Showing posts with label Duchy of St. Cuthbert. Show all posts
Showing posts with label Duchy of St. Cuthbert. Show all posts

Thursday, October 6, 2022

Jarlsburg: Ember Drake for Old School Essentials

 


Ember Drake for Old School Essentials

Ember drakes are rewarded to especially devoted mortal worshippers of Tiamat. The Dragon Queen has found incredible success with the machinations of her zealots that are not dragons and while most of her dragon followers are disgusted at the mere thought of working with the lesser races, she is well aware that over the last millennia subtlety can be as devastating as a one of her children rampaging through a mortal city. Ember drakes are generally reserved for cults that are establishing a foothold within an area and are best used terrorizing the locals and quite often allow high ranking members of a cell to gain or increase their personal power in their territory. They are fairly cunning and always ready for a hunt. They are given to a priest while still an egg and bond with the first humanoid they see.

AC 5 [14], HD 4 (18hp), Att 1 × bite (2d4), THAC0 16 [+3], MV 120' (40'), SV D11 W13 P14 B13 S15,
ML 9, AL Lawful, XP 100, NA 1 (1), TT T

 Emberspark: When the ember drake rolls a natural 19-20 on their attack roll it emits a gout of flame that catches the target on fire and inflicts an additional 1d6 damage each turn until they or an ally pass a Dexterity check to put the fire out.

 Fireborn: Ember drakes are immune to damage from fire.

▶ Master of Flame: An ember drake's master has a bond with the creature that grants them resistance to fire (1/2 damage).

 Tail Lash: When a creature makes a melee attack against the ember drake and rolls a natural 1 they take 1d4 damage.




Ember Drake 
Evil Large beast
Initiative +2
AC 14
HP 115
Str 18 (+4)     Dex 12 (+2)    Con 14 (+2)   Int 7 (-2)
Wis 14 (+2)     Cha 6 (-2)
Space/Reach 10 feet/5 feet
Speed 60 feet
Melee Attack claws +6/+6 (1d6+4 slashing/
1dt+4 slashing) and bite +6 (1d8 +4 piercing)
Special Traits tailslap; vulnerable to poison damage
XP 450

    Tailslap three per day an ember drake can take an extra attack with it's tail.  If it hits with it's tailslap, the target takes 2d6+4 bludgeoning damage and is knocked back 10 feet.
    Vulnerability ember drakes have poison damage doubled against them.
    Combat:  Ember drakes are smart and vicious.  They will stalk and ambush their prey with great patience.  They prefer to tear at their target with claws and finish them off with their bite.  It's not uncommon for them to surprise a secondary victim with a quick snap of their long tail.   
     Habitat and Socity:  Ember drakes are created through a magical ritual generally practiced by Cults of Nilat the Corrupter.  The process requires a duck egg and nearly 2 years of foul ceremonies.  Ember drakes can be trained, though they are very willful.  They are far smarter, than most would anticipate and are easy to underestimate.
    Legend and Lore:  Their tails are useful for rituals and material components.  Their hearts are a delicacy and fairly valuable.  Less know is that their rear left paw is necessary for a specific darkness producing ritual, Gloaming.  With much commitment, ember drakes can be trained, but will never be fully broken.  The sage, Korwin of Nuln listed ember drakes as the scouts for Nilat's worshipers.




DnD Next is copyright Wizards of the Coast.  This a fan work and not a challenge to their copyright in any way.

Wednesday, April 12, 2017

A to Z Challenge 2017: I is for Hex 0203



Each Hex is 6 miles, and I used Hexographer to create my map.








0203

The Duchy of Saint Cuthbert continues to dominate the region, to the north is the Hexehschule, one of the most prominent schools of arcane magic on the continent. It is run by Mastermage Viola Putin (DnD 5: Level 11 Female Half-Elf Trasnmutation Wizard; DnD B/X: Level 11 Magic-User). Several years ago, Emperor Creed XI's 8th son, Herodotus, enrolled at the school. Since then, many noble families have tried numerous methods to get their children enrolled, hoping to curry favor with a (distant) heir to the throne. However, Putin has no time for such nonsense and neither does Herodotus who hopes to make a name for himself as an arcane researcher.

