| Qualidar |
So, following a couple of suggestions from over in the New Cagewrights thread, I've been seeding a few foreshadowing encounters so that the players can get a feel for the Cagewrights before they actually show up out of nowhere. Specifically, 2 of the characters, along with the Striders, were ambushed by Khyron Bonesworn's Necrocants (I made Khyron the Cagewright apprentice of Alurad Sorizan).
The Necrocants got the drop on the characters, and they were lucky to escape with their lives. The next day the Striders were replaced by the rest of the PCs, who proceeded to return the favor.
In the first battle the ghost Malruin was "destroyed", as was the PC Beastmaster's animal companion.
For the second battle Khyron had animated several deinonychus zombies (and a couple of run of the mill elf zombies as well) in an effort to bolster his forces. With the exception of Khyron, whom I had given a scroll of Word of Recall, the Necrocants were destroyed utterly. The party's diviner scryed on the escapee, of course, which allowed me to play out the scene of him getting slapped down by his Cagewright master. When they raided the evil temple-cave of Erenthyl several days later, they found it cleaned out, and Kyhron's face on the abandoned alter (Sorizan has a bit of a serial killing skinning fetish). When next they see Mr Bonesworn his formerly handsome face will have been replaced with an onyx oni mask.
In any case, I thought I'd post the new NPCs in case anyone wanted to use them. I've left out several of the feats (stuff already factored into stats, like weapon specialization) so they're not perfect, but hopefully someone will find them useful. (I'll be posting them following this post).
~Qualidar~
| Qualidar |
First up is Dralan, the Frost Giant Mummy. Note that I decided to extend his mummy rot to his battle axe. I thought it was more flavorful.
Dralan CR 9
Male Frost Giant Mummy
CE Large Undead (cold)
Init -1 (Dex); Low-light, Darkvision 60; Listen +2, Spot +12
Aura Dispair (sight, DC 16)
Languages Frost Giant, Common
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AC 22, touch 8, flat-footed 22 (+4 chain shirt, -1 Dex, -1 size, +10 natural)
hp 91 (14d12 HD); DR 5/–
Immune Cold
Fort +10, Ref +6, Will +16
Weakness Vulnerable to Fire
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Spd 40 ft
Melee Huge Great Axe +15/10 (3d6+13+mummy rot/x3)
or 2 Slams +15 (1d4+9+mummy rot)
Ranged Rock +6 (2d6+9)
Space 10 ft; Reach 10 ft
Base Atk +7; Grp +20
Atk Options Cleave, Great Cleave, Imp Overrun, Imp Sunder, Power Attack
Special Atks Rock Throwing
Combat Gear Huge Great Axe, 4 Rocks (tomb markers)
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Abilities Str 29, Dex 9, Con 0, Int 6, Wis 14, Cha 15
SQ Undead Traits
Skills Climb +13, Craft Armor +6, Intimidate +6, Jump +17
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Despair (Su): At the mere sight of a mummy, the viewer must succeed on a DC 16 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. The save DC is Charisma-based.
Mummy Rot (Su): Supernatural disease—slam, Fortitude DC 16, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based.
Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.
Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.
To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.
An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.
| Qualidar |
Malruin, the unfortunate ghost of an executed thief.
Malruin CR 8
Female ghost (human) rogue 6
CE Medium Undead (incorporeal)
Init +3 (Dex); Listen +7, Spot +7
Aura Horrific Appearance (sight, DC 17)
Languages Common, Elvish
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AC 14, touch 14, flat-footed 11; incorporeal
hp 44 (8d12 HD)
Immune as undead
Fort +2, Ref +8, Will +1
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Spd fly 30 ft
Melee unarmed +7 (1d3)
Base Atk +4; Grp +4
Special Atks Sneak Attack +3d6, Corrupting Gaze
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Abilities Str 10, Dex 16, Con 0, Int 12, Wis 8, Cha 16
SQ Evasion, Uncanny Dodge, Rejuvination, Turn Resistance +4
Feats Weapon Finesse
Skills Appraise +6, Balance +14, Bluff +8, Climb +9, Disable Device +7, Gather Info +14, Hide +22, Jump +11, Move Silently +14, Open Lock +12, Search +15
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Corrupting Gaze (Su): A ghost can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghost’s gaze must succeed on a DC 17 Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.
