Friday, June 28, 2024

Tos'ren Vorotank, Saurian Technician

Name: Tos'ren Vorotank
Race: Saurian / Focus: Intellect / Level: 5

Attributes
Str: 14 / +2
Dex: 14 / +2
Mind: 16 / +3
Cha: 14 / +2

Saves
Fort: +3
Ref: +3
Will: +7

Skills
Phys: +5
Subt: +5
Know: +5
Comm: +5
Tech: +8

Defense
DB: +2
AC: 17 (Scout Armor)
Touch: 14
Flat Footed: 15

Info: Ini: +2 / BtH: +2 / HP: 32

Las Pistol: Attk: +4 / D: 2d8 / R: Near

Claws: Attk: +4 / D: 1d4+2 / R: Melee

Gear: Pack, Canteen, Rations, Binoculars, Toolkit, Commlink, Datapad

Traits (Lizardfolk): Claws (Natural Attack): 1d4 + Str. Hold Breath: Can Hold Breath for a number of rounds equal to Str Score x 2 (28 Rounds). Natural Armor: +1. Low Light Vision.

Feats: Armor Proficiency (Light), Mastercrafter, Point Blank Shot, Weapon Proficiency (Simple, Personal)

Technical Training (+5): A Technician gains a bonus of 1/2 level, round up + 2 to disassemble and reassemble technical equipment. They can also apply this bonus when performing maintenance and repairs on robotics.

Notes

  • Tos'ren 'Tos' is an independent Saurian Technician originating from one of several ocean worlds within the Saurian Star Empire. His government may maintain hostilities with the Human-Martian dominated Solar Federation (SolFed) and the Pleiadian Protectorate (The Protectorate) but Tos'ren is in it for himself.
  • Aided by his Focus talent (Technical Training), Tos'Ren is a Mastercrafter and able to improve gear and software on devices when he has access to a workshop or upgrade terminal. With enough parts and time he can add bonuses ranging from +1 to +3 for him and his allies.
  • Favors gummy and edible 'Soft Spice' which sometimes dulls his senses. Helps calm the stress of being a technically minded person often working on an independent ship or with smugglers who don't appreciate his art.

Thursday, June 27, 2024

Lem-Xaud, Yaungol Sorcerer

 

Name: Lem-Xaud
Race: Yaungol / Class: Battle Sorcerer / Level: 4

Attributes 
Str: 16 / +3
Dex: 12 / +1
Mind: 14 / +2
Cha: 14 / +2

Saves 
Fort: +4
Ref: +2
Will: +6

Skills 
Phys: +5
Subt: +4
Know: +6
Comm: +4

Info: AC: 13 (Robes) / Ini: +1 / BtH: +3 / HP: 35

Staff: Attk: +6 / D: 1d6+3 / R: Melee

Gore: Attk: +6 / D: 1d6+3 / R: Melee

Fire Gem: Attk: +4 / D: 1d10 / R: Near / Energy: Fire; Touch (Close or Near)

Dagger: Attk: +6 / D: 1d4+3 / R: Thrown / Crit: 19-20/x2

Alchemist Fire: Attk: +4 / D: 1d6 / R: Thrown / Special: Area (1d2 / Save: 15 negates); Burn (1 Round)

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Lorebook, Inkpen, Ink

Traits 

Lore (Yaungol): Natural Attack (Gore): 1d6 + Str. Darkvision. Natural Armor: +2. Resistance: +2 Save vs. Fear or Charm spells and effects.

Feats: Empower Magic, Energy Connection (Fire)

Spellcasting 
Caster Roll: d20 + 4 / Save: 10 + Spell Level + Cha (+2) / Mana: 22

0 - Cost: 1 - Save: 12: Daze, Detect Magic, Fire Bolt, Light, Message, Open/Close

