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Notes for a New Campaign City, Parsantium


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Water Boys skill challenge encounter

Hi,

The second adventure for the Flotsam-based PCs will be the investigation into the murder of the orphan girl, Ashna, which I've written about before on this thread.

I've done this encounter as a skill challenge and am looking for feedback on this thread. Please check it out and let me know what you think!

Cheers


Richard
 

Jagadish stats

Here's some 4e stats for Jagadish, thuggee killer of Ashna:

Jagadish
Level 4 Skirmisher

Medium natural humanoid XP 175

Initiative +6 Senses Perception +2
HP 50; Bloodied 25
AC 18; Fortitude 16, Reflex 18, Will 17
Speed 6

m Scimitar (standard; at-will) ✦ Weapon
+8 vs. AC; 1d8 + 4 damage

R Dagger(standard; at-will) ✦ Weapon
Ranged 5/10; +9 vs. AC; 1d4 + 4 damage.

M Strangle (standard; sustain standard; at-will)
Requires combat advantage; +7 vs Reflex; 1d10+3 dmg and target is grabbed (until escape). A target trying to escape the grab at -4 penalty to the check. Jagadish can sustain the power as a standard action, dealing 1d10+3 dmg and maintaining the grab.

Combat Advantage
Jagadish deals an extra 1d6 dmg on melee attacks on any targets he has combat advantage against.

Alignment Chaotic Evil Languages Batiaran, Sahasran
Skills Acrobatics +10, Stealth +10, Thievery +10
Str 12 (+3) Dex 16 (+5) Wis 11 (+2)
Con 10 (+2) Int 10 (+2) Cha 12 (+3)
Equipment leather armor, scimitar, 4 daggers, strangle cord, thieves tools

Jagadish has a black skull (the symbol of Kali) tattooed on the base of his spine. He wears red robes over his armour and a black turban. With a DC 15 Perception check, a PC can notice scratches on his arm – these were made by Ashna as she struggled to escape from him.

This guy is based on the Halfling Thief in the MM with the strangle power stolen from the Bugbear Strangler.

Any comments?


Richard
 


I really like your description of him it is not what I first imagined thought he would look like your average joe but I like this to
Thanks. I might tone his appearance down a bit - a turban is a common sight in the Old Quarter, but I think I'll make his robes into a dark red tunic. He's still meant to be a striking-looking figure so he would have needed to don an "average joe" disguise while asking around the docks after Ashna!

Cheers


Richard
 

Thuggee stats

Hi,

Here are the stats for the Thuggee cultists. For a tough level 3 encounter worth 799xp, the PCs will have to fight four of these guys, Jagadish and four human rabble (minions). Too much for five 1st-2nd level PCs? I'm expecting them to use daily powers as they're in the city but the Thuggees will probably get surprise.

Thuggees, human cultists (4)
Level 2 Skirmisher
Medium natural humanoid XP 125 each
Initiative +6 Senses Perception +1
HP37; Bloodied 18
AC 16; Fortitude 12, Reflex 14, Will 12
Speed 6

m War Pick (standard; at-will) ✦ Weapon
+4 vs. AC; 1d8 + 1 damage, and the Thuggee shifts 1 square (crit 1d8+9).

r Dagger (standard; at-will) ✦ Weapon
Ranged 5/10; +6 vs. AC; 1d4 + 3 damage.

M Steel Serpent Strike (standard; encounter) ✦ Weapon
+4 vs. AC; 2d8 + 1 damage, the target is slowed and cannot shift until end of your next turn, and the Thuggee shifts 1 square

Coordinated Strike
When two Thuggee are in adjacent squares and attack the same enemy, they gain combat advantage against him.

Combat Advantage
The Thuggee deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.

Alignment Chaotic Evil Languages Batiaran, Sahasran, Thuggee cant.
Skills Stealth +9, Streetwise +7, Thievery +9
Str 12 (+2) Dex 17 (+4) Wis 11 (+1)
Con 13 (+2) Int 10 (+1) Cha 10 (+2)

Equipment leather armor under normal clothes, war pick, 4 daggers.

I will add Coordinated Strike to Jagadish's stats too.

Let me know what you think!


