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Switch to Forum Live View "Under the Blood Moon" Campaign 4e World
4 years ago  ::  Jan 23, 2009 - 9:56AM #71
Rhineglade_
Date Joined: Jul 23, 2008
Posts: 319
Elf Haven of Swanhild
Near the headwaters of the gentle Nieve River lies the peaceful elven dwelling of Swanhild, a community of wood elves nestled within the northern expanse of the Greenmantle Wood.

Ruled by the wise and powerful Queen Elianore Whitewing (good female elf, Warlock Level 25), the elf haven is primarily one of healing and knowledge. Many elven scholars and sages come from all over to view the priceless tomes sheltered with the Swanhild Libraries. The reputation of the elf-witch Queen is enough to prevent evil from encroaching upon the elven hunting grounds unless it is exceptionally powerful or exceptionally foolish.

Swanhild lacks a formal standing army yet many of its inhabitants are skilled in the use of the sword and bow. Sheltered within the leafy canopy above, the reign of deadly arrows from concealed locations proves a formidable force against most enemies. To augment this defense, the Queen is maintain two psuedo-military units. The Honor Guard is charged with the defense of the Queen as well as Swanhild itself. Most members of the Honor Guard are experienced Rangers with the two-weapon combat skill.

In addition to this local unit, Queen Elianore also sponsors the Vanguard of the Wildwood, an expert band of querrilla warriors well practiced in the art of espionage, intelligence-gathering and moving without being seen. These warriors, whose exact numbers are unknown, largely patrol the western shores of the river and the wooded glades within the western expanse of the woods.
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4 years ago  ::  Jan 24, 2009 - 7:47AM #72
Rhineglade_
Date Joined: Jul 23, 2008
Posts: 319
Queen Elianore Whitewing
Medium Fey Humanoid (elf)
Level 25 Warlock
(feytouched)
Aura 5: Non-elf allies within aura gain +1 bonus to Perception
Init: +20 Senses: Perception +17, low-light vision
HP: 144 Bloodied: 72 Healing Surges: 8
AC: 19 Fort: +19 Ref: +22 Will: +28
Resist: poison 15 (when wearing cloth armor)
Speed: 8 squares
Bronzewood Quarterstaff (at-will, std) * Weapon
+21 vs AC; 1d8+7 dmg; Crit: +5d6 dmg or +5d10 versus shadow creatures; Golden Nimbus (daily, free): when you hit target, it is outlined with gold light and does not gain benefit of concealment or cover (save ends); if target is of shadow origin, it also takes -2 penalty on atk rolls (ends on same save as above)
Eldritch Blast (at-will, std) * Arcane, Implement
Ranged 10; +24 vs Ref; 2d10+12 dmg; can be used as a basic ranged atk
Curse of the Twin Princes (daily, std) * Arcane, Illusion, Implement, Psychic
Ranged 5; +24 vs Will; 4d10+15 psychic dmg; until end of encounter, everytime you take dmg you make +24 vs Will Atk vs target; if atk hits, you only take half dmg and target takes the other half
Thorns of Venom (encounter, std) * Arcane, Implement, Poison
Ranged 10; +24 vs Fort; 3d8+12 poison dmg and target is immobilized and takes -5 penalty to AC and Reflex until end of your next turn
Raven's Glamor (daily, move) * Arcane, Illusion, Teleport
You become invisible until start of your next turn (sustain std) and teleport 20 squares leaving behind an illusionary duplicate
Delusions of Loyalty (daily, std) * Arcane, Charm, Implement
Ranged 10; +24 vs Will; on its next turn, target uses std action to make a basic atk vs the last creature that attacked you since your last turn; if no one attacked you, target loses a std action (sustain minor)
Thirsting Tendrils (encounter, std) * Arcane, Healing, Implement
Ranged 10; +24 vs Fort; 3d6+12 dmg and you can spend a healing surge for 42 hp
Infuriating Elusiveness (encounter, move) * Arcane, Illusion, Teleport
You become invisible then teleport 4 squares; invisibility lasts until start of your next turn
Bewitching Whispers (encounter, std) * Arcane, Charm, Implement
Ranged 10; +24 vs Will; until end of your next turnm target treats all creatures as enemies for purposes of making opportunity atks; such opp. atks will be made at +4
Warlock's Leap (daily, move) * Arcane, Teleport
