For those who run in the Scarred Lands what is your favorite area to adventure

<couldnt post last night for some reason)
I'm only going to put 30 minutes into this today... but I should be able to get some stuff down.

I'll start off with the wussy guys.

I tend to favor "forget about feats" like improved initative that just change stats.

these guys are generally ambush and then run away when it looks like things are going against them types. So they're fairly easy to scare off but tough to kill.

The males are moderately dangerious. Often trained the rudiments of warfare they are nevertheless wizards first. Drunk on hallucinatory vapors the are oriented towards combat as wizards more than anything else. Focusing mostly on illusionary magic. The sisters keep their spell books sharply limited and allow only themselves access to certain schools. All the males have evocation as their prohibited school.

Red witches: good saves Will

Skills 6+int+EHD

Thugs

stats: 2 hit dice guys (illusionists)

Cr1

hd 2d8+6 (15 hp), Init +3 (dex) Spd 30 (climb 15) AC 13/17 (1 nat, 2 dex)/(mage armor), Attack +2 melee, 1d8 (master work wooden scimitar) or +3 ranged 1d8+poision; SA Spells, Low-light vision SQ +2 vs poison and disease, AL LE, SV Ref +2, Fort +3, Will +4

Str 10, Dex 15, Con 16, Int 15, Wis 12, Cha 8.

skills (10)and feats: Concentration +8, Hide +6, MS +6, Spellcraft+3, Feat: Shadowy (+2 MS & Hide)

spells 4, 4 (2+1 int , +1 spec),

0th dazex2, detect life, detect ray of frost, ghost sound

1st mage armor, lesser true strike, Single Silent Image or Ex. retreat, disappear

possessions: ratty clothing, shortbow, masterwork wooden scimitar (bonus to hit), traveling spellscroll, 20 arrows treated with greenblood oil (DC13 1 con ;1-2 con), 40 regular arrows, hardtack (1 day)

Tactics: Abushers above all else the ratmen are happy to lurk, fire and disappear. They rarely stay within easy reach often perching on trees or other high ground whenever possible. (despite their lack of climb skill they have a climb movement so I assume they can just climb around a 20 DC without more effort) They will often cast mage armor well in advance, silent single image (I forget the spells real name, it just makes one mirror image like duplicate) confuses their numbers while lesser TS insures they can make their first surprise shot count. If they do get into melee they will use disappear (remember the +4 to concentration checks) and spend 2 rounds (at least) taking double moves to get away. They act in concert squeeking constantly to each other.

I realize they probably have darkvision.... given their procilivities towards using glowing ink in their spell books so they can read them I wound up making it low-light (kinda by accident really but I don't think it hurts them much).

They are fundimentally magical in mindset; like any other wizard once their spells run low they'll tend to slip back to the burrow and and hide until their spells recharge.

Sargents

stats: 3 HD guys (illusionists) +1 rogue

hd 3d8+9+1d8+3 (27 hp), Init +3 (dex) Spd 30 (climb 15) AC 14/18 (1 nat, 3 dex)/(mage armor), Attack +3 melee, 1d8 (masterwork scimitar) or ranged bow +6 (or +8 within 30 ft) 1d8 + poison; SA Spells, SQ +2 vs posions and disease, +1d6 sneak attack AL LE, SV Ref +7, Fort +4, Will +6

Str 10, Dex 16, Con 16, Int 17, Wis 14, Cha 8.

skills (11+11 rogue)and feats: Concentration +8, Hide +9, MS +9, Spot +7, Listen +5 Spellcraft+4, Feat: Point Blank Shot, Shadow (+2 MS & Hide)

spells 4, 4 (2+1 int , +1 spec), 3 (1+1+1)

0th dazex2, detect life, detect ray of frost, ghost sound

1st mage armor, lesser true strike, disappear, expiditious retreat

2nd Mirror Image, Cat's Grace, Invisibilty (occasionally a sargent will learn Web instead to provide cover)

Possessions: Masterwork bow (to hit), otherwise same as Thug

These warriors are much rarer, perhaps 1 member in five of the warren's combatants is a sargent. Despite their name they are used as independent units as often as they are put in groups...

Despite their greater staying power they will not tarry long in combat.A sargent in melee's only goal is to get out of it and to a good bow range (they invariably use mirror image before getting into combat for this very reason). Unlike the less experienced slitherin they retreat tactically however, frequently one sargent will lure a persuer away (i.e. running or double move) while others pelt them with arrows. If the chaser breaks to chase their attacker (which they will almost always do) then roles reverse and the previous "runner" becomes a shooter.

