Ghinarian peasant levies - about 1/4 of a Ghinarian village like Selatine, Bratanis & Kalmisj can fight if necessary. Typically 2 hd (9 hp); either infantry STR 13 AC 13 (leather & shield), 1 attack at +3 for d6+1 (spear), or slinger DEX 13 AC 11 (Dex) Att +3 dam d4+1 (sling or dagger).
Local lords may also have small numbers of much tougher Personal Guard typically equipped in bronze half plate & shield, eg hd 3+3 (17 hp) STR 15 DE 13 AC 18, 2 melee attacks Att +4 dam 1d8+2. These are usually led by a Weaponmaster, who may be a MM Veteran, a Knight, or even a retired Gladiator, like Achermos in Bratanis.
(NSFW - Page 3/topless pics)
Wednesday, 28 February 2018
4e Wilderlands Notes
Possible Adventures for 4e Heroic Tier Wilderlands Campaign.
At 3.5 to 4 sessions/level, 10 levels = 35-40 sessions, 1.5 years of fortnightly play.
Start: M8 2018 = M8 4448 BCCC
Level 1-3
1. L1 Sellswords of Punjar > Ahyf, beggar king (est. level 1-2) hex 3329
L1 The Warbringer's Son > western Nerath
L2 Sceptre Tower of Spellgard > Nerra ruins (est. level 2-4)
Level 4-6
2. L4 Scions of Punjar > Ahyf, undead (est. level 3-4) hex 3329
3. L4 Curse of the Kingspire > Time-Lost elven fortress rising from swamps (est. level 4-5) hex 2923
4. L4 Wyvern Mountain > Castellan mountains, old white dragon lair (est. level 5-6) hex 2432
Level 7-9
5. L7 Thrones of Punjar > Ahyf, aboleth (est. level 7-8) hex 3329
L7 Death Dealer: Shadows of Mirahan > Castellan Mountains (attack from west); swamps
6. L8 Tomb of the Blind God > Grell dungeon near a village (est level 8-9) hex 2930
Level 10-12
7. L10 Shrine of the Fallen Lama > fallen Minkaian monastery in Castellan Mountains (est. level 9-10) hex 2626
L11 King of the Trollhaunt Warrens (level 11-14)
At 3.5 to 4 sessions/level, 10 levels = 35-40 sessions, 1.5 years of fortnightly play.
Start: M8 2018 = M8 4448 BCCC
Level 1-3
1. L1 Sellswords of Punjar > Ahyf, beggar king (est. level 1-2) hex 3329
L1 The Warbringer's Son > western Nerath
L2 Sceptre Tower of Spellgard > Nerra ruins (est. level 2-4)
Level 4-6
2. L4 Scions of Punjar > Ahyf, undead (est. level 3-4) hex 3329
3. L4 Curse of the Kingspire > Time-Lost elven fortress rising from swamps (est. level 4-5) hex 2923
4. L4 Wyvern Mountain > Castellan mountains, old white dragon lair (est. level 5-6) hex 2432
Level 7-9
5. L7 Thrones of Punjar > Ahyf, aboleth (est. level 7-8) hex 3329
L7 Death Dealer: Shadows of Mirahan > Castellan Mountains (attack from west); swamps
6. L8 Tomb of the Blind God > Grell dungeon near a village (est level 8-9) hex 2930
Level 10-12
7. L10 Shrine of the Fallen Lama > fallen Minkaian monastery in Castellan Mountains (est. level 9-10) hex 2626
L11 King of the Trollhaunt Warrens (level 11-14)
Saturday, 24 February 2018
Council of Wyrms #2
Smon
Wilderlands
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9:10am 2018-2-24 Smon Has entered the room
DESTROYERBILL: hello
joriandrake: I hoped to be able to talk with him about the choice of spells for my black dragon before sessionÃ…±
Smon: Morning Jorian
joriandrake: hi SImon
Smon: I skimmed what you sent J
9:11am 2018-2-24 Sandor Sunneson Has entered the room
joriandrake: it can wait, I doN't want to stall game start with it we just discuss it later
Smon: While I finish waking up, can you go over anything re spells I need to discuss right now?
joriandrake: hi
Sandor Sunneson: Morning folks :),
joriandrake: IS fergus here with a new dragon?
Sandor Sunneson: I'll see you all later on today,
Sandor Sunneson: Nope, time is limited Jorian
Smon: Hi Fergus
Smon: I'll see Kosvar & Sandro this evening
Sandor Sunneson: Hi Bill
DESTROYERBILL: hi
joriandrake: Right now, no, if you say we can discuss and if required change spells later it can wait, will just consider the spell list as currently 'memorized' in that case for this adventure
Sandor Sunneson: 2 characters, briefly brushing passed each other in the timeline
Sandor Sunneson: Have a good day, ciao
joriandrake: I would like Fergus to also join but I guess he and Keelia said not having time for it
joriandrake: bye
9:13am 2018-2-24 Sandor Sunneson Has exited the room
DESTROYERBILL:
joriandrake: currently 'puzzling together the flag mentioned in the message, in the end it will be a black dragon with trident in hand on purple background
joriandrake: https://i.imgur.com/wuUP063.png
Smon: last CoW session - http://smonstats.blogspot.co.uk/2018/02/council-of-wyrms-1.html
joriandrake: flag in early stages, especially legs will be changed a lot
Smon: >>will just consider the spell list as currently 'memorized' in that case for this adventure<< ok
joriandrake: if Bill tells me he wants a flag for his red too just let me know how that would look like and I'll try to make one for him as well
Smon: >>Smon: "Ha ha ha ha! The work of the Dwarves! Too much for foolish Dragons!" joriandrake: Darixus looks around for switches and such, orders the elves too Smon: "For 70 years I, Hammerin, have toiled on this Maze! Welcome to your Doom, fools!" DESTROYERBILL: when i see you ill rip your head off Smon: "Ha ha ha. Then come, find me!" DESTROYERBILL: is ther a way out joriandrake: "That is a long time to bother with trapping us in it, we're not even some important dragons." joriandrake: "Must've been lonely" he adds Smon: "The only way out is to complete the Maze! Hurry now, before your fires take all the air and you suffocate on your own foul fumes!" Smon: There is an edge of madness in the dwarven voice. joriandrake: "Darixus turns to the reds" Well, at least we now know that this is the way out, let us jsut play along with his game and 'solve' the maze" DESTROYERBILL: we just gave you a pearl and left we let you live Smon: "I can see you through this enchanted orb! I shall enjoy watching you perish!" Smon: "ha ha ha ha ha ha"<<
DESTROYERBILL: rember your dradon made me 2x as big with enlarge
joriandrake: Yes, it works for a while, didn't check duration
joriandrake: I do guess your dragon enjoys the feeling though
Smon: South of the water room a 150' passage opens into the next chamber.
Smon: Two huge braziers blaze to each side of this narrow chamber.
joriandrake: Darixus looks around "Well, as said earlier, let us see what this 'labyrinth' looks like. While we're here we could just as well have some fun with the entertainment offered."
Smon: Chamber is only 100' deep, but 300' east-west, with 20' wide braziers at e & w sides.
