(NSFW - Page 3/topless pics)

Saturday, 15 April 2017

AHYF inc Maglor's Little Birds & the Airshark Inn

Royal Family NPCS
Queen Malenn, the Golden Queen
Prince Hassan, son of Malenn
Gnubis Greywolf, mother of Hakeem, grandmother of Prince Hassan
Nefeti the Wise Woman, aunt of Hakeem

GROUPS

1. Hakeem's Red Guard brought from Nerra

2 Sword Knights of Bondor (1 Greywolf 1 Seawolf)
10 Altanian Chosen Sword Brothers (4 Greywolf 6 Seawolf)
The Red Guard protect both the Town Treasury and the person & family of the Golden Queen, Malenn

1. Harlgrimn Ironteeth.
Human Altanian (Grey Wolf) Barbarian Berserker-5
2. Gottchi the Sly.  
Human Altanian (Sea Wolf) Barbarian Berserker-5
LEVEL 5
ST 19 DE 15 CO 15 IN 11 WI 9 CH 10
PB +3
AC 16 (+2 DEX +2 CON +2 shield) HP 50 (Levelx9+5)
2 attacks per attack action & bonus Berserk attack
+1 Sword ATT +7 dam d8+6 rage
SA: Rage 3/day, 1/2 dmg and do +2 melee dmg.
Reckless Attack, Danger Sense advtg on DEX saves vs visible
Berserk Bonus Attack. Recover Exhaustion 3/day with Short Rest.

Fast movement 40'

2. AHYF TOWN WATCH

Ahyf Town Watch (39) under Serjeant Hendryk (qv)

Watchman: 
STR 14 (+2) DE 12 (+1) CO 13 (+1) IN 9 (-1) WI 11 (+0) CH 10 (+0) 
AC 18 (chain & shield) HD 2d8+2 HP 11
wpn: Sword ATT +4 dam 1d8+2. Mace ATT +4 dam 1d6+2
wpn: Javelin (3) ATT +4 dam 1d6+2

Watch Veteran (Corporal, Lance Corporal): 
STR 14 (+2) DE 12 (+1) CO 13 (+1) IN 9 (-1) WI 11 (+0) CH 10 (+0) 
AC 18 (chain & shield) HD 5d8+5 HP 28
2 attacks per action
wpn: Sword  ATT +4 dam 1d8+2. Mace ATT +4 dam 1d6+2
wpn: Javelin (3) ATT +4 dam 1d6+2

3. GOLDEN QUEEN'S GUARD
Commander: Sandor Sunneson, Recruitment by 20/9/47
Deputy: Corporal deNiro, Veteran of Town Watch, +1 Battle Axe
Up to 60 men, base HD 2+2 (as town watch)


"One day a real rain's gonna come..."
Corporal DeNiro of the Queensguard, ex of the Ahyf Town Watch
PB+3
Armor Class 19 (splint & shield) AC 17 no shield
Hit Points 58 (9d8 +18)
Speed 30 ft.
STR 17 (+3) DEX 14 (+2) CON 15 (+2) INT 11 (+1) WIS 12 (+1) CHA 11 (+0)
Skills Athletics +6, Perception +4
Senses passive Perception 14
Languages Common
Challenge 3
Actions
Multiattack. DeNiro makes two battleaxe attacks, or shoots & reloads heavy x-bow
+1 Rapier Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 1d8+4 piercing damage
Heavy Crossbow ATT +5 dam 2d10+2/1d10+2 FR 1/round


60 QUEEN'S GUARD (7 Lance Corporal, 53 Soldier) 
STR 14 (+2) DE 12 (+1) CO 13 IN 9 (-1) WI 11 (+0) CH 10 (+0)
AC 16 (ringmail & shield)
HD 2d8+2 HP 11 (Soldier) or HD 3d8+3 HP 17 (Lance Corporal)
wpn: Sword ATT +4 dam 1d8+2.
wpn: Javelin (4) ATT +4 dam 1d6+2
Armoury: ringmail (30gp, AC 14) shield (10gp), longsword (15gp) 8 javelins (4gp)

4. SHIELD HALL OF MITRA
Recruited by the Golden Queen Malenn of Mitra. M8 4447-M2 4448 BCCC
Potential Recruits: Up to 6 Paladins (level 2 henchmen), Up to 18 Battle Brothers (followers)
30/8/47: Malenn has already attracted 2 Paladin Knights from the Temple Tomb of Belaras, and is training a cadre of Battle Brothers.

2-6 Paladins of Mitra
Level 2 
HP 20 HD 2 (d10+2)  
AC 19 (banded brigandine & shield) or 17 (no shield)
STR 14 (+2) DEX 10 (+0) CON 14 (+2) INT 10 (+0) WIS 12 (+1) CHA 12 (+1)
Good Saves: WIS +3, CHA +3
SA: 
Duelist, +1 dmg 1hw. 
Divine Smite +2d8 radiant damage 2/LR, +3d8 vs undead or fiend. 
Detect Sacred/Profane 1/LR
Weapon: Longsword ATT +4 dam 1d8+4 & smite +2d8/3d8

6-18 Battle Brothers of Mitra
HP 17 HD 3 (d8+1)
AC 18 (chain & shield) ot 16 (no shield)
STR 14 (+2) DEX 10 (+0) CON 13 (+1) INT 9 (-1) WIS 12 (+1) CHA 11 (+0)
Weapon: 
Longsword ATT+4 dam 1d8+2
War Spear (10' reach, 1-h, disad 5') ATT +4 dam 1d8+2
Heavy Crossbow ATT+0 dam 2d10/1d10
Halberd (reach 10') ATT +4 dam 1d10+2

5. MAGLOR OF ANATAL's "LITTLE BIRDS" - SPY NETWORK

Based at Lady Beverly D'Ashe's Villa, Ahyf. A large nobles' villa with hidden sewer access.
Network complete by 13/9/4447 BCCC
Total: 12 agents (max), all Human
Henchmen: 2 (Rogue 2) at CHA 10
Hit Dice:
10 (Beverly the Coin Girl),
4 (Hognun the Barkeep),
4 (Linda Gordon the Bar wench),
2 (Lady Barbara D'Ashe, Rogue-2),
7 (Seroni of Onhir),
Unfilled (7): HD 5, 2 (Rogue-2), 4, 4, 4, 4, 2

Seroni, High Elf Trader, hd 7
Seroni of Onhir (hd 7) is a cold-hearted female Elf trader who plies the ancient roadways of Altanis.
She had dealings with Oriax the Goat, the Horned Wizard, bringing him preserved foodstuffs and manufactured goods from Ahyf and Kren's Cairn, returning north with a harvest of slave girls, wives for the men of Krens' Cairn and others for the slave market at Ahyf. Seroni avoids the southern Ghinarian Hills, infested as they were with Yusan's brigands and evil folk who prefer to take rather than buy. Seroni has a well furnished villa in Ahyf town with human and halfling servants, mostly slaves. Seroni has a bitter rivalry with fellow slaver Rolth, a mighty-thewed Altanian barbarian who was once her lieutenant and lover, before it's said they had a falling out when she found him in bed with an Airshark serving girl or three.
M8 4447 Becomes part of Maglor's spy network.

