Tuesday, June 15, 2010

Night's Dark Terror Conversion IV- Tracking the Horse Thieves

Tracking the Horse Thieves

Replace (6) Oil Beetles with (4-6) Giant Worker Ants.

Giant Worker Ants (6)

HD 2d8; HP 9; Initiative +0; Speed 50 (10 squares), Climb 207; AC 14 (touch 10, flat 17); BAB/Grapple +1/+1; Atk +1 melee (bite dg 1d6); SA: Improved Grab; SQ: Vermin traits, scent; AL: N; Sv Frt +3, Ref +0, Will +0; Str 10, Dex 10, Con 10, Int -, Wis 10, Cha 9

FEATS: Track

SKILLS: Climb +8


Viper Goblin Survivor

Warrior 1, small sized goblinoid, CR 1/2; HD 1d8; HP 8; Initiative +1; Speed 30m; AC 14 (touch 12, flat 12); Atk +3 melee (Spear dg 1d6 crit x2), Atk +3 thrown (crude spear dg 1d6 crit x2 rng 20’); SQ: Small Size, Darkvision 60’; AL: NE; Sv Frt +1, Ref +1, Will -1; Str 12, Dex 12, Con 10, Int 10, Wis 8, Cha 8

SKILLS: Hide +2 (+7), Ride +4 (+8)

FEATS: Armor Proficiency (Light, Medium, Heavy, Shield), Weapon Focus (Spear), Weapon Proficiency (Simple, Martial)

GEAR: Spear, Leather Armor

evil elf female

Fyordorll, Bandit Chief

Fighter 2/Wizard 2, medium sized humanoid (elf), CR 4; HD 2d10+2d4; HP 18; Initiative +5; Speed 30m; AC 15 (touch 11, flat 14); Atk +5 melee (Mastercraft Elven Thinblade dg 1d8+1 crit 18-20/x2), Atk +5 thrown (dagger dg 1d4+1 crit 19-20/x2 rng 10’); SQ: Immune to Sleep spells, +2 to save vs. enchantments, Elven senses; AL: NE; Sv Frt +3, Ref +1, Will +3; Str 13, Dex 13, Con 11, Int 14, Wis 10, Cha 12

SKILLS: Climb +1 (+0), Concentration +5, Handle Animal +5 (+6), Intimidate +5 (+6), Ride +5 (+4), Spellcraft +3 (+5), Survival +2

SPELLS MEMORIZED: 0th- Detect Magic, Light, Mage Hand, Ray of Frost. 1st- Charm Person, Shield

SPELLBOOK (cast 4/2): 0th-All. 1st- Charm Person, Magic Missile, Shield, True Strike

FEATS: Armor Proficiency (Light, Medium, Heavy, Shield), Combat Reflexes, Improved Iniative, Improved Weapon Familiarity, Scribe Scroll, Weapon Finesse, Weapon Proficiency (Simple, Martial)

GEAR: Mastercraft Elven Thinblade, Mastercraft Dagger, Chain Shirt (Arcane Failure 20%), Scroll of Magic Missile, 70 gp


Elven Bandits (3)

Rogue 2, medium sized humanoid (elf), CR 2; HD 3d6; HP 8; Initiative +1; Speed 30m; AC 13 (touch 11, flat 12); Atk +2 melee (Mastercraft Shortsword dg 1d6 crit 19-20/x2), Atk +3 missile (Longbow dg 1d8 crit x3 rng 100’); SQ: Immune to Sleep spells, +2 to save vs. enchantments, Elven senses, Trapfinding, Evasion; SA: Sneak Attack +1d6; AL: NE; Sv Frt +0, Ref +4, Will +0; Str 10, Dex 13, Con 11, Int 12, Wis 10, Cha 10

SKILLS: Appraise +5, Escape Artist +5 (+1), Hide +5 (+6), Intimidate +5, Jump +5, Listen +5, Move Silently +5 (+6), Ride +2 (+3), Sleight of Hand +4 (+5)

FEATS: Armor Proficiency (Light), Weapon Focus (Longbow), Weapon Proficiency (Simple plus Hand Crossbow, Longbow, Longsword, Rapier, Shortsword, Shortbow)

GEAR: Mastercraft Shortsword, Longbow, Quiver of 20 Arrows, (2) Signal Arrows, (5) Flight Arrows (Rng 110 Dg 1d6), (5) Swiftwing Arrows (-1 Attack per range increment Dg 1d6), Leather Armor, 70 gp

Note: Fyodorll and her bandits are renegade Callarii elves that have been targeting small groups of travelers on the roads of central Karameikos. They use their wagon as a base of operations and as a cover, posing as elven traders. Any Callarii elf in the party may make a Knowledge (Local Lore) at DC 20 to remember obscure rumors of Fyodorll being exiled from the clan for theft. After attempting to ambush the party, the bandits will flee into the woods if the PCs get the upper hand. Fyodorll will hang back in any fight, ordering her thugs to close with their swords while she casts spells or attempts to get away. If she gets away, she may track the PCs down for revenge at a later date.

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