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Summary:
The party disperses and winds down for a period of approximately 2 years, having some side adventures during the period.
Assumptions:
The party is in the employ and/or service of House Riverine.
Location:
The northern half of the Far Coast.
Historical Date:
Commencing Late Autumn N.S. 23 (5537)
GM's Introduction:
This "sceanario" is actually a detailing of two years' worth of campaign events that occured or could have occured during the historical Riverine Campaign. The PCs had two year of "downtime", and I polled the players as to what they might want to do during that year. In addition, I designed some short adventures of my own, many suitable of a portion of the party. I also provided rumours in the form of the Dwillingir Crier to spark the player's imaginations, keep them tied to the campaign plots developing, and to provide some diverions.
As such, a good deal of the information presented here is very specific to the historical Riverine Campaign, and no attempt has been made to genericize the material herein. Nonetheless, I believe a lot of what is presented here would be quite useful to DMs running other campaigns. First, this provides a good example how to deal with two years' campaign time in a couple of gaming sessions. It also provides an example of a mechanism to introduce rumours to the PCs. Finally, some of the mini-adventures can be lifted whole cloth or used with a little modification as a side trek in any campaign world.
Scenario Contents:
Vignette #1 - Raddolf
Comes A-Callin'
Vignette #2 - An Unwanted
'Ghest
Vignette #3 - Finger
of Death
Vignette #4 - The Dwarves
Come A-Giftin'
Vignette #5 - Return the Axe!
Vignette #6 - Trolling Around
Vignette #7 - A 'Kheg of Beer
Vignette #8 - A Howl in the Snow
Section One - The Dwillingir Crier:
Therra does not have newspapers. But the issues of the Dwillingir Crier represent the accumulation of local and world news that reach the PCs' ears. The DM should issue these to the players as each month passes.
Section Two - Vignettes:
These are small adventures that
reflect the stated desires of the PCs or are keyed to some of
the Dwillingir Crier event from above. DMs can use them as side
treks or even full-blown adventures.
Introduction:
Raddolf returns to claim his formulae and spellbook (refer to the scenario "To Catch a Thief"). He offers, in exchange, information about the Mergurr's Fingers who are coming for the PCs.
Action:
Raddolf was sent south into the Imperial Heartland by the doppelganger posing as the head of the Dwillingir Thieves' Guild in order to hire Mergurr's Fingers to assassinate the PCs. He was gone for quite some time, and on his return he found the guild in the sewers decimated and quite looted. Using magic and some keen guesses, he took several weeks to track down some of the survivors of the guild, including the bard Alcherinus.
From these he learned who took his items. Raddolf is not angry. He accepts what happened as part of the hazards of working with thieves, and he knew at some point in time his employment with the thieves would end. But he does resent losing his spellbook and research notes, and he fully intends to reclaim these.
Raddolf has this night been lurking in the shadows within sight of House Riverine. When a guest arrived at the front gate seeking entry, the wizard cast his invisibility spell and moved to within 30 ft of the front gate. He then quickly intoned an arcane eye spell from his scroll and had the eye slip into the house when the front door was opened. Once there, he began to scout the house, finally locating his research material piled in the room of Argus, the PC wizard.
Remembering the coordinates and the layout of the chamber, Raddolf then retreated and waited until the middle of the night, when he presumed Argus and most of the house would be asleep. He cast mage armour and shield on himself. He draws his wand of acid arrow. He then cast a dimension door spell from his scroll and appears right in Argus' room!
Raddolf is entirely reasonable. He does not want a fight. He does not want to harm Argus. He simply wants his book and notes back.
Upon entering, he will wait a round for the effects of the dimension door spell to wear off. He will then ready an action, to cast magic missile if Argus makes any move to attack, flee, or cast a spell whatsoever.
Raddolf will then call softly Argus' name until he awakes. He will then calmly parley with Argus, stating that he bears Argus and the PCs no malice. He deems his employment is simply finished, and he wishes to depart from the Province entirely to find his way in a far land. He will invite Argus to keep what loot he took from his rooms, except for his spellbook and research notes. Those, he says, represent years of his time and are precious to him. He invites Argus to copy the notes and even the spells, but he insists on having them back within two weeks.
To prime the pump, Raddolf will also state that he has extremely valuable information to pass onto Argus. Information that will likely save his life and his friends' lives. He will ask Argus to meet him at the exit from his lair at the riverbank two weeks from tonight, at midnight. He cautions Argus to come alone and to try no treachery. If Argus does not show, then not only will he not get the vital information, but he will have a lifelong enemy in Raddolf who will seek to kill the PCs as long as he draws breath.
Resolution:
If Argus does as requested two weeks from the date of their nighttime encounter, then all will go as Raddolf promised. He will make sure his notes are genuine. He will then mount his griffon and as he readies to fly away, he will laugh and inform Argus that he flew south to hire Mergurr's Fingers on behalf of Fasgerinith, the guild leader. He will tell that once hired, the Fingers can only be recalled by their employer, and unfortunately, he is dead now. With that, laughing still, he will fly up and away, never to trouble the PCs again.
