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4e Conversion Project - Shelter From the Storm.
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<blockquote data-quote="Primitive Screwhead" data-source="post: 4326287" data-attributes="member: 20805"><p>Reserved for encounter material</p><p></p><p>Originally posted by Frederic Svanberg:</p><p>[sblock]</p><p>Shelter from the storm</p><p></p><p>Character Levels 5-6, all encounters are based on 5 pcs (or 4 pcs plus one npc).</p><p></p><p>Act One; The Swamp</p><p></p><p>Territorial Goblins; Level 6 (1250 xp)</p><p>Skill challenge: negotiate with Hessilen and find Ogatar; level 6 (1250 xp).</p><p>Ogatar the Toad; goblin hexer (150 xp)</p><p>Hessilen; goblin hexer (150 xp)</p><p>2 Goblin Sharpshooters (250 xp)</p><p>4 Goblin Warriors (400 xp)</p><p>12 Goblin Cutters (300 xp)</p><p></p><p>The Shrieking Delve; Level 8 (1750 xp) or 12 (3500 xp)</p><p>Skill challenge: bargain for the lyre of building. Level 8 (1750 xp).</p><p>Naizelasa (adult green dragon). Level 12 (3500 xp).</p><p></p><p>Attercops and Cypress Trees; Level 8 (1750 xp)</p><p>6 Deathjump Spiders (1050 xp)</p><p>2 Bloodweb Spider Swarms (600 xp)</p><p>1 Trap (100 xp) - trapdoor, rotten hull</p><p></p><p>4 Deathjump Spiders have set up nests in the cypress trees about 50 yards from the boat. The other two lurk in the ship along with two swarms of Bloodweb Spiders (their young). Four cocooned crewmembers are still alive in the hull but implanted with eggs which will hatch within a week. The ship is on its side so all surfaces are leaning, making them difficult terrain. The spiders can of course climb on any surface and aren't affected by this.</p><p></p><p></p><p></p><p></p><p>Act Two; Seaquen</p><p></p><p>North Coast Encounters</p><p></p><p>Hydromancer's Home</p><p></p><p>Arson Swarm; level 2 (625 xp)</p><p>Skill challenge: find out who's setting the fires. Level 2 (125 xp).</p><p>Defeat the swarms: 4 Rat Swarms (500 xp)</p><p></p><p>Harbor District Encounters</p><p></p><p>Tattoomancy</p><p></p><p>Wayfarer Audition</p><p></p><p>Sunken Ruins Encounters</p><p></p><p>Battle Royale</p><p></p><p>Exploring the Ruins</p><p></p><p></p><p>Rebel Camp Encounters</p><p></p><p>The Muster</p><p></p><p>Order of Echoed Souls</p><p></p><p>Unity Through Diversity; Level 6 (1250 xp); Quest Bonus (250 xp).</p><p>Skill Challenge: Convince the religious leaders to go along with the plan.</p><p></p><p>South Harbor Encounters</p><p></p><p>Rabble Rouser</p><p></p><p>Biomancy and Brothelhouses</p><p></p><p>This is a sidequest I made up for my group, you might find it useful.</p><p></p><p>Minor Quest: Find Crystin. Tiljann wanted to talk to her about something that happened during their journey but when she asked Haddin he said that she had disappeared, left him all alone in a strange city to fend for himself. If Katrina hadn't taken him in he would have been homeless and penniless and sick, like a common refugee. No respect, *cough cough*, No respect!</p><p></p><p>Skill Challenge: Find Crystin. She is at Cernaban's secret brothel, slightly modified by Paradim to look more enticing. Haddin sold her to the brothel manager and got enough money to rent a place for him and Katrina (he's charmed her to stay with him).</p><p></p><p>Majestic Creations; level 5 (1050 xp).</p><p>Paradim Dogwood; human wizard 6 (250 xp)</p><p>2 assistants; human mages (350 xp)</p><p>6 guards; human lackeys (450 xp)</p><p></p><p></p><p>Paradim Dogwood</p><p>Human wizard level 6</p><p>Str 12 Dex 11 Wis 10</p><p>Con 15 Int 17 Cha 13</p><p>Hit points: 51; Bloodied: 25</p><p>Healing Surges: 1; Surge value: 12</p><p>AC 20; Fort 19, Ref 20, Will 20</p><p>Hit Points 6 per level + Constitution score</p><p>Trained Skills: Arcana, Nature</p><p>Class Features Arcane Implement Mastery (staff of defense), Ritual Caster,</p><p>spellbook</p><p></p><p>Powers:</p><p></p><p>Magic Missile</p><p>At-Will ✦ Arcane, Force, Implement</p><p>Standard Action Ranged 20</p><p>Target: One creature</p><p>Attack: +9 vs. Reflex</p><p>Hit: 2d4 + 6 modifier force damage.