Showing posts with label Quest of the Sorcerer King. Show all posts
Showing posts with label Quest of the Sorcerer King. Show all posts

Saturday, July 14, 2012

Quest of the Sorcerer King: Augus Storn

High Priest Augus Storn leads 60 slave laborers, 100 warriors and 6 clerics in the name of Hextor. Like all followers of Hextor, Augus’ goal is simple: Enslave those who resist his rule, exploit those who accept and prepare for the afterlife.

     I’ve explained to my players that followers of Hextor are solely motivated by power. They wish to obtain power in this world, then carry it into the next by assuming great and terrible forms when they rise again. As GM, I don’t play Augus or his minions with any subtlety. They are homicidal maniacs. Disciplined, but homicidal all the same. That may be an over-simplification of their motivations and alignment, but this is D&D. I don’t need things to be overly complex.

     The rampaging followers of Hextor travel in a large Spelljamming vessel called the Iron Crusade. So far they have managed to raid a few small villages and in the process destroy rival churches and spread fear. The PCs in my D&D 3.5 campaign have – of course – emerged as a thorn in Augus Storn’s side. The PCs simply refuse to submit and have managed to slay three clerics and at least 15 warriors. They also killed his manticore pet, Hulcrim. That really pissed Augus off.

     Augus now feels that the party has been placed in his path as a test from Hextor. If he can slay the party, his lord will be pleased. If he fails, well, he deserves whatever horrific fate Hextor has in store. While I’m not sure what the final conflict will entail, I’d like it to be grand.

Augus Storn, human Clr8; Medium humanoid (human) (6’ 1”, 180 lbs); CR 8; HD 8d8+19; hp 58; Init +0; Spd 20 ft; AL LE; 

     Armor: AC 18 (+8 full plate), touch 10, flat-footed 18. 

     Attacks: Base Atk +6/+1, Grp +9; Melee: Flail +12 (+6 BAB, +3 str, +1 weapon focus, +2 flail +2) (1d8+5, x2); 
     Full Attack: Flail +12 (+6 BAB, +3 str, +1 weapon focus, +2 flail +2) (1d8+5, x2) and flail +7 (+1 BAB, +3 str, +1 weapon focus, +2 flail +2) (1d8+5, x2). 

     Special Qualities: Cleric spells, smite 1x/day (+4 to hit/+8 to damage), turn or rebuke undead. 

     Saves: Fort +8, Ref +2, Will +9. 

     Abilities: Str 16 (+3), Dex 10, Con 15 (+2), Int 12 (+1), Wis 16 (+3), Cha 14 (+2). 

     Languages: Common. 

     Skills and Feats: Concentration +12, Intimidate +4, Knowledge (religion) +12, Listen +5, Sense Motive +5, Spot +5; Cleave, Combat Casting, Martial Weapon Proficiency (flail), Power Attack, Toughness, Weapon Focus (flail). 

     Cleric Domains: Destruction and War. 

     Spells (6/5+1/4+1/4+1/2+1; save DC 13 + spell level; domain spell marked with *): 0-Detect Magic, Detect Poison, Light, Mending, Purify Food and Drink, Read Magic; 1-Cause Fear, Command, Doom, Inflict Light Wounds*, Protection from Good, Protection from Chaos; 2-Bull’s Strength, Darkness, Eagle’s Splendor, Shatter*, Zone of Truth; 3-Animate Dead, Contagion*, Cure Serious Wounds x2, Wind Wall; 4-Cure Critical Wounds, Divine Power*, Spell Immunity

     Possessions: Holy symbol, +2 flail, full plate.

Friday, July 13, 2012

Quest of the Sorcerer King: Hulcrim the Fierce

“I will rend their flesh and pierce their hearts.” 
     -Hulcrim the Fierce

Hulcrim is a manticore. It’s important to state that up front, because it’s the first thing that everyone notices about him. Far more intelligent than others of his kind, Hulcrim believes that he was blessed by Hextor himself—at least, that’s what he was taught by the cleric who befriended him.

     Hulcrim was abandoned by his mother and left to fend for himself. An aspiring cleric named Augus Storn found the pup and took him on as a pet. Hulcrim grew quickly and became fiercely loyal to Augus, forever grateful to the cleric. Augus took advantage of this loyalty and used Hulcrim’s power to advance his standing in Hextor’s church.

