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Sandboxing in the Nentir Vale (was: Emergent Features in KotS)
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<blockquote data-quote="LostSoul" data-source="post: 4616735" data-attributes="member: 386"><p>And here is the deal with the Mages of Saruun.</p><p></p><p>First, deal with their NPC spy: That slave guy - Hecubus - is drinking in the tavern. Orontar approaches him. "You're one of those slaves rescued from the Pits of Torog. I haven't seen you around for a long time. Where'd you get the coin?"</p><p></p><p>Here Armok is going to have to make a roll with Jace's Help vs. Orontar's Will Defense of 21. Success: Orontar is not suspicious. Failure: Orontar pulls Brugg aside. "Keep a close eye on him." Either way, the PCs get information on the disposition of the Mage's forces.</p><p></p><p>Disposition of the Mages of Saruun:</p><ul> <li data-xf-list-type="ul">They have a total of: Orontar, Brugg, 2 dire wolves, 2 bugbears, 1 hobgoblin, 1 dwarf, 1 gnome, 18 humans. The wolves and Orontar live in the Custom House. The rest live elsewhere. They also have an arcane ballista.</li> <li data-xf-list-type="ul">They are organized into three groups. Only one is on active duty at any time, centered at the Custom House. The others are either off-duty or sleeping. It will take a few minutes to get the other groups action-ready.</li> <li data-xf-list-type="ul">The Mages are three: Hasifir, Niame, and Samazar. Hasifir is an artificer, Niame is an eladrin witch, and Samazar - the leader - is a demon-summoner.</li> <li data-xf-list-type="ul">Most of the people support the mages. They might not like them, but they keep the peace. Rendil and the halflings are the sole exception. They'd probably protect the PCs if things go horribly wrong.</li> <li data-xf-list-type="ul">No one knows how to get into the Mages' tower except Orontar. He probably has some kind of spell (Linked Portal). The Mages come out at a portal by the minotaur statue if you call their name. Sometimes it takes a while.</li> <li data-xf-list-type="ul">Orontar is the only wizard in the Seven-Pillared Hall.</li> </ul><p></p><p><strong>*** The Mages of Saruun ***</strong></p><p></p><p>First: Who are the Mages?</p><p></p><p>The Mages are a group of "modern arcanists who seem to have some lesser or greater influence in what remains of the ruined city."</p><p></p><p>They are led by three powerful Wizards: Hasifir, Niame, and Samazar. These wizards have the <em>command amulets</em> "which allow them control the bronze warders, minotaur constructs built in the city's heyday."</p><p></p><p>These are the Ordinator Arcanis - level 12 Controllers. Each has a Bronze Warder.</p><p></p><p>Orontar is their Steward - he runs the day-to-day affairs in the Seven-Pillared Hall. He answers to the Ordinator Arcanis.</p><p></p><p>Paldemar is the chief or research. He explores the Labyrinth with some of his followers. He answers to the Ordinator Arcanis.</p><p></p><p>Brugg is the chief enforcer. He answers to Orontar.</p><p></p><p>The enforcers are made up of guards, etc. They have a total of: Orontar, Brugg, 2 dire wolves, 2 bugbears, 1 hobgoblin, 1 dwarf, 1 gnome, 18 humans. The wolves and Orontar live in the Custom House. The rest live elsewhere.</p><p></p><p>Encounter Groups:</p><p></p><p>1. Brugg and Orontar. Level 8. XP 1800.</p><p>[sblock] </p><p>Orontar level 8 Controller xp 700</p><p>Brugg level 8 Brute xp 350 (1050)</p><p>5 Human Guards level 3 Soldiers xp 750 (1800)</p><p>Treasure: Orb of Judicious Conjuration +2, ritual book with linked portal, sending, magic circle, silence.</p><p></p><p>Setup:</p><p></p><p>Orontar sends a message to Malchior via Sending:</p><p></p><p>"Malchior. I wish things had not come to this. Come out peacefully and you will merely be banished. Resist and perish. Orontar."