Advanced Spy Medium humanoid (High Elf), 
Armor Class 14 (AC 11 leather bodice, +3 DEX)
Hit Points 32 (7d8) Speed 30 ft. PB+3
STR  10 +0   DEX 17 +3 CON 10 +0 INT 13 +1 WIS 14 +2 CHA 16 +3.
Skills Deception +6, Insight +5, Investigation +6, Perception +8 (exp), Persuasion +6, Sleight of Hand +6, Stealth +6 
Senses passive Perception 18 
Languages Draconic, Elven & Common 
Challenge 2 (450 XP) 
Elf Abilities: Cantrip - Prestidigitation. Save Advtg vs Charm, can't be Sleeped. Darkvision 60'. Trance.
Cunning Action. On each of its turns, Seroni can use a bonus action to take the Dash, Disengage, or Hide action. 
Sneak Attack (1/Turn). Seroni deals an extra 3d6  damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn’t incapacitated and the spy doesn’t have disadvantage on the attack roll. 
Actions Multiattack. The spy makes two melee attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: d6 + 3 piercing damage. & +3d6 SA 1/turn

Lady Barbara 'Babs' d'Ashe (Noble > Rogue-2)
The beautiful d'Ashe family heiress and widow to the slaver Elder Kosvin sadly slain by Sarene's men in M3 44447 during the Shieldbiter takeover. Although the d'Ashe villa was looted and occupied, she was able to salvage some of the d'Ashe family fortune, a bag of fine jewelry, and soon sought solace in the arms of Rolth the Slaver. When Rolth's villa was looted in turn during the Ahyf slave rebellion of 13/8/44447, Lady Barbara was in her bath when the vengeful mob set upon her. She fled naked into the Ahyf sewers, and had not been seen since until 18/7/47 when rescued from the Undercity Black Market darakul slave block by Maglor the Elf. Awfully grateful. Achieved return of the D'Ashe villa taken by Sarene the Pirate in return for providing it as a base to Maglor's Little Birds.
Lady Beverly is one of the few remaining true Nobles in Ahyf following the slaughter of the Elders and exile of their families. As such she has a natural affinity with the Golden Queen Malenn of Mitra, and as a lady of the court the two are gradually becoming friends.
Lady Barbara 'Babs' D'Ashe, Rogue-2
Hognun the Barkeep hd 4
Lady Barbara D'Ashe
Rogue-2
AC 11 (court dress or nude)
HP 13 (5/Level+3)
S: 10 (+0)
IQ: 15 (+2)
W: 10 (+0)
D: 12 (+1)
Co: 11 (+0)
Ch: 15 (+2)
Sneak Attack +1d6

Henchman #2 "C"
Rogue-2
AC 11
HP 11 (4/Level+3)
S: 12 (+1)
IQ: 10 (+0)
W: 11 (+0)
D: 12 (+1)
Co: 8 (-1)

Ch: 11 (+0)

AIRSHARK INN 30/1/47: Following the death of Gorok Halfogre, Ahyf's government seized the Airshark Inn. It is now run by Hognun, Warlord Briaron's phlegmatic cousin. He maintains good discipline among the girls with his switch.


Linda Gordon hd 4
4444 BCCC arrival Linda Gordon (hd 4) was a former captive of the mad wizard Oriax. Linda is seeking a way back to her home in Edwardian London, England in the year 1910, where she was housemaid & assistant to the eccentric scientist Professor Hugo Potsmeyer before an accident with the Transdimensional Interface Loop Inductor (TILI). Linda was nearly sold to the sinister Jayzeel in the Undercity Black Market 12/1/47 when Gorok tired of her. After Gorok's demise Hognun made her a Coin Girl, until she bought her way back inside the Inn 17/8/47 with gold from Hakeem.



Beverly, Coin Girl hd 10
Beverly McFadden, ex slave of Kogor, Coin Girl Steward of Ahyf (hd 10)
See HERE
Former ship's doctor on the space cruiser USNC 'Enterprise' in the Earth Year 2287, until seized from her cabin by Oriax. Oldest & cheapest of the 12 naked slavegirls brought by three Orcs to Selatine 16/11/4445, after Hakeem killed their leader. This red-haired slave wench was bought by Aldo as another serving girl for the Redeye Inn, mostly to attend to the kitchen, where she proved an indifferent chef, even burning the porridge - spurring even the normally phlegmatic Aldo to engage in a little light spanking of her posterior.
As of 1/12/4445 Aldo had taken her off kitchen duties and assigned her to entertain high-spending guests, selling her 2/12 to the dwarf adventurer Kogor for 100gp and making a tidy profit on the deal. Kogor keeps her on a tight leash. K brand on right thigh from 3/12/4445
"She may not be a great cook, but she has other attractions... I like a more experienced girl. And she can always carry a torch." - Kogor of Kolda

Dr Beverly McFadden

Armor Class: 11 (DEX)
Hit Points: 65 (10d8 +20)
Speed: 30ft (9m / 6 sqr)
Proficiency: +2

STR
8 (-1)
DEX
12 (+1)
CON
14 (+2)
INT
19 (+4)
WIS
19 (+4)
CHA
14 (+2)


Racial Features

Ability Modifiers: +1 to all
Languages: speaks Common and one extra.

Actions

Multiattack. The Scholar makes one weapon melee attack or two ranged attacks (phaser).


Unarmed. Melee Weapon Attack +1 to hit, reach 5 ft, one target. Hit: 0 (1d1 -1 ) bludgeoning damage.


AIRSHARK INN

Garnoth and Irene the Coin Girl



















___________________________

Gorok's Hoard (Large Money Chest locked & poison trapped, DC 15/35 poison damage)
600 Copper
8,000 Silver
2,000 Gold
120 Platinum
2 lyre (30 gp)
4 flask(s) of alchemists' fire (200 gp)
5 set(s) of fine clothes (75 gp)
9 carnelian worth 50 gp each
8 red garnet worth 100 gp each
carved bone set of animal figurines worth 250gp
onyx bird cage worth 250gp

hoard total: 6,591.00 gp
____________________________________________

Taproom Thugs (6)
Medium humanoid (any race), any non-good alignment
Armor Class 11 (leather armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
STR      DEX    CON     INT      WIS      CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)
Skills Intimidation +2 Senses passive Perception 10 Language Common
Challenge 1/2 (100 XP)
Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions Multiattack. The thug makes two melee attacks.
Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (2d10/1d10) piercing damage. Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.

Veteran Guards
Medium human
Armor Class 14 (13 chain, +1 DEX)
Hit Points 53 (9d8 + 18)
Speed 30 ft.
STR     DEX     CON    INT     WIS      CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
Skills Athletics +5, Perception +2 Senses passive Perception 12 Languages common
Challenge 2 (450 XP)
Actions Multiattack. The veteran makes two longsword attacks.
If it has a shortsword drawn, it can also make a shortsword attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (2d10+1/1d10 + 1) piercing damage.

T: 11 sp, 22 cp
_____________________

Hakeem follows Garnoth down a dark passage to a room where two thuggish looking men sit playing dice. Garnoth nods to them, and they stand up, following you as Garnoth opens a door in the far wall and leads you into a cell block, a dozen cells, most containing a human or humanoid, all naked, most showing battle scars.
Smon: Towards the far end a hulking half-ogre waits beside one of the cells, holding a key-ring.
Smon: Gorok Half-Ogre looks Hakeem over. "You want to see the new one?"
chris107: "Aye please."
Smon: Hakeem passes by cells containing a wild-eyed shaggy-haired Tharbrian man, a heavy-set tusked orc, a buxom Skandik valkyrie (Helga), and comes up to Gorok as he turns the lock and opens the cell door.
Smon: "There, the Wood Nymph."
Brong, Orc Pit Fighter


Helga the Valkyrie, ex Fighting Slave




















Tharbrian Pit Fighter

24/1/47: Shieldbiter Torin spared the life of Helga the Valkyrie, she pledged to serve him for her life debt.

Veteran Pit Fighter, eg Brong, Calgacus
Armor Class: 14 (Unarmoured Toughness) PB+2
Hit Points: 78 (12d8 +24)
Speed: 30ft (9m / 6 sqr)
Proficiency: +2

STR
16 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
9 (-1)
WIS
13 (+1)
CHA
11 (+0)

Challenge: 3 (450 XP)

Racial Features

Ability Modifiers: +1 to all
Languages: speaks Common and one other (Orc, Tharbrian, Skandik)

Actions

Multiattack. S/he makes two weapon melee attacks or two ranged attacks.
Greatweaponmaster: +1 die with 2-handed melee weapons.
Greataxe. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: 16 (2d12 +3 ) slashing damage.