  Over time, Hulcrim was inspired by Hextor’s teachings. The beast took all of the chants, hymns and theology to heart. Because of his unwavering faith, Hulcrim was blessed with clerical abilities. Hulcrim now believes that in the next life he will rise as a great and terrible devil, able to crush the enemies of his dark god at will.

     Hulcrim still serves at the right hand of Augus Storn. Furious at the death of Sister Aven Mallory, Augus has dispatched Hulcrim to hunt down and slay those responsible.

Hulcrim the Fierce, manticore Clr2; Large magical beast (10’ long, 1,000 lbs); CR 7; HD 6d10+24/2d8+8; hp 73; Init +2; Spd 30 ft, fly 50 ft (clumsy); AL LE; 

     Armor: AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15. 

     Attacks: Base Atk +7, Grp +16; Melee: Claw +11 (2d4+5, x2); Ranged: 6 spikes +9 (1d8+2, 19-20/x2); 
     Full Attack: 2 claws +11 (2d4+5, x2) and bite +9 (1d8+2, x2) or 6 spikes +9 (1d8+2, 19-20/x2). 

     Space/Reach: 10 ft/5 ft. 

     Special Attacks: Spikes.      

     Special Qualities: Cleric spells, darkvision 60 ft, low-light vision, scent, smite 1x/day, turn or rebuke undead. 

     Saves: Fort +9, Ref +7, Will +3. 

     Abilities: Str 20 (+5), Dex 15 (+2), Con 19 (+4), Int 9 (-1), Wis 12 (+1), Cha 9 (-1). 

     Languages: Common. 

    Skills and Feats: Knowledge (religion) +3, Listen +5, Spot +9, Survival +1; Flyby Attack, Multiattack, Track, Weapon Focus (spikes). 

     Cleric Domains: Destruction and Evil. 

     Spells (4/3+1; save DC 11 + spell level; domain spell marked with *): 0-Create Water, Cure Minor Wounds, Guidance, Mend; 1-Cause Fear, Cure Light Wounds x2, Protection from Good*. 
     (All spells cast at +1 caster level due to Evil domain.) 

     Possessions: none. 

     ECL: 11.

Thursday, July 12, 2012

Quest of the Sorcerer King: Sister Aven Mallory

“Even dreams must fall to order.” 
     -Sister Aven Mallory

Disgusted by the failure of her subordinates, Sister Aven is determined to advance the goals of Hextor's church. Aven realizes that her superiors will not tolerate any more bad news, so she is determined to succeed at any cost. To this end Aven has recruited four competent men at arms and an ogre name Grash.

     Grash will lead the way in combat, acting like a blocker to soak up any AOOs as he plows into the enemy line. Behind Grash are the four men at arms - two to his left and two to his right. Between the two lines and directly behind Grash is Aven. Grash will melee with the largest enemy fighter, while the men at arms fight in pairs. Aven will seek out and engage enemy spellcasters.

     Before combat, Aven will cast Bull's Strength on Grash and Protection from Good upon herself. When possible she will try to Shatter the weapon of an enemy warrior, in addition to casting Cure Light Wounds when necessary. Aven also likes to cast Hold Person on a foe so that she can bash his brains in with her flail.

     The stat blocks for Sister Aven and the men at arms can be found below. In my own campaign, Aven and her group are trying to avenge the death of Initiate Justin Cowell.

Sister Aven Mallory, female human Clr3; Medium humanoid (5’ 7”, 140 lbs); CR 3; HD 3d8+3; hp 15; Init +6; Spd 20 ft; AL LE; 

     Armor: AC 18 (+6 chainmail +1, +2 dex), touch 12, flat-footed 16. 

     Attacks: Base Atk +2, Grp +2; Melee: Flail +3 (+2 BAB, +1 weapon focus) (d8+2, /x2). 

     Saves: Fort +4, Ref +5, Will +7. 

     Abilities: Str 11, Dex 14 (+2), Con 12 (+1), Int 14 (+2), Wis 14 (+2), Cha 16 (+3). 

     Languages: Common, Dwarven, Goblin. 

     Special Abilities: Smite 1/day (+4 to hit, +3 to damage), Turn or rebuke undead. 

     Skills and Feats: Concentrate +6, Diplomacy +8, Intimidate +5, Knowledge (religion) +8, Listen +4, Perform (oratory) +4; Improved Initiative, Iron Will, Lightning Reflexes, Martial Weapon Proficiency (flail), Weapon Focus (flail). 

