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Characters for the Liberation of Tenh (Updated 11/10/03)

Elenthal is a Monte Cook variant ranger (www.montecook.com).

Most of these characters were created either just before, or right after 3e was released, so they were generated with the 4d6, drop lowest method.

Nowadays, I use D&D's point-buy system, 28 or 32 points. in 3e, ability scores are *so* central to the game, that leaving them to the dice is a mistake, and can lead to some really quirky results. Look at Heydricus' scores, and compare them to Jespo's for example. Jespo is a very typical example of the 4d6 method, certainly well above average, but compared to Heydricus he might as well be Josh the Stableboy.

For this game, of course, it's turned out fine, but many players wouldn't relish the role of "party invalid" just because they don't have 2 16s and an 18.

Generally, NPCs for my game are built with 25 points, and follow the DMGs baseline for NPC gear value.
 

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Villains from Chapter 42

The Rotted Ones

Maskaleyne, male human (rotted one), Sor 11: CR 13; HD 11d4+33; hp 64 (86*); Init +6; spd 30 ft., fly 30 ft. (good); AC 16 (+3 Dex, +2 armor, +1 natural) and +7 shield spell, +5 ghost form spell; Atk Ranged touch +9 ranged (per spell), or bite +7 (1d6, x2); SA Spells, Half-Fiend Spell Abilities; SQ Darkvision 60 ft., Elemental Resistance 20; AL CE; Sv Fort +8 (+10*), Ref +8, Will +9; Str 12, Dex 16, Con 17 (20*), Int 16, Wis 10, Cha 19 (21)

*Including pre-cast endurance spell.

Skills and Feats : Concentration +11, Spellcraft +14; Arcane Preparation, Chain Spell (+3 lvls), Greater Spell Focus (Necromancy), Spell Focus (Necromancy), Weapon Focus (Ray).

Rotted One Abilities (Sp) : Damage resistance 10/+3, darkvision 60 ft., elemental resistance 20 (cold, electricity, fire), immune to critical hits, regeneration 5.

Spell-Like Abilities (Sp) : 1/day—vile sight (blasphemy); Darkvision 60 ft.; Acid, cold, electricity and fire resistance 20.

Spells (6/7/7/7/6/4; base save DC: 15+level or 19+level for necromantic spells): 1st—expeditious retreat, protection from good, negative energy ray* (touch, DC 20 Ref, 5d6), ray of enfeeblement (1d6+5 Str)*, shield; 2nd—detect thoughts, endurance, invisibility, summon swarm, tasha’s hideous laughter; 3rd—chain ray of enfeeblement*, haste, lightning bolt, vampiric touch*; 4th—dimension door, enervation*, fear*; 5th—hold monster, ghostform (1 min/lvl, 50% miss chance, +5 deflection AC). *Necromantic spells.

Prepared Spells : 4th--chain ray of enfeeblement (x2).

Possessions : Bracers of armor +2, eyes of doom (continual deathwatch, eyebite 1/week, doom effect: Will save DC 11, once per round as free action), scroll teleport (x3); 11,500 gpv in treasure.

Rotted Trolls (3): CR 6; Large Giant; HD 6d8+36; hp 63; Init +2 (Dex); Spd 30 ft.; AC 18 (-1 size, +2 Dex, +7 natural) (flatfooted 16, touch 11); Atk 2 claws +9 melee (1d6+6, x2), bite +4 melee (1d6+3, x2); Reach 5 ft. by 5 ft./10 ft.; SA Rend 2d6+9; SQ Regeneration 5, scent, darkvision 90 ft.; AL CE; Sv Fort +11, Ref +4, Will +3; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6.

Rotted One Abilities (Sp): Damage resistance 5/+1, darkvision 60 ft., elemental resistance 10 (cold, electricity, fire), immune to critical hits, regeneration 5.

Spell-Like Abilities (Sp): 1/day--Blasphemy, contagion, poison.

Skills and Feats: Listen +5, Spot +5; Alertness, Iron Will

Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.


The Hextorian Envoy (EL 13)


Senior Mandel, male human Cleric of Hextor 13: CR 13; Medium humanoid; HD 13d8+26; hp 84; Init +4; Spd 20 ft.; AC 24 (touch 12, flat-footed 24); Atk +1 heavy flail of wounding +12/+7 melee (1d10+2, 19-20 x2) or mw heavy crossbow* +11 ranged (1d10+1, 19-20 x2); SA Rebuke undead 4/day; SQ Spontaneous casting (inflict spells); AL LE; SV Fort +12, Ref +6, Will +13; Str 12, Dex 11, Con 14, Int 12, Wis 20, Cha 12.

*includes +1 bolts.

Skills and Feats: Bluff +4, Concentration +18, Diplomacy +4, Heal +9, Intimidate +4, Knowledge (Religion) +9, Scry +5, Sense Motive +9, Spellcraft +5; Blind Fight, Combat Casting, Improved Initiative, Martial Weapon Proficiency (Heavy Flail), Maximize Spell, Scribe Scroll, Spell Penetration, Weapon Focus (Heavy Flail).

