Foamrunner |
TL 4; 100 gp limit; Assets 1,838 gp; Town Population 588 (warriors 146, inc 31 soldiers); integrated (half-elf 36%, elf 21%, human 18%, dwarf 10%, halfling 7%, other 8%); Resources: Pipeweed market, Fish.
Authority Figure:
King Kambdum Domnavrente, male half-elf LG, Paladin of Athena hd 12 hp 90
Important Characters:
Princess Crystal (Lirthache) 'Moonsilver' Domnavrente e-f LG Wiz6 hp 33 - father Kambdum, mother is the elf Priestess Filmathiel at Grove of Cilborith
Mior, male elf CG Clr10 hp 75, high priest of Cilborith;
Belendiel Mertakis, female Nerathi-Alryan LG Clr10 hp 65, high priestess of Athena. Trained at the Temple of the Lady of Wisdom with Thuruar.
Tarn Knight Ashara Mertakis h-f hd 8 hp 68
Tarn Knight Vergessen of Mior e-m hd 8 hp 60
Tarn Knight Alladir Domnavrente 1/2e-m hd 8 hp 60
Princess Crystal:
"My brother was a warrior. A Tarn-Rider - the giant eagles? He thought he could fly to the Islands. My father warned him. He didn't listen. He never came home." She looks down into her glass. "Once out of sight of land there is only the endless ocean. Nothing to see, no landmarks, no resting place. The steed's wings tire. Eventually... ...The sea is his grave. If he had found land he would have returned to us. I only wish to ensure you not share his fate. The Foamrunner is a fine ship, the best in my father's fleet."
NB Foamrunner can do 120 miles/day (8 hexes) with a good wind, potentially even more.
During the invasion of the Orcs of the Arang Tok 500 years ago (ca 3950 BCCC), Nerathi human refugees were welcomed by the elves of Diancecht. When the alliance of the races defeated the Orcs, many decided to remain and settle there. Since then a mixed community has formed with most all honoring Cilborith, the god of the elves, and Athena-Erathis, the goddess of the humans. Elf-King Kambdum, paladin of Athena, is lord of the small realm and in charge of patrolling the area.
Every spring the hamlet honors their joint heritage by celebrating the Festival of Joining, where a man representing Cilborith, and a women representing Athena are joined in symbolic marriage.
Kambdum's daughter Princess Crystal (Lirthache) is a skilled sailor and captains his ship the Foamrunner, a high-prowed elven sailing ship. Foamrunner normally has a crew of 12 elves and half-elves: 6 sailors (Captain Crystal, First Mate Aenaro, 4 crew) and 6 elven archer-marines (Serjeant Vaelin, Corporal Lurieth, 4 archers). Ship can do 120 miles (8 hexes)/day with crew of just 6, half what a human ship would need.
Noble NPC Stats
Kambdum Domnavrente, King of Dianceht |
Kambdum Domnavrente, King of Diancecht & Paladin of Athena
Male Half-Elf, Lawful Good
Armor Class: 19 (+1 Full Plate Armor)
Hit Points: 90 (12d8 +36)
Speed: 30ft (9m / 6 sqr)
Proficiency: +3
STR
19 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
16 (+3)
Challenge: 5 (1800 XP)
SA:
Smite 3/day +2d8 Radiant Damage.
Lay on Hands 40 hp/day. 5 hp cures disease/poison.
SA:
Smite 3/day +2d8 Radiant Damage.
Lay on Hands 40 hp/day. 5 hp cures disease/poison.
Racial Features
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Darkvision: 60ft (18m / 12sqr)
Languages: speaks Common, Elvish and Dwarf
Actions
Multiattack. The Holy Champion makes three weapon melee attacks or three ranged attacks.
Greatsword master: +1d6 damage with greatsword.
Tarn Lance (mounted only): Melee Weapon Att +7, reach 10', Hit: 15 (2d10+4)
+1 Greatsword "Anger". Melee Weapon Attack +8 to hit, reach 5 ft, one target. Hit: 15 (3d6 +5) slashing damage.
Properties: Heavy, Two-handed,
+1 Warbow "Pain". Ranged Weapon Attack +8 to hit, range 150/600, one target. Hit: 9 (1d8 +5) piercing damage.
Properties: Ammunition: range 150/600, Heavy, Two-handed,
______________________________
Armor Class: 16 (with +1 DEX, +2 Bracers, Defensive Clothing AC 13)
Hit Points: 33 (6d8 +6)
Speed: 30ft (9m / 6 sqr)
Proficiency: +3
STR
10 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
17 (+3) > 19 (+4
WIS
11 (+0)
CHA
14 (+2)
Racial Features
Ability Modifiers: +2 Dex, +1 Int
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Darkvision: 60ft (18m / 12sqr)
Trance: meditate for 4 hours instead of sleep.