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* Raddolf: Male human Rogue 1/Wizard 7; CR 8; Medium humanoid (human); HD 1D6 plus 7D4; hp 27; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 20 (touch 12, flat-footed 18); Atk +3 melee (1D6; quarterstaff) or +5 ranged (1D8, light crossbow); SA sneak attack +1D6; SQ trapfinding, familiar abilities (alertness, share spells, empathic link); AL N; SV Fort +5, Ref +7, Will +8; Str 11, Con 10, Dex 15, Int 18, Wis 14, Cha 12. Height 5 ft 8 in. Skills and Feats: Appraise +6, Concentration +11, Craft (alchemy) +5, Decipher Script +7, Diplomacy +6, Disable Device +8, Forgery +8, Gather Information +5, Hide +6, Intimidate +6, Jump +2, Knowledge (arcana) +12, Listen +10, Move Silently +6, Ride +6, Search +6, Spellcraft +14, Spot +10, Tumble +8; Combat Casting, Combat Expertise, Dodge, Mounted Casting, Mounted Combat, Scribe Scroll. Possessions: quarterstaff, cloak of resistance +1, wand of Acid Arrow at 3rd level with 26 charges remaining, dimensional prism, potion of Cure Moderate Wounds at 3rd level, oil of Magic Weapon at 1st level, potion of Blur at 3rd level, potion of Heroism at 5th level, flasks of alchemical fire (2), masterwork potion belt, scroll of Fly at 5th level, scroll of Dimension Door at 7th level [used], scroll of arcane eye at 7th level [used], scroll of Dispel Magic and Suggestion at 5th level, scroll of Disguise Self at 3rd level, scroll of Knock at 3rd level, scroll of Whispering Wind at 3rd level, scroll organizer, spell component pouch, belt pouch, traveller's outfit, golden necklace studded with carnelian worth 250 gp, 130 cp, 120 sp, 47 gp, 10 pp. Spells Prepared (4/5/4/3/2): 0 - acid splash, daze, detect magic, light; 1 - feather fall, mage armour [cast], magic missile (2), shield [cast]; 2 - invisibility (2) [1 cast], protection from arrows, scorching ray; 3 - dispel magic, fireball, fly; 4 - black tentacles, dimension door. Base DC = 14 + spell level. |
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* Raddolf's Rat Familiar: CR 1/8; Tiny animal; HD ¼ (7); hp 13; Init +2; Spd 15 ft, climb 15 ft, swim 15 ft; Space 2.5 ft; Reach 0 ft; AC 18 (touch 14, flat-footed 16); Atk +6 melee (1D4-3, bite); SQ familiar abilities (improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with rats), low-light vision, scent; AL N; SV Fort +2, Ref +6, Will +6; Str 2, Dex 15, Con 10, Int 9, Wis 12, Cha 2. Length 1 ft 6 in. Skills and Feats: Balance +10, Climb +12, Hide +14, Listen +7, Move Silently +10, Search +1, Spot +7, Swim +10, Tumble +8; Weapon Finesse. |
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* Raddolf's Griffon Steed: CR 4; Large magical beast; HD 7D10+21; hp 67; Init +2; Spd 30 ft, fly 80 ft (average); Space 10 ft; Reach 5 ft; AC 17 (touch 11, flat-footed 15); Atk +11 melee (2D6+4, bite) and +8 melee (1D4+2 [x2], claws); SA pounce, rake 1D6+2; SQ darkvision 60 ft, low-light vision, scent; AL N; SV Fort +8, Ref +7, Will +5; Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8. Length 8 ft. Skills and Feats: Jump +8, Listen +6, Spot +10; Iron Will, Multiattack, Weapon Focus (bite). Possessions: exotic military saddle, saddlebags, bit and bridle, potion of Cure Moderate Wounds at 3rd level, rations (14), waterskins (4). |
Introduction:
Vaden seeks to live amongst his own people for a time, for he was born an Imperial slave and has never dwelled with his own kind before. He has chosen the Cilligh Clan to approach, for they are friendly to the Imperium, and are most likely to accept him.
Action:
When Vaden (and any companions) arrive in Cilligh lands, they will be challenged by Cilligh Warriors. If they identify themselves as Imperial subjects, they will be questioned and brought to the nearest satula. There, the satula ring Leader will hear Vaden and ask what he wants in his lands. Assuming Vaden wishes to dwell in the Cilligh lands or to root out evil outsiders, then the Leader will tell him he must speak with the King Olsonuv. A group of six satula warriors (barbarian 3) will escort the PCs to the satula of King Olsonuv.
The King is an elderly man, in his early 80's. But a sparkle still shines in his eyes. When Vaden tells him what he wants, the King will smile and nod and ponder for a minute or two. Then he will give Vaden a task.
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In the center of our satula is a great tree. Or rather it was once great. For as long as time itself this tree has graced our satula. It has provided us shade in the high summers. It has borne fruit. The children have climbed in its branches. Lovers have conceived beneath its boughs. The count of days is kept on its great trunk, burnt into it by the Clan Lawgiver. But two months ago we awoke to find the tree withering. No blight could we find. No poison in its sap. It simply started to wither and wilt. And every day since the tree has grown more and more sickly. This itself is a tragedy, but it is not alone, for as the tree has died, so have members of my satula. Since the tree started to ail, clansmen have gone missing. First a hunter or shepherd. Then a woman gathering berries. And then a pair of children out playing in the fields. The Lawgiver and Healer have consulted with their gods, and they have determined that there is a menace in the land. A menace that has connected the disappearance of our people with the death of our great tree. We do not know the connection, but I believe the word of the gods. They do not lie, except for the Trickster. Six groups of men have I sent to find the source of our woes. Five returned, finding nothing. The sixth never returned. Two more groups I sent to follow the missing group. They have not returned. The last went three days ago. If you wish to be granted my boon, then you must prove your worth. You must follow the missing men and purge the clan of whatever haunts it. |
The men traveled north by northeast into the Cilligh Highlands, towards the Gramuul Forest. King Olsonuv will send three Cilligh warriors and a priest to accompany Vaden and his companions. Both to aid him and to observe him and to make sure he performs the task.
About 4 miles into the journey, the group will come to a cave in a hillside. The cave is 10 feet wide and 8 feet tall and before it, on the hill slope leading up to the cave, are the emaciated and half-eaten corpses of two Cilligh warriors. The warriors have clearly been slain by great bites and jagged claw swipes, but strangely, there is a strange sunken palour to their skin, which is stretched tight over bones. The corpses have been dead for a couple of days (Heal DC 5 to determine). If Vaden uses his necklace of favoured enemy detection, then he will be able to detect the presence of evil outsiders from a mile away.
