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Switch to Forum Live View [4E] Expert Dungeon Master Competition #11: Create a "Little Bad Evil Guy"!
4 years ago  ::  Jul 10, 2009 - 12:11AM #111
Falstyr
Date Joined: Jul 8, 2008
Posts: 968
Would be cool if anyone would be able to work in a Revenant like effect in the mix. Kill the lesser bad guy, he ends up in one of the hells and the heroes have to go after him there only to end up setting him free again in the natural world. And the revenant will now want some form of revenge with against the BBEG and temporarily teams up with the heroes.

Simple concept, but the revenant which is both alive and dead at the same time ads some cool possibilities :D
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4 years ago  ::  Jul 10, 2009 - 1:08AM #112
Pluisjen
Date Joined: May 13, 2009
Posts: 14,168
@Veok Show
I hadn't seen any Errata yet

Sorry, you'll have to adapt the challenge if you want to run the adventure, I just went off my DMG. I'll make sure to use it next time I put up a skill challenge.

Also, it's the initial info the players get; if they roll lucky then they'll know a lot to start with; otherwise they'll figure all this stuff out as they go.
It's not supposed to be an easy skill check to get all the rumors about this legend before the adventure starts, but it never hurts to reward a high roll.
They'll can get a +5 stat, +5 training, +3 level so they'd be able to know the most obscure knowledge about Corren before the adventure starts on a 17... otherwise they'll just know the basics and there is more surprise once the adventure is underway
Epic Dungeon Master



Want to give your players a kingdom of their own? I made a 4e rule system to make it happen!

Your Kingdom awaits!


Update 5th Sep 2011: Added a sample kingdom, as well as sample of play.
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4 years ago  ::  Jul 10, 2009 - 4:57AM #113
wrecan
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Write it up, Falstyr!!

It's the last day of the contest, so let's see those last-minute entries!
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4 years ago  ::  Jul 10, 2009 - 5:34AM #114
ClanBattlerage
Date Joined: May 28, 2007
Posts: 576

TwinBahamut wrote:

Wait... The walls of text that I throw at you guys whenever I give comments simply are not enough? That's harsh... I spent a lot of time on those, and now you are saying that I didn't say anything at all...


Actually I found your comments to be the most helpful so far! The most ego-bruising, true, but helpful. :P My thoughts were directed more towards those folks who don't post comments. I'd love to request more info...if I just knew from who I should request it.

Also, I will disagree with you on how you break down the scores. I think Usability is one of the most objective of the scoring categories, and Theme is one of the most subjective, for various reasons. Of course, I don't think it is impossible to improve scores on subjective elements through reading comments, like you seem to. Just because something is subjective doesn't mean any measure of quality is totally arbitrary and uncontrollable.


I think we're on the same page here, but arguing two different areas. Basically, a submission is broken down into content and presentation, right? Content you can't necessarily improve with criticism. Presentation you can. I think we both agree on that point, which is really where I was going.

Not having at least some commentary on what was wrong with an entry makes it hard to know what you should work on. If, like in my case for #10, the judge(s) don't care for the design of the entry, well wahhh. That's my problem to deal with. If the judge(s) don't care for the presentation, well that's another story. My issue was that I didn't know what wasn't liked, so I don't know where to improve.

Though in your case, you made it very clear what you didn't like which I really did appreciate; especially after I uncurled from my fetal position and re-read it. :D

Sorceror: "I'll attack the [solo monster] with Chaos Bolt."
Warden: "Don't you ever use encounter powers?!?!?"
Sorceror: (casually) "I don't need to."
-----------
"Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." - Martin Golding
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4 years ago  ::  Jul 10, 2009 - 5:36AM #115
ClanBattlerage
Date Joined: May 28, 2007
Posts: 576
Oh, and on a somewhat related note, I need some more judges for the WDMT contest if anyone's interested. We'll be starting up a new one in a week or so. PM me if you'd like to give it a whirl.
Sorceror: "I'll attack the [solo monster] with Chaos Bolt."
Warden: "Don't you ever use encounter powers?!?!?"
Sorceror: (casually) "I don't need to."
-----------
"Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." - Martin Golding
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4 years ago  ::  Jul 10, 2009 - 10:17AM #116
Veok
Date Joined: Jan 2, 2008
Posts: 2,481

Pluisjen wrote:

@Veok Show

I hadn't seen any Errata yet

Sorry, you'll have to adapt the challenge if you want to run the adventure, I just went off my DMG. I'll make sure to use it next time I put up a skill challenge.

Also, it's the initial info the players get; if they roll lucky then they'll know a lot to start with; otherwise they'll figure all this stuff out as they go.
It's not supposed to be an easy skill check to get all the rumors about this legend before the adventure starts, but it never hurts to reward a high roll.
They'll can get a +5 stat, +5 training, +3 level so they'd be able to know the most obscure knowledge about Corren before the adventure starts on a 17... otherwise they'll just know the basics and there is more surprise once the adventure is underway


@Pluisjen Show

My problem is that +5 ability mod + training requires one of three classes (wizard, swordmage, artificer) to have a chance at occuring, and since at level 7 the PC's won't have gotten an ability mod bump yet, the only way to reach +5 mod is with an 18 in Int, and an +Int race.

Bottomline, unless the stars align perfectly, the vast majority of parties won't have a chance in Nine Hells of hitting a DC 30 history check, and were I judging, that's something that would make me consider a usability hit.