</p><p></p><p>Orontar will wait for the PCs on the other side of the bridge. He will have Brugg and his guards with him. Make sure that the two bridges are both in the encounter area, as well as the minotaur statue (escape for Orontar).</p><p></p><p>Other notes:</p><p>-stream has a current of 3.</p><p>-cloudspores at the base of the statue hill.</p><p>-Trigger: When Orontar is bloodied, he flees to the custom house.</p><p>-Trigger: When a Thunder power is used, the ground is turned into difficult terrain.</p><p>-Trigger: When the pillar is first damaged, it shudders and chips. If it is damaged again, it collapses, attacking all creatures in a Burst 1 (+15 vs. Ref; 4d10+5 damage and the target is Restrained). The terrain becomes Difficult.</p><p>-Trigger: When a ranged power misses, the attack hits a stalactite in the distance and it falls. If someone targets a stalactite, it falls, making a melee attack (+10 vs. Ref; 2d8+4 damage, and the target falls Prone). The terrain becomes Difficult.</p><p> </p><p>[sblock=Orontar]</p><p>Orontar Level 8 Elite Controller</p><p>Initiative +8 Senses Perception +7</p><p>HP 178; Bloodied 89 </p><p>AC 24; Fortitude 18, Reflex 23, Will 21</p><p>Speed 6</p><p>Action Points 1</p><p>Saving Throws +2</p><p>basic melee Dagger (standard; at-will) * Weapon</p><p> +6 vs. AC; 1d8+1 damage.</p><p>close blast Thunderwave (standard; at-will) * Thunder</p><p> Burst 3; +12 vs. Fort; 1d6+6 thunder damage, and the target is pushed 2.</p><p>area Fire Burst (standard; encounter) * Fire</p><p> Burst 2 within 20; +12 vs. Ref; 3d6+6 fire damage.</p><p>area Wall of Fog (standard; encounter) * Conjuration</p><p> Wall 8 within 10; sustain minor; grants concealment and blocks line of sight.</p><p>area Stinking Cloud (standard; encounter) * Poison, Zone</p><p> Burst 2 within 20; sustain minor; +12 vs. Fort; 1d10+6 damage. Creates a zone that blocks line of sight until the end of Orontar's next turn. Creatures that enter or start their turns there take 1d10+6 poison damage. As a move action, Orontar can move the zone up to 6 squares.</p><p>ranged Pushing Hand (minor; at-will)</p><p> Ranged 5; +12 vs. Fort; the target slides 1.</p><p>Second Wind (standard; encounter) * Healing</p><p> Orontar heals 44 hit points and recharges one of his encounter spells.</p><p>Judicious Conjuration (free; encounter)</p><p> Orontar sustains a power that would otherwise require a minor action.</p><p>Skills Arcana +14, Dungeoneering +11, History +14, Insight +11</p><p>Str 10 (+4) Dex 10 (+4) Wis 14 (+6) </p><p>Con 12 (+5) Int 20 (+9) Cha 8 (+3)</p><p>Equipment: Orb of judicious conjuration +2, ritual book with linked portal, sending, magic circle, silence.[/sblock]</p><p></p><p>Tactics:</p><p>Orontar starts off with a Fire Burst, catching as many enemies as he can, then spends an Action Point to follow up with a Stinking Cloud. Brugg and the guards will move forward and ready actions to attack any PC coming out of the cloud, trying to form a line of defense. Orontar will use his Wall of Fog to block any PCs who try to flank. He will sustain the cloud and wall and use his Pushing Hand and Thunderwave to play havoc with enemies, pushing them into the cloud.[/sblock]</p><p></p><p></p><p>2. Enforcer Barracks. A couple of groups. </p><p>[sblock]</p><p>The Hunters (level 4) XP 924</p><p>2 dire wolves xp 400</p><p>2 bugbear warriors xp 400</p><p>4 human rabble xp 124</p><p>Treasure: 90gp</p><p></p><p>The Ballista Crew (level 4) XP 862</p><p>4 human guards xp 600</p><p>1 net thrower (beetle) xp 200</p><p>2 human rabble xp 62</p><p>Treasure: Gloves of the Bounty Hunter (net thrower)</p><p></p><p>The Brute Squad (level 5) XP 1000</p><p>3 human guards xp 450</p><p>1 hobgoblin commander xp 200</p><p>1 dwarf hammerer xp 200</p><p>1 gnome arcanist xp 150</p><p>Treasure: Rushing Cleats (dwarf)</p><p> </p><p></p><p>[sblock=Arcane Ballista]Arcane Ballista</p><p>Large Vehicle</p><p>HP 50 Space 2 squares by 2 squares Cost 5,000 gp (level 10)</p><p>AC 16; Fortitude 16, Reflex 2</p><p>Speed 2</p><p>Driver</p><p> The driver must occupy the back seat of the arcane ballista. If the driver is trained in Arcana, he adds a +2 bonus to the arcane ballista's attack rolls.