Spells Prepared (6/8/7/6/6/5/3/2; base DC = 15 + spell level): 1st—bane, bless, command (x2), cure light wounds, doom (x2), inflict light wounds*; 2nd—aid, cure moderate wounds, hold person (x2), silence, spiritual weapon*, zone of truth; 3rd—contagion*, dispel magic, invisibility purge, prayer, protection from elements, searing light; 4th—cure critical wounds, discern lies, divine power*, greater magic weapon (+4), poison, summon monster IV; 5th—circle of doom, ethereal jaunt, flame strike*, greater command, spell resistance; 6th—animate objects, blade barrier*, word of recall; 7th—blasphemy, disintegrate*

*Domain spell. Domains: Destruction (smite 1/day), War.

Possessions: +2 full plate, amulet of natural armor +2, ring of protection +2, +1 heavy flail of wounding, masterwork heavy crossbow, 10 +1 bolts, cloak of resistance +2, ioun stone (vibrant purple, with heal spell stored in it), lantern of revealing, periapt of Wisdom +2.

Senior Otham, male human monk 9: CR 9; Medium Humanoid; HD 9d8+18; hp 66; Init + 5 (+1 Dex, +4 Improved Initiative); Spd 60 ft., AC 17 or 18 (flatfooted 15, touch 17 or 18), ( +1 Dodge); Atk Unarmed +9/+6 melee for 1d10+2 (x2) or light crossbow +9 ranged for 1d8 (19-20, x2); SA Unarmed Strike, Flurry of Blows, Stunning Attack (DC 17); SQ Deflect Arrows, Improved Evasion, Still Mind, Slow Fall (50 ft.), Purity of Body, Wholeness of Body, Leap of the Clouds; AL LE; Sv Fort +8, Ref +8, Will +9 (+11 vs. Enchantments); Str 14, Dex 14, Con 14, Wis 16, Int 10, Cha 8.

Skills and Feats: Balance +14, Hide +14, Jump +44, Move Silently +14, Tumble +14; Deflect Arrows, Dodge, Mobility, Improved Initiative, Improved Trip, Spring Attack, Weapon Focus (Unarmed)

Flurry of Blows (Ex): Senior Otham may make one extra attack in a round at his highest base attack, but this attack and any other attack made that round suffer a –2 penalty apiece. Senior Otham must use a full attack action to strike with a flurry of blows.

Stunning Attack (Su): Senior Otham can use this ability once per round, but no more than once per level per day. A foe struck by his Stunning Attack is forced to make a Fortitude save (DC = 10 +1/2 Level + Wis Mod). In addition to receiving normal damage, if the saving throw fails, the opponent is stunned for 1 round.

Possessions: MW light crossbow, 20 silvered arrows, amulet of health +2, amulet of natural armor +1, necklace of fireball I, ring of jumping, stone of alarm, potion of alter self, potion of bull’s strength, 2 potions cure moderate wounds (5th), potion of ghoul touch, general adventuring gear, devotional diorama of carved obsidian and jade worth 500 gp, burnished and engraved steel bracers delineating Brother Otham’s lineage worth 500 gp, woven silk sash set with obsidian and steel worth 200 gp, 100 gp in assorted trade-bars and coins

Senior Sedent, male human Ftr 9: CR 9; Medium Humanoid; HD 9d10; hp 54; Init +1 (Dex); Spd 20 ft., AC 18 (flatfooted 16, touch 12); Atk +1 Flaming spiked chain +14/+9 melee (2d4+8 plus 1d6 fire, 19-20 x2) or heavy crossbow +13/+8 ranged (1d10, 19-20 x2); Reach 10 ft.; AL LE; Sv Fort +6, Ref +6, Will +2; Str 17, Dex 16, Con 10, Int 13, Wis 8, Cha 8

Skills and Feats: Climb +12*, Craft (Calligraphy) +13, Handle Animal +11, Move Silently +6*; Blind-Fighting, Combat Reflexes, Exotic Weapon (Spiked Chain), Expertise, Improved Critical, Improved Disarm, Improved Trip, Power Attack,Weapon Focus (Spiked Chain), Weapon Specialization (Spiked Chain)
* Senior Sedent suffers a –3 check penalty due to his armor

Possessions: +1 flaming spiked chain, MW light crossbow, 10 silvered bolts, +1 breastplate, +1 cloak of resistance, dust of tracelessness, everburning torch, potion of bull’s strength, 2 potions of cure moderate wounds (5th), potion of sneaking, general adventuring gear, 200 gp in trade bars and coins.
Note: Brother Sedent has reach with his spiked chain, and may make up to 4 attacks of opportunity per round. The spiked chain adds +2 to Brother Sedent’s disarm attempts.

