Thursday 28 January 2010

The Sons of Khrulis

Before the arrival of the Abeiran genasi from Shyr, Airspur was ruled by the half-orc mercenary, Khrulis.

The Sons of Khrulis are half-orcs, together with some orcs from the Akanapeaks, who have rebelled against genasi rule and strike against the genasi from time to time before retreating into the secret lair hidden in the Airspur's catacombs.

While the Sons of Khrulis see themselves as freedom fighters and whatnot, they are simply pawns of Deadtusk and other servants of the Abolethic Sovereignty. Deadtusk et al use the Sons of Khrulis to do their dirty work in Airspur: thefts, kidnappings and murder/assassination.

Roleplaying the Sons of Khrulis:

Key Traits: rebellious
Goal: overthrow the genasi!
Motivation: to win back Khrulis's inheritance
Fears: genasi pogrom
Weaknesses: merely pawns of the Abolethic Sovereignty

Stat Blocks:


Uzaglu the Deathcap King

(Uzaglu the undead myconid king first appeared in the sidetrek adventure Uzaglu of the Underdark by Christopher Perkins in Dungeon 67. The artwork is from The Empire of the Ghouls by Wolfgang Baur/Open design. I was a patron for that project.)

Uzaglu rules a plaguecave filled with spellscarred fungi of all sorts but dominated by large deathcaps that are quite obviously touched by the Spellplague as Uzaglu itself also is.

Uzaglu was originally a myconid sovereign but also a druid who watched over this grove that was filled with primal energy (it is also located very near to a powerful earth node). Something happened when the Spellplague struck. A vampire wizard sought the power of the earth node and to corrupt the primal energies of the grove but, while working his ritual, he merged in an explosion of cerulean flames with the myconid king. A hybrid entity was formed and Uzaglu is now, for all intents and purposes, a myconid vampire.

(This piece of background is badly written. The story makes no sense. However, it will serve as a placeholder.)

Roleplaying Uzaglu:

Key Traits: hungry
Goal: to feed its mushroom grove
Motivation: Uzaglu is simply driven by its almost animal instincts to protect and grow its grove
Fears: radiant energy- "it burnssssss, it doessssss"
Weaknesses: its hunger can is a weakness

Stat Block:




Saturday 23 January 2010

Deadtusk

The orcs and half-orcs of Airspur that believe that, one day, they will take back the city because they are the rightful heirs of Khrulis look to the mysterious orc known only as Deadtusk for leadership.

Deadtusk makes his home in the catacombs of Airspur. More accurately, his lair is in a truly ancient set of catacombs that date back to the time of the Imaskar Empire and which were a place of safety and burial for certain renegade slaves of that empire.

Of course, Deadtusk tailors this story for his orc and half-orc listeners and uses the example of these Imaskari slaves of long ago as an example of how they too will overcome Airspur just as the Imaskari slaves did to the empire that enslaved them so long ago (despite the fact that this simply isn't true).

What the orcs and half-orcs, who call themselves the Sons of Khrulis after the last half-orc ruler of Airspur, don't realise is that Deadtusk doesn't care whether or not they succeed in overthrowing the genasi rulers of Airspur and he is not a follower of Gruumsh. Rather, he is a strifeleader of Cyric who has been sent by a vision from the Dark Sun to foment discord in and under Airspur but he doesn't know why or even how.

Roleplaying Deadtusk:

Key Traits: manipulative
Goal: sow strife within Airspur
Motivation: to please Cyric and thereby gain power
Fears: displeasing Cyric
Weaknesses: the Sons of Khrulis are not aware of his devotion to Cyric rather than Gruumsh

Stat Block:

Deadtusk

Level 6 Controller (Leader)
Medium natural humanoid (orc) XP 250
Initiative +4 Senses Perception +6
HP 69; Bloodied 34
AC 20; Fortitude 18; Reflex 18; Will 18
Speed 6
m Grasping Chains (standard; at-will) • Necrotic, Weapon
Reach 2; +11 vs AC; 1d6 + 4 damage, and ongoing 5 necrotic damage and the target is restrained (save ends both). Deadtusk must remain within 2 squares of the target or the ongoing damage and restained condition automatically end.
R Grave Bolt (standard; at-will) • Necrotic
Ranged 20; +10 vs Reflex; 1d6 + 4 necrotic damage, and the target is slowed and weakened (save ends both).
C Horrific Visage (standard; recharge 4 5 6) • Fear, Psychic
Close blast 4; targets enemies; +11 vs AC; 1d6 + 4 psychic damage, and the target moves its speed away from Deadtusk. The fleeing target avoids unsafe squares and difficult terrain if it can. The movement provokes opportunity attacks.
Reanimate (immediate reaction; recharge 5 6) • Healing
Trigger: an undead minion ally within 5 squares of Deadtusk is reduced to 0 hit points. The undead minion ally regains 1 hit point.
Alignment Chaotic Evil Languages Common, Giant, Primordial
Skills Arcana +11, Heal +11, Religion +11
Str 16 (+6) Dex 13 (+4) Wis 16 (+6)
Con 13 (+4) Int 16 (+6) Cha 10 (+3)
Equipment hide armour, unholy symbol of Cyric




Quag the Viscid

Deep in the Underdark beneath Airspur is the Great Pit of the Eye. Surrounding a colossal sickly gold-coloured pool of slime are a dozen of the largest and most ancient ropers ever seen on Toril.

Each roper or, more properly, ghauroper, is a potent theurge of Ghaunadaur, blending both arcane and divine might. They commune constantly with that which lurks using the pool of golden slime as their focus.

Oozes and slimes of all sorts are attracted to the weird energies of the place and sometimes the ghauropers collectively decide to take an interest in one of the slimes that appears. This is what happened with Quag, known as The Viscid, and formerly an essentially mindless gelatinous cube until the ghauropers submerged it in their sacred pool after first causing it to devour an aboleth that they had captured.

Thus was Quag the Viscid awakened but, more importantly, it gained an aboleth-like ability to devour the memories of its prey. Furthermore, it could (selectively) dissolve the body but keep the head and then use the head to give counsel as if the creature that the head belonged to was still alive. And, as the madness of That Which Lurks invaded its awakened mind, it found that it could sing in discordant tones a song that promises something unnatural and unholy to all who hear, even a promise that the world would be devolved into its primordial ooze once more.

Roleplaying Quag:

Key Traits: hungry, insane
Goal: to transform the world into primordial ooze
Motivation: Quag is but a tool of That Which Lurks
Fears: despite its intelligence it is essentially mindless and thus has no fears
Weaknesses: strategically weak

Stat Block:

Quag the Viscid, awakened gelatinous cube cleric of Ghaunadaur

Level 6 Solo Controller
Large aberrant beast (ooze) XP 1,250
Initiative +3 Senses Perception +7; all-around vision, darkvision, tremorsense
HP 300; Bloodied 150
AC 20; Fortitude 18; Reflex 17; Will 18
Immune gaze; Resist 10 acid
Saving Throws +5
Speed 6
Action Points 2
m Slam (standard; at-will)
+10 vs Fortitude; 1d10 + 4 damage, and the target is immobilised (save ends).
M Engulf (minor; at-will) • Acid
+10 vs Reflex; automatically hits an immobilised creature; the target is grabbed and pulled into the cube’s space and is dazed and takes ongoing 10 acid damage until it escapes the grab. A creature that escapes the grab shifts to a square of its choosing adjacent to the cube. The cube can move normally while creatures are engulfed within it. Only Medium or smaller creatures can be the target of engulf.
R Viscid Glob (standard; at-will) • Acid
Quag spits out an acidic, adhesive mass of its gelatinous substance that restricts movement and may eventually dissolve Quag's prey.
Ranged 5/10; +10 vs Reflex; 1d6 + 4 acid damage, and the target is immobilised (save ends). First failed save: the target is restrained (save ends). Second failed save: the target is restrained and takes ongoing 5 acid damage (save ends both). Aftereffect: the target is slowed (save ends).
C Elder Eye (standard; recharge 5 6) • Gaze, Psychic, Radiant
Quag conjures a glowing golden orb of evil on one of its sides, the gaze of which promises madness.
Close blast 5; targets enemies; +10 vs Will; 1d10 + 4 radiant and psychic damage, and the target is blinded (save ends).
C Threnody of Madness (minor 1/round; at-will) • Psychic
The many heads stored in Quag's body sing a discordant dirge of madness.
Close burst 5; targets enemies; +10 vs Will; 1d6 + 4 psychic damage, and the target takes a -2 penalty to its defences (save ends).
Translucent
A gelatinous cube is invisible until seen (Perception DC 25) or until it attacks. Creatures that fail to notice the gelatinous cube might walk into it, automatically becoming engulfed.
Alignment Chaotic Evil Languages Abyssal, Common, Deep Speech, Primordial
Skills Stealth +8, Arcana +11, Dungeoneering +12, History +11, Insight +12, Intimidate +11, Religion +11, Streetwise +11
Str 19 (+7) Dex 10 (+3) Wis 19 (+7)
Con 19 (+7) Int 16 (+6) Cha 16 (+6)