Properties: Heavy, Two-handed,


Gorok Half-Ogre
Armor Class: 14 (leathers & hide)
Hit Points: 150 (20d10 +40)
Speed: 30ft (9m / 6 sqr)
Proficiency: +3
STR
18 (+4)
DEX
12 (+1)
CON
15 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Skills: Athletics +7 Intimidation +3 Animal Handling +3
Challenge: 8 (3900 XP)
Racial Features

Ability Modifiers: +2 Str, +1 Con
Natural Athlete: You have proficiency in the Athletics skill.
Ogre Endurance: Once per short rest when you take damage, as a reaction reduce 9 (1d12+2) from the taken damage.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Languages: speaks Common and Giant
Actions

Multiattack. He makes four weapon melee attacks or four ranged attacks.
Greataxe. Melee Weapon Attack +7 to hit, reach 5 ft, one target. Hit: 17 (2d12 +4 ) slashing damage.
Properties: Heavy, Two-handed

T: 170 Silver, 90 Gold, 2 lapis lazuli worth 10 gp each, carved bone ring set with small gemstones worth 250gp, polished wood ring set with small gemstones worth 250gp
On shelves: 1 bottle(s) of fine wine (10 gp)
30 bottle(s) of common wine (0.6 gp)

Image result for half ogre
______________________________________________

Garnoth
Armor Class: 14 (torc, DEX)
Hit Points: 97 (15d8 +30)
Speed: 30ft (9m / 6 sqr)
Proficiency: +2
STR
13 (+1)
DEX
16 (+3)
CON
15 (+2)
INT
9 (-1)
WIS
11 (+0)
CHA
14 (+2)
Skills: Acrobatics +5 Deception +4
Challenge: 3 (700 XP)
Racial Features

Ability Modifiers: +1 to all
Languages: speaks Common and one extra.
SA: Duelist - +2 damage with 1-handed melee weapon

Actions

Multiattack. Garnoth makes three weapon melee attacks or three ranged attacks.
Cutlass. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: 9 (1d8 +5 ) slashing damage.
Properties: Finesse
T: 16gp


Friday, 14 April 2017

The Royal Nerathi of Hara - Namelin, Anna, Rasgar, Dyson Logos Wiz20, Cmdr Danelac. Cpl Sand, etc

Symbol: Bronze hand on black field

Ship: The Bronzes do not currently maintain a fleet, but Namelin possesses a fast ship, the Seastrider.

13/2/4447: Waking Dyson Logos - Anna Bronze, Ursa, Sandor & Drakonok. Namelin & Rasgar waited outside.
16/3/4447: In Nerra, Anna Bronze suggests Hakeem should rule the Empire
10/8/47: On the Isle of Dread, Hakeem speaks to Namelin & Anna, resigns the Regency.

King Namelin Bronze I ,King of Nerath (fr 20/8/4447) &  Lord of Hara
Alryan Human Male, Knight
ST 16  DE 14  CO 16 IN 13  WI 15  CH  16
AC 19 (15 half plate, +2 shield, +2 DEX)  HP 76 (10d8+30)
CR 5 PB +3
Saving Throws Str +6 Con +6, Wis +5
Senses passive Perception 12. Disadvantage on Stealth checks.
Languages Common,
Brave. Advantage on saving throws against being frightened.
Duelist: +2 damage with 1-handed melee weapon.
MI: +1 longsword

Actions
Multiattack. He makes two melee attacks.

+1 Longsword "The Sword of Bronze". Melee Weapon Attack: +7 to hit , reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing or piercing damage.

Sword of Kane - +1 Greatsword - borrowed.

Heavy Javelin. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 8 (1d10+3) piercing damage. Javelin pin breaks on impact, cannot be rethrown. If it hits a target's shield the shield is pinned and useless, STR check DC 15 to remove.

Leadership (3 uses, Recharges after a Short or Long Rest). As a Bonus action, the knight can grant Advantage to one Ally on his next attack. If the ally hits with this attack he does +1d8 damage.

T: 177,000gp from the 277K+ Hoard of Matriarx!



Hara (aka Mara): pop. 1276. The Alryan-Nerathi town of Hara is known for its bronze works. The ruler Lord Namelin Bronze (4404-), the richest man in Hara, is now sole owner of all the bronzeworks. He is known for his ruthlessness and greed. In 4442 BCCC he overthrew the young Queen of Hara, the Brigit-Erathis nature priestess Earani Cor (Drd 4, 4414-), with the aid of Rasgar Skarisson, a powerful Skandik mercenary. Namelin initially kept her enslaved to provide him with healing and other services, but her status has grown as she has borne him children, he married her M1 4447 BCCC. Namelin is the eldest of five children by the Lady Llanet Bronze and her first husband Ermaniric of the Keen Knife (4380-4423), three sons and two daughters. Llanet also has a sixth child, Anna. 

Late M8 4447: Newly crowned King Bronze is clearly taken with the gorgeous Meroya Priestess Delanie.

___________________________________


Sir Ector Bronze
Sir Ector Bronze, Prince of Nerath, Knight of Nerath
PB+3
Armor Class 19 (half plate, shield, +2 DEX)  > AC 22 with Parry Reaction
Hit Points 112 (15d8 + 45) Speed 30 ft.
STR 19 +4 DEX 16 +3 CON 17 +3 INT 9 -1 WIS 13 +1 CHA 16 +3
Saving Throws Str +7, Dex +6, Con +6
Skills Athletics +10, Intimidation +6
Senses passive Perception 11
Languages Common
Challenge 5 (1,800 XP) PB +3
Brave. advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when he hits with it.

Lyssana makes Ector's acquaintance.
Actions
Multiattack. Ector makes three melee attacks
or two ranged attacks.

Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 2d4+4 bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

+1 Battleaxe Melee Weapon Attack: +8 to hit,
reach 5 ft. one target. Hit: 2d8+5 slashing damage, or 2d10+5 2-h

Reactions
Parry. Ector adds 3 to his AC against one melee
attack that would hit it. To do so, he must
see the attacker and be wielding a melee weapon.

_____________________________________

Lady Anna Bronze, Princess of Nerath
Alryan Human Female, Noble
ST 7  DE 10  CO 10 IN 13  WI 10  CH  15
CR 1/4
AC 10 HP 22 (4d8)
SA: Diplomat, expert Persuasion (+6 to checks)
Feat: Ritual magic, Wizard level 2
MI: Wand of Magic Detection
Wand, uncommon
This wand has 3 charges. While holding it, you can
expend 1 charge as an action to cast the detect magic
spell from it. The wand regains 1d3 expended charges
daily at dawn.

Anna Bronze, A Princess of Hara
Lady Anna Bronze (13/1/4425-): this shapely Nerathi noblewoman is the half sister of Lord Namelin, the ruler of Hara, being the third daughter and sixth & youngest child of Namelin's mother, the aging Lady Llannet Bronze (4382-), still nominal head of the Bronze clan. Anna was born to Llanet's second husband, Grigorus the Fair (4405-4442), who was killed in battle by Altanian Sea-Wolf raiders. On Anna's 21st birthday 13/1/46 she lit a candle at the Temple of St Irrig in Clear Meadows. On 14/1 she was rescued from cultists by Eardvulf the Sea-Wolf, then from a drunken Clear Meadows guard by Bjornalf at the Sharktooth Inn. She spent the night with Bjornalf.




