| | A place to post my thoughts on 4e and gaming in general. Roll of Honor A solo campaign for a paladin PC  | Posted 22nd June 2009 at 04:34 PM by FireLance (FireLance's Scattered Thoughts)
A symbiotic item is basically an artifact that doesn't move on and hence may stay with the character throughout his career. In addition, the character's connection with the item (and the item's power) increases more slowly. The character must also meet certain prerequisites (generally linked to the theme of the item or the power) in order to use the item's new abilities.
When first found, Solar Radiance appears to be a +1 sunblade longsword (Adventurer's Vault). It gains the following abilities when its wielder meets the stated prerequisites: Prerequisites: 5th level; you have performed a just or generous act in the presence of the sword.
Benefit: You can use the sword as a holy symbol.
Prerequistes: 7th level; you have used the sword to defeat an evil or chaotic evil creature of at least 6th level.
Benefit: The sword's enhancement bonus increases to +2.
Prerequistes: 9th level; you have used the sword to defeat a shadow or undead creature of at least 8th level.
Benefit: When the sword is used to deal radiant damage, add a +2 item bonus to damage rolls.
Prerequistes: 11th level; (to be determined)
Benefit: The sword gains the following daily power:
Power (Daily): Free Action. Use this power when you hit with the weapon. The target is dazed until the end of your next turn. If the target is evil or chaotic evil, the target is dazed (save ends) instead.
Prerequistes: 13th level; you have used the sword to defeat an evil or chaotic evil creature of at least 12th level.
Benefit: The sword's enhancement bonus increases to +3.
Prerequistes: 15th level; (to be determined)
Benefit: When you use the sword to attack a target currently marked by you, you gain a +1 bonus to the attack roll.
Prerequistes: 17th level; you have used the sword to defeat an evil or chaotic evil creature of at least 16th level.
Benefit: The sword's enhancement bonus increases to +4.
Prerequistes: 19th level; you have used the sword to defeat a shadow or undead creature of at least 18th level.
Benefit: When the sword is used to deal radiant damage, add a +4 item bonus to damage rolls.
Prerequistes: 21th level; (to be determined)
Benefit: The sword gains the following daily power:
Power (Daily): Free Action. Use this power when you hit with the weapon. The target is blinded until the end of your next turn.
Prerequistes: 23th level; you have used the sword to defeat an evil or chaotic evil creature of at least 22nd level.
Benefit: The sword's enhancement bonus increases to +5.
Prerequistes: 25th level; (to be determined)
Benefit: The sword gains the following encounter power:
Power (Encounter * Radiant): Free Action. Use this power when making an attack that targets AC. The attack targets Reflex defense instead. All damage from the attack is radiant damage.
Prerequistes: 27th level; you have used the sword to defeat an evil or chaotic evil creature of at least 26th level.
Benefit: The sword's enhancement bonus increases to +6.
Prerequistes: 29th level; you have used the sword to defeat a shadow or undead creature of at least 28th level.
Benefit: When the sword is used to deal radiant damage, add a +6 item bonus to damage rolls. | Registered User | | Views 190
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|  | Posted 17th June 2009 at 04:21 PM by FireLance (FireLance's Scattered Thoughts)
Updated 17th June 2009 at 04:33 PM by FireLance
In my 3e version of Roll of Honor, the PC had an encounter with a fiendish hawk.
When 4e was released, there weren't any hawks, eagles or similar predatory birds in the MM, so I converted the encounter to one with a spiretop drake instead.
Now that blood hawks are in MM2 (and are level 1 skirmishers, the same as the spiretop drake), I've decided to change the encounter to one with a shadowtouched blood hawk instead. This will make it slighly tougher as the blood hawk deals more damage.
