Scene 4:
PCs make it to the Tavern where they meet a roomfull of the some of the most known D&D archetypes/clichés characters. Among others, they’ll meet a dual-scimitar Drow Ranger, a Naive Fighter and his sickly Wizard brother. a wisecracking halfling rogue and, of course, the Stranger in the Corner.
An epic, very hard fight ensues… with a possible Roleplaying “out”
Battlemap: The Tavern from the ‘City of Perils’ Fantastic Location by Wizards of the Coast.
As I was planning last week’s work to get a working prototype of Kobold Love, I quickly realized that I would be running out of time. That’s why I called upon my friends to share the work.
My good friend DNAPhil recently jumped his own cliff and started a GM for Hire part time gig. I subcontracted creating a level 9 party of Clichéd NPCs and boy did he deliver!
Here they are:
Female Barbarian Cleric
| Iskimmor |
Level 6 Elite Brute |
| Medium (Human Cleric) |
XP 500 |
|
| Initiative +6 |
Senses Perception +6 |
|
| HP 160; Bloodied 80 |
| AC 20; Fortitude 21, Reflex 18, Will 20 |
| Saving Throws +2 |
| Speed 6 |
| Action Points 1 |
| M Greatclub (Standard; at-will), Weapon |
| +9 vs. AC; 2d8+4. |
| m Righteous Brand (Standard; at-will), Weapon |
| +9 Vs. AC; 2d8+4 and one ally within 5 squares gains a power bonus to melee attack roll of +3 until end of your next turn. |
| m Split The Sky (Standard; encounter), Weapon |
| +7 vs. Fortitude; 2d8+4 thunder damage, and target is pushed 2 squares and knocked prone. |
| Cure Light Wounds (Standard; encounter) |
| Melee Touch; target regains hit points as if it spent a healing surge. |
| Weapon Of The Gods (Minor; encounter) |
| Until end of the encounter, all attacks made with the weapon deail an extra 1d6 radiant damage. When the weapons hits an enemy, the enemy takes a -2 penalty to AC until the end of the next turn. |
| Alignment Unaligned |
Languages Common |
|
| Skills Heal +11, Insight +11, Athletics +7 |
| Str 19 (+7) |
Dex 16 (+6) |
Wis 16 (+6) |
| Con 10 (+3) |
Int 16 (+6) |
Cha 16 (+6) |
|
| Equipment Greatclub, Hide Armor (but still sexy) |
Keldary The Red, Unaligned Wizard
| Keldary The Red |
Level 5 Elite Artillery |
| Medium (Human Devastator) |
XP 400 |
|
| Initiative +7 |
Senses Perception +4 |
|
| HP 88; Bloodied 44 |
| AC 19; Fortitude 16, Reflex 22, Will 19 |
| Saving Throws +2 |
| Speed 6 |
| Action Points 1 |
| M Quarterstaff (Standard), Weapon |
| +12 vs. AC; 1d8 damage. |
| r Magic Missile (Standard; at-will), strong>Force |
| Ranged 20; +12 vs. Reflex; 2d4+4 force damage. |
| a Fireball (Standard; encounter), Fire |
Area burst 3 within 20 squares.
Target: Each creature in burst; +10 vs Reflex.
Hit: 3d6+4 fire damage.
Miss: Half damage. |
| a Web (Standard; encounter) |
Area burst 2 within 20 squares.
+10 vs. Reflex; The target is immobilized (save ends).
Effect: The burst creates a zone of webs that fills the area until the end of the encounter or for 5 minutes. The zone is considered difficult terrain. Any creature that ends its move in the web is immobilized (save ends). |
| Spell Shaper |
| Whenever Keldary uses a close burst or an area attack power, it can choose up to two allies in the power’s are of effect. Those allies are not targeted by the power. |
| Endless Power (Minor; recharge 6) |
| Keldary regains the use of an expended encounter power. |
| Alignment Unaligned |
Languages Common, Draconic |
|
| Skills Arcana +12, Diplomacy +9, History +12 |
| Str 8 (+1) |
Dex 16 (+5) |
Wis 10 (+2) |
| Con 8 (+1) |
Int 21 (+7) |
Cha 15 (+4) |
|
| Equipment Quarterstaff, Red Robes, Pouches of Spell Components |
Ninat, The Bodyguard
| Ninat |
Level 5 Elite Soldier |
| Medium (Human Bodyguard) |
XP 400 |
|
| Initiative +6 |
Senses Perception +4 |
|
| HP 132; Bloodied 66 |
| AC 23; Fortitude 20, Reflex 19, Will 17 |
| Saving Throws +2 |
| Speed 5 |
| Action Points 1 |
| M Greatsword (Standard; at-will), Weapon |
| +12 vs. AC; 2d8+4 |
| m Dizzying Blow (Standard; recharge 6), Weapon |
| Requires Greatsword: +12 vs. AC; 3d8+4 and target is immoblized (save ends). |
| Indomitable Presence |
Every time a bodyguard attacks an enemy, whether the attack hits or misses, it marks that target. The mark lasts until the end of the bodyguards next turn. When a target is marked, it takes a –2 penalty to attack rolls if the attack doesnt include the bodyguard as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
In addition, whenever a marked enemy that is adjacent to the bodyguard shifts or makes an attack that does not include the bodyguard, the bodyguard can make a basic melee attack against that enemy as an immediate interrupt. |
| Shieldbearer |
| Allies adjacent to Ninat gain a +2 power bonus to AC. |
| Alignment Unaligned |
Languages Common |
|
| Skills Athletics +11, Endurance +11, Intimidate +9 |
| Str 18 (+6) |
Dex 15 (+4) |
Wis 15 (+4) |
| Con 18 (+6) |
Int 15 (+4) |
Cha 15 (+4) |
|
| Equipment Sword, Scale Mail, Shield, Horned Helmet |
