D&D 4E My 4e Stuff -The Stone Axe Inn and Wandering Monsters

S'mon

Legend
Any potential players of mine please stay OUT! :cool:

Here's stuff I've been creating for a mooted 4e Wilderlands campaign, 'Southlands'. It includes Wandering Monster tables, the "Stone Axe Inn", and adventures. It's generic enough to fit into any Points of Light setting. Hopefully the 'wandering monsters' are useful plug-in encounters for any game levels 1-3.

I've given minions hp = CON (medium) or 1/2 CON (small) but you can reset to 1hp without difficulty.

THE SOUTHLANDS CAMPAIGN
THE STONE AXE INN (Barbarian Altanis hex 2023)
Located at the intersection of the trade roads south to the horse-farming town of Bisgen, north-west to Colisth on the Blazing Stream, famous for its silks, and north-east to the highland Halfling township of Bisituni with its potatos and llamas, the Stone Axe Inn is a prosperous and thriving establishment. However recently the roads have been troubled by bandit raids from Shadar’s Den (hex 2022); Parre of Bisgen is offering 1,000gp for Shadar’s head. However his men are known to frequent the Inn, looking for likely targets, and spending freely of their ill-gotten gains. Shady fences frequent the Inn, looking to do business in these stolen goods, or carry ransom notes to relatives of those kidnapped. Open trade in slaves is conducted at Shadar’s Den itself, but sometimes recently enslaved captives are brought here by bandits in capture-hoods to avoid identification, and quietly sold to slavers round the back. The Inn is also a place where bands of adventurers gather to listen for rumours of adventure, mercenaries seek out employment, Altanian nomads come to carouse with the serving-girls, and assorted low-lifes try their luck.
The proprietor is Hagar Gudmunson, a grizzled and battle-scarred Skandik. Once a warrior huscarl of Ossary far to the north-east, he fled after killing one of King Alkazed’s henchmen in a drunken brawl. Years of adventuring across Altanis brought him quite a fortune, which he has invested in rebuilding and refurbishing what had once, long ago, been an ancient Nerathi imperial way-station, but had long been gutted and ruined, until it is now once again a favoured rest-stop of merchants and travellers. Rumours persist however that the dark and crumbling halls beneath the Inn, some dating back to the Turathi Empire of Glorious Doomfire, continue to hide sinister secrets...
Threats Further Afield
To the south beyond Bisgen, the Orc-ruled Wastelands are an expanding threat, as more and more Altanian villages fall beneath the cruel yoke of their inhuman masters.
Far to the north, beyond the Carnelian Plains and the Lagoldurna Jungle, is the Gate-Castle of the Black Sun, where the high priest Morthor Coff schemes to unleash alien abominations upon the world.
Incorporating Published Adventures
The Slaying Stone (lv 1) – to the north-east, off the road to Bisituni, a human township of the old Nerathi Empire has fallen to Goblin hordes. Its exiled Lord seeks aid to recover a mysterious and deadly artefact. NB: Could raise to a level 3 adventure by adding +50% to enemy numbers.
Dungeon Delve 3: Orc Stronghold (lv 3) – The fort map can be used as Shadar’s Den, or the whole Delve can be used as an Orc lair.
Orcs of Stonefang Pass (lv 4) – to the south-east a high pass leads through the Castellan Mountains, but its western end has long been occupied by Orc hordes, who bar access to the Gnome Mines beyond. It would take a fearsome band of heroes to free the Pass.
Dungeon Delve 5: Tomb of the Tiefling Empress (lv 5) – The Necromancer Tal Lorvas is the mentor of Malak Roake, who lairs under the Stone Axe Inn. Malak’s personal effects may contain a letter from Tal Lorvas discussing their plans to raise an Army of the Dead from the ruins of ancient Turath.
Dungeon Delve 6: Temple of the Zealots (lv 6) – The Temple may be used as the inner sanctum of the warlord Thulseus Doomfire (a Snaketongue Celebrant), whose fortress lies on the western slopes of the Castellan Mountains.
Dungeon Delve 7: The Catacombs of Koptila (lv 7) – the catacombs may lie beneath Bisgen, or another suitable town.
Dungeon Delve 8: Poisoned Shadows (lv 8) – the old Nerathi sewer system may lie beneath Bisgen or Renth, or even Onhir.
Dungeon Delve 9: Deceitful Descent (lv 9) – the newly constructed temple may be built along any of the trade roads, close to a township.
Dungeon Delve 10: Fear the Night (lv 10) – Tal Lorvas (DD 5) was once apprentice to the legendary Borrit Crowfinger. The vampire den is found in ancient ruins on the Carnelian Plain, from where the vampires emerge to prey on the Altanian nomad clans. The fearful nomads seek aid, perhaps from an Altanian PC.



