Keenberg
First Post
In my group's previous session, the pc's boarded a ship and fought and defeated a group of 3 NPCs which will be recurring enemies. In the next game I want to pit the party against the ship's owner. Here is my vision of her.
Irena Swiftwater is a wealthy and sharp-witted woman who has gained a fortune as the leader of the Merchant's Guild of Fallcrest. She passes herself off as an average businesswoman, reader of fortunes,and crafter of minor charms. But she constantly must hide her alter-ego from the public.
She is the direct descendent of powerful primordials. She is somehow exerting an extremely unheard of level of control over the chaotic nature of her primordial heritage... until now!
Irena Swiftwater is a wealthy and sharp-witted woman who has gained a fortune as the leader of the Merchant's Guild of Fallcrest. She passes herself off as an average businesswoman, reader of fortunes,and crafter of minor charms. But she constantly must hide her alter-ego from the public.
She is the direct descendent of powerful primordials. She is somehow exerting an extremely unheard of level of control over the chaotic nature of her primordial heritage... until now!
- Flight - I'll be giving her flight and a fly-by attack, but she'll probably just be casting.
- Spells - I want to give her various elemental spells to complement her primordial nature.
- Fire
- Lightning/Thunder
- Cold
- Would necrotic be reasonable for a primordial?
- I want to make her level 5 since she's being pitted against 4 character who just hit level 3. Could I go even higher without ensuring a TPK?
- Adds - as a solo I think she should be able to spawn minions.
- Living Sparks and Ball Lightnings with dangerous auras which allow for many small attacks. Any player in the aura is subject to an attack at the beginning of the minion's turn and at the end of their own turn if they have not moved out of the aura.
- How fast should she spawn these, and in what numbers to not be OP?
- Living Sparks and Ball Lightnings with dangerous auras which allow for many small attacks. Any player in the aura is subject to an attack at the beginning of the minion's turn and at the end of their own turn if they have not moved out of the aura.
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