     Cleric Domains: Destruction and War. 

     Spells (4/3+1/2+1; save DC 12 + spell level; domain spell marked with *): 0-Detect Poison, Light, Purify Food & Drink, Read Magic; 1-Cure Light Wounds, Inflict Light Wounds*, Protection from Good, Summon Monster 1; 2-Hold Person, Bull’s Strength, Shatter*. 

     Possessions: Chainmail +1, flail, prayer book, holy symbol, 20 gp. 

Man-at-Arms, male human War2; Medium humanoid (5’ 10”, 170 lbs); CR 1; HD 2d8+2; hp 11; Init +4; Spd 20 ft; AL N; 

     Armor: AC 17 (+5 chainmail, +2 heavy steel shield), touch 10, flat-footed 17. 

     Attacks: Base Atk +2, Grp +3; 

     Melee: Longsword +5 (+2 BAB, +2 str, +1 weapon focus) (d8+2, 19-20/x2); Ranged: Light crossbow +2 (+2 BAB) (d8, 19-20/x2). 

     Saves: Fort +5, Ref +0, Will +0. 

     Abilities: Str 14 (+2), Dex 11, Con 14 (+2), Int 10, Wis 10, Cha 10. 

     Languages: Common. 

     Skills and Feats: Intimidate +2, Listen +2, Spot +2; Improved Initiative, Weapon Focus (longsword). 

     Possessions: Chainmail, heavy steel shield, light crossbow, 12 bolts, longsword, waterskin, 5 gp.

Wednesday, July 11, 2012

Quest of the Sorcerer King: Claire and Mog

"Forget service to others. I'm going to serve myself."    
     -Claire Larchwood

"Yeah. What she say!"      
     -Mog Half-Ogre

Claire Larchwood has long been a humble servant of those in need. She has grown weary of this, however, feeling that she has been taken advantage of for far too long. Trained as a wizard, Claire possesses abilities that would certainly allow her to make a decent living for herself. Having arrived at this new sense of purpose, Claire has turned her back entirely on the weak and helpless.

     Aiding her in this new venture of greed is a towering half-ogre named Mog. For years Mog helped Claire maintain the peace in a small hamlet named Bourne. An outcast because of his lineage, Mog enjoyed the patience and kindness the citizens of Bourne showed him. Like Claire he also grew tired of saving farmers from monsters and decided that a more lucrative lifestyle was for him. The longer he is away from Bourne, the more Mog thinks that the villagers put up with him simply because he was good at bashing things.

     Claire and Mog can be found in the employ of just about anyone, provided the employer can pay. Claire and Mog are reluctant to harm innocents, but a pile of gold coins can go a long way to assuaging one's guilt. Mog and Claire rationalize that they just need to sell their skills (and compromise their ethics) long enough to earn enough coin to retire in style.

     Claire will prepare for battle by casting Mage Armor, Shield and Protection from Arrows upon herself. She will then cast Haste and Bull's Strength upon Mog. Once the battle is joined, Claire will direct a Lightning Bolt and Magic Missiles at a target until it is killed or flees.

     A buffed Mog will charge into melee and hack at a separate foe until it drops. He uses his 10’ reach to his best advantage. He will not stand adjacent to a foe, thereby forcing a Medium opponent into an AOO as it tries to move closer for an attack. Mog will react to this by taking a 5’ step back on his turn and starting the whole process again. If under the effect of a Haste, Mog can still attack twice during a full round action after the 5’ step.

     If the opposition has not been defeated in three rounds, Claire will cast Invisibility and then run away. Mog will cover her retreat for an additional round before fleeing himself. To increase the lethality of Mog and Claire’s attacks, have them attack the same foe. Mog and Claire are an EL 7 encounter.

Mog Half-Ogre, male half-ogre Ftr3; Large giant (7’ 3”, 324 lbs); CR 5; HD 3d10+12; hp 32; Init +0; Spd 30 ft; AL N; 

     Armor: AC 14 (+5 breastplate, -1 size), touch 10, flat-footed 14. 

     Attacks: Base Atk +3, Grp +12; Melee: Greatsword +9 (+3 BAB, +5 str, -1 size, +1 weapon focus, +1 mw greatsword) (d10+5, 19-20/x2). 