Keen Senses: proficiency in the Perception skill.
Languages: speaks Common, Elvish, Draconic etc
Actions
Shortsword. Melee Weapon Attack +4 to hit, reach 5 ft, one target. Hit: 4 (1d6+1) piercing damage.
Spells
Spellcasting. the Arcanist is an 6th-level wizard. Its spellcasting ability is Intelligence (spell save DC 14>15, to hit with spell attacks +6>+7)
Cantrips (at will): Poison Spray, Chill Touch, Shocking Grasp, Mending,
1st level (4 slots): Sleep, Comprehend Languages, Shield, Charm Person, Detect Magic, {Mage Armour - in book)
2nd level (3 slots): Melf's Acid Arrow, ESP
3rd level (3 slots): Haste, {Remove Curse - in book}, Water Breathing
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Common NPC Stats
First Mate Aenaro hd 5 hp 32, a cheerful fellow
Lurieth, Serjeant of Archers - advanced Scout (below) hd 4 hp 22
Archer - Scout, Monster Manual hd 3 hp 16
Elf Sailor - see below, hd 2 hp 11
Aenaro Halfelven, First Mate on the Foamrunner |
First Mate Aenaro Halfelven
Armor Class: 14 (Padded)
Hit Points: 32 (5d8 +10)
Speed: 30ft (9m / 6 sqr)
Proficiency: +2
STR
13 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
8 (-1)
WIS
10 (+0)
CHA
15 (+2)
Racial Features
Ability Modifiers: +2 Cha, +1 to Str and +1 Dex (random choosen).
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Darkvision: 60ft (18m / 12sqr)
Skill Versatility: You gain proficiency in two skills (random choosen)
Languages: speaks Common, Elvish and one extra.
Actions
Multiattack. He makes two weapon melee attacks or two ranged attacks.
Scimitar. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 +3 ) slashing damage.
Properties: Finesse, Light,
Shortbow. Ranged Weapon Attack +5 to hit, range 80/320, one target. Hit: 6 (1d6 +3 ) piercing damage.
Properties: Ammunition: range 80/320, Two-handed,
Lurieth, Corporal of Archers |
Lurieth
Serjeant of Archers
14/2/47 Lurieth was promoted to Serjeant by Princess Crystal following the death of Vailin on Three Sword Isle.
Medium humanoid (elf), NG
14/2/47 Lurieth was promoted to Serjeant by Princess Crystal following the death of Vailin on Three Sword Isle.
Medium humanoid (elf), NG
Armor Class 15 (12 studded, +3 DEX)
Hit Points 22 (4d8 + 4) Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 12 (+1) 11 (+0) 14 (+2) 13 (+1)
Skills Nature +4, Perception +6, Stealth +7, Survival +6
Senses passive Perception 21/16
Languages any one language (usually Common) Challenge 1 (200 XP)
Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Magic Weapons. Her weapon attacks are magical.
Magic Weapons. Her weapon attacks are magical.
Actions Multiattack. The scout makes two melee attacks or two ranged attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Longbow. Ranged Weapon Attack: +5 to hit, ranged 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Elven Archer
Medium humanoid (elf, half-elf), NG
Armor Class 14 (12 studded leather armor, +2 DEX)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)
Skills Nature +4, Perception +5, Stealth +6, Survival +5
Senses passive Perception 20/15
Languages any one language (usually Common)
Challenge 1/2 (100 XP)
Keen Hearing and Sight. The archer has advantage on
Wisdom (Perception) checks that rely on hearing or
sight.
Actions
Multiattack. The archer makes two melee attacks or
two ranged attacks.
Longsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, ranged
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
damage.
Elven Sailor
Armor Class: 12 (DEX)
Hit Points: 11 (2d8 +2)
Speed: 30ft (9m / 6 sqr)
Proficiency: +2
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
9 (-1)
WIS
10 (+0)
CHA
11 (+0)
Racial Features
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Darkvision: 60ft (18m / 12sqr)
Trance: meditate for 4 hours instead of sleep.
Keen Senses: proficiency in the Perception skill.
Languages: speaks Common, Elvish & Dwarf
Actions
Shortsword. Melee Weapon Attack +4 to hit, reach 5 ft, one target. Hit: 5 (1d6 +2 ) slashing damage.
