Monday, July 19, 2010

Wersa, Guardian of the Statues

(photo by jerseyblackeagle on deviantArt)

Wersa Level 20 Elite Brute
Large immortal animate XP 5,600
Initiative +12 Senses Perception +13
HP 472; Bloodied 236
AC 32; Fortitude 33; Reflex 31; Will 29
Immune disease; poison; Resist 10 weapon; Vulnerable 5 thunder
Saving Throws +2
Speed 5
Action Points 1

m Stone Claw (standard; at-will)
Reach 2; +23 vs AC; 3d6 + 8 target is dazed (save ends)

M Stone Dead (when wersa drops to 0 hit points) • Polymorph
Wersa turns into a statue, and the square it occupies becomes difficult terrain that provides cover. If Wersa was reduced to 0 hit points by a melee attack using a weapon, it makes the following attack against that weapon’s wielder; +20 vs Reflex; the target is disarmed, and the weapon is stuck partially inside the statue. An adjacent creature can yank out the weapon by spending a standard action. The statue crumbles to dust at the end of the encounter

Surprising Burst of Speed (standard; encounter)
Wersa shifts 12 squares. At any point during its shift, Wersa makes a basic melee attack.

Alignment Evil Languages Common, Supernal
Str 23 (+16) Dex 14 (+12) Wis 17 (+13)
Con 26 (+18) Int 12 (+11) Cha 17 (+13)
Equipment Heart of Astral Diamond
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.

Wersa died surprisingly easily. I should have given him something else as he was stopped right in the middle of doing his Surprising Burst of Speed.

Thursday, July 8, 2010

Skast

Skast is Kala's panther she has had since she and he was young. They both have a dominant personality that so far he is winning.

(from the DnD Monster Manual)

Skast, Fey Panther Level 6 Skirmisher
Medium fey beast XP 250
Initiative +9 Senses Perception +10; low-light vision
HP 71; Bloodied 35
AC 20; Fortitude 18; Reflex 20; Will 18
Speed 8 , Climb 6

m Bite (standard; at-will)
+11 vs AC; 1d10 + 4 damage, and the fey panther shifts 1 square

Charging Pounce
When the fey panther charges, it deals an extra 1d6 damage and knocks the target prone.

Fey Step (move; encounter) • Teleportation
The fey panther can teleport 5 squares.

Alignment Unaligned Languages —
Skills Stealth +12
Str 15 (+5) Dex 19 (+7) Wis 14 (+5)
Con 15 (+5) Int 3 (–1) Cha 12 (+4)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.

Tuesday, July 6, 2010

Pismol the Gnome

(art by Danteofthe13 on deviantART)

Pismol Level 6 Lurker
Small fey humanoid XP 250
Initiative +14 Senses Perception +10; low-light vision
HP 58; Bloodied 29
AC 21; Fortitude 17; Reflex 18; Will 16
Speed 5

m Dagger (standard; at-will) • Weapon
+9 vs AC; 1d4 + 2 damage

Tuck and Roll (move; recharge 6)
Pismol shifts three squares and makes a dagger attack.

Combat Advantage
Pismol deals 1d6 extra damage against any creature granting combat advantage to it.

Fade Away (immediate reaction, when pismol takes damage; encounter) • Illusion
The gnome becomes invisible until after it hits or misses with an attack or until the end of its next turn.

Reactive Stealth
If the gnome has cover or concealment when it rolls initiative at the start of an encounter, it can make a Stealth check to become hidden.

Blur of Movement (immediate reaction, when pismol is hit by an enemy; at-will) • Teleportation
Pismol teleports 1 square.

Alignment Unaligned Languages Common, Elven
Skills Stealth +13, Bluff +9, Thievery +13
Str 11 (+3) Dex 20 (+8) Wis 14 (+5)
Con 16 (+6) Int 12 (+4) Cha 12 (+4)
Equipment Leather Armor, Dagger x3
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.

The gnome is being groomed to be a thorn in Kala's side.

Sasha

(Pathfinder)

Sasha Level 7 Skirmisher
Medium natural humanoid XP 300
Initiative +11 Senses Perception +8; low-light vision
HP 74; Bloodied 37
AC 21; Fortitude 18; Reflex 20; Will 19
Speed 7

m Dagger (standard; at-will) • Weapon
+12 vs AC; 1d4 + 6

r Shuriken (standard; at-will) • Weapon
Ranged 6/12; +12 vs AC; 1d6 + 6

m Twin Slash and Run (standard; at-will) ● Weapon
Must be wielding two daggers.; +12 vs AC; 2d4 + 6 and Sasha shifts one square.