</p><p></p><p>Shock Sphere</p><p>Encounter ✦ Arcane, Implement, Lightning</p><p>Standard Action Area burst 2 within 10 squares</p><p>Target: Each creature in burst</p><p>Attack: +9 vs. Reflex</p><p>Hit: 2d6 + 6 modifier lightning damage.</p><p></p><p>Stinking Cloud</p><p>Daily ✦ Arcane, Implement, Poison, Zone</p><p>Standard Action Area burst 2 within 20 squares</p><p>Target: Each creature in burst</p><p>Attack: +9 vs. Fortitude</p><p>Hit: 1d10 + 6 modifier poison damage.</p><p>Effect: The burst creates a zone of poisonous vapor that blocks line of sight until the end of your next turn. Creatures that enter the zone or start their turns there take 1d10 + 6 poison damage. As a move action, you can move the zone up to 6 squares.</p><p>Sustain Minor: The zone persists.</p><p></p><p>Levitate</p><p>Daily ✦ Arcane</p><p>Move Action Personal</p><p>Effect: You can move 4 squares vertically and remain there, hovering above the ground. While aloft, you are unsteady, taking a –2 penalty to AC and Reflex defense. If some effect, such as a pit opening below you, causes you to be more than 4 squares above the ground, you drop down to 4 squares above the ground. You do not take damage from such a fall.</p><p>Sustain Move: You can sustain this power until the end of the encounter or for 5 minutes. When you sustain this power, you can move 3 squares up or down or 1 square horizontally. You cannot go higher than 4 squares above the ground. If you don’t sustain the power, you descend to the ground without taking falling damage.</p><p></p><p></p><p></p><p>Cernaban's Brothel</p><p>Not really an encounter. Nobody wants a fight here. If the characters come and demand to see a girl (Crystin) they will be allowed to take her away without problem. The manager might even try to bribe them to keep quiet about the brothel. What they decide to do when they hear Crystin's story is another matter, but first they must break Haddin's spell over her.</p><p></p><p></p><p></p><p>Act Three: Lyceum</p><p></p><p>My group already finished this part.</p><p></p><p>Act Four: The Storm</p><p></p><p>The Show</p><p></p><p>Assassins; 1895 xp</p><p>I'm using existing monster stats to represent various creatures here. Giorgio is not an eladrin, Nira can still be a gnome, etc etc.</p><p></p><p>Nira; halfling prowler (250 xp)</p><p>Brutus; orc (half-orc) berserker (175 xp)</p><p>Setales; orc (half-orc) eye of gruumsh (200 xp)</p><p>Giorgio; eladrin (human) twilight incanter (350 xp)</p><p>5 orc (half-orc) drudges (220 xp)</p><p>2 explosive barrels; level 8 traps (700 xp)</p><p></p><p>Explosive Barrel "Trap"</p><p>Trigger: A character can cause a barrel to explode by attacking it, causing a chain reaction. The barrel has AC 19.</p><p>Attack: Immediate Reaction close burst 1</p><p>Targets: All creatures in burst</p><p>Attack: +11 vs. Reflex</p><p>Hit: 3d8+4 fire damage and ongoing 5 fire damage (save ends).</p><p>Miss: Half damage, no ongoing damage.</p><p></p><p>Act Five: The Fire Tomb</p><p></p><p>The Sunken Prison</p><p>Not really pleased with Encounter 2 here. These creatures are creations of Paradim Dogwood except the Rat Swarms and skeletons.</p><p>Encounter 1; 900 xp</p><p>C: 2 Wisejaw crocodiles (350 xp)</p><p>Spear Gauntlet trap (125 xp) - the trap covers all the squares in the corridor leading west from this room.</p><p>D: 2 Rat Swarms (250 xp)</p><p>E: Cavern Choker (175 xp)</p><p>Encounter 2; 1000 xp</p><p>H: 4 Decripit Skeletons (100 xp)</p><p>I: 3 Grick (900 xp) - these grick have swim speed 6 instead of climb.</p><p>L: Alarm trap.</p><p></p><p>The Pyromancer's Tomb</p><p>Encounter 1; 1150 xp + 300 xp if the extra grick is used.</p><p>Enemies quickly pull back towards Damius in order to get the benefits of Damius' buffs. Check for Damius to hear something and come rushing as the battle goes on.