As with the shadowtouched spiretop drake, the following example is not a direct application of the shadowtouched alternate advancement. Once again, I made flyby attack synergize better with necrotic smite. Shadowtouched Blood Hawk, Level 2 Skirmisher
Small natural beast (XP 125) Initiative +6 Senses Perception +2; darkvision HP 35; Bloodied 17; see also bloodied retaliation AC 16; Fortitude 12, Reflex 15, Will 13 Resist 5 necrotic Speed 2 (clumsy), fly 6; see also flyby attack Claw Rake (standard; at-will)
+6 vs. AC; 1d6 + 5 damage, and the target takes ongoing 2 damage, or ongoing 5 damage if the shadowtouched blood hawk is bloodied; see also bloodied retaliation. Flyby Attack (standard; at-will)
The shadowtouched blood hawk flies up to 6 squares and makes a claw rake attack or a necrotic smite attack at any point during that movement. It does not provoke opportunity attacks when moving away from the target of the attack. Necrotic Smite (standard; encounter) * Necrotic
The shadowtouched blood hawk makes a bite attack. If it hits, it deals an additional 6 necrotic damage and the target is weakened (save ends). Bloodied Retaliation
The shadowtouched blood hawk gains a +2 bonus to attack rolls against the creature that first bloodies it in an encounter. Alignment Unaligned Languages – Str 13 (+2) Dex 16 (+4) Wis 13 (+2) Con 11 (+1) Int 2 (-3) Cha 7 (-1) | Registered User | | Views 189
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|  | Posted 10th June 2009 at 02:53 PM by FireLance (FireLance's Scattered Thoughts)
The following example applies the shadowtouched alternate advancement to a kobold slyblade (MM). Shadowfang Kobold Slyblade, Level 5 Lurker
Small natural humanoid (reptile) (XP 200) Initiative +10 Senses Perception +3; darkvision HP 48; Bloodied 24; see also bloodied retaliation AC 19; Fortitude 13, Reflex 17, Will 15; see also trap sense Resist 5 necrotic Speed 6 Short Sword (standard; at-will) * Weapon
+9 vs. AC; 1d6 damage; see also bloodied retaliation Twin Slash (standard; at-will) * Weapon
Requires combat advantage; the Shadowfang kobold slyblade makes 2 short sword attacks. If both attacks hit the same target, the target takes ongoing 5 damage (save ends); see also bloodied retaliation Necrotic Smite (standard; encounter) * Necrotic
The Shadowfang kobold slyblade makes a short sword attack or a twin slash attack. If it hits with at least one attack, it deals an additional 7 necrotic damage and the target is weakened (save ends). Bloodied Retaliation
The Shadowfang kobold slyblade gains a +2 bonus to attack rolls against the creature that first bloodies it in an encounter. Combat Advantage
The Shadowfang kobold slyblade deals an extra 1d6 damage on melee attacks against any target it has combat advantage against. Sly Dodge (immediate interrupt, when targeted by a melee or a ranged attack, at-will)
The Shadowfang kobold slyblade redirects the attack to an adjacent kobold minion. Shifty (minor; at-will)
The Shadowfang kobold slyblade shifts 1 square. Trap Sense
The Shadowfang kobold slyblade gains a +2 bonus to all defenses against traps. Alignment Evil Languages Common, Draconic Skills Acrobatics +11, Stealth +13, Thievery +13 Str 9 (+1) Dex 18 (+6) Wis 12 (+3) Con 12 (+3) Int 9 (+1) Cha 14 (+4) Equipment leather armor, 2 short swords | Registered User | | Views 216
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|  | Posted 5th June 2009 at 03:43 PM by FireLance (FireLance's Scattered Thoughts)
The following example applies the shadowtouched alternate advancement to a kobold denwarden, from the revised Keep on the Shadowfell adventure. Shadowfang Kobold Denwarden, Level 3 Soldier
Small natural humanoid (reptile) (XP 150) Initiative +4 Senses Perception +2; darkvision HP 44; Bloodied 22; see also bloodied retaliation AC 19; Fortitude 17, Reflex 16, Will 17; see also trap sense Resist 5 necrotic Speed 6 Spear (standard; at-will) * Weapon
+7 vs. AC; 1d8 + 1 damage, and the target is marked until the end of the Shadowfang kobold denwarden's next turn; see also bloodied retaliation and mob attack ( ) Javelin (standard; at-will) * Weapon