Wild Step
An elf ignores difficult terrain when it shifts.

Elven Accuracy (free; encounter)
An elf can reroll an attack roll. It must use the second roll, even if it’s lower.

Combat Advantage
Sasha deals an extra 2d6 damage on melee attacks against any target it has combat advantage against.

Alignment Unaligned Languages Common, Elven
Skills Acrobatics +14, Athletics +9, Intimidate +11, Thievery +14
Str 13 (+4) Dex 22 (+9) Wis 10 (+3)
Con 10 (+3) Int 13 (+4) Cha 16 (+6)
Equipment Dagger x10, Shuriken x15, Leather Armor
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.

Sasha is one of the rogues who is helping Kala in Davis'taal.

Galgos Lur'kaas

(art by Johnowson on deviantART)

Galgos Lur'kaas, Spawn of Graz'zt Level 10 Elite Controller
Medium natural humanoid XP 1,000
Initiative +10 Senses Perception +12; darkvision
HP 200; Bloodied 100
AC 24; Fortitude 22; Reflex 23; Will 22
Saving Throws +2
Speed 6
Action Points 1

m Greatsword (standard; at-will) • Acid, Weapon
+15 vs AC; 1d10 + 5 damage, and ongoing 5 acid damage (save ends).

R Forceful Domination (standard; recharges when no enemies are dominated by galgos) • Charm
Ranged 10; +15 vs Will; the target is dominated (save ends). A creature dominated by the aspect of Galgos counts as his ally and is not considered dazed (as per the dominated condition) for the purpose of flanking

Combat Advantage
Galgos deals an extra 1d6 damage against any target he has combat advantage against.

Change Shape (minor; at-will) • Polymorph
Galgos can alter his physical form to appear as a drow of the Lur'kaas family.

Alignment Chaotic Evil Languages Abyssal, Common, Elven
Skills Arcana +11, Bluff +14, Diplomacy +14
Str 18 (+9) Dex 21 (+10) Wis 15 (+7)
Con 12 (+6) Int 12 (+6) Cha 18 (+9)
Equipment Chainmail, Greatsword
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.


Galgos is the son of the Lur'kaas Matron and an Aspect of Graz'zt.

Tuesday, June 29, 2010

Escape from Hell

Interlude Two

fierna was atop the tower that overlooked the volcano that Abyimoch was built upon. The wind blew though her hair and would of her clothes if she was wearing any. The two hell hounds flanked her, sniffing around for a sign. Maqi flew up to land on the center statue of a devil. “See. It is just as I said it was.”

“flint,” she said as she as she passed by the spot he was in. “A favored of Kord, was an animal. Kagima, her screams of pain were delicious,” she said. “Hakan, so strong was he. Corsair,” she chortled to herself. “Nednolu tried to fight the inevitable. Tobias said he said he didn’t believe in a god, but he believed in me. Sabbatine was my favorite though. Another couple of years and she would have been mine,” she said as she backfisted a statue of a man who was missing his head. He split apart like he was a piece of rotten fruit.

She calmed herself. “Wersa!” she called out. “Get out here now!” she said. The statue that Maqi opened its eyes and started to move. Maqi flew off surprised. The large stone statue turned to fierna.

“What do you want?” the gravelly voiced devil asked as it towered over fierna. She smiled as she let it know what it had to do.

*_*_*

Tilgar was angry. A duergar, he stroked his braided beard complete with spine as the messenger told him the news. A shipment was stolen and all of the guards were killed. “I am sorry Tilgar,” the messenger swallowed hard.

“Go ask to see Quari and bring her here. If she argues with her, tell her it is me that wishes to see and I will meet her price.” The messenger breathed a sigh of relief and excused himself. Tilgar was a marvel of self control.

“What is next, Mikor?” he asked his chamberlain sitting back in his throne.

“The next thing we have is Jemla Alkurie, of the clan Alkurie.”

A ragged looking duergar woman comes forward leading a eladrin, wearing silks that you can see through. “Grettings Tilgar. I am Jemla Alkurie. I come baring gifts, so that he might favor the Alkurie in the coming season of trade and war."

Tilgar looked at the eladrin. She was nice but not beautiful, but on closer look, she had a variety of weird scars that circled her arms and legs and belly. It was interesting, he thought. The scars were in supernal and looked to be part of a ritual. He smiled. This was going to be interesting.

*_*_*

Clax, the messenger swallowed hard as he entered the carved cave, the home of Quari. He was nervous as he entered the hall of Quari. The wall were carved with bas relief of leering faces of all kinds.