DESTROYERBILL: what is your dragons casting level
DESTROYERBILL: jorian
joriandrake: I believe Simon told me through you Bill when you asked stuff for character creation, but unsure. I believe it is depending on HD
DESTROYERBILL: you should make a note of it smon says
DESTROYERBILL: remember he is my dad and is right next to me
DESTROYERBILL: i need to know to see how long enlarge last for
joriandrake: using ascending AC so AC 21, breath 12d4+6, 3 wiz/priest spells, 15% magic resistance - is the last he sent to me, but that was before we decided on mage dragon type, also I lost connection once when we discussed the char so I lost that part of our discussion from chat
DESTROYERBILL: your breath definetly isent 12d4
joriandrake: I also only know the spell list amount of slots because we discussed that after it: level 1: 3 slots, level 2 3 slots, level 3 2 slots, level 4 2 slots, level 5 2 slots, level 6 1 slot
joriandrake: I assume this helps finding the data
DESTROYERBILL: mine is 12d10
joriandrake: "using ascending AC so AC 21, breath 12d4+6, 3 wiz/priest spells, 15% magic resistance" this was copy-pasted and originally sent by Simon to me in PM
DESTROYERBILL: but your breath is weaker but not that much weaker
joriandrake: I just copied it again here, but it was Simon who told me that
DESTROYERBILL: thats weird
joriandrake: He might've been tired when he wrote it, if incorrect, can happen
DESTROYERBILL: age 5 amthest breath is as strong as age 4 red dragon
joriandrake: This is why I wanted to make stuff like spells certain and clarified right after our last sesion, but he said not to bother with it until next session, and recently said I should resend my spell data Friday, but I had blackout and couldn't send it Friday night
joriandrake: My character is Age 6, that is sure
Smon: Found a note!!
joriandrake: I wasn't playing this edition in decades, so I knew I wil lrequire char creation aid
Smon: Jeez layout is appalling in CoW
DESTROYERBILL: it is 12d4
Smon: Book 2 page 57
joriandrake: I have the wrym book 1 but not 2
Smon: "Base Hit Dice minus age modifier plus combat modifier"
Smon: Reminds me why I like 5e
joriandrake: we rushed last time to get playing as well, as such the elven 'Kindred' wasn't made either
joriandrake: I will copy-paste everything now from chat and make certain to fill a proper char sheet, there's no storm so hopefully no blackout, only sligght snow fall
Smon: OK as far as I can tell, a regular dragon casts at double its age category, so a regular Age 6 dragon casts at level 12.
joriandrake: Will also update the post of mine in main thread where the image of Darixus is to have the sheet online
Smon: But the CoW note for Mages seems to base off actual hd for mages
joriandrake: My dragon is a mage, might change the result
Smon: yup
joriandrake: I know i have 1 6th level spell slot
joriandrake: used for Tenser's transformation to temporarily become a strong fighter
joriandrake: That spell seemed especialkly useful for a draconig caster
joriandrake: draconic*
DESTROYERBILL: daddys still looking
Smon: OK it looks like dragon mage caster level = hit dice + age category
joriandrake: THat is all right, we better make sure everything is done fully this time so later we can play quickly Bill
joriandrake: ok
Smon: How many hd do you have?
Smon: J
joriandrake: the dice equal for 6th age I guess
joriandrake sent you a private message. If it did not open automatically, check for blocked popups and/or [Click Here]
joriandrake: I will start to update the thread sheet for the dragon
DESTROYERBILL: hit dice 19
joriandrake: Is breath 12d4+6 then correct?
DESTROYERBILL: yours
DESTROYERBILL: yep
joriandrake: ...even worse, trying to find my data it seems I lost also the rolled HP we had previously
Smon: Caster level 19+6=25 then
Smon: LOL
joriandrake: I don't see it in my noted although last time in Session I knew it
joriandrake: maxbe i got it in a txt
Smon: You need to write it out on a PC sheet J
joriandrake: maybe
joriandrake: wait!
joriandrake: I did!
Smon:
DESTROYERBILL: 25x5
joriandrake: ... ok, found paper notde didn't even consider that I wrote physically
Smon: LOL
DESTROYERBILL: 125 min
Smon: Still Enlarged then
DESTROYERBILL: 2 hours and 5 min is how long im grothed
Smon: Eating rice krispies, starting to feel alive
joriandrake: but it seems incorrect, it says 'spell/abilities level 5 plus age (11)"
Smon: (horrible week, I am exhausted)
joriandrake: argh
joriandrake: let us just re-roll hit points and make sure everything is correct this time
Smon: Did you lose last rolls?
joriandrake: I got written attack +7 (dmg +8) for dragon with STR 20
joriandrake: Yes, those were rolled with bill before my crash
joriandrake: and I don't see that part posted to blog
Smon: attack = 1/3 hd plus STR bonus
Smon: for dragon mage
Smon: ok roll again
DESTROYERBILL: it was 3 e sorry
joriandrake: we all messed up don't worry Bill
joriandrake: Ok I roll 19 times, what exactly?
joriandrake: d8?
DESTROYERBILL: your hit dice is 12
joriandrake: ok
Smon: 12 base +2 age 6 = 14 hit dice
Smon: roll 14 d12
joriandrake: >> DESTROYERBILL: hit dice 19 /incorrect then?
Smon: bill was wrong
DESTROYERBILL: yep
joriandrake: Ok
Smon: he was looking at a 3e site!
DESTROYERBILL: it was 3rd
Smon: your caster level is 14+6=20
DESTROYERBILL: 100 min of enlarge
DESTROYERBILL: 1 hour 40 min
joriandrake Rolls 1d12x10 and gets:
12 = 12
9 = 9
9 = 9
11 = 11
2 = 2
8 = 8
3 = 3
10 = 10
5 = 5
11 = 11
joriandrake: seems it can't roll more than 10
joriandrake Rolls 1d12x4 and gets:
6 = 6
10 = 10
1 = 1
7 = 7
Smon: you are doing it wrong
joriandrake: well, pretty sure this is much les than last time but whatever
Smon: type /roll 14d12
Smon: not d12 x14!!!!
joriandrake: hm
joriandrake rolls 14d12 and gets: 11, 10, 6, 1, 8, 9, 3, 7, 10, 5, 7, 3, 9, 11, = 100
Smon: better
joriandrake: ok
joriandrake: >>Caster level 14+6=20 does this fit with having 1 lvl6 spell?
Smon: yes
Smon: look I'll upload book 2
joriandrake: ok, at least that is correct then
joriandrake: thanks
joriandrake: >> attack +7 (dmg +8) for dragon with STR 20 /please check if correct
joriandrake: adding stuff to sheet 'live' as we discussit now
Smon: https://drive.google.com/open?id=1ydcfwTuDGWEGYt4rgFgh_6XaQmEuulka
Jorian that should link to Book 2 CoW
DESTROYERBILL: +3 +8
Smon: Page 51+ for dragon "kits"
DESTROYERBILL: attack +3 damage +8
Smon: OK so you have 14 hit dice/3 rounded down is +4 attack
Smon: +3 for STR 20 = +7
Smon: So your attack bonus is +7
joriandrake: ok, started download of pdf
Smon: You add your age category (+6) and your STR bonus (+8) to your physical attacks' damage
Smon: base black dragon damage is bite 3d6, claw 1d6
Smon: So you do bite 3d6+14 and claw 1d6+14
joriandrake: ok, so damage needs updating
joriandrake: for abilities I have this on the paper:
joriandrake: Wather Breathing, Darkness 60 feet 3/day, Corrupt Water 1/day, Tongues ability, Blindsight 60 feet
DESTROYERBILL: are you ready jorian
Smon: I'm ready, are you ready to play?
joriandrake: if that is correct we can start, we have everything required and I can look through the other stuff between sessions, the spells remain the same for this session for sure
Smon: ok
Smon: So there is one tunnel, 50' wide, south from the water chamber
DESTROYERBILL: yep
Smon: Into a smaller chamber w 2 huge blazing braziers
Smon: And a single exit opposite
Smon: The gigantic Bloodtide half fills the water chamber
Smon: it feels like
joriandrake: ooc: is this the route I sent one of the (invisible) elves to scout earlier?
Smon: Flaming Beauty, Bloodtide's lady, looks up at him admiringly: "Big... I like it!"
Smon: no
DESTROYERBILL: rember we are stuck and we cant get out
joriandrake: "Well, it isn't permanent, but he might look this large once a true ancient"
Smon: FB looks at the black mage: "Guess you black drakes are good for something, after all!"
joriandrake: "Hm... he may be too big to get out for a while"
Smon: Fireclaw scowls: "We're stuck anyway! That door is too strong."
joriandrake: "I'm honored to be of service" Darxius smiles, no intention to get big red ones angry at him and the praise is very welcome anyway
Smon: An evil dwarf cackling comes over the intercom: "ha ha ha ha ha..."
DESTROYERBILL: lets move on
joriandrake: "I believe there was an other tunnel earlier when we decided to check the 'water room'
DESTROYERBILL: we are stuck
Smon: So there is one tunnel, 50' wide, south from the water chamber DESTROYERBILL: yep Smon: Into a smaller chamber w 2 huge blazing braziers Smon: And a single exit opposite
DESTROYERBILL: im going south
Smon: The exit north from the water chamber is barred by the unopenable door.