</p><p>Load</p><p> One medium creature; 100 pounds of gear.</p><p>Out of Control</p><p> An out of control arcane ballista rolls forward and makes Wheel Spike attacks.</p><p>melee Wheel Spikes (move; when the arcane ballista enters a creature's space; at-will)</p><p> +8 vs AC; 1d8+5 damage and the target is knocked prone.</p><p>ranged Flaming Bolt (standard; at-will) * Fire</p><p> Ranged 20; +4 vs. Ref; 2d8+4 fire damage. The driver adds 1/2 his level as a bonus to the attack rolls.</p><p>area Lightning Sphere (standard; encounter) * Lightning</p><p> Area burst 1 within 10; +4 vs. Ref; 3d6+4 lightning damage. The driver adds 1/2 his level as a bonus to the attack rolls.</p><p>ranged Freezing Bolt (standard; encounter) * Cold</p><p> Ranged 10; +4 vs. Ref; 2d8+4 damage and the target is slowed (save ends). The driver adds 1/2 his level as a bonus to the attack rolls.</p><p>Reload (standard; recharge 6)</p><p> The ballista gunner recharges an encounter power.[/sblock][/sblock]</p><p></p><p>3. Hasifir.</p><p>[sblock]</p><p>Hasifir is the Artificer of Saruun. He was the one who unlocked the Command Amulets, developing a ritual to allow use of these powerful items. He spends most of his time building new constructs and delving into the ancient lost lore of Saruun.</p><p></p><p>The Artificer of Saruun (level 9) XP 2150</p><p> Hasifir xp 1000 (elite level 10 controller)</p><p> 1 Bronze Warder xp 600</p><p> 1 Iron Cobra xp 250</p><p> 2 Iron Defenders xp 300</p><p> Treasure: Shielding Girdle</p><p></p><p> Environment: Let's add something for each PC. Make sure to tell them.</p><p> Armok: There are a variety of arcane construct things in the room - grabbing hands, arms, etc. - and Hasifir controls them. Armok can wrest control away and use them for himself!</p><p> Malchior: The lab is full of arcane reagents. They don't respond well to fire!</p><p> Bren the Bold: The arcane furnace is cooled via steam vents, which let out thick, greasy smoke at regular intervals. They give total concealment! Bren could bust a valve open to keep the steam venting from one.</p><p> Wexley: The Bronze Warder will keep moving, taking OAs.</p><p> Jace: Jace sees the mark of his pact devil on all the constructs. With an act of will, he can control them!</p><p></p><p>[sblock=Hasifir]Hasifir, gnome arcanist Level 10 Elite Controller (Leader)</p><p>Small fey humanoid XP 1000</p><p>Initiative +7 Senses Perception +4</p><p>HP 212; Bloodied 106</p><p>AC 26; Fortitude 24, Reflex 25, Will 21</p><p>Speed 5</p><p>Action Points 1</p><p>Saving Throws +2</p><p>basic melee Hammer (standard; at-will) * Weapon</p><p> +7 vs. AC; 1d4 damage.</p><p>close Arcane Sparks (standard; at-will) * Weapon, Lightning</p><p> Close Blast 3; +14 vs. Fort; 1d8+5 damage and the target is dazed (save ends). If the target is already dazed, the target is blinded instead (save ends).</p><p>area Sulfurous Fumes (standard; recharge 5, 6) * Poison, Fire</p><p> Area Burst 2 within 10; +14 vs. Fort; 3d8+5 poison damage and the target takes ongoing fire 5 (save ends).</p><p>ranged Chain Grab (minor; at-will; see Animate Chains below)</p><p> Targets only characters adjacent to an animated chain; +14 vs. Ref; 2d8+5 damage and the target is grabbed. If the target tries to escape, it uses Hasifir's Fortitude defense.</p><p> Sustain Minor: A target grabbed by the chains takes 1d8+5 damage. Hasifir can attack another target with the same chain, but he must release the target he has grabbed.