Adventurers can often find work at the school by participating in an experiment, providing security for an experiment, seeking particular spell components, or hunt down a rogue experiment.

The Harkness is a secret society that has been existence for 2 centuries and is the worst kept secret in the Duchy. While there are many nefarious rumors surrounding it, the members spend most of their time playing practical jokes on non-members and a production of the King In Yellow each Summer Solstice.


To the east is Hommlet, a village of nearly 150 souls. Most who live in the Duchy have heard bawdy tales of the Inn of the Welcome Wench and the adventurers it attracts from the west and south. There is also a church of Pelor here known as Sun's Gate, which rumors claim has 1 of the 4 Dawnstars hidden under it's cornerstone. Sun's Gate is served by Radiant Servant Maderia Romney (DnD 5: Level 4 Female Human Life Cleric; DnD B/X: Level 4 Cleric), Crusader Garren Hoff (DnD 5: Level 2 Male Half-Orc Paladin; DnD B/X: Level 2 Fighter), and Maderia's Acolyte, Viola Thurston (DnD 5: Level 11 Female Half-Elf Acolyte). A Druid devoted to Pelor, Egar Mortenson (DnD 5: Level 3 Male Circle of the Grassland Druid; DnD B/X: Level 3 Cleric) keeps a close watch the surrounding area.

Just south of the village is a ruined moathouse that has become the home of a pack of gnolls. The village is very concerned and has put up a 5 gp reward for driving the monsters out of the area.


South of Hommlet is the small village (less than 80 people) of Nulb whose folk have long been known for their uncertainty for strangers and peculiar ways. Egar has noticed some strange newcomers in the area who seem to be making in-roads within the village. While he has not witnessed anything untoward, he finds the strangers slightly unnerving.

Terrain is dominated by farm lands growing corn, cotton, wheat, and barley and the occasional ruin from a bygone era.

Tuesday, April 11, 2017

A to Z Challenge 2017: H is for Hex 0202



Each Hex is 6 miles, and I used Hexographer to create my map.








0202
The Duchy of Saint Cuthbert dominates the region, with Duchess Katarina Malifaux's (DnD5: 4th Level Human Fiendish Pact Warlock; DnD B/X: 4th Level Magic-User) estate, Highpoint, Sherwald Keep, and the village of Brighten to the east. The Duchess has been a widow for five winters now and her subjects have grown to accept her situation, though rumors persist that she murdered the Duke and was seduced by her court magician, Verilous the Wise (DnD5: 5th Level Human Abjuration Wizard; DnD B/X: 5th Level Magic-User)


Sherwald Keep is the headquarters and training facility for the Royal Guard, led by Captain Morgan Stroud (DnD5: 3rd Level Human Champion Fighter; DnD B/X: 3rd Level Fighter).


Brighten is a town of 400, with much of it's industry directed at raising cotton and shearing wool. There are several public houses and inns, with Plum's having the best mead and Mistress Luvelda Mor's (Young Bronze Dragon) bordello, The Orchard, is renowned for it's culinary and carnel delights.


To the west is a peculiar monolith with ancient carvings that opens into an underground temple. Three years ago, a Wyrmlaird named Utark Firedrinker (DnD5: 7th Level Human Red Draconic Sorcerer; DnD B/X: 7th Level Magic-User) came to the Duchy and began recruiting members into his cult dedicated to Nilat the Corrupter (an aspect of Tiamat), know as the Corrupted. He had advanced knowledge of the temple and has been using it as their meeting place and base of operations. The cult has grown to 23 members and have managed to secure a blue dragon egg and are attempting to hatch it.


Terrain is a mix of green fields with sheep and cattle grazing and swaths of farm lands growing corn, cotton, wheat, and barley.

