When Whiteheart Was Overall Level 10

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Whiteheart Stiffwhiskers
CLE 3/PAL 5/SOH
Paladin of Saint Ygg
Overall Level 10
Lawful Good Mousefolk, HP: 57
XP Total: ?
TNL: ?

Str: 16/45 (+2)
Dex: 12/30 (+0)
Con: 16/85 (+2)
Int: 12/30 (+0)
Wis: 13/45 (+1)
Cha: 17/30 (+2)

Saving Throws:
Death/Poison: 10
Paralysis/Petrify: 12
Spells/Rods/Staves: 14
Wands: 11
Breath: 13

Special Abilities:
- Advantage on CON-related saves
- Cure Disease
- Channel Energy 3 x daily
- Lay on Hands
- Paladin Party Boon
- Paladin Personal Boon
- Sacrifice a prepared spell for healing
- Smite 2 + {CHA bonus} times daily

Lv/Class-Based Attack Bonus: +7
Equivalent Base THAC0: 13
+2 Holy Keen Longsword, Andurel

* Damage Dealt:
   vs mundane foe m.THAC0 9 (1d8+4/19-20)
   vs evil foes m.THAC0 9 (2d8+9/19-20)
   vs aberration/outsider/undead:
      m.THAC0 7 (3d8+12/19-20)

Overall Smiting Damage
add +4 to the attack roll, and...
aberration/outsider/undead: 3d8+27/(19-20)
other evil creatures: 2d8+24/(19-20)

* If Whiteheart successfully uses Enlightened Strike, then he may add an additional three points (the sum of Wis & Cha modifiers) of damage to the damages shown above.

If under the effect of Divine Favor he has cast, improve the above m.THAC0 and damage rolls by +2. While divinely favored and smiting a mundane evil foe, m.THAC0 04 and 2d8+26/(19-20); If divinely favored and smiting an aberration, undead, or outsider, m.THAC0 04 and 3d8+29/(19-20).

Armor Class:
   Undressed 10
   +1 Chainmail only 04
   +3 Shield only 06
   Harnessed -2
   Harn & SYS -4, & DR 3
   Harnessed but Flat-Footed 0
   Har/SYS/SOF: -7
   Har/SYS/SOF/MV: -9
   Touch 10

Spell Progression: 4/4/3/3/2
Mod for Wisdom: 5/5/4/4/3

Clerical spells:
5 1st, 5 2nd, 4 3rd, 4 4th, 3 5th

Typically Prepared:

Bless x 2 (target: caster, allies w/i 50' burst)
Detect Alignment x 1
Divine Favor x 1 (target: self)
Shield of Faith x 1 (target: single)

Consecrate x 1
Delay Poison x 1
Resist Energy x 1
Spiritual Weapon x 1
Zone of Truth x 1

Daylight x 1
Magic Vestment x 1
Protection from Energy x 1
Remove Blindness/Deafness x 1

Air Walk x 1
Death Ward x 1
Dimensional Anchor x 1
Sending x 1

Break Enchantment x 1
Commune x 1
Flamestrike x 1

Heroic Deeds:
   Known: 17
   Daily Risk Dice: 09

  1. Auspicious Fortune
  2. Bite the Bullet
  3. Blessed Assurance
  4. Brace
  5. Blitz
  6. Cleave
  7. Dual Heroic Deeds
  8. Effortless Dodge
  9. Enlightened Strike
  10. Healing Surge
  11. Holy Aura
  12. Iron Shell
  13. Primary Foe
  14. Skin of Your Teeth
  15. St. Ygg's Shield
  16. Unbreakable
  17. Unusual Prowess

Other Equipment:
black monster-hide belt
bronze ring
+1 chainmail
+2 keen holy longsword
daggers (pair, mundane)
ethanol (1 pt., 80-proof)
potion extra-healing x 5
scroll: group recall
+3 shield

Versus mundane evil creatures, a paladin adds his Charisma bonus to other to-hit bonuses and adds his paladin levels (max 5) to damage.