Ranged 10/20; +7 vs. AC; 1d6 + 1 damage, and the target is marked until the end of the Shadowfang kobold denwarden's next turn; see also bloodied retaliation and mob attack Necrotic Smite (standard; encounter) * Necrotic
The Shadowfang kobold denwarden makes a spear attack. If it hits, it deals an additional 6 necrotic damage and the target is weakened (save ends). Bloodied Retaliation
The Shadowfang kobold denwarden gains a +2 bonus to attack rolls against the creature that first bloodies it in an encounter. Denwarden's Mark (immediate interrupt, when an adjacent enemy marked by the Shadowfang kobold denwarden makes an attack that does not include the denwarden as a target; at-will)
The Shadowfang kobold denwarden makes a melee basic attack against the triggering enemy. If the attack hits, the target grants combat advantage to the Shadowfang kobold denwarden and its allies until the end of the denwarden's next turn. Mob Attack
The Shadowfang kobold denwarden gains a +1 bonus to attack rolls per kobold ally adjacent to the target. Shifty (minor; at-will)
The Shadowfang kobold denwarden shifts 1 square. Trap Sense
The Shadowfang kobold denwarden gains a +2 bonus to all defenses against traps. Alignment Evil Languages Common, Draconic Skills Acrobatics +5, Stealth +7, Thievery +7 Str 13 (+2) Dex 13 (+2) Wis 12 (+2) Con 12 (+2) Int 9 (+0) Cha 10 (+1) Equipment chainmail, heavy shield, spear, 3 javelins | Registered User | | Views 224
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|  | Posted 27th May 2009 at 03:09 PM by FireLance (FireLance's Scattered Thoughts)
Challenge Summary: The PC fights a zombie and the imp from the previous encounter if it managed to flee from him. This interrupts the necromancer's ritual and causes uncontrolled necrotic energies to ravage him. The PC must choose between helping him and continuing to fight his other enemies. If the necromancer dies, he rises as a deathlock wight (Monster Manual) and attacks the PC. Introducing The Challenge: After the PC has defeated the skeletons, and the imp has either fled or been defeated as well, the PC may venture deeper into the cave. The cave tunnel eventually opens out into a large natural cavern. If the PC has played through A Touch of Shadow, this is the same room as Challenge #7 of that adventure. At the far side of the cavern, a figure in dark robes chants harsh-sounding words. A zombie stands guard near the entrance. If the imp is present, it is next to the zombie. Running the Challenge: The cavern covers a 10-square by 10-square area. Unless the PC played through A Touch Of Shadow and managed to close the rift, what appears to be a sphere composed of glowing purplish energy hangs in the air near the centre of the edge of the cavern opposite the entrance. Any creature that starts its turn within 5 squares of the sphere takes 5 points of necrotic damage. The necromancer is adjacent to the sphere. The zombie is in one of the squares adjacent to the entrance. If the imp is present, it is adjacent to the zombie. If the PC took a short rest after Challenge #5, the imp has also spent a healing surge and regained 10 hit points. If the PC does not carry a light source, the area is dimly lit, either from the sphere, or from glowing runes inscribed in a circle around the necromancer.
The necromancer spends a standard action each round to perform the ritual and leaves it to the zombie and imp (if present) to fight the PC. The zombie focuses on keeping the PC away from the necromancer, using its zombie grab to immobilize the PC. If present, the imp repeats its tactics in the previous challenge, using vanish to turn invisible and then attacking the PC with tail sting.
The situation changes once one of the following occurs: the PC deals damage to the necromancer or prevents him from performing the ritual for one round (the necromancer has AC 18, other defenses 16); or (if the PC is fighting both the zombie and the imp) the PC destroys either the zombie or the imp; or (if the PC is only fighting the zombie) the PC deals damage to the zombie. When this happens, the necromancer loses his concentration and purplish necromantic energy engulfs him. The necromancer starts dying and must make death saving throws at the end of his turn.