Thursday, November 26, 2015

Thor's Day: Man-Thing for 13th Age

Long, long ago, the High Druid created a protector of the Nexus of All Realities in the Wraithwood.  She chose a random, hapless victim to bear this great responsibility, in this case, a local villager. Her magic remade him.  His sole purpose to guard the Nexus and ward off the frightened and the frightening.  To this day he roams the Wraithwood, watching, studying, ever certain that whatever knows fear burns at the touch of this Man-Thing.






MAN-THING

"Ahhhhhhhh, I'm BURNINGGGGGGGGGG!"

-The Last Words of Clubber Duvall, The Fearless One.

7th level [CONSTRUCT] 
Initiative: +1


Burns At The Touch +12 vs. AC - 20 fire damage
        Natural Even Roll: 5 ongoing damage.

C: Slam +12 vs. PD  - 30 damage,
        Natural 16+: The target is grabbed.

Ooze: Man-Thing may use his plant matter body to find his way through any barrier in 1d3 turns.

Nastier Specials
Invulnerable: Man-Thing regains the escalation die x 2 in hit points each round.

Awareness: Man-Thing is immune to sneak attack damage.



AC 23

PD  21               HP 108

MD 17




Wednesday, November 11, 2015

Duchy of St. Cuthbert: The Pitch Steed for 13th Age

Ask anyone in the Duchy how Black Hill got its name and they'll tell you about Old Night Hill, whose ancient megaliths were plundered to settle and defend the town that has grown up around it.  

But ask an elder of Black Hill and they will look about, spit on the ground and tell you the tale of Sonya Haas and her unfaithful husband, Jasper and the Pitch Steed she conjured forth with her spite and her blood and her innocence   Riding the beast, she harried Jasper down for a full day and night before murdering him and the harlot he was cavorting with.

Most agree, Sonya is long dead, but that starless stallion may still be seen stalking the lands around Black Hill.  Some say its looking for a rider craving vengeance, so that it may have purpose once again.






PITCH STEED

"She's a fine animal.  All she needs is a new rider.  A devastated, relentless, terrible rider whose need for revenge is greater than their need to live."

-Corra Manley, Elder of Black Hill and purported to be Sonya Haas' baby sister.

2nd level [SPIRIT ANIMAL] 
Initiative: +2

C: Ride You Down +7 vs. PD - 7 damage
        Natural Even Roll:  Same or smaller size target is knocked
     prone (at -4 AC and -4 PD until they spend move action to get
     up).

R: Breath Balefire +11 vs. PD (1d3 nearby enemies) - 5 damage
     Miss: 2 damage.

Nastier Specials
Night Rider: It and its rider may teleport to a nearby location (recharge 11+).

Friend of the Night: When the escalation die is odd, it takes half damage from weapons.



AC 18

PD  16               HP 36

MD 12




Thursday, November 5, 2015

Thor's Day: Baron Karza for 13th Age

Over 1,000 years ago, Chief Scientist Karza trained the young royal, Arcturus Rann, to fly using glider wings. However, in one class, he cut Arcturus' wings, forcing the youth to grab onto Karza in order to stop falling and they landed safely, if somewhat unceremoniously. Although not actually named, it was quite evident that Karza later used the Master Assassins to climb the tower where Arcturus' quarters were, but they were noisy and the youth was alerted before they could reach him. Arcturus engaged them in combat using his wings, but the assassins all died before they could reveal their master's name. Concerned by the apparent conspiracy against the royal house, Arcturus' father, Lord Dallan Rann, then commanded Karza to train his son to be the first Micronaut. Arcturus was Karza's only pupil during this time. Arcturus later left on his 1,000-year journey into the Microverse and discover new worlds.  Upon his return he learned that Karza had usurped the throne and murdered his father.  After an epic battle, Karza was banished from the microverse.

In his new home, the Baron has fashioned a base out of the remains of Citadel Steel Jag, at the southwestern tip of the Duchy.  There he studies magic and plots his conquest of the microverse.