THE STONE AXE INN NPCS
The common room of the Inn is staffed by throngs of attractive, scantily-clad human serving girls, both Altanian and other races, including several Tharbrian girls, some Ghinorans from east beyond the Castellan mountains, and three brown-skinned girls from the Lagoldurna Jungle. Each wears a black leather collar, signifying their ownership by Hagar, some strategically placed jewelry, and little else.
Hagar Gudmunson is assisted by Thorin, his one-legged dwarven bartender, originally a native of Kolda before being exiled for theft, and Mara his flame-haired chief serving-girl. The stables are tended by Mattock, a huge Goliath freedman from the Castellan range who never seems to sleep. Hagar bought Mattock from slavers some years ago, and gave him his freedom in return for 7 years’ loyal service. The chief cook, Birda, is a stout Altanian freedwoman, rumoured to have once been a Protector and to still have some psionic powers, notably precognition and ESP. Notable among the younger serving wenches is Teela, a brown-skinned Lagoldurna girl trained in the capayara art of unarmed combat.
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NPC Stats - females

Mara: h-f noncombatant, Unaligned, AC 11 (DE 12) Init +1 Speed 6 hp 9 (CON 9), CHA 15. The attractive and very shapely blonde Skandik chief serving girl, Mara is 25 years old. She is friendly to high spenders. Avoids the kitchen, Birda’s domain.

Birda: h-f noncombatant, Unaligned, AC 10 Init+0 speed 6 hp 12 (CON 12). SA: erratic Precognition, ESP (roll d20+10 vs target’s Will to read target’s mind, on fail can never do so, on success can always do so). Birda is 42, a stout Altanian freedwoman given to grumbling to herself. She rules the serving girls assigned to kitchen duty with an iron hand.

Teela: h-f Skirmisher-2, Good. Use stats for Human Bandit (MM 162) – Teela punches & dazes with a kick to the head. And throws knives & improvised objects. The Lagoldurna girl Teela is 18 years old, shapely with braided hair, eager and a little naive. She is keen to do well and earn her freedom.

Jana of Ghinor, Lucy the Tharbrian, Maria of Antil: h-f, noncombatant, AC 10 (DE 10) Init +0 Speed 6 hp 8 (CON 8) CHA 14 – typical serving-girls.

NPC Stats - males
Hagar Gudmunson: h-m, Soldier-6, Unaligned
Medium natural humanoid, XP 250
HP 68; Bloodied 34
AC 20 (22 with shield, 24 w Shield Wall), Fortitude 19 (21) Reflex 17 (19), Will 18 (20)
Speed 6 Initiative +5 Perception +4
Traits
Shield Wall: When using a shield he gains +2 to all Defenses while at least 2 allies with Shield Wall ability are adjacent.
Weapon:
Basic Attack: + 2 Long Sword: Attack +11 Hit: 1d8+8 damage
Encounter Power: Sweeping Blow: Close Burst 1, basic attack vs each adjacent enemy.
Encounter Power: Skandik Power Strike. 2d8+8 damage on a hit. Recharge 5-6.
Skills: Athletics +12, Insight +9
STR 19 (+7) DEX 11 (+3) CON 14 (+5) INT 10 (+3) WIS 12 (+4) CHA 13 (+4)
Alignment: Any Languages: Common, Altanian, Skandik
Equipment: Hide armour, heavy shield (hangs above bar), +2 longsword