The cave system is a series of three caverns, each roughly 50 ft by 30 ft with ceilings ranging from 8 ft to 15 ft high (roll 1D8+7 to determine the height in feet at any given point). Cavern #1 leads from the outside and has a single 5 ft wide entrance into cavern #2. Cavern #2 has a 5 ft entrance to cavern #1 and a 10 ft entrance to cavern #3. Cavern #3 has a 10 ft entrance into cavern #2.
The fiend haunting the caves is a greater barghest. He has serving him a barghest and the two have charmed a dire boar, which now lurks in the caverns.
Cavern #1: The dire boar lurks in this chamber, lounging behind a rock outcropping at the far end of the cavern. The beast is relatively hidden (Spot DC 12), but will attack once intruders enter the cave and proceed about half way in.
Cavern #2: Bones cover the sandy and rocky floor here. Presumably, the fight with the dire boar has alerted the barghests to intruders. If so, the greater barghest and the barghest will be here, both under the effects of the greater barghest's invisibility sphere. They will use this spell to get into flanking positions before attacking suddenly out of invisibility.
Cavern #3: A cavern pool is here, fed by a small waterfall and feeding into another waterfall at the far end that drains into the cavern floor. The far end of the cavern is a 5 ft ledge that is separated from the cavern entrance by a 5 ft breach of pool water.
On the ledge is the prone form of a female, nude and unmoving.
Upon a closer look, the form is surrounded by a circle of gems, connected on the floor by lines of blood to form some sort of obvious magic diagram.
If the figure is approached to within 10 ft, it can be seen that the nude female has burnished brown skin with strange lines running along it, almost as if the marks on a piece of wood. The figure is a dryad, and she can be observed to move slightly (Spot DC 10).
This dryad is the dryad of the Cilligh great tree, Vilithica. The greater barghest captured her and has enacted a ritual to separate her soul from her tree and convert her into a humanoid, so that it can feed upon it and gain great strength thereby. As such, this dryad is now separated from her tree forever, and she no longer has her tree dependency special quality. If rescued and healed, she will initially be depressed, but will also cling to her rescuer. Eventually, this can blossom into love if her benefactor is willing.
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* Greater Barghest: CR 9; Large outsider (evil, extraplanar, lawful, shapechanger); HD 9D8+27; hp 67; Init +6; Spd 40 ft; Space 10 ft; Reach 5 ft; Ac 20 (touch 11, flat-footed 18); Atk +13 melee (1D8+5, bite) and +8 melee (1D6+2, claws [x2]); SA spell-like abilities, feed; SQ change shape, DR 10/magic, darkvision 60 ft, pass without trace, scent; AL LE; SV Fort +9, Ref +8, Will +10; Str 20, Dex 15, Con 16, Int 18, Wis 18, Cha 18. Skills and Feats: Bluff +16, Climb +17, Diplomacy +8, Disguise +4 (+6 acting), Hide +10 (+14 in wolf form), Intimidate +18, Jump +21, Listen +16, Move Silently +14, Sense Motive +16, Spot +16, Survival +16 (+18 following tracks), Tumble +16; Combat Casting, Combat Reflexes, Improved Initiative, Track. Special Attacks: Spell-Like Abilities (cast at 9th level): At will - blink, invisibility sphere, levitate, misdirection; 1/day - charm monster, crushing despair, dimension door, mass bull's strength, mass enlarge; DC 14 + spell level. Feed (Su): As a full round action, may feed upon a slain humanoid corpse, preventing raise dead or resurrection and allowing only a 50% chance that a wish, miracle, or true resurrection spell can bring the victim back to life. Feeding on certain creatures increases the barghest's power. Special Qualities: Change Shape (Su): A barghest can assume the shape of a goblin or wolf as a standard action. Pass without Trace (Ex): In wolf form, a barghest can use pass without trace as a free action. |
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* Barghest: CR 4; Medium outsider (evil, extraplanar, lawful, shapechanger); HD 6D8+6; hp 33; Init +6; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 18 (touch 12, flat-footed 16); Atk +9 melee (1D6+3, bite) and +4 melee (1D4+1, claws [x2]); SA spell-like abilities, feed; SQ change shape, DR 5/magic, darkvision 60 ft, pass without trace, scent; AL LE; SV Fort +6, Ref +7, Will +7; Str 17, Dex 15, Con 13, Int 14, Wis 14, Cha 14. Skills and Feats: Bluff +11, Diplomacy +6, Disguise +2 (+4 acting), Hide +11 (+15 in wolf form), Intimidate +13, Jump +12, Listen +11, Move Silently +10, Search +11, Sense Motive +11, Spot +11, Survival +11 (+13 following tracks); Combat Reflexes, Improved Initiative, Track. Special Attacks: Spell-Like Abilities (cast at 9th level): At will - blink, levitate, misdirection; 1/day - charm monster, crushing despair, dimension door; DC 12 + spell level. Feed (Su): As a full round action, may feed upon a slain humanoid corpse, preventing raise dead or resurrection and allowing only a 50% chance that a wish, miracle, or true resurrection spell can bring the victim back to life. Feeding on certain creatures increases the barghest's power. Special Qualities: Change Shape (Su): A barghest can assume the shape of a goblin or wolf as a standard action. Pass without Trace (Ex): In wolf form, a barghest can use pass without trace as a free action. |