BARON KARZA

"Never go to Citadel Steel Jeeg.  Aye, its in ruins, but its not empty.  Go there and an all you will find is horror and death."

-Lady Selene Thunderstar, Leader of the Adventurer's Guild in Newhom.

8th level wrecker [CONSTRUCT] 
Initiative: +8

Master Strategist: Barzon Karza uses the escalation die.

C: Rocket Hand +13 vs. PD - 38 damage
        Natural Even Roll: Target is stuck.
       Natural 16+: Target is vulnerable

R: Optic Blast +13 vs. AC - 40 damage
      Natural 16+: Target is knocked prone.
     Miss: 10 damage.


Nastier Specials
Psi-Powers: 
R: Psi-Blast +13 vs. MD - 35 damage
      Natural 16+: Target is knocked hampered.
     Miss: 8 damage.

Weapon Systems: 
R: Missle Pods +13 vs. PD (1d3 nearby enemies) - 30 damage
     Natural 16+: Target is knocked stunned.



AC 24

PD  18               HP 144

MD 22




Wednesday, November 4, 2015

Duchy of St. Cuthbert: Trained at the Steel Chateau Feat for 13th Age


The Steel Chateau is one of the continent's premiere schools of battle and has produced numerous famous warriors in the last three decades.  The school was built on the southeast edge of the Elder Forest.  The site of the school and the wood it was built with were freely given by the wood elves of the Forest for services rendered by Clarissa St. Joan, the Chateau's founder.

Trained at the Steel Chateau


Adventurer Tier:
 Twice per day, as an interrupt action, 
you may
   add the escalation die to your miss damage and the target
   becomes vulnerable until the end of their next turn.

Champion Tier: Twice per day, as an interrupt action, you may add
   the escalation die to your AC for that attack only.

Epic Tier: Twice per day, as an interrupt action, you may add
   the escalation die to your AC and PD until the end of your next
   turn.

Friday, October 30, 2015

Blast from the Past: Bride of Iuz for 13th Age

From November 6, 2013:

Iuz the Evil is brilliant, patient, and decadent. His ambitions require creativity, loyalty, and maliciousness. Who better help than his devoted brides? The cambion only chooses the most devious and charming of women to be joined with him in unholy matrimony.   Their desire for power is only matched by their desire for the Old One, himself. While quite a few of his brides come from powerful families, Iuz is more than willing to cultivate any woman whom he finds desirable into a dark and deadly agent for his terrible machinations. Each bride's assignment is to patiently observe an area, alerting their husband if anything provocative occurs. They will often reside in that area for decades, cautiously adopting new identities as the years pass on and faithfully upholding their vows.






BRIDE OF IUZ
7th level spoiler [HUMANOID]
Initiative: +9

Whispers in the Dark +12 vs. MD –– 28 psychic damage
     Miss: 7 psychic damage

C: Rip Your Heart Out +12 vs. AC –– 25 damage
     Natural 16+: Target is weekend until the end of their next turn

R: Wicked +12 vs. PD –– 30 lightning damage
     Natural Odd roll: Inflicts cold damage
     Natural 16+: Inflicts fire damage to target and 1d3 nearby
                           enemies


Nastier Specials
I Do: The Bride uses the escalation die.
Femme Fatale: The Bride only needs an easy save (6+), to disengage form an enemy.

AC 23
PD 17                              HP 100
MD 21




Thursday, October 29, 2015

Thor's Day: OMAC for 13th Age

OMAC appears seemingly out of nowhere and fairly randomly.  Many believe he is a construct of Saint Cuthbert, himself.  An exotic and enigmatic guardian of the Duchy that bears his name.








OMAC

"Oh, $&%*!"

-Rogan Verlani, bandit leader of the River Runners Gang

6th level wrecker [CONSTRUCT] 
Initiative: +7

Increased Density:  OMAC adds the escalation die to damage

Decreased Density:  OMAC is immune to being grabbed,
                                   hampered, or stuck


C: Army Man +11 vs. PD (1d3 nearby enemies) - 18 damage

Fight On +11 vs. AC  -  21 damage
     Miss: 8 damage

Nastier Specials
Blasts: Fight On can be a ranged attack.