Senior Velsham, male human Sor 9: CR 9; Medium Humanoid; HD 9d4; hp 24; Init +4 (Improved Initiative); Spd 30 ft., AC 11 or 18 (flatfooted 11 or 18, touch 11 or 18), (+7 cover— shield); Atk +4 ranged MW light crossbow (1d8, 19-20 x2) or +3 ranged alchemist’s fire (1d6); SA spells; AL LE; Fort +5, Ref +4, Will +6; Str 8, Dex 9, Con 10, Int 16, Wis 10, Cha 18

Skills and Feats: Alchemy +13, Concentration +10, Diplomacy +10, Gather Information +10, Knowledge (Arcana) +13, Scry +9, Spellcraft +11; Alertness (from familiar); Improved Initiative, Lightning Reflexes, Silent Spell, Spell Focus (Enchantment), Spell Focus (Evocation)

Possessions: MW light crossbow, 20 bolts, bracers of armor +2, brooch of shielding, pipes of the sewers, wand of hold person (40 chgs.), scroll with detect thoughts, fire shield, 2 potions of cure moderate wounds (5th), potion of love, potion of charisma, general adventuring gear (incl. 2 alchemist fire, 1 vial acid, tanglefoot bag), small masterwork graven plaque, worn as a necklace, detailing the 13 Doctrines of the Obsidian Realization (in Infernal) (worth 250 gp), 100 gp in various coins.

Spells (6/7/7/7/6/3): 0—arcane mark, detect magic, detect poison, ghost sound, light, mage hand, read magic, resistance; 1st—charm person*, change self, color spray, magic missile*, shield; 2nd—invisibility, see invisibility, summon swarm, tasha’s hideous laughter*; 3rd—dispel magic, haste, lightning bolt*; 4th—charm monster*, scrying; 5th—teleport.
*This spell is either an Enchantment or Evocation spell, Senior Velsham’s focus schools.

Vishny, female Rat: Tiny Animal; HD special (9 HD); hp 12; Init +2 (Dex); Spd 15 ft., climb 15 ft.; AC 20 (flatfooted 18, touch 20); Atk Bite +8 melee (1d3-4); Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.; SQ Scent, Improved Evasion, Share Spells, Speak With Master, Speak With Rats, Empathic Link; Sv Fort +5, Ref +4, Will +7; Str 2, Dex 15, Con 10, Int 10, Wis 12, Cha 2
Skills and Feats: Balance +10, Climb +12, Hide +18, Move Silently +10; Weapon Finesse (Bite)
Possessions: ring of protection +1

Senior Abbot of the Obsidian Realization, Cornugon (Baatezu): see Monster Manual

Possessions: Cloak of protection +2, dust of delusion


Iuzian Away Team

Meepil the Red, male hafling Ftr4/Rog5: CR 9; Small humanoid; HD 5d6+15 plus 4d10+12; hp 74; Init +10 (+6 Dex, +4 Imp Init); Spd 20 ft.; AC 22/26 (flatfooted N/A, touch 18/22) (+6 Dex, +4 armor, +1 size, +1 deflection / +4 haste); BAB +7/+2; Atk +1 shock MC shortbow +15/+15/+10 ranged* (1d6+9 plus 1d6 electricity); MW dagger +9/+4 melee (1d4+2); SA Sneak Attack +3d6, SQ Uncanny Dodge (Dex bonus to AC), Evasion, halfling traits; AL NE; Sv Fort +10, Ref +13, Will +7; Str 14, Dex 20, Con 16, Int 10, Wis 12, Cha 10.

*Includes Rapid Shot feat, and +3 bonus from greater magic weapon on arrows.

Skills and Feats: Balance +12, Bluff +12, Climb +10, Decipher Script +5, Escape Artist +16,
Hide +18, Intimidate +6, Jump +6, Listen +8, Move Silently +18, Search +10, Sense Motive +10, Spot +13, Tumble +16, Use Magic Device +16; Improved Initiative, Iron Will, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Short Composite Bow), Weapon Specialization (Short Compostite Bow).

Possessions: mw chain shirt, mw buckler, +1 shock mighty composite short bow (+2 Str bonus), mw dagger, portable hole, potion of cure serious wounds, potion of invisibility, potion of jump, scroll of improved invisibility (x2); gear value = 25,750 gp.

Hamanih-hamanah Gnome Cleric 10 of Elemental Water: CR 10; HD 10d8+80; hp 135; Initiative: +7 (+3 Dex, Imp Init); Spd 20 ft.; AC 21/25 (flatfooted 18, touch 14/18) (+7 armor*, +3 Dex, +1 size / +4 haste); BAB +7/+2; Atk bead of force +10 ranged touch (5d6 plus special), +1 returning dagger +11/+6 ranged (1d4+3, 19-20 x2); SA domain powers, spells, rebuke undead; SQ Gnome qualities; AL CE; Sv Fort +15, Ref +6, Will +12; Str 16*, Dex 16, Con 26*, Int 12, Wis 20*, Cha 10.
*AC assumes magic vestment.

Skills and Feats: Concentration +20, Hide +5, Knowledge (Religion) +14, Listen +6, Spellcraft +12, Spot +6; Improved Initiative, Spell Focus (Transmutation), Point Blank Shot, Precise Shot.