Smon: thanks Bill!
joriandrake: "Ah right, great red one." Draxius starts as he hears the dwarf "If possible, I would like to keep the dwarf for myself, alive. I would be willing to recompensate you for your time and restraint with 3000 gold pieces for the living swarf"
Smon: As you enter the chamber, a gout of fire bursts from the brazier on the right, burns across the ceiling, and dives into the brazier on the left. Along the way, it sets fire to the oilsoaked walls and ceiling, turning the entire chamber into a raging inferno!
joriandrake: Darixus*
Smon: Feels lovely Bloodtide
Smon: Flaming Beauty: "10,000 gold and you can have the dwarf, blackie!"
joriandrake: "You here?" Darixus asks loudly for his servant scout
Smon: "Yes master" says the invis sea elf.
DESTROYERBILL: i go in the room
Smon: A fire elemental bursts from the east brazier and at Bloodtide!
Smon: It massages him lovingly!!
joriandrake: "Ah, as a black dragon we're not too fond of dwarves, he just raised my curiousity. Hmm... 5000 gold pieces? That is quite a sum still for a shorty" Darixus then tells his elf "get back and don't attack, as scout you're more useful than as fighter"
joriandrake: "I believe I leave this flame creature to you noble reds, you can handle it quite easily"
Smon: roll a CHA check Darixus, lower = better
DESTROYERBILL: no bonuses
joriandrake rolls 1d20 and gets: 10,
joriandrake: CHA 14
Smon: what's your CHA?
Smon: 14 ok
Smon: pass
Smon: "OK Blackie, 5000!"
Smon: Elf: "I do not wish to enter the raging inferno, master."
DESTROYERBILL: i shout each
joriandrake: Parixus nods and watches the fire elemental being totally useless
joriandrake: D
DESTROYERBILL: i attack the fire elemental
DESTROYERBILL: i eat it with one big bite
Smon: Bloodtide gobbles down the fire elemental - spicy & delicious!
joriandrake: "I didn't order you to do it." He remarks. "Red ones are immune to fire so they will easily handle the elemental"
DESTROYERBILL: yum
joriandrake: "Bon appetit" says the black dragon in some foreign language
Smon: GM: After a few minutes it looks as if the inferno is dying down as the oils coating the walls & floor are consumed.
DESTROYERBILL: i liked it hot
joriandrake: "...Well, let us proceed."
Smon: GM: After 10 minutes the fire is out.
joriandrake: Darixus makes sure his elves don't get lost and stick behind them
Smon: GM: You proceed south, reds in front.
joriandrake: ooc: I mean the elves stick behind him
Smon: A 200' long 100' long corridor leads into a third chamber of similar size ahead.
Smon: /roll d6x4
joriandrake: "So, the dwarf spent quite some time and energy, wealth on this labyrinth, remarkable"
Smon Rolls 1d6x4 and gets:
6 = 6
1 = 1
4 = 4
3 = 3
Smon: /roll d6
Smon rolls 1d6 and gets: 4,
Smon: Fireclaw spots a tiny concealed door 100' down the tunnel in the west wall.
Smon: About the right size for a dwarf - or elf.
Smon: She points it out to the others.
joriandrake: "Seems like the noble reds also have good eye sight"
DESTROYERBILL: elf go check that out
Smon: Fireclaw: "The BEST eye sight!"
joriandrake: "Go inside, scout it" Darixus tells his invisible scout
Smon: Chamber to south: "The stone gives way to a dirtjloor in this long, narrow chamber."
DESTROYERBILL: if you find the dwarf ill try to rip the door down
Smon: floor
Smon: Elf sighs sadly: "Yes master."
joriandrake: "Let us wait to hear back from my scout"
Smon: You see the secret door open and then close.
Smon: /roll d6
Smon rolls 1d6 and gets: 1,
Smon: LOL
Smon: The secret door soon opens again (3 minutes Bill)
joriandrake: ooc 1 on random encounter is good i assume?
Smon: You hear the Elf rush out: "Lots of enemies Master! Drow!"
DESTROYERBILL: i try to break the wall down
Smon: "The PA system warned them of an invisible intruder, but I had time to flee with only minor injuries."
joriandrake: "oh... well that is unexpected in here, get behind me"
Smon: Bloodtide tries to break through the wall, but it's at least 100' of stone, too thick for him.
joriandrake: "Well done, if you survive today you'll be rewarded" and he thinks 'probably' as Darixus says this
Smon: LO
Smon: L
joriandrake: "Hm.... what else did you see in there other than drow?"
joriandrake: He asks the scout
Smon: Elf: "They were calling their leader Zoberraz master, a female Drow. They were commanding mighty magics ..."
Smon: "...a stone of controlling earth elementals, a censer controlling air elementals, a bowl commanding water elementals, and a brazier commandingfire elementals, guarded by at least 12 drow warriors!"
joriandrake: "Might red, please stop with the attempt to get through that wall."
joriandrake: "Doesn't sound like a drow expedition or random appearance, more like hired mercenaries for the dwarf"
joriandrake: "Were there other gates or doors? It might be still reachable by other route"
joriandrake: "hmm... would a brazier be small enough for you to pick up and run back to us with?"
joriandrake: "...or the bowl"
Smon: The Elf groans. "Yes there was another exit opposite, master. The ceiling was about 10' high, the chamber 75' across. The devices mounted on pedestals and overseen by drow magic-users."
Smon: "I barely survived the first time! Now they know I'm here... Master."
joriandrake: "well, I don't wish to risk the life of such an useful servant then, you don't have to go back then."
Smon: "Thank you Master. This wretched servant is most grateful."
DESTROYERBILL: how about you light a torch throw it in ther and ill duck down manipulate fire to make it huge and raging
joriandrake: "I don't waste my resources, but you du well to be grateful"
Smon: Elf: "Master Red Dragon, you could breathe into the chamber down the tunnel?"
joriandrake: "Great red one, as you heard there is a different entrance, let us proceed we will likely get there and easily get rid of the drow without the aid of my servants"
DESTROYERBILL: i can
Smon: "It might get any in the tunnel at least, Master?"
joriandrake: "I didn't ask you to speak"... Darixus waits in silence for a moment to make the elf realize what he says "...but your suggestion is useful, I allow it this time."
Smon: Elf: "Thank you, Great Master!"
Smon: GM: The invisible Elf pulls open the door & Bloodtide lowers his great head to breathe in....
Smon: As he's doing this, deadly gases fill the tunnel around you!
Smon: And you hear Drow cackling from down the tunnel.
Smon: Cloudkill
joriandrake: "stand back servants"
joriandrake: as The red ones breath inside so will Darixus do the same
Smon: GM: The cloud is only lethal near the door.
Smon: The door is about 4' across by 6' high
DESTROYERBILL: darixus use your own cloud kill
joriandrake: ooc I basically said it to get the invisible scout out of the area
Smon: Darixus does not fit anywhere near it.
joriandrake: ah
Smon: The invisible Elf chokes and dies - he was by the door he just opened.
joriandrake: "well.. a pity, he actually was useful"
Smon: /roll d10
Smon rolls 1d10 and gets: 2,
Smon: Bloodtide takes 2 points of poison damage
Smon: As he bravely stays in the cloudkill long enough to breathe
joriandrake: As the elven corpse appears Darixus awaits the red one to breath his fire
DESTROYERBILL rolls 12d10+6 and gets: 6, 4, 10, 2, 9, 1, 1, 2, 3, 4, 6, 2, (+6) = 56
Smon: I guess Darixus can Dispel his invisibility
Smon: Flames blast down the tunnel into the room beyond.
Smon: You hear Drow yells
joriandrake: ooc: well if the corpse doesn't reappear after death Darixus should still be able to sense its presence due to blindsight
Smon: They get saves for no damage due to the thin stream of flame.