</p><p>A: Possible ambush if alerted.</p><p>C: Ragesian soldiers; 2 hobgoblin (half-orc) archers (300 xp)</p><p>Ragesian soldiers; 2 hobgoblin (half-orc) soldiers (300 xp)</p><p>Ragesian soldiers; 4 hobgoblin (half-orc) grunts (150 xp)</p><p>F: A grick is growing in one of the tanks. If the encounter seems to be too easy for the heroes the soldiers can release it.</p><p>G: Damius, Ragesian inquisitor; use Deathpriest of Orcus (400 xp)</p><p></p><p>Encounter 2; 1600 xp</p><p>Lee Sidoneth; modified young blue dragon, see below (1250 xp)</p><p>Animated statues; 2 level 4 gargoyles (350 xp)</p><p></p><p></p><p></p><p>Messenger of Gentle Winds</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Lee Sidoneth</p><p></p><p>For this fight I use the stats of a young blue dragon to represent Lee's powers over lightning and winds. I've changed some powers and made most of them dependent on the control staff. Make it quite obvious that he needs the staff and the party may defeat him easier by somehow getting it away from him.</p><p></p><p>Human Druid/Monk Level 6 Solo</p><p>Medium natural humanoid XP 1,250</p><p>Initiative +5 Senses Perception +10;</p><p>HP 296; Bloodied 148; see also blood call of lightning</p><p>Surge value: 74; Healing surges: 1</p><p></p><p>AC 23; Fortitude 24, Reflex 21, Will 21</p><p>Resist 15 lightning</p><p>Saving Throws +5</p><p>Speed 8, fly 10 (hover), overland flight 15 - don't keep him off the ground all the time, it'll get boring</p><p>Action Points 2</p><p></p><p>m Lightning Staff (standard; at-will) ✦ Lightning, Implement</p><p>+11 vs. AC; 1d6 + 5 plus 1d6 lightning damage.</p><p></p><p>m Unarmed Attack (standard; at-will)</p><p>+9 vs. AC; 1d4 + 5 damage.</p><p></p><p>M Flurry of Blows (standard; at-will)</p><p>Lee makes a Lightning Staff attack and two unarmed attacks.</p><p></p><p>R Lightning Strike (standard; recharge 5 6 ) ✦ Lightning, Implement</p><p>Lee targets up to three creatures with lightning strikes. The first target must be within 10 squares, the second target within 10 squares of the first target, and the third target within 10 squares of the second</p><p>Attack: +11 vs. Reflex; 1d12 + 5 lightning damage.</p><p>Miss: Half damage.</p><p>This attack does not provoke opportunity attacks.</p><p></p><p>R Blood Call of Lightning (free, when first bloodied; encounter) ✦ Lightning, Implement</p><p>Lee's Lightning Strike recharges, and he uses it immediately.</p><p></p><p>A Wind Burst (standard; recharge 5 6) ✦ Implement</p><p>Close burst 5; targets creatures</p><p>Attack: +11 vs. Fortitude; the target is pushed to the closest square outside the edge of the burst area and immobilized (save ends).</p><p>Miss: The target is pushed but not immobilized.</p><p></p><p>Alignment: an enigma</p><p></p><p>Languages: Common, Druidic</p><p></p><p>Skills Athletics +18, Insight +10, Nature +10</p><p></p><p>Str 20 (+8) Dex 15 (+5) Wis 14 (+5)</p><p>Con 18 (+7) Int 12 (+4) Cha 13 (+4)</p><p></p><p>Equipment: the control staff</p><p></p><p>Tactics:</p><p></p><p>Round 1: Fly into the air, use Lightning Strike.</p><p>Round 2: Land in the middle of a group of enemies, use Wind Burst. If possible aim to push them off the side of the prison and into the ocean.</p><p>Round 3: Fight using Flurry of Blows until Lightning Strike recharges. Try to avoid getting surrounded, and use Wind Burst for this purpose whenever it recharges.</p><p>Round 4: Repeat until dead.</p><p></p><p>Lee can only use the powers with the implement keyword if he is wielding the control staff. The same goes for his fly speed and lightning resistance. Characters who snag the staff can't use these powers right away, obviously. They can will the storm to end though.</p><p></p><p></p><p></p><p>Gargoyle Level 4 Lurker</p><p>Medium elemental humanoid (earth) XP 175</p><p>Initiative +6 Senses Perception +7; darkvision</p><p>HP 47; Bloodied 23</p><p>AC 20; Fortitude 16, Reflex 14, Will 14</p><p>Immune petrification</p><p>Speed 6, fly 8; see also flyby attack</p><p>m Claw (standard; at-will)</p><p>+9 vs. AC; 2d6 + 3 damage.