Horrific Appearance (Su): Any living creature within 60 ft that views a ghost must succeed on a DC 17 Fort save or immediately take 1d4 points of Strength dmg, 1d4 points of Dexterity dmg, and 1d4 points of Constitution dmg. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.
Manifestation (Su): A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon. A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.
Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.
Turn Resistance (Ex): A ghost has +4 turn resistance.
Mothman
|
Excellent Qualidar, keep them coming!
Just out of interest, at what point during the SCAP did you run this encounter (apologies if you already mentioned this on the other thread where you discussed this encounter, I couldn't find it)?
I'm still undecided about whether to go with Delvesdeep's idea of making Khyron Alurid's apprentice (although the idea certainly has a lot of merit), but I am definately planning to stage an encounter with either the Khyron and party or Alurid on the road to Sasserine - probably when the PCs are returning to Cauldron after Test of the Smoking Eye (i figure they'll return to the prime somewhere in the vicinity of Sasserine).
| Qualidar |
The Necromancer Renita:
Renita CR 8
Female human Wizard (Necromancer) level 8
NE Medium Human
Init +2 (+2 Dex); Listen +1, Spot +1
Languages Abyssal, Common, Draconic, Infernal
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AC 12 (16 w/shield), touch 12 (16), flat 10 (14) (+2 Dex)
hp 41 (or 56 w/False Life, -3 w/ Spectral Hand);
DR 10 vs arrows/magic (80 hp), DR 10/adamantine (80 hp) w/Stoneskin
Fort +4, Ref +4, Will +7
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Spd 30 ft (60 ft w/ Expeditious Retreat and/or Fly)
Melee Dagger +4 (1d4/19-20)
Ranged Dagger +6 (1d4/19-20)
Base Atk +4; Grp +4
Combat Gear Dagger
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Spells (CL 8, +4 melee touch, +6 ranged touch):
4th Level (DC 18 or 20*): Globe of Invulnerability, Bestow Curse*, Burning Blood*, Stoneskin
3rd Level (DC 17 or 19*): Fly, Ray of Exhaustion*, Undead Torch*, Vampiric Touch*, Wind Wall
2nd Level (DC 16 or 18*): Command Undead*, False Life*, Ghoul Touch*, Protection from Arrows, Spectral Hand*
1st Level (DC 15 or 17*): Backbiter*, Expeditious Retreat, Magic Missile, Shield, Shocking Grasp, Spirit Worm*
0 Level (DC 14 or 16*): Dancing Lights, Daze, Disrupt Undead*, Light, Touch of Fatigue
*Necromancy School
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Abilities Str 10, Dex 14, Con 14, Int 19, Wis 12, Cha 10
Feats Craft Wand, Empower Spell, Greater Spell Focus (Necromancy), Scribe Scroll, Still Spell
Skills Bluff +5, Concentration +13, Knowledge (Arcana) +15, Knowledge (Dungeoneering) +11, Know. (History) +15, Sense Motive +6, Spellcraft +17
Possessions dagger
| Qualidar |
Just out of interest, at what point during the SCAP did you run this encounter?
I ran it at the very begining of the Demonskar Legacy. The diviner has been trying to get ahold of a Ray Deflection (from the Spell Compendium) scroll, but had to special order it from Sasserine at the beginning of the last adventure. The entire merchant caravan went missing, so they went to investigate. It was all the work of Lord Orbius, of course, and his 1/2 orc mercenaries. The final insult is he replaced the scroll with a sabotaged version that will make the caster more vulnerable to ray attacks. The diviner will probably notice when he inscribes it in his spell book, given his Knowledge (arcana) skill, but he'll be paranoid!