You teleport 6 squares; you don't need line of sight to make this teleport but if space is occupied you don't move
Curse of the Black Frost (daily, std) * Arcane, Cold, Implement
Ranged 10; +24 vs Ref; 2d8+12 cold dmg; if target moves, it takes 1d8 cold dmg (save ends); sustain minor for 2d8 cold dmg (unless saved)
Mire the Mind (encounter, std) * Arcane, Illusion, Implement, Psychic
Ranged 10; +24 vs Will; 1d10+15 psychic dmg and you and your allies are invisible to target until end of your next turn; you also gain +4 Stealth checks until end of the encounter
Dark One's Own Luck (daily, free) * Arcane
If you make a roll you dislike, you can reroll dice and use the higher of the two results
Shielding Shades (daily, immediate reaction) * Arcane
When you are hit by an atk, reduce the dmg to 0; other targets (if any) of this atk will still take dmg as normal
Ethereal Stride (encounter, move) * Arcane, Teleport
You can teleport 3 squares and gain +2 bonus to all defenses until end of your next turn
Eyebite (at-will, std) * Arcane, Charm, Implement, Psychic
Ranged 10; +24 vs Will; 2d6+ 15 psychic dmg and you are invisible to target until start of your next turn; Crit: +6d8 psychic dmg
Slashing Wake
When you leave a square by teleporting, adjacent enemies take 4 dmg
Patron's Favor
Use this power in place of your Misty Step ability; when enemy under your Warlock's Curse drops to 0 hp or fewer, roll 1d6 and use that result: 1 or 2: Use Misty Step as usual +2 sq, 3: Immediately make a saving throw, 4: Teleport 10 squares as a free action, 5: Gain +2 speed until end of your next turn, 6: Roll d8s instead of d6s for your Warlock's Curse extra dmg until end of encounter
Feytouched Action
When you spend an action point to take an extra action, you also gain +4 bonus to atk rolls until start of your next turn
Will of the Feywild (encounter, std) * Arcane, Charm, Implement, Psychic, Teleport
Ranged 10; +24 vs Will; 2d8+15 psychic dmg; you can teleport target 5 squares where it can make a melee basic atk vs adjacent creature of your choice; target also dazed until end of its next turn
Twilight Teleport (daily, free) * Arcane, Teleport
Ranged 20; when creature under your Warlock's Curse drops to 0 hp or less and is within range, you teleport yourself or another creature into the triggering creature's space
Whispers of the Fey (daily, std) * Arcane, Implement, Psychic
Close burst 5; +24 vs Will; each enemy hit in burst must make a basic atk against its nearest ally (you choose if there are multiple targets); if it can't make the atk, target takes 2d8+15 psychic dmg; Crit: +6d8 psychic dmg
Warlock's Curse (minor)
Once/turn, you can curse nearest 2 enemies (due to twofold curse feat) that you can see. When you dmg a cursed enemy, you deal +3d6 dmg (once/round). You can't curse a creature already under another Warlock's curse
Prime Shot
You gain +1 bonus to ranged atk if you are the nearest ally to the target.
Shadow Walk
On your turn, if you move at least 3 squares away from where you started your turn, you gain concealment until end of your next turn.
Spell Recall
Choose a daily spell. You can use that spell 2/day instead of once.
Arcane Spirit
Once/day, if you die, you can assume an Arcane Spirit Form. In this form you are healed to your max hp and are insubstantial and phased. You can still cast encounter and at-will spells but not daily or ritual spells nor can you activate magic items; at the end of the encounter you can rejoin your body.
Align: Good Languages: Common, Draconic, Elven, Goblin, Primordial
Skills: Arcana +21, Diplomacy +23, Insight +20, Perception +17, Intimidate +23, Nature +17, Stealth +19, Thievery +19
Str: 15 (+2) Dex: 15 (+2) Wis: 16 (+3)
Con: 15 (+2) Int: 18 (+4) Cha: 23 (+6)
Feats: Blind-Fight, Elven Precision, Epic Resurgence, Fleet Footed, Improved Initiative, Improved Misty Step, Iron Will, Linguist, Psychic Lock, Ritual Caster, Running Shot, Secret Stride, Skill Training (diplomacy), Triumphant Attack, Twofold Curse
Equipment: +5 bronzewood quarterstaff, +5 cloth armor of poison resistance 15, +6 wand of psychic ravaging, lightstep slippers, +2 circlet of indomitability, +5 life charm, premonition ring

