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Hong's Britannia 3E NPC collection

hong said:
And Mariah, the ex-PC who went over to the dark side, and came back to fight the party. Unfortunately I didn't quite achieve my aim of having her fight the player who used to have her, but them's the breaks.

...

Notes:
- Amping her up from her original build was a challenge, I can tell you. Talk about anti-munchkin.
At least doing the "upgrade" gave you something to think about... any chance she'll be back? Maybe Darius has some more redemption in him, once he tires of Varimer?
 

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Crass said:
At least doing the "upgrade" gave you something to think about... any chance she'll be back? Maybe Darius has some more redemption in him, once he tires of Varimer?
I think Darius might be preoccupied for the foreseeable future. Why don't you do it? ;)
 

hong said:
Altin's henchman, a warrior gone over to the dark side. Flurry + haste + wounding weapon = scary. Strike of corruption = very scary, unfortunately it's once per encounter only.

Saduj:

ahh, good ol' Judas. :) made U5 very interesting, that's for sure. "back off me man, i just want the carpet and sandalwood box!"
 

BOZ said:
ahh, good ol' Judas. :) made U5 very interesting, that's for sure. "back off me man, i just want the carpet and sandalwood box!"
Ha! Unfortunately none of my players have ever played any of the Ultimas, so they didn't get the name. :p
 

Bump part the 3rd

Nostalgia time... the NPCs from the very first session of the campaign.

The adventure toook place in Trobridge, a village split between two opposing camps led by Sorin Ondailis the mercenary knight, and Aldric the mayor.

Sorin was the son of baron Kerson Ondailis, who used to rule over Trobridge. A brutal, vengeful man with a penchant for violence, he had returned to reclaim his heritage after having been absent for ten years. Aldric the Heavy-Handed was a conniving, ruthless character who came to power shortly before Baron Ondailis died (rumour has it that he was responsible for the baron’s death). He lost no time in stamping his authority on the hamlet, and made his home in the baron's fortified compound.

Things were at a stalemate before the PCs arrived. Both leaders recognised they couldn't defeat the other, but also were unwilling to leave. The PCs resolved the conflict by doublecrossing both of them and got them to destroy each other.


Sorin Ondailis: male human kgt2*/ftr3; CR 4; HD 5d10+10 (48 hp); Init +1; Spd 20 ft; AC 20 (touch 12, flat-footed 19); BAB +5; Grap +7; Atk +9 melee (2d6+4, +1 greatsword) or +8 ranged (1d8+3, m’work mighty comp longbow); AL LE; SV Fort +8, Ref +2, Will +6; Str 15, Dex 13, Con 14, Int 10, Wis 14, Cha 13.
* as an ex-knight, Sorin cannot gain more knight levels.

Skills and Feats: Diplomacy +5, Intimidate +9, Listen +3, Spot +3, Cleave, Endurance, Indomitable, Point-Blank Shot, Power Attack, Weapon Focus (greatsword).

Equipment: +1 greatsword; masterwork mighty composite longbow (+2); masterwork full plate; 20 arrows.



Aldric the Heavy-Handed: male human rog3/ftr2; CR 4; HD 3d6+2d10+5 (33 hp); Init +7; Spd 30 ft; AC 17 (touch 13, flat-footed 14); BAB +4; Grap +5; Atk +6 melee (1d8+1, m’work longsword), or +7 ranged (1d6, shortbow); SA Sneak attack +2d6; SQ Evasion, uncanny dodge (Dex bonus to AC); AL CE; SV Fort +7, Ref +8, Will +5; Str 12, Dex 16, Con 12, Int 14, Wis 10, Cha 14.

Skills and Feats: Bluff +8, Diplomacy +10, Hide +7, Intimidate +7, Listen +6, Move Silently +7, Sense Motive +7, Spot +6, Luck of Heroes, Iron Will, Improved Initiative, Dodge, Mobility.

Equipment: ring of resistance +1; masterwork studded leather armour; masterwork longsword; masterwork buckler; shortbow; 20 arrows; potion of invisibility.
 

NPCs from the most recent session, as detailed here: http://www.enworld.org/forums/showthread.php?t=100715

Dryden is the Chief Inquisitor of the Witch Hunters, an organisation devoted to tracking down and slaying the bloodmages, followers of Mondain. He’s a ruthless and unyielding man, who gives the impression that he’ll let nothing stand between him and his objectives. Word is that he lost his family to the bloodmages, which ex-plains his hatred for them.

Dryden is actually a double agent, in league with his organisation’s enemies. His family is still alive, and under the thumb of the bloodmages; their lives are forfeit if he moves against the bloodmages’ inner circle. His motivations are more complex than simply wanting to protect his loved ones, however.

Dryden was the one who first contacted the bloodmages, and his true loyalties lie with them. He is motivated by ambition (the bloodmages have destroyed many of his rivals for his position) and security (without their enemies, the witch hunters would fade into irrelevance). His family’s position is a guarantee to the bloodmages that he won’t double-cross them.