“What do ya want,” he heard her say before he saw her. She was an old duergar, dressed in robes that marked her a priestess of Asmodeus.

Clax gulped loudly. “You are wanted Lady Quari, Tilgar has sent for you.”

Tilgar. The name stuck in her throat. She did not like him. “I care not to serve that slug. Go away lest I roast you in a pit,” she sneered.

“My lady. Tilgar said he would meet your price,” he added. She turned to him eyes alight.

“Meet my price you say. Are you sure that is what he said?” Clax just nodded nervously. Quari smiled as she blasted him with a pillar of flame and smoke until he was but a burnt cinder. She stepped to the edge of her threshold and poked her foot out. It did not crackle and burn. She took another step out and then another and another. She was free and she was going to make the most of it, even if she did have to serve Tilgar.

*_*_*

Escape from Hell
You escape from Hell! You have to escape! You must escape!
Major Quest: 4000xp each

Meet Suli
Minor Quest: 500xp each

Find out who betrayed you
Major Quest: 3000xp each

Tuesday, June 22, 2010

Escape from Hell

Interlude One

Maqi fluttered madly down the halls. He had some important news to tell and flew through Abyrimoch as fast as his little wings could fly him. The imp flew though the maze of passages, past the inhabitants of the vast fortress that was the capital of the fourth plane of hell. “Mistress! Mistress!” he cried as he flew into the vast throne room. Inside the room a variety of attractive slaves danced erotically for their Mistress, the Lady Fierna. She was watching them, breathing hard with glazed look on her face. Fierna was flanked by two massive hell hounds who growled at the imps approach.

“What is it?” she said somewhat perturbed at the sudden interruption. She threw the imp a look that could melt stone as Maqi landed on the armrest. He gulped, all of the sudden he wasn’t to sure it was important as he thought he was. “Well?” Fierna said as she snapped her fingers and the dancers stopped, frozen in place and afraid to move.

“Morta is dead,” he said. “I can not find him and I went up to the tower where he is keeping your collection. There was signs of a fight.”

“So,” she said with a blank look on her face. Sure the loss of Morta was really not one that really bothered her. She was about to snap her fingers and let the dancers start their erotic dance again, but not for what the imp said next. “Well... several of your trophies are missing.” She narrowed her eyes and the smell of brimstone became more prevalent. She grabbed the imp by the throat. “What was that?” she hissed.

The imp whined. “Mercy Mistress,” he squealed. “Six or seven of your trophies have gone missing. There was evidence that a ritual was used,” he said as she squeezed. “You have a traitor...”

“Fetch me some trackers!” she roared as she threw the little imp in front of a hell hound who growled hungrily at the imp.

Thursday, June 17, 2010

Escape from Hell

In the forbidden tomes found in Ioun’s library, it started with a name, Grekorro the Light of Heaven. It all started with Grekorro, who was a charismatic human paladin of Bahamut and he led the Astral Companions. Well liked, he was a mighty force to be reckoned with. He held the favor of Bahamut and as well as most of the other gods, including Pelor, Moradin, Avandra and Erathis, just to name a few.

But power and favor could not save him as his astral clipper was found ravaged and the crew dead and Grekkoro was missing. There was evidence that infernal powers, devils, where involved. Enraged, the surviving companions put together an crusade. In a month ten thousand beings where called, in six months a quarter of a million beings where called and they marched on the gates of Hell itself.

It went well at first. You were part of a force that was to go in and prepare the way for the attackers. You were to kill high ranking devils, sabotage defenses and cause confusion behind the lines. You got all the way to Phlegethos, the fourth layer of Hell when it all fell apart.

You were captured, tortured and then petrified to be put on display for all to see.

Now, some two hundred and forty years later they find themselves coming out of petrification and in the bowels of Hell.

***
A little something for my characters. The first game is tomorrow!

Sunday, June 13, 2010

Nednolu Cladd'virr

The sixth and final character of my escape from Hell game.

(pic by the darkestseason on deviantArt)

====== Created Using Wizards of the Coast D&D Character Builder ======
Nednolu Cladd'viir, level 20
Drow, Warlord, Captain of Fortune
Warlord: Canny Leader
Commanding Presence: Inspiring Presence
Darkfire: Darkfire Charisma

FINAL ABILITY SCORES
Str 20, Con 15, Dex 16, Int 9, Wis 16, Cha 18.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 12, Int 8, Wis 13, Cha 14.