DESTROYERBILL: its 2 damage darixus it aint going to die from that
Smon: /roll d20x12
Smon Rolls 1d20x10 and gets:
20 = 20
12 = 12
5 = 5
15 = 15
10 = 10
16 = 16
15 = 15
7 = 7
11 = 11
7 = 7
Smon: /roll d20x2
Smon Rolls 1d20x2 and gets:
4 = 4
8 = 8
Smon: 8 drow are incinerated
joriandrake: ooc Bill Simon said the elf died, your dragon just barely got a sniff of the cloud that is why it is such a low damage for oyu
Smon: OOC no it's because he's so powerful
joriandrake: "If they want to come closer, we just change position and breath in there again"
Smon: Cloudkill is auto death vs weak critters
DESTROYERBILL rolls 1d4 and gets: 2,
joriandrake: ooc OK then
DESTROYERBILL: darixus use your cloud kill
Smon: Bloodtide raises his head out of the Cloudkill waiting for recharge
joriandrake: once the area is fine Darixus points out the corpse to his remaining elves "Gather his belongings, and corpse too if you can. I don't like to waste resources"
joriandrake: ooc Bill I currently have no cloudkill
Smon: GM: The doorway is still wreathed in cloudkill.
Smon: A blast of icy storm strikes Bloodtide's feet!
joriandrake: "I think they prepared countermeasure to their own spell or similar effects"
joriandrake: "Close the door"
joriandrake: Darixus turns to the three reds saying this
DESTROYERBILL rolls 1d100 and gets: 50,
joriandrake: "If they want to fight us they will have to come close and open it themselves"
Smon: The Ice Storm overcomes BT's magic res
Smon: /roll 3d10
Smon rolls 3d10 and gets: 1, 7, 7, = 15
Smon: BT takes 15 dmg.
DESTROYERBILL: dariux can you breath if i move
Smon: GM: The secret door is far too delicate for BT to close
joriandrake: "My suggestion is to proceed on the larger tunnels prepared for our own size, we get there soon enough"
Smon: 1 round to recharge breath, still holding?
Smon: Are you holding position?
DESTROYERBILL: okay ill move on qiaukly
Smon: BT moves away from the door.
Smon: The Cloudkill still wreathes it.
Smon: BT gestures to Flaming Beauty, who puts her head into the Cloudkill...
Smon: /roll d10
Smon rolls 1d10 and gets: 3,
Smon: She takes 3 poison dmg & breathes.
Smon: /roll d6x4
Smon Rolls 1d6x4 and gets:
3 = 3
3 = 3
6 = 6
1 = 1
Smon: /roll d20
Smon rolls 1d20 and gets: 2,
Smon: You hear a lone scream.
Smon: 1 drow flamed
joriandrake: Darixus considers his options, the elves would die nearby, he could Lock it with his last spell of that level required, so he just waits for the red ones to do their thing
DESTROYERBILL rolls 12d10+6 and gets: 8, 9, 10, 10, 6, 4, 8, 5, 1, 6, 1, 1, (+6) = 75
joriandrake: Darixus watches as the red dragons swap places to create an inferno in the small tunnel
joriandrake: "So many roasted drow"
Smon: BT uses Pyrotechnics on FB's fire breath to make it expand massively into a fireball within the control room!
Smon: You hear surprised screams
joriandrake: "Impressive" and Darixus actually means it this time
Smon: /roll d20x3
Smon Rolls 1d20x3 and gets:
13 = 13
18 = 18
20 = 20
Smon: 2 unconscious 1 dead
Smon: leader
joriandrake: "Well... I do suggest we indeed leave now on our own tunnel, before the drow remember ot use their elemental items and send an army of those after us"
Smon: /roll d20+16
Smon rolls 1d20+16 and gets: 18, (+16) = 34
Smon: leader takes 37
DESTROYERBILL: flaming beuty moves
Smon: Flames shoot back out the tunnel catching FB.
Smon: She grins.
Smon: "Lovely! That got em!"
Smon: (that was the backwash)
Smon: Fireclaw takes her place...
Smon: Breathes in... BT uses Pyrotechnics to create a massive fireball again.
Smon: No more screams, just the smell of cooked drow
joriandrake: "I hope their items don't melt..." Darixus considers the worth of those
Smon: The flames die down...
Smon: 3 more minutes Bill
Smon: GM: How many vassals are on you Darixus?
joriandrake: it was six I believe, now 5
Smon: ok
Smon: Are you sending them in to loot?
joriandrake: certainly, after it is clear they are dead and the place is not too hot for them
Smon: ok, 2 more minutes
Smon: /roll d20x3
Smon Rolls 1d20x3 and gets:
16 = 16
16 = 16
2 = 2
Smon: GM: The minions return after 3 minutes with 3 great treasures
joriandrake: "We came to regain our treasures, it is good if we actually get more out of this journey than only that"
joriandrake: "Well, I guess most of their things did indeed burn or melt" Darixus taks a closer look at the items
Smon: A great stone of controlling earth els, rather charred censer for controlling air els, and unscathed brazier of commanding fire els.
Smon: /roll 12d20
Smon rolls 12d20 and gets: 4, 13, 20, 20, 10, 4, 18, 10, 5, 17, 12, 8, = 141
Smon: Also 2 drow +1 shortswords :_)
Smon: FB: "One item per red dragon!"
joriandrake: Darixus considers the worth of the fire elemental brazier, to give to the red ones for the dwarf
Smon: Fireclaw: "Dibs on the Brazier!"
DESTROYERBILL: i tell the elves to bring the drow
DESTROYERBILL: i want water
Smon: The red dragons glare down at the terrified elf vassals.
Smon: Who look to Darixus.
DESTROYERBILL: im hungry and im looking for cooked food and if its not drow ill substatute for elf
Smon: FB: "OK, I'll take Earth."
joriandrake: "Great ones, would you like the brazier as payment for the living dwarf? Your immunity to fire means they cou,ld be useful guards to your lair"
Smon: An Elf cowers before BT. "Great Dragon, the Water bowl was cracked by the intense heat!"
Smon: "Please forgive us!"
Smon: Darixus make CHA check.
joriandrake: "well, honored reds, it is my servants wh oactually gained the items, of course you get your share of this find, but I believe the elves already proved themself useful, no?"
DESTROYERBILL: ill take the wind then
joriandrake rolls 1d20 and gets: 11,
Smon: BT: "You are presumptuous blackie! But I like you!"
Smon: Fireclaw giggles.
joriandrake: Darixus ignored the elves plea as he focuses on the reds not backstabbing them
joriandrake: Darixus is relieved
joriandrake: "So shall it be"
Smon: (FB not BT) FC: "You may have the dwarf Darixus! We get the treasure!"
Smon: OOC red dragon 'giggle' is a raging inferno to humanoids
joriandrake: Darixus offers the wind item to Bill's dragon (forgot name, sorry) and beauthy (ooc was the third one required too?)
Smon: GM: The Elf vassals hand the 3 treasures over to the 3 reds, who can store them in their mouth cavities.
Smon: yes
joriandrake: ooc ok then, still better than making them mad
joriandrake: "Hold on to those swords" Darixus tells the servants
DESTROYERBILL: elfs im still waiting for the cooked drow
DESTROYERBILL: or ill have cooked elf
joriandrake: "...sigh, and yes, go get roasted drows"
Smon: The elves cringe, and hurry to obey.
Smon: Ten minutes later...
joriandrake: Darixus then turns to the red one "I would prefer not losing more resources, I'll have to ask for compensation otherwise"
Smon: A pile of 12 scorched/charred/roasted drow are brought into the tunnel.
Smon: FB: "Watch it, Blackie!"
joriandrake: "They are the only ones to fit in some places anyway, too useful currently to get eaten"
DESTROYERBILL: ill have 4 fire claw gets 4 and flaming beuty gets 4
Smon: FC: "Yum, tasty!" She scarfs down a drow.
DESTROYERBILL: absoulty delicious
Smon: FB: "Yum!!" she scoffs down 2 at once.
joriandrake: "See? my servants are useful. Alive."
Smon: 2 minutes to eat drow
DESTROYERBILL: i grrrr at the black dragon and cointinu eating
Smon: FB & FC seem in a better mood now w 4 drow in each dragon belly.