1st - Cost: 3 - Save: 13: Mage Armor, Orb of Fire (Lesser), Sleep

2nd - Cost: 5 - Save: 14: Daze Monster, Mirror Image

Notes 

  • Lem-Xaud is a battle sorcerer from the Kun'Lai Summit who is a member of the Pandaren controlled Daolong Tong, the land faction of the powerful Daolong Pirate crew. The Daolong Tong are the Daolong Pirate guild's equivalent to Blackwater's Landsmen sect. Both groups conducting land-based operation for their parent organization.
  • As a Battle Sorcerer, Lem-Xaud is tougher than standard mages at a cost of not having a diverse list of spells. He can technically wear light armor, but he is content to his tough Yaungol hide acting as natural leather. Like most Yaungol, Lem has a connection to fire and can even alter energy spells to utilize his favored energy.
  • Joined the Daolong after his village in eastern Kun'Laid was destroyed by the Mantid during the Pandaria Expedition. Unwelcomed in most mainstream Pandaren villages, Lem has drifted and winded up in factionless criminal organizations based out of the Townlong Steppes.

Wednesday, June 26, 2024

Tyelenne Heartstalker, Elven Beastmaster

Name: Tyelenne Heartstalker
Race: Elf / Class: Beastmaster / Level: 6

Attributes 
Str: 14 / +2
Dex: 16 / +3
Mind: 14 / +2
Cha: 14 / +2

Saves 
Fort: +7
Ref: +8
Will: +4

Skills 
Phys: +8
Subt: +6
Know: +6
Comm: +6
Surv: +7

Info: AC: 19 (Mithril Chain +1) / Ini: +7 / BtH: +6/+1 / HP: 52

Bastard Sword +1: Attk: +9/+4 / D: 1d10+3 / Crit: 19-20/x2 / R: Melee

Elven Longbow +1: Attk: +10/+5 / D: 1d8+2 / R: Far

Long Knife: Attk: +8/+3 / D: 1d6+2 / R: Thrown

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Healer's Kit

Traits 
Elf: Low Light Vision. Feyish Blood: Immune to Magical Sleep, Charm, and Ghoul Touch. Sharp Senses: +2 Notice rolls; Can detect hidden doors with a casual glance.

Feats: Animal Companion, Improved Initiative, Point Blank Shot, Precise Shot, Speed Boost, Wild Empathy

Lynra
Animal Companion / Type: Lion

AC: 15 / HD: 6d8+12 (40)
Saves: Fort: +7 / R: +7 / W: +3
Attacks: Claws (x2): Attk: +8 / D: 1d6+5 / R: Melee
Bite: Attk: +8 / D: 1d8+2
Specials: Pounce, Rake (+1d8 Damage), Scent




Notes 
  • Tyelenne Heartstalker is one of the Lion Guard of Sunrae, a unit of often female fighters and rangers that combine their martial prowess with a bonded animal companion. Although often used as more ceremony than utility, the Lion Guard have distinguished themselves in the past during the Great War.
  • Tyelenne is bonded with Lynra, a white lioness. These bonds are near permanent, providing immunity or +5 Save vs. Charm depending on what spell is power to use in regards of getting one to betray the other.
  • Tyelenne has recently fled Sunrae after the mad emperor set his sights on her due to some past slight that occurred between her relatives and the Emperor at court. Since the Great War, the Emperor has turned his failure at conquering the Borderlands and the North into settling scores within his own realms, and he has a great memory of slights against him. Given their bond, Tylenne and Lynra have gone into exile together.


Tuesday, June 25, 2024

Nockli Shredblade, Gnoll Raider


Name: Nockli Shredblade
Race: Gnoll / Class: Raider / Level: 5

Attributes 
Str: 19 / +4
Dex: 14 / +2
Mind: 10 / +0
Cha: 12 / +1

Saves 
Fort: +8
Ref: +3
Will: +1

Skills 
Phys: +7
Subt: +6
Know: +5
Comm: +5

Info: AC: 17 (Reinforced Leather) / Ini: +2 / BtH: +3 / HP: 48

Scimitar +1: Attk: +8 / D: 1d6+5 / Crit: 19-20/x2 / R: Melee

Dagger: Attk: +7 / D: 1d4+4 / Crit: 19-20/x2 / R: Thrown

Pistol: Attk: +5 / D: 1d12 / Crit: x3 / R: Near

Bite: Attk: +7 / D: 1d6+4 / R: Melee

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Rope

Traits (Gnoll): Natural Armor: +1. Bite: 1d6 + Str.