Thorin One-Hand: dwarf-m Skirmisher-4, Unaligned
Medium natural humanoid, XP 175
HP 55; Bloodied 27
AC 19, Fortitude 17, Reflex 17, Will 15
Speed 5 Initiative + 4 Perception +7
Traits
Dwarven Stability – pushed 1 square less, Save to avoid being knocked prone
Weapon
+1 Hook-hand Attack +10 Hit: 1d6+5 damage (CA: +11/3d6+5)
+1 Dagger (thrown) 5/10 Attack: +9 Hit: 1d4+4 damage (CA: 1d4+2d6+4)
SA: Combat Advantage vs any foe who has not yet acted. +2d6 damage with Combat Advantage.
Ambush Trick: (at will) Move Action – Moves his Speed, gets CA vs any foe in 5 squares with no allies adjacent.
Skills: Bluff +7 Insight +7
STR 18 (+6) DEX 14 (+4) CON 15 (+4) INT 12 (+3) WIS 11 (+2) CHA 10 (+2)
Alignment: Languages: Common, Dwarf
Equipment: Leather armour, +1 Hook-hand, +1 Dagger (returns on throw)
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Mattock: Goliath-m, Brute-6, Lawful Good
Medium natural humanoid, XP 250
HP 86; Bloodied 43
AC 18, Fortitude 20, Reflex 17, Will 17
Speed Initiative + 4 Perception + 4
Traits
SA: Stone’s Endurance (minor, encounter): gain resist 5 to all damage until end of the encounter.
Weapon
Great Maul Attack +11 Hit: 2d6+10 damage
Encounter Power: Sweeping Blow: Close Burst 1, basic attack vs each adjacent enemy.
Skills: Athletics +13, Endurance +11, Nature (mountains) + 9
STR 20 (+8) DEX 12 (+4) CON 16 (+6) INT 10 (+3) WIS 13 (+4) CHA 11 (+3)
Alignment: Languages: Common, Goliath
Equipment: Great Maul, leathers.



Kytor the Bald: Level 3 Soldier, Defender Companion NPC (DMG2), Unaligned.
App: Tall (6’2”) and lean, battle-scarred and tanned. A few wisps of red hair still cling to the back of his bald pate.
Equipment: He wears +1 scale armour & heavy shield, and fights with a +1 bastard sword (Tharbrian Sabre). He has 2 potions of healing (10hp), and a pouch of 38gp in coin.
This veteran Tharbrian mercenary and caravan guard of dry humour and cynical temperament is currently hanging out at the Stone Axe Inn, looking for employment. He is willing to join with a small adventuring party if the rewards are good (at least 1/5 share of all treasure), and the company pleasant. Kytor has an eye for the ladies, and will hit on any attractive (typically CHA 13+) female human or half-elven PCs, otherwise spending his time and gold on the serving-girls.
Medium natural humanoid, (XP 150/na)
HP 43; Bloodied 21 Healing Surges: 12
AC 20, Fortitude 17, Reflex 15, Will 15
Speed 5 Initiative +4 Perception +1
Traits
Heroic Surge (1/encounter, free): after rolling an attack or save, he may add +4 to the roll.
Power Strike (1/encounter, free): his attack does 2(W) damage.
Defender Aura (aura 1, minor action to create/end): Unmarked enemies within the aura take a -2 penalty to attack rolls that do not include Kytor or an ally with Defender Aura in the attack.
Weapon
+1 bastard sword Attack + 10 vs AC Hit: 1d10+5 damage (crit 15+1d6)
Power Strike 2d10+5 damage (crit 25+1d6)
Skills: Athletics +10 Insight +6
STR 18 (+5) DEX 12 (+2) CON 16 (+4) INT 10 (+1) WIS 11 (+1) CHA 13 (+2)
Languages: Common, Tharbrian, Altanian



Adventure Hooks and Bangs (roll 1d6 or choose)


1. You have come in search of the fabled Staff of Olnehr, rumoured to lie in the catacombs beneath the Stone Axe Inn. The friendly old man (Foster Greynap) who told you about the staff back in Bisgen turned up dead the next day, his throat slit, the wound oddly blackened and discoloured. Witnesses reported a mysterious black-cloaked figure fleeing into the shadows.
Suitable PC: Arcane or Divine caster, Rogue
GM’s notes: The Staff (+2 Staff of Ruin level 8) still lies beneath the Inn, but is now in the hands of the Necromancer Malak Roake (qv), who lairs in the catacombs. The old man was slain by an assassin from the fanatical death cult of Hamarkhis, who seek the Staff to employ in a ritual that will raise a Legion of the Dead – starting with the old bones beneath the Inn! Several agents of the cult arrive at the Inn shortly after the PC. See below.

2. The human merchant Kosgovin of Renth (noncom, hp 12) has been kidnapped by bandits, who are demanding a heavy ransom. His half-elven wife Theyvatta (noncom, hp 10) has asked you, a family friend, to escort her to the Stone Axe Inn, where the ransom is due to be paid over. Look out for trickery!
Suitable PC: Fighter, Paladin
GM’s notes: The bandit representative (Human Bandit, level 2) will soon arrive. He will want to take the money and depart, telling Theyvatta to wait. More bandits (1 Human Beserker, 2 Human Bandit, 4 Human Barbarian, EL 1 - 500 XP) will come and demand more money, beyond what she can pay. Theyvatta will then ask the PC to organise a rescue mission against Shadar’s Den.

