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Dungeons & Dra.. What's a DM to Do? Encounter (Villain/NPC/Monster/Trap) Resource...
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9 years ago  ::  Sep 10, 2004 - 9:02AM #31
Evandar_TAybara
Date Joined: Feb 24, 2002
Posts: 519
Hyperlinks added to the first post (as suggested by PaladinKD), and arranged by Encounter Level. These are direct post links so should work in any thread mode.

Evan.
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9 years ago  ::  Sep 10, 2004 - 9:07AM #32
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
Well done with the links. I think this adds much more utility to this thread. :D
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9 years ago  ::  Sep 10, 2004 - 10:30AM #33
Elrana
Date Joined: Apr 21, 2004
Posts: 36
Evan:



Nuff said.

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9 years ago  ::  Sep 10, 2004 - 11:45AM #34
Evandar_TAybara
Date Joined: Feb 24, 2002
Posts: 519
Thanks for the words of support guys. It's nice to know that it's appreciated
I originally did the links at work so they were a bit rushed, but have now gone back to add more accurate and flavoursome one-line descriptions. If anyone thinks their NPC one-liner is inaccurate then let me know.
Hope to see more NPCs soon

Evan.
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9 years ago  ::  Sep 10, 2004 - 12:02PM #35
Evandar_TAybara
Date Joined: Feb 24, 2002
Posts: 519
Originally posted by psychohamster.

Name: Cuthbert nee Grandwyne, aka “Bert” aka The Gearwright
Race: Human
Class: Wizard/ Artificer
Alignment: TN
Level: 6/4 CR: 10
Gender: Male
Age: 34
Size: Medium
Height: 5' 11"
Weight: 145 lbs
Hair: Short cropped red shot with streaks of gray at the temples
Eyes: special (see below)
Speech: Rarely speaks more than a few words at a time, pausing for long times as if carefully considering his next phrase.

Generation Method: DM whim/fancy: +2 int from levels, -2 con from curse/accident (see below), +2 dex from Manual of Quickness of Action

STR: 10 (0)
DEX: 14 (+2) (12 + 2 book)
CON: 6 (-2) (8 - 2 accident)
INT: 20 (+5) (18 +1 lvl4, +1 lvl8)
WIS: 12 (+1)
CHA: 11 (0)

Initiative: +2 (+2 Dex)
AC: 16 (10 + 2 Dex +2 Bracers +2 Ring)
BAB/GRAPPLE: +6/+6
Melee Attack: +6 Dagger (1d4) or +6 Quarterstaff (1d6)
Ranged Attack: +9 Masterwork Lt. Crossbow (1d8, 19-20/x2)
Hit Dice(Hit Points): 6d4-12 + 4d6-8 (HP: 13)
Speed: 30

Fort: +1
Ref: +5
Will: +10

Feats: Scribe Scroll, Brew Potion, Craft Wondrous Item, Craft Homunculus, Craft Magical Arms and Armor, Craft Construct, Extend Spell, Quicken Spell, Exceptional Artisan (ECS) Extraordinary Artisan (ECS), Legendary Artisan (ECS) (total effect: -25% to crafting XP, GP, and time costs)
Skills: Concentration +18, Craft (Sculpture) +13, Craft (Armorsmithing) +13, Decipher Script +6, Knowledge(Engineering & Architecture) +15, Knowledge(Arcana) +18, Knowledge(The Planes) +14, Knowledge(Nature) +10, Knowledge(Metallurgy) +12, Spellcraft +18, Search +10, Use Magic Device +10 (All Skills Factored with Ability Modifiers, untrained skills not listed for brevity)

Languages: Common, Dwarven, Draconic, Gnome, Infernal, Celestial
Weapon & Armor Proficiencies: Proficient with all simple weapons, not proficient with any armor or shields. Armor and shields give an arcane spell failure chance.
Armor: None
Weapons: 2 Daggers, Masterwork Light Crossbow, 20 Crossbow bolts
Gear: Backpack, Bedroll, Flint and Steel, Belt Pouch, Spell Component Pouch, Trail Rations(2 days), Silk Rope(50 ft), Waterskin, Lamp Oil(5-pints), Winter Blanket, Sack, Silk (3’x3’ square), Chalk, Sealing Wax, Parchment x 20, Ink x3, Quill x10, Spellbook (Warded and Glyphed, Locked with Arcane Lock on clasp, written in (Illusory Script) Bracers of Armor +2, Ring of Protection +2, Eyes of Crystal, Wondrous Spectacles

Spells per Day: Infusions per Day
Level 0: 4 Level 1: 4
Level 1: 5 Level 2: 3
Level 2: 4
Level 3: 3

Arcane Spells Known:
0 All
1 All, plus weld, see below
2 Arcane Lock, Protection from Arrows, Knock, Levitate, Darkvision, Scorching Ray, Invisibility, Blur, Locate Object
3 Align Metallic Matrix, see below, Fly, Keen Edge, Arcane Sight, Hold Person, Illusory Script, Greater Magic Weapon

Unique Spells
Weld
Lvl: Sor/ Wiz 1
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Target: Objects Touched
Duration: 1 min/ 2 levels
Saving Throw: unattended, nonmagical items: NO, attended mundane or unattended magical items: Fort negates (Object) (harmless)
Spell Resistance: Yes
The caster’s finger glows with a bright, blue-white spark, almost too bright to look at. This spark does the caster no harm, nor is the caster affected by the light from it itself. As its name suggests, this spell allows for the caster to join two similar pieces of metal, provided they melt at a temperature lower than that required of raw, cast iron. Thus, even two pieces of mithral could be joined together, but not adamantine.

Unless the user has some means by which to shield her eyes, she runs a great risk of blinding herself, either temporarily, or, with enough exposure, permanently. A user must make a Craft check, with appropriate craft skill, (default to either blacksmithing, for basic structures, or sculpture, for more complicated welds) to properly join the metals. A failure of 4 or less indicates a sloppy, ineffective join, but the caster is aware of it. With a failure of 5 or more, the caster is not aware of the weakness, and assumes she has completed the work satisfactorily.

Components: No additional components are needed to cast the spell, but a set of darkened, protective lenses, which will allow one to look at the weld in progress cost 250gp to create, and are not expended in the process. If the caster wants to fill in a hollow, or needs to join with extra material, a thin rod of the welded material must be introduced at the weld point, this rod costs 7 gp/ foot of welded material and is expended in the process of the spell.

Align Metallic Matrix
Lvl: Sor/ Wiz 3
Components: V, S, M
Casting Time: 1 Full Minute
Range: Touch
Target: Objects Touched
Duration: Permanent
Saving Throw: unattended, nonmagical items: NO, attended mundane or unattended magical items: Fort negates (Object) (harmless)
Spell Resistance: Yes

By means of this spell, the caster is able to “see” the inner workings and structures of a metallic object. Once she is familiar enough with this particular objects inner structure, she can change it, effectively making it either harder or softer than it originally was.

The target object’s hardness can be modified up or down the scale a maximum of 5+1/3 caster level. That is, a 6th level caster could move the hardness up or down by 7 total. The effective maximum hardness for any metal is 1.5 times its original hardness. Adamantine could be made to hardness 30, for example, but steel, with hardness of 10 normally, could only be raised to hardness 15. All standard rules apply for dealing damage greater than this, etc. but the objects hitpoints are not affected. A steel object still only has 30hp/inch, for example.

Any metallic construct that is thus hardened by means of this spell receives DR 1/ (next highest hardness) for every 10 points of hardness it has. For example, an Iron Defender homunculus normally has no DR. If its internal matrices are aligned properly, it now has hardness 15 and gains DR1/ Mithral or Adamantine (or hardened steel/iron)
The arcane focus for this spell is a lodestone and a small magnifying lens. Material component is a small pinch of iron or steel filings/dust.