Feats: Cleave, Dodge, Mobility, Power Attack

Sneak Attack 2d6

Notes 

  • Nockli 'Nocks' Shredblade is a Gnoll Raider who lives on the outskirts of Pit. The mining town founded by the Paladin, Lady Hope, in hopes of serving as a sanctuary for travelers passing through the Borderlands and into the Great Saltmarsh. Lady Hope had also aimed to clear out the vast dungeon complex that Pit was founded around and has yet to appear. Nockli is part of one of the local Gnoll bands that live in the area.
  • As a Raider, Nockli is partly trained as a Rogue and as a Fighter. He can be surprisingly sneaky and is trained to attack weak points in armor with Sneak Attack. Nockli is part of a band that has hit rival Gnoll tribes and has provided guidance for travelers moving through the Red Hills for a nominal fee. He is still looked upon with distrust by travelers and the remaining officials that run Pit.
  • Latest customer is a Drow maiden who has ventured to the surface to look for her lover who is believed to have vanished in the Dungeon Destard, the original name of the complex that Pit has been built upon. Shredblade is not fond of traveling below, but his alpha has a contract with the Drow and Shredblade is a loyal member of the pack.

Monday, June 24, 2024

Vaxnar Shadowscales, Lizardfolk Sorcerer

 

Name: Vaxnar Shadowscales
Race: Lizardfolk / Class: Sorcerer / Level: 5

Attributes 
Str: 13 / +1
Dex: 14 / +2
Mind: 14 / +2
Cha: 16 / +3

Saves 
Fort: +3
Ref: +3
Will: +6

Defense 
AC: 18 (Ring of Protection +1)
Touch: 13
Flat Footed: 16

Info: Ini: +2 / BAB: +2 / HP: 26

Claw: Attk: +3 / D: 1d4+1 / R: Melee

Bite: Attk: +3 / D: 1d4+1 / R: Melee

Staff: Attk: +4 / D: 1d6+1 / R: Melee / Special: Reach; Masterwork

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit

Traits 

Lizardfolk: Darkvision. Natural Armor: +5. Hold Breath: Can hold breath for a number of rounds equal to Con Score x 2 (28 rounds)

Skills: Phys: +5 / Subt: +5 / Know: +7 / Comm: +6

Feats: Combat Casting, Empower Spell, Weapon Proficiency (Simple)

Spellcasting 
Caster Roll: D20 + 5 / Save: 10 + Spell Level + Cha (+3) / Mana: 32

0 - Save: 13 - Cost: 1: Acid Splash, Arcane Mark, Detect Magic, Light, Message, Read Magic

1st - Save: 14 - Cost: 3: Burning Hands, Magic Weapon, Protection from Evil, Shield

2nd - Save: 15 - Cost: 5: Acid Arrow, Invisibility

Notes 

  • Vaxnar 'V' Shadowscales is a Lizardfolk Sorcerer who is a member of Anne's Border Wardens. He is Anne's friend and team sorcerer who is aiding the human in dealing with the Red Knife syndicate operating near the town of Gorman's Junction.
  • In addition to his standard pack, Vaxnar often has at least one or two wands on his person to supplement his magical spells. He often goes for wands, scrolls, and other items that help extend his spellcasting ability.
  • Is from a tribe outside of the local Lizardfolk population. He maybe be able to speak the language of other Saurian tribes, but Vaxnar is looked upon with suspicion as any outsider.

Sunday, June 23, 2024

Village of Hommlet #11

 

Village of Hommlet #11

We are back on team one, which consists of the following: Tyris, Donalbain, Maribeth, Zoey, and Mylon. Of the original group, Jabeddo is the only one who joined with the second team that were investigating the other side of the dungeon, and among the first group, Donalbain had a sense of separation anxiety that as a fellow member of the smallfolk, Mylon noticed.

“I just hope he’s safe,” Donalbain said as the party stood in front of the false pillar that he had discovered in the torture chamber. The one was connected to the outer hall where the zombies had confronted the group which were now strewn about the room thanks to the party. The party had taken a short rest to regain a bit of their power before splitting with the other group and approaching the pillar.

“I’m sure Jabeddo knows how to take care of himself,” Mylon said.