But since I'm not judging, my opinions are irrelevant at this point. :D
If you look past the plot and the voice acting, Metroid: Other M was an okay game. Not a great game, but an adequate one.

Not using the Metroid item collect jingle though? That, was a mistake.
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4 years ago  ::  Jul 10, 2009 - 3:18PM #117
wrecan
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Date Joined: Jun 23, 2005
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Less than 6 hours left! Good luck everyone!
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4 years ago  ::  Jul 10, 2009 - 4:55PM #118
Someone
Date Joined: Dec 18, 2003
Posts: 557
Alright, I would have had this ready sooner were I not such an upstanding citizen of the Procrasti Nation. :D

“They’re baaaaack...!” -Anon

“The Maidentaker”: Death Beast Stalker

I first came up with this monster back in the 3rd edition Master DM Competition #7 (the forerunners to the current XDMCs). That was about five years ago, and updating the stats to 4th edition has been... interesting. Enjoy!

Setup
    A series of kidnappings have been happening in the area. The only details known are that they have only been of young women, have always occurred at night, and have been perpetrated by a creature of incredible strength and speed. Now townsfolk are afraid for their daughters, and are looking for some heroes to stop the attacks and rescue the victims.

    Additional information the PCs may be able to pick up is that the attacks almost seem targeted, and that whatever is doing this knows ahead of time where to go to find their victims. A successful Streetwise check (DC 20) would result in some of the villagers recalling a handsome traveling minstrel named Jean Brassard (pronounced John Brayso) passing through the area, wooing some of the same women who have since disappeared. If the Streetwise check is especially successful (DC 24) it would will reveal from one of the girls that Jean did mention that they should “go far away with him” and that he might “whisk them away in the night”. These seemingly harmless quips have taken on a sinister edge to the nervous girls, who are worried they might be next.

    A History check (DC 28) would recall that the term “maiden taker” was an alternative name for a monster more commonly called a death beast, a fast, deadly creatures bred for war, thought to have disappeared long ago.

Encounter 1: Things That Go Bump In The Night (level 7 skill challenge; 900 XP)
    There are several ways the PCs could arrive at this encounter; first, they could be trying to track down Jean Brassard, arriving in a town he has recently visited. Second, they could stake out where they suspect the next attack to be. And third, the monster just happens to come to the town the PCs are staying at.

    The encounter begins with a woman’s scream piercing the night, rousing the townsfolk in a clamor. Should the PCs rush to the scene, read aloud or paraphrase the following:
”With the crash of timbers and broken glass, a large shape bursts from inside the house. In its clawed hand it clutches the unconscious body of a young woman. The creature is a powerfully built biped, with almost draconic-looking features, though to compare it to a dragonborn would compare a human to an ogre. It gazes through a contraption on its head that resembles a set of horses’ blinders, and its faintly glowing red eyes belie an awareness more than that of a mere beast. With a few powerful strides, the creature takes off for the woods with a speed as fast as a horse.”

The monster isn’t interested in a fight at this time, and is easily faster than the PCs. A skill challenge involving Perception (to find tracks) and Athletics (to keep up the pace) checks resolves the chase sequence. Should the PCs make 8 successful checks against DC 15 before accumulating 4 failed checks, they manage to catch up to the monster as it pauses at a drop-off point. Characters without a light source or low-light vision (or darkvision) take a -2 penalty on their checks due to nighttime darkness.

Encounter 2: Ill Met By Moonlight (level 8 combat encounter; 1,600 XP)
    Should the PCs successfully keep up with the monster, they will come upon a clearing where they find the monster handing over the unconscious body of the girl to a group of figures in robes. The hooded figures then load the body into the back of a wagon and prepare to leave. When confronted, one of the robed figures yells “You idiot! You were followed! Get them!” and orders the monster to attack.

    The attacking group consists of the monster from before (an enslaved death beast stalker), four guards in headpieces similar to that on the death beast (enslaved human lackeys), and two of the hooded figures (arcane slavers), with the rest escaping on the wagon with the girl. The attacking group seeks to buy time for the rest to escape, and engage in a fighting withdraw. The stats for the human lackeys can be found in the Monster Manual, page 162. The stats for the death beast stalker and arcane slavers are presented below.

Death Beast Stalker
Level 12 Skirmisher
Large natural humanoid
XP 700
Initiative +13
Senses Perception +13; darkvision
HP 127; Bloodied 63
AC 27; Fortitude 25, Reflex 24, Will 22
Resist 10 variable (2/ encounter; see MM glossary)
Speed 10, climb 5; see also preternatural speed

Claw (standard; at-will)
    Reach 2; +17 vs. AC; 2d6 +7 damage.
Ambidexterity (standard, at-will)
    The death beast makes two claw attacks.
Full Attack (move; at-will)
    Reach 2; +12 vs. AC; 2d6 +7 damage.
Breath Weapon (standard; recharge 6) [lightning]
    Burst 2 within 10; +15 vs. Reflex; 4d8 +6 lightning damage. Miss: half damage.
Five-foot Step (minor; at-will)
    The death beast shifts 1 square.
Damage Reduction (free, when first bloodied; encounter) [healing]
    The death beast spends a healing surge and regains 31 hit points.
Preternatural Speed
    A death beast doesn’t take a penalty to melee attack rolls after using the run action.