~Qualidar~
| Qualidar |
Sir Tharex, the Swordwraith:
Sir Tharex CR 8
Male Swordwraith Fighter 6
LE Med Undead
Init +5 (Dex, Imp Init); Listen +4, Spot +5
Languages Common
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AC 22, touch 11, flat 21 (+8 full plate, +3 shield, +1 Dex)
hp 45 (6d12 HD); DR 10/magic and slashing
Fort +7, Ref +3, Will +4
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Spd 20 ft
Melee +1 Frost Longsword +11/6 (1d8+6+1d6 cold, +1 Str damage/19-20) or Shield Bash +11/6 (1d6+3+1 Str dmg)
Base Atk +6; Grp +9
Atk Options Imp Shield Bash, Power Attack, Improved Sunder, Cleave, Imp Bull Rush
Special Atks Strength Damage
Combat Gear Masterwork Full Plate, +1 Lg Steel Shield, +1 Frost Longsword
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Abilities Str 17, Dex 12, Con 0, Int 12, Wis 10, Cha 14
SQ Undead Traits, Turn Resistance +2
Skills Balance -5, Climb +5, Hide -1, Intimidate +10, Jump -9, Move Silently -1, Ride 9
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Strength Damage (Su): A creature struck by a Swordwraith’s melee weapon takes 1 point of temporary Strength damage in addition to normal damage from the weapon.
Turn Resistance (Ex): A swordwraith is treated as an undead with 2 more Hit Dice than it actually has for the purposes of turn, rebuke, command, or bolster attempts.
| Qualidar |
And finally, the Deinonychus Zombie reinforcements:
Deinonychus Zombies (4) CR 5
N Medium Undead
Init +1; Darkvision 60 ft; Listen +0, Spot +0
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AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
hp 55; DR 5/slashing
Undead immunities
Fort +2, Ref +2, Will +6
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Spd 60 ft
Melee Talons +7 (1d8+5)
Base Atk +4; Grp +8
Atk Options Single actions only
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Abilities Str 21, Dex 13, Con –, Int –, Wis 10, Cha 1
Feats Toughness
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Damage Reduction (Ex): A zombie has damage reduction 5/slashing. Zombies are lumbering masses of flesh.
Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.
Mothman
|
Mothman wrote:Just out of interest, at what point during the SCAP did you run this encounter?I ran it at the very begining of the Demonskar Legacy. The diviner has been trying to get ahold of a Ray Deflection (from the Spell Compendium) scroll, but had to special order it from Sasserine at the beginning of the last adventure. The entire merchant caravan went missing, so they went to investigate. It was all the work of Lord Orbius, of course, and his 1/2 orc mercenaries. The final insult is he replaced the scroll with a sabotaged version that will make the caster more vulnerable to ray attacks. The diviner will probably notice when he inscribes it in his spell book, given his Knowledge (arcana) skill, but he'll be paranoid!
~Qualidar~
Sounds good! Yes, that was my other plan, run it if / when the party travels to Sasserine to pick up magic items etc. But your "caravan goes missing" idea is a good one.
One more question if you don't mind - what's a Swordwraith? I'm guessing its from one of the more recent MMs, or the Liber Mortis ... is it corporeal?
| delvesdeep |
WOW Qualidar! What great write ups. This is going to save me a great deal of time. Thanks and thanks for using the idea in the first place.
I also like your mask idea for Khyron too. I was just going to have him arrival missing the skin on one side of his face but you idea of leaving his 'face' on Alurad's abandoned altar is suitably gruesome and would leave a lasting impression of Alurad to the characters.
Mothman, a Swordwraith is from the Friend Folio and is similiar to a Death Knight in many regards. Qualidars write up should be more than enough to run the undead Necroaunt but otherwise you could always just convert the villan to a Death Knight.
I was going to have the Necroaunts attack the party near the Lucky Monkey by sending ina wave of undead that Khyron animated from the buried remains of the assult of the Inn during Chapter 3. the party got to know a few of the inhabitance of the Lucky Monkey so I thought it would be particularly nasty to have them lead the undead assult before the necraunts waded in.