Versus aberrations, evil outsiders, and undead, a paladin gets the foregoing bonuses against evil creatures, plus gets to add his Charisma bonus to damage, and his weapon's base damage die/dice is doubled.

Tactics:

If accompanied by allies, Whiteheart attempts to prepare for any combat by casting Bless. If exigencies permit, the paladin will follow up the Bless spell with 2nd round use of Dual Heroic Deeds to invoke both Blessed Assurance and Holy Aura.

If fighting solo, Whiteheart attempts to begin by casting Divine Favor. He will follow this, if possible, with the Saint Ygg's Shield heroic deed. Finally, if fighting a particularly heinous foe or monster, he will seek to inflict maximum damage with his bronze ring, to be followed with healing for himself via Lay on Hands. If his bronze ring usage for the day is depleted, he may resort to Flamestrike.

Cerinna Bovacious

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Cerinna Bovacious — a powerful young female sorceress who disguises herself as an elderly human woman. Cerinna has been investigating the kidnappings of surface people from Eastdale, Helix, Kirkilston, Westkeep, Phandalin, Raven's Pass, and Isenton.

Hero

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Hero — in the context of a Scarlet Horizons game session or campaign, the term "hero" when used by the dungeon master is typically in reference to a player-character.

Phandalin Four, The

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Phandalin Four, The — previously an adventuring trio comprised of Lancaster Fox, Feyre Archeron, and Celaena Sardothien. This band became active in the region in PR 204. After Whiteheart joined the group, this adventuring band became known as The Phandalin Four.

Barakuir

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Barakuir — Barakuir, also known as the Iron Kingdom, was a part of the dwarven realm of Shanatar, dominated by the shield dwarf Clan Duergar, whose inhabitants would eventually be transformed into the gray dwarves. The kingdom venerated Laduguer and was ruled by a priest-king who was known as the Iron Shield. Barakuir lies in the Middledark, eighty-five miles north of Altgrimmr and about six miles beneath the Surface.

Aboleth Spawn

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• No. Enc: 1 (2d3) • Alignment: Chaotic • Movement: 30' • Armor Class: 6 • Hit Dice: 4 (typically 23-28 HP), or by level if PC/NPC • BAB +4, or by class and level if any adventurer • Attacks: 1 psuedopod slap (and special), or 1 by weapon • Damage: By single weapon attack or 1d4 via pseudopod slap • Special: Consitution-based save vs DC 12 or slowed • Save: F4, or by PC level if an adventurer • Morale: 10 • Hoard: 3d4 chroma, 1d4+4 royals, 1d4+8 copper (30% it's Red Cuprous)

Experience Yielded: 600 per aboleth spawn defeated Anytime five or more aboleth spawn are found together, one of them will be a 5 HD specimen with 31 HP and with 2d4+4 royals, 3d4+4 chroma, 2d4+6 copper (35% it's Red Cuprous). This leader will have the same Morale and saving throws as its fellows, but is BAB +5 and it's slap deals 1d4+2 (or 1d4 + adventurer aboleth-spawn Strength bonus, if greater than +2). A defeated leader aboleth spawn is worth 750 xp.

Aboleth spawn appendages are coated with a sticky, numbing secretion. Unarmored creatures struck with a pseudopod must make a Constitution-based saving throw versus DC 17 or be stuck fast. Such a creature suffers a four-point penalty to AC and then a further penalty of loss of any Dexterity bonus to AC. There is a 33% chance that a humanoid so struck and stuck will have its weapon hand and arm immobilized. A stuck fast creature may make further saving throws at the beginning of each new round, with a cumulative -1 penalty.

Armored characters must make the same type of saving throw, but at a DC 15.

Any creature that begins its turn stuck fast may be automatically dealt 1d4 constriction damage by the aboleth-spawn, so long as its other appendages remain free for this purpose.

In lieu of its stuck fast ability, the aboleth-spawn may instead choose to attempt to Slow a struck victim.

Monsters

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Here is the definition of a monster.  
 