Possessed of an almost otherworldly beauty, the fey queen of the woodland elves of Swanhild is perhaps one of the most powerful creatures within the Domain of Sanctuary after the Speaker herself and surely not one to triffle with lightly. Though good natured with a wisdom of the ages, Elianore is also somewhat elusive in tempermate and often appears distant and aloof. Her consort, the Lord Eomire, will generally speak on her behalf especially during initial contacts.

The Queen is one of the rare "feytouched," a being blessed, or perhaps cursed, by the powers of the immortal fey. This blessing bestows great powers but also seems to weigh heavy on her mind as she perhaps perceives things that might normally escape the average mortal being. Certainly evil creatures greatly fear the elf witch and few are brave or bold enough to even enter the seemingly enchanted woods that surround the Swanhild elven dwelling.

Elianore is a potent witch with a wide array of arcane attacks. She prefers using attacks of the mind rather than perhaps a more "primitive" attack and such a psychic assault is made by far more deadly when she grasps her magical wand implement.
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4 years ago  ::  Jan 27, 2009 - 9:42AM #73
Rhineglade_
Date Joined: Jul 23, 2008
Posts: 319
Briarbarn
A small rural village nestled between the Fenwood Forest and the Greenmantle, Briarbarn is a farming community of roughly 400 souls. The village and its surrounding rich and fertile soil was granted to the Baron Sherard by the Viscount of Edgewood. The village remains in the baron's noble house to this day and is home to a number of retired Knights of the Realm who built modest castles known for his tranquil setting.

Craghead
A remoted mining town along the northwestern frontiers of the County of Woodswall, Craghead is controlled by the Baron of Riverglade. The village itself sits within the foothills that separate the County of Woodswall with the County of Ravenroost. Most of the citizenry of Craghead work as miners shipping their ore down the Carrock River eventually ending up at Woodswall. The rich silver mines have produced valuable metals for generations and the folk of this region are a fiercely independent bunch. The village is lead by Elder Eomon (Ftr 6), a retired soldier who had once served the Baron of Riverglade.

Deepwell
An independent dwarven town within the Vanguard Hills, Deepwell is the last outpost of the ill-fated Kazak-Zidil. When that once powerful dwarven kingdom fell from an assault of the Underworld ages ago, the last remants of the dwarven refugees adopted this mining community as their new home. Now home to around 4000 dwarves, Deepwell is under the authority of Prince Deogol (Ftr 8), the scion of a junior branch of the former dwarven Royal House.

Dingwell
The easternmost point within the County of Woodswall, Dingwell is a humble farming village of around 250 folk under the authority of the Viscount of Edgewood. Despite its small size, Dingwell constructed a wooden pallisade some years ago to aid in the defense of their town from a number of raids from creatures of the hilly country to the north. Though the Viscount's forces helped repel any serious threat, the lands to the north of Dingwell are known to be inhospitable to travellers and so the pallisade remains.

Falconcrest
A modest hill community of around 700 folk under the authority of the Baron of Hillshire. Falconcrest is known for its wool production and the surrounding hills are a common destination of the local sheep under the watchful eyes of the Falconcrest shepards. The soil within this region also produces a variety of grape known for its sweet flavor. The grapes are processed into wine and highly prized by not only the locals but the people of Sanctuary as well.
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