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* Dire Boar: CR 4; Large animal; HD 7D8+21; hp 52; Init +0; Spd 40 ft; Space 10 ft; Reach 5 ft; AC 15 (touch 9, flat-footed 15); Atk +12 melee (1D8+12, gore); SA ferocity; SQ low-light vision, scent; AL N; SV Fort +8, Ref +5, Will +8; Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8. Skills and Feats: Listen +8, Spot +8; Alertness, Endurance, Iron Will. Special Attacks: Ferocity (Ex): a dire boar continues to fight without penalty while disabled or dying. |
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* Vilithica: CR 2; Medium humanoid; HD 4D6; hp 14; Init +4; Spd 30 ft; Space 5 ft; Reach 5 ft; Ac 17 (touch 14, flat-footed 13); Atk +6 melee (1D4, dagger) or +6 ranged (1D8, longbow); SQ wild empathy; AL CG; SV Fort +3, Ref +8, Will +6; Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 18. Skills and Feats: Escape Artist +11, Handle Animal +11, Hide +11, Knowledge (nature) +11, Listen +9, Move Silently +11, Ride +6, Spot +9, Survival +9, Use Rope +4 (+6 with bindings); Great Fortitude, Weapon Finesse. |
The Cilligh Warriors and Priest:
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* Erikk Godspeaker: Male human Cleric 5 (Hindarr-Quag); CR 5; Medium humanoid (human); HD 5D8+10; hp 40; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 11, flat-footed 14); Atk +6 melee (1D6+4, +1 quarterstaff) or +3 ranged (1D4+2, sling); SA turn undead 5/day (+2 synergy bonus); SQ electricity resistance 5; AL CN; SV Fort +7, Ref +2, Will +8; Str 14, Dex 10, Con 15, Int 12, Wis 16, Cha 14. Height 6 ft. Skills and Feats: Concentration +10, Diplomacy +5, Heal +10, Knowledge (nature) +2, Knowledge (religion) +6, Spellcraft +5, Survival +5; Augment Healing, Domain Focus (storm), Spell Girding. Possessions: +1 quarterstaff, sling, silver bullets (10), sling bullets (20), studded leather, belt pouch, barbarian's outfit, skin drum, bone holy symbol, amulet of warding +1, potion of aid at 3rd level, talisman of lightning. Spells Prepared (5/4/3/2): 0 - dancing bandages, detect magic, guidance, light, resistance; 1 - bless, magic weapon, protection from chaos/evil/good/law, shield of faith; 2 - divine protection, elation, spiritual weapon; 3 - flame of faith, prayer. Domains: Rainbow (+2 save vs. spells affecting vision, immune to magical blindness), Storm (electricity resistance 5); Domain Spells (1/1/1): 1 - colour spray; 2 - glitterdust; 3 - call lightning. DC = 13 + spell level. |
| * Amulet of Warding: Made from the bones of a powerful Thaneeri priest, and blessed by the Gods, this amulet provides its wearer with a +1 luck bonus to AC and saves. |
| * Talisman of Lightning: This rune-covered stone, when held in the hand and the command word spoken, crumbles to dust and emits a sphere of electricity in a 20 ft radius. Those in the sphere, including the wielder, suffer 2D6 points of electricity damage. The item is useless dust after activation. |
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* Voskil Ranisson: Male human Barbarian 4; CR 4; Medium humanoid (human); HD 4D12+12; hp 48; Init +1; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 11, flat-footed 16); Atk +8 melee (1D8+3, battleaxe) or +5 ranged (1D6+3, javelin); SA rage 2/day; SQ fast movement, illiteracy, trap sense +1, uncanny dodge; AL N; SV Fort +7, Ref +1, Will +1; Str 17, Dex 12, Con 16, Int 10, Wis 11, Cha 12. Height 6 ft 2 in. Skills and Feats: Climb +6, Intimidate +6, Jump +6, Listen +3, Spot +3, Survival +6, Swim +6, Tumble +4; Cleave, Power Attack, Weapon Focus (battle axe). Possessions: battle axe, javelins (4), studded leather, heavy wooden shield, belt pouch, barbarian's outfit, hunting horn. |
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* Hardir Volsirson: Male human Barbarian 4; CR 4; Medium humanoid (human); HD 4D12+16; hp 46; Init +0; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 13 (touch 10, flat-footed 13); Atk +9 melee (1D12+6, greataxe) or +9 ranged (1D6+4, handaxe); SA rage 2/day; SQ fast movement, illiteracy, trap sense +1, uncanny dodge; AL CN; SV Fort +8, Ref +0, Will +0; Str 19, Dex 10, Con 17, Int 8, Wis 8, Cha 10. Height 6 ft 6 in. Skills and Feats: Climb +7, Intimidate +7, Jump +10, Listen +2, Survival +5, Swim +7; Axethrower, Power Attack, Weapon Focus (greataxe). Possessions: greataxe, studded leather, handaxes (2), belt pouch, barbarian's outfit. |
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* Thurdar the Clever: Male human Barbarian 4; CR 4; Medium humanoid (human); HD 4D12+12; hp 50; Init +2; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 12, flat-footed 17); Atk +8 melee (1D8+3, battleaxe) or +5 ranged (1D6+3, javelin); SA rage 2/day; SQ fast movement, illiteracy, trap sense +1, uncanny dodge; AL N; SV Fort +7, Ref +1, Will +1; Str 16, Dex 14, Con 16, Int 15, Wis 12, Cha 13. Height 6 ft 1 in. Skills and Feats: Climb +6, Craft (weaponsmith) +5, Intimidate +5, Jump +6, Knowledge (nature) +4, Listen +11, Search +4, Spot +6, Survival +7, Swim +6, Tumble +5; Alertness, Improved Sunder, Power Attack. Possessions: battle axe, javelins (4), studded leather, heavy wooden shield, belt pouch, barbarian's outfit. |
If the PCs return, especially
with the heads of the barghests, then they will be honoured by
the King and granted their desire to live with the clan. Vilithica
will desire, possibly, to remain with Vaden. If not, the DM can
have the King offer him one of his daughters as a wife.