AC: 23 Fort: 27 Reflex: 24 Will: 26
HP: 122 Surges: 9 Surge Value: 30

TRAINED SKILLS
History +14, Endurance +17, Athletics +20, Diplomacy +19

UNTRAINED SKILLS
Acrobatics +13, Arcana +9, Bluff +14, Dungeoneering +13, Heal +13, Insight +15, Intimidate +16, Nature +13, Perception +15, Religion +9, Stealth +17, Streetwise +14, Thievery +13

FEATS
Level 1: Improved Inspiring Word
Level 2: Leaf Runner Student
Level 4: Rousing Resurgence
Level 6: Ruthless Hunter
Level 8: Weapon Expertise (Crossbow)
Level 10: Weapon Focus (Crossbow)
Level 11: Steady Shooter
Level 12: Armor Specialization (Hide)
Level 14: Fight On
Level 16: Fleet-Footed
Level 18: Drow Fighting Style
Level 20: Paragon Defenses

POWERS
Warlord at-will 1: Risky Shot
Warlord at-will 1: Paint the Bulls-Eye
Warlord encounter 1: Tactician's Invitation
Warlord daily 1: Destructive Surprise
Warlord utility 2: Motivated Recovery
Warlord encounter 3: Staggering Shot
Warlord daily 5: Archery Commander
Warlord utility 6: Stand Tough
Warlord encounter 7: Martial Excitation
Warlord daily 9: Coordinated Assault
Warlord utility 10: Unintended Feint
Warlord encounter 13: Pincer Maneuver (replaces Staggering Shot)
Warlord daily 15: Driving Volley (replaces Destructive Surprise)
Warlord utility 16: Kyton's Battledance
Warlord encounter 17: Disabling Missile (replaces Pincer Maneuver)
Warlord daily 19: Leader of the Bowmen (replaces Coordinated Assault)

ITEMS
Distance Hand Crossbow +5, Spider Bolt +4 (9)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Saturday, June 12, 2010

Kagina

Character number five for my escape from Hell game.

(pic by Pabeard located on deviantArt)

====== Created Using Wizards of the Coast D&D Character Builder ======
Kagina, level 20
Half-Elf, Sorcerer, Essence Mage
Spell Source: Wild Magic
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Staff)
Arcane Admixture Damage Type: Arcane Admixture Cold
Arcane Admixture Power: Chaos Bolt

FINAL ABILITY SCORES
Str 11, Con 15, Dex 20, Int 10, Wis 11, Cha 24.

STARTING ABILITY SCORES
Str 10, Con 12, Dex 15, Int 9, Wis 10, Cha 17.


AC: 32 Fort: 26 Reflex: 29 Will: 33
HP: 122 Surges: 8 Surge Value: 30

TRAINED SKILLS
Arcana +15, Nature +15, Endurance +17, Athletics +15

UNTRAINED SKILLS
Acrobatics +15, Bluff +17, Diplomacy +19, Dungeoneering +10, Heal +10, History +10, Insight +12, Intimidate +17, Perception +10, Religion +10, Stealth +15, Streetwise +17, Thievery +15

FEATS
Level 1: Unarmored Agility
Level 2: Sorcerous Blade Channeling
Level 4: Warding Soul
Level 6: Distant Advantage
Level 8: Coordinated Explosion
Level 10: Versatile Expertise
Level 11: War Wizardry
Level 12: Versatile Master
Level 14: Wild Spellfury
Level 16: Arcane Admixture
Level 18: Blood Thirst
Level 20: Dual Implement Spellcaster

POWERS
Dilettante: Crane's Wings
Sorcerer at-will 1: Chaos Bolt
Sorcerer at-will 1: Energy Strobe
Sorcerer encounter 1: Thunder Slam
Sorcerer daily 1: Dazzling Ray
Sorcerer utility 2: Good Timing
Sorcerer encounter 3: Flame Spiral
Sorcerer daily 5: Moon and the Stars
Sorcerer utility 6: Chaos Wager
Sorcerer encounter 7: Spark Form
Sorcerer daily 9: Howling Hurricane
Sorcerer utility 10: Chaos Link
Sorcerer encounter 13: Primordial Storm (replaces Thunder Slam)
Sorcerer daily 15: Prismatic Lightning (replaces Moon and the Stars)
Sorcerer utility 16: Dominant Winds
Sorcerer encounter 17: Thunder Summons (replaces Flame Spiral)
Sorcerer daily 19: Prismatic Explosion (replaces Dazzling Ray)

ITEMS
Radiant Dagger +4, Dynamic Dagger +5, Shimmering Feyweave Armor +4, Cloak of Displacement +4
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======