Dryden: male human drd7/druidic inquisitor 10; CR 13; Medium Humanoid (human); HD 17d6+85 (153 hp); Init +5; Spd 30 ft; AC 27 (touch 17, flat-footed 22); BAB +12; Grap +15; Atk +23/+18/+13 melee (1d8+11/17–20 plus 2d6 vs humans, +5 keen, humanbane longsword); SA Spells, turn undead; SQ Spirit sight, spirits’ favour, detect evil, immunities, pierce illusion, pierce disguise, force shapechange, discern lies, learn the truth; AL LE; SV Fort +19, Ref +17, Will +27; Str 16, Dex 20, Con 20, Int 15, Wis 26, Cha 16.

Skills and Feats: Concentration +25, Knowledge (nature) +20, Knowledge (planes and spirits) +20, Knowledge (religion and philosophy) +20, Spellcraft +17, Divine Might, Dodge, Great Fortitude, Empower Spell, Extra Turning, Fortune’s Favour, Mobility, Quicken Spell, Spring Attack, Weapon Focus (longsword).

SQ — Immunities (Ex): Immune to charms, compulsions and possession.

Equipment: +5 keen, humanbane longsword; +5 Britannian steel chain shirt; vest of resistance +4; amulet of natural armour +1; circlet of mind shielding; ring of protection +2; ring of freedom of movement; boots of speed.

Spells Prepared (6/6+2/6+2/6+2/6+2/5+1/5+1/4+1/2+1/1+1, save DC = 18 + spell level): 0 — detect magic (x2), purify food and drink, read magic (x2), touch of fatigue; 1st — bless, camouflage (x2), divine favor* (x2), protection from evil, shield of faith (x2); 2nd — ancestral vengeance, blindsight (x2), inflict moderate wounds, rebuke (x2), zone of truth* (x2); 3rd — bestow curse, castigate (x2), detect thoughts*, heroism*, locate object, remove blindness/deafness, substitution; 4th — air walk (x2), quickened divine favor*, divine power*, holy smite, spell immunity, unholy blight (x2); 5th — dispel good, greater heroism*, quickened cure moderate wounds, empowered cure serious wounds, slay living (x2); 6th — etherealness, harm (x2), heal, stoneskin*, wind walk; 7th — blasphemy, quickened divine power*, greater restoration, greater teleport, quickened cure critical wounds; 8th — dimensional lock, greater spell immunity, power word stun*; 9th — quickened blade barrier*, empowered mass inflict serious wounds.
* Denotes domain spell. Domains: Hero, War, Inquisition.

Powerup Results (substitution, stoneskin, shield of faith, divine power, greater heroism, quickened divine favor, boots of speed): 187 hp; Spd 60 ft; AC 32 (touch 18, flat-footed 26); BAB +17; Grap +30; Atk +38/+38/+33/+28/+23 melee (1d6+17/17–20 plus 2d6 vs humans, +5 keen, humanbane longsword); SQ DR 10/blacksteel, half damage from all attacks, fear immunity; SV Fort +23, Ref +22, Will +31; Str 20.



Dormand is a senior figure in the bloodmages’ inner circle. He is responsible for coordinating the activities of the various bloodmage cells around the empire, and as such knows more about their activities than almost anyone else. He has been a thorn in the party’s side for many months now, although he’s more inclined to see things the other way round.

Dormand: male human mag6/bloodmage 9; CR 12; Medium Humanoid (human); HD 6d4+9d8+43 (140 hp); Init +5; Spd 30 ft; AC 22 (touch 18, flat-footed 17); BAB +7; Grap +7; Atk +8/+3 melee (1d6+1, +1 quarterstaff); SA Spells; SQ Accursed, blood magic, bloodpool; AL NE; SV Fort +18, Ref +17, Will +17; Str 10, Dex 21, Con 20, Int 15, Wis 14, Cha 24.

Skills and Feats: Concentration +21, Spellcraft +18, Empower Spell, Fortune’s Favour, Iron Will, Lightning Reflexes, Quicken Spell, Scribe Scroll, Still Spell.

SQ — Bloodpool (Su): Dormand’s bloodpool can hold up to 150 hit points and 15 Constitution points.

Equipment: +1 quarterstaff; bracers of armour +4; ring of resistance +5; ring of protection +3; arcane scroll of destruction; arcane scroll of greater teleport; 2 arcane scrolls of lion’s charge.

Spells Per Day (6/8/8/8/7/7/5/5, save DC = 17 + spell level): 0 — dancing lights, daze, detect magic, detect poison, flare, ghost sound, open/close, prestidigitation, read magic; 1st — magic missile, fiery eyes, ray of enfeeblement, scales of the serpent, shield, true strike; 2nd — alter self, blindsight, resist energy, scorching ray, see invisibility, spectral hand; 3rd — animate dead, displacement, fireball, earthbolt, vampiric touch; 4th — air walk, dimension door, enervation, polymorph, stoneskin; 5th — cone of cold, fire breath, hold monster, slay living, wall of force; 6th — greater dispel magic, harm, wind walk; 7th — limited wish, greater teleport.

Powerup Results (quickened shield, stoneskin, quickened scales of the serpent, displacement, quickened spectral hand): AC 31 (touch 18, flat-footed 26); Ranged atk +12; SQ DR 10/blacksteel, 50% miss chance.