Introduction:
Fasgerinith hired Mergurr's Fingers to assassinate the PCs. Specifically, to slay Marco and Kelliene, and then to slay Argus if possible. Now, even though their employer is dead, the Fingers never shirk a job. Bad for business. So here they come!
Action:
Two Mergurr's Fingers assassins are come to slay the PCs. They will make their attempts methodically and ruthlessly, but will not throw their lives away needlessly. It is up the DM to determine a good plan of assassination.
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* Mergurr's Fingers Assassins (2): Male human Thief 4/Fighter 2/Assassin 3; CR 9; Medium humanoid (human); 4D6+8 plus 2D10+4 plus 3D6+6; hp 70, 56; Init +9; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 13, flat-footed 16); Atk +10/+5 melee (1D8+3, masterwork flail) or +9/+4 melee (1D4+2, masterwork dagger) or +10/+5 ranged (1D6+2, masterwork composite shortbow) or +9/+4 (1D4+2, dart); SA death attack, poison use, sneak attack +3D6; SQ +1 save vs. poison, evasion, improved uncanny dodge, trapfinding, trapsense +1, uncanny dodge; SV Fort +4, Ref +7, Will +1; Str 14, Dex 17, Con 15, Int 14, Wis 15, Cha 10. Height 5 ft 6 in. Skills and Feats: Balance +9, Bluff +8, Climb +10, Diplomacy +4, Disable Device +5, Disguise +9 (+11 acting), Gather Information +5, Hide +11, Intimidate +6, Jump +9, Listen +6, Move Silently +11, Open Lock +10, Search +6, Sense Motive +7, Sleight of Hand +8, Spot +8, Swim +5, Tumble +16; Blooded, Combat Expertise, Deadly Precision, Dodge, Improved Disarm, Improved Trip, Weapon Focus (flail). Special Attacks: Death Attack (Ex): If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin's class level + the assassin's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes his save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack. Possessions: masterwork flail, +1 leather armour, masterwork composite shortbow, masterwork dagger, bandoleer, darts (8), masterwork potion belt, huge centipede poison, lockjaw poison (2), concentrated black adder venom (2), potion of cure moderate wounds at 3rd level, potion of invisibility at 3rd level (2), potion of fly at 5th level, potion of haste at 5th level, spell component pouch, belt pouch, 13 cp, 24 sp, 55 gp, 12 pp. Spells Known (cast 2): 1 - disguise self, lightfoot, true strike. DC = 12 + spell level. Languages: Common, High Imperial, Morakki. Poisons: Huge Centipede Poison: Injury, Fort DC 18, 1D6 Dex/1D6 Dex. Lockjaw Poison: Ingested, Fort DC 11, can't speak/2D6 Con. Concentrated Black Adder Venom: Injury, Fort DC 14 1D6 Con/1D6 Con |
Introduction:
The dwarves of Nirzumbil did not properly reward the PCs for their services during the events of the scenario "Against the Orcs". They wished to test the PCs to see how greedy they were and whether they only helped the dwarves in the hope of reward. Now that the dwarves have been satisfied of the PCs' motives, they have come to Dwillingir to properly reward the PCs.
Action:
The dwarves from Nirzumbil arrive with the following gifts:
1. A chest filled with 5000 gp.
2. A platinum brooch studded with rubies in the shape of the Dwarf Rune for "friend" worth 1500 gp.
3. For each as follows:
Vaden - Rager's Bracers: +1 round to rage
Croix - Belt of One Mighty Blow
Marco - Figurine of Wondrous Power - Silver Raven
Kirawyr - Belt of Dwarvenkind
Pike - Wand of Cure Moderate Wounds at 3rd level with 50 charges
Kelliene - Armband of Maximized Healing
Zemeal - Fire Elemental Gem, Earth Elemental Gem
Argus - Bracers of Armour +1
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* Rager's Bracers: These bracers are crafted by dwarven smiths for battleragers, to aid them in combat by extending their rages. When worn for 24 hours, these bracers thereafter extend the duration of the wearer's rage ability by 1 round per rage. Faint Enchantment; CL 5; Craft Wondrous Items, rage; 1200 gp; 48 XP |
Introduction:
The PCs stole the magic axe of an ancient Thaneeri priest from the ruins near Hammon's Creche during the scenario entitled "A Gem in the Hand". Now, vengeful spirits of the Thaneeri want to reclaim the axe and punish their master's desecrators.
Action:
A wraith, the malign spirit of a Thaneeri warrior, comes to reclaim the axe. He will simply go right through the walls of House Riverine and seek out Pike (who has the axe). He will then demand, in Thaneeri, that the axe be returned to Hammon's Creche. If this is refused, then the wraith will attack right away. Otherwise, it will demand that the axe begin its journey back to Hammon's Creche on the morrow. If this is not done, it will attack some night shortly thereafter.
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* Wraith: CR 5; Medium undead (incorporeal); HD 5D12; hp 38; Init +7; Spd fly 60 ft (good); Space 5 ft; Reach 5 ft; AC 15 (touch 15, flat-footed 12); Atk +5 melee (1D4 plus 1D6 Con drain); SA Con drain, create spawn; SW darkvision 60 ft, daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1, Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15. Height 6 ft. Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Combat Reflexes, Improved Initiative. Special Attacks: Constitution Drain (Su): Touch of a wraith causes victim to make a DC 14 Fort save or take 1D6 points of Con drain. The wraith gains 5 hp for each successful attack. Create Spawn (Su): Any humanoid slain by a wraith becomes a wraith in 1D4 rounds. its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are unde the command of thw wraith that created them and remain enslaved until its death. Special Qualities: Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight and flee from it. Unnatural Aura (Su): Animals can sense the unnatural presence of a wraith at a distance of 30 ft. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. |
Introduction:
As mentioned in the Dwillingir Crier Darkness N.S. 23, several trolls have taken up residence in the swamps of Nathir. They have come down from the Aynayjors due to the lack of food caused by the orcish armies.