     Saves: Fort +6, Ref +1, Will +1. 

     Abilities: Str 20 (+5), Dex 10, Con 16 (+3), Int 6 (-2), Wis 10, Cha 8 (-1). 

     Languages: Common, Giant. 

     Special Abilities: Low-Light Vision, Darkvision. 

     Skills and Feats: Climb +7 (+4 in armor), Jump +6 (+3 in armor), Swim +6 (+3 in armor); Cleave, Power Attack, Toughness, Weapon Focus. 

     Possessions: Masterwork greatsword, breastplate, 10 gp. With Bull’s Strength, Mog will gain an additional +2 to hit and damage. 

     To build Mog, I used the racial traits from Savage Species.

Claire Larchwood, female human Wiz5; Medium humanoid (5’ 6”, 120 lbs); CR 5; HD 5d4; hp 11; Init +0; Spd 30 ft; AL N; 

     Armor: AC 10, touch 10, flat-footed 10. 

     Attacks: Base Atk +2, Grp +2; Melee: Dagger +2 (+2 BAB) (d4, 19-20/x2). 

     Saves: Fort +1, Ref +1, Will +6. 

     Abilities: Str 10, Dex 11, Con 10, Int 16 (+3), Wis 14 (+2), Cha 12 (+1). 

     Languages: Common, Draconic, Sylvan, Giant.      

     Skills and Feats: Concentration +11, Craft (alchemy) +11, Gather Information +1, Hide +1, Knowledge (arcana) +14, Listen +3, Move Silently +1, Search +3, Spellcraft +14, Spot +3; Brew Potion, Craft Magic Arms and Armor, Scribe Scroll, Skill Focus (knowledge - arcana), Skill Focus (knowledge - spellcraft). 

     Spells (4/4/3/2; save DC 13 + spell level): 0-Detect Magic, Disrupt Undead x2, Mend; 1-Mage Armor, Magic Missile x2, Shield; 2-Bull’s Strength, Invisibility, Protection from Arrows; 3-Haste, Lightning Bolt

     Possessions: Ring of Feather Falling, Darkvision scroll, potion of Cure Light Wounds, spellbook with all memorized spells including Read Magic and Identify, dagger, 30 gp.

Tuesday, July 10, 2012

Quest of the Sorcerer King: Initiate Justin Cowell

"Kneel before Hextor's might or face judgment!"      
     -Initiate Justin

Cowell Initiate Justin Cowell is a fanatical follower of Hextor and displays the usual personality traits that one might expect. Justin is aggressive, arrogant, driven to stamp out any form of chaos, loathes elves, brutalizes the weak and demands obedience from all. Sadly for Justin, he's a newly ordained priest and therefore lacks the power to back up his doctrine. Justin is well-aware of this, so he often compensates by raising his voice and gesturing with his flail when confronting adversaries.  

     In combat Justin will cast Doom and Cause Fear against enemy fighters. He will then close to melee with spellcasters. Elves are also a favored opponent. He will fight to the death, as any priest of Hextor would.

Initiate Justin Cowell, male human Clr2; Medium humanoid (5’ 9”, 165 lbs); CR 2; HD 2d8+2; hp 12; Init +1; Spd 20 ft; AL LE; 

     Armor: AC 17 (+7 half-plate), touch 10, flat-footed 17. 

     Attacks: Base Atk +1, Grp +3; Melee: Flail +4 (+1 BAB, +2 str, +1 weapon focus) (d8+2, /x2). 

     Saves: Fort +6, Ref +1, Will +8. 

     Abilities: Str 14 (+2), Dex 12 (+1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 15 (+2). 

     Languages: Common, Dwarven, Goblin. 

     Special Abilities: Smite 1/day (+4 to hit, +2 to damage), Turn or rebuke undead. 

     Skills and Feats: Concentrate +4, Intimidate +5, Knowledge (religion) +7, Perform (oratory) +5, Ride +3; Great Fortitude, Iron Will, Martial Weapon Proficiency (flail), Weapon Focus (flail). 

     Cleric Domains: Destruction and War. 

     Spells (4/3+1; save DC 13 + spell level; domain spell marked with *): 0-Create Water, Cure Minor Wounds, Light, Mend; 1-Cause Fear, Doom, Inflict Light Wounds*, Protection from Chaos

     Possessions: Flail, half-plate armor, backpack, iron rations, prayer book, holy symbol, 15 gp.