AC 22

PD  20               HP 90

MD 16




Sunday, October 25, 2015

31 Nights of Halloween: Reaper Cultists for 13th Age

Fourteen years ago, Hogarth of Thorrn, arrived in the Duchy and too up as an apprentice cobbler for Hrolf Blickerson of Newhom.  Hrolf passed five years ago and Hogarth took up his shingle as cobbler.

Hogarth has used his time well in the Duchy as a shaman for Tharoth the Reaper, an avatar of Nerull.  He has recruited the misunderstood, the maligned, and the malcontents of the Duchy into a cult that has become well positioned in Newhom and nearby Brighten.

Hogarth has shaped his followers into eager agents, who to outward appearances, have overcome their strangeness and become essential members of both villages.

The group meets to celebrate Tharoth four times a year and for many years were content to merely offer the Reaper livestock.  But as Tharoth has blessed them, they have offered dwarven and elven offerings for the last two years.  Hogarth is cautious about drawing undo attention to his cult, having strict orders to avoid human offerings.

Recently, the Reaper has directed Hogarth to begin searching for the Barrow of the Dust Lord, a murderous sorcerer who was burnt by the citizens of Brighten over a century ago for necromancy.  The cult has been told that the location of the Dust Lord's spellbook is etched on the Dust Lord's bones.







REAPER CULTIST

"We must assume they are entrenched and have been.  They know too much and they cannot find the Barrow before we do."

-Mastermage Viola Puten, Head Mistress of the Hexenschule.

3rd level [HUMAN] 
Initiative: +2

C: Reap +8 vs. PD - 10 damage
     Natural Even Roll: 10 additional damage
     Natural 16+: 10 additional damage that stacks

R: Death Magic vs. MD - 10 damage
     Natural 16+: The target is vulnerable.


Nastier Specials
Scythe Wielder: Reap gains, Miss: 5 damage.

Cleric of Tharoth: Death Magic gains, Natural Odd Roll: the target takes ongoing damage equal to the escalation die.


AC 19

PD  13               HP 45

MD 17



Monday, October 19, 2015

31 Nights of Halloween: Rat Wizard for 13th Age

While a rat king is a common enough folktale, the rat wizard is whispered in alarm, followed by oaths and signs to the Gods and hurried preparations for exodus.  Most are ill prepared for facing such a malignant and terrible foe.







RAT WIZARD

"Oh, Gods no!"

-Bishop Lorrenda Doobotto, Hoary Host of Hoggoth

Small 6th level [ANIMAL] 
Initiative: +3

R: Wizard Among Vermin +11 vs. PD - 21 fire damage
     Natural Even Roll: 21 psychic damage
     Natural Odd Roll: 21 cold damage
     Natural 16+: 2 nearby enemies take 15 damage
     Miss: The rat wizard adds the escalation die to all their defenses


R: Squeaks of Blasphemy +11 vs. MD  -  18 damage
     Natural 16+: The target is dazed.
     Miss: The rat wizard adds the escalation die to their next attack.


Nastier Specials
Foxrat: The rat wizard can fly.

Razed and Confused: Squeaks of Blasphemy gains, Natural Even Roll: the target is knocked prone and Natural Odd Roll: the target is confused.


AC 22

PD  20               HP 90

MD 16

Fear Threshold: 36 Hit Points








Thursday, October 15, 2015

Thor's Day: Idol of Perrin for 13th Age

During the 11th Age, the Zel'Zophres Academy supplied the Empire with it's most learned and capable wizards.  But above all, the Academy was renowned  for it's specialization and near perfection of the school of Divination.  The accuracy of their Diviners allowed the Empire to flourish and no wizard was greater at that art than Pherosian the Watcher.  Pherosian's greatest tool was his Eyedol, which focused and enhanced his scryings.  The wizard and the Academy were paid handsomely for his creation by several patrons and before the Master Diviner's death, he had created a total of 13 of his Eyedols.