Especially with Ex. Retreat this is a brutal strategy and will buy a bunch of thugs time to put distance between them and their attackers.

PS they guys all use masterwork wooden scimitars and bows (the PCs have to get them back for a druid)... should be easy to swap in regular weaponry of course I beleive all the MW weapons are the +1 to hit kind.

cheers,

Graf
 

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I wanted to post this earlier, but couldn't. Now for everyone's enjoyment, here's the town of Ravensfall.

Ravensfall
Large Town, Pop. 4,750
(Humans 78%, Dwarf, 9%, Half-Orc 6, Half elf 4%, Elf (wood), 3%)
Ruler: Fahran Il'lissen (Arist 4/Bard 3, N), duly appointed ruler of the town of Ravensfall (in reality the true leader is Dashin (Druid [of Denev] 10th)
Gold Piece Limit: 2,750 gp
Resources: Wool, dye, clay, salt, lumber
Militia: 125 warriors (1st-4th) (militia), 35 fighters (2nd-4th) (lieutenants), 12 fighters (5th-7th) (captains), Major Sarrish Urm (9th fighter/2nd ranger, LN)

Ravensfall is a unique town, in that while it's under the nominal control of the United lands of Darakeene, it's really mostly a Keltian settlement that's under the auspices of one of the more respectable druid, Dashin. Dashin's grandfather was one the druids to actually fight alongside Denev, and was considered a small legend among the Keltian druids in this area. Before this, the town was known for some of the lumber and salt mines found here. The lumber has long since dried up but the salt mines remain semi-active. What draws people here is the annual convocation of druids. While many circles abound within various Keltia tribes, almost all accept the rulership of Dashin, since it is known he carries with him a token of Denev and the Earthen Blade, a scythe blessed by the Earth Mother. Also because of strong ties with the earth mother, Dashin has drawn notice from other Denev followers, having spoken with on occasion, the Incarnate Andealis and even a few of the Albadian druidess/Helliann. Thus the city has grown, as they often come here, seeking guidance from Dashin and his own growing circle. Ravensfall itself is divided into three distinct quarters. The fallow lands to the eastern part of the wall town are home to Kelti and a few visiting Albadian tribesmen. They make their homes in huts made of mud and bone. To the west, lies a small garrison and also the salt mines, formerly the town's lifeblood. The center of the town is a high walled and fairly robust if lackadaisical town. The town is often packed with foreigners. The Darakeene native to the land, not being of Keltia descent, are hardworking and often have much fallow land to work. Not unlike their open neighbor, Meliad, they have a number of guards, most sent here to protect the land and guard against banditry. Still the town does have a few unusual quirks.


Hooks: While the Denev worshippers are common there still remains some heretical under tones brought by a few Helliann sisters. Thus the town is often under alert. Worse news is that there is interest from the Druids of Khet, those monstrous humans from the south, trying to undermine the fragile peace that reigns between Dashin's circle and the town nominal ruler.

It not merely the druids of other titans that are troublesome. Some times trouble finds its way home. In this small urban center, a special child has been born to two under classed citizens. A Storm Child, born of the union of mortal and titan. No one is quite sure if this is the Lethene's work or not. Or if it's merely a byproduct of a lineage that spans further back than anyone can care to recall. This particular storm child is female, and she bears the marks of both Lethene and Gubalen. So far, nothing ill or untowardly has occurred. But the child possesses a strange and unnatural charisma to her. She draws both child and adult to her. Her parents are a little concerned but so far no harm as been done to her or by her. However there have been strange storms of late. So who can say?

In a land not far from the marks of the Vale of Vengauraks, these creatures are often troublesome. However few have actually crossed into Ravensfall. But with the depleting salt mines perhaps they will come. Certainly the miners have complained of a strange smells emanating from one of the deeper veins that has been closed off for some time. Perhaps it's nothing...or perhaps something worse. There have been rumors by the guardsmen of people sleepwalking near the mine. Some even claims to hear alien voices, echoing deep within...Vengaurak...or something much worse?
 

Here's a new villian for you to use my friend. I just created her, and I think she can fit in well with any plans you might have.