Sunday, July 8, 2012

Quest of the Sorcerer King: Huri Keyfate

"I may not be a great warrior, but that doesn't mean I lack skills."       
     -Huri Keyfate

Every member of Huri's clan is expected to possess both technical and martial skills. Because he is smaller than the average dwarf, Huri fulfilled his military obligation by training as a tunnel scout. He learned to move silently through the caves around his home and to make sneak attacks from a hidden location. When not training, Huri worked as an apprentice locksmith. Huri excelled at opening locked doors and chests for owners who had lost their keys.  

     In order to improve upon his craft, Huri left the dwarven halls to learn about locks and traps built by other races. Adventuring suits Huri because it allows him to test his skills under stressful, dangerous conditions. He also doesn't mind the gems and gold that come along with the risk.   

     People who meet Huri find him to be kind and decent. Even though Huri is a Rogue, he's not a thief. Huri will never steal and prides himself on his honest and generous nature. In combat Huri will use his crossbow to strike from a distance. He will then close to melee and look for flank attacks with his short sword.

Huri Keyfate, male dwarf Rog3; Medium humanoid (4’ 1”, 130 lbs); CR 3; HD 3d6+6; hp 15; Init +2; Spd 20 ft; AL NG; 

     Armor: AC 14 (+2 leather armor, +2 dex), touch 12, flat-footed 12. 

     Attacks: Base Atk +2, Grp +3; Melee: Shortsword +3 (+2 BAB, +1 str) (d6+1, 19-20/x2); Ranged: Light crossbow +4 (+2 BAB, +2 dex) (d8, 19-20/x2). 

     Saves: Fort +3, Ref +5, Will +2. 

     Abilities: Str 13 (+1), Dex 14 (+2), Con 15 (+2), Int 15 (+2), Wis 12 (+1), Cha 9 (-1). 

     Languages: Common, Dwarven, Giant, Goblin. 

     Special Abilities: Darkvision, dwarven traits, Evasion, Sneak attack +2d6, Trapfinding, Trap Sense. 

     Skills and Feats: Appraise +8, Bluff +6, Decipher Script +7, Disable Device +10, Listen +7, Move Silently +8, Open Lock +12, Search +11, Spot +7, Use Magic Device +4; Skill Focus (open lock), Skill Focus (search). 

     Possessions: Shortsword, light crossbow, 12 bolts, backpack, iron rations, wineskin, thieves tools, blanket, antitoxin, Goggles of Minute Seeing, 3 x 20 gp gems, 30 gp.

Saturday, July 7, 2012

Quest of the Sorcerer King: Madeline Ginnever

"You seem nice, but magic is the only thing I trust."       
     -Madeline Ginnever

Madeline abhors violence. As a result, she is often uncomfortable around heavily armed individuals. She prefers diplomacy, bluffing or even deceit to open conflict. Ironically, it's Madeline's penchant for deception that often lands her in heated confrontations.  

     If it was up to Madeline, she'd spend her days living in a comfortable home, studying new spells and crafting magic items. However, the power to create such items, as well as the gold to afford a nice home, can only come from taking risks. Realizing this, Madeline has ventured out in search of experience, gold and power. Along the way, Madeline has made some friends, but angered an equal number of former companions. While some find her beauty and intelligence enchanting, others are turned off by her emotional distance and self-preservation instinct.  

     If forced into a fight, Madeline will attempt to flee or seek cover. She will cast spells to aid her party, but only from a distance and in a stingy manner. Madeline would much rather cast a 0 level spell, such as Daze, than use a higher level spell like Tasha's Hideous Laughter. It makes little sense, but then again, Madeline is full of contradictions.

Madeline Ginnever, female human Wiz4; Medium humanoid (5’ 6”, 110 lbs); CR 4; HD 4d4; hp 10; Init +1; Spd 30 ft; AL N; 

     Armor: AC 11 (+1 dex), touch 11, flat-footed 10. 

     Attacks: Base Atk +2, Grp +1; Melee: Dagger +1 (+2 BAB, -1 str) (d4-1, 19-20/x2). 

     Saves: Fort +1*, Ref +2*, Will +6*. 

     Abilities: Str 9 (-1), Dex 13 (+1), Con 10, Int 16 (+3), Wis 14 (+2), Cha 16 (+3). 