Properties: Finesse, Light,
PRIEST NPC STATS
Mior, High Priest of Cilborith
Armor Class: 11 or 18 (Half plate, Shield)
Hit Points: 75 (10d8 +30)
Speed: 30ft (9m / 6 sqr)
Proficiency: +4
STR
11 (+0)
DEX
12 (+1)
CON
16 (+3)
INT
7 (-2)
WIS
17 (+3)
CHA
11 (+0)
Racial Features
Ability Modifiers: +2 Dex, +1 Int
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Darkvision: 60ft (18m / 12sqr)
Trance: meditate for 4 hours instead of sleep.
Keen Senses: proficiency in the Perception skill.
Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Languages: speaks Common, Elvish and Dwarf.
Actions
Staff. Melee Weapon Attack +4 to hit, reach 5 ft, one target. Hit: 3 (1d6 +0/ 1d8 +0 ) bludgeoning damage.
Properties: WOLOLO!,
Spells
Spellcasting. the Acolyte is an 10th-level cleric. Its spellcasting ability is Wisdom (spell save DC 15, to hit with spell attacks +7)
Cantrips (at will): Sacred Flame, Mending, Guidance, Thaumaturgy, Light,
1st level (4 slots): Inflict Wounds, Detect Magic, Guiding Bolt, Cure Wounds,
2nd level (3 slots): Enhance Ability, Silence, Warding Bond,
3rd level (3 slots): Remove Curse, Clairvoyance,
4th level (3 slots): Freedom of Movement, Guardian of Faith, Banishment, Stone Shape,
5th level (2 slots): Mass Cure Wounds, Hallow,
Belendiel Mertakis, High Priestess of Athena at Diancecht |
Belendiel Mertakis, High Priestess of Athena
Armor Class: 12 or 19 (Half plate, Shield)
Hit Points: 65 (10d8 +20)
Speed: 30ft (9m / 6 sqr)
Proficiency: +4
STR
15 (+2)
DEX
14 (+2)
CON
15 (+2)
INT
11 (+0)
WIS
16 (+3)
CHA
14 (+2)
Racial Features
Ability Modifiers: +1 to all
Languages: speaks Common and Elven.
Actions
Spear. Melee Weapon Attack +6 to hit, reach 5 ft, one target. Hit: 5 (1d6 +2/1d8 +2 ) piercing damage.
Properties: WOLOLO!,
Spells
Spellcasting. the Acolyte is an 10th-level cleric. Its spellcasting ability is Wisdom (spell save DC 15, to hit with spell attacks +7)
Cantrips (at will): Spare the Dying, Light, Sacred Flame, Guidance, Thaumaturgy,
1st level (4 slots): Inflict Wounds, Bless, Guiding Bolt, Cure Wounds,
2nd level (3 slots): Aid, Silence, Warding Bond,
3rd level (3 slots): Sending, Clairvoyance, Mass Healing Word, Spirit Guardians,
4th level (3 slots): Banishment, Death Ward,
5th level (2 slots): Mass Cure Wounds, Scrying
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Tarn-Riders
Kambdum and his three Tarn Knights Ashara, Vergessen, & Alladir, ride the giant eagles known as Tarns. They may typically carry a single rider in armour. They may carry a second person for short distances.
Tarn - Giant Eagle
Size Large
Type Beast
Alignment Neutral Good
AC 13
HP 26 (4d10+4)
Speed 10 ft., fly 80 ft.
STR 16
DEX 17
CON 13
INT 8
WIS 14
CHA 10
Passive Perception 14 (19)
Skills Perception +4
Languages Giant Eagle, Understands Common And Auran But Can't Speak
Challenge Rating 1
Keen Sight: The eagle has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack: The eagle makes two attacks: one with its beak and one with its talons.
Beak: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Talons: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
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Ashara Mertakis, Tarn Knight
Ashara, Human Knight of Diancecht |
Armor Class: 18/20 (Ladyplate Full Plate Armor, Shield)
Hit Points: 68 (8d8 +32)
Speed: 30ft (9m / 6 sqr)
Proficiency: +2
STR
16 (+3)
DEX
11 (+0)
CON
19 (+4)
INT
8 (-1)
WIS
15 (+2)
CHA
15 (+2)
Racial Features
Ability Modifiers: +1 to all
Languages: speaks Common and one extra.
Equipment: Ladyplate - this enchanted full plate armour appears as little more than a halter top,vanbrace & greaves, and has half the weight of regular armour, but provides a female wearer protection equal to full plate.
Actions
Multiattack. The Knight makes two weapon melee attacks or two ranged attacks.