If the PC decides to try and save the necromancer, this part of the encounter can be run as a skill challenge. In order to earn a success, the PC must spend a standard action and succeed at a DC 18 Heal check. If the PC did not take an extended rest during the interlude, the DC of the Heal check is 17 instead. The PC does not accumulate failures for failed Heal checks. However, the necromancer dies if the PC does not manage to earn four successes before he fails three death saves. In addition, the PC may also make use of the following skills and abilities during this challenge: Religion: Allow the PC to make a Religion check as a free action when he starts helping the necromancer. This represents his ability to use minor religious rituals to keep the necrotic energy at bay. If he succeeds on a DC 14 Religion check, he gains a +2 bonus to his next Heal check. If he succeeds on a DC 18 Religion check, he also gains a +2 bonus to all subsequent Heal checks, and if he succeeds on a DC 22 Religion check, he also automatically succeeds on his first Heal check to help the necromancer. A failed Religion check does not count as a failure for the challenge. However, the PC may only make one Religion check during this challenge; this represents the extent of his knowledge at the time. Channel Divinity: Divine Mettle: If the necromancer succeeds on his saving throw, the PC may choose to either earn one success or negate one failed death save. Other abilities that grant additional saving throws have a similar effect. Lay on Hands: If the PC uses lay on hands on the necromancer, he earns one success. The PC may earn at most one success from using lay on hands. If the necromancer fails three death saves and dies, he rises on his next turn as a deathlock wight and starts attacking the PC. The deathlock wight prefers to attack from range. If it does not start its turn adjacent to the PC, or if it starts its turn adjacent to the PC, but is able to shift away, it attacks with grave bolt. If it starts its turn adjacent to the PC and is unable to shift away, it attacks with horrific visage (if it is available) or with its claw. It uses reanimate on the zombie after it is destroyed as soon as it can do so without provoking opportunity attacks.
If the PC manages to save the necromancer, he earns XP as if he had defeated the deathlock wight in combat. The necromancer will be very weak after the ordeal and will not put up any resistance if the PC turns him over to the authorities. The PC also earns a quest award of 150 XP if he either defeats the deathlock wight or captures the necromancer. In addition to the promised monetary reward, the PC may also claim the necromancer's skull mask (5th level, Adventurer's Vault).
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|  | Posted 20th May 2009 at 03:57 PM by FireLance (FireLance's Scattered Thoughts)
Updated 20th May 2009 at 04:01 PM by FireLance Challenge Summary: The PC fights an imp (Monster Manual) and four decrepit skeletons. Introducing The Challenge: By using the information that he obtained from the necromancer's journal or the bandits, the PC should be able to find the entrance of the cave and make his way there without incident. If the PC only took a short rest before leaving for the cave, he will arrive shortly after twilight. If he took an extended rest, he will arrive just before midnight. Running the Challenge: If you use a battlemat, the initial setup is as follows: If the PC does not have a light source, the squares outside the cave and the four squares at the tunnel entrance are dimly lit, while the rest of the cave tunnel is in darkness.
The skeletons attack when the PC enters the tunnel (either square A or square B). If the PC has not noticed them before that, they may surprise the PC. Make a single Stealth check for the skeletons with a +5 bonus (for a total bonus of +8). If the result of the Stealth check beats the PC's passive Perception, the PC is surprised. If the skeletons surprise the PC, they make ranged attacks against him. In addition, the imp also acts during the surprise round, using vanish to turn invisible.
If the PC notices the skeletons before they attack (e.g. he has a light source that enables him to see the skeletons before he enters square A or square B, or the skeletons' Stealth check does not beat his passive Perception), roll for initiative normally.
The skeletons do not move to engage the PC. A skeleton that does not start its turn adjacent to the PC makes a ranged attack against him. Otherwise, it makes a melee attack against the PC, shifting to gain combat advantage against him if it is possible.
The imp alternates between using vanish to turn invisible and attacking the PC with tail sting. The imp only fights until it is bloodied. Once it is bloodied, it uses vanish (if it is not already invisible) and flies deeper into the cave to alert the necromancer.
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|  | Posted 13th May 2009 at 02:26 PM by FireLance (FireLance's Scattered Thoughts)
Once the PC has finished exploring the bandit cave, he may opt to return to town, especially if he has bandit prisoners to hand over to the authorities, or he may decide to head directly to the cave where the necromancer is performing the ritual. Either way, he may also take the opportunity to take an extended rest. If he decides not to take an extended rest, he should be able to interrupt the necromancer shortly after he begins the ritual.
The PC may also decide to either wait in the bandit lair for the necromancer to return, or go back to the bandit lair after a trip back to town. If he does so, he will have to face the deathlock wight that the necromancer has turned himself into, plus the imp and the four decrepit skeletons from Challenge #5 and the zombie from Challenge #6 simultaneously. This is likely to be a very tough fight for the PC.
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|  | Posted 6th May 2009 at 03:09 PM by FireLance (FireLance's Scattered Thoughts)
Challenge Summary: The PC encounters a human bandit (Monster Manual) and two human rabble (Monster Manual). If the PC realizes that they are bandits, he may fight them, interrogate them, or persuade them to surrender. Introducing The Challenge: When the PC breaks down or unlocks and opens the door to the western room, he sees three men standing at the far wall of the room (see map in Challenge #1). They watch the PC warily as they hold their weapons at the ready. Running the Challenge: The room is brightly lit as there is a torch in it.