     Languages: Common, Elven, Draconic, Dwarven. 

     Skills and Feats: Bluff +5, Concentration +5, Diplomacy +5, Gather Information +5, Hide +3, Knowledge (arcana) +10, Spellcraft +10, Spot +4; Brew Potion, Eschew Materials, Scribe Scroll, Spell Focus (enchantment). 

     Spells (4/4/3; save DC 13* + spell level, 0% arcane spell failure chance): 0-Daze x2, Detect Magic, Light; 1-Charm Person, Hypnotism, Magic Missile, Sleep; 2-Daze Monster, Tasha’s Hideous Laughter, Invisibility
     *Add +1 to DC for enchantment spells. 

     Possessions: Elixir of Love, Cloak of Resistance +1, scroll with Feather Fall and Mage Armor, spellbook with all memorized spells including Read Magic and Identify, dagger, 20 gp. 
     *Add +1 to saves if Madeline is wearing her Cloak of Resistance.

Friday, July 6, 2012

Quest of the Sorcerer King: Colin Crabbe

"I'm not really looking for a fight, but if you want one, you've got it."        
     -Colin Crabbe

Colin began his fighting career as a soldier in a mercenary army. He survived many difficult campaigns, rising through the ranks from footman to officer. Eventually, he grew weary of risking his life in conflicts he cared little about. Deciding it was time to fight for himself, Colin began making his way as an adventurer. To this end, he has invested most of his money in superior arms and armor.   

     Because Colin's alignment is neutral, he has little animosity toward anyone or anything. He just wants to earn some gold in order to enjoy a decent life when he retires. Colin will not harm innocents, but this nonviolence doesn't necessarily extend to everyone of good alignment. Colin will not back down from a fight if his goals run contrary to those of good-aligned PCs. When faced with such a dilemma, Colin will try to bluff or intimidate his way out of a battle.     

     In melee, Colin favors a trip attack against weaker foes. If he succeeds in the trip attempt, he will use power attack to deliver a punishing blow. If he is in danger of being tripped himself, he will drop his halberd and either punch with his spiked gauntlets or draw his dagger.

Colin Crabbe, male human Ftr3; Medium humanoid (5’ 9”, 170 lbs); CR 3; HD 3d10+6; hp 26; Init +1; Spd 20 ft; AL N; 

     Armor: AC 17 (+6 mw banded mail, +1 dex), touch 11, flat-footed 16. 

     Attacks: Base Atk +3, Grp +6; Melee: Halberd +8 (+3 BAB, +3 str, +1 mw halberd, +1 weapon focus) (d10+3, /x3); Spiked gauntlet +7 (+3 BAB, +3 str, +1 mw spiked gauntlet) (d3+3, /x2); Dagger +6 (+3 BAB, +3 str) (d4+3, 19-20/x2). 

     Saves: Fort +5, Ref +5, Will +3. 

     Abilities: Str 16 (+3), Dex 13 (+1), Con 14 (+2), Int 10, Wis 11, Cha 12 (+1). 

     Languages: Common. 

     Skills and Feats: Bluff +1, Climb +4 (-1 in armor), Hide +2 (-3 in armor), Intimidate +2, Jump +4 (-1 in armor), Listen +1, Move Silently +2 (-3 in armor), Search +1, Spot +1, Swim +4 (-1 in armor); Cleave, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (halberd). 

     Possessions: Masterwork halberd, masterwork spiked gauntlets, masterwork banded mail, dagger, 50 gp, 3 x 50 gp gems.

Thursday, July 5, 2012

Quest of the Sorcerer King: Lenwe, Saeros and Aerith

“I’m sorry we killed your friend, but the sign clearly warned you about trespassing.” 
     -Saeros

Lenwe, Saeros and Aerith are tasked with keeping intruders out of the forest in which they live. The instructions from their superiors are very simple: shoot anything that comes into the forest. Since they do have scruples, they will warn trespassers to turn back before opening fire. They will not debate, answer questions or act as guides. Leave or get shot. It’s really that simple.

     In combat, the elves will cast True Strike, fire from cover, then flee. To increase their arrows’ effectiveness, they all fire at the same target. They will then return and get back into firing position using Hide and Move Silently. If their opponent proves dangerous, the elves will use Expeditious Retreat to escape.