</p><p>M Flyby Attack (standard; recharges after using stone form)</p><p>The gargoyle flies up to 8 squares and makes a melee basic attack at any point during the move without provoking an opportunity attack from the target. If the attack hits, the target is knocked prone.</p><p>Stone Form (standard; at-will)</p><p>The gargoyle becomes a statue and gains resist 25 to all damage, regeneration 3, and tremorsense 10. It loses all other senses and can take no actions in stone form other than revert to its normal form (as a minor action).</p><p>Alignment Evil Languages Primordial</p><p>Skills Stealth +12</p><p>Str 21 (+9) Dex 17 (+7) Wis 17 (+7)</p><p>Con 17 (+7) Int 5 (+1) Cha 17 (+7)</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 4326287, member: 20805"] Reserved for encounter material Originally posted by Frederic Svanberg: [sblock] Shelter from the storm Character Levels 5-6, all encounters are based on 5 pcs (or 4 pcs plus one npc). Act One; The Swamp Territorial Goblins; Level 6 (1250 xp) Skill challenge: negotiate with Hessilen and find Ogatar; level 6 (1250 xp). Ogatar the Toad; goblin hexer (150 xp) Hessilen; goblin hexer (150 xp) 2 Goblin Sharpshooters (250 xp) 4 Goblin Warriors (400 xp) 12 Goblin Cutters (300 xp) The Shrieking Delve; Level 8 (1750 xp) or 12 (3500 xp) Skill challenge: bargain for the lyre of building. Level 8 (1750 xp). Naizelasa (adult green dragon). Level 12 (3500 xp). Attercops and Cypress Trees; Level 8 (1750 xp) 6 Deathjump Spiders (1050 xp) 2 Bloodweb Spider Swarms (600 xp) 1 Trap (100 xp) - trapdoor, rotten hull 4 Deathjump Spiders have set up nests in the cypress trees about 50 yards from the boat. The other two lurk in the ship along with two swarms of Bloodweb Spiders (their young). Four cocooned crewmembers are still alive in the hull but implanted with eggs which will hatch within a week. The ship is on its side so all surfaces are leaning, making them difficult terrain. The spiders can of course climb on any surface and aren't affected by this. Act Two; Seaquen North Coast Encounters Hydromancer's Home Arson Swarm; level 2 (625 xp) Skill challenge: find out who's setting the fires. Level 2 (125 xp). Defeat the swarms: 4 Rat Swarms (500 xp) Harbor District Encounters Tattoomancy Wayfarer Audition Sunken Ruins Encounters Battle Royale Exploring the Ruins Rebel Camp Encounters The Muster Order of Echoed Souls Unity Through Diversity; Level 6 (1250 xp); Quest Bonus (250 xp). Skill Challenge: Convince the religious leaders to go along with the plan. South Harbor Encounters Rabble Rouser Biomancy and Brothelhouses This is a sidequest I made up for my group, you might find it useful. Minor Quest: Find Crystin. Tiljann wanted to talk to her about something that happened during their journey but when she asked Haddin he said that she had disappeared, left him all alone in a strange city to fend for himself. If Katrina hadn't taken him in he would have been homeless and penniless and sick, like a common refugee. No respect, *cough cough*, No respect! Skill Challenge: Find Crystin. She is at Cernaban's secret brothel, slightly modified by Paradim to look more enticing. Haddin sold her to the brothel manager and got enough money to rent a place for him and Katrina (he's charmed her to stay with him). Majestic Creations; level 5 (1050 xp). Paradim Dogwood; human wizard 6 (250 xp) 2 assistants; human mages (350 xp) 6 guards; human lackeys (450 xp) Paradim Dogwood Human wizard level 6 Str 12 Dex 11 Wis 10 Con 15 Int 17 Cha 13 Hit points: 51; Bloodied: 25 Healing Surges: 1; Surge value: 12 AC 20; Fort 19, Ref 20, Will 20 Hit Points 6 per level + Constitution score Trained Skills: Arcana, Nature Class Features Arcane Implement Mastery (staff of defense), Ritual