</p><p> Special: A character trained in Arcana can take control of the chains as a Minor action with a DC 21 Arcana check (no retry). If successful, he can attack with the chains (Int +2 vs. Ref; 2d8+Int damage; use the above otherwise).</p><p>Animate Chains (minor; encounter)</p><p> Hasifir activates the magic on the chains, causing them to come alive - and under his control.</p><p>close Healing Infusion (minor; encounter) * Healing</p><p> Close Burst 5; Each construct ally in the burst heals 15 hit points.</p><p>Fade Away (immediate reaction, when Hasifir takes damage; encounter) * Illusion</p><p> Hasifir turns invisible until he attacks or the end of his next turn.</p><p>Skills Arcana +15, Dungeoneering +9, History +15</p><p>Str 10 (+5) Dex 14 (+7) Wis 8 (+4) </p><p>Con 18 (+9) Int 21 (+10) Cha 16 (+8)</p><p>Equipment: [/sblock][/sblock]</p><p></p><p>4. Niame.</p><p>[sblock]</p><p>Niame is an eladrin witch who busies herself with the connection between the world and the Feywild. She knows there are many portals in the Labyrinth and she wants to uncover all of them and the mystery behind them.</p><p></p><p>Witch of Saruun (level 9) XP 2200</p><p> Niame xp 1000 (elite level 10 artillery)</p><p> 1 Bronze Warder xp 600</p><p> 1 Satyr Rake xp 300</p><p> 1 Eladrin Fey Knight xp 300</p><p> Treasure: magic rod +3</p><p></p><p>When the PCs enter her level, they emerge onto a grassy meadow. The sun is bright and warm, the air is sweet, birds are chirping, a doe bounds by with her fawn. It is very Feywild-esque.</p><p></p><p>This is an illusion.</p><p></p><p>In order to break the illusion, a PC needs to make a DC 21 check. Once he has done so, he can help another PC, giving him a +2 bonus on his check (no roll needed!).</p><p></p><p>Alerted to the PC's presence, Niame will approach the PCs and attack using Eyebite while they are in the illusion. The PCs have 1d6+4 rounds before she attacks. If they do not know Niame is attacking them, they will feel at-peace and sleepy, like all they want to do is lie down and take a nap on the soft green lawn. Bunnies snuggle up with them. It's very nice.</p><p></p><p>Now if the PCs do break free of the illusion, they see Niame - a beautiful eladrin woman - attacking them. This all seems to take place outdoors, in the Feywild, but really it doesn't (which may do something to movement). This way I can use an outdoor battlemap.</p><p></p><p>[sblock=Niame]Niame Level 10 Elite Artillery</p><p>Medium fey humanoid XP 1000</p><p>Initiative +8 Senses Perception +5</p><p>HP 152; Bloodied 76</p><p>AC 24; Fortitude 18, Reflex 24, Will 25</p><p>Speed 6</p><p>Action Points 1</p><p>Saving Throws +2</p><p>basic melee Sickle (standard; at-will)</p><p> +5 vs. AC; 1d4 damage.</p><p>ranged Eyebite (standard; at-will) * Charm, Psychic, Implement</p><p> ranged 10; +15 vs. Will; 1d6+5 psychic damage and Niame is invisible to the target until the start of Niame's next turn.</p><p>ranged Crown of Madness (standard; encounter) * Charm, Implement, Psychic</p><p> ranged 10; +15 vs. Will; 2d6+5 psychic damage. Miss: Half damage.</p><p> Sustain Minor: The target makes a melee basic attack against one of its adjacent allies of Niame's choice (save ends).</p><p>ranged Mire the Mind (standard; encounter) * illusion, implement, psychic</p><p> ranged 10; +15 vs. Will; 1d10+5 damage and Niame and all of her allies in range are invisibile to the target until the end of her next turn. Effect: Niame gains a +4 bonus to Stealth checks until the end of the encounter.</p><p>Skills: Arcana +14, Bluff +15, History +14, Religion +10</p><p>Str: 10 (+5) Dex: 16 (+8) Wis: 10 (+5) </p><p>Con: 10 (+5) Int: 18 (+9) Cha: 21 (+10) [/sblock][/sblock]</p><p></p><p></p><p>5. Samazar.</p><p>[sblock]Samazar is a demon-worshipper, sacrificing victims to Baphomet. It was his idea to come to the Labyrinth, and he hopes to unlock all its secrets and bring Baphomet to the world.