     In my campaign, Lenwe, Saeros and Aerith were played as cold and distant, with few kind words for outsiders. While their alignment in relation to their clan might be Chaotic Good, their treatment of strangers is Neutral at best. In your campaign, the elves could be used as potential rivals or even allies depending on your game.

Lenwe, Saeros or Aerith, male elf Sor2/Ftr2/Exp2; Medium humanoid (5’ 7”, 140 lbs); CR 5; HD 2d4+2d10+2d6+6; hp 26; Init +6; Spd 30 ft; AL N; 

     Armor: AC 15 (+3 leather armor +1, +2 dex), touch 12, flat-footed 13. 

     Attacks: Base Atk +4, Grp +5; Melee: Shortsword +6 (+4 BAB, +1 str, +1 mw shortsword) (d6+1, 19-20/x2); Ranged: Shortbow +8 (+4 BAB, +2 dex, +1 weapon focus, +1 shortbow +1) (d6+1/x3). 

     Saves: Fort +3 , Ref +4, Will +5. 

     Abilities: Str 12 (+1), Dex 15 (+2), Con 12 (+1), Int 15 (+2), Wis 14 (+2), Cha 16 (+3). 

     Languages: Common, elven, gnoll, sylvan. 

     Special Abilities: Low-Light Vision, elven traits. 

     Skills and Feats: Bluff +6, Climb +2, Concentrate +5, Hide +5, Intimidate +6, Knowledge (arcana) +6, Knowledge (local) +5, Knowledge (nature) +5, Listen +6, Move Silently +6, Search +7, Spellcraft +6, Spot +5, Survival +5, Swim +2; Improved Initiative, Lightning Reflexes, Point Blank Shot, Precise Shot, Stealthy, Weapon Focus (short bow). 

     Spells Known (5/2; Save DC 13 + spell level, 10% arcane spell failure chance): 0-Daze, Detect Magic, Disrupt Undead, Message, Read Magic; 1-Expeditious Retreat, True Strike

     Possessions: +1 leather armor, +1 short bow, Cloak of Elvenkind, masterwork shortsword. 

Wednesday, July 4, 2012

Quest of the Sorcerer King: Abandoned Keep


The keep would make an excellent stronghold for a Fighter PC, robber baron or a holy order of knights. Its sturdy construction would ensure that it could withstand most mundane threats, although ethereal invaders and those employing Teleport would find little to hamper their intrusion.

     The first floor (upper left) features two heavy wooden gates secured with thick beams. Beyond the first set of doors are three pits—5’ wide and 10’ deep—that would pose an obstacle for enemies. When the keep is not under assault, the pits could be covered with planks to allow safe passage. Numerous arrow slits would also allow defenders to harry anyone breaching the gates. 

      Murder holes can be found on the second floor (middle left). The holes overlook the pits and gates below. Falling into a pit, then being peppered with arrows, might deter even the most aggressive invader.

     The open space on the fourth floor (upper right) could house at least two catapults or perhaps a single trebuchet. Battlements also provide cover for archers.

      The sixth floor (bottom right) offers the keep an excellent vantage point. It is accessible via a hatch in the floor.

     The walls of the keep are 5’ thick and constructed entirely of stone. The floors and ceilings are built with wood. All interior doors are good quality and most can be secured with a wooden bar. Torch sconces are placed at regular intervals to provide adequate illumination. The arrow slits in the walls can be covered with interior shutters.

     The DM can decide how each room is used, although the kitchen would most likely be found on the first floor. Latrines would also be found on the first level. The waste could be disposed of via leach lines.

Tuesday, July 3, 2012

Quest of the Sorcerer King: Kanan Half-man

“Gimme yer gold!”
       -Kanan Half-man

Kanan Half-man is a degenerate. Angry and violent, Kanan spends most of his time drinking, bullying others and stealing from anyone he can. Kanan realizes he's not going to live to an advanced age, so he squeezes as much out of life as he can. Sadly for those around him, this lust for life generally involves murder and robbery.    

     Kanan wields a two-handed club studded with large spikes. His tactics have few subtleties. He simply hammers a foe until it’s dead. Kanan often gets carried away when smashing enemies. If he drops a target, Kanan must make a Will save (DC 10) to disengage. If Kanan fails, he will strike another blow at his fallen foe. For most victims, this proves fatal.    

