Friday, February 12, 2016

Fantasy Ireland Adventure: Keeper Hill-The Troll and the Doppelganger

KEEPER HILL
A Fantasy Core and D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


The Troll and the Doppelganger

Lord Sid (Troll) Leader of the Tipperary County Orc Clan (FC)
HD 6+36, Hp 56* Regen, AC 16 (Natural)
Fort +11, Ref +4, Will +3
Melee: 2 Claws +9 to hit 1d6+6 and Bite +4 to hit 1d6+3
*Regenerates 3 Hp each rd, except for magic (including weapons), fire, and acid damage.

[Sid is a large, loathsome, rubbery green-skinned humanoid.  He is an absolute sadist.  Loves to inflict pain.  Creepy.  Coward at heart.  Wants to destroy the Goblin clan and especially the Barghest.  His main goal is to become a major Fomorian lord.  Note that Sid, as a Troll, cannot be converted into an undead creature, at least under these circumstances.]

Lord Sid (Troll) Leader of the Tipperary County Orc Clan (5e)
HD 8d10 + 40, Hp 84, AC 15 (Natural)
Str +4, Dex +1, Con +5, Int −2, Wis −1, Cha −2
Skills: Perception +1
Darkvision 60 ft.
Passive Perception 11

Keen Smell: The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration: The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Multiattack: The troll makes three attacks: one with its bite and two with its claws.

Melee: Bite +7 to hit, 7 (1d6 + 4) piercing and 2 x Claw +7 to hit 11 (2d6 + 4) slashing

The Doppelganger (name unknown) agent of Lord Sogore (FC)
HD 4d8+4, Hp 22, AC 15 (Natural), Enhanced Init +3
Fort +4, Ref +5, Will +6
Melee: Slam +5 to hit 1d6+1
Ranged: 2 x Darts (8) +7 to hit 1d4 + Poison DC 12 Fort Sv or Stunned (with pain) 4 rds 

Disguise +9, Dopplegangers physically take another’s form.  They need to see and hear someone in person to do so.  It takes them only 1 rd to change form.  Their disguise will only drop if killed.  A True Seeing spell or some other magical sight device will see their true form, a pale, almost featureless humanoid.

Telepathic +6 (+4 Int, +2 HD)
DC 12 Sense Thoughts and Psychometry: These abilities are used to enhance their subterfuge.

[The Doppelganger is currently disguised as a Bugbear, though it is capable of taking anyone’s form.  While cool and calculating, It is becoming a bit desperate for a means of escape.  It can’t disguise Itself as undead and fool the actual undead.  It needs a mass of bodies distracting the undead for it to have a chance at sneaking off unobserved.]

The Doppelganger (name unknown) agent of Lord Sogore (5e)
HD 8d8 + 16, Hp 52, AC 14 (None)
Str +0, Dex +4, Con +2, Int +0, Wis +1, Cha +2
Deception +6, Insight +3, Passive Perception 11
Condition Immunities: charmed
Darkvision 60 ft.

Shapechanger: The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t
transformed. It reverts to its true form if it dies.
Read Thoughts: The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

Multiattack: The doppelganger makes two melee attacks.
Melee: Slam +6 to hit 7 (1d6 + 4) bludgeoning

Ambusher: The doppelganger has advantage on attack rolls against any creature it has surprised.

Surprise Attack: If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) 

Thursday, February 11, 2016

Fantasy Ireland Adventure: Keeper Hill-The Delegates Redoubt

KEEPER HILL
A Fantasy Core and D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


The Delegates’ Redoubt
2 XP for clearing this encounter

This area was originally mostly office spaces that were then converted to temporary housing.  This section was mostly unused by Billy and the Goblins.  It became lodging for the visiting delegates and their entourages.  During the undead invasion, the lords were able to hold off the attack with the area blocked off.  Thwarted, the undead encircled them to wait them out (which is a tactic the undead are good at). 