Background:
As a child, Cuthbert was raised in the veritable lap of luxury. The 4th son of a very successful wine and spirits merchant, he had all the possible things a boy could have. When he was about 9 years old, one day his toys lost their luster, his diversions became boring. With much trials and tribulations, it became apparent that his mind was focused on other things. Loftier aspirations began to arise in his parents Barstow and Gwendloyn’s minds. Their son was attuned to magic, and would be a great asset to the family.

So, at the tender age of 10, when his peers were riding and playing, making connections with others of the group, young Cuthbert found himself immersed in books and learning. He absorbed an enormous amount of teaching in a very short time. After all, with a private sorcerous tutor and his upbringing, one would expect nothing less.

After 5 years of diligent study and hard work, Bert, as he prefers to be addressed, decided that he would begin a period of adventuring, figuring that testing his magical mettle in the field would lead to fast, powerful learning. At 15, he thought he could conquer the world, that he was invincible.

Unfortunately for Bert, he was all too successful in his adventuring. He traveled with a mixed group from a nearby town of Eastdell, who he became fast friends with. Sharp and attentive, very fastidious regarding his studies and magic, he was an excellent traveling mage. Growing in power rapidly, the group happened across a mention of a great store of magical goods in a land far to the east. Some wizard’s library and lab was hidden from the world, but with the proper maps and codes, it could be found and its secrets revealed. This adventure would prove to be costly beyond the party’s imagination.

Following a difficult and treacherous foray through the lab’s defenses, Bert and Sciara, a Rog/Sor were the only ones left alive after the last defender, the dead mages’s shield guardian. Upon this tragic occurrence, both living members were distraught, and began searching the room for some means of getting out alive, with their fallen comrades, or somehow healing them. It was here that they triggered two rather powerful cursed items. Bert, flipping through the pages of one book, became completely enraptured in it. He was compelled to keep reading, no matter the distractions and problems. After more than a full day of reading, Bert felt his body change and twist. His Dex increased by 2 as his muscles rebuild themselves in new patterns, and then horrible pain exploded in his head.

Changing from NG to TN in a matter of moments, he no longer cared about anything besides himself, and then he felt his eyes go black. Pain seared his mind as the curse worked its last trick. His eyes hardened, crystallizing into perfect glass spheres. And all was black.

After a long time, Bert realized that Sciara had tripped another trap when his fumbling hands came across her smoking corpse. Alone in the darkness, he felt lost and defeated, but his mind and body would not let him give up. Summoning up all his will, he remembered the last spell he had memorized, Darkvision, and cast it, hoping beyond hope that his eyes, as different and alien as they were, would allow for at least some function, for further study would be necessary if he was to help himself.

Lo and behold, that spell did work, and so did his eyes. Slowly, Bert pieced it together. The eye-shaped crystals in his head were no longer eyes, but miniature crystal balls, sending images to his mind through magical means, rather than natural connections. He was forever cut off from the outside world, no more physical sense of sight. With his new, more logical and rational mindset, though, Bert saw this as a benefit. His eyes and mind had been weak, unable to handle the surge of magical energy that twisted his body into someone taller, leaner, and more mobile, just as it took away his physical sight and lowered his bodily strength.

In this lab he stays, to this day. With the help of the materials there, the supplies of his comrades, and his new outlook on life, Bert was able to settle into the lab of Whistletop, the man he unknowingly mirrors now, and begin to research again.

Now, however, his interest was in remote action. Why do something yourself when you can build something that will do it forever, without my input? Disassembling all the constructs and various creations scattered throughout the lab, Bert began his life’s work. His goal: the creation of an aware, “living” construct, and through it, his transformation to a completely magical being, without the problems and weakness of the flesh. His wondrous spectacles are a step in this direction, as they allow him the constant use of darkvision, regular vision (used rarely), and an improved form of infravision, which allows Bert to readily see patches of heat and fluctuations in the hottest of metals.

DM’s Use:
With an alignment of True Neutral and a very focused area of interest, Bert is capable of fitting in a number of roles. Assuming the characters can find him (perhaps on the bequest of his family, the Grandwyne clan) and are polite, he will provide them will valuable knowledge and assistance. If they have any artificers or item creation mages among them, he will be piqued and will invite them to stay with him and eat, to discuss magic and working with metal. With proper motivation, Bert may actually provide materials or even finished products to the party. An artificer could even become his apprentice, as long as he liked living in the dark.

Alternatively, Bert may ask the party to retrieve some items or material for his research from far off. He does not leave his lab, doing all trade and work there. As far as trade goes, he has a good connection to the local Gnome and/or Dwarf population, and is in much demand for providing raw materials at a much reduced rate. In fact, the lab open out into a mine where iron, silver, and even some mithral and adamantine are found. Using mechanized workers, Bert is able to trade with these fellow underground dwellers to his profit.

If the PC’s are not polite, or are looking to loot the lab, Bert will unleash the numbers of creatures he has made of the last 20 years, from horrid experiments with mechanized undead to clay golems, to his pair of Iron Defender homunculi. He is a tenacious fighter, and will use the darkness and stored materials in the lab to his benefit. He will also target casters before melee fighters, and flee with even slight injury. His body is not strong, and he would not survive a protracted fight.
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9 years ago  ::  Sep 10, 2004 - 12:26PM #36
Evandar_TAybara
Date Joined: Feb 24, 2002
Posts: 519
Originally posted by Dash Branaghan.

Stinkie Wiggletoes and Whori

History
- The story of Stinkie doesn’t begin with his birth, but more with the absentmindedness of his halfling parents, who forgot him in a large city while shopping one day. Both were prone to distraction, and each thought the other had Stinkie with them when they went their separate ways that day. But no, neither one had Stinkie, and when they parted the city (having never regrouped), they each made the two-day trip back to their small halfling village, none the wiser. Of course, with two days travel and imminent distractions on the road, they damn near forgot where they were going, and it came as no surprise that at the tender age of 2 years old, his parents had not developed enough attachment to him to warrant remembering.

And so it was that Stinkie, put down in a basket by a stall in the market square as his parents took in the sites and sounds, was forgotten.

A rather quiet baby, Stinkie would have probably remained unnoticed had it not been for the “horrific odor” from under the stall of a vegetable farmer who had come to the market to sell his wares. When the farmer, whose business had suffered that day from the apparent rotten odor of his wares, thought to find the source of the stench, he found the basket in which the tiny and malodorous halfling babe lay. Checking the basket, he came to the conclusion that the child had been forgotten; most abandoned children in these parts carried notes instructing the finder of the child to care for them, or chunks of raw meat to attract predators. Such was not the case with Stinkie, and so it was that most people asked concurred that the child was merely lost.

However, Stinkie in his present state was bad for business, so the farmer handed the halfling over to his wife. She bathed the small halfling, and during his bath, Stinkie watched his feet with fascination, wiggling the toes throughout the entire bath. Hence the name that the farmer’s wife dubbed him: Stinkie Wiggletoes.

Word spread throughout the years about the abandoned halfling throughout the local towns, cities and villages, yet none came forth to claim the child. Stinkie’s biological parents were questioned numerous times, but never claimed parenthood over the halfling, stating (rather morosely) they had not been blessed with a family yet. When friends of the halflings pointed out that they had, the usual terse reply was, “Look, if we had had a baby, we would remember that sort of thing, okay?” The conversation would then be dropped.

It was through the rapidly spreading word that Silas Rumdrinker, a bard of some infamy, came to hear about the halfling. Touched by Stinkie’s story, he sought out the halfling and the farmers who reared him and, in an uncharacteristic act of charity, offered to take the halfling child off the parents and try to find the actual parents. In the interim, he reasoned, he could teach Stinkie a trade, something that no one else would risk offering to do in the event that the real parents showed up and took him away.