In the current Age, only three have been recovered, all within the Boneyards of Perrin, what many scholars believe to be the site of the Zel'Zophres Academy.





Idol of Perrin (Eyedol of Pherosian)


Bonus to attack and damage with arcane spell or attack: +1 (adventurer); +2 (champion); +3 (epic).

Foresight (Idol): When you make a saving throw, gain a +1 bonus; +2 (epic). Quirk: You see a vision of your funeral. 


Diviner (Idol): By spending a Recovery, you may cast Scrying as a Utility Spell starting at 3rd Level.  When you reach 7th Level, you no longer need to spend a Recovery and Scrying has a recharge of (16+).



Monday, October 12, 2015

31 Nights of Halloween: Kuo-Tiger for 13th Age








KUO-TIGER

"Just nope."

-Feoldred of Ember, the Scarlet Swordsmaster, the Hero of Shatrath Bay

Large 3rd level wrecker [ANIMAL] 
Initiative: +6

Maul +8 vs. PD - 8 damage
     Natural Even Roll: The target is grabbed.

Crimson Tide +7 vs. AC - 1d3 nearby enemies take 5 damage

Nastier Specials
Blood in the Water: When the kuo-tiger rolls a 16+ with Crimson Tide, 1d3 additional kuo-tigers arrive at the end of the next turn.


AC 19

PD  17               HP 45

MD 13



Saturday, October 10, 2015

31 Nights of Halloween: Mole Person for 13th Age







MOLE PERSON 

"There is an entire "community" of close to twenty individuals who have taken up refuge within the confines of remnants of Pillaro's Tower.  They seem to be thriving within the old wizard's "dungeons".  My dear Duchess, I am formally requesting a vanguard, as I've already lost two cadres of my personal guards to these..."mole people."

-Baron Etienne Bruchard, Scion of the Black Heron and warden of the ruins of the Tower of Intellect.

Large 2nd level soldier [HUMANOID] 
Initiative: +4

Strike From the Shadows +6 vs. PD - 7 damage
     Natural 16+: +2d6 damage.

Tunnel Rat +7 vs. AC - 7 damage
     Natural Even Roll: +2 to the mole person's AC.

Nastier Specials
Trap Master: When a mole person misses with a strike from the shadows, roll a d6, if the roll is less than the escalation die the target must make a save (11+), on a failure they take 8 damage and are hampered


AC 18

PD  16               HP 36

MD 12



Wednesday, September 30, 2015

Thor's Day: Rektor the Warden Hammer for 13th Age

Nearly 2000 years ago, the dwarven High Jarl of Hammerhome, Grimshaw Blackfell was gifted with Rektor, the Warden Hammer by Moradin to protect the dwarven capital from a perilous siege.  The mountain walls had nearly been breached by Thassamar Toosmart, First Boss of Goblins, and little hope remained in the dwarven city.  However, Grimshaw, wielding Rektor, smashed the ranks of goblins until he reached Toosmart himself and bashed the Goblin King's brains from his skull. 

For 1300 years, each High Jarl of Hammerhome would be given the Warden Hammer upon election to the position. 

However, it was with great shock and a good deal of horror when High Jarl Feldar Ironfurrow discovered the weapon had been stolen during the reign of his predecessor, High Jarl Koll Fireplume.  Apparently, Koll decided to keep the matter a state secret and had a ceremonial replica crafted to replace it.  While Feldar was horrified, he understood the decision and adopted it, fearing unrest and revolt from his citizenry.

So, for the last 700 years, the first state secret each newly elected High Jarl learns is that Warden Hammer has been stolen and is then placed in charge of the Anvil, the dwarven secret service pledged to find and retrieve Rektor.  Unfortunately, the Anvil has not been very successful.