     Kanan can be used as a thug to harry the PCs who visit the wretched village presented earlier. He can be encountered alone or as part of a gang of robbers.

Kanan Half-man, male half-orc War2; Medium humanoid (5’ 10”, 190 lbs); CR 1; HD 2d8+9; hp 17; Init +0; Spd 30 ft; AL NE; 

     Armor: AC 12 (+2 leather armor), touch 10, flat-footed 10. 

     Attacks: Base Atk +2, Grp +5; Melee: Greatclub +5 (+2 BAB, +3 str) (d10+4, x2). 

     Saves: Fort +6 , Ref +0, Will -1. 

     Abilities: Str 17 (+3), Dex 11, Con 16 (+3), Int 8 (-1), Wis 9 (-1), Cha 6 (-2). 

     Languages: Common. 

     Skills and Feats: Climb +5, Jump +5, Swim +4; Toughness. 
     
     Possessions: Greatclub, leather armor, bottle of cheap rum.

Monday, July 2, 2012

Quest of the Sorcerer King: Wretched Village

The village is in a sad state of decay. The 5' walls are crumbling and the wooden gates are barely hanging from their rusted hinges. Inside the failing walls are miserable stone cottages. The remnants of the thatched roofs are gradually blowing away in the wind. Stagnant water fills the well and the garden plots are overrun with weeds.     

     In my Quest of the Sorcerer King campaign, the village houses the refugees of a society scoured by abyssal hordes. There is nothing but ashen waste and polluted skies as far as the eye can see. At night, Abyssal Skulkers prowl the streets looking for easy prey.

Sunday, July 1, 2012

Quest of the Sorcerer King: Jasper Genz

“Mock me while you can, fools. In time I will gain enough power to burn your souls!” 
     -Jasper Genz

Jasper was ejected from his master’s tutelage after he attempted to steal a fellow student’s spellbook. Jasper was hated by the other apprentices prior to this infraction, so no one mourned his dismissal. Afterward, Jasper fell in with a number of rouges and mercenaries of low moral character.

     Jasper is selfish, caustic and hard to be around for any length of time. Despite these social shortcomings, Jasper is an emerging expert in planar knowledge. He has read extensively on the subject and knows a great deal about the Great Wheel, despite his modest experience. He hopes to join a party of explorers and travel beyond the Prime Material in order to acquire wealth and experience. Of course, Jasper will not hesitate to betray his companions if it would benefit him. 

     When it comes to combat, Jasper prefers evasion. He will cast Sleep or Daze to pacify opponents, then flee at his full movement rate. If pursued, he will use his Hide and Move Silently skills to avoid detection. If cornered, he will cast Magic Missile and Ray of Frost, then will use his Invisibility scroll to make a final attempt at escape.

Jasper Genz, male human Wiz2; Medium humanoid (5’ 7”, 130 lbs); CR 2; HD 2d4; hp 6; Init +2; Spd 30 ft; AL NE;

     Armor: AC 12 (+2 dex), touch 12, flat-footed 10.

     Attacks: Base Atk +1, Grp +0; Melee: Dagger +0 (+1 BAB, -1 str) (d4-1, 19-20/x2).

     Saves: Fort +0, Ref +2, Will +5.

     Abilities: Str 9 (-1), Dex 14 (+2), Con 10, Int 17 (+3), Wis 14 (+2), Cha 9 (-1).

     Languages: Common.

     Skills and Feats: Concentrate +3, Craft (alchemy) +5, Decipher Script +5, Hide +6, Knowledge (arcane) +8, Knowledge (the planes) +11, Move Silently +6, Spellcraft +7; Scribe Scroll, Skill Focus (knowledge—the planes), Stealthy.

     Spells (4/3; save DC 13 + spell level, 0% arcane spell failure chance): 0-Daze, Detect Magic, Light, Ray of Frost; 1-Shield, Magic Missile, Sleep.

     Possessions: Elixir of Sneaking, Potion of Mage Armor, Scroll with Invisibility, 5 x 20 gp gems, 50 gp, spellbook* that contains all of his known spells in addition to Read Magic and Identify, backpack, blanket, wineskin, hooded lantern, flint and steel, dagger, 1 flask of oil.

     *Jasper’s spellbook is a standard 100 page book. His spells take up 9 pages. Therefore, the book could be sold for 450 gp.