The human farmers agreed; though they had come to love the delightful and ever-cheerful little halfling, it was a financial burden that they could not sustain. At the age of 8, Stinkie set out with Silas to learn the tradecraft of the bard.

Stinkie showed not only the aptitude, but a genuine interest in Bardic tradecraft. He was also able to generate this interest in others as well, especially when he played his favorite instrument, the Pan Pipes. It was rumored that his playing was so mesmerizing that he could charm the squirrels from the trees, which was a good way to keep Stinkie and Silas fed while on the road.

By 14, Stinkie started learning the nature of magic items. Silas was teaching him how to “hotwire” a magic item; using it without the key in Silas’ parlance. Stinkie showed an aptitude for this as well, and one night he rummaged through Silas’ pack and took an item far more powerful than any Silas had let him use before, sneaking off into the woods to experiment. Though Stinkie was able to trigger the wand, an explosive backlash of magical energy changed him: his eyes, originally brown, were now a brilliant shade of amber, his hair, also brown, was silver, and his skin was purple (though this eventually faded away and became a permanent deep tan, giving Stinkie skin the color of chestnuts). Silas, awakened by the explosion, arrived to find Stinkie in a state of obvious distress. Snatching the wand from the halfling, he checked it to make sure it wasn’t damaged, then turned Stinkie, fixing him with a stern gaze. It didn’t last long: not only was Silas impressed that Stinkie had used the item (though with strange consequences), but the site of the purple halfling was too much for him, and Silas soon broke out into laughter. He dubbed his apprentice “Stinkie Wiggletoes, Purple Bard, Extraordinaire,” a name which still carries a measure of shame and embarrassment to this day for the halfling.

When Stinkie was 21, he parted ways with Silas for good. Well, not exactly parted: Silas had been arrested for lewd and indecent behavior, sentenced to three month in jail (the final week to be administered in the stocks) and, much like his parents, Stinkie forgot why he was staying in town. Getting bored, he left, never to see Silas again (Silas died in jail after contracting syphilis shortly before he was arrested).

And so it was that the gullible halfling set out on his own grand adventures.

It is uncertain what brought about Stinkie’s innate magical powers; they may have been there all along, or they could have been brought to the fore through the Bardic magic. Some, when asked, have suggested that the Bardic magic has mutated him, and the innate magic abilities are directly linked to that.

Either way, Stinkie started to evolve in sorcerer ways as well, and thus began a period of introspection on the part of the halfling. Already a bard of some renown, Stinkie took sabbatical in the woods for a number of months trying to come to grips with the new powers within. It was at this time he met Whori, the Celestial Raven that would become his companion *read: Familiar*.

DM Tips on Playing Stinkie - Stinkie is a sincerely beneficial character. He can be utilized as a source of information for the party or he can provide employment for them either with him along, or with the party alone. He can lead PCs on an adventure that gets sidetracked, but if you are concerned about him being too high level, he can wander off on his own (completely forgetting about the party around him).

Stinkie lives for adventure. Being somewhat gullible, Stinkie can often be rooked into purchasing fake maps that lead to mysterious treasures. Stinkie will often hire brave adventurers to help him find these treasures, offering an equal share all around. He will usually save up before traveling to ensure he can equip the group out of his own pocket.

Because of Stinkie’s absentmindedness, it is not rare that he will forget which map he was using and start using an entirely different one mid-adventure. He will also mix up the items with the maps (for example Map A may one day lead to the Jade Monkey of Izchupalataxicouatl while at another time it might house the tomb of the Most Holy Jazz Perplunkin).

A source of humorous gaming, Stinkie can lead to the party to tombs already emptied of their treasure, or inadvertently lead them into something bigger by accident.

Most important of all, working with Stinkie can provide fame for the PCs, either by doing tasks for him or working with him, for Stinkie will sing the praises of the PCs far and wide. A much traveled halfling, people from different areas may have a different perception of the PCs thanks to Stinkie (this can, obviously, be positive or negative).

Stinkie Wiggletoes Halfling Bard 9/Sorc 6

Appearance - Stinkie stands about 3'1". The most striking feature about him is his eyes, an amber color that almost glows in the light, reflecting it back at you. His silver hair is long and swept back into a ponytail, and it accentuates the deep chestnut brown of his skin. His clothing is certainly some of the finest that money can by, and the gold armband and gold headband suggest that he has come across more than his fair share of wealth. Stinkie tends to dress in either red/black, green/black, or purple/silver color combinations.
Age - 27
Gender - Male
Height - 3'1"
Weight - 28lbs

DM Creation Method - 4d6, reroll 1's, drop the lowest. Added 3 to Charisma for Level Advancement. Adjusted Dex and Strength for racial considerations (+2, -2 respectively).

Str - 12
Dex - 18
Con - 13
Int - 17
Wis - 8
Cha - 20

Hit Points - 63
Saves - 6/12/10
BAB - +9/+4

Skills: (I have only listed totals, not breakdowns...these can be provided if necessary)

Appraise: 10
Balance: 8
Bluff: 7
Climb: 7
Concentration: 10
Decipher Script: 10
Diplomacy: 10
Escape Artist: 10
Gather Information: 10
Hide: 13
Jump: 7
Knowledge - Arcana: 8
Knowledge - History: 8
Knowledge - Streetwise: 8
Listen: 8
Move Silently: 11
Perform - Comedy: 10
Perform - Oratory: 11
Perform - Wind Instruments: 20
Sleight of Hand: 11
Speak Languages: 6
Spellcraft: 8
Tumble: 9
Use Magic Device: 9

Bardic Spells Known:
0 Level - Dancing Lights, Ghost Sound, Lullaby, Mage Hand, Message, Prestidigitation
1st Level - Charm Person, Hypnotism, Identify, Sleep
2nd Level - Calm Emotions, Heroism, Hypnotic Pattern, Locate Object
3rd Level - Deep Slumber, Dispel Magic, Leomund's Tiny Hut

Bard Spells Per Day - 3/5/4/3

Sorcerer Spells Known:
0 Level - Acid Splash, Detect Magic, Disrupt Undead, Arcane Mark, Open/Close, Read Magic, Daze
1st Level - Mage Armor, Tenser's Floating Disk, Magic Missile, Color Spray
2nd Level - See Invisibility, Darkvision
3rd Level - Arcane Sight

Sorcerer Spell Per Day - 6/8/6/4

Feats - Extra Music (4+Bard Level/day), Skill Focus: Peform - Wind Instruments, Enduring Song (effects of Bardic Music last twice as long), Obscure Lore (+3 to Bardic Knowledge Check), Requiem (Music affects Undead as if they were alive, half duration), Improved Familiar: Celestial Raven.

Special Abilities:
Bardic Knowledge: 17 + d20
Bardic Music: 13 times per day
Countersong
Fascinate
Inspire Courage +2
Inspire Competence
Suggestion
Inspire Greatness

Equipment of Note: I chose not to include standard or magical equipment, preferring to leave it to individual DMs to do so due to the variations in magic levels in campaigns. The only thing that Stinkie definitely does have in his possession are masterwork Pan Pipes, a masterwork Horn, and a masterwork Flute (all these items grant a +2 to Perform - Wind Instruments that isn't included in the above calculations). Any equipment beyond this is up to each individual DM.
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9 years ago  ::  Sep 10, 2004 - 12:43PM #37
Evandar_TAybara
Date Joined: Feb 24, 2002
Posts: 519
Originally posted by rusdrake77.