Richard
 

Hi,

I've spent some time today working on the second adventure in which the PCs investigate the death of Ashna, one of the Water Boys, after she witnesses the Dockside Crew unloading slaves from a pirate ship.

I've written up the Old Fishery where the Dockside Crew are based. For this location, I'm using the map and some of the descriptions from Pathfinder #7 Edge of Anarchy. However, there are no orphans here -- just gang members -- and sleazeball Gaedren Lamm is replaced by Elias Wang, a Fu Manchu moustachioed evil warlock:

Elias Wang, Dockside Crew leader & human warlock

Level 3 Elite Skirmisher, 300 xp
Initiative +3 Senses Perception +1
HP 84; Bloodied 42
AC 18; Fortitude 15, Reflex 17, Will 17
Saving Throws +2
Speed 6
Action Points 1

m Dagger (standard; at-will) ✦ Weapon
+7 vs. AC; 1d4 + 2 damage.

R Spiteful Glamour (standard; at-will) ✦ Psychic
Ranged 10; +9 vs. Will; 1d8 + 4 psychic damage, or 1d12 + 3 psychic damage against targets at full hit points.

C Cursebite (standard; encounter) ✦ Necrotic
Close burst 20; +9 vs. Fortitude; 2d8 + 4 necrotic damage; affects all creatures suffering from warlock’s curse.

Warlock’s Curse (minor; at-will, 1/round)
Closest enemy; Elias designates target as cursed. His attacks deal an extra 1d6 damage. A target can have only
one curse at a time.

Darkspiral Aura (free; at-will) ✦ Necrotic, Psychic
Whenever an enemy Elias has cursed is reduced to 0 hit points, he adds 1 point to his darkspiral aura. Once per
round as a free action, when an enemy makes a melee or ranged attack against him, he can use his darkspiral aura
to deal 1d6 necrotic and psychic damage per point in the aura and reset the aura to 0. If his aura deals at least 12
damage, he can reset the aura to 1 instead, but the attack deals half damage.

Alignment Evil Languages Common
Skills Acrobatics +5, Bluff +9, Insight +6, Intimidate +9, Stealth +5
Str 10 (+1) Dex 14 (+3) Wis 11 (+1) Con 13 (+2) Int 16 (+4) Cha 16 (+4)
Equipment leather armor, dagger, +1 magic rod (+1d6 extra dmg on critical hits)

Now I need to track down (or come up with) some 4e stats for a shark and tiny monstrous spiders!

Cheers


Richard
 

Next things to write: Orloch Scragmane's HQ in a slum tenement and the Night Market in the Hidden Quarter where the PCs must rescue the slaves before they're sold off to sinister villains.

Any suggestions?


Richard
 

The Slums

South west of Flotsam, the Dock Ward gets even more run-down as you enter the slums.

Here, wooden shacks have been built on top of other wooden shacks in a higgledy-piggledy fashion, creating tall and rickety-looking apartment blocks and tenements in which a family of 12 is often crammed into a single room with a simple stove to cook on and no sanitation. The streets and alleys are close together, with the top storeys of buildings on opposite sides often leaning in and nearly touching, making those walking below feel claustrophobic.

Beggars, many of whom are missing limbs or eyes, sit on street corners, their bowls stretched out to passers-by, and cheap prostitutes offer their bodies for copper coins. Gangs of desperate men skulk in the alleyways at night, looking for people less fortunate than themselves to rob.
Disease is common, and the streets are full of flea-ridden cats and troops of mangy blue-bottomed monkeys hunting for something to eat. The whole district is smoky due to the fires, but the smells of food cooking (usually lentils or rice with some scraps of meat, fish or vegetables and a pinch of spice) does little to mask the stench of unwashed bodies and waste.
This part of the Old Quarter is under the control of the Bosses, greedy independent crime lords, who own the tenements and shacks and prey on the weak. Orloch Scragmane is just one of half a dozen or so of these scumbags. The gnoll gangster is based in a rundown tenement building next door to a small chapel dedicated to Pelor run by Brother Jerome, a kindly cleric trying to do some good by running a soup kitchen for the needy.

Any comments?


Richard
 
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