Possessions: chain shirt (magic vestment), bead of force (x2) (5d6 in 10 ft. spread, Ref save DC 16, duration 3 minutes), darkwood shield, pearl of power (1st level), periapt of Wisdom +2, +1 returning dagger; total gear value = 15,257 gp.

Spells Prepared (6/6+1/5+1/4+1/4+1/3+1; DC:15 + spell level, +2 for Transmutations): 1st--cure light wounds, endure elements, entropic shield, obscuring mist*, random action (x2), remove Fear; 2nd--aid, bull's strength, cure moderate wounds, fog cloud*, shield other (x2); 3rd--cure serious wounds, magic vestments, bestow curse (x2), magic circle vs. good*; 4th--cure critical wounds, dimensional anchor, giant vermin, greater magic weapon (for arrows), unholy blight; 5th--dispel good, healing circle, ice storm, spell resistance.

* Domain spell. Domains: Evil, Water (command water creatures).


Dragon, Juvenile Black: CR 6; Medium-size Dragon (Water); HD 13d12+26; hp 110; Init +0; Spd 60 ft., fly 150 ft.(poor), swim 60 ft.; AC 22 (+12 natural); Atk: Bite +16 melee (1d8+3), 2 claws +11 melee (1d6+1), 2 wings +11 melee (1d4+1); SA: Breath weapon (Line of acid, 8d4, save DC 18); SQ: Acid immunity, water breathing; AL: CE; SV: Fort +10, Ref +8, Will +8; Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10.

Skills and Feats: Listen +13, Search +13, Spot +13, and 39 more skill points; Cleave, Flyby Attack, Hover, Improved Initiative.

Toughie, female human Ftr9: CR 9; Medium humanoid; HD 9d10+9; hp 61; Init +9; Spd 30 ft.; AC 18 (touch 15, flat-footed 13); Atk +2 composite longbow +20/+15 ranged* (1d8+7/19-20 x3) or greatsword +11/+6 melee (2d6+3, 19-20 x2); AL NE; Sv Fort +7, Ref +8, Will +3; Str 14, Dex 20, Con 12, Int 11, Wis 10, Cha 10.

*Attack bonuses assume greater magic weapon on arrows

Skills and Feats: Heal +3, Hide +6, Jump +6, Ride +8, Search +3, Spot +6; Dodge, Improved Critical (Composite Longbow), Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Weapon Focus (Composite Longbow), Weapon Specialization (Composite Longbow).

Possessions: Studded leather armor, +2 composite longbow, 50 arrows, 1 slaying arrow (elf), 1 slaying arrow (human).

Roper: see Monster Manual.

Possessions: Bracelet of friends (5).

Rust Monster (4): see Monster Manual.
 
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A Timeline for the TOEE2 / Liberation of Tenh (updated 11/11/03)

Twenty Years after and the Liberation of Tenh

This is a timeline of events, beginning with the first assault against the Eeeeeevil in the Temple of Elemental Evil, and ending with the current campaign events. It might also be called Great Happenings in Wonderville: Heydricus Kills the Sh-t Out of Them.

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Twenty Years After: The Temple of Elemental Evil


Coldeven, CY 592

26 Party Enters Moathouse. First successful opening of the Abyssal gate by Elemental cultists.

Planting (low summer)

1 Party clears the first floor of the Moathouse.
2
3 Party returns to the moathouse and discovers Pazrael followers.
4
5 Party investigates Ostler and his family.
6 Cultists create the first elemental pocket plane.
7 Party discovers foul play, kills Daily and Dobble.
8 Big Fight -- the dopplegangers are exposed, and Pippin dies in a heroic struggle.
9 A day of mourning is announced in Hommlet.
10 Services for Pippin are held.
11 Ahlana joins the party.
12 Cultists complete their second successful gate opening. Party ventures back to Moathouse.
13
14
15
16 Water temple opens first permanent gate. Aelnir, Esril & Resnole die as the Moathouse is cleared.
17
18
19
20
21
22 Lord Henri of Knulb sends a complaint to Verbobonc and Veluna about the upstart Knights of Furyondy.
23 Party ventures to Knulb and encounters William of Willip.
24
25
26
27 Water temple opens a pocket plane.
28
29 Attempted permanency on primary gate fails, gate collapses.
30 William of Willip begins preaching the virtues of returning to the Kingdom of Ferrond and the rightful claim of Baron Butrain.

Flocktime (Low Summer)

1
2 Uderizu dominates wererat group from Knulb.
3
4
5
6
7
8
9
10 Lord Henri arrests William of Willip; the party meets with Lady Marie and tells her their tale. That night, riots break out in Knulb, and a sneak attack is staged against the party. Ahlana takes several for the team.
11 Mobs demonstrate in Verbobonc, party begins investigating possible leaks in Lord Henri’s household
12 William is broken out of jail
13 Knights of the Hart rally to William’s defense
14
15
16
17
18 The Well Incident
19 Party Attacks & wipes out Gnoll tribe in the Temple
20 Party continues forays into the Temple, wipes out the inhabitants of the tower, discovers the backdoor. Goblins on Wheels and Happy Ogres kill Tisha.
21 The Mayor expels all Knights of the Hart from the Realm of Verbobonc, party attacks and kills Willem of Wilip
22 Kelanen's Rest is burned by Shield Landers
23
24
25
26
27 Party discovers true nature of Lady Marie—Knulb riots, and is set afire, all good priests of the orphanage are killed, Lord Henri is killed.
28 Ghouls begin to flock to the Temple, a Sheildlander mob marches on Verbobonc. The fiend circle reaches as far as Verbobonc.
29
30