Action:
There are three trolls in the region. They have come down from the mountains together, having hunted as a pack successfully there. They dwell in a small complex of caves.
If the PCs hunt these trolls, they will first encounter one out looking for prey. It will be near the edge of the swamp, close to the trade road between Aldervel and Terrin. The other two are within their lair.
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* Trolls (3): Large giant; HD 6D8+36; hp 63; Init +2; Spd 30 ft; Space 10 ft; Reach 10 ft; AC 16 (touch 11, flat-footed 14); Atk +9 melee (1D6+6, claws [x2]) and +4 melee (1D6+3, bite); SA rend 2D6+9; SQ darkvision 90 ft, low-light vision, regeneration 5, scent; AL CE; SV Fort +11, Ref +4, Will +3; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6. Height 9 ft. Skills and Feats: Listen +5, Spot +6; Alertness, Iron Will, Track. Special Attacks: Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2D6+9 points of damage. Special Qualities: Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3D6 minutes. The creature can reattach the severed member instantly by holding it to the stump. |
The cave complex can be located by tracking the first troll back to its lair. It is basically dug out of the earth under the root system of a large tree in a hassock in the swamp. The place is 8 ft tall and is comprised of four chambers, each about 20 ft in diameter. Tree roots line the walls and ceiling, and the whole is damp and noisesome.
In the final chamber is some booty that the trolls and managed to collect. This includes several crates of now water-ruined spices and dried fruits, a ruined bolt of silk, a small locked chest (DC 25) holding 1000 sp and 300 gp and 24 pp, a bag of red and deep green spinels (10 of them worth 100 gp each), an instrument case holding an ebony mandolin with mother-of-pearl inlays in the shape of swimming swans (worth 500 gp), and a hizagkuur dagger with a pommel inset with silver in the shape of a dwarf's head.
7. A 'Kheg of Beer:
Introduction:
Tyremistir Argorian is a prosperous farmer of barley and hops, which he uses to supply brewers in the Far Coast and Hegzeril and Nirzumbil. However, his farm is plagued by ankhegs, and as an associate member of House Riverine, he has come to the House for help. He doesn't know that his problem is ankhegs. He merely states that several of his farmhands have gone missing in the last two days, along with two plough oxen and a field mule. In addition, a portion of his crops have been destroyed.
Action:
The farm is a good day to the west by southwest journey from Dwillingir. The farmstead consists of fields of crops that surround a pallisaded stead that contains the farmhouse, a barn, a watch tower, and several outbuildings. Tyremistir dwells here along with his wife, 3 sons, 2 daughters, 1 grandson, and a half a dozen farmhands (down from 9).
Investigation of the fields shows patches of barley trampled and hops plants snapped. One such plant (findable on a Search DC 20) appears to be twisted in a strange fashion, as if it had been melted. A Craft (alchemy) check of DC 15 will suggest that acid may have caused this. A Knowledge (arcana) check of DC 30 would suggest ankhegs.
At some places the soil appears to have been disturbed. Dirt is done up in piles, and the plough lines are often disrupted. Some plants are lying on the ground with their roots showing, as if having been upended in groups.
A very thorough search turn up a shoe of a farmhand. The shoe is bloodstained and partially melted by acid (see the checks above for identifying the acid and its source).
Eventually, the PCs will be attacked by a normal ankheg. It will attack them as they search the area, coming up from below.
If the PCs investigate the area the ankheg came from, they can find (Search DC 10) access to underground tunnels that have been burrowed by the ankhegs. These tunnels go every which way beneath the land, as the ankhegs are intending to raise a brood here. The tunnels are about 10 ft in diameter and are between 15 ft and 20 ft below ground. There are at least a dozen chambers in the complex, most about 15 ft in diameter. However, the final chamber, which is 30 ft below ground, is 40 ft in diameter and 20 ft tall. The exact map is left up to the DM, but many of the tunnels should intersect and cross or at least pass close to one another, allowing the ankhegs unprecedented maneuverability.
There are 3 other normal ankhegs in the tunnels, plus, in a final chamber, the ankheg broodqueen, a massive beast who has laid a clutch of 24 eggs around her.
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* Ankhegs (4): CR 3; Large magical beast; HD 3D10+12; hp 28; Init +0; Spd 30 ft, burrow 20 ft; Space 10 ft; Reach 5 ft; AC 18 (touch 9, flat-footed 18); Atk +7 melee (2D6+7 plus 1D4 acid); SA improved grab, spit acid; SQ darkvision 60 ft, low-light vision, tremorsense 60 ft; AL N; SV Fort +6, Ref +3, Will +2; Str 21, Dex 10, Con 17, Int 1, Wis 13, Cha 6. Length 10 ft. Skills and Feats: Climb +8, Listen +6, Spot +3; Alertness, Toughness. Special Attacks: Improved Grab (Ex): To use this ability, an ankheg must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the ankheg is damaged after grabbing its prey, it retreats backward down its tunnel at its land speed (not its burrow speed), dragging the victim with it. Spit Acid (Ex): 30 ft line, once every 6 hours; damage 4D4 acid, Ref DC 14 half. One such attack depletes the ankheg's acid supply for 6 hours. It cannot spit acid or deal acid damage during this time. |
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* Ankhegs Broodqueen: CR 9; Huge magical beast; HD 9D10+48; hp 97; Init -1; Spd 30 ft, burrow 20 ft; Space 15 ft; Reach 10 ft; AC 21 (touch 7, flat-footed 21); Atk +16 melee (3D6+11 plus 1D6 acid); SA improved grab, spit acid; SQ darkvision 60 ft, low-light vision, tremorsense 60 ft; AL N; SV Fort +11, Ref +5, Will +4; Str 29, Dex 8, Con 21, Int 1, Wis 13, Cha 6. Length 15 ft. Skills and Feats: Climb +14, Listen +8, Spot +5; Alertness, Improved Natural Armour (2), Toughness. Special Attacks: Improved Grab (Ex): To use this ability, an ankheg must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the ankheg is damaged after grabbing its prey, it retreats backward down its tunnel at its land speed (not its burrow speed), dragging the victim with it. Spit Acid (Ex): 30 ft line, once every 6 hours; damage 4D6 acid, Ref DC 16 half. One such attack depletes the ankheg's acid supply for 6 hours. It cannot spit acid or deal acid damage during this time. |
Introduction:
Zemeal needs the pelt of a magic beast to fashion his quiver of launching. He has heard reports of goblins raiders out of the Feyindir Forest this winter, and some of these mentioned the goblins riding large wolves. Hoping that some worgs are among them, Zemeal has gathered Pike and is heading to Feyintir to see if he can find some of these worgs.