Once again great work Qualidar, really impressive!
Delvesdeep
| Qualidar |
WOW Qualidar! What great write ups. This is going to save me a great deal of time. Thanks and thanks for using the idea in the first place.
Well, it was your great idea! In other news: the wonderful and lovable Shebelith Regadin, Bishop of St Cuthbert, has been working his way into the hearts and minds of the people. The players really like him! When The get back from Occipitus they shall find the churches fighting in the street, with the now raving Shebelith leading his forces against the Church of Kord. Many losses will have sustained, including Asfelkir Hranleurt, the majority of Kord's clergy, and the reputation of the Church of St Cuthburt. He'll cackle about the madness he's bought to the city, and the weakness he's inflicted on two more of it's churches, and then he'll Word of Recall away.
Mothman, a Swordwraith is from the Friend Folio and is similiar to a Death Knight in many regards. Qualidars write up should be more than enough to run the undead Necroaunt but otherwise you could always just convert the villan to a Death Knight.
I actually got the info from the Wizards site after Googling it. It was a preview of the book, I guess. I didn't know which book it was from, which is pretty funny, as I have the Fiend Folio.
I was going to have the Necroaunts attack the party near the Lucky Monkey by sending ina wave of undead that Khyron animated from the buried remains of the assult of the Inn during Chapter 3. the party got to know a few of the inhabitance of the Lucky Monkey so I thought it would be particularly nasty to have them lead the undead assult before the necraunts waded in.
Nasty: I approve. >:)
~Qualidar~
Mothman
|
delvesdeep wrote:Mothman, a Swordwraith is from the Friend Folio and is similiar to a Death Knight in many regards. Qualidars write up should be more than enough to run the undead Necroaunt but otherwise you could always just convert the villan to a Death Knight.I actually got the info from the Wizards site after Googling it. It was a preview of the book, I guess. I didn't know which book it was from, which is pretty funny, as I have the Fiend Folio.
Oh! I have the Fiend Folio too ... thanks guys
| section8 |
Just ran this ambush last night. Meerthan teleported the PCs to the other Striders using a teleport scroll written by his teacher. This allows the 6 PCs to travel with him.
Arriving at the spot, they had 2 rounds to heal and set up guards before the ambush began. The ghost came up from underground, striking the healer. This was followed quickly by the Frost giant and the swordwraith moving in. Khyron and the necromancer hung back. Necromancer casts Undead Torch. Meerthan jumped to the front, casts the quickened Mirror Image, followed by Scorching Ray on the Frost Giant. PCs attack the ghost en masse. Khyron failed to get his Hold Person to work.
Frost Giant and swordwraith start taking out images, while the PCs buff with Enlarge spells to even things up. Meerthan's other Scorching Ray puts the Frost Giant down far enough to be struck down by the fighter. Ghost disappears underground and then pops up again. Khyron "heals" the Frost Giant. Then the Entangle is cast, which holds the Frost Giant down. PCs focus on necromancer, and start to fill her full of missile fire. She casts False Life. Khyron, being arrogant, uses Greater Command to force every to kneel before his greatness.
Meerthan kneels and unleashes a fireball. Fighter downs swordwraith and cleaves into Khyron. Necromancer becomes a pin cushion. Khyron uses a scroll and casts Word of Recall.
The scrying is done soon after the fight, and Alurad's naming of Meerthan prompted the party to question him. He reveals his true identity to them. He tells them about Alurad and how the Striders had defeated him before.
As they travel back to Cauldron, the PCs told him about rescuing Zenith. I had Meerthan question them about Zenith's father and give the impression that something was fishy about this, as he has been in contact with the dwarves and did not know Davked was in the area. (The dwarves in my campaign did not get the Malachite Fortress and left Cauldron to go to Redgorge)
Meerthan also told them about the Chisel and the allies in Redgorge. He was going to go and talk to them and see if more information could be found regarding Davked and Alurad.
All in all, a great encounter that created amazing role-playing/plot opportunities. Thanks for pulling this information together, everyone.