_______________________________________________

Rasgar Skarrison, King's Bodyguard
Skandik Human Male, Champion
ST 20 DE 14  CO 14  IN 7  WI 8  CH  12
AC 19 (15 half plate, +2 DEX, +2 shield)
HP 151 (22d8+44)
Speed 30'
CR 9 PB +4
Saving Throws STR +9 CON +8 WIS +2

Indomitable 2/day: rerolls a failed saving throw
Second Wind (1/short rest): as bonus action, regains 20 hp
Multi-Attack: Makes 3 attacks with weapon or throws his 3 javelins.
Weaponmaster: +1 damage die with weapon

Ghinarian Longspear (reach 10', no disad 5'): ATT +9 Hit: 14 (2d8+5) piercing damage, crit 19-20 for 4d8+5
Sword of Bronze (qv Namelin) reach 5' ATT +10 Hit 15 (2d8+6), crit 19-20 for 4d8+6
2xLight Javelin ATT +9 Hit: 12 (2d6+5) piercing damage range 30'/90', crit 19-20 for 4d6+5
1xHeavy Javelin ATT +9 Hit: 16 (2d10+5) piercing damage range 20'/60', crit 19-20 for 4d10+5
____________________________________________________________________


Dyson Logos, Archmage of Nerath
DYSON LOGOS, The Archmage of Nerath
Armor Class: 14 (with mage armor) > 19 with Shield
Hit Points: 110 (20d6 +40)
Speed: 30ft (9m / 6 sqr)
Proficiency: +6

STR
9 (-1)
DEX
12 (+1)
CON
14 (+2)
INT
20 (+5)
WIS
14 (+2)
CHA
16 (+3)


Racial Features

Ability Modifiers: +1 to all
Languages: speaks Common and one extra.

Special Abilities

Arcane Recovery: During a short rest the arcanist can recover 10 levels of spell slots once per day.
Spellbook: The most valuable possession of a mage is his spellbook. Mostly of his spells are written there. All known spells by the arcanist and 1 extra per level are written there.


Actions

Quarterstaff. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit: 3 (1d8-1 ) bludgeoning damage.

Spells

Spellcasting. the Arcanist is a 20th-level wizard. Its spellcasting ability is Intelligence (spell save DC 19, to hit with spell attacks +11). Can prepare 20+5=25 spells.
Cantrips (at will): Minor Illusion, Fire Bolt, Mage Hand, Prestidigitation, Message
1st level (4 slots): Comprehend Languges, Magic Missile, Mage Armor, Shield
2nd level (3 slots):  Mirror Image, Knock, Scorching Ray,
3rd level (3 slots): Fly, Dispel Magic, Counterspell, Fireball, Lightning Bolt, Sending
4th level (3 slots): Fire Shield, Wall of Fire, Stone Shape, Dyson's Dimension Door (+1 person per higher level slot)
5th level (3 slots): Wall of Stone,
6th level (2 slots): Chain Lightning, Disintegrate, Globe of Invulnerability
7th level (2 slots): Forcecage, Teleport
8th level (1 slots):  Incendiary Cloud
9th level (1 slots):  Meteor Swarm

Knight Commander Danelac
Sir Danelac, Knight Commander of the Knights of Nerath
Armor Class 20 (plate armour & shield)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR 18 +4 DEX 15 +2 CON 16 +3 INT 12 +1 WIS 10 +0 CHA 15 +2
Saving Throws Str +7, Dex +5, Con +6
Skills Athletics +10, Intimidation +5
Senses passive Perception 10
Languages Common
Challenge 6 PB +3
Traits:
Brave. He  has advantage on saving throws against being frightened. 
Slayer. A melee weapon deals one extra die of its damage when he hits with it (included in the attack). 
Leadership (3 per Long Rest). For 1 minute, the knight commander can utter a special command or warning whenever a vassal Knight of Nerath that he can see within 30 feet makes an attack roll or a saving throw. The vassal knight can add +2 to its roll provided it can hear and understand the knight commander. A creature can benefit from only one Leadership bonus at a time. This effect ends if the knight commander is incapacitated.
Actions:  
Multiattack. He  makes three melee attacks or two ranged attacks. 
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft  one target. Hit: 13 (2d8  + 4) damage
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Knight of Nerath - Sir Bors, Sir Efrain, et al
Armor Class 20 (plate & shield)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR +3 DEX +0 CON +2 INT +0 WIS +0 CHA +2
Saving Throws: All +2 with Leader bonus (L); Str +5 (+7L) Con +4 (+6L) , Wis +2 (+4L)
Senses passive Perception 10
Challenge 3 (700 XP) PB +2
Brave. The Knight of Nerath has advantage on saving throws against being frightened.
Multiattack. The knight makes two melee attacks.
Longsword Melee Weapon Attack: +5 (+7 w Leadership) to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Shield Bash. Melee Weapon Attack: +5 (+7 w Leadership) to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

________________________________________________________

Corporal Sand
Corporal (eg Cpl Sand) of the Haran Guard, Nerathi Veteran
Medium human
Armor Class 17 (splinted brigandine)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR +3     DEX +1    CON +2   INT +0    WIS  +0    CHA +1
Skills Athletics +5, Perception +2 Intimidation +3
Passive Perception 12 
Challenge 3 (700 XP) PB +2
SA: Pollaxe specialist, +1d6 with pollaxe attacks
Actions Multiattack. The veteran Corporal makes two melee attacks.
1.Pollaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3d6+3 damage
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 piercing damage.

Nerathi Haran Guard Soldiery
Medium humanoid
Armor Class: 17 (splint brigandine) AC 19 with shield
Hit Points: 20 (3d8+6)
Speed: 30 ft.
Strength +2, Dexterity +1, Constitution +2, Intelligence -1 Wisdom +0, Charisma +0
Skills: Athletics +5, Intimidation +2, Perception +2
Passive perception: 12
Challenge Rating: 1 (200 XP) PB +2
SA: Pollaxe specialist, +1d6 with pollaxe attacks
1.Pollaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3d6+2 damage
2.Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage.
3. Battle axe Attack: +4 Hit: 1d8+2
4. If defending the walls from attack, the Guard may be issued with arbalest heavy crossbows:

Arbalest Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100 ft/400 ft., one target. Hit: 2d10+1/1d10+1 piercing damage. Reload: 1 action








Sunday, 9 April 2017

Barmaids of the Sun & Stars Inn, Thusia.

Buedra the Barmaid, Sun & Stars Inn, Thusia
Altanian Human Female
ST 6 DE 13 CO 17  IN 7 WI 4 CH 16
AC 11 HP 10 (2d8+6)


Background: Buedra was born 16/6/4427; she and her father Piegeron the Potter come originally from Carchimish town. When she was little, bandits took Carchimish from King Koloth (in 4432, 15 years ago as of 44447), and the brigand lord Marnt enslaved her mother (also Buedra) and gave her to his men; she soon died. Piegeron feared his young daughter would be taken by the brigands too, so in 4433 he fled the town with his only child and settled in Thusia, where he makes a decent living making red stoneware, while Buedra serves big jugs of dark ale at the Sun & Stars.
In M1 4447 Buedra & Davos were kidnapped by brigands, but rescued by Sandor & the dwarf Ursa, with whom she is much enamoured.

Shaele the Barmaid, Sun & Stars Inn, Thusia
Half-Elf Female
ST 7 DE 12 CO 8 IN 12 WI 9 CH 15
AC 11 HP 6 (2d8-2)
SA: advtg vs Charm, can't be Sleeped, low light vision

Background: Shaele does not remember her mother, a human lady of Ahyf, possibly impregnated by a wandering Elven adventurer. Kicked out by her family, she with her baby headed for sanctuary in Thusia, which in 4424 had just become ruled by the Viridian Amazon Sorceress, Lady Meda. Weakened by blood loss, she never made it. A night time Ghul hunting party found her body on the road, the babe in her arms. They left the baby with their Brightbones kin in Thusia. Shaele was raised by the Brightbones, naturally working at the Inn and graduating from scullion to barmaid.  She regards Davos as a father figure.
Shaele is pleasant and coy but quite reserved, and rarely gets too close to patrons. She is fascinated by magic, and dreams of becoming a Bard like Lady Meda.