Alignment Unaligned
Languages -
Skills Athletics +18, Stealth +16
Str 25 (+13)    Con 23 (+12)    Dex 21 (+11)
Int 14 (+8)     Wis 14 (+8)     Cha 16 (+9)

Death Beast Stalker Tactics
Death beast stalkers begin battle by closing to melee as quickly as possible, taking advantage of their preternatural speed to run before making a charge. They prefer to strike the flanks and rear of groups, and are willing to risk one or two opportunity attacks to engage “back row” enemies like spellcasters and ranged weapon users. They primarily use their ambidexterity, full attack and five-foot step abilities, varying the order depending on the situation. Should a group of enemies be clustered close enough, the death beast stalker unleashes its breath weapon.

Although it doesn’t speak, a death beast stalker understands common, and can convey simple ideas with hisses, snarls, and gestures.

Arcane Slaver
Level 7 Artillery (leader)
Medium natural humanoid, human
XP 300
Initiative +5
Senses Perception +10
HP 60; Bloodied 30
AC 21; Fortitude 18, Reflex 21, Will 19
Speed 6

Quarterstaff (standard; at-will) [weapon]
    +7 vs. AC; 1d8 damage.
Magic Missile (standard; at-will) [force]
    Ranged 20; +10 vs. Reflex; 2d4 +4 force damage.
Slavish Devotion (standard; at-will)
    Close burst 10; one enslaved allied creature within the burst receives a +2 power bonus to their next attack roll or a +2 power bonus to all defenses against the next attack that targets them. This bonus ends if not used by the end of the slaver’s next turn.
Debilitating Ray (standard; encounter)
    Ranged 10; +10 vs. Fortitude; the target is stunned (save ends). Aftereffect: the target is dazed (save ends). Miss: the target is dazed until the start of the arcane slaver’s next turn.

Alignment Evil
Languages Common
Skills Arcana +12
Str 10 (+3)    Con 12 (+4)    Dex 14 (+5)
Int 19 (+7)    Wis 15 (+5)    Cha 12 (+4)

Arcane Slaver Tactics
Arcane slavers prefer to send their slaves into battle first, using their arcane abilities to pelt the foe from afar. Should they run out of slaves, they are not adverse to running away.

Encounter Tactics
    The death beast is several higher levels over the PCs’ expected level, almost equivalent to an elite monster. Fortunately, the slavers are more concerned with escape than attack, limiting the aggressiveness of the death beast. In addition, the death beast will never use its breath weapon attack. The death beast takes up a second line position behind the enslaved lackeys, intercepting anyone who tries to engage the slavers, and the slavers are more than willing to sacrifice the lackeys first. Should the death beast take enough damage to trigger its damage reduction ability, one of the slavers will shout something to the effect of “too important to die” and the death beast will withdraw. If the slavers are defeated, the lackeys and the death beast will retreat. Should the PCs be defeated, the death beast is still in “non-lethal mode” from grabbing the girl, and will knock the PCs unconscious rather than try to kill them (see page 295 of the Player’s Handbook for details). If all the PCs are knocked out, the slavers will make good their escape.

    During the battle, the PCs might notice that the death beast or the lackeys aren’t entirely in control of their actions, most notably if both slavers are threatened at the same time- if they both have called out “beast! protect me!” the death beast will appear to be at a loss (treat as dazed) as to how to do two things at the same time. An Insight check (DC 24) will deduce that the death beast is under some sort of mental control from the device on its head.

Picking Up The Trail
    Whether because of the time bought from the combat, or as consequence of failing the skill challenge, the PCs are left in an empty clearing and their adversaries on the run. They still have several options; they could go back and try to track down Jean Brassard again, to see if he is involved. If they left one of the slavers alive, they could interrogate him for information. Or, they could try to track the wagon and/or the death beast.

    Should the PCs go after Jean, they should be allowed to catch up rather quickly. They could either confront him while he is in town, or catch him in a compromising position as he meets with a slaver outside of town. Either way, he gives up without a fight. He admits to helping the slavers, but he doesn’t know why they are so interested in young women, nor does he have any idea what the monster is. He does, however, know the location of his contact.

    If the PCs manage to capture one of the slavers alive, a bit of coercion will divulge that the group specializes in magical control of persons and creatures, as is the function of the headpieces. The low-ranking slaver the PCs have captured doesn’t know why there has been a switch to young women, only that it may have something to do with the death beast itself. A genuine display of leniency would convince the captured slaver to give the location of their immediate superior.

    Tracking the escaped wagon or the retreating death beast is difficult, but not impossible. The wagon quickly takes to the main road, where any trail would be obscured by those of normal traffic. A Perception check (DC 20) would allow the PCs to at least know which direction on the road the wagon went. After several miles, a second Perception check (DC 15) will notice a spot where a wagon has pulled off the road recently, heading off on a trail into the woods.

Optional Encounter: Things That Bump Back (level 7 non-combat encounter,  1,200 XP)
    Whether through questioning Jean Brassard or a captured slaver, the PCs have been directed to Matthew Dawson, one of the lieutenants of the arcane slavers. Matthew lives in a small tower in the wilderness, under the guise of a secluded wizard. He is protected by the locked doors of the tower, and magical traps. A skill challenge involving Thievery (to pick locks) or Strength (to force open doors) resolves breaking in. Should the PCs make 6 successful checks against DC 20 before accumulating 3 failures, they make it to his private chambers. Failure means that Matthew has become aware of the PCs’ presence and fled through a secret passage. There is one catch- two of the doors are protected by glyphs of warding, designed with the thunder damage and dazed effect. See page 90 in the Dungeon Master’s Guide for the stats of a glyph of warding trap.