Arharu Baelial Half-fiend Draegloth, CR 12
Large outsider, CE
Fiend CR 5 (Monsters of Faerun) /Barbarian 7

http://www.wizards.com/dnd/images/mof_g … aePG59.jpg

From Monsters of Faerun: “In the drow city of Menzoberranzan, the graduation of students from the Academy is marked by a ritual of horrible depravity. The cornerstone of this ceremony of graduation is the conjuration of a glabrezu by a top-ranking student priestess. The end result of this ceremony, on rare occasions (perhaps once a decade), is the birth of a draegloth”.

Arharu is a decent Draegloth, he is trying to make his way in a harsh world full of dangerous heroes.
His speed and cruelty are after his mother High priestess of Lolth and wild temper is after his father – an ordinary glabrezu.

d – draegloth
b – barbarian
a – ability
i – item
r – rage
L – ability increase per 4 levels

HP (6d8+6*3)+7d12+7*3 [+12*2]= 111 [135]
[Rage lasts 8 rounds, then -2 Str, -2 Dex]

+3 Init, Speed 30
AC 24 [22] (10, +3 Dex, -1 Size, +5 natural, +7 items), touch 15, fl. footed 21; DR 1/–

Attacks (melee): 2 claws 21 [23] = 11d +7b +2i +1 mighty feasts [+2r], bite 19 [21] = 6d +3 multiattack +7b +2i +1 mighty feasts [+2r]
Reach 5/5x10
Damage: claw 1d6 +8 (26 Str) +1 mighty feasts [+2r], bite 1d8 +4 +1 mighty feasts [+1r]

SV Fort 19 [21] = 7d +5b +3a +4i [+2r], Ref 16 = 7d +2b +2f +3a +4i, Will 13 [15] = 5d +2b +2f +4i [+2r]

Abilities:
Str 26 [30]= 22 +4i [+4r], Dex 16 = 15 +1L, Con 16 [20] = 14+2i [+4r], Int 13, Wis 11, Cha 11

Sp: As a 6th level Sorcerer: 1/day – dancing lights, desecrate, fairy fire, unholy blight; darkness – 4/day

Sq: drow abilities; 20 acid, 20 cold, 20 electricity resistance; fire immunity; +2 against enchantment spells; immune to poison and sleep; improved uncanny dodge; DR 1/–

Skills (Draegloth’s own + 35 points for barbarian):
1st value stands for draegloth; 2nd w/plus sign is rank through barbarian advancement; 3rd is bonus due to ability increase (items and levels).

Hide (Dex) 13 = 7 + 5 + 1
Jump (Str) 15 = 11 + 0 + 4
Kn. drow religion (Int) 5 = 5 + 0 + 0
M. Silently (Dex) 17 = 11 + 5 + 1
Climb (Str) 7 = 0 + 3 + 4
Intimidate (Cha) 0 = 0 + 0 + 0
Survival (Wis) 5 = 0 + 5 + 0
Swim (Str) 7 = 0 + 3 + 4
Search (Int) 10 = 10 + 0 + 0

Listen (Wis) 16 = 9 + 7 + 0
Spot (Wis) 16 = 9 + 7 + 0

Feats: blind fight, power attack + iron will, lightning reflexes, multiattack

Items (NPC gear 27000; PC gear 88000):
Belt of Giant strength +4 16000
Amulet of health +2 4000
Vest of resistance +4 16000
Braces of armor +4 16000
Ring of protection +3 18000
Ring “of offence” (mighty feasts +1 and lesser intelligent item: lesser power – hold person 3/day) 13500 = 6000 +7500

Potions:
Pass without trace 50
Protection from good 50
Universal solvent 50
Owl’s wisdom 300
See invisibility 300
Invisibility 300
Aid 300
Fly 750
CSW 750
Displacement 750
Heroism 750

Misc:
Caltrops 1
Grappling hook 1
Rope, hempen (50 ft.) 1
Sack (empty) 0.1
Signet ring (drow house) 5
Smokestick 20
Tanglefoot bag 50
Thunderstone 30
Dog, guard 25

Spent: 87983.1
Left: 16.9
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9 years ago  ::  Sep 10, 2004 - 11:53PM #38
Evandar_TAybara
Date Joined: Feb 24, 2002
Posts: 519
Originally posted by Didge.

Steglor is designed to be either a prolonged BBEG through multiple encounters, or as a nice side diversion to a pre-existing campaign.

Name: Steglor Lanthrope
Race: Halfling
Class: Rogue
Alignment: LN
Deity: Lay worshipper of St. Cuthburg
Level: Rogue 10
Gender: Male
Age: 48
Size: S
Height: 2’ 10”
Weight: 33 lbs
Speed: 20 ft.

Description: Steglor stands almost 3 feet tall and is of average build for a Halfling. His hair is short and curly and strawberry blonde and his eyes are the color of deeply polished jade when not wearing his hat of disguise. At first glance he is often considered to be a human child to those who are uneducated or simply judge him based on what he wears as he tends to be clothed in beggar rags. In truth he is nearly 50 years old, but he doesn’t mind using his height and dress as a means of deception. A spot check of DC 20 reveals that around his neck is a small necklace of a religious talisman which a successful Knowledge (Religion) of DC 5 reveals as St. Cuthburg.

Str: 11 (+0) {+2 Enhancement From Gauntlets of Ogre Strength, -2 for Racial}
Dex: 20 (+5) {+2 for Race, both +Stat bonuses for leveling applied here}
Con: 12 (+1)
Int: 16 (+3)
Wis: 11 (+0)
Cha: 15 (+2)

Saves:

All saves in brackets are in reference to the racial +2 Morale bonus vs. fear if applicable

Fort: 6 [8] (3 Base Save, +1 Ability Mod., +1 Racial, +1 Resistance Bonus from the cloak)
Ref: 14 [16] (7 Base Save, +5 Ability Mod., +1 Racial, +1 Resistance Bonus from the cloak)
Will: 5 [7] (3 Base Save, 0 Ability Mod., +1 Racial, +1 Resistance Bonus from the cloak)


HP: 43 (10d6 +10, average of 43)

AC: 22 (+5 Armor, +5 Dex, +1 Size, +1 Deflection Bonus from ring)

Init: +9 (+5 Dex, +4 Improved Initiative)

BAB: +7/+2

Attack/Damage: With Vengeance (his magical light crossbow of merciful seeking +3) to hit: +13/+8 (+1 if within 30 ft.), damage: 1d6+1 (+1 if within 30 ft.) +1d6 non-lethal.

Special Abilities:

Racial (Halfling): +2 Dex, -2 Str, Small creatures gain a +1 to AC, and +1 attack rolls, +4 bonus to hide, uses small weapons, Land speed is 20 ft., +2 Climb, Jump, and Move Silently, +1 on all Saving Throws, +2 Morale bonus on saves versus fear, +1 bonus to thrown weapons and slings, +2 to Listen checks.

Evasion: At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If s/he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), s/he instead takes no damage. Evasion can only be used if the rogue is wearing light armor or no armor. A helpless rogue (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

Uncanny Dodge: Starting at 4th level, a rogue can react to danger before his/her senses would normally allow him/her to do so. S/he retains his/her Dexterity bonus to AC (if any) even if s/he is caught flat-footed or struck by an invisible attacker. However, s/he loses his/her Dexterity bonus to AC if immobilized.

Improved Uncanny Dodge: A rogue of 8th level or higher can no longer be flanked; s/he can react to opponents on opposite sides of him/her as easily as s/he can react to a single attacker. This defense denies another rogue the ability to sneak attack the character by flanking him/her, unless the attacker has at least four more rogue levels than the target does.

Sneak Attack: If a rogue can catch an opponent when s/he is unable to defend him/herself effectively from his/her attack s/he can strike a vital spot for extra damage. At this level, Steglor’s Sneak Attack damage equates to +5d6.