If the PC asks the men who they are, the human bandit will claim that they are prisoners. If the bandit's Bluff check (he has a check modifier of +2) fails to beat the PC's passive Insight, the PC senses that he is bluffing. If the bandit's initial Bluff check beats the PC's passive Insight, but the PC is still suspicious and questions him further, allow him to oppose the bandit's Bluff check with an Insight check.
If the PC has read the necromancer's journal, he may realize that the men are the bandits mentioned in the journal. If the PC decides to attack them, or if a fight subsequently breaks out, the human bandit uses dazing strike as soon as possible, and the human rabble will try to shift to flank the PC with the bandit and provide him with combat advantage.
If the PC decides to persuade them to surrender instead, this encounter can be run as a skill challenge. The PC must earn four successes before he accumulates three failures. The PC may earn a success with a DC 18 Intimidate check or a DC 22 Diplomacy check.
In addition, the PC may also make use of the following skills during this challenge: Bluff: This skill will come into play if the PC attempts to promise the bandits something that he cannot deliver or otherwise lie to them (e.g. he promises them that he can get the authorities to pardon them if they surrender). The PC earns a success if he succeeds on a DC 22 Bluff check. A failed Bluff check imposes a -2 penalty on subsequent Bluff and Diplomacy checks in addition to counting as a failure for the challenge. History: This skill will come into play if the PC attempts to recall if there are any laws that could enable the bandits to receive a lighter punishment if they surrender. If he succeeds on a DC 22 History check, he is able to recall such a law. The PC gains a +2 bonus to all subsequent Diplomacy and Intimidate checks. A failed History check does not count as a failure for the challenge. However, the PC may only make one History check during this challenge; this represents the extent of his knowledge at the time. Insight: This skill will come into play if the PC attempts to figure out the bandits' current mood or motivations. If he succeeds on a DC 14 Insight check, he realizes that simple persuasion is unlikely to convince the bandits to surrender, and they would respond better to Intimidate than to Diplomacy (once the PC has received this information, all subsequent Insight checks that achieve this result are considered failures). If he succeeds on a DC 18 Insight check, he also gains a +2 bonus to all subsequent Bluff, Intimidate and Diplomacy checks (once the PC has received this information, all subsequent Insight checks that achieve this result are considered failures), and if he succeeds on a DC 22 Insight check, it also counts as a success. If the PC is able to earn four successes, the bandits surrender and the PC earns XP as if he had defeated them in combat.
If the PC accumulates three failures, the bandits attack. If the PC managed to earn two successes before he accumulated three failures, one of the human rabble stays out of the fight. If the PC managed to earn three successes before he accumulated three failures, both the human rabble do not attack (i.e. only the human bandit attacks him). However, if the PC becomes bloodied, any human rabble that previously stayed out of the fight sense that the tide is turning against the PC and start attacking him too.
If the PC attempts to question the bandits about the whereabouts of the necromancer, they will claim not to know anything if the PC seems to believe that they prisoners (again, the PC may sense that the bandits are bluffing if the human bandit's Bluff check fails to beat the PC's passive Insight). Otherwise, the bandits will attempt to bargain with the PC by offering to tell him everything they know if he allows them to leave. The bandits are aware of all the information listed in the necromancer's journal. In addition, they are able to tell him that the necromancer left to conduct that ritual earlier the same day. The bandits also answer the PC's questions truthfully if he questions them after they surrender or after he defeats them in combat (assuming at least one is still alive).
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|  | Posted 29th April 2009 at 04:25 PM by FireLance (FireLance's Scattered Thoughts)
Updated 29th April 2009 at 05:08 PM by FireLance
If the PC reads the necromancer's journal, he learns the following information: 1. The necromancer acquired much of his knowledge of necromantic spells and rituals from an imp that still serves him.
2. With the help of the imp, the necromancer has also discovered a location rich in necrotic energy to conduct his rituals. The journal also contains a map to this location. If the PC has played through A Touch of Shadow, he realizes that the necromancer is conducting his rituals in the cave with the rift.