Lorelianni; Medium sized half elven female Sorcerer 4th/Druid 4th (favors Mormo) CR; 8 Size M (5 ft., 4 in. tall); HD 4d4+4 + 4D8+4 hp: 46 Init +2 Spd 30 ft.; AC 18 (+2 Dex, +5 armor, +1 deflection); Attack: +8 (greatclub) melee, ranged +7 (sling) Damage: 1d10+2; SV Fort +2 (+1 Base, +1), Ref +3 (+1 Base, +2 Dex,), Will +7 (+4 Base, +3 Wis); AL NE; SA: Spells SQ: nature sense, animal companion, woodland stride, trackless step, resist nature's lure (+2 to Fort save against poison, +4 luck bonus to saves against poison) Str 14 (+2) Dex 14 (+2) Con 12 (+1) Int 16 (+3) Wis 17 (+3) Cha 18 (+4)


Animal companion: Black Mamba (size huge) and two Bushmasters (size medium)
[Editor's note: use the MM entry for a viper of those sizes but with the following changes to their poisons. Black Mamba: (DC 18) Initial Damage: 2d6 Con, 2 minutes later, (Secondary Damage) 1d6 Str, rapid distress (deals out 1d6 points of subdual damage,) 2d6 Con; Bushmaster: (DC 18) Initial Damage 2d6 Con, 5 minutes later (Secondary damage) 1d8 Con (not continuos). This information comes from Tome of Horrors, and thus is OGC.]

Languages Spoken: Ledean, Darakenee, Albadian, Druidic (Mormo)

Skill points: Sorc 35, Druid 50
Skills: Alchemy +14 (11 ranks +3 Int), Animal Empathy + 11 (7 ranks, +4 Cha), Concentration +8 (7 ranks, +1 Con), Handle Animal + 15 (11 ranks, +4 Cha), Knowledge (arcana) +14 (11 ranks +3 Int), Knowledge (nature) +14 (11 ranks, +3 Int), Knowledge (religion) +8 (5 ranks, +3 Int), Profession (Herbalist) + 6 (3 ranks, +3 Wis), Spellcraft +14 (11 ranks, + 3 Int), Wilderness Lore +6 (3 ranks +3 Wis)
Feats: Martial Weapon Proficiency: greatclub, Witch of the Old Blood, Brew Potion

Sorcerer
Spells per day: 6/7/4
Spells known: 6/3/1
DC: 14/15/16

Sorcerer:
Oth: daze, detect poison, detect magic, read magic, ray of frost, ghost sound
1st: acid spittle*, chameleon skin*, identify
2nd: Melf's acid arrow

Druid
Spells per day: 5/4/3
DC: 13/14/15

Druid: (spells commonly memorized)
0th: guidance, shockwave X2, light, resistance
1st: call animal companion**, magic fangx2, sethris' potency*
2nd: bane of the forge**, barkskin, serpent's stare**


* Denotes spell from Relics and Rituals 1
* Denotes spell from Relics and Rituals 2

Possessions: ring of protection +1, masterwork greatclub, snakeskin armor*, periapt of proof against poison

History: Lorelianni was born of union between an Albadian human and a female wood elf. She was born on the second Charday of Taner, under Delphos' sign. Her father was of the old blood, a consummate believer in the titans. However he also paid homage to the gods, but only in passing. Her mother was also a titan worshiper, but followed Denev, revering her son, Corean and Tanil as well. What neither could have guessed was that her father's line was that of one of Mormo's more favored brood. Thus while she trained in druidic mysteries with her mother, she felt more of the pull towards another earthy titan, Mormo. When Lorelianni tried to apply for an apprenticeship with one of the Helliann, her mentor could see that the blood of Mormo already marked Lorelianni. Her clan then prohibited her from ever using her gifts, for fear she might wake the power within and turn hag or worse. This saddened her mother, but it infuriated Lorelianni. She vowed then and there, nothing would stop her from reaching her own powers. She knew intuitively that this was her destiny. So she rode off from her home in Albadian high snows to the Hornsaw. There she managed to study with a coven of Red Witches. They offered her knowledge and a greater understanding of natural poisons. In time she found and developed her own sorcerous powers. She had trained with her father for a time, and while not as strong as he, had developed an affinity for the great club. While few of the Red Witches found it odd, none could say it violated any oaths or beliefs of the Serpent Mother. Indeed, now thanks to their help, she had found a few rare serpents and adopted them as her new family. The very large black mamba, she called Godbane, in honor of her patron. The others she called Slith and Slideth. Before leaving, the matron of clan gave her a final parting gift, that of snakeskin armor which had been kept for a while but now was passed on to her as a sign of their newly forged bond. With this in hand a few other things, Lorelianni was ready to start up her own circle. She decided to head to Darakeene, specifically in the Dara province. There she hoped to recruit and train new followers as well as start a small army. Her newest goal was to now avenge herself on her former home.