Smon: But still growl at Darixus' presumptuousness.
Smon: FB leads south. The stone gives way to a dirtfloor in this long,
narrow chamber. As FB steps across the rich,
loosely packed earth, you can see it shift beneath
her massive claws. Then the room rumbles and
quakes, and a large, vaguely humanoid shape
rises out of the earth!
Smon: It bows before FB. "Yes, Mistress?"
Smon: FB cackles, smoke rising from her nostrils. "Come with me, earth thing!"
joriandrake: Darixus makes a mental note that treading lightly is especially hard with red dragons, even more than with most other dragons
Smon: OOC 1 more room I think today, I'm still v tired
joriandrake: ooc ok
Smon: You notice the earth el has eyes of great diamonds. Beyond the earth room the tunnel turns west.
joriandrake: "You, get his corpse. We might still have to drop it later but for now let's carry it" Darixus orders his elves to get the poisoned 6th elf's body
Smon: /roll d2
Smon rolls 1d2 and gets: 2
Smon: FB: "Those eyes - those diamonds are from MY hoard!!"
joriandrake: ooc yes, found it in your blog, 6 sea elves were transported on the black dragon's back originally
Smon: Her own eyes narrow in anger. "Our revenge shall be terriible!"
Smon: The Elves recover the body & can load it onto Darixus' back.
DESTROYERBILL: we rip the eyes out after we get everybody treasure
joriandrake: "We probably gain more from this little event than we eve lost from the hoard."
Smon: FB: "OK BT"
joriandrake: ever
joriandrake: "like those elemental items, as example"
Smon: Hammerim's mad voice comes over the Intercom: "The tests have barely begun! You shall see ha ha ha!"
DESTROYERBILL: i summon an air elmental
Smon: This chamber opens upward, rising to a height of 700feet. Finally, you can actually spread your wings andjly if you so desire. However, maneuvering within this cave could be difficult, as great pillars of stone connect floor to ceiling in the chamber's center. The passage leading south is as small and cramped as the other passages you have traversed. After a moment examining the cave, you hear the rush of wind...
joriandrake: "You hear that? Still more to reagain and new things to loot"
joriandrake: regain*
Smon: An air elemental wafts up to BT. "Yesss, massster?"
DESTROYERBILL: FC summon a fire elmental
DESTROYERBILL: follow me
joriandrake: "You may not be able to get into that passage.. but the elemental servants might be"
Smon: FC frowns. "Not working - must have been that fire el you killed BT"
DESTROYERBILL: ah well
Smon: The air elemental chamber is irregular and hundreds of feet wide, maybe a thousand long
DESTROYERBILL: i tell the air elmental to go in
Smon: "I was just in there masster" says the air elemental.
DESTROYERBILL: what was in there besides you
Smon: It flits around, a whooshing wind, in the great chamber.
joriandrake: ooc: is this a different passage or the same? >>> The passage leading south is as small and cramped as the other passages you have traversed.
Smon: "Jussst me. I was ssssumoned by nasssty drow."
DESTROYERBILL: FB go tell your earth elmental to walk arouned in the room
Smon: gm ooc sorry the box text is crap; the tunnel out of the air el room leads west not south
Smon: it is only 100' wide yup
Smon: The earth el stomps around in the pillared air hall
joriandrake: "Perhaps the elementals can fly, or move up and see what's up in the room, on pillars or near celiling?"
Smon: while the air el flits around above
Smon: GM: 10 minutes later you are satisfied no treasure or traps here
DESTROYERBILL: lets move on
joriandrake: "Well, I guess time for the next room"
Smon: A few hundred feet down the exit tunnel to the west it splits, a side tunnel to north/right.
Smon: BT still in the lead.
joriandrake: Darixus begins to worry more about the outcome of this little adventure than the lack of a part of his hoard
Smon: Looking west it looks to BT that the tunnel opens out several hundred feet into an enormous chamber.
DESTROYERBILL: air elmental check it out
Smon: Looking right/north BT sees a 50' deep entry into a mid sized chamber 200' across w exit on far side
Smon: Mounds oj garbage Jill this chamber, and the odor qfjilth and decay permeate the air. To cross to the exit, you will have to wade through the refuse. In some places the piles are as deep as 30jeet. In others, the garbage pile is barely 15jeet high
Smon: Air el: "I have a very ssssensssitive nose masssster!"
joriandrake: ooc I think better to stop here, you are indeed very tired
Smon: "Do not make be go in garbage room, pleasssse!"
Smon: ok will stop now
DESTROYERBILL: fine
Friday, 23 February 2018
Monday, 19 February 2018
SKANDIKS OF OSSARY
Jarl Sjorald Ivarson, Lesser Jarl; Governor of Zothay. |
Skandik Warriors raid an Altanian camp. |
SKANDIKS
Skandik Warrior
Medium humanoid
Armor Class: 16 (13 chain shirt, +1 DEX, +2 shield) or AC 14 no shield
Hit Points: 22 (4d8+4)
Speed: 30 ft.
Strength 14 (+2), Dexterity 12 (+1), Constitution 13 (+1), Intelligence 10 (+0), Wisdom 9 (-1), Charisma 11 (+0)
Skills: Intimidation +2, Athletics +4 (swim +6), Perception +1
Passive perception: 11
Challenge Rating: 1/2 (100 XP)
Actions:
• Battleaxe or Longsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8+2 slashing damage. d10+2 2-handed.
• Skandik Warbow (STR): Ranged Weapon Attack: +4 to hit, range 120 ft./360 ft., one target. Hit: 1d8+2 piercing damage.
These are not the Thrall levy farmers (use Tribesman stats), but tough pirates and raiders, highly skilled warriors, though not the elite Huscarls of the Jarls and Kings. Some Warriors wear Scale armour: AC 17 with shield, AC 15 no shield.
Skandik Huscarl
Armor Class: 18 (chainmail, shield); or AC 16 no shield
Hit Points: 33 (5d8+10)
Speed: 30 ft.
Strength 16 (+3), Dexterity 12 (+1), Constitution 14 (+2), Intelligence 10 (+0), Wisdom 10 (+0), Charisma 12 (+1)
Skills: Athletics +5 (swim +7), Intimidation +3, Perception +2
Passive perception: 12
Challenge Rating: 2 (450 XP)
SA: Weapon master: +2 dmg 1hw or +d6 dmg greatsword or +4 damage with greataxe.
Actions:
Multi-Attack: The Skandik Huscarl makes two melee weapon attacks.
• Battleaxe or Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+5 slashing damage. 1d10+5 2hw
Great Axe or Greatsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d12+7 or 3d6+3 slashing damage.
These are the elite warriors of the Jarls and the leaders of lesser men, second only to the King's Personal Guard. They are highly aggressive and deadly warriors.
Skandik Kingsguard, Minor Champion, or Lesser Jarl
Medium humanoid
Armor Class: 19 (banded mail, shield); or AC 17 no shield
Hit Points: 59 (9d8+18)
Speed: 30 ft.
Strength 18 (+4), Dexterity 12 (+1), Constitution 15 (+2), Intelligence 10 (+0), Wisdom 12 (+1), Charisma 12 (+1)
Skills: Athletics +6 (swim +8), Intimidation +3, Perception +3
Passive perception: 13
Challenge Rating: 4
SA: Weapon master: +2 dmg 1hw or +d6 dmg greatsword or +4 damage greataxe. Action Surge: extra action 1/SR. Second Wind: bonus action recover d10+6 hp 1/SR
Actions:
Multi-Attack: The Skandik Kingsguard makes two melee weapon attacks.
• Battleaxe or Longsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+6 slashing damage.
Great Axe or Greatsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d12+8 or 3d6+4 slashing damage.
These warriors are normally only found in numbers at the banner of a King. In particular Alkazed of Ossary commands a strong host of Kingsguard. Some Champions and Jarls have been known to wield enchanted weapons, eg +1 Longsword Att +7 dam 1d8+7. A few possess Alryan Plate armour; AC 20 with shield, 18 no shield.
Skandik Warlord, Major Jarl or Major Champion
Olaf the Viking, Major Champion |
Hit Points: 135 (18d8+54)
Speed: 30 ft.