Caster, spellbook Powers: Magic Missile At-Will ✦ Arcane, Force, Implement Standard Action Ranged 20 Target: One creature Attack: +9 vs. Reflex Hit: 2d4 + 6 modifier force damage. Shock Sphere Encounter ✦ Arcane, Implement, Lightning Standard Action Area burst 2 within 10 squares Target: Each creature in burst Attack: +9 vs. Reflex Hit: 2d6 + 6 modifier lightning damage. Stinking Cloud Daily ✦ Arcane, Implement, Poison, Zone Standard Action Area burst 2 within 20 squares Target: Each creature in burst Attack: +9 vs. Fortitude Hit: 1d10 + 6 modifier poison damage. Effect: The burst creates a zone of poisonous vapor that blocks line of sight until the end of your next turn. Creatures that enter the zone or start their turns there take 1d10 + 6 poison damage. As a move action, you can move the zone up to 6 squares. Sustain Minor: The zone persists. Levitate Daily ✦ Arcane Move Action Personal Effect: You can move 4 squares vertically and remain there, hovering above the ground. While aloft, you are unsteady, taking a –2 penalty to AC and Reflex defense. If some effect, such as a pit opening below you, causes you to be more than 4 squares above the ground, you drop down to 4 squares above the ground. You do not take damage from such a fall. Sustain Move: You can sustain this power until the end of the encounter or for 5 minutes. When you sustain this power, you can move 3 squares up or down or 1 square horizontally. You cannot go higher than 4 squares above the ground. If you don’t sustain the power, you descend to the ground without taking falling damage. Cernaban's Brothel Not really an encounter. Nobody wants a fight here. If the characters come and demand to see a girl (Crystin) they will be allowed to take her away without problem. The manager might even try to bribe them to keep quiet about the brothel. What they decide to do when they hear Crystin's story is another matter, but first they must break Haddin's spell over her. Act Three: Lyceum My group already finished this part. Act Four: The Storm The Show Assassins; 1895 xp I'm using existing monster stats to represent various creatures here. Giorgio is not an eladrin, Nira can still be a gnome, etc etc. Nira; halfling prowler (250 xp) Brutus; orc (half-orc) berserker (175 xp) Setales; orc (half-orc) eye of gruumsh (200 xp) Giorgio; eladrin (human) twilight incanter (350 xp) 5 orc (half-orc) drudges (220 xp) 2 explosive barrels; level 8 traps (700 xp) Explosive Barrel "Trap" Trigger: A character can cause a barrel to explode by attacking it, causing a chain reaction. The barrel has AC 19. Attack: Immediate Reaction close burst 1 Targets: All creatures in burst Attack: +11 vs. Reflex Hit: 3d8+4 fire damage and ongoing 5 fire damage (save ends). Miss: Half damage, no ongoing damage. Act Five: The Fire Tomb The Sunken Prison Not really pleased with Encounter 2 here. These creatures are creations of Paradim Dogwood except the Rat Swarms and skeletons. Encounter 1; 900 xp C: 2 Wisejaw crocodiles (350 xp) Spear Gauntlet trap (125 xp) - the trap covers all the squares in the corridor leading west from this room. D: 2 Rat Swarms (250 xp) E: Cavern Choker (175 xp) Encounter 2; 1000 xp H: 4 Decripit Skeletons (100 xp) I: 3 Grick (900 xp) - these grick have swim speed 6 instead of climb. L: Alarm trap. The Pyromancer's Tomb Encounter 1; 1150 xp + 300 xp if the extra grick is used. Enemies quickly pull back towards Damius in order to get the benefits of Damius' buffs. Check for Damius to hear something and come rushing as the battle goes on. A: Possible ambush if alerted. C: Ragesian soldiers; 2 hobgoblin (half-orc) archers (300 xp) Ragesian soldiers; 2 hobgoblin (half-orc) soldiers (300 xp) Ragesian soldiers; 4 hobgoblin (half-orc) grunts (150 xp) F: A grick is growing in one of the tanks. If the encounter seems to be too easy for the heroes the soldiers can release it. G: Damius, Ragesian inquisitor; use