Trap Sense: At 3rd level, a rogue gains an intuitive sense that alerts him/her to danger from traps, giving him/her a +1 bonus on Reflex saves made to avoid traps and a dodge bonus to AC against attacks made by traps. At this level, Steglor receives a +3 bonus.


Feats (4): Improved Initiative, Rapid Reload, Point Blank Shot, Precise Shot

Skills (143):
Appraise+5 (+2 skill, +3 int), Balance+7 (+5 dex, +2 synergy bonus), Bluff+10 (+8 skill, +2 cha), Climb+8 (+6 skill, +0 str, +2 racial), Diplomacy+4 (+2 cha, +2 synergy bonus), Disable Devise+15 (+10 skill, +5 dex), Disguise+24 (+10 skill, +2 cha, +10 Hat of Disguise, +2 synergy bonus), Escape Artist+16 (+5 skill, +5 dex, +6 competence bonus from vest of escape), Gather Information+7 (+5 skill, +2 cha), Hide+24 (+10 skill, +5 dex, +4 racial, +5 competence bonus from Silent Shade), Intimidate+4 (+2 cha, +2 synergy bonus), Jump+9 (+5 skill, +0 str, +2 racial, +2 synergy bonus), Listen+7 (+5 skill, +2 racial), Move Silently+25 (+13 skill, +5 dex, +2 racial, +5 competence bonus from Silent Shade), Open Lock+21 (+10 skill, +5 dex, +4 competence bonus from vest of escape, +2 circumstance bonus from masterwork theives’ tools), Profession (Mining)+3 (+3 skill), Search+13 (+10 skill, +3 int), Slight of Hand+17 (+10 skill, +5 dex, +2 synergy bonus), Spot+5 (+5 skill), Tumbling+20 (+13 skill, +5 dex, +2 synergy bonus), Use Magic Device+15 (+13 skill, +2 cha), Use Rope+7 (+5 dex, +2 synergy bonus).


Languages: Common, Halfling, Dwarven, Elven, and Gnome.

Armor: Mithril Chain Shirt of Shadow and Silent Movement+1, named (Silent Shade).

Weapons: Magical Light Crossbow of Merciful Seeking +3, named (Vengeance).

Magic Items: Magic Light Crossbow of Merciful Seeking +3 (2 lbs), , Mithril Chain Shirt of Shadow and Silent Movement +1 (12.5 lbs), Quaal’s Feather Token, Tree (0 lbs), Hat of Disguise (0 lbs), Vest of Escape (0 lbs), Gauntlets of Ogre Strength (4 lbs), Stone of Continual Flame (0 lbs), Cloak of Resistance +1 (0 lbs), Ring of Protection +1 (0 lbs), Wand of Cure Light Wounds with 26 Charges left (0.1 lbs), Wand of Summon Monsters with 15 Charges left (0.1 lbs), Wand of Charm Person with 18 Charges left (0.1 lbs), Necklace of Fireballs which is missing one 3d6 sphere (0 lbs).

Equipment: Peasant’s outfit (0.5 lbs), backpack (1.5 lbs), caltrops (1 lbs), chain, 1-foot section (0.2 lbs), three candles (0 lbs), five pieces of blue chalk (0 lbs), flint and steel (0 lbs), grappling hook (4 lbs), silk rope, 25 feet (2.5 lbs), spyglass (1 lbs), talisman of St. Cuthburg (0 lbs), theives’ tools, masterwork (2 lbs), pouch, belt (0.125 lbs), paralytic poisons, five doses (0 lbs), light crossbow bolts, 60 (3 lbs), coinage broken down to 13 gold pieces, 8 silver pieces, 4 copper pieces and four 50 gp gems.

Encumbrance: 37.125 pounds (needs to stay under 38 pounds to have a light load)

History: Steglor was born into a semi-disreputable merchant family in a town not far from where one of the PC’s grew up. His mother, who was pregnant at the time, had antagonized a local priest of St. Cuthburg due to a sour deal causing the priest to curse her with misfortune in childbirth. Because of this curse, Steglor was an only child. His parents blamed him for her lack of ability to produce another child and for what occurred and treated him accordingly. They most likely could have paid for powerful magic to undo the curse, but they were cheap and choose not to, rather instead focusing their anger on Steglor. They never associated him as a member of their family in public and addressed him as one of the servant’s children to anyone visiting their estate. In truth, the servants had no children, as Steglor’s parents refused to hire anyone that had any children at all.

Growing up, he felt as though it was his fault he had no brothers and sisters, and was constantly reminded of this by his parent's remarks. This left a bitter impression on him at a young age. As he grew older, he began to act out, stealing, sneaking out, whatever he could do to shift his parent's anger onto his actions, not on the fact that he had prevented them from having another child. Approving of this penchant of behavior for pilfering, his parents began to use his skills for their own ends. They began to show false emotions for him when he would hinder a rival, and thus he associated this for love and continued to do their bidding. He knew, early on that they were exploiting him, but even this false love was more warmth than he had ever felt and so continued to work jobs pilfering for the family's merchant business. He discovered he was quite skilled at this line of work and was eventually approached by the local Thieves guild. He started working a few jobs for them and began to understand they appreciated not only his skills, but him as well. He began working almost exclusively for them, and he let his side-jobs with his family slide. His parents, upset that he was beginning to make it on his own, offered him one last job explaining that he would be free to do as he wished after that.

Unbeknownst to him at the time his parents informed the city guards with information of his intentions to rob a merchant family warehouse. He was captured, tried and convicted and sentenced to hard labor to atone for his crime. He served twelve years (or however long it has been since one of the PC’s has left his home town, plus two years) time in a maximum security mining camp for prisoners, on the edge of town. During his prison sentence he discovered through his connections with the guild, that his parents received a large reward for tipping off the officials. His parents however without his skills to hinder their rivals were unable to keep their disreputable business operational and lucrative. By the time he got released, his parents had packed up, and moved on to better pickings. Angry at his betrayal and having no where else to turn, he fell back on the few individuals who acknowledged him as something more than a tool. In a few months time he had earned enough money through the local Thieves guild to start on his search for his parents. He holds them personally responsible for his situation and station in life, and wants to return them to the city for proper justice, or if they refuse to seek vengeance on his own.

Personality, Motives, Desires: Throughout his life he has had nothing but trouble and poor luck, yet he has never complained. Rather he turns these events around and best utilizes his skills and situational predicaments to advance his own agenda. He is a very likable individual when he allows himself to let loose, although he often prefers to be quiet and reserved as this draws less attention to him. He always orders his favorite drink at inns and taverns which is called ‘green-mint-water tea’, an obscure brand that is quite expensive as it helps him relax and focus his mind and it is considered to be his only real vice. Steglor often tries to intimidate his parents into turning themselves in when he gets close by leaving messages written in blue chalk on the outside of their establishment. He prides himself on the fact that the law will prevail and if he is the one to extract that justice, then so be it. He is a lay worshipper of St. Cuthburg and has been since his release from the mining prison where he met another follower who turned him onto St. Cuthburg’s religious beliefs. He makes weekly tithes and believes his devotion will help him on his path to revenge.

Tactics: Steglor is not an individual who acts rashly in combat. Rather he plots his actions, and always has some form of nearly fail-safe escape plan so that he might seek his revenge at a later time. His general tactic is to snipe from afar and from concealment any bodyguards or individuals who are interfering with his quest. He disdains melee combat and will avoid it at all costs. He will oftentimes employ local thugs to “occupy” his parent’s bodyguards while he uses the confusion to strike at them. Using paralytic poisons is one of his personal favorites, because if his shot misses his intended target, there are no long-term ill effects. He maximizes the use of his hat of disguise and ensures that each time he targets his parent’s establishment he dons a new ‘look’.