3. On the road heading towards the Stone Axe Inn, you see an overturned horse-carriage ahead. The driver and guardsman are dead, shot through with crossbow bolts. A shapely, aristocratic-looking redhead lady is struggling in the arms of a foul band of six brigands, as they tear away her dress and jewelry!
Suitable PC: Any
GM’s notes: The woman is Lady Chelarre Foxwood, an unmarried wealthy heiress. She was returning from visiting her younger sister Lady Alice, married to another local aristocrat, Lord Dawes Treygarson, when the brigands struck. The six brigands are from Shadar’s Den. If rescued she will ask for escort to the Inn, then send word from there to the Foxwood estate to have a new carriage sent. She will reward the PCs with 100gp in jewelry.
Brigands (level 1 encounter, 500 XP): 4 Human Barbarian minion-5 (200 XP), 2 Human Bandits (125 XP), 1 Human Berserker (175 XP). The 2 Bandits have cross-bows (1d8, rng 15/30) instead of daggers.


4. Mysterious lights and strange vapours have been reported emanating from the catacombs beneath the Stone Axe Inn. Now Jana, one of the serving-girls (Ghinoran), who went down to the cellar to fetch a bottle of Viridian green wine has not returned, and the owner Hagar Gudmunson asks the PCs to search the tunnels for her.
GM’s notes: Jana has been kidnapped by a Necromancer, Malak Roake, who has been conducting necromantic rituals in the catacombs, and now intends to sacrifice Jana at midnight on an ancient altar to the foul toad-god Tsathogguous. Roake’s lair in the catacombs is guarded by skeletons, dread warriors, and a deadly sorcerous trap. If Malak succeeds in the ritual, dozens of skeletons will arise from the endless catacombs and attack the Inn just after midnight. In the absence of the PCs, Hagar & co will eventually succeed in defeating the initial attack (most of the reanimated skeletons are Decreipt) and sealing off the catacombs, but many guests and staff will be slain, and Roake will escape into the night with the Staff of Olnehr.

5. It’s a full moon tonight, and the Jackalweres of the Carnelian Plain are roaming abroad. Beware!
GM’s notes: PCs on the road after dark encounter an old man, a traveller who begs for aid. His horse is stuck in the mire. He is actually a jackalwere deceiver (MM3) who will lead them into an ambush of his kin: (level 3 encounter, 775 XP); jackalwere deceiver lv 4 controller XP175, 2 jackalwere bravos level 3 brute xp 150x2=300, 8 jackalwere harriers lv 3 minion xp 300. The jackalwere deceiver wears a +1 Safewing amulet (lv 3, 680gp, hotfl pg 351)

6. Years ago, your village was raided by slavers, who took many of your kin, including your brother. Now you see the lieutenant of the slaver lord drinking at the Inn with his men! What do you do? Suitable PC: Barbarian, wanderer.
GM: The man’s name is Bissel Ket (Human Slaver, Brute-8, MM2, 350 XP). He now leads his own band of slavers (4 Human Lackeys, Minion-7, MM, 300 XP), who are here to trade for kidnap victims with the bandits of Shadar’s Den. Encounter is EL 2, 650 XP.
Bissel has +1 leather veteran’s armour (lv 2, 520gp, hotfl pg 345), a +1 mace, and a +1 scourge/whip.
If somehow captured and interrogated, Ket can tell the PC that the leader of the slavers who attacked the PC’s village is Lord Thulseus Doomfire, now the powerful warlord of a black basalt temple-fortress on the western slopes of the Castellan mountains. Ket remembers the PC’s sister - Lord Doomfire took her for his own concubine. Thulseus however is not all he appears – the blood of the ancient Serpent Kings runs in his veins (Snaketongue Celebrant, lv 11 Controller, MM 273, 600 XP). Doomfire is guarded by dozens of Human Warriors (minion-5 qv, 50 XP) in squads each commanded by a Snaketongue Initiate (MM 272, level 7 minion 75 XP) and an inner guard of Snaketongue cultists (1 snaketongue warrior, 9 snaketongue initiates, 1 flame snake – all MM), total EL 9 - 2025 XP for Thulseus & his guards.