Action:
In Feyintir, the PCs find that Aristole the ranger is forming a patrol to search for goblins. They will be gone for 5-6 days. The patrol heads out, and soon picks up spoor and tracks of a group of at least a dozen goblins, including wolf tracks and the tracks of large wolves...perhaps worgs. After a while, allow the PCs a Survival check (DC 15) to realize that the trail is too meandering and too easy to follow. The goblins have spotted the patrol and have lured them into an ambush. Some ways down the track trail they lie hidden in wait. Should the PCs realize that the track is a lure, they can circle around and ambush the ambushers!
The Patrol:
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* Aristole: Male human Ranger 4; CR 4; Medium humanoid (human); HD 4D8+8; hp 29; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 12, flat-footed 14); Atk +7 melee (1D8+2, masterwork longsword) or +5 melee (1D8+2, longsword) and +5 melee (1D4+2, dagger) or +6 ranged (1D8, longbow); SA favoured enemy (kobolds +2); SQ wild empathy (+2 bonus); AL NG, SV Fort +5, Ref +5, Will +2; Str 14, Dex 14, Con 15, Int 10, Wis 12, Cha 11. Height 6 ft 1 in. Skills and Feats: Climb +4, Handle Animal +6, Heal +4, Hide +5, Jump +4, Knowledge (nature) +5, Listen +7, Move Silently +5, Search +2, Spot +7, Survival +7, Swim +5; Alertness, Dodge, Endurance, Track, Weapon Focus (longbow). Possessions: masterwork chain shirt, masterwork longsword, +1 dagger, longbow, arrows (20), silver arrows (12), potion of cure light wounds at 1st level, explorer's outfit, belt pouch, backpack, waterskin, bedroll, flint and steel, whetstone. Spells Prepared (1): 1 - hide from animals. |
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* Wolf (Aristole's Animal Companion): CR 1; Medium animal; HD 2D8+4; hp 13; Init +2; Spd 50 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 12, flat-footed 12); Atk +3 melee (1D6+1, bite); SA trip; SQ link, low-light vision, scent, share spells; AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15 Int 2, Wis 12, Cha 6. Length 4 ft. Skills and Feats: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*; Track, Weapon Focus (bite). Special Attacks: Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. * +4 when tracking by scent. |
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* Jassitim D'Sinster: Male human Ranger 3; CR 3; Medium humanoid (human); HD 3D8+6; hp 24; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 12, flat-footed 13); Atk +4 melee (1D8+1, longsword) or +7 ranged (1D8+2, masterwork composite longbow); SA favoured enemy (goblins +2); SQ wild empathy (+2 bonus); SV Fort +5, Ref +5, Will +3; Str 13, Dex 15, Con 14, Int 12, Wis 14, Cha 12. Height 6 ft 1 in. Skills and Feats: Climb +6, Craft (bowmaking) +4, Handle Animal +6, Heal +4, Hide +7, Jump +3, Knowledge (nature) +6, Listen +6, Move Silently +7, Spot +6, Survival +7, Swim +4; Dodge, Endurance, Mobility, Rapid Shot, Track, Weapon Focus (composite longbow). Possessions: studded leather, masterwork composite longbow (+2 Str bonus), longsword, dagger, tanglefoot bag, backpack, belt pouch. |
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* Haroon Barturian: Male Human Ranger 1/Cleric 2 (Firlott); CR 3; Medium Humanoid (human); HD 1D8+1 plus 2D8+2; hp 23; Init +1; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 11, flat-footed 16); Atk +3 melee (1D8+1, battleaxe) or +3 ranged (1D6, shortbow); SA favoured enemy (magical beasts +2), turn undead (5/day); SQ wild empathy; AL N; SV Fort +6, Ref +3, Will +5; Str 12, Dex 13, Con 13, Int 10, Wis 15, Cha 14. Height 5 ft 10 in. Skills and Feats: Concentration +3, Hide +5, Knowledge (nature) +4, Knowledge (religion) +3, Listen +6, Move Silently +5, Search +4, Spellcraft +1, Spot +6, Survival +6; Alertness, Augment Healing, Divine Vigour, Track. Possessions: battle axe, chain shirt, heavy wooden shield, shortbow, arrows (20), silver arrows (10), cold iron arrows (10), spell component pouch, bone holy symbol, belt pouch, explorer's outfit, potion of aid at 3rd level, potion of shield of faith at 1st level, scroll of bless at 1st level. Spells Prepared (4/3): 0 - dancing bandages, detect magic, light, resistance; 1 - cause fear, guiding light, obscuring mist. Domains: Celerity (+10 ft land speed in light armour or load), Endurance (+1 Con 1/day for 1 minute); Domain Spells (1): 1 - expeditious retreat. Base DC = 12 + spell level. |
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* Rassenkirk: Male human Fighter 3; CR 3; Medium humanoid (human); HD 3D10+9; hp 31; Init +1; Spd 20ft; Space 5 ft; Reach 5 ft; AC 18 (touch 11, flat-footed 17); Atk +8 (1D10+3, masterwork bastard sword) or +4 ranged (1D6+3, javelin); AL LN; SV Fort +6, Ref +2, Will +0; Str 17, Dex 13, Con 17, Int 10, Wis 8, Cha 8. Height 6 ft 3 in. Skills and Feats: Climb +4, Craft (weaponmaking) +6, Handle Animal -3, Intimidate +3, Jump +4, Ride +2, Swim +3; Dodge, Exotic Weapon Proficiency (bastard sword), Improved Sunder, Power Attack, Weapon Focus (bastard sword). Possessions: masterwork bastard sword, javelins (6), chainmail, heavy steel shield, backpack, belt pouch, traveller's outfit, hooded lantern, oil flasks (4), torches (6), hemp rope (50 ft). |