    If the PCs manage to get to Matthew, direct evidence (such as bringing Jean or a captured slaver along) of his connection or a successful Intimidate check (DC 25) gets him to confess. He bemoans the recent change in tactics of the slavers, as he and several other high-ranking members thought it would bring the kind of attention the PCs represent. The situation has only served to exacerbate the split in the leadership, arguing over what should be enslaved and to what purpose. However, the might of the death beast is a source of envy amongst the slavers, and many seek its command. Command over the creature is Matthew’s biggest bargaining chip- if the PCs make a deal, he will provide them with his slaver’s control medallion and a “safe word” that is intended to be used if one of the slavers attempts to turn the death beast against another.

Encounter 3: The Bigger They Are... The Bigger They Are. (level 9 combat encounter; 2,000 XP)
    The following is a sample boss fight with Torben Neilson, the head of the arcane slavers. Either by getting the location from Matthew Dawson, or following the retreating slavers, the PCs have managed to find the arcane slavers’ base of operations. Whether the PCs have to overcome additional fights with the arcane slavers before facing Torben is up to the DM. Generally, one or two arcane slavers and a few enslaved humanoids or beasts would be appropriate encounter(s).

    The boss fight consists of Torben Neilson himself, his two pet enslaved hell hounds, the enslaved death beast stalker, and four guards similar to those encountered before (enslaved human lackeys). The stats for the hell hounds can be found on page 160 of the Monster Manual. Torben’s stats are presented below.

Torben Neilson, Arcane Slaver Magus
Level 9 Controller (leader)
Medium natural humanoid, human
XP 400
Initiative +6
Senses Perception +12
HP 92; Bloodied 46
AC 23; Fortitude 17, Reflex 21, Will 20
Speed 6

Quarterstaff (standard; at-will) [weapon]
    +9 vs. AC; 1d8 damage.
Ray of Capture (standard; at-will)
    Ranged 10; +12 vs. Reflex; 1d8 +5 damage and the target is slowed (save ends).
Arcane Snare (standard; recharge 3, 4, 5, 6)
    Ranged 10; +12 vs. Reflex; 1d8 +3 damage and the target is pulled 3 squares.
Slavish Devotion (standard; at-will)
    Close burst 10; one enslaved allied creature within the burst receives a +2 power bonus to their next attack roll or a +2 power bonus to all defenses against the next attack that targets them. This bonus ends if not used by the end of the Torben’s next turn.
Castling (move; encounter)
    Ranged 5; Torben switches places with an allied enslaved creature.

Alignment Evil
Languages Common
Skills Arcana +12
Str 11 (+4)    Con 12 (+5)    Dex 14 (+6)
Int 20 (+9)    Wis 16 (+7)    Cha 13 (+5)

Encounter Tactics
    Torben sends the hell hounds and death beast in first, staying behind them and with the lackeys off to the sidelines so as to block encircling moves as well as be a viable target for his castling power. Torben will start off using his arcane snare attack to pull unengaged PCs near the death beast, changing to his ray of capture attack if a PC tries to work the flanks. If Torben still manages to get engaged, he will first use his castling ability on an unengaged ally. If engaged a second time he will order one of the front row attackers to come back, preferably into a flanking position, and use his slavish devotion ability. As in encounter 2, neither the death beast nor the hell hounds will use their breath weapon or fiery breath attack, respectively. But unlike in encounter 2, the death beast is in full lethal mode, and will try to kill the PCs with its attacks.

Dealing With The Beast
    If the PCs completed the optional encounter, presenting Matthew’s amulet and speaking the safe word causes the death beast to take no action (but still defend itself) for the duration of the encounter. The safe word is particular to the death beast, other safe words that Matthew didn’t mention (or know of) would be needed for the hell hounds and lackeys. What Matthew also doesn’t know is that Torben has an override to the safe word, that while not perfect, still allows a modicum of action- with a standard action, Torben can command the death beast as though it were dominated (see page 277 in the Player’s Handbook for additional information).

    Additionally, the death beast’s enslavement device isn’t failsafe. The first time the death beast becomes bloodied will trigger its damage reduction ability as normal. However, should it become bloodied a second time, things start going wrong. Sparks and static leap from the device, and the death beast is stunned (save ends). And once the death beast makes its save things start going very wrong- it tears the device from its head, and suddenly turns upon Torben and his remaining slaves.

Epilogue: Its Never Over When You Think...
    Once Torben is defeated, there are still a few loose ends. In the depths of the arcane slavers’ base, the PCs will find a cavern that has been overgrown with charcoal-black vines. These vines seem particularly drawn to mineral deposits, groundwater, and the thermal draft of a small fissure in the caverns. An Arcana check (DC 20) will correlate this to examples of the “classical” elemental energies- earth, water, wind, and fire. Nearer to the middle of the expanse, the PCs will come across clusters of growth along the walls. Within these vine clusters are the kidnapped women- unconscious but alive, though showing symptoms of a drain on their life force. At the center of the expanse, a similar, though much larger cluster rises from the ground, the vague outline of a death beast visible within.