Wealsun (Low Summer)

1 Shieldlanders are met by force and repelled
2 Lady Ann is named Viscount of Verbobonc, Lord Mayor Wilfrick severs ties with Furyondy
3 King Belvor calls all knights to Furyondy. Lady Ann is named Viscount of Verbobonc
4
5
6 Party goes in back door—Little Leaf, Daeniere, Lucius & Keriann are killed on the third level by giants.
7 The fiend circle touches Dyvers. Party returns to Hommlet with their dead, are met by Demarcus of Knulb, a turncoat guild thief. He tells the party about the mass sacrifice of children, planned for one month’s time.
8 Party reenters Temple w/new members Jespo and Egil. Ghouls have overrun the upper level
9 Party attacks Bloodskull orcs / killing all but Theg
10 Willem Lives! Attack on Hommlet by Shieldlander mob.
11 Party rallies Shield Landers to march on Temple. Day of Terror ensues. Lady Ann is subsumed by Marie
12 New Offensive along Furyondy’s borders by forces of Iuz. Random looting and killing continues in Knulb. Some Sheildlander survivors reach Verbobonc.
13 Party reunites & returns to Temple, investigate the barred gates of the 2nd level. Confront and defeat Anshell, High Priest of Zuggtomoy. Rose slain. Jespo triggers a green slime trap and loses all his equipment.
14
15 Lady Ann (Marie) sends forces to assist temple. Anton is killed by triggering of Daern’s Iron Fortress.
16 Party escorts Jespo out-- encounters Temple war band. Egil is slain. Gnomes are recruited to fight against the Temple war band.
17 Party returns to Temple—C’min and Augustin join, and help Heydricus clear first level. Lady Ann is revealed and killed by Jespo Crim.
18 Party is ambushed by assassin and mage. Assassin is charmed and mage flees; party then launches a raid to free the captive children.
19 A large public ceremony takes place within temple—the sundering of the doors is completed. Forbiddance is cast on temple opening. Zinvellon sends a war party of fiends and humanoids to recover children
20 Pazrael makes contact with the water temple. Party reaches Forest Gnomes in morning and secures their support. Fights temple war party
21
22
23
24
25
26
27 Zinvellon invokes earthquake, and massacres the Water Temple.
28 The fiend circle touches Mitrik, the party assaults the Temple for the final fight. Good is triumphant.


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The Temple Survivors spend the months of Reaping, Goodmonth, Harvester, Patchwall, Ready’reat, and Sunsebb of CY 592 in Chendl.

Esril accepts a position with the Royal Household, C’min joins the fight in the Veseve forest, Heydricus cements a deal with the Church of Tritherion, and takes on Elijah as a follower, Jespo is sworn into Prince Thrommel’s service, Prisantha joins the Furyondian Royal Academy of Magic, and Keriann goes missing.

After the New Year festival, the party begins to plan for their next adventures.


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The Liberation of Tenh

Needfest (Midwinter); New Year’s celebration.

Fireseek (Winter), CY 593

20 Our heroes gather after first thaw and set an agenda: Find the one place more messed up than the Temple of Elemental Evil and Liberate it. Destination: Tenh.
21
22
23
24
25
26
27
28 The group arrives in Dyvers
29
30

Readye’en (Spring)

1
2
3
4
5
6 The Liberators encounter Men of the Stone Fist in Stoink.
7
8 The Liberators attack the Stonefister’s lair. Prisantha attracts some Unwanted Attention by masquerading as Helthrax. Elijah is captured by the Lord of Stoink.
9 The Liberators meet with the Lord of Stoink, and Gnomer puts his foot in everyone’s mouth.
10 The Liberators crush the last of the Stonefisters in Stoink.
11
12 Group flatters their way back into the Lord’s good graces.
13 Prisantha begins crafting hats of disguise for the entire party, and begins saving for her crystal ball of DM foiling.
14
15
16
17
18
19
20
21
22 Prisantha completes a teleport spell for the Lord of Stoink, sending a foul-looking half-orc to a destination in Nyrond.
23
24
25 The Liberators set off for Tenh, with the Lord of Stoink’s former accountant in tow.
26 The Liberators spot a dragon, and notice its handiwork.
27 Jespo Crim jailed for debt.
28 Elijah begins to scout the mines at Cur’ruth, and becomes the Thing That Goes Bump in the Night.
29
30

Coldeven (Spring)