Adventure Locale #1 - Lair of Malak Roake (level 6 Encounter, XP 1350 + quests), 7 opponents

Beneath the Stone Axe Inn, its wine cellars lead into ancient stone catacombs stacked with many hundreds of ancient bones. At the centre of a web of tunnels lies a forgotten shrine of the toad god Tsatthoguous, which the Necromancer Malak Roake has fortified and turned into his lair while he completes preparations to raise the ancient bones as an Army of the Dead.

Malak Roake, Human Necromancer, Controller-5 (qv), armed with the Staff of Olnehr (lv 8 Staff of Ruin +2, AV) XP 200. Treasure: +2 Staff of Ruin, +1 cloth armour, 480gp in assorted coin.
Jana, human serving girl sacrificial victim, noncom AC 10 hp 10
3 Skeletons (MM) (lv 3 soldier, MM 234) XP 150x3=450
1 Blazing Skeleton (lv 5 artillery, MM 234) XP 200
2 Dread Warrior Protector (lv 3 Soldier, MM3 pg 74) XP 150x2=300
Entrance Trap: Necrotic Energy Rune Ward: lv 5 trap, burst 2 high damage, Per DC 19 to spot, Thievery DC 19 to disable (Arcana DC 19 to add +2 to Thievery roll). Detonates if touched or on failed Thievery roll, ATT +9 vs Fort, 4d6+12 Necrotic (miss: half damage). Activation alerts Malak & co. XP 200
Terrain: Stone Altar of Tsathogguous, its dark energies grant Resist Radiant 5 and Vulnerable Necrotic 5 to all in burst-3. all Defenses 20, Resist Psychic 20, Resist Necrotic 20, 50 hit points. Anyone who directly targets it is attacked by a Psychic Blast (immediate reaction), ATT +8 vs Will, 2d6+ 6 Psychic, once per PC per round only. If a human female is sacrificed on the altar at midnight at the dark of the moon in a ritual employing the Staff of Olnehr, the dead bones of the catacomb’s Turathi ossaries arise once more as 60 Decreipt Skeletons, lv 1 minion, and 5 Skeletons lv 3 soldier, led by their ancient lord, a Battle Wight, lv 9 soldier, (all MM).

Quests: Rescuing Jana and Recovering the Staff of Olnehr are lv 3 Major Quests, 750 XP total each. Destroying the Stone Altar of Tsathogguous is worth a lv 5 minor quest award, 200 XP total.

Threat - Death Cult of Hamarkhis Assassins: 3 disguised Human Assassins (qv), level 5 Lurker, (Alryan) with the ability to channel Necrotic energy through their ritual daggers have recently arrived at the Inn, and at a will attempt to seize the Staff of Olnehr and slay its possessor. They will attempt to take the Staff back to the Great Temple of Hamarkhis in the City State of the Invincible Overlord, far to the north.


Adventure locale #2 - Shadar’s Den (ca level 5 Delve) XP 2875 – Level 10 as a single encounter!
15 miles NW of the Stone Axe Inn, on the edge of the Lagoldurna Jungle, lies a robust but semi-ruined tower keep from where Shadar and his brigands raid the caravan roads west to Renth, south to Bisgen and NE towards Kolda, Onhir and ultimately the City-State.
NB: Deduct bandits slain in previous encounters from the numbers at Shadar’s Den. While an initial head-on attack could be suicidal, attrition could reduce bandit numbers to a manageable figure.

Bandits (32)
1 Human Assassin (qv), Shadar, Lurker-5, XP 200. E: lv 2 +1 Gambler’s Shortsword, AV 69
1 Human Barbarian Reaver (qv), Cygril the Snake, Skirmisher-5, XP 200 E: lv 4 +1 Opportunistic Greatsword, AV 73
1 Half-Orc Hunter (MM2), ‘Deadeye’ Bosk, Artillery-5, XP 200 E: lv 5 +1 Hide Shared Suffering Armour, AV 51
1 Human Mage (MM), Valuro Mek, Artillery-4, XP 175 E: lv 3 Earthroot Staff, AV 104
2 Human Berserkers (MM), Tobril & Brutt, Brute-4, XP 175x2=350
6 Scouts, Human Bandits (MM) Skirmisher-2, XP 125x6=750
20 Bravos, Human Barbarian (qv) minion-5, XP 50x20= 1000

Quests: Killing or capturing Shadar and rescuing his captives are both lv 5 major quests, each worth 1000 XP total.
Treasure: The bandits have amassed 620gp in assorted coin, plus the magic items listed above. Parre of Bisgen has a 1000gp bounty on Shadar’s head, and there may be further rewards for returning wealthier captives to their families.