Thursday, 2 March 2017

5e Monsters - Rune Giant



This giant’s skin is black and pitted, like roughly cast iron, and etched with glowing red runes.
Rune Giant CR 20+
LE Gargantuan humanoid (giant) - 40' tall
Init +0; Senses low-light vision; Passive Perception 21
Proficiency +6
Str 30 (+10), Dex 11 (+0), Con 24 (+7), Int 14 (+2), Wis 21 (+5), Cha 18 (+4)
AC 23 (Rune Plate)
hp 345
Good Saves STR +16 CON +13 INT +8 WIS +11 CHA +10
Resistance: cold, lightning, fire
Immune: Charm as long as their controlling Runelord is alive.
Advantage on saves against Banishment and other involuntary transportation (Plane Shift etc).
Speed 60 ft.

COMBAT
A Rune Giant may make 3 attacks using Greatsword & Javelin (2 only) in any combination, as well as a bonus action Spark Shower (if available). They typically open combat with 2 javelins of lightning, close in & use Spark Shower, then finish with one Greatsword strike.

Melee Greatsword  ATT +16 dam 45 slashing (crit 67 slasing on 19–20)

Ranged Javelin of Lightning ATT +16 dam 31 piercing (crit 46 piercing on 19-20) plus a 10'x60' lightning bolt extends 60' from the impact point doing 28 lightning (crit 56) damage to target, those behind target take 28 lightning and may make a DC 18 DEX save for half damage; javelin range 120'/360'; a SML target hit by the javelin is Pushed back 10' and must make a DC 25 STR save or be knocked Prone.

Space 20 ft.; Reach 20 ft.
Equipment: Greatsword, 2 javelins.
Special Attacks command giants, runes, spark inferno 3/SR

Spell-Like Abilities (Spell Save DC 18; Spell Attack +10)
At will—charm person; suggestion
3/SR—mass charm monster; dominate person
3/LR— true seeing; air walk

Skills Athletics +16; Craft +8;  Knowledge (history) +8, Knowledge (nobility) +8, Perception +11
Languages Common, Giant, Terran

SPECIAL ABILITIES
Command Giant
Giants (including Goliath) have disadvantage on saves vs  charm or compulsion effects used by rune giants.

Runes
Whenever a rune giant uses its spark inferno or spell-like abilities, it can cause the runes on its body to flash with light. All creatures within 10 feet of the giant must make a DC 18 CON save or be Blinded until the end of their next turn.

Spark Inferno (Recharge 5-6)
As a bonus action, a rune giant can cause a storm of sparks to erupt out of one of the runes on its body. These sparks function as a 30-ft. cone; 45 fire and 45 lightning damage; DC 18 DEX save for half (22-22)

Shattered Star: The Asylum Stone 5e D&D monsters - Boggard & Giant Dragonfly

BoggardCR 2
CE Medium humanoid (boggard)
PB+2   Init -1; Senses darkvision 60 ft., low-light visionPerception +4
 DEFENSE
AC 11   hp 33 
OFFENSE
Speed 20 ft., swim 30 ft. Long jump 20' high jump 10', no opportunity attacks.
Attack action: The boggard uses sticky tongue & makes two 2-handed spear attacks.
Melee 
2-handed spear (2 attacks) +4 (1d10+2) reach 10',
tongue +4 (sticky tongue) reach 10'
Str 15, Dex 9, Con 14, Int 8, Wis 11, Cha 10
Save DEX +1
Skills
 Athletics +6, Stealth +1 with advantage in swamps
Languages
 Boggard
SQ
 amphibious, swamp stride
 SPECIAL ABILITIES
A creature hit by a boggard’s tongue attack is grappled as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by making an opposed Strength (athletics) check as an action or by dealing 2 points of slashing damage to the tongue (AC 11, max 2 dmg to boggard). The boggard cannot move more than 10 feet away from the target, but the boggard can release its tongue at will. A boggard cannot pull medium or larger targets toward it with its tongue.

Swamp Stride (Ex)

A boggard can move through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a boggard normally.

Terrifying Croak (Su)

Once per hour, a group of three or more boggards can emit a loud and horrifying croak at the start of their turn. Any non-boggard creature within 30 feet of the boggards must make a DC 12 WIS save or become frightened (save at end of turn). Creatures that succeed at this save cannot be affected again by boggards' croak for 24 hours. 
_________________________________________________

Dragonfly, GiantCR 4

N Medium vermin
PB +2 Init +2; Senses darkvision 60 ft.; Perception +3
AC 15  hp 67
Immune mind-affecting effects
Speed 20 ft., fly 80 ft. (perfect)
Melee bite +6  Hit: 19/33 (3d8+6) damage plus grapples target. It has advantage vs its grappled target and can make a second attack vs the target in the same turn. Other adjacent attackers have advantage vs the grappling dragonfly.

Str 19, Dex 15, Con 14, Int 1, Wis 12, Cha 9
SA: A giant dragonfly that does not grapple after attacking can Disengage as a bonus action.

Saturday, 25 February 2017

4e D&D Monster Minions (revised)

Name Hobgoblin Warrior
Level 8 minion soldier
XP 88; 176 if PCs level 1-4
HP 21; Bloodied 10
AC 22 (24 with phalanx soldier)
Fortitude 20 Reflex 18 Will 18
Speed 5
Initiative +7
Perception +5; low-light vision
Traits:
Hobgoblin Resilience - immediate reaction, enc, when suffers an effect a save can end - the hobgoblin makes a saving throw against the triggering effect
Phalanx soldier - +2 to AC while at least one hobgoblin ally is adjacent
Standard Actions
(BM) Longsword r1; +13 vs AC Hit: 8/12
(M) Flurry of Blows (2 attacks) r1 +8 vs AC Hit 8/12
(R) Javelin range r10/30; +11 vs AC Hit 8/12
Alignment Evil Languages Common, Goblin
Str 17 (+7)  Dex 13 (+5) Wis 12 (+5)
Con 13 (+5) Int 9 (+3) Cha 8 (+3)
Equipment: scale armour, heavy shield, longsword, 2 javelins
____________________________

Name Orc Warrior
Level 9 minion brute
XP 100; 200 if PCs level 1-5
HP 28; Bloodied 14
AC 21
Fortitude 19 Reflex 16 Will 16
Speed 5 (charge 7)
Initiative +4
Perception +4; low-light vision
Standard Actions
(BM) Battleaxe or Falchion r1 Attack: +14 vs AC Hit: 10/15
(M) Flurry of Blows (2 attacks) r1 Attack +9 vs AC Hit: 10/15
(R) Rock r5/10 Attack +12 vs AC Hit 6/9
Al. CE Languages Common, Giant
Str 18 (+8) Dex 11 (+4) Wis 10 (+4)
Con 15 (+5) Int 8 (+3) Cha 9 (+3)
Equipment chain armour, heavy shield, axe or falchion, 2 rocks
__________________________

Name Ogre Thug
Level 11 minion brute
XP 150; 300 if PCs level 1-7
HP 35; Bloodied 17
AC 23; Fortitude 24 Reflex 20 Will 20
Speed 8
Initiative +5
Perception +5
Standard Actions
Greatclub Attack: +16 vs AC Reach 2  Hit: 11/17
Flurry of Blows (2 attacks) +11 vs AC Reach 2 Hit 11/17
(R) Big Rock +13 vs AC range 5/10 Hit 9/13
Al. CE Languages Giant
Str 21 (+10) Dex 11 (+5) Wis 11 (+5)
Con 21 (+10) Int 4 (+2) Cha 6 (+3)
Equipment: Greatclub, hide armour, 2 big rocks