1 Party discovered by Horatio the Halfling’s Friend Finder Service, and receives news from home. Gnomer and Ethel retire from adventuring.
2 The Liberators return to Hommlet.
3 Prince Thrommel killed by Iuzian forces.
4
5 The Liberators rescue Fräs, give her over to the care of the Duchess Maia.
6 The Liberators encounter the Iuzian wizard Null, and rescue Thrommel’s corpse. They accept the charge of Keeping Thrommel Alive.
7 Party returns to Tenh, and discovers that Heydricus’ followers have been massacred by the Iuzian forces in the Cur’ruth mines. Following tracks, they discover a Tenha community there. The Liberators also discover the celestial emotes, and lose an accountant.
8
9 Tau joins the party.
10 Party makes their first attack against the mines of Cur’ruth. They fight Suel and his Five Terrors. Prisantha is slain. Party plane shifts to Mount Celestia. Tau is rebuked by Pholtus.
11 Heydricus and Tau return to Furyondy, with Prisantha’s body, and stay the night with Millia.
12 Halrond leads a raid against the Temple to Pholtus in Mount Celestia. Heydricus is struck by a sudden inspiration: Tritherion Kicks Ass!
13
14 The Liberators attack the mines at Cur’ruth, and slay Suel, Martak and Ra-Mohn.
15 Heydricus receives Tritherion’s Call. Tau is rebuked by Pholtus for a second time. The Liberators finish the fighting in Cur’ruth, killing and routing the remaining Iuzian / Stonefister forces.
16 The Liberators destroy Martak’s phylactery and Tau discovers an ancient book on a forgotten Flan god of Law and the Seasons. The Liberators return to Chendl and discover that Esril has been murdered. Heydricus undertakes the ceremony marking him as the Holy Liberator of Tritherion. Heydricus takes Dabus on as a cohort. Heydricus and Prisantha travel to Willip and Prisantha takes in a play with the Baron Butrain. Jespo is freed from Prison.
17 Heydricus, Jespo, Prisantha and Dabus are attacked in the streets of Chendl by their former companions, returned to life as horrific undead. The party drives them away, and teleport back to Cur’ruth. Heydricus is taken under the Aiman’s wing, and begins studying Flan culture, religion and history.
18 Prisantha scrys C’min, and discovers that she is in dire straits. The Liberators rescue her, but are defeated. Dabus is killed.
19 Heydricus must beseeches Tritherion on behalf of his cohort. Tritherion agrees to turn back time for his Liberator. The second time, the Liberators are victorious. The Liberators receive a threatening note from their former companions.
20 Prisantha botches two teleport spells, but eventually the Liberators are able to take her Grandparents into protective custody.
21 The Liberators make themselves visible in a public place, and hold a knock-down, drag-out fight to the bitter end with the foul Cadaverous Ones. Of all their enemies, only Lucius escapes destruction.
22 The Liberators rescue the Provost Marshall Reine, and take him into their service, against Jespo’s wishes. It is discovered that Tau has gone back to Wintershiven, investigating some mystery regarding the Mines at Cur’ruth.
23 The Liberators begin the transformation of Cur’ruth into a War-Camp.
24 Prisantha begins crafting a crystal ball of what the :):):):) was I thinking letting this into my game?
25
26 Elijah and C’min are sent into the mountains to scout.
27
28
29
30

Growfest

Planting (Low Summer)

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19 Elijah returns and reports a large band of hill giants in the Northern mountains.
20
21
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23
24
25
26 Elijah leads a strike-team including C’min, Dabus, Jespo Crim and Thrommel into the mountains.
27 The B-Team makes first contact with the giants, and meets Elenthal, a drow ranger called “the Hunter”.
28 The B-Team defeats the hill giants. Thrommel dies. The party learns about the existence of a secret Iuzian research base high up in the mountains and an Evil Plan to Convert Giant Worshippers.
29 Thrommel promises that he will Try Not To Die. Elenthal scouts the Iuzian base.
30

Flocktime (Low Summer)

1
2
3
4
5
6 The Liberators attack the Iuzian base.
7 The Liberators attack the Bleeding Stone, and Fräs speaks out loud for the first time. Thrommel dies, and the Bleeding Stone escapes.
8 Thrommel is raised, the Liberators learn about Iuzian activities in the region. Jespo casts a legend lore on Aletha, Jumper and the Bleeding Stone.
9 C’min, Elijah and Elenthal are sent out to scout Nevond Nevnend and Calibut.
10 Dabus begins hallowing the mines at Cur’ruth.
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15
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26
27
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30

Wealsun (Low Summer)