If confronted in melee combat, he shouts, “How dare you help those two…they’d sell their own son to make some gold!” and quickly evades using his tumbling skill and attempts to flee if pressed further into combat. He will use every advantage of his size to out-maneuver his pursuer(s), and will have scouted out several exit strategies that utilize his size to escape in the surrounding area. He will also use his hat of disguise to further throw off pursuit. He will utilize his caltrops if needed to slow down pursuers and evade capture. Another tactic he is found of using is bribing a local employee of a building that only has one door from an alley to leave a back door unlocked. He then bolts through, locking the door if applicable, and employs the use of a 1 foot chain and a very simple lock to secure his retreat through the building. Looping the chain through the interior door handle and fastening the lock is usually an effective means of halting pursuit temporarily giving Staglor enough time to make a new disguise and a hasty escape.

He is an intelligent adversary and might engage the group (after judging their effectiveness of spells and magical capabilities) from safety i.e., rooftops, or messages attached to crossbow bolts stating to leave will enough alone. He will avoid using magical weapons and equipment if he discovers the group has a means of detecting such, and will seek to eliminate that individual first so that he may come back later with his magical gear.

If cornered and questioned, or through interrogation if captured, he will respond with, “Aye, it’s true I hunt them. They made me the mess I am, not that I begrudge them their satisfaction with the way I turned out. I’ve become stronger for it, while they’ve become weaker, relying on others to protect them from me. They’ve shown me the world is full of pit vipers, no matter your relation. My own flesh and blood they are, but you’d never hear them admit it. I make no amends for what I’ve done, as St. Cuthburg himself will see to that. I only seek justice for what they’ve done to me, and what I’ve had to endure. I seek revenge too, but justice must come first. They must pay for what they’ve done, and I’ll let the judge of decide their treachery.”

Connection to PC’s: There are at least two ways that could lead the PC’s to interact with Steglor’s parents, and thus draw Steglor into attacking the PC’s. First the PC’s could encounter a building in an alleyway that has blue chalk writings all over written in Halfling and Common (see below for the actual content of the messages), and go into the building to investigate why the writing is on the walls. The second is to have Steglor’s parents (two Halflings, Kysiran [mom], Jardon [dad]) just recently dealt with the PC’s if they are venturing through a town selling them some form of goods. Upon either by having the merchant’s inquire or the PC’s explaining who they are, and what they do, the merchant’s will conclude any purchasing the PC’s have to do.

Having just had a recent run-in with their son’s desires to extract revenge and that knowing he is hot on their trail, his parents plot and scheme a masterfully entertaining tale. They will excuse themselves, one at a time to check on something and then return to explain to the PC’s that they have been recently the target for who knows what reason and that this unknown individual must have them mistaken for someone else. Kysiran seems upset as she weeps into a handkerchief and pleads to the PC’s that they have done nothing wrong. She tries to play to the PC’s soft side, explaining that they just moved to this town, and now they are being run off.

If questioned Kysiran explains her excuse to leave as a means of ensuring unwanted ears were not listening on their conversation and Jardon explains that he wanted to retrieve evidence which turns out to be a light crossbow bolt, wrapped in some cloth. Jardon opens the cloth and shows that the bolt still has some dried residue (The paralytic poison Steglor likes to use, as well as a deadly poison which the merchant’s have added to fabricate their side of the story) on it, which takes an alchemy DC of 28 to reveal the two poisons. Anything less than the DC only reveals the deadlier poison. The merchants will pull out the stops to assure the PC’s that they are telling the truth (and they will be, for they each will have consumed a potion of glibness when they excused themselves, allowing them to lie without easily being detected.
The Merchants will also allow the PC’s to investigate the back alley of their establishment (if the PC’s have not already discovered the writing), which have several messages written with blue chalk in Halfling and Common that state vague and mysterious things like, “GO BACK TO WHERE YOU CAME FROM…” , “YOUR TIME WILL COME…” or “VENGEANCE WILL COME…” Both Jardon, and Kysiran are both CN and therefore do not radiate evil if detection is somehow determined by the PC’s.

*Note*: Anyone is free to copy/use this information and/or change the name of Staglor, his feats, skill selection, or parent’s names to fit with something already in existence to better tie this idea of an NPC into your storyline. The only thing I ask is that you message  me and let me know how it turned out.
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9 years ago  ::  Sep 11, 2004 - 12:08AM #39
Evandar_TAybara
Date Joined: Feb 24, 2002
Posts: 519
Originally posted by ECOM.

Ulrick Fellspare
Human Hexblade level 15 Lawful Evil

S 16 +3 Hp 77 BAB +14
D 18 +4 Ac 19 A +5 D +4 Grapple +17
C 10 +0 Touch 14 FF. 15 Int. +4
I 14 +2 Fort +4
W 10 +0 Ref +8
CH 16 +3 Will +9

SKILLS
Bluff 10 (+15), Concentrate 10 (+10), Diplomacy 8 (+11), Intimidate 10 (+15), Know Arcana 10 (+12), Ride 10 (+14), Spellcraft 10 (+12)

Languages
Common, Goblinoid, Orc

FEATS
Combat Casting, Spell penetration, Combat Expertise, Weapon Focus (War hammer), Eschew Materials, Persuasive, Frightful Presence, Improved Familiar

Special Abilities
· +4 (+14) Concentration Checks to use spells on the defensive
· +2 (+9) spell caster Check to overcome spell resistance
· Lower bab by up to 5 to increase ac by same amount (max ac 26)
· + 1 To Hit with War hammer
· Does not need material spell components of value of less than 1gp to cast spells
· +2 to Bluff and Intimidate Check (added in above
· Frightful Presence all within 30’r with fewer Level/hd (14) are shaken for 1d6 +CH mod (1d6 +3 rds.) Will Save negates for 24 hrs DC 10 +1/2 character Level + Ch mod (dc 20)
· Improved Familiar Hell hound (see below)
· Hexblade Curse 4/day (greater Hexblade Curse (-4 to attacks, ability checks, skill checks, weapon damage)) Range l.o.s. 60’ will save neg. DC 10 +1/2 character Level + Ch mod (dc 20)
· Arcane Resistance (CH Mod) +3 to spell saves
· Mettle: Will and Fort saves with lesser effects on a successful save instead have no effect
· Summon Familiar as wizard level 11
· Aura of unluck 1/day, last 3 +CH mod rds (6 rounds), 20% miss chance on all melee and ranged attacks targeting the hexblade

Spells
Caster level 7 arcane
Level Spells Per Day Spells Known
1st 3 4Augment Familiar, Light, Phantom Threat, Tasha’s hideous Laughter
2nd 2 4 Alter Self, Invisibility, Resist Energy, Touch of Idiocy
3rd 2 4 Arcane sight, Dispel magic, Poison, Slow
4th 0 (3)

Equipment (45000gp)

Studded Leather +2 spell resistance (13)
War Hammer +2 Defending
Ring sustenance
Necklace of fireballs type III
Potion Cure Serious Wounds (2)
Potion Bull Strength (2)
1000gp for extra equipment as needed

Familiar (with augment familiar spell)
Bane
Hellhound
Medium Outsider
HD 4d4+4 (22hp)(4d4+12 (30hp))
Int. +5( +7)
Speed 40’
AC 22(24) (D +1(+3), NA +11)
Touch 11(13), FF 21
BAB/Grap. +4/+5(+7)
Attack Bite +5(+7) 1d8+1+1d6 fire(1d8+3+1d6 Fire)
Space/Reach 5’/5’
Sa Breath Weapon 10’ cone 1/2d4 rounds RDC 13c(15c), fiery bite
SQ Darkvision 60’, Immunity to fire, Scent, Vulnerability to cold,(Damage Reduction 5/Magic)
Feats Imp.iniative, Run, Track
S 13(17), D 13(17), C 13(17), I 11, W 10, CH 6
Fort +5(+9), Ref. +5(+9), Will +4
Hide +13(+15), Jump +12(+14), Listen +9, Move Silently +13(+15), Spot +9, Survival +7
Alertness, Improved Evasion, Share Spell, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with animals of its kind, Spell Resistance (16)

Description
Ulrick is taller than average 6’3” with an average build. He has piercing blue eyes and short blond hare cut close to the scalp. Ulrick sports no facial hair but has tattoos of serpentine dragons circling his arms. Ulrick’s armor is died a dark blue with accents that make it appear to be made of blue dragon scales. He wares a ring on his left hand made of silver with a sapphire in the middle (Ring of sustenance) and a red and white pearl necklace (necklace of fireballs), His War hammer and potions hang from his belt within easy reach.

