rage), Ref +4, Will +2 (+4 rage); Str 20 (24 rage), Dex 15, Con 16 (20 rage), Int 9, Wis 11, Cha 13.
Skills: Intimidate +12, Listen +11, Spot +5.
Feats: Exotic Weapon Proficiency (orc double axe), Two-Weapon Fighting, Weapon Focus (orc double axe).
Possessions: +1 elf bane orc double axe (both ends), masterwork composite longbow (+5 Str), quiver containing 20 arrows, +1 breastplate, amulet of natural armour +2, silver crown inlaid with 3 garnets (400 gp), 2 gold earrings (10 gp each), pouch containing 30 pp and 4 bloodstones (50 gp each).

Chief Drachir the Scarred is a hulking, fearsome orc, 19 years old, his warty yellow skin covered with scar tissue, with a bushy thatch of coarse black hair, beady black eyes, and fangs that protrude from his wide mouth. He carries a black-bladed orc double axe etched with fell runes, and wears a rust-red breastplate bearing the device of the Vile Rune orc tribe. Upon his grizzled brow is a silver, garnet-inlaid crown, and a pair of gold earrings pierce his pointed ears. A turtle shell amulet on a thick leather cord is tightly wrapped around his thick neck. On his broad back are a composite longbow and a quiver of black-fletched arrows.
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9 years ago  ::  Sep 01, 2004 - 5:52AM #6
Evandar_TAybara
Date Joined: Feb 24, 2002
Posts: 519
Originally posted by KelanenPrinceofSwords.

Name: Garzog the Horrible

Role: Troll clan chieftain

Setting: Any remote cavern complex inhabited by trolls (or a mix of trolls and ogres, in which case Greela Hookhorns - see next post - is Garzog's accomplice).

Background: Garzog the Horrible is rumoured among the giant-kind he lords over to be a direct descendant of Vaprak the Destroyer, demigod of trolls and ogres. An extremely rare mutation has given Garzog four fully functional arms. Ruling over his monstrous subjects with iron claws, Garzog demands frequent tributes in humanoid flesh (particularly humans, dwarves, elves, gnomes and halflings) from his underlings. Optionally, Garzog can be partners in crime with the ogress mage Greela Hookhorns (see next post), who has brought her own loyal ogres to ally with Garzog's trolls.

Stats: Garzog the Horrible, Male Four-Armed Troll Ftr 6: CR 12; Large giant; HD 6d8+6d10+84; hp 145; Init +2; Spd 30 ft.; AC 19, touch 11, flat-footed 17; Base Atk +10; Grp +21; Atk +16 melee (1d8+7, bite or claw); Full Atk +16/+16/+16/+16 melee (1d8+7, claw) and +14 melee (1d8+3, bite); Space/Reach 10 ft./10 ft.; SA rend 2d6+10 (per 2 claw attacks that hit); SQ dark vision 60 ft., fire resistance 20 (major amulet of fire resistance), low-light vision, regeneration 5, scent; AL CE; SV Fort +16, Ref +6, Will +6; Str 25, Dex 14, Con 24, Int 8, Wis 10, Cha 8.
Skills: Listen +5, Spot +9.
Feats: Alertness, Improved Natural Armour (+3), Improved Natural Weapon (bite), Improved Natural Weapon (claw), Iron Will, Multiattack, Track.
Languages: Giant.
Possessions: Major amulet of fire resistance, large belt of gold-plated leather inlaid with emeralds (12,000 gp total value).

Garzog the Horrible is a hideous four-armed troll, with mottled green skin, shiny black eyes, sharp yellow teeth, and long, bloodstained claws. About his neck hangs an amulet of reddish copper in the shape of a flame.
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9 years ago  ::  Sep 01, 2004 - 5:53AM #7
Evandar_TAybara
Date Joined: Feb 24, 2002
Posts: 519
Originally posted by KelanenPrinceofSwords.

Name: Greela Hookhorns

Role: Advisor (cunning manipulator) of Garzog the Horrible (see above post).

Setting: See above, or use Greela and her ogre minions (# dependent on DM's needs) alone.