    The formerly enslaved death beast is very protective of what is in the cavern, an will contest any attempt to damage or disrupt the vines or free the women from their alcoves. It will have followed the PCs in, though at a distance, and first warn with an audible hiss, escalating to pushing the PCs away, and finally striking them with its claws. Even in its wounded state it will fight, but stops if the PCs back off. Once the second death beast hatches in a few days, the first will cease its protests, even going as far as cutting the women free and letting them go. Afterwards the beasts will generally keep to themselves, hunting local game creatures but otherwise keeping a low profile.

    There is still the question of how Torben came to learn the ritual to make death beasts, as well as what to do with Torben’s ritual book, which also details how to make the enslaving contraptions the arcane slavers use. There could be more copies out there, and people ruthless enough to use them.

Appendix
Monster Design Explanations:
Death Beast Stalker: taking terms from 3rd edition an applying them to the death beast’s abilities was a lot of fun, and give it a unique fighting style in 4th. Its attribute scores are a direct copy, and I was surprised how close its attack bonuses and defenses are to its previous stats- even its hit points are fairly close. Its Will save being the exception, as there’s no longer such a thing as a “weak defense” in 4th. Its variable energy resistance covers that it used to resist almost every kind of energy in 3rd, and its damage reduction ability represents an accumulation of attacks over the course of the fight that have done less damage.
Arcane Slaver: pretty simple- increase the level of a human mage to 7, and tweak its powers to have effects that would be useful in taking prisoners. The slavish devotion power is more or less “aid another” with a range.
Torben Neilson: starting with an arcane slaver, changed role to controller, upped the level to 9, and changed powers to emphasize status effects instead of damage. The castling power was a clever way of giving him a flavorful shift ability.

    “Enslaved” would probably be a condition or a template, similar to dominated, but without leaving the creature dazed. As mentioned in the entry, similar to dominated creatures, enslaved creatures will not use encounter or recharge powers.

    The details of death beast creation involve starting with a “root bulb” from which the charcoal-black vines grow in search of suitable mineral deposits, water sources, air currents, and warmth. Once the vines have found sufficient resources, alcove clusters form. Torben’s notes contain reference to “suitable hosts”, and as it currently stands, this means young adult women. The alcoves will keep them alive but unconscious, in order to fulfill their purpose of draining away their healing surges. The enforced extended rest of the process makes it perpetual, draining away at the same rate they recover, and the more healing surges the victims possess, the faster the death beast grows. After a period of months, to weeks if sufficient energy is available, the death beast emerges fully developed and able. If left alone, the process will continue, spawning death beasts one after another.

Death Beast Lore
    As creatures new to this era, little would be known about death beasts. Should they become more established, the following information would be known with a successful Monster Knowledge (Nature) check:
DC 20: Death beasts tear into opponents with their clawed hands and incredible speed. They occasionally wield a breath weapon, and can take a surprising amount of punishment.
DC 25: Death beasts were originally bred for for an ancient mortal war, though they are more made than born. They grow from an accumulation of elemental energy and leeched vitality taken from people.

Thematic Elements
1.    At least one confrontation is a non-combat skill challenge that uses no Charisma-based skills as primary skills.
2.    Fulfilling a minor quest (described in the entry) could cause the villain to become neutral to, or allied with, the adventurers.
9.    The villain serves multiple masters with contradictory motivations.
10.    When first encountered, the villain appears to be the main antagonist, but isn’t.
That's Someone, with a capital S.

"Cat's out of the bag on that one, isn't it? Who puts cats in bags, anyway? Cats hate bags." -Sheogorath, Oblivion
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4 years ago  ::  Jul 10, 2009 - 5:19PM #119
TwinBahamut
  • Heroic Dungeon Master
Date Joined: Aug 20, 2002
Posts: 688
Erdrevan, the Swordsman of Night's Journey

The man known as the Swordsman of Night's Journey is a complete enigma, but rumors of his exploits are whispered throughout the land. They say he talks like a chivalrous knight and fights with skill and honor, but sneaks through dark alleys like a thief and turns his sword against all that is good and just. He brazenly attacks even the most heavily guarded fortresses, but flees when confronted with any real opposition. He is a man of deep contradictions, and he keeps the truth of his nature hidden behind the black metal mask that hide his eyes.

Description and Personality
Erdrevan is a tall human man with long, dark hair who is always seen wearing black clothes and only metal bracers and boots for armor. He carries an unadorned sword with him at all times. His most distinctive feature, though, is the black metal mask that covers the upper half of his face. This mask doesn't even have any slits to allow light to pass through, and completely covers his blind eyes. However, despite his blindness, he has an uncanny ability to know the terrain around him and "see" the people he is fighting.

In a sharp contrast to his dark appearance, Erdrevan acts in a surprisingly talkative and carefree manner. He likes to joke with his allies and often lightheartedly teases his opponents in battle, though just as often he sincerely praises skilled foes. Erdrevan always speaks from a position of leadership, and speaks with good manners and charisma. However, he sometimes reveals a desperate, dark underside to his personality if he is cornered, since above all else he is driven to survive. He fights for the sake of a future he wants to live to see, so he refuses to let himself perish.