Strength 18 (+4), Dexterity 12 (+1), Constitution 16 (+3), Intelligence 10 (+0), Wisdom 12 (+1), Charisma 14 (+2)
Skills: Athletics +7 (swim +9), Intimidation +5, Perception +4
Passive perception: 14
Challenge Rating: 7 PB +3
SA: Weapon master: +2 dmg 1hw or +d6 dmg greatsword or +4 damage greataxe. Armour Master: +1 AC in heavy armour. Action Surge: extra action 1/SR. Second Wind: bonus action recover d10+12 hp 1/SR
Actions:
Multi-Attack: The Skandik Warlord makes three melee weapon attacks.
• +1 Battleaxe or +1 Longsword: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d8+7 slashing damage.
+1 Great Axe or +1 Greatsword: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d12+9 or 3d6+5 slashing damage.
These are the leaders of Skandik hosts, the champions of great Jarls, and the commanders of Kingsguard - men second only to the Heroes and to King Alkazed himself. Almost all wield enchanted weapons graven with Skandik war runes of Wotan (Odin) and Donnar (Thor).
Skandik Major Hero
Jarl Raknar Vardelbrokk, Major Hero & Kingsgard of King Alkazed |
Armor Class: 22 (+1 plate armour, shield, +1 AC armour master); or AC 20 no shield; around 25% have a +1 shield)
Hit Points: 203 (27d8+81)
Speed: 30 ft.
Strength 20 (+5), Dexterity 12 (+1), Constitution 16 (+3), Intelligence 10 (+0), Wisdom 12 (+1), Charisma 16 (+3)
Skills: Athletics +9 (swim +11), Intimidation +7, Perception +5
Passive perception: 15
Challenge Rating: 10 PB +4
SA: Weapon master: +2 dmg 1hw or +d6 dmg greatsword or +4 damage greataxe. Armour Master: +1 AC in heavy armour. Action Surge: extra action 2/SR. Second Wind: bonus action recover d10+18 hp 1/SR
Indomitable - reroll a failed save 3 times per Long Rest.
Actions:
Multi-Attack: The Skandik Hero makes three melee weapon attacks.• +2 Battleaxe or +2 Longsword: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 1d8+9 slashing damage.
+2 Great Axe Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 1d12+11 slashing damage
+2 Greatsword: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 3d6+7 slashing damage
These are unique, semi-legendary heroes and mighty kings. There are rarely more than 2-3 per generation.
Skandik Odin-Priest
Odin-Priest |
Hit Points 27 (5d8 +5)
Speed 30 ft.
STR +1 DEX +0 CON +1 INT +1 WIS +3 CHA +2
Skills Medicine +7, Persuasion +4, Religion +3
Senses passive Perception 13
Languages Skandik & Common
Challenge 2 (450 XP) PB +2
Divine Eminence. As a bonus action, the priest can expend a spell slot to cause his spear attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6+1 piercing damage; +3d6 radiant with Divine Eminence.
Spell Focus: The Odin-Priest's spell focus is his spear.
Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, healing word
2nd level (3 slots): lesser restoration, spiritual weapon (spear)
3rd level (2 slots): dispel magic, spirit guardians (valkyies)
Actions
Skandik Odin-Acolyte
Huscarl & Kingsguard |
Hit Points 22 (4d8 +4)
Speed 30 ft.
Challenge 1 (200 XP) PB +2
STR +1 DEX +0 CON +1 INT +1 WIS +2 CHA +2
Skills Medicine +6, Persuasion +4, Religion +3
Senses passive Perception 13
Languages Skandik & Common
Actions
Spear. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6+1 piercing damage
Spell Focus: The Odin-Acolyte's spell focus is his spear.
Spellcasting. the Acolyte is an 1st-level cleric. His spellcasting ability is Wisdom (spell save DC 12, to hit with spell attacks +4)
Cantrips (at will): light, Sacred Flame (DEX/d8 radiant, rng 60'), thaumaturgy
1st level (2 slots): cure wounds (d8+2), guiding bolt (ATT+4, 4d6 radiant & next att advtg, rng 120'), healing word (bonus action d4+2, rng 60')
Alkazed Ulfursson; the Black Dragon, the Eldritch One, the Kinslayer; King of Ossary & Adherent of the Black Sun. |
Cirella of Rallu, slave concubine to King Alkazed |
Megaera Lorvas, Red Priestess of the Black Sun, lover of Alkazed |
"The Black Sun Rises In The Eternal Cycle of Return" - Megaera Lorvas |
King Alkazed Ulfurrson, the Terrible, the Mighty, the Black Dragon, the Eldritch One. Called Foehammer, the Kinslayer. King of Ossary & Adherent of the Black Sun
Medium humanoid
Fighter - Eldritch Knight, Level 20
Armor Class 25 > 27 Hasted > 32 Shield (AC 20 for Alryan Plate amour +2, +4 for Sentinel Shield +2, +1 for Ring of Protection), advantage on targeted magic saves and '20' reflects due to Ring of Spell Turning. +5 AC with Shield spell (Reaction), +2 with Haste concentration
Hit Points 224 (hp = Levelx11+4)
Hit dice: 20 (d10 +4)
Proficiency +6
Init: +1 & advantage from Sentinel Shield
Speed 30 ft. > 60' with Haste
STR 20 (+5) DEX 12 (+1) CON 20 (+5) INT 14 (+2) WIS 10 (+0) CHA 16 (+3)
Saves STR +11 (+12) CON +11 (+12), all saves +1 with ring of protection. DEX save advtg Hasted.
Senses Passive Perception 21 (Sentinel Shield)
Languages Skandik, Common
Challenge 20
Gear:
The Sentinel Shield +2 - emblazoned with the Eye of Wotan, shield gives wielder Advantage on Initiative & Perception checks; NB no attunement needed.
3 Potions of extra healing 4d4+4
6 vials anti-toxin (advantage vs poison)
Potions of fire, cold, lightning & thunder resistance (1 each)
Alryan Plate amour +2, taken from a great admiral of the City State/CSIO
Ring of Protection (attuned)
Ring of Spell Turning (attuned)
"Manbane"; +3 Longsword, +2d8 damage vs Humans & Human-Blooded (including Dragonborn, Tieflings, Half-Elves & Half-Orcs, but not Elves Dwarves Gnomes or Halflings) (attuned)
+1 Warbow, STR 20
SA: Duelist, +2 damage with 1-handed weapon. Action Surge - extra action, 2/SR. Second Wind bonus action to recover d10+20 hp, 1/SR. Indomitable - reroll a failed save 3 per Long Rest.
Actions:
Multiattack. Alkazed makes 4 attacks as an attack action.
+3 Longsword "Manbane" ATT +14 dam: 3d8+10 (crit 6d8+10). 4 attacks, +1 attack if Hasted, +4 attacks with action surge
+1 Warbow ATT +12 dam 1d8+6, 4 attacks, +1 attack if Hasted
Spellcasting: Save DC 16, spell attack +8
Weapon Bond to Manbane & Warbow - summon as bonus action.
Improved War Magic - can make 1 weapon attack as bonus action with cantrip or spell casting
Eldritch Strike - hit gives victim disad vs spell saves
Arcane Charge - teleport 30' when using Action Surge (before or after)
Cantrips: 3 Spells Known: 13, 9 abjuration or invocation Spell Slots: 4 - 3 - 3 - 1
Cantrips: Fire bolt; True Strike, Message
Level 1 (4): Shield abj +5 AC on Reaction, Faerie Fire
Level 2 (3) :Blur (old classic, enemy has attack disadvantage against the King alone, cast on himself there is no save against it, concentration); Mirror Image (depends on if Mirror Image and Blurr can work together with having disadvantages even against the illusion images. NOT a concentration so likely they do work together)
Level 3 (3): Fireball 8d6 evoc, Fly trans, conc Haste trans, conc; Tidal Wave (DEX save, 'crowd control' against a large number of enemy solders before the King)
Level 4 (1): Fire Shield evoc (res to fire or cold, melee attacker takes 2d8 fire or cold per hit, no conc)
Spells researched by Alkazed & his Sages:
Cantrip:
- Thunderclap (if encircled, hits multiple foes, CON save)
- Sword Burst (similar as above, better flavor for warrior, DEX save)
- Message (could be very useful for a commander during a loud/chaotic combat for giving specific orders to subjects/officers)
- True Strike (Advantage on one attack next turn, might be ideal to strike with a spell that requires an attack roll and the King wants to make certain it hits)
Level 1:
- Identify (A king might want to know what is the most worth/magical/ loot, and is a ritual)
- Command (very regal, Vader-ish)
- Find Familiar [Doesn't even need to be in current spell list! If he picked a familiar earlier he could by now already have replaced the spell!]