</p><p></p><p>Demon-Worshipper of Saruun (level 10) XP 2500</p><p> Samazar xp 2500 (solo level 10 controller)</p><p> Treasure: 1500 gp demon statue, 1000gp ruby (holds soul of demon - put the ruby in the statue to talk to him!), magic staff +3</p><p></p><p>Encounter Notes:</p><p>-Circle of Baphomet: any Evil creatures within the circle gain a +2 bonus to attack rolls and saving throws.</p><p>-Summoning Circles: Samazar has trapped a number of carnage demons (evistro). He cannot control them, but is working on a ritual that will allow him to (without any success). If the circles are broken, the evistro inside will attack the nearest creature. </p><p>-Trigger: If a summoning circle is damaged, it will break and the evistro inside will attack.</p><p>-Trigger: If Samazar is Bloodied, he will use Mage Hand to break summoning circles.[/sblock]</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4616735, member: 386"] And here is the deal with the Mages of Saruun. First, deal with their NPC spy: That slave guy - Hecubus - is drinking in the tavern. Orontar approaches him. "You're one of those slaves rescued from the Pits of Torog. I haven't seen you around for a long time. Where'd you get the coin?" Here Armok is going to have to make a roll with Jace's Help vs. Orontar's Will Defense of 21. Success: Orontar is not suspicious. Failure: Orontar pulls Brugg aside. "Keep a close eye on him." Either way, the PCs get information on the disposition of the Mage's forces. Disposition of the Mages of Saruun: [list] [*]They have a total of: Orontar, Brugg, 2 dire wolves, 2 bugbears, 1 hobgoblin, 1 dwarf, 1 gnome, 18 humans. The wolves and Orontar live in the Custom House. The rest live elsewhere. They also have an arcane ballista. [*]They are organized into three groups. Only one is on active duty at any time, centered at the Custom House. The others are either off-duty or sleeping. It will take a few minutes to get the other groups action-ready. [*]The Mages are three: Hasifir, Niame, and Samazar. Hasifir is an artificer, Niame is an eladrin witch, and Samazar - the leader - is a demon-summoner. [*]Most of the people support the mages. They might not like them, but they keep the peace. Rendil and the halflings are the sole exception. They'd probably protect the PCs if things go horribly wrong. [*]No one knows how to get into the Mages' tower except Orontar. He probably has some kind of spell (Linked Portal). The Mages come out at a portal by the minotaur statue if you call their name. Sometimes it takes a while. [*]Orontar is the only wizard in the Seven-Pillared Hall.[/list] [b]*** The Mages of Saruun ***[/b] First: Who are the Mages? The Mages are a group of "modern arcanists who seem to have some lesser or greater influence in what remains of the ruined city." They are led by three powerful Wizards: Hasifir, Niame, and Samazar. These wizards have the [i]command amulets[/i] "which allow them control the bronze warders, minotaur constructs built in the city's heyday." These are the Ordinator Arcanis - level 12 Controllers. Each has a Bronze Warder. Orontar is their Steward - he runs the day-to-day affairs in the Seven-Pillared Hall. He answers to the Ordinator Arcanis. Paldemar is the chief or research. He explores the Labyrinth with some of his followers. He answers to the Ordinator Arcanis. Brugg is the chief enforcer. He answers to Orontar. The enforcers are made up of guards, etc. They have a total of: Orontar, Brugg, 2 dire wolves, 2 bugbears, 1 hobgoblin, 1 dwarf, 1 gnome, 18 humans. The wolves and Orontar live in the Custom House. The rest live elsewhere. Encounter Groups: 1. Brugg and Orontar. Level 8. XP 1800. [sblock] Orontar level 8 Controller xp 700 Brugg level 8 Brute xp 350 (1050) 5 Human Guards level 3 Soldiers xp 750 (1800) Treasure: Orb