Teb-dan, The Non-evil Drow Ranger
| Teb-dan |
Level 9 Skirmisher |
|
| Initiative +11 |
Senses Perception +12 |
|
| HP 97; Bloodied 48 |
| AC 23; Fortitude 21, Reflex 22, Will 21 |
| Speed 7 |
| M Scimitar (Standard), Weapon |
| +14 vs. AC; 1d8+5 |
| m Blade Mastery (Standard), Weapon |
| The Drow Ranger makes two scimitar attacks per round. |
| m Hindering Cut (Standard; recharge 5,6), Weapon |
| Requires Scimitar: +12 vs. Fort; 3d8+5 and target is slowed until the next of their next turn. |
| c Cloud Of Darkness (Minor; encounter) |
| Close Burst 1; this power creates a cloud of darkness that remains in place until the end of the Drow’s next turn. The cloud blocks line of sight for all creatures except the Drow Ranger. Any creature entirely wihtin the cloud (except the Drow Ranger) is blinded until it exits. |
| Alignment Unaligned |
Languages Common, Drow |
|
| Skills +14 Acrobatics, +12 Athletics, +14 Stealth |
| Str 17 (+7) |
Dex 20 (+9) |
Wis 17 (+7) |
| Con 17 (+7) |
Int 20 (+9) |
Cha 17 (+7) |
|
| Equipment Pair of Scimitars |
Worler, The Halfling Handler
|
|
| Initiative +11 |
Senses Perception +12 |
|
| HP 80; Bloodied 40 |
| AC 23; Fortitude 22, Reflex 21, Will 21 |
| Speed 6 |
| M Short Sword (Standard; at-will), Weapon |
| +14 vs. AC; 1d8+5. |
| m Mobile Melee Attack (Standard; at-will), Weapon |
| Worler can move up to 3 squares and make one melee basic attack at any point during that movement. Worler doesnt provoke opportunity attacks when moving away from the target of his attack. |
| m Bait and Switch (Standard; at-will), Weapon |
| +12 vs. Will; 3d8+5 damage. In addition Worler switches places with target and can then shift up to 3 squares. |
| Vicious Sneak Attack |
| When Worler has combat advantage he does an additional +2d6 damage. |
| Alignment Unaligned |
Languages Common |
|
| Skills Acrobatics +14, Stealth +14, Thievery +14, Streetwise +12 |
| Str 17 (+7) |
Dex 20 (+9) |
Wis 17 (+7) |
| Con 17 (+7) |
Int 20 (+9) |
Cha 17 (+7) |
|
| Equipment Short Sword, A number of pouches, and a half-eaten sandwich |
And last but not least (made by me)
The Stranger in the Corner
| The Stranger in the Corner |
Level 7 Controller |
| Medium Natural Humanoid |
XP 300 |
|
| Initiative +1 |
Senses Perception: |
|
| Maddening whispers (Psychic) aura 5; defeaned creatures are immune; any enemy in the aura at the start of its turn takes 1d6 psychic damage. |
| HP 62; Bloodied 31 |
| AC 19; Fortitude 16, Reflex 19, Will 18 |
| Speed 6 |
| M Shocking Grasp (Standard; at-will), Electricity |
| +9 vs Ref; 1d6+5 electricity and target is dazed (save ends) |
| m Touch of Chaos (Standard; recharge 5,6), Psychic |
| +10 vs Will; 2d6+4 psychic damage and the target moves up to its speed and makes a basic attack against its nearest ally as a free action. |
| c Thunder Blast (Standard; at-will) |
| Close Blast 3: +9 vs Fortitude: 1d6+4 thunder damage, and the target is pushed 3 squares |
|
|
| Str 10 (+3) |
Dex 16 (+6) |
Wis 8 (+2) |
| Con 12 (+4) |
Int 18 (+7) |
Cha 14 (+5) |
|
If they look too strong, believe me, they are. I’ll touch on this in the playtest report.
Thanks for the help Phil!
Scene 5:
As the stranger in the corner dies, he drops 2 scrolls. The first, written in common, says “Go forth in the nearby Caves of Doom and find an old Kobold Crone living with a small band of kobolds and give her this scroll. Kill everything else!”
The second scroll, written in a secret language the Crone taught the PCs says “My love, I miss you so! I’m ready to be a good father now, if you’ll still have me”
Roll Credits.
I decided to play Scene 5 as is… I’ll tell you how bad it went
Up next: The Playtests report!
7 Comments
Write a Comment»A bunch of your recent Kobold Love related entries aren’t categorized as such, so one can’t click on the Kobold Love category and get all the entries.
You are entirely right. Thanks for catching this, I’ll address later today.
All posts were re-categorized.
maybe i’m just not seeing it, but there aren’t any notes explaining why this last fight is so difficult. and what is the roleplaying out? and what happens when the players enter the tavern?
You are not missing anything. This last scene was designed rapidly to meet my deadline for the Convention.
We designed a too hard encounter by far as I noticed in the playtest and we’ll seriously lower the power level when i get to designing that scene.
As for approaching and entering the Tavern, all this was in my head and was shaped by the player’s plans.
Next week I’ll post part 2 of the playtest and I’ll go over this.
I did something very similar here. The post is in Portuguese, but the stat blocks are in English. I’ve made them all Elite, tough.
Daniel Anands last blog post..Grendel
Very Nice Daniel.
What did you do to make the stat block appear so? I can’t manage to have the little symbols show up.
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[...] Scene 4 and 5: Showdown in the Tavern of Clichés [...]