Appearance/Personality: Lorelianni a slight looking woman, with rich dark hair, pale complexion and deep brown eyes. She uses her disarming appearance to keep men at bay. She's also well versed in understanding people's need for revenge. Often, she will play the part of the distressed maiden, searching for champions. This ploy often works. While some women might find her a bit needy, she only plays that part up for the men. To date she has been very spartan about her bedmates. But if she think it will win her a new ally, she will not hesitate to press the issue. However, if said ally is a cleric or paladin, most will find themselves with a very short live expectancy. Her methodology for recruiting is a combination of fear, intimidation, and a lovely knowledge of poisons. She is not one for melee, at least not unless pressed. She prefers to manipulate and connive for what she wants. If she faces heavy numbers, she will retreat or let someone else do the fight. Often she has Godbane do her dirty work, killing off potential enemies before they can suspect her true nature. Her own true concerns are her work in building an army and giving support to other followers of Mormo. She often will be preparing new potions and poisons for them, using her arcane and druidic knowledge to give them the edge. As it stands now, she has 5 minor druids in her own charge as well as several low level thugs to dish out punishment.
 

Scarred Lands

Good stuff guys, both posts have "possibilities" in my campaign.
I plan to have some evil humans in a secret society called the "Illumanati" working to restore the titans, they will utilize many differnt titanspawn in the "master plan" that is what I have in mind for the slithern.
 

scarred lands

Nightfall said:
Here's a new villian for you to use my friend. I just created her, and I think she can fit in well with any plans you might have.

Lorelianni; Medium sized half elven female Sorcerer 4th/Druid 4th (favors Mormo) CR; 8 Size M (5 ft., 4 in. tall); HD 4d4+4 + 4D8+4 hp: 46 Init +2 Spd 30 ft.; AC 18 (+2 Dex, +5 armor, +1 deflection); Attack: +8 (greatclub) melee, ranged +7 (sling) Damage: 1d10+2; SV Fort +2 (+1 Base, +1), Ref +3 (+1 Base, +2 Dex,), Will +7 (+4 Base, +3 Wis); AL NE; SA: Spells SQ: nature sense, animal companion, woodland stride, trackless step, resist nature's lure (+2 to Fort save against poison, +4 luck bonus to saves against poison) Str 14 (+2) Dex 14 (+2) Con 12 (+1) Int 16 (+3) Wis 17 (+3) Cha 18 (+4)


Animal companion: Black Mamba (size huge) and two Bushmasters (size medium)
[Editor's note: use the MM entry for a viper of those sizes but with the following changes to their poisons. Black Mamba: (DC 18) Initial Damage: 2d6 Con, 2 minutes later, (Secondary Damage) 1d6 Str, rapid distress (deals out 1d6 points of subdual damage,) 2d6 Con; Bushmaster: (DC 18) Initial Damage 2d6 Con, 5 minutes later (Secondary damage) 1d8 Con (not continuos). This information comes from Tome of Horrors, and thus is OGC.]

Languages Spoken: Ledean, Darakenee, Albadian, Druidic (Mormo)

Skill points: Sorc 35, Druid 50
Skills: Alchemy +14 (11 ranks +3 Int), Animal Empathy + 11 (7 ranks, +4 Cha), Concentration +8 (7 ranks, +1 Con), Handle Animal + 15 (11 ranks, +4 Cha), Knowledge (arcana) +14 (11 ranks +3 Int), Knowledge (nature) +14 (11 ranks, +3 Int), Knowledge (religion) +8 (5 ranks, +3 Int), Profession (Herbalist) + 6 (3 ranks, +3 Wis), Spellcraft +14 (11 ranks, + 3 Int), Wilderness Lore +6 (3 ranks +3 Wis)
Feats: Martial Weapon Proficiency: greatclub, Witch of the Old Blood, Brew Potion

Sorcerer
Spells per day: 6/7/4
Spells known: 6/3/1
DC: 14/15/16

Sorcerer:
Oth: daze, detect poison, detect magic, read magic, ray of frost, ghost sound
1st: acid spittle*, chameleon skin*, identify
2nd: Melf's acid arrow