Background: Greela is an exceptional ogress mage, having the blood of a distant white dragon ancestor flowing through her veins. At an early age, she discovered her knack for sorcery, and has developed her powers as time permits ever since. Upon encountering the 4-armed troll chief, Garzog the Horrible (who was engaged in slaughtering a band of young rangers who got too close to his lair), Greela saw an opportunity to manipulate the ferocious troll for her own ends, and beguiled Garzog with her devious charm. Now the two rule over a combined force of trolls and ogres, and plan to wreak havoc on the nearby countryside.

Stats: Greela Hookhorns, Female Ogre Mage Sor 4: CR 12; Large giant; HD 5d8+4d4+36; hp 68; Init +5; Spd 40 ft., fly 40 ft. (good); AC 17, touch 12, flat-footed 16; Base Atk +5; Grp +14; Atk +10 melee (3d6+8+1d6 fire/19-20, +1 flame greatsword) or +6 ranged (2d6+5/x3, masterwork composite longbow); Space/Reach 10 ft./10 ft.; SA spell-like abilities (CL 9th, at will - darkness, invisibility; 1/day - charm person (DC 14), cone of cold (DC 18), gaseous form, polymorph, sleep (DC 14)), spells (save DC 14 + spell level, 6/7/4); SQ dark vision 90 ft., low-light vision, regeneration 5, spell resistance 19; AL NE; SV Fort +9, Ref +3, Will +7; Str 20, Dex 12, Con 18, Int 14, Wis 14, Cha 18.
Skills: Concentration +16, Listen +14, Spell craft +14, Spot +14.
Feats: Combat Casting, Combat Expertise, Improved Disarm, Improved Initiative.
Languages: Common, Dwarven, Giant, Orc.
Possessions: +1 flame greatsword, ring of protection +2, platinum chain (1,000 gp) with large sapphire pendant (6,000 gp), 4 pouches containing spell components, large pouch containing 3 aquamarines (50 gp each), 13 pp, 25 gp, 9 sp and 4 cp.
Known Spells: 0 - resistance, acid splash, detect poison, detect magic, daze, flare / 1st - shield, magic missile, expeditious retreat / 2nd - scorching ray.