Goblin Forces:
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* Goblin Footwarriors (6): CR 1/3; Small humanoid (goblin); HD 1D8+1; hp 5; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 12, flat-footed 14); Atk +2 melee (1D6, Morningstar) or +3 ranged (1D4, shortbow); SQ darkvision 60 ft; AL NE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6. Height 3 ft 4 in. Skills and Feats: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +3; Alertness. Possessions: morningstar, leather armour, light wooden shield, shortbow, arrows (20). |
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* Goblin Wolfriders (6): CR 1/3; Small humanoid (goblin); HD 1D8+1; hp 6; Init +1; Spd 20 ft; Space 5 ft; Reach 5 ft (10 ft with lance); AC 16 (touch 12, flat-footed 15); Atk +2 melee (1D6, lance) or +2 melee (1D6, Morningstar) or +3 ranged (1D4, javelin); SQ darkvision 60 ft; AL NE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6. Height 3 ft 4 in. Skills and Feats: Hide +5, Listen +0, Move Silently +5, Ride +4, Spot +1; Mounted Combat. Possessions: hide armour, light wooden shield, lance, morningstar, javelins (6). |
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* Riding Wolves (6): CR 1; Medium animal; HD 2D8+4; hp 13; Init +2; Spd 50 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 12, flat-footed 14); Atk +3 (1D6+1, bite); SA trip; SQ low-light vision, scent; AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6. Length 4 ft. Skills and Feats: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*; Track, Weapon Focus (bite). Special Attacks: Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. Possessions: exotic saddle, leather barding. Note: Trained to bear rider into combat as a riding dog. * +4 bonus when tracking by scent. |
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* Worgs (2): CR 2; Medium magical beast; HD 4D10+8; hp 30; Init +2; Spd 50 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 12, flat-footed 12); Atk +7 melee (1D4+4, bite); SA trip; SQ darkvision 60 ft, low-light vision, scent; AL NE; SV Fort +6, Ref +6, Will +3; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10. Length 5 ft. Skills and Feats: Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2*; Alertness, Track. Special Attacks: Trip (Ex): A worg that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. * +4 bonus when tracking by scent. |
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* Large Worg: CR 5; Large magical beast; HD 7D10+28; hp 60; Init +2; Spd 50 ft; Space 10 ft; Reach 5 ft; AC 15 (touch 11, flat-footed 13); Atk +13 (1D8+8, bite); SA trip; SQ darkvision 60 ft, low-light vision, scent; AL NE; SV Fort +9, Ref +7, Will +4; Str 25; Dex 14, Con 19, Int 6, Wis 14, Cha 10. Length 8 ft. Skills and Feats: Hide +4, Listen +7, Move Silently +6, Spot +6, Survival +4*; Alertness, Mighty Roar, Track. Special Attacks: Trip (Ex): A worg that hits with a bite attack can attempt to trip the opponent (+7 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. * +4 bonus when tracking by scent. |
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* Goblin War Leader: Male goblin Warrior 4; CR 2; Small humanoid (goblin); HD 4D8+8; hp 30; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 19 (touch 13, flat-footed 17); Atk +8 melee (1D6+2, masterwork heavy mace) or +7 ranged (1D4, shortbow); SQ darkvision 60 ft; AL NE; SV Fort +6, Ref +3, Will +3; Str 12, Dex 15, Con 14, Int 12, Wis 10, Cha 10. Height 3 ft 6 in. Skills and Feats: Climb +4, Handle Animal +5, Hide +6, Intimidate +5, Jump +3, Move Silently +6, Ride +11, Swim +2; Iron Will, Weapon Focus (heavy mace). Possessions: masterwork heavy mace, shortbow, arrows (20), chain shirt, heavy wooden shield, potion of cure light wounds at 1st level, alchemist's fire (4). |
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* Goblin Priest: Male goblin Cleric 4; CR 4; Small humanoid (goblin); HD 4D8+4; hp 31; Init +1; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 12, flat-footed 16); Atk +4 melee (1D6, heavy mace) or +5 ranged (1D3, sling); SA darkvision 60 ft, rebuke undead (4/day, +2 bonus); AL NE; SV Fort +5, Ref +2, Will +6; Str 10, Dex 13, Con 13, Int 12, Wis 14, Cha 12. Height 3 ft 3 in. Skills and Feats: Concentration +7, Heal +5, Hide +8, Knowledge (religion) +6, Move Silently +5, Ride +5, Spellcraft +5; Divine Vigour, True Believer. Possessions: heavy mace, sling, bullets (20), hide armour, heavy wooden shield, bone unholy symbol. Spells Prepared (5/4/3): 0 - cure minor wounds (2), detect magic, no light, slash tongue; 1 - bane, cause fear, shield of faith, summon monster I; 2 - silence, spores of the vrock, summon undead II. Domains: Evil (+1 caster level to evil spells), Trickery (Bluff, Disguise, and Hide are class skills). Domain Spells (1/1): 1 - protection from good; 2 - invisibility. Base DC = 12 + spell level. |
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