“I’m sure, but I just wish we spent a little more time with those prisoners before we allowed them to arm themselves and go off with our other Rogue.”

“And your best friend,” Mylon observed.

Donalbain tried to shrug, but the color in his cheeks and the little nod betrayed his emotions. Jabeddo was his friend, and now his friend was away and possibly in danger. Looking back, Donalbain had only pleasant acquaintances with the others.

“I guess it's as good a time as any to open this,” Donalbain said.
---


Donalbain takes his time and finds the niche to open the false section of the pillar that reveals a set of iron rungs that climb down into a tunnel. Tyris takes the lead, climbing first and followed by Donalbain, Maribeth, Zoey, and Mylon. The party moves through the tunnel with Mylon offering a Dancing Light in the shape of a set of orbs that drift alongside the party as they make their way around a corner and down a hallway before reaching a hidden doorway. At some point, Tyris changes spots with Donalbain so he can listen at the door.
---

Donalbain Perception: 12 vs. DC: 12 - Donalbain can hear shuffling in next room and alerts Tyris with a look.

Donalbain also tries to ease the door open by making a Stealth roll. Stealth: 16 > 10 - Success


Inside Room #14 is a crypt where several ghouls in tattered robes are dragging bodies and preparing them to be ‘deposited’ where the bodies are dragged off into a series of tunnels to be consumed by other ravenous undead, or in some cases, reanimated into another ghoul or zombie. None of these dark attendants hear the door slowly open thanks to Donalbain for Tyris.

Tyris steps through the door into the charnel house without alerting the first ghoul.

Tyris Stealth: 18 vs. 10 - Success

She attacks with a surprise slash that gives her the advantage, but alerts the other three ghouls in the room.

Tyris Attack: 20 - Hit. D: 4. Ghoul #1 HP: 18/22. Tyris spends a Maneuver Dice (d8): 2. Ghoul #1 HP: 16/22 and allows for Donalbain to move into the room next to her.

Initiative - Round #1
Party: 23
GM: 2

Tyris attacks Ghoul #1 w/ Longsword. Attk: 16 - Hit. D: 5. Ghoul #1 HP: 13/22

Donalbain moves to flank Ghoul #1 and attacks with Sneak Attack. Attk: 22 - Hit. D: 19. Ghoul #1 HP: 0/22 - Slain

Maribeth moves up to the entrance behind Tyris and Donalbain. Following behind her is Esmerelda, her viper companion.

Zoey casts Mage Armor (1st Slots ¾ remaining). She moves up behind Maribeth

Mylon casts Mage Armor (1st Slot ¾ Remaining). He moves up behind Zoey

Ghoul #2 charges towards Tyris and attacks with Claws. Attk: 16 - Miss

Ghoul #3 charges towards Tyris and attacks with Claws. Attk: 15 - Miss

Ghoul #4 grabs a rock and hurls it at Donalbain. Attk: 16 - Hit. D: 5. Donalbain HP: 18/23. The ghoul closes the gap with the Halfling.

Round #2
Tyris attacks Ghoul #2 w/ Longsword. Attk: 23 - Hit. D: 9. Ghoul #2 HP: 13/22. She spends a Maneuver Dice (2/4 Remaining) to sweep and hit Ghoul #3. D: 7. Ghoul #3 HP: 15/22

Donalbain spends Cunning Action for a free Disengage. He backsteps and attacks a distracted Ghoul #3 by hurling his Kukri at the undead. Attk: 21 - Hit. D: 11. Ghoul #3 HP: 2/22

Maribeth steps through, taking Donalbain’s spot and using her scimitar on Ghoul #3. Attk: 13 - Hit. D: 5. Ghoul #3 HP: 0/22 - Slain.

Esmerelda slithers out and attacks Ghoul #2 w/ Bite. Attk: 21 - Hit. D: 7. Ghoul #2 HP: 6/22

Zoey moves up to the entrance and fires a Ray of Frost at Ghoul #2. Attk: 13 - Hit. D: 6. Ghoul #2 HP: 0/22 - Slain

Mylon moves a step behind Zoey and wills his Floating Lights to glide into the room, giving everyone full visibility under the pinkish glow of Mylon’s illusory torches.

