Klaus said:
Spill the beans, man! What are the class make-ups of the kids and Venger? How do they describe the weapons?
Okay here is the short list:
Hank, the Ranger (male human ranger 7) -
Pretty typical ranger stuff - obviously focused on the ranged feat tree specializations.
Energy Bow
Functions as a +2 Composite Longbow, can fire magic or normal arrows or energy arrows (force). Force bolts do 2d6 damage. No miss against incorporeal enemies.
Eric, the Cavalier (male human fighter 7) - built around the shield bash feat.
Gryphon Shield
Functions as a +2 bashing heavy steel shield. Creates a 10-foot sphere of Otiluke's resilient sphere for 5 rnds/day.
Diana, the acrobat (human female monk 7)
Javelin Staff
Functions as a +2 ki strike quarterstaff when held or a +2 ki strike javelin when thrown. Extends and retracts upt o 20 feet in length.
Presto, the Magician (human male wizard 7) - non-specialized but most of his spells are evocation spells like fireball, burning hands, etc. Spell Focus(evocation) feat.
Hat of Many Spells
Functions like a rod of wonder which is activated when held. Also allows free empower spell on a spell Presto casts. 35% chance spell will fizzle or otherwise use rod of wonder effects.
Sheila, the Thief (human female rogue 7) - Pretty typical sneaking rogue skill layout.
Cloak of Invisibility
Use invisibility 5x /per day, greater invisibility on self for 1d4 rnds only.
Bobby the Barbarian (human male barbarian 7)
Thunder Club
+2 greatclub that give +4 str. bonus. 3x/day create an earth tremor - 30 foot line, DC 20 Ref. save or fall.
Venger (half-fiend human male sorcerer 13/ archmage 5)
CR 21
Wow.. venger's stats take up a whole page int he little stat book. He definately seems well designed at quick glance. No way the kids could ever defeat him in open combat.. which is good.
Shadow Demon (CE Medium outsider) CR 8
Uses vile damage rules - which surprised me since it's not standard PHB but they describe it well. Also has a spell called Damning Darkness (Evocation, cl 4 sorc/wiz 4,) that works as darkness but hurts Good-aligned creatures caught within its effect for 2d6 per round.
There is a quick skim, hope I'm not giving too much away stat wise.