of Judicious Conjuration +2, ritual book with linked portal, sending, magic circle, silence. Setup: Orontar sends a message to Malchior via Sending: "Malchior. I wish things had not come to this. Come out peacefully and you will merely be banished. Resist and perish. Orontar." Orontar will wait for the PCs on the other side of the bridge. He will have Brugg and his guards with him. Make sure that the two bridges are both in the encounter area, as well as the minotaur statue (escape for Orontar). Other notes: -stream has a current of 3. -cloudspores at the base of the statue hill. -Trigger: When Orontar is bloodied, he flees to the custom house. -Trigger: When a Thunder power is used, the ground is turned into difficult terrain. -Trigger: When the pillar is first damaged, it shudders and chips. If it is damaged again, it collapses, attacking all creatures in a Burst 1 (+15 vs. Ref; 4d10+5 damage and the target is Restrained). The terrain becomes Difficult. -Trigger: When a ranged power misses, the attack hits a stalactite in the distance and it falls. If someone targets a stalactite, it falls, making a melee attack (+10 vs. Ref; 2d8+4 damage, and the target falls Prone). The terrain becomes Difficult. [sblock=Orontar] Orontar Level 8 Elite Controller Initiative +8 Senses Perception +7 HP 178; Bloodied 89 AC 24; Fortitude 18, Reflex 23, Will 21 Speed 6 Action Points 1 Saving Throws +2 basic melee Dagger (standard; at-will) * Weapon +6 vs. AC; 1d8+1 damage. close blast Thunderwave (standard; at-will) * Thunder Burst 3; +12 vs. Fort; 1d6+6 thunder damage, and the target is pushed 2. area Fire Burst (standard; encounter) * Fire Burst 2 within 20; +12 vs. Ref; 3d6+6 fire damage. area Wall of Fog (standard; encounter) * Conjuration Wall 8 within 10; sustain minor; grants concealment and blocks line of sight. area Stinking Cloud (standard; encounter) * Poison, Zone Burst 2 within 20; sustain minor; +12 vs. Fort; 1d10+6 damage. Creates a zone that blocks line of sight until the end of Orontar's next turn. Creatures that enter or start their turns there take 1d10+6 poison damage. As a move action, Orontar can move the zone up to 6 squares. ranged Pushing Hand (minor; at-will) Ranged 5; +12 vs. Fort; the target slides 1. Second Wind (standard; encounter) * Healing Orontar heals 44 hit points and recharges one of his encounter spells. Judicious Conjuration (free; encounter) Orontar sustains a power that would otherwise require a minor action. Skills Arcana +14, Dungeoneering +11, History +14, Insight +11 Str 10 (+4) Dex 10 (+4) Wis 14 (+6) Con 12 (+5) Int 20 (+9) Cha 8 (+3) Equipment: Orb of judicious conjuration +2, ritual book with linked portal, sending, magic circle, silence.[/sblock] Tactics: Orontar starts off with a Fire Burst, catching as many enemies as he can, then spends an Action Point to follow up with a Stinking Cloud. Brugg and the guards will move forward and ready actions to attack any PC coming out of the cloud, trying to form a line of defense. Orontar will use his Wall of Fog to block any PCs who try to flank. He will sustain the cloud and wall and use his Pushing Hand and Thunderwave to play havoc with enemies, pushing them into the cloud.[/sblock] 2. Enforcer Barracks. A couple of groups. [sblock] The Hunters (level 4) XP 924 2 dire wolves xp 400 2 bugbear warriors xp 400 4 human rabble xp 124 Treasure: 90gp The Ballista Crew (level 4) XP 862 4 human guards xp 600 1 net thrower (beetle) xp 200 2 human rabble xp 62 Treasure: Gloves of the Bounty Hunter (net thrower) The Brute Squad (level 5) XP 1000 3 human guards xp 450 1 hobgoblin commander xp 200 1 dwarf hammerer xp 200 1 gnome arcanist xp 150 Treasure: Rushing Cleats (dwarf) [sblock=Arcane Ballista]Arcane Ballista Large Vehicle HP 50 Space 2 squares by 2 squares Cost 5,000 gp (level 10) AC 16; Fortitude 16, Reflex 2 