- Expeditious Retreat (If an aggressive fighter the King might use this not to run away, but to charge from one enemy to another)
- Tasha's Hideous Laughter (WIS save, falls prone/incapacitated)
- Tenser's Floating Disk (to transport loot or captives, also a ritual to limit spell slot use)
Level 2:
- Blindness/Deafness (while a CON save, if failed the enemy is basically geting permanent disadvantage for a whole battle, likely used against mage-types)
- Blurr (old classic, enemy has attack disadvantage against the King alone, cast on himself there is no save against it, concentration)
- Cloud of Daggers (has no save against it)
- Hold Person (WIS save, attempt for capture?)
- Mirror Image (depends on if Mirror Image and Blurr can work together with having disadvantages even against the illusion images. NOT a concentration so likely they do work together)
Level 3:
- Gaseous Form (retreat/evacuate through holes/cracks where Alkazed couldn't be followed)
- Bestow Curse (WIS save, utility/combat use, stronger cast as level 4)
- Tidal Wave (DEX save, 'crowd control' against a large number of enemy solders before the King)
Notes: 6'8" and powerfully built, but the true terror of the Black Dragon of Ossary lies in the dark sorceries he has mastered. They are said to make him invincible in combat; for he has duelled and killed hundreds. Now, under the guidance of his Red Pristesss Megaera Lorvas, he has mastered the final mysteries of the Black Sun, and is ready to set the Wilderlands of Barbarian Altanis ablaze...
___________________________________
4829 OSSARY Conventional; AL CE; TL 7; 15,000 gp limit; Assets 6,000,000 gp; Population 12,800 (Able bodied 3,200); human 99% [mostly Skandik, some Tharbrian, a few Altanian], Resources: Market.
Authority Figure:
King Alkazed Ulfursson, male Skandik CE Ftr20 Eldritch Knight
Important Characters:
Togard the Stout, male Skandik LG Clr15, somnolent high priest of Odin, followers are angered at
him for letting Alkazed go unchecked
Loknar the Unblessed, male Skandik CE Clr11, high priest of Loki and advisor to Alkazed
Megaera Lorvas, Clr 10, Red Priestess of the Black Sun and lover-advisor to Alkazed
Originally named Ossyr Lee, the city was renamed when it was captured in the early 33rd(?) century BCCC by raiding Skandiks. Ossary is the greatest city of Skandiks in the Wilderlands. It is the heart of the Kingdom of Ossary and is ruled by the cruel King Alkazed. The city is divided among several dozen clans that compete and fight against each other. This makes the streets that run between clanholds very dangerous to those not traveling in large groups. Ossary is also the central market where merchants and raiders meet to trade plundered goods and slaves. Each of the clans is expected to furnish men and longships to the King. The Overlord and the King of Ossary have a long history of conflicts with a half-dozen major battles in the last thousand years (3400-4400 BCCC).
The Skandik reavers usually win the sea battles; the CSIO Vasthosts do somewhat better on land, but have not attempted a full invasion of Ossaran territory since the disaster at Sea Rune where Thor himself appeared to smite the Overlord's Vasthost.
The Skandik reavers usually win the sea battles; the CSIO Vasthosts do somewhat better on land, but have not attempted a full invasion of Ossaran territory since the disaster at Sea Rune where Thor himself appeared to smite the Overlord's Vasthost.
(3611) ZOTHAY (Town): Conventional; AL N/LG; TL 5; 800 gp limit; Assets 55,500gp; Population 4000+ (Able bodied 1000+); Mixed (human 90% [50% Mixed/Alryan, 20% Gishmesh, 25% Tharbrian, 10% Skandik, 10% Altanian, 5% Ghinoran], half-elf 2%, elf 4%, dwarf 2%, halfling 1%, other 1%)
Resources: Market.Authority Figure: Governor -Sjorald Ivarson, male Skandik Warrior of Ossary, was
Important Characters: Perena, female Tharbrian Priestess (Clr 5, Athena); Sanjis Tharsa, female Gishmesh dancing girl, owner of the Three Plates Resthouse; Revin Olthar, male Tharbrian slave trader); Thunis of Thalanzar, male Gishmesh priest of Selanii.
When the Skandiks arrived at Ossary over 1,000 years ago, Zothay was a small fishing village. After the town of Kauran fell, the entire coastline southward felt the repeated raids of the Skandiks. Emboldened by the goddess Athena, Zothay
was the lone village to resist. It built a small alliance along the coast to Horaja and began to successfully resist the Skandiks. An alliance was made with the Overlord of the City State, and the village became a small city as the goods from the Sea of Five Winds flowed up the Old South Road to the City State.
However, 100 years ago, the King of Ossary enlisted the aid of the Redrock Orcs to attack Zothay and its alliance. In the general confusion, the King of Ossary attacked Zothay and sacked the town. He had the citizens tear down the sea-walls, installed a Skandik governor, and forced the town to pay tribute.
When the Skandiks arrived at Ossary over 1,000 years ago, Zothay was a small fishing village. After the town of Kauran fell, the entire coastline southward felt the repeated raids of the Skandiks. Emboldened by the goddess Athena, Zothay
was the lone village to resist. It built a small alliance along the coast to Horaja and began to successfully resist the Skandiks. An alliance was made with the Overlord of the City State, and the village became a small city as the goods from the Sea of Five Winds flowed up the Old South Road to the City State.
However, 100 years ago, the King of Ossary enlisted the aid of the Redrock Orcs to attack Zothay and its alliance. In the general confusion, the King of Ossary attacked Zothay and sacked the town. He had the citizens tear down the sea-walls, installed a Skandik governor, and forced the town to pay tribute.
Megaera Lorvas (offline sheet)
ca M1-8 4446 BCCC Lord Namelin of Hara was being advised by Megaera Lorvas, a Neo-Nerathi Red Priestess of the Black Sun and younger sister to the infamous Necromancer Tal Lorvas, Knight Concordant of Nerath Restored, who raised Cormarrin's 300 from their graves to take Bisgen in 4434 BCCC.
Namelin betrayed her when he turned on Neo-Nerath, and handed her over to Hakeem at Thusia.
M10 4446 BCCC Thuruar pacted with Charon & banished Megaera to the River Styx. She ws confident that she would Return.
Maegaera was just 16 years old in 4434 BCCC when Varek Tigerclaw's Altanian horde overran the human Nerathi militia south of Bisgen, slaughtering her father, her two older brothers, and her other male relatives. When the last line of Cormarrin's Risen Three Hundred finally drove back the Altanian Host from before the gates of Bisgen, the retreating Barbarians burned the defenceless Lorvas farm, raped Megaera, raped and murdered her mother and her two little sisters. Somehow, Megaera survived.
She does not forgive, nor forget.
M10 4446: dispatched to the River Styx by Thuruar - "I will return"...
M6 4447: The returned and empowered Megaera Lorvas has gained a position as Vizier (and possibly lover?) to the Skandik King Alkazed of Ossary, and is said to be instructing him in the teachings of the Black Sun. It's rumoured she had a hand in the upheavals at Zothay. There is said to be some friction between her and Loknar the Unblessed, but Megaera has worked to win over this 'power behind the throne'.
M7 4447: Megaera blows her cover to recover the body of Nightshadow at Stone Tooth.
Cirella of Rallu: a nubile former serving wench at Redeye Inn until purchased by Rey 8/12/4445. Once a high-born lady of Rallu's House Whitehawk, after the death of her father Octavius she was sold into slavery by her wicked stepmother and three ugly step-sisters. Dreams of a prince charming who will rescue her. Rey did a passable imitation. The sale of Beverly to Kogor 2/12/4445 left Cirella as the only slave wench at the Inn, leaving her quite literally run off her feet, and she was glad to be acquired by the charming Lord Reynard.