Personality
Ulrick hates wizards from insults and injuries in his past he spends a lot of time hunting them. Ulrick only respects people with power and strength treating them with respect and bulling all others. He preserves other races as weak and disposable, only useful as tools to be dispensed with as needed. His only love in life is his daughter, Sandra, a thief in the city who he watches over. Ulrick is intelligent and likes to watch opponents for a time before fighting them. Usually sending out underlings to fight while he watches. He is unconcerned with the survival of these underlings.

History Highlights
Early Years
Attempted to apprentice himself to several wizards was turned down for his attitude.
Upon returning to his hometown he found it destroyed by goblins and that the local wizard did not help defend the town (was involved in a ritual at the time). Ulrick went to confront the wizard and attacked him. The wizard turned him into a goat and left him like that for 3 month before returning him to normal. Ulrick swore he would someday punish the wizard and all like him. Ulrick words were answered and the source took him in and taught him the ways of the Hexblade. He spent the next 23 years slaying wizards for the source. Ulrick has hunted down and destroyed 147 wizards for the source and is now one of its main enforcers.

Recent years
Ulrick has spent most of his time in the big city where he discovered his daughter watching her from a distance and running the sources interests there.

DM notes regarding uses for Ulrick
Ulrick is meant to be used as the BBEG for the source while the characters are still at medium character level. Ulrick will use agents to deal with the characters because he will see them as beneath him. As the pc become more powerful he may deal with them directly.

His daughter does not know of him but realizes that someone with authority is watching her as several of her enemies have turned up dead and she has been released for lack of evidence twice. She may actually hire the pc to investigate.

I have left out the details of the source deliberately it is meant to be a very powerful and secretive multi-national organization with interest in many areas. I my current campaign the source is a group of high-level wizards bent on destroying competition. Ulrick is likely to become an ally when he finds out he has been used all these years.
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9 years ago  ::  Sep 11, 2004 - 3:12AM #40
Evandar_TAybara
Date Joined: Feb 24, 2002
Posts: 519
Name: The Kobolds of Wyvern Pass (EL 5, or more depending on numbers used).
Role: Kobold band who appear to be more than they are.
Setting: Any wilderness, preferably warm hills.
Background: A few months ago, the kobold sorcerer Nathak brought his war band from the tribe’s home deep within the eastern mountain range to set up an outpost in the hills of the Wyvern Pass.  Finding a cave system suitable for their needs, he has since established a small base of operations and has brought more of his tribes folk to join then.  Unfortunately, the increasing numbers of kobolds residing here has caused a strain on the natural resources of the area, and Nathak has had to resort to other methods to feed his people.  Goat and sheep rustling has become common in the hills of the pass, and even the occasional raid upon farmsteads near the local town of Hadin’s Ford have started to occur.  Nathak is displeased with the situation.  He realises that he has not had enough time to sufficiently develop his outpost into a properly fortified encampment, and would prefer to draw as little attention to himself as possible, but the poaching and raids must continue or his tribe will starve.
Nathak realises that if it were known that his tribe were living here, they would soon be hunted down by a squad of troops from Hadin’s Ford or one of the larger towns in the valleys to the south, so he has taken great pains to keep the identity of his tribe a secret.  When he first found the cave system in which his clan now live, he discovered it to be the lair of a recently deceased wyvern.  The corpse of the great beast fed his people for a number of weeks, but also provided him with an idea when other food sources became rare.  Using the remains of the wyvern’s body, he created a number of tools to dissuade most people from tracking his tribe down.  Sending for expert trackers from his tribe, he had his food raiders trained in the art of covering up their own tracks and laying down a false trail.  At the same time, he helped develop the sorcerous talent in those within his group who showed the potential, encouraging the development of illusion magic.
Now, whenever his tribe raid for food, the people of the Hadin’s Ford area flee before the wyvern they believe to be attacking them, and all the tracks that are found at the scene of the raid are those of a huge draconic beast.  If anyone ever does find the kobolds lair, a reptilian surprise awaits them.
Whenever Nathak sends out a raiding party, there are two things he ensures.  Firstly that there is at least one sorcerer amongst their number who can cast illusions, and secondly that the feet of the wyvern are taken with them. The first of these is used to make those they raid believe that a great beast is attacking and as their raiding is done at night, it is a simple illusion to create - a few ghost sound spells will easily put the fear into your average farmer in the pre-dawn hours of the morning.  The second is a pair of items created from the feet of the dead wyvern.  Nathak had the feet of the beast stuffed and preserved, and had poles attached though holes that were drilled in the ankle bones.  This allows them to be carried easily to the places where the kobolds raid, and they are used to lay down a false trail hide their true nature.  Luckily they have little need to make more that a few of footprints on most occasions as the beast they are imitating usually attacks on the wing, but at each site they raid they make sure there is at least some evidence left of the wyvern’s prints (usually in any convenient soft mud they can find where their limited weight applied atop the preserved feet will still make a decent impression).
If anyone ever does make it to the lair then a surprise awaits them in the form of the rest of the wyvern’s corpse.  Stuffed and preserved in the same way, Nathak had the thing mounted atop a wooden platform hidden behind a low, rough wall in the entrance to their lair and strung up with pulleys to allow a team of his clan to give it the semblance of life.  Combined with the illusions of the sorcerers he always had stationed at the entrance (to provide the illusion of things such as vicious roars, blinking eyes and dripping saliva, and to hide evidence of the pulley system) they can make the wyvern’s corpse appear to be something much, much nastier.  Hathak hopes that if anyone does make it as far as the caves, this monstrous welcome will send them fleeing for good.
Usage: Nathak and his clan work best as a small side trek for low-level characters.  Hadin’s Ford (or another town) can simply be a stop along a journey the group take, where they are approached to aid the town in the slaying of the beast that is devastating their livestock.  Presented here are the main characters of Nathak’s group.  The encounter level of this side trek will depend very much on the number of the lower rank characters you use, and also the number of basic kobolds you decide are living here.
Stats:

The first three entries are the named individuals of Nathak’s group.