Speed 2 Driver The driver must occupy the back seat of the arcane ballista. If the driver is trained in Arcana, he adds a +2 bonus to the arcane ballista's attack rolls. Load One medium creature; 100 pounds of gear. Out of Control An out of control arcane ballista rolls forward and makes Wheel Spike attacks. melee Wheel Spikes (move; when the arcane ballista enters a creature's space; at-will) +8 vs AC; 1d8+5 damage and the target is knocked prone. ranged Flaming Bolt (standard; at-will) * Fire Ranged 20; +4 vs. Ref; 2d8+4 fire damage. The driver adds 1/2 his level as a bonus to the attack rolls. area Lightning Sphere (standard; encounter) * Lightning Area burst 1 within 10; +4 vs. Ref; 3d6+4 lightning damage. The driver adds 1/2 his level as a bonus to the attack rolls. ranged Freezing Bolt (standard; encounter) * Cold Ranged 10; +4 vs. Ref; 2d8+4 damage and the target is slowed (save ends). The driver adds 1/2 his level as a bonus to the attack rolls. Reload (standard; recharge 6) The ballista gunner recharges an encounter power.[/sblock][/sblock] 3. Hasifir. [sblock] Hasifir is the Artificer of Saruun. He was the one who unlocked the Command Amulets, developing a ritual to allow use of these powerful items. He spends most of his time building new constructs and delving into the ancient lost lore of Saruun. The Artificer of Saruun (level 9) XP 2150 Hasifir xp 1000 (elite level 10 controller) 1 Bronze Warder xp 600 1 Iron Cobra xp 250 2 Iron Defenders xp 300 Treasure: Shielding Girdle Environment: Let's add something for each PC. Make sure to tell them. Armok: There are a variety of arcane construct things in the room - grabbing hands, arms, etc. - and Hasifir controls them. Armok can wrest control away and use them for himself! Malchior: The lab is full of arcane reagents. They don't respond well to fire! Bren the Bold: The arcane furnace is cooled via steam vents, which let out thick, greasy smoke at regular intervals. They give total concealment! Bren could bust a valve open to keep the steam venting from one. Wexley: The Bronze Warder will keep moving, taking OAs. Jace: Jace sees the mark of his pact devil on all the constructs. With an act of will, he can control them! [sblock=Hasifir]Hasifir, gnome arcanist Level 10 Elite Controller (Leader) Small fey humanoid XP 1000 Initiative +7 Senses Perception +4 HP 212; Bloodied 106 AC 26; Fortitude 24, Reflex 25, Will 21 Speed 5 Action Points 1 Saving Throws +2 basic melee Hammer (standard; at-will) * Weapon +7 vs. AC; 1d4 damage. close Arcane Sparks (standard; at-will) * Weapon, Lightning Close Blast 3; +14 vs. Fort; 1d8+5 damage and the target is dazed (save ends). If the target is already dazed, the target is blinded instead (save ends). area Sulfurous Fumes (standard; recharge 5, 6) * Poison, Fire Area Burst 2 within 10; +14 vs. Fort; 3d8+5 poison damage and the target takes ongoing fire 5 (save ends). ranged Chain Grab (minor; at-will; see Animate Chains below) Targets only characters adjacent to an animated chain; +14 vs. Ref; 2d8+5 damage and the target is grabbed. If the target tries to escape, it uses Hasifir's Fortitude defense. Sustain Minor: A target grabbed by the chains takes 1d8+5 damage. Hasifir can attack another target with the same chain, but he must release the target he has grabbed. Special: A character trained in Arcana can take control of the chains as a Minor action with a DC 21 Arcana check (no retry). If successful, he can attack with the chains (Int +2 vs. Ref; 2d8+Int damage; use the above otherwise). Animate Chains (minor; encounter) Hasifir activates the magic on the chains, causing them to come alive - and under his control. close Healing Infusion (minor; encounter) * Healing Close Burst 5; Each construct ally in the burst heals 15 hit points. Fade Away (immediate reaction, when Hasifir takes