Tarn Lance: (mounted only): Melee Weapon Att +5, reach 10', Hit: 14 (2d10+3)
Tarn Lance: (mounted only): Melee Weapon Att +5, reach 10', Hit: 14 (2d10+3)
Longsword. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: 7 (1d8 +3) slashing damage.
Properties: Versatile (1d10),
Longbow. Ranged Weapon Attack +5 to hit, range 150/600, one target. Hit: 7 (1d8 +3) piercing damage.
Properties: Ammunition: range 150/600, Heavy, Two-handed,
Vergessen Son of Mior, Tarn Knight
Vergessen, Elven Knight, Son of Mior |
Armor Class: 20 (Full Plate Armor, Shield)
Hit Points: 60 (8d8 +24)
Speed: 30ft (9m / 6 sqr)
Proficiency: +2
STR
16 (+3)
DEX
11 (+0)
CON
17 (+3)
INT
9 (-1)
WIS
12 (+1)
CHA
11 (+0)
Racial Features
Ability Modifiers: +2 Dex, +1 Int
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Darkvision: 60ft (18m / 12sqr)
Trance: meditate for 4 hours instead of sleep.
Keen Senses: proficiency in the Perception skill.
Elf Weapon Training: proficiency with the longsword, shortsword, shortbow, and longbow. (not considered for template)
Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Languages: speaks Common, Elvish and one extra.
Actions
Multiattack. The Knight makes two weapon melee attacks or two ranged attacks.
Tarn Lance (mounted only): Melee Weapon Att +5, reach 10', Hit: 14 (2d10+3)
Tarn Lance (mounted only): Melee Weapon Att +5, reach 10', Hit: 14 (2d10+3)
Longsword. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: 7 (1d8 +3 ) slashing damage.
Properties: Versatile (1d10),
Warbow. Ranged Weapon Attack +5 to hit, range 150/600, one target. Hit: 7 (1d8 +3) piercing damage.
Properties: Ammunition: range 150/600, Heavy, Two-handed,
Alladir Domnavrente, Half-Elf Tarn Knight
Alladir Domnavrente, Half-Elf Knight |
Armor Class: 20 (Full Plate Armor, Shield)
Hit Points: 60 (8d8 +24)
Speed: 30ft (9m / 6 sqr)
Proficiency: +2
STR
16 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
11 (+0)
WIS
13 (+1)
CHA
15 (+2)
Racial Features
Ability Modifiers: +2 Cha, +1 to Str and +1 Int (random choosen).
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Darkvision: 60ft (18m / 12sqr)
Skill Versatility: You gain proficiency in two skills (random choosen)
Languages: speaks Common, Elvish and one extra.
Actions
Multiattack. The Knight makes two weapon melee attacks or two ranged attacks.
Tarn Lance (mounted only): Melee Weapon Att +5, reach 10', Hit: 14 (2d10+3)
Tarn Lance (mounted only): Melee Weapon Att +5, reach 10', Hit: 14 (2d10+3)
Longsword. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: 7 (1d8 +3 ) slashing damage.
Properties: Versatile (1d10),
Warbow. Ranged Weapon Attack +5 to hit, range 150/600, one target. Hit: 7 (1d8 +3 ) piercing damage.
Properties: Ammunition: range 150/600, Heavy, Two-handed,
SERJEANT VAELIN
ELVISH VETERAN ARCHER Medium humanoid (elf), lawful good
Armor Class 15 (12 studded, +3 DEX)
Hit Points 77 (14d8 + 14) Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 12 (+1) 11 (+0) 13 (+1) 14 (+2)
Skills Nature +2, Perception +5, Stealth +5, Survival +3
Senses passive Perception 20/15 Languages Common, Elvish
Challenge 3
Beast Hunter. The elvish veteran archer has advantage on Wisdom (Survival) checks to track beasts and on Intelligence (Nature) checks to recall information about beasts.
Fey Ancestry. The elvish veteran archer has advantage on saving throws against being charmed, and magic can’t put the elvish archer to sleep.
Keen Hearing and Sight. The elvish veteran archer has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Magic Weapons. The elvish veteran archer’s weapon attacks are magical.
Stealthy Traveler. The elvish veteran archer can use Stealth while traveling at a normal pace.
Surprise Attack. If the elvish veteran archer acts before a creature's first action and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from each attack.
ACTIONS Multiattack. The elvish veteran archer makes two melee attacks or three ranged attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 7 (1d6 + 4) piercing damage. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Volley (Recharge 6). The elvish archer makes one ranged attack against every enemy within 10 feet of a point it can see (max 10).
13/2/47 Vailin was slain by Skeletal Vine Trolls on Three Sword Isle.
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