3. The necromancer has turned most of the bandits into undead skeletons or zombies, except for three who have refused to submit to the process. He has locked these three bandits in the western room of the bandit lair and intends to keep them there until they change their minds.
4. The imp has recently taught the necromancer a ritual to turn himself into a powerful undead creature. The last entry of the journal reveals that the necromancer has left the bandit lair to perform the ritual. | Registered User | | Views 185
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|  | Posted 14th February 2009 at 03:27 PM by FireLance (FireLance's Scattered Thoughts)
Updated 29th April 2009 at 04:25 PM by FireLance Challenge Summary: The PC fights two zombies (Monster Manual). Introducing The Challenge: When the PC breaks down or unlocks and opens the door to the northern room, he sees two zombies standing in the corners at the far end of the room (see map in Challenge #1). Running the Challenge: Neither the PC nor the zombies should be surprised; roll for initiative normally. The zombies move to engage the PC in melee on their turn. In subsequent rounds, they shift to flank the PC and gain combat advantage against him. If a zombie manages to flank the PC, it attempts to use zombie grab to prevent him from moving away and escaping the flank.
The PC may search the room after he defeats the zombies. If he does so, he finds the necromancer's journal.
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|  | Posted 11th February 2009 at 02:52 PM by FireLance (FireLance's Scattered Thoughts)
Updated 14th February 2009 at 03:27 PM by FireLance
The bandit lair contains two rooms that are behind locked wooden doors: one in the north and one in the west (see map in Challenge #1). The doors may be unlocked with a DC 20 Thievery check, or broken down with a DC 16 Strength check.
The northern room is the necromancer's private room, which is guarded by two zombies. If the PC enters this room, run Challenge #3.
The western room used to be the bandits' living quarters. Currently, three bandits are locked inside. These bandits had earlier refused to be turned into undead, and the necromancer is hoping to starve them into voluntarily submitting to the ritual as he believes that stronger undead creatures are created when the subject of the ritual is willing. If the PC enters this room, run Challenge #4.
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|  | Posted 9th February 2009 at 04:29 PM by FireLance (FireLance's Scattered Thoughts)
Updated 9th February 2009 at 04:33 PM by FireLance Challenge Summary: The PC fights a skeleton (Monster Manual) and three decrepit skeletons. Introducing The Challenge: This challenge is triggered if either the PC or the skeletal archer enters square A or square B during Challenge #1 (see map), or if the PC enters either of the squares after it. Running The Challenge: If this encounter takes place after Challenge #1, roll for initiative normally. If it takes place during Challenge #1, roll initiative for the skeleton (S) and the decrepit skeletons at the start of the round after the encounter is triggered.
The skeleton moves to engage the PC in melee on its turn, marking him until the end of its next turn if it hits with its attack. If the PC provokes an opportunity attack from the skeleton by leaving a square adjacent to it (without shifting) or making a ranged or area attack while adjacent to it, it gains a bonus to its attack roll and deals additional damage because of its speed of the dead ability.
The decrepit skeletons do not move to engage the PC at first. A decrepit skeleton that does not start its turn adjacent to the PC makes a ranged attack against him. Otherwise, it makes a melee attack against the PC, shifting to gain combat advantage against him if it is possible.
This encounter is considered separate from Challenge #1 even if the PC triggers it during that challenge. As long as he overcomes both sets of skeletons, he reaches a milestone.
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|  | Posted 7th February 2009 at 03:08 PM by FireLance (FireLance's Scattered Thoughts)
Updated 11th February 2009 at 01:49 PM by FireLance Challenge Summary: The PC fights a skeletal archer (Open Grave) and two decrepit skeletons (Monster Manual). If the skeletal archer retreats far enough into the lair, another wave of enemies will attack. Introducing The Challenge: The PC should be able to reach the bandit's lair, a complex of caves, without incident. On his arrival, he notices three skeletons armed with bows and swords guarding the entrance. Running The Challenge: The overall map of the lair is as follows: Start the PC about 10 squares away from the skeletal archer (S) and the decrepit skeletons (D) at the entrance to the lair. Allow the PC to make a Stealth check. If his check result beats the passive Perception scores of the skeletons, allow him to take a standard action before rolling for initiative. Otherwise, roll for initiative normally.