Notes:
- We upped Quicken Spell to +3 spell levels from +2, after it was felt that it was becoming too powerful.
- Druidic inquisitor is the church inquisitor PrC from Complete Divine, reduced to d6 HD.
 
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Whoa, 2 months between updates. Oh well.

Most of the sessions in between have been more freeform affairs, with previously statted monsters or stats pulled out of my ass. Now they're in Stonegate itself, though, and I'm intending to get value for money out of my Frostburn and Libris Mortis books.

First, a big frost-burny worm thingy.

Frostburn worm: Half-white dragon fiendish advanced remorhaz; CR 14; Garguantuan Dragon (spirit); HD 21d12+147 (294 hp); Init +1; Spd 30 ft, burrow 20 ft, fly 60 ft (average); AC 28 (touch 9, flat-footed 25); BAB +21; Grap +49; Atk +34 melee (3d8+16, bite) and +28/+28 melee (2d6+8, 2 claws); S/R 15 ft/10 ft; SA Improved grab, swallow whole, breath weapon, smite good (+20 damage); SQ Darkvision 60 ft, heat, low-light vision, tremorsense 60 ft, DR 10/magic, SR 25, resistances, immune to sleep and paralysis; AL NE; SV Fort +20, Ref +13, Will +8; Str 42, Dex 13, Con 27, Int 9, Wis 12, Cha 12.

Skills and Feats: Listen +20, Spot +20, Tumble +10, Awesome Blow, Dodge, Improved Dodge, Flyby Attack, Improved Bull Rush, Mobility, Power Attack, Weapon Focus (bite).

SA — Breath Weapon (Su): Cone of cold, 30 feet long, 1/day; damage 6d8, Reflex half DC 28.

SQ — Resistances (Ex): Fire resistance 10, immune to cold.

SQ — Heat (Su): 8d6 points fire damage to any creature striking the frostburn worm with a melee attack; Fort half DC 28.
 

A frost giant lord of the bloodmages. Check out those stats. Marvel at the munch. Wail at how he went down like a two-dollar hooker, after rolling a 2 on a Will save against a rebuke. Memo to self: remember to use reroll ability after failing a save.


Theron the Black, bloodmage lord: Male fiendish frost giant ftr1/tainted berserker 9; CR 17; Large Giant (cold, spirit); HD 14d8+1d10+9d12+144 (283 hp); Init +0; Spd 30 ft; AC 29 (touch 9, flat-footed 29); BAB +20; Grap +36; Atk +35/+30/+25/+20 melee (2d8+22/x3 plus 1d6 cold plus 2d6 unholy, +3 frost, unholy halberd); S/R 10 ft/10 ft; SA Frenzy 4/day, greater frenzy, unholy strike, strike of corruption 2/day, aura of fear, rock throwing, smite good (+20 damage); SQ DR 4/good and 10/magic, SR 25, cold immunity, low-light vision, rock catching, fire resistance 10, vulnerable to fire; AL CE; SV Fort +26, Ref +11, Will +15; Str 35, Dex 10, Con 22, Int 14, Wis 18, Cha 15.

Skills and Feats: Climb +15, Intimidate +20, Jump +20, Spot +12, Cleave, Combat Expertise, Fortune’s Favour, Great Cleave, Improved Overrun, Improved Sunder, Indomitable, Iron Will, Power Attack, Soul of Battle.

SA — Strike of Corruption (Su): 2d6 Con damage, 1/encounter, Fort half DC 21.

SA — Aura of Fear (Su): Enemies with less than 5 HD within 15 feet are frightened for 2d4 rounds when Theron enters a frenzy. Will negates DC 21.

Equipment: +3 frost, unholy halberd; +4 half-plate; amulet of resistance +4; boots of speed.

Powerup Results (greater frenzy, speed): Spd 70 ft; AC 32 (touch 12, flat-footed 29); Grap +39; Atk +36/+36/+36/+31/+26/+21 melee (2d8+26/x3 plus 1d6 cold plus 2d6 unholy, +3 frost, unholy halberd); SV Ref +15; Str 41.
 
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Ha, that's nothing! My munch-fu is as that of a small child compared to Geoff Watson's. By dint of careful selection of classes, feats, stats and items, he has managed to produce a character at 16th level with:

- +28 attack bonus when raging
- average 30 points damage per hit, before Power Attack
- 5 attacks per round with haste
- Fort and Will saves in the mid-20s
- Diplomacy, Sense Motive, Intimidate, Survival, Listen and Jump bonuses all > 20

And he wasn't even trying to be a combat monster. He could have done much worse, believe me.

In fact, the gap between him and everyone else got so wide that I asked him to tone down his character. It had got to the point where I was designing monsters and encounters specifically to neutralise Ronin, which isn't really a Good Thing. He was very cooperative and obliging, something you don't see often these days (not if you go by some people's stories on these boards anyway).

So what did I do last session? I killed his character. There must be an element of karmic payback in there somewhere, but I'm not sure which way it's pointing.
 
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