Tuesday, 21 February 2017

Norse Heroes (Classic)

Noble Personal Guard
Fighter 12   AC 18 HP 59
STR 18  INT 8 WIS 10 DEX 13 CON 14 CHA 12
MI: +2 chainmail, +1 shield, potion of healing
+2 longsword ATT +13 (2 attacks) dam: 1d8+8
+1 comp shortbow ATT + 10 (2 attacks) dam 1d6+7
BAB +8

Brothers of the King
Fighter 15 AC 19  HP 65
STR 18  INT 8 WIS 10 DEX 13 CON 14 CHA 12
MI: +2 chainmail, +2 shield, 2 potions of healing
+3 longsword ATT +16  (2 attacks) dam: 1d18+10
+1 comp shortbow ATT +12 (2 attacks) dam: 1d6+8
BAB +10

The Jarl-Mother Angelica, Widow of Jarl Sunne Thorson, the Enchantress of Soderfjord (Mystara) RIP end M9 1025 AC
Magic-User 17
Armor Class 14 (12 bracers +1 DEX +1 ring of protection)
Hit Points 33
Speed 40 ft.
STR 8 (−1) DEX 13 (+1) CON 13 (+1) INT 16 (+2) WIS 9 (+0) CHA 18 (+3)
MI: d4+4 potions of healing, Ring of Protection +1 AC & Saves, Staff of Frost c. 16, Scrying Pool, Bracers AC 12
Spellcasting. She is a 17th level Cold Mage,
Spells
She knows the following spells:
1st level (6): Icy Hands (as Burning Hands but cold), Detect Magic, Magic Missile x3 (7 missiles), Light
2nd level (5): ESP, Suggestion x2, Mirror Image x2
3rd level (5): Counterspell, Dispel Magic x2, Fly x2
4th level (4): Compulsion, Ice Storm (17d6)/Wall of Ice x3
5th level (4):  Scrying, Finger of Death x2, Teleport
6th level (3) Mass Suggestion, Globe of Invulnerability x2
7th level (2) Plane Shift, Teleport Any Object



Tuesday, 10 January 2017

Barbarian (PC Class) Level 1-8

LEVEL 1

ST 16 DE 15 CO 14 IN 13 WI 9 CH 10
PB +2
AC 16 (+2 DEX +2 CON +2 shield) HP 14
Battleaxe ATT +5 dam d8+5 rage
4 javelins ATT +5 dam d6+3
2 hand axes ATT +5 dam d6+5 rage (d6+2 off-hand raging)
SA: Rage 2/day, 1/2 dmg and do +2 melee dmg. Unarmoured Defence +2 AC

LEVEL 2

ST 16 DE 15 CO 14 IN 13 WI 9 CH 10
PB +2
AC 16 (+2 DEX +2 CON +2 shield) HP 23
Battleaxe ATT +5 dam d8+5 rage
4 javelins ATT +5 dam d6+3
2 hand axes ATT +5 dam d6+5 rage (d6+2 off-hand raging)
SA: Rage 2/day, 1/2 dmg and do +2 melee dmg.
Reckless Attack, Danger Sense advtg on DEX saves vs visible

LEVEL 3

ST 16 DE 15 CO 14 IN 13 WI 9 CH 10
PB +2
AC 16 (+2 DEX +2 CON +2 shield) HP 32
Battleaxe ATT +5 dam d8+5 rage
4 javelins ATT +5 dam d6+3
2 hand axes ATT +5 dam d6+5 rage (d6+2 off-hand raging)
SA: Rage 3/day, 1/2 dmg and do +2 melee dmg.
Reckless Attack, Danger Sense advtg on DEX saves vs visible
Bear Totem -raging half all dmg but psychic


LEVEL 4

ST 18 DE 15 CO 14 IN 13 WI 9 CH 10
PB +2
AC 16 (+2 DEX +2 CON +2 shield) HP 41
Battleaxe ATT +6 dam d8+6 rage
4 javelins ATT +6 dam d6+4
2 hand axes ATT +6 dam d6+6 rage (d6+2 off-hand raging)
SA: Rage 3/day, 1/2 dmg and do +2 melee dmg.
Reckless Attack, Danger Sense advtg on DEX saves vs visible
Bear Totem -raging half all dmg but psychic


LEVEL 5

ST 18 DE 15 CO 14 IN 13 WI 9 CH 10
PB +3
AC 16 (+2 DEX +2 CON +2 shield) HP 50
2 attacks per attack action
Battleaxe ATT +7 dam d8+6 rage
4 javelins ATT +7 dam d6+4
2 hand axes ATT +7 dam d6+6 rage (d6+2 off-hand raging)
SA: Rage 3/day, 1/2 dmg and do +2 melee dmg.
Reckless Attack, Danger Sense advtg on DEX saves vs visible
Bear Totem -raging half all dmg but psychic
Fast movement 40'


LEVEL 6

ST 18 DE 15 CO 14 IN 13 WI 9 CH 10
PB +3
AC 16 (+2 DEX +2 CON +2 shield) HP 59
2 attacks per attack action
Battleaxe ATT +7 dam d8+6 rage
4 javelins ATT +7 dam d6+4
2 hand axes ATT +7 dam d6+6 rage (d6+2 off-hand raging)
SA: Rage 4/day, 1/2 dmg and do +2 melee dmg.
Reckless Attack, Danger Sense advtg on DEX saves vs visible
Bear Totem -raging half all dmg but psychic
Fast movement 40'
Bear totem - x2 carrying, advtg on STR checks to push/pull/lift/break objects


LEVEL 7

ST 18 DE 15 CO 14 IN 13 WI 9 CH 10
PB +3
AC 16 (+2 DEX +2 CON +2 shield) HP 68
2 attacks per attack action
Battleaxe ATT +7 dam d8+6 rage
4 javelins ATT +7 dam d6+4
2 hand axes ATT +7 dam d6+6 rage (d6+2 off-hand raging)
SA: Rage 4/day, 1/2 dmg and do +2 melee dmg.
Reckless Attack, Danger Sense advtg on DEX saves vs visible
Bear Totem -raging half all dmg but psychic
Fast movement 40'
Bear totem - x2 carrying, advtg on STR checks to push/pull/lift/break objects
Advtg on Init checks, can act when surprised if rage

LEVEL 8

ST 20 DE 15 CO 14 IN 13 WI 9 CH 10
PB +3
AC 16 (+2 DEX +2 CON +2 shield) HP 77
2 attacks per attack action
Battleaxe ATT +8 dam d8+7 rage
4 javelins ATT +8 dam d6+5
2 hand axes ATT +8 dam d6+7 rage (d6+2 off-hand raging)
SA: Rage 4/day, 1/2 dmg and do +2 melee dmg.
Reckless Attack, Danger Sense advtg on DEX saves vs visible
Bear Totem -raging half all dmg but psychic
Fast movement 40'
Bear totem - x2 carrying, advtg on STR checks to push/pull/lift/break objects
Advtg on Init checks, can act when surprised if rage




Female Champion Fighter (PC Class) stats Level 1-8

FIGHTER (CHAMPION)
Human Female

LEVEL 1

ST 13 DE 16 CO 14 IN 10 WI 9 CH 15
PB +2
AC 17 (+2 chain bikini +3 DEX +2 shield) HP 12
Silver Rapier ATT +5 dam d8+5 (Duelist)
Shortbow ATT +5 dam d6+3
Dagger ATT +5 dam d4+5 melee, d4+3 thrown
SA: Second Wind, recover d10+1 hp 1/short rest.