MONSTER STATS

NPC Template

Level Role
Medium natural humanoid, XP
HP ; Bloodied
AC , Fortitude , Reflex , Will
Speed Initiative + Perception +
Traits
Weapon
Attack Hit: damage
Skills:
STR DEX CON INT WIS CHA
Alignment: Languages: Common,
Equipment:

MINIONS

HUMAN BARBARIAN
Level 5 minion Skirmisher (Experienced), eg Altanian, Tharbrian
Medium natural humanoid, XP 50
HP 13; Bloodied 6
AC 19, Fortitude 17, Reflex 18, Will 17
Speed 6 Initiative +6 Perception +2
Traits
The Skirmisher has Combat Advantage against any foes who have not yet acted.
The Skirmisher does +2 damage when attacking with Combat Advantage.
Weapon
Spear/Sword/Axe: Attack +10 vs AC Hit: 6 damage (CA: ATT +12 Hit: 8 damage)
Javelin: Attack + 9 vs AC Hit: 5 damage Range: 10/20 (CA: ATT +11 Hit: 7 damage)
Skills: Athletics +10, Endurance +8
STR 16 (+5) DEX 14 (+4) CON 13 (+3) INT 8 (+1) WIS 10 (+2) CHA 12 (+3)
Alignment: Any Languages: Common, Altanian or Tharbrian
Equipment: Hide armour, light shield, spear/sword/axe, 3 javelins

HUMAN WARRIOR
Level 5 minion Soldier (Experienced), eg Alryan, Skandik Warrior
Medium natural humanoid, XP 50
HP 14; Bloodied 7
AC 21 (23), Fortitude 18 (20) Reflex 17 (19), Will 17 (19)
Speed 5 Initiative +5 Perception +2
Traits
Shield Wall: The soldier gains +2 to all Defenses while at least 2 allies with Shield Wall ability are adjacent.
Weapon
Long Sword or Battle Axe: Attack +10 Hit: 6 damage
Skills: Athletics +10, Endurance +9
STR 16 (+5) DEX 13 (+3) CON 14 (+4) INT 8 (+1) WIS 12 (+3) CHA 10 (+2)
Alignment: Any Languages: Common, Alryan or Skandik
Equipment: Scale armour, heavy shield, longsword or battleaxe


STANDARD MONSTERS


HUMAN BARBARIAN REAVER
Level 5 Skirmisher (Experienced), eg Altanian, Tharbrian
Medium natural humanoid, XP 200
HP 62; Bloodied 31
AC 19, Fortitude 18, Reflex 18, Will 17
Speed 6 Initiative +6 Perception +2
Traits
The Skirmisher has Combat Advantage against any foes who have not yet acted.
The Skirmisher does +2d6 damage when attacking with Combat Advantage.
Ambush Trick: (at will) Move Action – Moves Speed, gets CA vs any foe in 5 squares with no allies adjacent.
Weapon
Sword/Axe: Attack +10 vs AC Hit: 1d10+5 damage (CA: ATT +12 Hit: 1d10+2d6+5 damage)
Javelin: Attack + 9 vs AC Hit: 1d6+5 damage Range: 10/20 (CA: ATT +11 Hit: 3d6+5 damage)
Skills: Athletics +10, Endurance +9
STR 16 (+5) DEX 14 (+4) CON 14 (+4) INT 10 (+1) WIS 11 (+2) CHA 12 (+3)
Alignment: Any Languages: Common, Altanian or Tharbrian
Equipment: Hide armour, light shield, sword/axe, 3 javelins


HUMAN ASSASSIN
Level 5 Role: Lurker
Medium natural humanoid, XP 200
HP 48; Bloodied 24
AC 19, Fortitude 16, Reflex 17, Will 14
Speed 6 Initiative +11 Perception +7
Traits
Veil of Shadows (standard, recharge 6, sustain standard): The Assassin turns Invisible.
First Strike: The Assassin has Combat Advantage vs anyone who has not yet acted.
Sneak Attack: The Assassin does +2d6 damage with Combat Advantage.
Weapon
Necrotic Dagger Attack + 10 Hit: 1d4+7 (crit 1d6+11) damage, & 5 Necrotic damage
& with CA: Attack +12 Hit: 1d4+2d6+7 (crit 1d6+23) damage, & 5 Necrotic damage
Backstab (Encounter, requires CA) Attack +15 Hit: 1d4+3d6+7 (crit 1d6+29) damage, & 5 Necrotic damage
Skills: Bluff +9 (Disguise +11), Thievery +12 (+14 with kit), Stealth +12
STR 16 (+5) DEX 20 (+7) CON 12 (+3) INT 10 (+2) WIS 10 (+2) CHA 14 (+4)
Alignment: Evil Languages: Common,
Equipment: +1 Necrotic Dagger (user must be Evil or Chaotic Evil to channel the Necrotic energy), +1 leather armour under cloak, +1 amulet, disguise kit, thieves' tools