What is most shocking about the Warden Hammer's fate is that it was stolen by dwarves of Hammerhome.  Garvin the Shadespeaker, cousin to the rogue Ori Bludnehare, who defied his King and settled his Mine near the Drudge, hired a band of thieves known only as the Gloaming to steal his people's greatest treasure.  Garvin was convinced his Idol of Perrin would work in taming the Drudge and the kuo-toa that thrived there, but wanted the Warden Hammer in case something went wrong.

Unfortunately for Garvin and all of those living in Blundenhare's Mine, the Shadespeaker was wrong about the safety of his scryings and about his people's security with the Warden Hammer.  

The Warden Hammer has waited over 700 years to be unearthed by adventurers. 

Rektor the Warden Hammer


Bonus to attacks and damage when using the weapon: +1 (adventurer); +2 (champion); +3 (epic).

Flurry (two-handed melee weapon – recharge 11+): When you make a basic attack, make a second basic attack against a different enemy as a free action. Quirk: You hear the voice of Rektor squalling at you to "Git to slayin'!"

Protection (melee weapon – recharge 6+): When you make a basic attack with this weapon, gain a +4 bonus to all defenses until the end of your next turn (champion: +5; epic: +6). Quirk: You hear the voice of Rektor reciting the oath of the Great Kings of Hammerhome.

Vanity (melee weapon): When you hit with this weapon, deal +1d6 damage to that enemy if you are the only one engaged with it (champion: +2d6; epic: +4d6). Quirk: Tells you its story of the time it wielded Grimshaw Blackfell in slaying the First and Only Boss of Goblins. 

Duchy of St. Cuthbert: Crowbear for 13th Age


From MissMonster.Com




CROWBEAR 

"Ya know what de say about dem, right?  Its those Hexers!  Ya don't know what a hexer is?  Da school!  Da school!  Yep, da Hexenschule, if ya need me ta be all fancy.  De say dem wizards made dem for a project.  An den de got out...and now de stalk us."

-Cleo Deopalis, a widow and gossip who spends her days at the Hearth and Hound in Newhom.

2nd level wrecker [BEAST] 
Initiative: +6

Pick You Clean +7 vs. PD - 9 damage
     Natural 16+: The crowbear steals something valuable from the
                            target.

Sneaky Bastard +7 vs. AC - 7 damage.
    Natural Even Roll: The target takes an additional 2d6 damage.

Nastier Specials
Scary Smart: The crowbear adds the escalation die to attack rolls.

A Murder is A Comin': When the escalation die is 4, two more
                                     crowbears join the fray. 

AC 18

PD 12               HP 36

MD 16



Saturday, February 16, 2013

Witch: Maiden (D&D Next)


Witch: Maiden
Medium Humanoid (Human)

Armor Class 13

Hit Points 18 (4d8) 

Speed 30 ft.
Senses lowlight vision 50 ft.


Str 10 (+0)     Dex 13 (+1)    Con 11 (+0)
Int  15 (+3)     Wis 13 (+2)    Cha  16  (+3)

Alignment chaotic evil 
Languages common, infernal, witch's cant


TRAITS______________________________________
Beguiling: The witch gains advantage on all checks to persuade.

Daughter of the Moon: As long as it is after nightfall, but before dawn, the witch has advantage on saving throws against magical effects.

ACTIONS_____________________________________
Melee Attack—Nails: +1 to hit (reach 5 ft.; one creature). 
Hit: 3 (1d6) slashing damage.

Ranged AttackEvil Eye: +3 to hit (range 50 ft./100 ft.; one creature). 
Hit: 6 (1d8+2) psychic damage.

Wizard Spell: The witch can cast the followings spells once per day: 

Charm Person

Darkness

Spider Climb


ENCOUNTER BUILDING 
Level 4                      XP 500

Monday, February 4, 2013

Witch: Mother


Witch: Mother
Medium Humanoid (Human)


Armor Class 13

Hit Points 18 (4d8) 

Speed 35 ft.
Senses lowlight vision 50 ft.