Background
Years ago, Erdrevan was a knight in the service of Count Aldranar, a respected nobleman. He had lived in the Count's court since he was just a boy, but by the time he had grown into adulthood he was considered to be one of the finest swordsmen in the entire kingdom. Erdrevan's true happiness, though, was found in his engagement to Rienna Aldranar, the Count's youngest daughter. Unfortunately, the couple's happiness was not allowed to last.

Three years ago, an unexplained tragedy occurred at the castle where Count Aldranar ruled. A cursed, searing light tore through the castle, and it was attacked by terrible beasts. The Count and almost all of the inhabitants of the castle were killed. Erdrevan was protecting the castle at the time, but was unable to do anything to stop the onslaught and ultimately suffered an injury that blinded him. Rienna managed to miraculously survive the attack, but she was left in a mysterious state of eternal sleep.

It was in the aftermath of this incident when Erdrevan first met the person he would eventually come to serve. This person explained to Erdrevan that Rienna had been inflicted with a terrible curse, and that the only way to save her was to give her a special elixir that was extremely difficult to make. However, this person promised Erdrevan that if he served this person and carried out certain tasks, then Rienna would be taken care of and could eventually be cured. Erdrevan, blinded and lost, felt that his only choice was to believe in this person and become the commander of that person's secret army.

Using Erdrevan in the Game
Erdrevan is intended to be the chief lieutenant of a villain who prefers to hide behind the scenes and work in secret. This villain can be a powerful noble who aims to topple a kingdom and put himself in power, a secretive mage, or some other figure who enjoys schemes and deception, but prefers to avoid the attention of others. Erdrevan works as this villain's main agent, performing all the tasks the villain needs done, while the villain stays in the background.

Erdrevan, Level 15 Elite Soldier (Leader)
Medium natural humanoid (blind), XP 2400
Initiative +2 Senses Perception +12; blindsight 8
HP 324; Bloodied 162
AC 33; Fortitude 31, Reflex 29, Will 27
Saving Throws +2
Speed 8
Action Points 1

(basic melee) Stepping Slash (standard, at-will) - Weapon
+22 vs. AC; 2d8+6 damage, and the target is marked. Erdrevan may move up to two squares before the attack.
(melee) Shadow Slash (standard, at-will) - Weapon
Two attacks, +22 vs. AC; 2d8+6 damage, and the target is marked. If both attacks hit, the target is blinded until the end of their next turn.
(melee) Slash of Night (standard, encounter) - Weapon
+22 vs. AC; 4d8+6 damage, and the target is blinded until the end of their next turn. If the target is marked, then the target is also immobilized until the end of their next turn.
(close) Tactical Positioning (minor, recharge 4, 5, 6)
Close Burst 5; All allies within the burst may move up to four squares.
(ranged) Out of Harm's Way (immediate reaction, when a bloodied ally is hit by a close or melee attack; at-will)
Ranged 8; Target ally shifts two squares.
Night's Mark
So long as whoever is marked by Erdrevan is standing in an area of dim light or darkness, he grants combat advantage to Erdrevan's allies.

Alignment Unaligned; Languages Common
Skills Athletics +20, Stealth + 18, Insight + 17, Diplomacy +18
Str 23 (+15), Dex 20 (+13), Wis 18 (+12)
Con 17 (+11), Int 18 (+12), Cha 20 (+13)
Equipment longsword, cloth armor

Tactics
Erdrevan is a skilled commander, who always is found in the company of strong fighters who are completely loyal to him, a loyalty he has earned by always watching out for the people under his command. He is fond of bold raids carried out under the darkness of night, in which he can accomplish his objectives with as few casualties as possible. Most often, he brings with him allies who can find their way through the dark and carry out a mission as stealthily as possible (usually, this means monsters with the Lurker role and darkvision, tremorsense, or blindsight). He always has an escape plan.

In battle, Erdrevan always moves to cover his allies by marking the most dangerous opponents. Because of his blindness, he has trouble finding opponents who are too far away, so he always tries to remain as close as possible to all of his current foes. While he marks and blinds the most dangerous enemies, he buys time and makes use of his Tactical Positioning power to let his allies move in and make their strongest attacks. If things start going badly for his team, he will use Out of Harm's Way and Tactical Positioning to give his allies a chance to escape, before attempting to escape himself. Sometimes, Erdrevan is willing to take incredible risks (like jumping off a cliff) in order to evade death or capture.

Erdrevan dislikes unnecessary death, so he will often prefer to capture a foe rather than kill. Also, he will try to open up negotiations with his opponents if it seems like he can benefit from doing so. However, if he feels like he has been backed into a corner, he can be quite ruthless in his desire to protect his comrades and his own life.

The First Confrontation With the Swordsman
The PCs' first encounter with Erdrevan might go something like this...

The PCs are staying the night in the castle of some lord who appreciates some task the PCs have performed on his behalf. Late at night, while the PCs are sleeping, the castle guards raise the alarm, since intruders have snuck into the castle and have caused some sort of incident (maybe they stole a magic item from the castle chapel, assaulted the castle lord and stole a family heirloom, or simply kidnapped a princess). There is little moonlight on this night, so if the PCs move to stop the intruders they will find hallways that are dimly lit or dark altogether. While running through these dark corridors, they will likely stumble across the intruders, who are being led by Erdrevan, and a fight breaks out.