Greela Hookhorns has a typical appearance for a female ogre mage. She has bluish green skin, long black hair worn in a ponytail, a pair of curved ivory horns protruding from her forehead, and black teeth and claws. Her dark eyes have small white pupils. She wears a dirty, tattered grey robe cinched at the waist with a frayed rope, from which depend several pouches. About her thick neck hangs a platinum chain with a large sapphire pendant. In her hands is a large greatsword with a blade of reddish steel, and a large composite longbow and quiver of arrows are strapped to her humped back.
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9 years ago  ::  Sep 01, 2004 - 5:55AM #8
Evandar_TAybara
Date Joined: Feb 24, 2002
Posts: 519
Name: Johannas Bieron.
Role: Court/political spy.
Setting: Any city.
Background: The bastard son of a high-ranking lord of the realm, Johannas had all of the benefits of a courtly upbringing but without the station it usually brings.  All but ignored by his father, his mother (an unmarried low-ranking court lady) brought him up against the advise of her friends and family who were hoping she would have him adopted off to some wealthy merchant or public servant.  With no actual station or rank of his own, Johannas spent most of his youth as a pageboy, suffering the insults and abuse due to his parentage with gritted teeth and tough skin.  It was during this time that he learnt how to blend into backgrounds and make himself appear as insignificant as possible - a skill that saved him from numerous beatings over the years.  It was this talent that brought him to the attention of the woman who was to become his teacher and mentor.  Around about his 10th birthday, Johannas was approached by the king’s bard Giana Tarr, who offered to take him under her wing to train as her apprentice.  Although surprised by this offer (he had never shown any real talent for music), Johannas jumped at the opportunity, if only to keep him away from the abuses of the other pageboys.  Over the next four years, he learnt the basics of the bardic talents, and began to develop the magic of bardic song.  His lack of talent for music proved true however, and it was through poetics and narrative that these talents were developed.  His training also concentrated on the skills and ways of the court, and developed his talents for subtlety and stealth. Shortly after his 14th birthday, Giana Tarr revealed to him the true nature of her role within the court - that of the king’s spy, and her real reason for training him - to be her aide and eventual successor.  In the years since then, Johannas has further developed his skills and bardic abilities and is now an accomplished spy in his own right, though still only a novice when compared to the talents of his mentor.  He has recently moved away from his home city, and now acts as the king’s spy within the aristocracy of his new home.  His father remains unknown to all but him and his mother, a situation he enjoys as it gives him certain leverage and benefits as his father would like the knowledge of his relationship to Johannas to stay hidden.  Johannas is of average height and build, and nondescript in most ways, or at least appears to be so.  He is in his late twenties.
Usage: Johannas can be used in a multitude of ways depending on the relationship the PCs have with the aristocracy and officials of the city he is based in.  Perhaps he enlists the help of the characters in a case of courtly intrigue or political wrangling.  He might end up as an adversary of the group if their patron or employee is in disfavour with the king.  Or perhaps his father is worried about the threat to his honour that Johannas posses, and hires the PCs to eliminate that threat. Any changes made to his background (especially his city of origin, liege and mentor) can open up other avenues where Johannas may encounter the PCs.
Stats:
Johannas Bieron
Bard 4 (ECL 4)
Male Medium Humanoid (human)
Hit Dice:
4d6+8
Hit Points: 24
Initiative: +7
Speed: 30 ft.
Armour Class: 15(+3 Dex, +2 bracers), touch 10, flatfooted 12.
BAB: +3; Grapple: +3
Attack: Mwk dagger +4 melee (1d4/19-20), or mwk dagger +7 ranged (1d4/19-20).
Full Atk: Mwk dagger +4 melee (1d4/19-20), or mwk dagger +7 ranged (1d4/19-20).
Space/Reach: 5 ft./5 ft.
Special Attacks: Bardic music, spells.
Special Qualities: Bardic knowledge, bardic music, spells.
Alignment: Neutral.
Saving Throws: Fort +3, Rex +5, Will +3
Abilities: Str 11[-], Dex 17[+3], Con 14[+2], Int 13[+1], Wis 8[-1], Cha 15[+2].
Skills: Bluff +6, Diplomacy +11, Disguise +7, Gather Information +11, Hide +8, Knowledge (nobility and royalty) +4, Listen +6, Move Silently +12, Perform (oratory) +9, Search +5, Sense Motive +5.
Feats: Investigator, Negotiator, Stealthy.
Languages Spoken: Common, Elven, local language (if any).
Deity: None (or appropriate deity of your choice).
Bardic Knowledge: Modifier +5.
Bardic Music: Countersong, fascinate, inspire courage +1, inspire competence. 4/day.
Skill Modifiers: +2 bonus on Diplomacy, Gather Information, Hide, Move Silently, Search and Sense Motive checks from feats.  +2 circumstance bonus on Disguise from disguise kit. (all figured in to above skill modifiers)
Possessions: Bracers of armour +2, x2 mwk dagger (one kept hidden within his boot), ring of mind shielding, disguise kit - hidden within a large copy of “Tales of the Realm” which is locked (DC35) and protected by a variant fire trap spell, which is set up to destroy the book and its contents if opened by anyone other than Johannas (the opener remains unharmed other than a little singeing of their fingers).
Spells: 3/3/1, 0-level: Detect magic, know direction, lullaby, mage hand, message, prestidigitation; 1st-level: Comprehend languages, expeditious retreat, sleep; 2nd-level: Alter self, invisibility.
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9 years ago  ::  Sep 01, 2004 - 5:56AM #9
Evandar_TAybara
Date Joined: Feb 24, 2002
Posts: 519
Originally posted by KelanenPrinceofSwords.

Name: Black Poniard

Role: Infamous assassin-for-hire

Setting: World of Greyhawk, any cosmopolitan city (Greyhawk, Dyvers, etc.), or FR city such as Waterdeep or Calimport.