Doomdreamers of Ghaunadaur

The Doomdreamers of Ghaunadaur exist to unravel reality and return the world to that state of primordial ooze so favoured by their mad deity.





Roleplaying the Doomdreamers of Ghaunadaur:

Key Traits:
Goal:
Motivation: mindless fanaticism
Fears: discovery
Weaknesses:

Stat Blocks:

Doomdreamer Ritual Chanter
Level 1 Minion Controller
Medium natural humanoid (human) XP 25
Initiative +0 Senses Perception +3
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 12; Reflex 13; Will 11
Speed 6
m Mace (standard; at-will) • Weapon
+6 vs AC; 3 damage.
C Primordial Chant (standard; at-will) • Force, Psychic
Close burst 5; targets enemies; +5 vs Will; 3 force and psychic damage, and the target takes a -2 penalty to attack rolls.
Alignment Chaotic Evil Languages Abyssal, Common, Primordial
Str 10 (+0) Dex 11 (+0) Wis 16 (+3)
Con 11 (+0) Int 15 (+2) Cha 13 (+1)
Equipment Mace

Doomdreamer Acolyte
Level 1 Controller
Medium natural humanoid (human) XP 100
Initiative +0 Senses Perception +3
HP 27; Bloodied 13
AC 15; Fortitude 12; Reflex 13; Will 11
Speed 6
m Mace (standard; at-will) • Weapon
+6 vs AC; 1d6 + 3 damage.
M Touch of Insanity (standard; recharge 5 6) • Psychic
+5 vs Will; 1d6 + 3 psychic damage, and the target must move at least 1 square during its turn or take 10 psychic damage at the end of its turn (save ends).
C Maddening Howl (standard; encounter) • Psychic, Thunder
Close burst 5; targets enemies; +5 vs Will; 2d10 + 3 psychic and thunder damage, and the target is dazed until the end of the doomdreamer’s next turn.
Alignment Chaotic Evil Languages Abyssal, Common, Primordial
Str 10 (+0) Dex 11 (+0) Wis 16 (+3)
Con 11 (+0) Int 15 (+2) Cha 13 (+1)
Equipment Mace

Fejervar

Fejervar is referred to the pirates of the Brotherhood of the Maelstrom as that "bandy-legged creep". There is something off-putting about this foul creature but there is no denying that he wields some power.

His most annoying habit is flicking out his long tongue to catch flies, mosquitoes, other crawling lizards and insects, mice and small rats, although the pus-filled lumps on his body that he often bursts make for an even more disgusting habit.

Fejervar wears a bronze skull cap as his brain is unnaturally enlarged and protrudes in places from his skull. The skull cap is required for protection. He is, however, proud of his large brain and particularly that his brain is larger than that of other bullywugs because he believes that it marks him as one destined to follow in the footsteps of his batrachi Creator Race forebears and to "ascend" as a slaad. In fact, his transformation into a slaad is his dearest wish and the fact that Lokaug the Grey knows the secret of this transformation has ensured Fejervar's loyalty to him. But Lokaug has also advised that he needs to grow in power before he can be transformed and the best way to do that is to follow Lokaug's instructions....

Roleplaying Fejervar:

Key Traits: double-minded
Goal: to become a slaad
Motivation: it's his destiny
Fears: displeasing Lokaug and thus losing the opportunity to become a slaad
Weaknesses: can be bribed with abyssal lore that would allow him to become a slaad without depending on Lokaug

Stat Block:

Fejervar, male bullywug chaos sorcerer
Level 3 Elite Artillery
Medium natural humanoid XP 300
Initiative +4 Senses Perception +5
Rancid Air aura 2; each enemy that spends a healing surge within the aura is weakened until the end of its next turn.
HP 82; Bloodied 41
AC 15; Fortitude 15; Reflex 15; Will 18
Resist 5 see wild soul below
Saving Throws +2
Speed 6 (swamp walk), Swim 4
Action Points 1
m Quarterstaff (standard; at-will) • Weapon
+10 vs AC; 1d6 + 3 damage.
R Chaos Bolt (standard; at-will) • Psychic
Fejervar hurts a bolt of many-coloured light from his hand which screams toward the head of his enemy.
Ranged 10; +8 vs Will; 2d6 + 3 psychic damage. If Fejervar rolls an even number for his attack roll he makes a secondary attack.
Secondary attack: targets one creature within 5 squares of the target last hit by this power; +8 vs Will; 1d6 + 3 psychic damage. If Fejervar rolls an even number for his attack roll he makes another secondary attack again. There is no limit to the number of secondary attacks except that no creature can be attacked more than once with this power.
R Chromatic Orb (standard; encounter) • Varies
Fejervar conjures then hurls an orb of arcane energy that shifts colours as it flies toward his enemy. It erupts with damaged force, releasing the energy that was dominant at the time of impact.
+8 vs Reflex; 3d8 + 3 damage. Roll a d6 to determine the attack's damage type and effect. 1. Yellow: radiant damage, and the target is dazed (save ends). 2. Red: fire damage, and each creature adjacent to the target takes 3 fire damage. 3. Green: poison damage, and ongoing 5 poison damage (save ends). 4. Turquoise: lightning damage, and Fejervar slides the target 3 squares. 5. Blue: cold damage, and the target is immobilised (save ends). 6. Violet: psychic damage, and the target takes a -2 penalty to AC (save ends). Miss: 1d10 + 3 damage. Roll a d6 to determine the attack's damage type and effect, as above.
Chaos Burst
If Fejervar's first attack roll is an even number during each of his turns then he gains a +1 bonus to AC until the start of his next turn. If his first attack roll is an odd number he may make a saving throw at the beginning of his turn.
Nature's Release • Healing
Any attacker that scores a critical hit against a bullywug regains 5 hit points.
Unfettered Power
If Fejervar rolls a natural 20 on an attack roll (except with his quarterstaff), he slides the target 1 square and knocks it prone after applying the attack's other effects.
Necessary Sacrifices
If Fejervar includes at least one ally in the area of his area or close attacks, each of his rolls with that attack gains a +2 power bonus.
Wild Soul
Roll a d10 to determine a damage type: 1. acid, 2. cold, 3. fire, 4. force, 5. lightning, 6. necrotic, 7. poison, 8. psychic, 9. radiant, 10. thunder. Fejervar gains resist 5 to that damage type and his powers reduce any target's resistance to that damage type by 5.
Alignment Chaotic Evil Languages Abyssal, Primordial
Skills Arcana +8, Nature +5
Str 11 (+1) Dex 17 (+4) Wis 8 (+0)
Con 17 (+4) Int 14 (+3) Cha 17 (+4)

Friday 22 January 2010

Tarnsin Hahl & Selcheth of Thay

Tarnsin Hahl is a young Thayan necromancer who, like most of his fellows, is possessed with a lust for arcane power and an unhealthy level of ambition. In Hahl this is coupled with a murderous streak and a profound love of deception: it is no surprise that he is a follower of Cyric!

Despite his relative youth and inexperience, Hahl has been despatched by Szass Tam to Airspur with diplomatic credentials, ostensibly to oversee a small enclave that remains loyal to Thay. However, his true mission, as far as has been divulged to him, is to seek out and explore places of elemental power and return, in due course, with his findings to Thay.

What Hahl does not realise is that it is his devotion to Cyric that won him this mission; he is a pawn in a long-term plan of Szass Tam that may see the lich escape the bargain he made with Bane.

Hahl is accompanied everywhere by his formidable bodyguard, Selcheth, who is actually a paladin of Cyric. While she will do all to ensure Hahl's safety she also has no compunctions about plunging her sword into his heart should he fail to pursue his mission.

Roleplaying Tarnsin Hahl:

Key Traits: arrogant, intellectual, haughty, subtle
Goal:
Motivation:
Fears: failing Szass Tam and the resulting punishment
Weaknesses:

Roleplaying Selcheth:

Key Traits: fanatic, murderous, taciturn
Goal: to see Cyric return as the supreme power of the Realms
Motivation: religious fanatic, a true believer
Fears: failing the Dark Sun
Weaknesses: hates Banites and will always slay them first