Erdrevan's Raiders, Level 14 Encounter (XP 5000) (intended as a hard encounter for five level 11 PCs)
Erdrevan (level 15 elite soldier (leader), see above)
2 Drow Warriors (level 11 lurkers, MM page 94)
2 Banshrae Warriors (level 12 skirmishers, MM page 25)

At first, Erdrevan and his allies will fight the PCs to the best of their ability, but they will move to withdraw and continue their escape from the castle if the battle lasts any more than just a few turns, and they will certainly try to escape if they start taking significant damage. If they manage to escape the battle, they will head for one of the castle walls, where they have ropes ready to rappel down to where they have horses ready.

Afterwards, the lord of the castle will implore the PCs to help in tracking down Erdrevan and retrieving whatever it is he stole (or whoever he abducted), if the PCs haven't started chasing him already, that is. This leads into the following Skill Challenge:

Pursuing Erdrevan
Setup: Erdrevan and his surviving allies are making their way across the countryside to some unknown location. The PCs need to track the escaping group and catch up to them before their trail runs cold.
Level: 11th.
Complexity: 5 (12 successes before 3 failures)
Special: Each turn of this skill challenge takes an entire day of game time. Some options change from day to day as the PCs travel across the countryside.
Primary Skills: Endurance, Nature, Perception
Endurance (DC 16): The PCs try to press on, keeping at the chase when they would otherwise grow tired and need to stop. At least two PCs need to make this check each turn for either to count as a success (if one fails and one succeeds, it counts as one failure and no successes).
Nature or Perception (DC 16): The PCs try to find the tracks left by Erdrevan and his allies as they escape. At least one of these checks must be successful each day, or else the challenge is failed automatically.
Insight (DC 21): The PCs try to guess where Erdrevan is headed based on what they know about him, and take a shorter route.
Diplomacy (DC 10) or Intimidate (DC 16): The PCs come across a town on the third day of the chase. Erdrevan stopped here for supplies, so it is possible to get some information about him and where he is going from them.
Athletics (DC 16): The PCs come to a sheer cliff on the fourth day, and it seems that Erdrevan tried to escape them by letting his horses go and climbing down the cliff. The PCs can go around, but it is faster if they scale down themselves.
Success: The PCs catch up to Erdrevan. At this point, he will most likely try to negotiate, offering to return the stolen object (or abducted person) if the PCs let him and his allies escape unimpeded. If negotiations break down, then there will be a fight against the survivors of the previous encounter, who have recovered all their health and powers.
Failure:The PCs fail to catch up with Erdrevan. They eventually manage to track him to his destination, but by that time he has already reached some stronghold that is hostile to the PCs. Either the PCs need to give up for now or it is time for a dungeon crawl.

Either result will bring an end to this first confrontation.

Turning the Swordsman into an Ally
Erdrevan may be the loyal servant of the main villain, but that loyalty is based entirely upon Erdrevan's desire to wake Rienna from her cursed sleep. He doesn't actually have any personal loyalty to the villain. In fact, he finds a lot of the work he does for the villain to be distasteful. Because of that, there are two main options open to the PCs if they want to convince Erdrevan to stop serving the villain.

The first major option is for the PCs to find some way to acquire the elixir needed to wake Rienna. This requires that they learn about the young noblewoman, possibly from someone who knew her connection to Erdrevan and survived the attack, such as an older daughter of the late Count who married and went to live in a different castle. They also need to know of her condition, which involves either communicating with Erdrevan himself or encountering her sleeping form in one of the villain's strongholds. Finally, the PCs need to make or acquire the special elixir, which is mostly dependent upon a rare medicinal plant only found in the Feywild.

Alternatively, the PCs could investigate the mysterious attack upon Count Aldranar's castle. If they examine the ruined castle itself thoroughly enough, they can find evidence that the main villain was in fact the person responsible for the attack. Count Aldranar had found some evidence of the villains evil schemes and was intending to stop them, so the main villain got rid of him. Some of the Count's evidence can still be found. If Erdrevan can be convinced of the truth of this evidence, he will turn against the main villain and try to find some other way to save Rienna.

Optional Elements
I went for optional elements 1, 2, and 10.
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4 years ago  ::  Jul 10, 2009 - 6:45PM #120
dulsi
  • Heroic Dungeon Master
Date Joined: Aug 27, 2006
Posts: 1,506
Sludmet

Sludmet was a devoted worshiper of Gruumsh. He sought a powerful artifact to destroy his enemies but the artifact was too powerful for him. It destroyed his tribe and transformed his body to a glob of slime and ooze. He still retains his mind for the most part. He believes his best chance of being restored is to prove his worth to Gruumsh. Grogor, leader of the Darkmoon tribe, knew of Sludmet before his transformation. Seeing the new power of Sludmet, Grogor offered him a place in his tribe.

Formerly arrogant and aggressive, Sludmet is a pale reflection of his former self. His self-assuredness dissolved with his body. He whispers to himself trying to build up his confidence. When angered he loses some control over his slime body and has a tendency to lash out. His faith in Gruumsh is shaken but still fairly strong.

Escaping Sludmet (Level 1, 500xp)
"Nooo!" gurgles a large glob of slime and ooze. "You've ruined everything." The goo begins bubbling and expanding. The immense mass of gunk threatens to envelope the entire party.