LEVEL 2

ST 13 DE 16 CO 14 IN 10 WI 9 CH 15
PB +2
AC 17 (+2 chain bikini +3 DEX +2 shield) HP 20
Silver Rapier ATT +5 dam d8+5 (Duelist)
Shortbow ATT +5 dam d6+3
Dagger ATT +5 dam d4+5 melee, d4+3 thrown
SA: Second Wind, recover d10+2 hp 1/short rest.
Action Surge, extra action 1/short rest


LEVEL 3

ST 13 DE 16 CO 14 IN 10 WI 9 CH 15
PB +2
AC 17 (+2 chain bikini +3 DEX +2 shield) HP 28
Silver Rapier ATT +5 dam d8+5 (Duelist)
Shortbow ATT +5 dam d6+3
Dagger ATT +5 dam d4+5 melee, d4+3 thrown
SA: Second Wind, recover d10+3 hp 1/short rest.
Action Surge, extra action 1/short rest
Champion - critical hit on 19-20

LEVEL 4

ST 13 DE 18 CO 14 IN 10 WI 9 CH 15
PB +2
AC 18 (+2 chain bikini +4 DEX +2 shield) HP 36
Silver Rapier ATT +6 dam d8+6 (Duelist)
Shortbow ATT +6 dam d6+4
Dagger ATT +6 dam d4+6 melee, d4+4 thrown
SA: Second Wind, recover d10+4 hp 1/short rest.
Action Surge, extra action 1/short rest
Champion - critical hit on 19-20

LEVEL 5

ST 13 DE 18 CO 14 IN 10 WI 9 CH 15
PB +3
AC 18 (+2 chain bikini +4 DEX +2 shield) HP 44
2 attacks per attack action
Silver Rapier ATT +7 dam d8+6 (Duelist)
Shortbow ATT +7 dam d6+4
Dagger ATT +7 dam d4+6 melee, d4+4 thrown
SA: Second Wind, recover d10+5 hp 1/short rest.
Action Surge, extra action 1/short rest
Champion - critical hit on 19-20

LEVEL 6

ST 13 DE 20 CO 14 IN 10 WI 9 CH 15
PB +3
AC 19 (+2 chain bikini +5 DEX +2 shield) HP 52
2 attacks per attack action
Silver Rapier ATT +8 dam d8+7 (Duelist)
Shortbow ATT +8 dam d6+5
Dagger ATT +8 dam d4+5 melee, d4+5 thrown
SA: Second Wind, recover d10+6 hp 1/short rest.
Action Surge, extra action 1/short rest
Champion - critical hit on 19-20

LEVEL 7

ST 13 DE 20 CO 14 IN 10 WI 9 CH 15
Init +6
PB +3
AC 19 (+2 chain bikini +5 DEX +2 shield) HP 60
2 attacks per attack action
Silver Rapier ATT +8 dam d8+7 (Duelist)
Shortbow ATT +8 dam d6+5
Dagger ATT +8 dam d4+5 melee, d4+5 thrown
SA: Second Wind, recover d10+7 hp 1/short rest.
Action Surge, extra action 1/short rest
Champion - critical hit on 19-20
Athlete: +1 to all STR DEX & CON checks (inc Init), jump +1'

LEVEL 8

ST 13 DE 20 CO 16 IN 10 WI 9 CH 15
Init +6
PB +3
AC 19 (+2 chain bikini +5 DEX +2 shield) HP 76
2 attacks per attack action
Silver Rapier ATT +8 dam d8+7 (Duelist)
Shortbow ATT +8 dam d6+5
Dagger ATT +8 dam d4+5 melee, d4+5 thrown
SA: Second Wind, recover d10+7 hp 1/short rest.
Action Surge, extra action 1/short rest
Champion - critical hit on 19-20
Athlete: +1 to all STR DEX & CON checks (inc Init), jump +1'

Saturday, 7 January 2017

Mass Battle Rules - Adapted from 'Dragon Pass' board game

Each Unit of 100 warriors has a Combat Rating (CR) and Move (MV). Move is calculated in 15 mile hexes per week, 8 mile hexes per 3 days, or 24 mile hexes per 10 days.
Units combine to form a Battlegroup. Maximum force ratio for determining attacks is 8:1 (8 attacking units per 1 defender).  In larger battles 3 Battlegroups can fight on Centre, Left Flank, and Right Flank, with additional forces held in Reserve Battlegroups.

Add up CRs in Battlegroup then roll d6 to determine enemy casualties as a ratio of attacking CR:

d6 Result
1:   1/6
2:   1/4
3:   1/3
4:   1/2
5:   3/4
6:   1/1

Casualties (lowest CRs first, select randomly amongst equal CRs) are removed (routed) - defeated units normally reform at base at half CR strength (rounding down) at least 1 week later. 2 defeated units can reform into 1 full unit. If all enemies in a Battlegroup are routed, the attacker Battlegroup may advance into their position to engage reserve battlegroups, excess damage is then immediately applied to any reserve units.

Each side must choose a Tactical Stance:
Attack - no benefit from terrain modifiers. Attacks first (or simultaneous if the other side also Attacks).
Defend - benefits from terrain defensive modifiers. Attacks last (or no battle if other side also Defends), doubling the CR of surviving units for the purpose of determining enemy losses.

Unit Stats
Peasant Levy Infantry CR 2 MV 3
Regular Infantry CR 3 MV 3
Heavy Foot CR 4 MV 3
Elite Pike Infantry CR 5 MV 3
Hobilars CR 2 MV 5
Light Cavalry CR 3 MV 5
Heavy Cavalry CR 4 MV 5
Knightly Cavalry CR 5 MV 5

Barbarian Altanis Unit Stats
Altanian Horde: CR 4 MV 4
Nerath or Ghinoran Foot Infantry Company: CR 3  MV 3
Nerath Cavalry Company: CR 3 MV 5
Nerath Veteran Cavalry Company CR 5 MV 5
Ghinoran Veteran Phalanx CR 5 MV 3
Nerath Orc Auxiliary: CR 4 MV 3

Karameikos Unit Stats
Order of the Griffon Heavy Infantry CR 4 MV 3
Ducal Guard CR 5 MV 3
Elvenguard CR 7 MV 5
Black Eagle Guard CR 6 MV 5
Traldar Light Infantry CR 3 MV 4
Alphatian Navy Skyship CR 10 (immune to ground troops & level 1-4 spells) MV 40 (no terrain modifiers)
Heldannic Warbird CR 5 (immune to ground troops) MV 40 (no terrain modifiers)

Monster Unit Stats
Goblin Wolfriders CR 4 MV 5
Goblin Infantry CR 2 MV 3
Orc Infantry CR 3 MV 3
Hobgoblin Infantry CR 4 MV 3
Dwarf Infantry CR 4 MV 3
Gnolls CR 5 MV 3
Bugbears CR 6 MV 4
Ogres CR 7 MV 4
Trolls CR 9 MV 4, CR x 1.5 (14) for taking casualties
Hill Giants CR 10 MV 4
Stone Giants CR 12 MV 5
Frost Giants CR 13 MV 5
Fire Giants CR 14 MV 5

Combat Example: An army of 600 Altanian Horde CR 4x6=24 attacks an Army of 300 Nerath Infantry plus 100 Nerath Veteran Cavalry, CR 3x3=9 + 5 = 14, on open ground. The Nerath commander opts to Defend. The Altanian commander rolls first d6 and gets a 5: 3/4 of 24 = 18 enemy CR destroyed. The Nerath are overrun and wiped out before they can prepare a defence.

Terrain Modifiers
Open Ground - 1 MV to enter.
Forest/Jungle - 2 MV to enter. Increases CR by 1/2 when selecting casualties.
Marsh/Swanp - 2 MV to enter. Increases CR by 1/2 when selecting casualties.
Hill - 1 MV to enter. Increases CR by 1/2 when selecting casualties.
Hill/Forest - 2 MV to enter. Doubles CR when selecting casualties.
Mountain - 3 MV to enter pass, otherwise impassable. Doubles CR when selecting casualties
River - Costs 1 MV to cross river. Halves CR of unit attacking across river.
Ford - as open ground.