Background: Little is known about who the Black Poniard is, or where he came from. It seems likely that he received his training among the Assassins Guild in Greyhawk city, and it is rumoured that his first victim was a cruel instructor at the guildhouse. Having earned a reputation for cautious and deliberate effectiveness in his work, the Black Poniard is feared throughout the Flanaess (or the Realms) by those who have made powerful enemies.

Stats: Black Poniard, Male Half-Elf Rog 6 / Assassin 4: CR 10; Medium humanoid (half-elf); HD 6d6+4d6+20; hp 53; Init +9; Spd 40 ft. (base spd 30 ft.); AC 19, touch 15, flat-footed 19; Base Atk +7; Grp +10; Atk +13 melee (1d6+4/19-20, +1 wounding short sword), or +13 ranged (1d8+1/19-20, +1 light crossbow); Full Atk +11/+6 melee main hand (1d6+4/19-20, +1 wounding short sword) and +11 melee off hand (1d4+2/19-20, dagger of venom), or +13 ranged (1d8+1/19-20, +1 light crossbow); Space/Reach 5 ft./5 ft.; SA arcane spells (save DC 11 + spell level, 5/3), death attack (Fort DC 15, death or paralysis 1d6+4 rounds), poison (dagger of venom, 1/day, Fort DC 14 negates), poison use, sneak attack +5d6, wounding weapon (1 point of Con damage on a hit); SQ evasion, half-elf traits, improved uncanny dodge, +2 save against poison, trap sense +2; AL CE; SV Fort +5, Ref +14, Will +5; Str 16, Dex 20, Con 14, Int 13, Wis 15, Cha 13.
Skills: Appraise +9, Balance +9, Climb +9, Concentration +4, Disguise +10, Escape Artist +11, Gather Information +11, Hide +14 (+24 with ring of chameleon power), Jump +10, Listen +12, Move Silently +14, Open Lock +11 (+13 with masterwork thieves’ tools), Spot +12, Tumble +12.
Feats: Alertness, Improved Initiative, Two-Weapon Fighting, Weapon Finesse.
Languages: Common, Draconic, Elven.
Possessions: +1 wounding short sword, dagger of venom, +1 light crossbow, case containing 10 bolts, +2 leather armour, ring of chameleon power, boots of striding and springing, masterwork thieves’ tools, black rogue’s outfit, jar containing 3 doses of deathblade poison (injury, Fort DC 20, 1d6 Con, 2d6 Con), pouch containing 4 large onyxes (100 gp each), 4 pouches containing spell components.
Prepared Spells: 1st - feather fall, obscuring mist, sleep, true strike (2) / cat’s grace, darkness, spider climb.

Black Poniard is a handsome, rakish half-elf with a small but muscular build (5 ft. tall, 110 lbs.), 30 years old, with curly black hair, green eyes, an upturned moustache, a goatee, and lightly tanned skin. He has a tattoo of a black sword with a basket hilt on his right upper arm. He is clad in black leather, and wears a short sword and a dagger at his sides.
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9 years ago  ::  Sep 01, 2004 - 5:57AM #10
Evandar_TAybara
Date Joined: Feb 24, 2002
Posts: 519
Names: Valanthe Siannodel, Enialis, Qillathe, Aust and Laucian.
Role: Eldreth Veluuthra scouting party (EL 8).
Setting: FRCS. Either within or close to a large forest.
Background: The various members of this scouting party of the Eldreth Veluuthra cult have their own different histories that all share a common theme. At some point in their lives, they have all come to hate the plague of evil that they see in humankind. Valanthe, who’s hatred of humans was instilled from a young age by her parents, lost both mother and father during an attack on a human outpost near the edge of her home forest. Brother and sister Enialis & Qillathe are nasty characters who’s racist views are just one of many unsavoury characteristics they both posses. Aust was a slave to human masters in the far east before he escaped captivity, and Laucian witnessed the destruction of his home under human woodcutter axes. As a team they work well, relying on their combined stealth talents to set up well-coordinated ambushes and raids. Valanthe is a good leader, and has learnt to rely on the talents of her group and their own initiative rather than forcing her ideas upon them.
Usage: This group can be used as written, either as an independent group of the cult or as a scouting party for a larger cult gathering. Alternatively, use these as a random bandit encounter in any setting.
Stats:

Valanthe Siannodel (leader), Female Sun Elf Ftr7:
CR7; Medium Humanoid (elf); HD 7d10; hp 39; Init +8; Spd 30 ft.; AC 21/22*, touch 15/16*, flatfooted 17; BAB +7; Grap +10; Atk +12 melee (1d8+6/19-20/x2, two-bladed sword), or +12 ranged (1d8/x3, longbow); Full Atk +12/+7 melee (1d8+6/19-20/x2, two-bladed sword), or +10/+5 melee (1d8+5/19-20/x2, two-bladed sword) and +10 melee (1d8+3/19-20/x2, two-bladed sword), or +12/+7 ranged (1d8/x3, longbow); Space/Reach 5 ft./5 ft.; SQ Immunity to magical sleep effects, hidden portal sense, low-light vision, +2 racial save bonus vs. enchantments; AL CN; SV Fort +5, Rex +6, Will +3; Str 17, Dex 18, Con 11, Int 15, Wis 12, Cha 11.
Skills: Climb +12, Listen +3, Move Silently +8, Search +4, Spot +8, Tumble +8. Feats: Dodge*, Exotic Weapon Proficiency (two-bladed sword), Improved Initiative, Two Weapon Defence, Two Weapon Fighting, Weapon Focus (two-bladed sword), Weapon Specialisation (two-bladed sword).
Possessions: Chain shirt armour +1, ring of protection +1, mwk two-bladed sword, mwk composite longbow, x20 arrows, potion of cure moderate wounds, backpack with travelling gear, 250gp in mixed coins, gold bracelet (80gp).

Enialis & Qillathe (scouts), Male & Female Moon Elf Rog2: CR2; Medium Humanoid (elf); HD 2d6; hp 10 & 8; Init +3; Spd 30 ft.; AC 16, touch 13, flatfooted 13; BAB +1; Grap +2; Atk/Full Atk +5 melee (1d6/18-20/x2, rapier), or +4 ranged (1d6/x3, composite shortbow); Space/Reach 5 ft./5 ft.; SA Sneak attack +1d6; SQ Evasion, immunity to magical sleep effects, hidden portal sense, low-light vision, trapfinding, +2 racial save bonus vs. enchantments; AL CE; SV Fort +0, Rex +6, Will +0; Str 12, Dex 17, Con 11, Int 14, Wis 10, Cha 8.
Skills: Balance +10, Climb +6, Escape Artist +8, Hide +8, Jump +8, Listen +5, Move Silently +8, Search +7, Spot +5, Tumble +10, Use Rope +3 (+5 with bindings). Feats: Weapon Finesse.
Possessions: Mwk studded leather armour, mwk rapier, composite shortbow, potion of cure light wounds, 4d6gp in mixed coins, backpack with travelling gear.

Aust & Laucian (archers), Male Wood Elf Ftr2: CR2; Medium Humanoid (elf); HD 2d10; hp 14 & 18; Init +3; Spd 30 ft.; AC 17, touch 13, flatfooted 14; BAB +2; Grap +5; Atk/Full Atk +7 ranged (1d8+4/x3, longbow [within 30 ft.]) or +6 melee (1d10+4/19-20/x2, bastard sword); Space/Reach ft./ft.; SQ Immunity to magical sleep effects, hidden portal sense, low-light vision, +2 racial save bonus vs. enchantments; AL N; SV Fort +3, Rex +3, Will +1; Str 16, Dex 17, Con 11, Int 6, Wis 12, Cha 8.
Skills: Move Silently +7. Feats: Point Blank Shot, Precise Shot, Skill Focus (move silently).
Possessions: Mwk chain shirt, mwk composite longbow (+3 Str), mwk bastard sword, potion of cure light wounds, 4d6gp in mixed coins, backpack with travelling gear.
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