Setup: Sludmet has tunneled underneath an elven forest city. His men have tapped into the tree roots are draining the life from the plants. The collected life energy is to be used by Grogor for some other plan. After defeating Sludmet's men and disrupting the collection process, Sludmet enters the room, expands to Gargantuan size and flows towards the party.
Level: 2
Complexity: 4 (requires 10 successes before 3 failures)
Primary Skills: Athletics, Dungeoneering, Endurance, History
Acrobatics (hard DC): You escape from the grasp of Sludmet.
Athletics (hard DC): You manage to throw objects in the way or knock down some supports.
Dungeoneering (easy DC): You quickly take note of environment to give you clues on where the exit is.
Endurance (moderate DC): You manage to push yourself to run faster and longer.
History (moderate DC): You remember the path you took through the dungeon.
Perception (moderate DC): You take notice of signs that people have traveled through the area recently.
Success: The blob or party manage to destroy enough supports to bring the ceiling down upon the creature. Before doing so you hear "I will be restored."
Failure: You take a wrong turn. The floor collapses or you fall down a pit. Everyone loses a healing surge. You seem to have escaped the creature but are now much deeper underground.

Eliminating the Problem (Level 6, 1,200xp)
Unbeknownst to Sludmet, dragon blood is strong in Grogor. Dark dreams of the age of dragons fill his sleep. He has forsaken Gruumsh in favor of Tiamat. After acquiring several good dragon eggs, Sludmet asked about the ritual to make use of the eggs. Sludmet has also become curious about the various tasks he has been assign as he see little glory for Gruumsh. Sensing he control of Sludmet slipping, he sends the ooze creature to attack the adventurers that have proven so troublesome. Meanwhile he can complete the ritual to bring forth his draconian warriors.

Sludmet attacks the player characters as they rest in the inn for the night. There are more orcs than the four that attack the party but they are looting the inn and killing the other patrons. Throw some minions on the battlefields to represent them and the patrons in you wish.

This encounter includes the following creatures.
1 Sludmet
4 Orc Berserkers

Sludmet Level 6 Elite Brute/Controller (Leader)
Large natural beast (blind, ooze) XP 500
Initiative +1; Senses Perception +7; tremorsense 10
HP 150; Bloodied 75
AC 18; Fortitude 19, Reflex 15, Will 21
Saving Throws +2
Speed 5
Action Points 1

Basic Melee; Slam (standard; at-will)
+9 vs. AC; 2d8 + 4 damage.

Melee; Goop Fist (standard; recharge 6)
+9 vs. AC; 2d8 + 4 damage and target is slowed (save ends).

Melee; Unfocused Rage (minor usable only while bloodied; at-will)
The ooze may make an additional Slam attack but the target is randomized among all creatures within range including allies.

Expanding Anger (free usable only while bloodied)
The ooze starts expanding uncontrollably. On first use, increase size to Huge and add reach 2 to melee attacks. On second use, increase size to Gargantuan and add reach 3 to melee attacks.

Ranged; Corrupting Gust (standard; at-will) * Necrotic
Ranged 5; +10 vs Reflex; 1d6 + 4 necrotic damage and one ally in sight gets to make a saving throw.

Ranged; Darkness Descends (standard; encounter) * Necrotic
Ranged 10; +10 vs Reflex; 2d10 + 4 necrotic damage and one ally gains combat advantage against opponent until the end of Sludmet's next turn.

Ranged; Spiritual Weapon (standard; sustain minor; daily)
Ranged 10; +10 vs AC; 1d10 + 4 damage; see PHB pg 65 for addition rules.

Close; Bless (standard; daily)
Close burst 20; Until the end of the encounter, Sludmet and all allies in burst get +1 power bonus to attacks.

Ranged; Channel Divinity: Eye of Wrath (minor; encounter) * Fear
Ranged 5; +10 vs. Will; the target takes a -4 penalty to AC (save ends).

Close; Healing Word (minor 1/round; 2/encounter) * Healing
Close burst 5; Sludmet or one ally may spend a healing surge and regain an extra 2d6 hit points.

Alignment Any; Languages Common
Str 19 (+7); Dex 6 (+1); Wis 18 (+7)
Con 16 (+6); Int 8 (+2); Cha 2 (-1)
Equipment holy symbol

Sludmet's Tactics
Sludmet will recite a blessing to Gruumsh to inspire his men. Afterward he will summon a divine spear to destroy his foes. He will attempt to engage others in melee. The eye of wrath will be bestowed upon a good warrior that he is not fighting. He likes to promote the chaos of combat and will not focus his powers on a single individual. Darkness Descends and Corrupting Gust may be used if no one is in melee. Healing will be given to injured allies when possible. Once bloodied he will stop maintaining the Spiritual Weapon and use Unfocused Rage for move and minor actions if an opponent is within reach.

Optional Elements:
1. At least one confrontation is a non-combat skill challenge that uses no Charisma-based skills as primary skills.
6. The villain is neither humanoid nor unintelligent.
9. The villain serves multiple masters with contradictory motivations. (Gruumsh and Grogor)
D&D Published World foums at The Piazza (Dark Sun, Mystara, Spelljammer, Planescape, and more)
Core Coliseum Characters: (Not Converted to Wiki yet) [3E] Morro Earthshaker - ECL 5, Orgauth - ECL 4; [4E] Epsilon-6 (Unfinished) L1
D&D Material including my Master/Expert DM Competition entries
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