The skeletal archer attempts to make a ranged attack without attracting opportunity attacks as far as possible. On its first turn, it shifts into the entrance to the lair. In subsequent rounds, if it starts its turn adjacent to the PC, it shifts further into the lair before making a ranged attack. If either the skeletal archer or the PC enters either square A or square B, Challenge #2 is triggered.
The decrepit skeletons make ranged attacks and move to engage the PC in melee. A decrepit skeleton that starts its turn adjacent to the PC makes a melee attack against him. Otherwise, it makes a ranged attack and moves towards the PC.
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|  | Posted 6th February 2009 at 03:57 PM by FireLance (FireLance's Scattered Thoughts)
Updated 27th May 2009 at 03:11 PM by FireLance Summary
Jaws of Undeath is a solo adventure for a 3rd-level paladin PC. The PC is asked to defeat a group of undead bandits. Introducing the Adventure
The DM may involve the PC in this adventure by having the local authorities or a merchant whose caravan was robbed by the bandits approach him for help. If the player has completed Shadow's Fangs, he could be approached by the gnome that he rescued instead.
The person who is seeking help from the PC informs him that the bandits are led by a necromancer, and in their latest raid, they made off with a large number of components commonly used in necromantic rituals related to the creation of undead. After some investigation, he has managed to locate the bandit's lair, but he is worried that the bandits may have created several undead creatures to swell their ranks. He is thus seeking the PC's help to defeat the bandits since, as a paladin, he should be well-equipped to fight the undead. In addition, he offers the PC a reward of 100 gp if he defeats the bandits. If the PC succeeds on a DC 17 Diplomacy check, he agrees to increase the reward to 150 gp, but only if none of the bandits escape. Adventure IndexChallenge #1: The PC fights a skeletal archer and two decrepit skeletons. Challenge #2: The PC fights a skeleton and three decrepit skeletons. Bandit Lair Rooms Challenge #3: The PC fights two zombies. Challenge #4: The PC encounters a human bandit and two human rabble. Interlude Challenge #5: The PC fights an imp and four decrepit skeletons. Challenge #6: The PC meets the necromancer. | Registered User | | Views 158
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|  | Posted 5th February 2009 at 01:26 PM by FireLance (FireLance's Scattered Thoughts)
I haven't posted anything in the last two days because of intermittent access to ENWorld. I did manage to do quite a bit of work on the next solo adventure, though.
Here's a sample 3rd-level human paladin. This is the sample paladin for the 3rd-level solo adventure, Jaws of Undeath. Darren Oaklund
Male Human Paladin 3 Str 14 Con 13 Dex 12 Int 13 Wis 14 Cha 14 Init +2 Speed 5 squares AC 21 Fort 16 Ref 17 Will 16 Resist 5 poison Saving Throws +1 HP 45; Bloodied 22 Healing Surges 11; 12 hp/surge Basic Attacks +1 sunblade longsword +7 vs. AC; 1d8+3 damage ( ) +1 magic javelin +6 vs. AC; 1d6+3 damage At-Will Abilities
[Class] Divine Challenge
[Class] Lay on Hands (2/day)
[Atk 1] Bolstering Strike
[Atk 1] Enfeebling Strike
[Atk 1] Holy Strike Encounter Abilities
[Class] Channel Divinity
[Atk 1] Piercing Smite
[Atk 3] Invigorating Smite Daily Abilities
[Atk 1] Radiant Delirium
[Util 2] Astral Speech Feats
Action Surge
Human Perseverance
Toughness Skills
Passive Insight 18
Passive Perception 13
[T] Diplomacy +8
[T] Endurance^ +3
[T] History +7
[T] Insight +8
[T] Religion +7
[u] Acrobatics^ -2
[u] Arcana +2
[u] Athletics^ -1
[u] Bluff +3
[u] Dungeoneering +3
[u] Heal +3
[u] Intimidate +3
[u] Nature +3
[u] Perception +3
[u] Stealth^ -2
[u] Streetwise +3
[u] Thievery^ -2 Equipment +1 sunblade longsword (AV*), +1 amulet of health, belt of vigor (heroic tier), +1 magic javelin, potion of healing, alchemist's acid (1st level, AV), alchemist's fire (1st level, AV), plate armor, heavy shield, standard adventurer's kit.
* AV: Adventurer's Vault | Registered User | | Views 129
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