Nathak, outpost leader.
Sorerer 4 (ECL 4).
Male Small Humanoid (reptilian).
Hit Dice:
4d4+8.
Hit Points: 21.
Initiative: +3.
Speed: 30 ft.
Armour Class: 16, touch 14, flatfooted 13.
BAB: +2; Grapple: -4
Attack/Full Atk: Mwk shortspear +2 melee (1d4-2/x2), or mwk shortspear +7 ranged (1d4-2/x2).
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells.
Special Qualities: Darkvision 60 ft., light sensitivity, spells.
Alignment: Lawful Evil.
Saving Throws: Fort +2, Rex +5, Will +4.
Abilities: Str 7[-2], Dex 17[+3], Con 14[+2], Int 12[+1], Wis 11[-], Cha 16[+3].
Skills: Bluff +5, Concentration +9, Craft (trap making) +5, Hide +7, Knowledge (arcana) +4, Profession (mining) +4, Search +3, Spellcraft +6.
Feats: Dodge, Spell Focus (illusions).
Languages Spoken: Common, draconic.
Deity: Tiamat.
Light Sensitivity (Ex): Dazzled in bright sunlight or a daylight spell (-1 penalty to attack, Search and Spot).
Possessions: Bracers of armour +1, mwk shortspear, spell component pouch, violet garnet (600gp), 22pp, 50gp, 15sp.
Spells Known (6/7/4, base save DC = 13 + spell level, 14 + spell level for illusions): 0 - acid splash, detect magic, ghost sound, read magic, resistance, touch of fatigue; 1st - cause fear, colour spray, silent image; 2nd - minor image.

Dolith, captain of the guard.
Fighter 2 (ECL 2)
Male Small Humanoid (reptilian).
Hit Dice:
2d10 +2.
Hit Points: 22
Initiative: +5
Speed: 20 ft.
Armour Class: 21, touch 11, flatfooted 21.
BAB: +2; Grapple: -1
Attack/Full Atk: Mwk rapier +6 melee (1d4+1/18-20/x2).
Space/Reach: 5 ft./5 ft.
Special Qualities: Darkvision 60 ft., light sensitivity.
Alignment: Lawful Evil.
Saving Throws: Fort +4, Rex +1, Will -1
Abilities: Str 13[+1], Dex 13[+1], Con 12[+1], Int 13[+1], Wis 9[-1], Cha 10[-].
Skills: Craft (trap making) +8, Handle Animal +5, Hide -2, Intimidate +5, Search +3.
Feats: Improved Initiative, Power Attack, Weapon Focus (rapier).
Languages Spoken: Common, draconic.
Deity: Kurtulmak.
Light Sensitivity (Ex): Dazzled in bright sunlight or a daylight spell (-1 penalty to attack, Search and Spot).
Possessions: Half-plate armour, heavy steel shield, mwk rapier, 85gp.

Eelith, spiritual advisor.
Cleric of Tiamat 1 (ECL 1)
Female Small Humanoid (reptilian).
Hit Dice:
1d8+1
Hit Points: 9
Initiative: +0
Speed: 20 ft.
Armour Class: 20, touch 11, flatfooted 20.
BAB: +0; Grapple: -3
Attack/Full Atk: Mwk heavy pick +4 melee (1d4+1/x4).
Space/Reach: 5 ft./5 ft.
Special Attacks: Rebuke animals (reptiles and snakes only), rebuke undead, spells.
Special Qualities: Darkvision 60 ft., light sensitivity.
Alignment: Lawful Evil.
Saving Throws: Fort +3, Rex +0, Will +5.
Abilities: Str 13[+1], Dex 10[-], Con 13[+1], Int 10[-], Wis 16[+3], Cha 12[+1].
Skills: Craft (trap making) +2, Concentration +5, Heal +7, Hide -3, Search +2.
Feats: Weapon Focus (heavy pick).
Languages Spoken: Draconic.
Deity: Tiamat.
Light Sensitivity (Ex): Dazzled in bright sunlight or a daylight spell (-1 penalty to attack, Search and Spot).
Possessions: Splint mail armour, heavy steel shield, mwk heavy pick, spell component pouch, holy symbol, 45gp.
Spells Prepared (3/2+1; base save DC = 13 + spell level): 0 - cure minor wounds (x2), resistance; 1st - cure light wounds (x2), protection from good.
Domains: Evil (casts evil spells at +1 level), Scaly kind (rebuke or command reptiles and snakes).

The next three entries can be individuals or used multiple times, depending on the size you decide for Nathak’s tribe.

Sergeant(s)
Fighter 1 (ECL 1)
Male or Female Small Humanoid (reptilian).
Hit Dice:
1d10.
Hit Points: 10
Initiative: +5
Speed: 20 ft.
Armour Class: 20, touch 11, flatfooted 20.
BAB: +1; Grapple: -3
Attack/Full Atk: Mwk shortspear +4 melee (1d4/x2)
Space/Reach: 5 ft./5 ft.
Special Qualities: Darkvision 60 ft., light sensitivity.
Alignment: Lawful Evil.
Saving Throws: Fort +2, Rex +1, Will +0
Abilities: Str 10[-], Dex 13[+1], Con 11[-], Int 10[-], Wis 10[-], Cha 10[-].
Skills: Craft (trap making) +2, Handle Animal +4, Hide -2, Intimidate +4, Search +2.
Feats: Improved Initiative, Weapon Focus (shortspear)
Languages Spoken: Draconic.
Deity: Tiamat.
Light Sensitivity (Ex): Dazzled in bright sunlight or a daylight spell (-1 penalty to attack, Search and Spot).
Possessions: Splint mail armour, heavy steel shield, mwk shortspear, 15gp.

Tracker(s)
Ranger 1 (ECL 1)
Male or Female Small Humanoid (reptilian).
Hit Dice:
1d8-1
Hit Points: 7
Initiative: +3
Speed: 30 ft.
Armour Class: 18, touch 14, flatfooted 15.
BAB: +1; Grapple: -4
Attack/Full Atk: Longsword +1 melee (1d6-1/19-20/x2), or mwk longbow +6 ranged (1d6-1/x3).
Space/Reach: 5 ft./5 ft.
Special Qualities: Darkvision 60 ft., light sensitivity.
Alignment: Lawful Evil.
Saving Throws: Fort +2, Rex +3, Will +0.
Abilities: Str 8[-1], Dex 17[+3], Con 9[-1], Int 10[-], Wis 10[-], Cha 10[-].
Skills: Craft (trap making) +2, Handle Animal +4, Heal +6, Hide +10, Listen +4, Search +2, Spot +4, Survival +6.
Feats: Self-sufficient.
Languages Spoken: Draconic.
Deity: Kurtulmak.
Light Sensitivity (Ex): Dazzled in bright sunlight or a daylight spell (-1 penalty to attack, Search and Spot).
Possessions: Studded leather armour, longsword, mwk longbow, x20 arrows, 15gp.

Mage(Magi)
Sorcerer 1 (ECL 1)
Male or Female Small Humanoid (reptilian).
Hit Dice:
1d4.
Hit Points: 4
Initiative: +1
Speed: 30 ft.
Armour Class: 13, touch 12, flatfooted 12.
BAB: +0; Grapple: -6
Attack/Full Atk: Mwk shortspear +0 melee (1d4-2/x2), or mwk shortspear +3 ranged (1d4-2/x2).
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells.
Special Qualities: Darkvision 60 ft., light sensitivity, spells.
Alignment: Lawful Evil.
Saving Throws: Fort +0, Rex +1, Will +2.
Abilities: Str 6[], Dex 13[], Con 11[], Int 10[], Wis 10[], Cha 14[].
Skills: Concentration +4, Craft (trap making) +2, Hide +5, Profession (mining) +2, Search +2, Spellcraft +4.
Feats: Spell Focus (illusions).
Languages Spoken: Draconic.
Deity: Tiamat.
Light Sensitivity (Ex): Dazzled in bright sunlight or a daylight spell (-1 penalty to attack, Search and Spot).
Possessions: Mwk shortspear, spell component pouch, 15gp.
Spells Known (5/4, base save DC = 12 + spell level, 13 + spell level for illusions): 0 - detect magic, ghost sound, read magic, touch of fatigue; 1st - colour spray, silent image.

The rest of Nathak’s tribe should be made up of a mix of combatants (warriors) and non-combatants, plus a few specialist roles (expert trap setters, adepts, scouts etc).
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