Str 12 (+1)     Dex 14 (+2)    Con 11 (+0)
Int  17 (+3)     Wis 14 (+2)    Cha  13  (+1)

Alignment chaotic evil 
Languages common, infernal, witch's cant


TRAITS______________________________________
Keen Senses: The witch gains +5 to all checks to detect hidden creatures.


Daughter of the Moon: As long as it is after nightfall, but before dawn, the witch has advantage on saving throws against magical effects.

ACTIONS_____________________________________
Melee Attack—Broomstick: +4 to hit (reach 5 ft.; one creature). 
Hit: 4 (1d6+1) bludgeoning damage.

Ranged AttackEvil Eye: +5 to hit (range 50 ft./100 ft.; one creature). 
Hit: 9 (2d6+3) psychic damage.

Wizard Spell: The witch can cast the followings spells once per day: 

Charm Person

Disguise Self

Darkness

Sleep

Phantasmal Force

Spider Climb


ENCOUNTER BUILDING 
Level 4                      XP 500

Sunday, February 3, 2013

Witch Hunters Chapter 1: Into the Wraithwood

The Cast
Cecile - 4th Level Rogue Scout
Lightning 4th Level Fighter Gunslinger (Marksman)

In the Duchy of St. Cuthbert, Agnes Bleach, the Sheriff of Graven and two of her Deputies were asked to look into the finding a missing shepherd boy and two of his flock.  Everret Frost's 3rd youngest son, Hampton had been missing for two full dawns and his flock was known to range dangerously close to the dreaded Wraithwood.

Cecile found Hampton's tracks and also the presence of some magical beast.  She and Lightning entered the gloom-filled forest and followed a rough path until it split in twain.

Cecile took the right and Lightning, very unsure of splitting up, took the left.  He soon found the skin of  one of the sheep hanging on a heavy branch, about 10 feet up in the area.  He climbed and investigated, before noticing a Displace Beast lounging less than 15 feet above him, in the same tree.  He narrowly avoided it's assault and was able to shake off the effects of it's strange enchantment.

After the beast suffered a hard fall to the ground, Lightning adroitly pounced on it and roughly handled it by it's weird tentacles.  He then used his gift of talking with animals to make it understand he meant no lasting harm and in fact, need it's help.  The beast agreed to the truce and quickly explained that the Witch had killed the sheep and taken the boy.  It even agreed to show him the way to her lair.

Lightning and Kitten, as he called the Displacer Beast, found Cecile on the other path and made their way to an old shack, surrounded by giant toad stoles.  Kitten bid them farwell and sank off.

Both of them quietly began spying on the shack and noticed the second sheep, skinned and hung outside.  Within moments, the Witch came outside and a large flying squirrel greeted her form the trees. After they communed, the Witch began sniffing the air and sent the squirrel stalking through the nearby trees.

Now the deputies would need to hid from this dreadful creature, quadruple the size of any squirrel they'd ever seen with it's mangy black hair and bright pink "wings".

_______________________________________________________

My 11 year old son and 8 year old daughter are the stars of this game.  I figured witches are a good antagonist and old forests the perfect place to start a game.

Friday, September 7, 2012

D&D Next: Brother of Bone


Brother of Bones
Medium Humanoid
Armor Class 15 (Bone Scale)
Hit Points 10 (1d8+2)
Speed 40 ft.

Str
 16 (+3)       
Int 10 (+0)
Dex 11 (+0)     Wis 9 (-1)     
Con 14 (+2)     Cha 11 (+0)

Alignment
 chaotic evil
Languages Common, Abyssal

TRAITS 
Improved Critical 1: A Brother of Bone scores a critical hit with a natural melee attack roll of 19 or 20.

ACTIONS 
Melee Attack—Greatclub: +3 to hit (reach 5ft; one creature)
Hit: 1d8+3 bashing damage.

ENCOUNTER BUILDING 
Level 1                         XP 120

Tuesday Terrors: Xenomorph for Shadowdark

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