Ghoul #4 turns and attacks Maribeth. Attk: 17 - Hit. D: 7. Maribeth HP: 15/22. Maribeth Save: 19 - Success

Round #3
Tyris moves and attacks Ghoul #4. Attk: 20 - Hit. D: 4. Ghoul #4 HP: 18/22

Donalbain attacks Ghoul #4, who is distracted. Sneak Attack: 12 - Hit. D: 13. Ghoul #4 HP: 5/22

Maribeth slashes at Ghoul #4 w/ Scimitar. Attk: 9 - Miss
Esmerelda slithers up and bites Ghoul #4. Attk: 16 - Hit. D: 8. Ghoul #4 HP: 0/22 - Slain
---


The party fights their way out of the tunnel and into the crypt where several of the tombs that held the baron’s departed family, perhaps the baron himself, had been broken into. Sharp eyed characters such as Donalbain or Feyish types like Maribeth and Zoey can make out the tracks and marks that lead from the crypt into a rough tunnel that was 50 feet south of the group.

“It must lead into a warren that the ghouls have been running around in before either the scent of the dead or something else led them to burrowing into this crypt and grabbing the body,” Maribeth surmised as the body approached the warren entrance. The smooth worked stone gave way to rough, natural walls. There was nothing but shadowed corners was all that Maribeth could see.

“I think it’s more likely that someone within the Cult lure the ghouls here over them suddenly smelling the dead,” Tyris looked towards the eastern annex that connected to the main chamber. There were more coffins ready to be plundered, “Is there any way to close access to the warren?”

“Should we at least check inside?” Donalbain asked. The ghouls may have dragged in some treasure within.”
---

Tyris holds position inside the crypt, but does not stop Donalbain and Mylon, the smaller members, to check the warren. Zoey stands near the entrance to the warren so she can listen and call out if they are attacked and they need Tyris to enter. Tyris isn’t really interested in checking, but she will come if her party members are in peril.

The pair move south towards the center of bones and debris that let the pair know they have found the ghoul’s nest. In the center the nest, Donalbain finds the following:

7 Vials of Holy Water
800 sp
Potion of Undead Control
Scroll of Protection from Undead
4 gp

To Donalbain, the potion and scroll are just that, he is unaware of what he has found, but given the crystal vial and the feel of parchment, he knows to keep them close. The two report back to the party.
---

“Coins and stuff for us to identify later,” Donalbain reports.

“I can sense the power,” Mylon notes, “But we’d need to run some tests.” He held up several smaller vials, noting the symbol to St. Cuthbert pressed into the cork, “These might be holy water.”

“So the victims were ready from Undead, but they never got a chance to use them,” Tyris said.“Possibly fed to the ghouls by the cult, their gear left as some sick joke,” Maribeth said while petting Esmerelda.

Saturday, June 22, 2024

Ghosts of Saltmarsh #5

 

Ghosts of Saltmarsh #5 

As soon as the party reached the bottom of the stairs, the door from the scullery opened and three men began walking into the room. One of the men from the back was chatting with his friends, hoping that they could get a chance to spook ‘Fitzy’. They stop short when they see the party staring at them.

Leonidas Intimidation: 22 - Hard+ Success.

“Drop your weapons and surrender if you want to walk away from this alive,” Leonidas barked at the men.
---

Q: Do the men surrender?
A: No, the men try to run back to the warehouse and alert the others.
---

Initiative Round 1
Leonidas: 9
Jaboli: 7
Staniwick: 10
Orlando: 8
Antos: 5
GM: 4

Staniwick casts Armor of Agathys. Slots: ½ Remaining. Temporary HP: 5. As a second action, he uses his focus gem to summon Pipqua, his Imp familiar.

“I see the pact is complete and I’m ready to serve, Master,” Pipqua said, bouncing to and fro with excitement at destruction.

Leonidas charges Smuggler #1 and attacks w/ Greatsword. Attk: 15 - Hit. D: 12. HP: 0/11 - Slain

Orlando casts Blade Ward on Self.

Jaboli shifts to one side and performs a Stealth for Ambush. Stealth: 13 - Success. Ambush w/ Bow. Attk: 24 - Hit. D: 8. Smuggler #2 HP: 3/11

Antos holds action.