1
2
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8 C’min, Elijah and Elenthal return from their scouting.
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10
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12 Prisantha completes her crystal ball of true seeing, and scrys the Baron Butrain, Null the Iuzain archmage, Cranzer of Riftcrag, Maskaleyne, the orcs at Nevond Nevnend, and Zeflen of Calibut.
13 Prisantha takes lunch with Anon, a young cleric of Tritherion assigned as a bodyguard for her grandparents. Prisantha receives a fashion consultation from the Viscountess Trill at the Gilded Swan Boutique and Curiosity Shoppe. Prisantha fails to secure entrance into the Furyondian Royal Academy of Magic for Jepso Crim, but manages to get him into the Willip Wizard’s Community College. Heydricus goes on a one-room fundraising trip, but all he gets are rumpled clothes and an afterglow. Pris cries alone in her room, then determines to visit Anon and Become A Woman.
14 The Liberators attack Maskaleyne the Hollow in Stoink.
15 The Liberators meet with the Lord of Stoink, and hear his proposal. They learn that Prisantha’s previous service for the Lord (Readye’en 22) resulted in the death of a Nyrondeese noble, heir to the Barony of Woodwych. They secure a Letter of Introduction to the Nyrondeese court. Thrommel is sent to marshal the Tenha levees and attack Nevond Nevnend, and Jespo quits Thrommel’s service in protest. C’min, Elijah and Elenthal are sent to Nevond Nevnend ahead of Thrommel to ensure that the Prince does not get himself killed.
16
17 The Liberators attack and defeat the Night Hag who was storing the soul of the Woodwych heir. Dabus finally realizes what he’s Going To Do with his life”.
18 Prisantha and Heydricus take a romantic stroll, and confront the Lord of Stoink’s henchman. Halrond forces Heydricus to take on an assistant—Mialec comes into his service. Heydricus realizes that the celestial emotes are the center of a new cult.
19 Pris helps Heydricus write a rousing speech designed to stir the Tenha from their new-found lazy ways.
20 The Liberators go dragon hunting.
21
22 The Liberators catch a pack of wolves.
23 Davus proposes the creation of A List. The Liberators are attacked by a group of druids. Heydricus learns that Jespo has left Thrommel’s service.
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25 Thrommel assaults Nevond Nevnend, crushing a disorganized and dispirited orcish force.
26 Heydricus arrives at Halrond’s camp in the Fellreev.
27 Prisantha begins teleporting ore to the Fellreev.
28 Prisantha finishes teleporting ore to the Fellreev.
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30

Richfest

Reaping (High Summer)
1
2
3
4
5
6 Prisantha learns demand, and summons Jespo Crim.
7 Jespo Crim proposes to Ragda; Gwendolyn arrives and is geased by Dabus.
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9
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11 Prisantha learns discern location, the Liberators retrieve the body of the Woodwych heir.
12 Thrommel returns from Nevond Nevnend.
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14 The Liberators travel to Nevond Nevnend and are raised to Peers of the Court.
15 The Liberators are received by the king of Nyrond.
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17 The Prelate of Wintershiven is assassinated.
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22 The Liberators secure a mutual defense pact with Nyrond.
23 C’min and Elenthal sent to gather intelligence on Stoink. Esril’s body is retrieved and ressurected. The Liberators scry Lucius and attack the Boneshadow. C’min and Elenthal sent to reconnoiter Stoink, and take the measure of the Lord’s opposition.
24 Jespo, Prisantha and Gwendolyn begin crafting magic items. Keak is geased and planeshifted.
25 Dabus resurrects Lucius, and atones him. Lucius swears fealty to Heydricus. Prisantha visions Heydricus’ true feelings for her. Prisantha makes trip to see fashion consultant, and visits Anon, calling off the affair. She then casts vision on Heydricus, divining his true feelings.
26 Heydricus travels to Nevond Nevnend, and begins to reestablish capital, gathering the Tenha there. Prisantha learns the spell dream.
27 Heydricus begins to travel through Nyrond, Verbobonc and Veluna beseeching nobility for aid.
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Goodmonth (High Summer)
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7 Heydricus meets with Belvor, Halrond, and the Duchess Maia (and actually raises funds).
8 Heydricus forces the Baron Butrain to support the Northern war effort, extracting marriage promise.
9 Heydricus begins work on Royal Palace at Nevond Nevnend, sends Thrommel to spread word.
10 Jespo Crim begins mass teleporting food stores for Nevond Nevnend.
11 Prisantha casts first dream on Heydrius
12 Heyrdicus scouts High Hadley
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14 Heydricus returns from High Hadley, and Prisantha casts second dream on him.
15 Heydricus takes Dabus, Fräs and Lucius with him, and makes formal appearance at High Hadley.
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17 Belvor will acquiesce to marriage between Thrommel and Butrain’s daughter.
18 Pris completes work on magic items.
19 Prisantha clones party (Heydricus 17th, Pris 16th, Gwen 15th, Jespo and Fräs 13th, Regda 10th, Thrommel 10th. Prisantha casts third dream on Heydricus.
20 Party scrys and attacks Panshazek.
21 Party scrys and attacks Cranzer.
22 Prisantha makes new clones of the Liberators.
23
24 The Duchess Maia sends a letter calling off her affair with Heydricus, and beseeching him not to return to Chendl.
25 The Liberators of Tenh are attacked and killed, scattering the Tenha in Cur’ruth to the wind. Most of them make for nearby High Hadley, and are received warmly.
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29 Survivors from Cur’ruth reach Nevond Nevnend, and spread tale of Liberator’s death. Chaos erupts, with multiple gangs fighting for food. Construction on palace stops, materials looted.
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Harvester (High Summer)

Brewfest

Patchwall (Autumn)
1
2
3 The Liberator’s clones awaken. Nevond Nevnend pacified.
4 The Liberators commune with Tritherion, and confront Piscean of the Four in the Council of Lords. Piscean escapes, and sends dream spells to Heydricus and Prisantha.
5 The Liberators summon Dabus’ patron celestial, assault Piscean’s stronghold, retrieve their magic items, and defeat the Traitor of the Four once and for all, killing one of Iuz’ elder balors in the process!
6 The Liberators free Belvor and Thrommel from the soul-gems and return to Chendl, where they barter the seccession issue, and get their groove thang on.
 