Deathpriest of Orcus (400 xp) Encounter 2; 1600 xp Lee Sidoneth; modified young blue dragon, see below (1250 xp) Animated statues; 2 level 4 gargoyles (350 xp) Messenger of Gentle Winds Lee Sidoneth For this fight I use the stats of a young blue dragon to represent Lee's powers over lightning and winds. I've changed some powers and made most of them dependent on the control staff. Make it quite obvious that he needs the staff and the party may defeat him easier by somehow getting it away from him. Human Druid/Monk Level 6 Solo Medium natural humanoid XP 1,250 Initiative +5 Senses Perception +10; HP 296; Bloodied 148; see also blood call of lightning Surge value: 74; Healing surges: 1 AC 23; Fortitude 24, Reflex 21, Will 21 Resist 15 lightning Saving Throws +5 Speed 8, fly 10 (hover), overland flight 15 - don't keep him off the ground all the time, it'll get boring Action Points 2 m Lightning Staff (standard; at-will) ✦ Lightning, Implement +11 vs. AC; 1d6 + 5 plus 1d6 lightning damage. m Unarmed Attack (standard; at-will) +9 vs. AC; 1d4 + 5 damage. M Flurry of Blows (standard; at-will) Lee makes a Lightning Staff attack and two unarmed attacks. R Lightning Strike (standard; recharge 5 6 ) ✦ Lightning, Implement Lee targets up to three creatures with lightning strikes. The first target must be within 10 squares, the second target within 10 squares of the first target, and the third target within 10 squares of the second Attack: +11 vs. Reflex; 1d12 + 5 lightning damage. Miss: Half damage. This attack does not provoke opportunity attacks. R Blood Call of Lightning (free, when first bloodied; encounter) ✦ Lightning, Implement Lee's Lightning Strike recharges, and he uses it immediately. A Wind Burst (standard; recharge 5 6) ✦ Implement Close burst 5; targets creatures Attack: +11 vs. Fortitude; the target is pushed to the closest square outside the edge of the burst area and immobilized (save ends). Miss: The target is pushed but not immobilized. Alignment: an enigma Languages: Common, Druidic Skills Athletics +18, Insight +10, Nature +10 Str 20 (+8) Dex 15 (+5) Wis 14 (+5) Con 18 (+7) Int 12 (+4) Cha 13 (+4) Equipment: the control staff Tactics: Round 1: Fly into the air, use Lightning Strike. Round 2: Land in the middle of a group of enemies, use Wind Burst. If possible aim to push them off the side of the prison and into the ocean. Round 3: Fight using Flurry of Blows until Lightning Strike recharges. Try to avoid getting surrounded, and use Wind Burst for this purpose whenever it recharges. Round 4: Repeat until dead. Lee can only use the powers with the implement keyword if he is wielding the control staff. The same goes for his fly speed and lightning resistance. Characters who snag the staff can't use these powers right away, obviously. They can will the storm to end though. Gargoyle Level 4 Lurker Medium elemental humanoid (earth) XP 175 Initiative +6 Senses Perception +7; darkvision HP 47; Bloodied 23 AC 20; Fortitude 16, Reflex 14, Will 14 Immune petrification Speed 6, fly 8; see also flyby attack m Claw (standard; at-will) +9 vs. AC; 2d6 + 3 damage. M Flyby Attack (standard; recharges after using stone form) The gargoyle flies up to 8 squares and makes a melee basic attack at any point during the move without provoking an opportunity attack from the target. If the attack hits, the target is knocked prone. Stone Form (standard; at-will) The gargoyle becomes a statue and gains resist 25 to all damage, regeneration 3, and tremorsense 10. It loses all other senses and can take no actions in stone form other than revert to its normal form (as a minor action). Alignment Evil Languages Primordial Skills Stealth +12 Str 21 (+9) Dex 17 (+7) Wis 17 (+7) Con 17 (+7) Int 5 (+1) Cha 17 (+7) [/sblock] [/QUOTE]
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4e Conversion Project - Shelter From the Storm.
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