Aboleth Spawn

Beastman

Bullywug

Black Pudding

Bugbears

Cyclops

Dolgarr

Dolgrim

Dragon

Dragonbone Golem

Dragon Turtle

Duergar

Froglings

Gibbering Mouther

Giant Centipede

Giant Constrictor

Giant Spider

Geppettin

Gnolls

Goblins

Kobolds

Hydra

Hooked Horror

Lizardmen

Mandrake

Manticore

Norker

Octotoad

Orc

Owlbear

Ranine

Reborn One

Red Wyrmling

Sapphire Skeletons

Skeletons

Thessalhydra

Troll

Turtaqua

Ulitharid

Wererats (Plague)

Wood Golem

Duergar

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• No. Enc: 1 (12d3) • Alignment: Chaotic Evil • Movement: 20' • Armor Class: 6 (or by armor type) • Hit Dice: 4 (typically 23-28 HP), or by level if PC/NPC • BAB +4, or by class and level if any adventurer • Attacks: 2 • Damage: By dual-wielded axes — 1d6 + STR/magic bonuses • Special: perfect darkvision to 240 feet range • Special: paralysis, phantasms, alchemical poisons, or some types of illusion • Special: +4 to saves vs mind-affecting spells, items, and abilities • Save: F4, or by PC level if an adventurer • Morale: 10 • Hoard: 6d4 chroma, 3d4+4 royals, 2d4+8 copper (80% it's Red Cuprous, 50% black)

Experience Yielded: 600 XP per duergar Duergar should be treated as Fighters for determining their BAB. They are able to attack twice per round by dual-wielding axes. The second attack is at a -2 to-hit penalty.

Anytime five or more duergar are found together, one of them will be a leader with 5-7 HD (35-40 HP, and a 70% chance of having arcane or clerical spells. A defeated leader is worth 800 xp.

Millenia ago, the duergar were a clan of shield dwarves in the dwarven kingdom of Barakuir, located within the ancient realm of Shanatar. Clan Duergar, which venerated Laduguer as their patron, was an ambitious and powerful clan, believing that they should lead the kingdoms of Shanatar themselves.

When they were denied following the Second Spider War, Clan Duergar turned away from the other dwarven clans, paying only lip service to Shanatar's rulers. This proved a mistake when the mind flayers of Oryndoll, seeing the isolation of Barakuir, attacked the realm in about 8100 DR, enslaving or killing most of the population.

Most duergar worship Laduguer.

Damage Reduction

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Damage Reduction (abbreviated DR) is a characteristic possessed by some characters and monsters. Whatever numerical value is assigned to this characteristic, that much damage is subtracted before applying damage to the creature possessing DR.

Example: a 5th level sohei has DR 3 and gets struck by a sword for 11 damage. He actually only takes 8 of that damage.

Kevin the Giant Cave Lizard

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Kevin, the child of Tipsy and Topsy

HP: 160
Attacks: 3
Claw 1d10/Claw 1d10
Bite 2d10

If both front claws hit, Kevin's bite automatically hits for maximum damage (20 pts, or 30 if in a frenzied state) and he rakes with his hind claws for an additional 2d10 total. Kevin isn't nearly as accurate in combat as Lancaster Fox, but when he does hit, he hits hard.

Kevin can carry up to four hundred pounds without experiencing undue encumbrance. He can carry two medium size riders, so long as their weight combined with other gear doesn't exceed 400 lbs.

When carrying only light gear and Lancaster via a special saddle, Kevin can securely tread the walls and ceilings of underground caverns. He can also negotiate dangerous terrain such as razor rock and flowstone with ease.

Kevin weighs six hundred pounds, yet can squeeze through passages barely large enough for a human. He has darkvision and superior olfactory perception. He is extremely quiet in his movements, except when entering a frenzy.

When Kevin's HP are reduced to 50 or below, he enters a murderous frenzy. His THAC0 drops to 13 and add attacks listed above deal an additional 1d8 damage when they hit.

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