HUMAN NECROMANCER
Level 5 Role: Controller
Medium natural humanoid, XP 200
HP 60; Bloodied 30
AC 19 , Fortitude 16, Reflex 16, Will 19
Speed 6 Initiative +4 Perception +6
Traits
Resist Energy (Necrotic) 5
Weapon
Death Staff Attack +9 vs Ref Hit:1d8+9 Necrotic damage
Grave Bolt Ranged 20, Attack +9 vs Ref, Hit: 2d6+9 Necrotic damage (crit 2d6+21)
Deathwave (standard, encounter) Close Blast 3, targets enemies, ATT +9 vs Fort, Hit: 1d8+10 Necrotic damage (crit 2d6+18), and the target is pushed 3 squares and knocked prone.
Skills: Arcana +8, Religion +8
STR 10 (+2) DEX 14 (+4) CON 12 (+3) INT 12 (+3) WIS 18 (+6) CHA 13 (+3)
Alignment: Evil Languages: Common, Altanian, Abyssal
Equipment: Necromancer gear.


WILDERLANDS WANDERING MONSTER ENCOUNTERS, EL 1-3

EL 1: 6 encounters
EL 2: 8 encounters
EL 3: 6 encounters

EL 1 - 1d6

1) City/Town Warrior Patrol, 8 -. 500 XP
1d4+4 or 6 lv 5 Human Warriors (above) (XP 50x4=200) HP: 14 14 14 14 14 14
2 lv 3 Human Guards (MM 162, XP 150x2=300) HP: 47 47
NB: Outside of town the patrol may be mounted on riding horses.
Treasure: 10gp & 20sp

2) Lesser Goblins, 11 - 500 XP
2d4+3 or 8 Goblin Cutters (MM136, XP 25x8=200) HP 6 6 6 6 6 6 6 6
2 Goblin Warriors (MM137, XP 100x2=200) HP 29 29
1 Goblin Blackblade (MM136, XP 100) HP 25
Treasure: 20gp & 80sp between them.

3) Great Goblins, 4 – 525 XP
3 lv 2 Goblin Sharpshooters (MM137, XP 125x3=375) HP 31 31 31
1 lv 3 Goblin Skullcrusher (MM137, XP 150) HP 53
Treasure: Skullcrusher has potion of healing & 10gp

4) Goblinoids, 4 – 500 XP
1 lv 3 Hobgoblin Soldier (MM 139, XP 150) HP 47
2 lv 2 Goblin Sharpshooters (MM137, XP 125x2=250) HP 31 31
1 lv 1 Goblin Blackblade (MM136, XP 100) HP 36
Treasure: Soldier has pouch of 10 10gp gemstones, & 200sp between them

5) Hobgoblins, 8 – 525 XP
1d4+4 or 6 lv 3 Hobgoblin Grunts (MM 138, XP 38x6=225) HP 15 15 15 15 15 15
1 lv 3 Hobgoblin Archer (MM139, XP 150) HP 39
1 lv 3 Hobgoblin Soldier (MM 139, XP 150) HP 47
Treasure: Soldier has a lv 4 Orb of Fickle Fate, AV 93 in his pouch, 24sp

6) Human Berserkers, 3 – 525 XP
3 lv 4 Berserkers (MM 163, XP 175x3=525) HP: 66 66 66
Treasure: 1 Berserker has solid gold torc worth 120gp, another has a lv 3 Reckless +1 greatsword, AV 76

EL 2 - 1d8

1) Barbarian or Viking Hunting Party, 8 - 675 XP
1d4+4 or 6 lv 5 Human Barbarians (above) (XP50x6=300) HP: 13 13 13 13 13 13
1 lv 4 Berserker (MM 163, XP 175) HP: 66
1 lv 5 Barbarian Reaver (XP 200) HP: 62
Viking War Party: As Barbarian Hunting Party, but use Human Warrior instead of Human Barbarian
Treasure: 24gp in coin