Smuggler #2 retreats towards the stairs and starts making his way to the cellar.

Smuggler #3 retreats towards the stairs and starts making his way towards the cellar.

Initiative Round 1
Staniwick: 10
Leonidas: 9
Orlando: 8
Jaboli: 7
Antos: 5
GM: 4

Staniwick holds his action and lets Leonidas go first.

Leonidas rushes forward and gets in range of Smuggler #3 who is blocked by Smuggler #2 going down the stairs. Attack: 15 - Hit. D: 10. Smuggler #3 HP: 1/11

Orlando follows into the room stabs between the stair spindles at Smuggler #2. Attk: 13 - Hit. D: 6. Smuggler #2 HP: 0/11 - Slain

Staniwick and Pipqua move in. Staniwick casts Eldritch Blast through the spindles at Smuggler #3. Attk: 9 - Miss. Blast hits one of the spindles instead, shattering the object.

Jaboli makes a running jump and tries to strike Smuggler #3 with the ball of her foot in a flying kick. Attk: 15 - Hit. D: 4 - Smuggler #3 HP: 1/11. Non-lethal. Unconscious for 1d6+1 (4) hours.
---

The Smuggler was laid out cold from a flying kick that caught him on the cheek. The party looks down at him and then to the stairs leading to the basement below.

“There is still an upper wing we haven’t investigated,” Staniwick noted.

“I think we’re very close to the sinister secret of this house,” Orlando countered.

“Let’s go down. Brother Antos,” Leonidas held up his sword.
---

Antos casts Continual Flame (2nd Slot: ½ Remaining) that causes Leonidas' sword to glow with harmless flames, as bright as a torch. The party descends to the cellar below.
---


The party moves down ten feet and reaches the bottom of the stairs. On the west and north side of the room (Left and Up) are empty racks made for wine bottles while a set of crates are immediately to the south. At the southwall is a hearth and lying before the hearth is the cold body of an adventurer who had visited the house previously. An ominous sign, had the party not already bumped into several smugglers. Jaboli looks over the body. Her Passive Perception: 16 warns her that there is something off about the body. A single nudge causes several lines of squirming white lines to blossom from holes in the armor. Studying it for a moment, Jaboli recognizes it as rot grubs.

“Toss some oil and a flame. Fire is the only thing that will deal with them,” Jaboli said.

“I hate crawlies,” Staniwick made a face at the mass and moved as far as away as he could from the body. He might have dealt with the forces infernal as a Warlock, but Staniwick could do without creepy crawlies on his traveling clothing.

Jaboli poured the oil and Antos struck the torch, tossing it on the pile which quickly burned through the squirming grubs.

Q: Does all the commotion alert the guard on the other side of the secret door?
A: Yes, but he thinks it’s the other smugglers wandering around upstairs


Part of the back ‘wall’ detaches, becoming a secret door that ‘Cook’ the bandit who was scrubbing the dishes used to get into the basement. He was expecting the trio of bandits who were looking for FitzMaldred and his friend to be in the room. He was surprised when he saw a body on fire with a catfolk standing over the corpse, a couple of humans, and a gnome keeping his distance from the conflagration. Several eyes turned to him.

“What are… you lot doing here?” Cook asked.


Initiative Round #1
Leonidas: 7
Jaboli: 24
Staniwick: 5
Orlando: 18
Antos: 20
GM: 10

Jaboli charges and performs a flying kick on Cook. Attk: Natural 1 - Cook ducks and Jaboli flies past him, landing with a hard thud to the ground. 1d4 Damage: 2. Jaboli HP: 21/23

Antos moves up and uses a shield bash on Cook. Attk: 10 - Miss

Orlando attempts to Persuade to get the man to surrender by holding up his Rapier. “You can get out of this unharmed if you just put your hands up now.” Persuade: 20 vs. 12 - Cook puts up his hands and surrenders to Orlando’s rapier point.

The rest of the party follows through as combat settles down. Under guard, Cook leads the party into the main hideout of the Devil’s Due criminal organization. The smugglers who are behind the sinister secret at Saltmarsh.

To be continued...