Fortress/Town - 1 MV to enter. Doubles CR when selecting casualties. Fortification. Maximum 10 units may be inside a town. Maximum 3 units may be inside a fortress.
Stockade/Village/Temple - 1 MV to enter. Increases CR by 1/2 when selecting casualties. Fortification. Maximum 3 units may be inside a stockade or village. Maximum 2 units may be inside a temple.
Ridge - 1 MV to cross upslope. Halves CR of units attacking upslope.
Road - costs 0.5 MV to move along road.
Track - costs 1 MV to move along track. For each 2 hexes (30 miles) travelled along track the next hex can be entered at no cost.

Hero Modifier: A unit accompanied by a Hero (5e level 11-16, Classic Level 15-25) gains +1 to CR. A unit accompanied by a Legendary Hero (5e level 17-20, Classic Level 26-36) gains +2 to CR. One Hero or Legendary Hero may accompany & give bonus to any one unit. Thieves/Rogues do not count as Heroes for this purpose (but may be used for spying, assassination etc).

Hero Parties: Up to 10 Heroes may form an independent unit. Calculate CR as follows, rounding all fractions down.
Per Lesser Hero (5e level 5-10, Classic Level 7-14): 0.25
Per Hero: +0.5 CR
Per Legendary Hero: +1 CR

Hero Party Example: A party of 4 Legendary Heroes (1x4=4) and 6 Heroes (0.5x6=3) has a total CR of 7, making it stronger than 200 regular infantry (CR 6) or 100 veteran cavalry (CR 5).

Hero Survival
Heroes in a defeated unit roll d6 to see if they survive. Otherwise they are killed/captured.
Lesser Hero: Roll 4+ accompanying Unit, 5+ in Hero Party
Hero: Roll 3+ accompanying Unit, 4+ in Hero Party
Legendary Hero: Roll 2+ accompanying Unit, 3+ in Hero Party
PC Heroes who fail their Survival role are either captured or left for dead on the battlefield, normally with a permanent injury or other loss (exception - certain undead enemies will always kill Heroes).

Dragons as Heroes (Classic Rules)
HD 1-7: Lesser Hero
HD 8-14: Hero
HD 15+: Legendary Hero

Dragons as Heroes (5e Rules)
Young: Lesser Hero
Adult: Hero
Ancient: Legendary Hero

Dragons double their CR for attack purposes only. Eg a Legendary Hero Dragon accompanying a unit gives +4 CR to a unit attack, or adds +2 CR to a Hero Party's attack.

Friday, 6 January 2017

Angelica of Soderfjord (RIP M9 1025 AC), widow of Jarl Sunne Thorsson, 5e 14th level caster


The Jarl-Regent Angelica, the Enchantress of Soderfjord (Mystara)
Armor Class 16 (13 without mage armor) (10/13, +2 DEX +1 ring of protection)
Hit Points 69 (14d8+14)
Proficiency +4
Speed 30 ft.
STR 8 (−1) DEX 14 (+2) CON 12 (+1) INT 16 (+3) WIS 9 (-1) CHA 20 (+5)
Saving Throws Wisdom +3 (4) Charisma +9 (10), +1 to all with ring
Skills Arcana +10 (Expertise), Persuasion +13 (Expertise), Perception +3.
Senses passive Perception 13
Challenge 9

Spellcasting. She is a 14th level spellcaster, spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks).

Cantrips (4): friends, light, mage hand, mending

Spells
She knows the following spells:
1st level (4 slots): Icy Hands (as Burning Hands but cold), Detect Magic, Mage Armor, Magic Missile
2nd level (3 slots): Detect Thoughts, Suggestion, Mirror Image
3rd level (3 slots): Counterspell, Dispel Magic, Fly
4th level (3 slots): Compulsion, Ice Storm, Wall of Ice
5th level (2 slots):  Scrying, Slay Living
6th level (1 slot) Mass Suggestion, Globe of Invulnerability
7th level (1 slot) Plane Shift, Teleport

MI: d4+4 potions of healing, Ring of Protection +1 AC & Saves, Staff of Frost c. 16, Scrying Pool

Following the death of her husband Jarl Sunne Thorsson M8 1021 AC following a short illness, and the mysterious disappearance of his 16 year old son Sandor M9 1021 AC (rumoured to be while in flagrante with his stepmom), the Lady Angelica seized power in the Jarldom of Soderfjord, Mystara.
Angelica is rumoured to have Fey blood, she appears to be in her early 30s but may well be older.
She has two young children of her own by Sunne, twins age 14 - Ragnar the Stout and Lyneth Goldenhair. Ragnar is a fat jovial youth who takes after his father, Lyneth is beautiful but has an eldritch quality and favours her mother.





Classic D&D - 5e D&D Level Conversion chart

Classic D&D Level > 5e D&D Level

LOW LEVEL
1     >   1
2     >   2
3     >   3
4     >   4

MID/EXPERT LEVEL
5     >   5
6     >   6
7     >   7
8     >   8
9    >    9
10  >   10

HIGH/EXPERT LEVEL
11-12 > 11
13-14 > 12

PARAGON/COMPANION LEVEL
15-16 > 13
17-18 > 14
19-20 > 15
21-24 > 16

EPIC/MASTER LEVEL
25-28 > 17
29-32 > 18
33-35 > 19
36      > 20
                

Monday, 4 April 2016

Magic Item 'Hoard' Rolls

Tier 1

1. Gloves of missile snaring
Boots of striding and springing
Uncommon Armor This Demon breastplate has a smooth flowing design and an inlay of blue semi-precious stone, and allows you to be heard clearly at a distance of 300 feet for one turn, when you wish it. It is marked with a holy symbol.

2. Driftglobe
Scroll of Hex, (PHB 251)
Common Potion Potion of Healing

3. Winged boots

4. Nil

5. Dust of disappearance

6. Nil

Tier 2

1. Potion of Fire breath
Uncommon Potion Potion of resistance
Helm of comprehending languages
Dust of disappearance

2. Potion of Healing
Potion of Healing
Potion of Healing
Potion of Healing

3. Nil

4. This Demon chain shirt is astonishingly light, and feels like it radiates an ever-so-slight breeze, and psychically encourages acts of Good.

Tier 3

1. Potion of Healing
Potion of Healing
Common PotionPotion of Healing
Wand of secrets
Scroll of Tidal Wave, (EE 22)
Potion of growth
Potion of Fire breath
Potion of greater healing

2. Potion of Healing
Common PotionPotion of Healing
Scroll of Ray of Enfeeblement, (PHB 271)
Potion of Climbing
Potion of animal friendship
Bag of Holding
Bag of Holding
Potion of hill giant strength

3. Potion of supreme healing
Scroll of Otiluke's Freezing Sphere, (PHB 263)

4. This Sentinel shield has a smooth flowing design and an inlay of blue semi-precious stone; you feel a strong sense of revulsion when in contact with it.
Wand of enemy detection

Tier 4

1. Universal Solvent
Universal Solvent
Potion of storm giant strength

2. Bead of Force
Rare Scroll Scroll of Locate Creature, (PHB 256)

3. Portable Hole

4. This Staff of swarming insects gleams bright and pure, with ivory and silver; disturbingly, it only works if at least one drop of fresh humanoid blood has been applied to it within the past 24 hours.
This Staff of the woodlands gleams bright and pure, with ivory and silver.
This Elven chain has a smooth flowing design and an inlay of blue semi-precious stone.
This Mace of smiting incorporates rough stones and unworked gems into its chunky design; it seems to constantly mutter and grumble in your ears.