2) Orcs, 4 – 625 XP
3 lv 3 Orc Raiders (MM 203, XP 150x3=450) HP 46 46 46
1 lv 4 Orc Berserker (MM 203, XP 175) HP 66
Treasure: Berserker has 2 50gp pearls, 70gp in coin

3) Orcs & Goblins, 5 – 600 XP
2 lv 3 Orc Raiders (MM 203, XP 150x2=300) HP 46 46
3 lv 1 Goblin Warriors (MM 137, XP 100x3=300) HP 29 29 29
Treasure: 36gp in coin

4) Bandit Mage, 5 – 700 XP
1 lv 4 Human Mage (MM 163, XP 175) HP 42 – shoots 'ice bolts'
1 lv 3 Human Guard (MM 162, XP 150) HP 47
3 lv 2 Human Bandits (MM 162, XP 125x3=375) HP 37 37 37
Treasure: Mage has a lv 3 Wand of Cold +1 (AV 111)

5) Bugbears, 3 – 650 XP
2 lv 5 Bugbear Warrior (MM 135, XP 200x2=400) HP 76 76
1 lv 6 Bugbear Wardancer (MM2 130, XP 250) HP 70
Treasure: 90gp in coin

6) Ogres, 2 – 700 XP
2 lv 8 Ogre Savage (MM 199, XP 350x2=700) HP 111 111
Treasure: 250gp gold filigree tiara, 10gp in coin

7) Hill Giant, 1 – 600 XP
1 lv 11 Hill Giant Smasher (MM3 100, 600 XP) HP 137
Treasure: 2 100gp diamonds, 90gp

8) Troll & Goblins – 3 – 600 XP
1 lv 9 Troll (MM 254, XP 400) HP 100
2 lv 1 Goblin Blackblades (MM136, XP 100x2=200) HP 36 36
Treasure: Troll wears jet & gold lv 6 Bracers of Mental Might (AV 115)

EL 3 - 1d6

1) Bandits, 11 - 750 XP
2d4+3 or 8 lv 2 Bandit Minions (MM162, XP 31x8=250) HP 13 13 13 13 13 13 13 13
2 lv 2 Bandits (MM 162, XP 125x2=250) HP 37 37
1 lv 6 Half Elf Bandit Captain (MM2 138, XP 250) HP 69
Treasure: The Captain has a lv 6 +2 longsword. 225 gp in assorted coin.

2) Gnolls, 3 – 750 XP
2 lv 6 Gnoll Claw Fighter (MM132, XP 250x2=500) HP 70 70
1 lv 6 Gnoll Marauder (MM132, XP 250) HP 84
Treasure: 35gp in coin.

3) Hobgoblins, 8 - 750 XP
1d4+2 or 4 lv 3 Hobgoblin Grunts (MM 138, XP 38x4=150) HP 15 15 15 15
1 lv 3 Hobgoblin Archer (MM139, XP 150) HP 39
2 lv 3 Hobgoblin Soldier (MM 139, XP 150x2=300) HP 47 47
1 lv 3 Hobgoblin Warcaster (MM 140, XP 150) HP 46
Treasure: Warcaster has lv 4 Rod of the Shadow walker +1, AV 101, 60gp in coin

4) Orcs, 13 – 825 XP
2d4+5 or 10 lv 4 Orc Drudge minions (MM 203, XP 44x8=350) HP 15 15 15 15 15 15 15 15 15 15
2 lv 3 Orc Raiders (MM 203, XP 150x2=300) HP 46 46
1 lv 4 Orc Berserker (MM 203, XP 175) HP 66
Treasure: 40gp in coin.

5) Bugbears & Goblin, 4 - 825 XP
1 lv 5 Bugbear Warrior (MM 135, XP 200) HP 76
2 lv 6 Bugbear Wardancer (MM2 130, XP 250x2=500) HP 70 70
1 lv 2 Goblin Sharpshooter (MM 137, XP 125)
Treasure: 20gp in coin

6) Necromancer & undead, 6 – 800 XP
1 lv 5 Human Necromancer (qv, XP 200) HP 50
2 lv 3 Skeletons (MM 234, XP 150x2=300) HP 45 45
3 lv 2 Zombie (MM 274, XP 125x3=375) HP 40 40 40
Treasure: Necromancer has a lv 5 Skull Mask, AV 144 (gives him resist 5 necrotic), & 30gp in coin
 
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