Druid
Spells per day: 5/4/3
DC: 13/14/15

Druid: (spells commonly memorized)
0th: guidance, shockwave X2, light, resistance
1st: call animal companion**, magic fangx2, sethris' potency*
2nd: bane of the forge**, barkskin, serpent's stare**


* Denotes spell from Relics and Rituals 1
* Denotes spell from Relics and Rituals 2

Possessions: ring of protection +1, masterwork greatclub, snakeskin armor*, periapt of proof against poison

History: Lorelianni was born of union between an Albadian human and a female wood elf. She was born on the second Charday of Taner, under Delphos' sign. Her father was of the old blood, a consummate believer in the titans. However he also paid homage to the gods, but only in passing. Her mother was also a titan worshiper, but followed Denev, revering her son, Corean and Tanil as well. What neither could have guessed was that her father's line was that of one of Mormo's more favored brood. Thus while she trained in druidic mysteries with her mother, she felt more of the pull towards another earthy titan, Mormo. When Lorelianni tried to apply for an apprenticeship with one of the Helliann, her mentor could see that the blood of Mormo already marked Lorelianni. Her clan then prohibited her from ever using her gifts, for fear she might wake the power within and turn hag or worse. This saddened her mother, but it infuriated Lorelianni. She vowed then and there, nothing would stop her from reaching her own powers. She knew intuitively that this was her destiny. So she rode off from her home in Albadian high snows to the Hornsaw. There she managed to study with a coven of Red Witches. They offered her knowledge and a greater understanding of natural poisons. In time she found and developed her own sorcerous powers. She had trained with her father for a time, and while not as strong as he, had developed an affinity for the great club. While few of the Red Witches found it odd, none could say it violated any oaths or beliefs of the Serpent Mother. Indeed, now thanks to their help, she had found a few rare serpents and adopted them as her new family. The very large black mamba, she called Godbane, in honor of her patron. The others she called Slith and Slideth. Before leaving, the matron of clan gave her a final parting gift, that of snakeskin armor which had been kept for a while but now was passed on to her as a sign of their newly forged bond. With this in hand a few other things, Lorelianni was ready to start up her own circle. She decided to head to Darakeene, specifically in the Dara province. There she hoped to recruit and train new followers as well as start a small army. Her newest goal was to now avenge herself on her former home.

Appearance/Personality: Lorelianni a slight looking woman, with rich dark hair, pale complexion and deep brown eyes. She uses her disarming appearance to keep men at bay. She's also well versed in understanding people's need for revenge. Often, she will play the part of the distressed maiden, searching for champions. This ploy often works. While some women might find her a bit needy, she only plays that part up for the men. To date she has been very spartan about her bedmates. But if she think it will win her a new ally, she will not hesitate to press the issue. However, if said ally is a cleric or paladin, most will find themselves with a very short live expectancy. Her methodology for recruiting is a combination of fear, intimidation, and a lovely knowledge of poisons. She is not one for melee, at least not unless pressed. She prefers to manipulate and connive for what she wants. If she faces heavy numbers, she will retreat or let someone else do the fight. Often she has Godbane do her dirty work, killing off potential enemies before they can suspect her true nature. Her own true concerns are her work in building an army and giving support to other followers of Mormo. She often will be preparing new potions and poisons for them, using her arcane and druidic knowledge to give them the edge. As it stands now, she has 5 minor druids in her own charge as well as several low level thugs to dish out punishment.

___________________________________________________

I like her. Have you considered the witch of mormo PrC for her?
(I think thats what its called its in R&RII) She I think will be the 1st of the "Illuminati" leader types that the PC's encounter. It will not be for a few levels yet (maby when the party hits 4th or 5th)
 

I think you mean Lady of Serpents... It's possible. But I didn't quite picture her going that way. Perhaps later on you can give her the levels to suit that lifestyle. Just glad you like her.
 

scarred lands

Ya, I think thats the PrC. It sounded to me like she is already headed towards that. I'll have to reread it. Any way that you work it she's gonna be quite the PC adversary.;)
 


scarred lands

Well I guess this will make more sence if I post it here rather then hit the wrongkey and post on a NEW thread.:o :o :o :o :o

I can always use a new D&D site. I only have about a dozen and I'm always looking for more.:D
 


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