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When/why/how did Gwen suffer the -1 Wis damage?

And, how come we never hear about Pris's familiar, or Heydricus's celestial companion? (My guess: because Fras doesn't want to share the cute-animal spotlight.)
 

Joshua Randall said:
When/why/how did Gwen suffer the -1 Wis damage?

That hasn't been revealed yet. :) It was the "Halloween episode."

Joshua Randall said:
And, how come we never hear about Pris's familiar, or Heydricus's celestial companion? (My guess: because Fras doesn't want to share the cute-animal spotlight.)

Fortunately, the new Fras is celestial, and would never stoop to threatening a Story Hour author or hiring a Public Relations agency.

Heydricus' familiar gained a name at character level 17, and Pris' familiar hasn't had a scene since . . . ever. Occasionally Barnibus the hawk will scout, but other than that, they are quiet animals content to give out a skill bonus and Alertness feat, and just keep their mouths/beaks shut.

In exchange, I don't make them save against the horrid wiltings, meteor swarms, and disjuntions.
 


Zeflen, the Plauge of Will

Zeflen, the Plauge of Will: Feindish Umbral Awakened Advanced Black Pudding; CR 19; Gargantuan undead; HD 24d12; hp 156; Init -2; Spd 40 ft., fly 40 ft.; AC 12 (+8 Cha, -2 Dex, -4 size); Base Atk +12; Grp +35; Atk Slam versus etheric opponent +17 melee (2d8+12 and 3d6 acid), slam versus material opponent +17 melee (2d8 temporary Str plus 1 point permanent wisdom); Space/Reach 30 ft./15 ft.; SA Ability damage, acid, constrict (2d8+12 and 3d6 acid), improved grab, smite good; SQ Blindsight 60 ft., cold and fire resistance 20,damage resistance 5/good, incorporeal, ooze, spell resistance 24, spell-like abilities, telepathy, thralls, thrall jump, thrall sight, turn resistance +2, undead qualities; AL LE; SV Fort --; Ref +6; Will +12; Str 32, Dex 6, Con --, Int 14, Wis 15, Cha 26.

Skills and Feats: (assume that Zeflen has access to any skill at a +15 check); n/a

Acid (Ex): The pudding secretes a digestive acid that dissolves organic material and metal quickly. Any melee hit deals acid damage. The pudding's acidic touch deals 50 points of damage per round to wood or metal objects. The opponent's armor and clothing dissolve and become useless immediately unless they succeed at Reflex saves (DC 28). The acid can dissolve stone, dealing 20 points of damage per round of contact. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds at a Reflex save (DC 28).

Constrict (Ex): A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent's clothing and armor suffer a -4 penalty to Reflex saves against the acid.

Improved Grab (Ex): To use this ability, the black pudding must hit with its slam attack. If it gets a hold, it can constrict. Opposed grapple check: 1d20+44

Incorporeal: Harmed only by other incorporeal creatures, or +1 or better magic weapons, spells, spell-like abilities or supernatural abilities. 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost-touch weapons. An incorporeal creature's attacks ignore armor, natural armor or shields. Perfectly silenced, an incorporeal creature cannot be heard.

Ooze: Immune to mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits. Can not be flanked.

Smite Good (Su): Once per day the creature can make a normal attack to deal additional damage equal to its HD total (maximum of +20) against a good foe.

Spell-like abilities (at will): darkness, deeper darkness, detect thoughts, dispel good, mass suggestion, nondetection (DC 28 level check, 17 hours), protection vs. elements (electricity, sonic; 216 points protected), protection from arrows (DR 10/+4 for 170 minutes), protection from good, resist elements, sanctuary, suggestion, silence. (1/day): freedom of movement (1700 rounds), unholy aura (18 rounds).

Telepathy (Sp): Zeflen can communicate telepathically with any being who is within 100 ft. of one of Zeflen’s thralls.

Thralls (Sp): Zeflen can dominate thrall as the spell dominate monster, except as a permanent effect. Dominate thrall is permanent, and has no hit die maximum, although it has a maximum range of 5 miles.

Thrall-jump (Sp): Zeflen can transport himself using any two of his thralls as portals. This ability is otherwise identical to teleport without error.

Thrall-sight (Sp): Zeflen can see and hear through the eyes of any of his thralls within 5 miles as a standard action.

Turn Resistance (Su): Zeflen has turn resistance +2

Undead qualities (Su): immune to mind-affecting effects, poison, sleep paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fort save (unless it works on objects). Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. his thralls as portals.
 

Into the Woods

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