After being abandoned by Rey at the Temple-Tomb of Belaras, Cirella was eventually sold in the slave market at Ahyf and was shipped north by Orson the Northron. Shipped north, at Ossary market she caught the eye of King Alkazed, who took her for his concubine. Her knowledge of the Ghinarian lands is most interesting...
Dragon Ships of the Skandiks
(via Wikipedia, edited)
Karvi
The Karvi (or karve) is the smallest vessel that is considered a longship. typically 13 rowing benches, 26 rowers. A ship with 6 to 16 benches would be classified as a Karvi. "General purpose" ships, mainly used for fishing and trade, but occasionally commissioned for military use. While most longships hold a length to width ratio of 7:1, the Karvi ships are closer to 4.5:1.
Snekkja
The snekkja (or snekke), meaning "thin and projecting", typically the smallest longship used in warfare and classified as a ship with at least 20 rowing benches. A typical snekkja might have a length of 17 m (56 feet), a width of 2.5 m (8.2 feet), and a draught of only 0.5 m (1.6 feet). It would carry a crew of around 41-51 men (40-50 oarsmen and one cox).
Snekkjas are one of the most common types of Skandik ship. Snekkjas are so light that they had no need of ports—they can simply be beached, and potentially even carried across a portage.
Typical Crew (50): 40 Skandik Raiders, 8 Huscarls, 1 Champion, 1 Odin-Acolyte
Typical Crew (50): 40 Skandik Raiders, 8 Huscarls, 1 Champion, 1 Odin-Acolyte
Skeid
Skeid (skeið), meaning 'that which cuts through water,' ships are larger warships, consisting of more than 30 rowing benches (over 61 crew). Ships of this classification are some of the largest longships. Typically carry a crew of some 70–80 and measures just less than 30 m (98 feet) in length. Larger examples are up to ca 37 m (121 feet).
Typical Crew (74): 60 Skandik Raiders, 12 Huscarls, 1-2 Champions, 1 Odin-Acolyte
Jarl's Skeid (80): 74 Huscarls, 3-4 Champions, 0-1 Warlord, 1 Odin-Priest & 1 Odin-Acolyte
Typical Crew (74): 60 Skandik Raiders, 12 Huscarls, 1-2 Champions, 1 Odin-Acolyte
Jarl's Skeid (80): 74 Huscarls, 3-4 Champions, 0-1 Warlord, 1 Odin-Priest & 1 Odin-Acolyte
Drakkar
Drakkar , the true Dragon Ships, are the great war galleys, elegant and ornately decorated, and used by those who go raiding and plundering. Famous for the carvings of menacing beasts, such as dragons and snakes, carried on the prow of the ship. These enchanted carvings protect the ship and crew from enemy magic (as per Globe of Invulnerability), and ward off the many terrible sea monsters of the Winedark Sea (kraken, dragon, roc et al). They also frighten enemies and townspeople. They can typically carry up to around 120-160 Skandik elite warriors, with double-crewed oars, and a cruising speed of 20 knots. The very largest examples, such as King Alkazed's ship Jormungandr, can hold up to 200 men.
Invulnerability protection shielding the Drakkar is usually cast with Level 6 slot & thus to spells of Level 1-5; Jormungandr is rumoured to be cast with Level 8 slot and so warded against spells of level 1-7.
Some say the God Emperor of Viridistan has a ship with Level 9 Invulnerability (protects to level 8), whereas the Invincible Overlord's flagship is warded by Ralibarn the Wise merely to Level 7 (protects to level 6).
Typical Drakkar Crew: 120 Huscarls, 12 Champions, 2 Odin-Priests & 4 Odin-Acolytes, 1 Warlord. May have a High Priest in addition.
Jormungandr Crew: 160 Huscarls, 24 Champions (Kingsguard), 6 Odin-Priests, 3 Warlords, King Alkazed, 1-3 High Priests (eg Megaera Lorvas, Togard the Stout, Loknar the Unblessed)
Invulnerability may be Dispelled normally with a sufficiently high level casting:
Dispel Magic at Level 1-5 is warded, and so ineffective vs standard Invulnerability cast at level 6.
Dispel Magic at Level 6+ dispels a standard Level 6 Invulnerability.
Vs Jormungandr:
Dispel Magic at Level 1-7 is warded, and so ineffective vs Invulnerability cast at level 8.
Dispel Magic at Level 8+ dispels a Level 8 Invulnerability.
Restoring ritual Invulnerability to a Drakkar takes 1 priest 7 days, 7 priests 1 day, or any combination thereof, and the expenditure of a spell slot at the required level. The highest level priest & the ship itself determine the maximum Invulnerability level, eg it takes a level 15 caster to restore level 8 Invulnerability warding vs 1-7, and a level 11 caster to restore level 6 Invulnerability warding vs 1-5.
SKANDIK MAGIC
Skandik magic traditionally focuses on wards and protections, such as the iron & lead rune collars that strip captive casters of all magical powers. Some Skandik warlords take pride in their harems of captive priestesses and enchantresses - this occasionally goes horribly wrong...
THE ISLE OF OGIGIAN
M8 4447: Ogigian with its famous Neptune statue, home to Priest Polyachus of Mitra and his wife the Druidess Cassandra Starling, is believed to have recently fallen under Skandik control.
26/8/4447: Skandik longship (50-80 crew) sighted by the Haran ship Seastrider (carrying Prisha Acharya, Kosvar the Ranger, & Nightshadow) off Selatine; it chases them into port. From its angle of approach, it is thought likely to have come from the Isle of Greenlight or Ogigian - Greenlight's cannibal infestation, and Ogigian's pleasant sandy northern cove at the foor of the Statue of Neptune make the latter more likely.
Invulnerability protection shielding the Drakkar is usually cast with Level 6 slot & thus to spells of Level 1-5; Jormungandr is rumoured to be cast with Level 8 slot and so warded against spells of level 1-7.
Some say the God Emperor of Viridistan has a ship with Level 9 Invulnerability (protects to level 8), whereas the Invincible Overlord's flagship is warded by Ralibarn the Wise merely to Level 7 (protects to level 6).
Typical Drakkar Crew: 120 Huscarls, 12 Champions, 2 Odin-Priests & 4 Odin-Acolytes, 1 Warlord. May have a High Priest in addition.
Jormungandr Crew: 160 Huscarls, 24 Champions (Kingsguard), 6 Odin-Priests, 3 Warlords, King Alkazed, 1-3 High Priests (eg Megaera Lorvas, Togard the Stout, Loknar the Unblessed)
Invulnerability may be Dispelled normally with a sufficiently high level casting:
Dispel Magic at Level 1-5 is warded, and so ineffective vs standard Invulnerability cast at level 6.
Dispel Magic at Level 6+ dispels a standard Level 6 Invulnerability.
Vs Jormungandr:
Dispel Magic at Level 1-7 is warded, and so ineffective vs Invulnerability cast at level 8.
Dispel Magic at Level 8+ dispels a Level 8 Invulnerability.
Restoring ritual Invulnerability to a Drakkar takes 1 priest 7 days, 7 priests 1 day, or any combination thereof, and the expenditure of a spell slot at the required level. The highest level priest & the ship itself determine the maximum Invulnerability level, eg it takes a level 15 caster to restore level 8 Invulnerability warding vs 1-7, and a level 11 caster to restore level 6 Invulnerability warding vs 1-5.
SKANDIK MAGIC
Skandik magic traditionally focuses on wards and protections, such as the iron & lead rune collars that strip captive casters of all magical powers. Some Skandik warlords take pride in their harems of captive priestesses and enchantresses - this occasionally goes horribly wrong...
THE ISLE OF OGIGIAN
M8 4447: Ogigian with its famous Neptune statue, home to Priest Polyachus of Mitra and his wife the Druidess Cassandra Starling, is believed to have recently fallen under Skandik control.
Cassandra Starling of Ogigian |
Maria of Lygol |
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