damage; encounter) * Illusion Hasifir turns invisible until he attacks or the end of his next turn. Skills Arcana +15, Dungeoneering +9, History +15 Str 10 (+5) Dex 14 (+7) Wis 8 (+4) Con 18 (+9) Int 21 (+10) Cha 16 (+8) Equipment: [/sblock][/sblock] 4. Niame. [sblock] Niame is an eladrin witch who busies herself with the connection between the world and the Feywild. She knows there are many portals in the Labyrinth and she wants to uncover all of them and the mystery behind them. Witch of Saruun (level 9) XP 2200 Niame xp 1000 (elite level 10 artillery) 1 Bronze Warder xp 600 1 Satyr Rake xp 300 1 Eladrin Fey Knight xp 300 Treasure: magic rod +3 When the PCs enter her level, they emerge onto a grassy meadow. The sun is bright and warm, the air is sweet, birds are chirping, a doe bounds by with her fawn. It is very Feywild-esque. This is an illusion. In order to break the illusion, a PC needs to make a DC 21 check. Once he has done so, he can help another PC, giving him a +2 bonus on his check (no roll needed!). Alerted to the PC's presence, Niame will approach the PCs and attack using Eyebite while they are in the illusion. The PCs have 1d6+4 rounds before she attacks. If they do not know Niame is attacking them, they will feel at-peace and sleepy, like all they want to do is lie down and take a nap on the soft green lawn. Bunnies snuggle up with them. It's very nice. Now if the PCs do break free of the illusion, they see Niame - a beautiful eladrin woman - attacking them. This all seems to take place outdoors, in the Feywild, but really it doesn't (which may do something to movement). This way I can use an outdoor battlemap. [sblock=Niame]Niame Level 10 Elite Artillery Medium fey humanoid XP 1000 Initiative +8 Senses Perception +5 HP 152; Bloodied 76 AC 24; Fortitude 18, Reflex 24, Will 25 Speed 6 Action Points 1 Saving Throws +2 basic melee Sickle (standard; at-will) +5 vs. AC; 1d4 damage. ranged Eyebite (standard; at-will) * Charm, Psychic, Implement ranged 10; +15 vs. Will; 1d6+5 psychic damage and Niame is invisible to the target until the start of Niame's next turn. ranged Crown of Madness (standard; encounter) * Charm, Implement, Psychic ranged 10; +15 vs. Will; 2d6+5 psychic damage. Miss: Half damage. Sustain Minor: The target makes a melee basic attack against one of its adjacent allies of Niame's choice (save ends). ranged Mire the Mind (standard; encounter) * illusion, implement, psychic ranged 10; +15 vs. Will; 1d10+5 damage and Niame and all of her allies in range are invisibile to the target until the end of her next turn. Effect: Niame gains a +4 bonus to Stealth checks until the end of the encounter. Skills: Arcana +14, Bluff +15, History +14, Religion +10 Str: 10 (+5) Dex: 16 (+8) Wis: 10 (+5) Con: 10 (+5) Int: 18 (+9) Cha: 21 (+10) [/sblock][/sblock] 5. Samazar. [sblock]Samazar is a demon-worshipper, sacrificing victims to Baphomet. It was his idea to come to the Labyrinth, and he hopes to unlock all its secrets and bring Baphomet to the world. Demon-Worshipper of Saruun (level 10) XP 2500 Samazar xp 2500 (solo level 10 controller) Treasure: 1500 gp demon statue, 1000gp ruby (holds soul of demon - put the ruby in the statue to talk to him!), magic staff +3 Encounter Notes: -Circle of Baphomet: any Evil creatures within the circle gain a +2 bonus to attack rolls and saving throws. -Summoning Circles: Samazar has trapped a number of carnage demons (evistro). He cannot control them, but is working on a ritual that will allow him to (without any success). If the circles are broken, the evistro inside will attack the nearest creature. -Trigger: If a summoning circle is damaged, it will break and the evistro inside will attack. -Trigger: If Samazar is Bloodied, he will use Mage Hand to break summoning circles.[/sblock] [/QUOTE]
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