The siege was lessened as troops were drawn off to ambush the Character group.  After a violent discussion, several of the delegates and their servants broke out and made for the exit.  You already know what happened there.  Soon after the breakout, a wave of Wights overran those remaining.  (Talk about a lousy conference.  This was not worth the trip.)  Depending on how you’re playing it, the Characters may hear the last of the battle, or they will just come in after the massacre.  (Or maybe the Characters avoid this area altogether, in which case, they could be fighting them on the way back out of the complex.)

5)—4 Kobold-Zombies (see Converted undead section) are playing dead, guarding the area.  These were Mungo the Ogre’s subjects.  They were used as a distraction, so that he could try to escape.  Attacking them alerts the rest of the undead in the area, otherwise they might be caught by surprise.  Once any attack begins, the various undead forces in the area will coordinate to attempt to flank the attackers from behind.

6)—This is a staging area for newly raised Zombies.  Right now they’re just milling around, awaiting orders.  There are 4 Orc-Zombies (same as regular Zombies) and 3 Rakshasa-Zombies (Cat-men).   

7)—Here are 4 Tengu-Zombies (Bird-men), also playing dead like the Kobold-Zombies. 

8)—The corridor is a meat market of undead bodies, which are mostly (and thankfully) not playing dead; they are dead.  Right now, there are 2 Wights attempting to raise the apparently lifeless body of Sid the Troll (described in the next post).  In attendance are two raised lords: Lord Den-Zombie the Minotaur and Lady Grey Moon-Zombie, a grey Rakshasa Cat-woman with a white tail and neon blue eyes (yes, you need to read that description to the Players and for a reason).  The Wights will waste another rd trying to raise Sid, but Den will charge right in, followed immediately by Grey Moon.  As soon as the Wights turn to attack, Sid is going to get up and hit them from behind (yep, he was playing possum too.  Turnabout is fair play.  The undead won’t be able to kill the regenerating humanoid unless they energy drain him.)  

9)—At some point late in the fight, another grey Cat-woman with a white tail and neon blue eyes will exit this office.  Billy and Sid will immediately recognize her as Lady Grey Moon and will be confused by the situation, but will call to her to fight nonetheless.  If there’s an opening or a weak point in the undead attack, this Grey Moon will make for it and attempt to make a break for it.  (This is, of course, the Doppelganger.  It had managed to hide during the final attack and is now using the chaos to try to escape.)  Billy will chase after the Doppelganger, if able, or direct someone else to.  He’s just developed a nasty suspicion. 

After the Battle
From here, any number of things could happen.  If the Doppelganger escapes, the Doppelganger could likely fairly easily impersonate a Goblin or Grimlock and get out of the hill.  If caught, the Doppelganger will maintain that It is Lady Grey Moon.  Billy will want to know why she sabotaged his meeting by letting loose the undead.  It will say that the Zombie Grey Moon was actually the Doppelganger, impersonating her.  The Doppelganger must have snuck in with her entourage. 

Meanwhile, Sid the Troll is furious with Billy (somewhat rightly so) and demands compensation.  Billy has a solution.  Surely there can’t be too many more undead left, and no one knows what’s in the next level, but it appears to have been a royal residence.  “Do you think there might be some riches there?”  With the prospect of unspoiled riches on the Noble Level, Sid volunteers to investigate for a share of the loot.  Billy volunteers Grey Moon, who accepts the offer, under some distress.  If he’s not with the group, Billy calls for Sam the Gargoyle to be brought in as well, suspecting that this endeavor isn’t going to be that easy. 

For the Characters, Billy has this motivation.  The ward that was keeping the undead in the Noble Level has been broken.  There’s still probably dangerous undead up there, which are almost certainly going to come out and attack.  If they’re not stopped now, they’re going to get out of Keeper Hill.  Plus, the Characters will be in line some treasure themselves.   

Everyone is in line for at least another short rest.  If they attempt a long rest, a small force of Ghouls (x4) should attack as a probe, but quickly retreat with any losses.

Wednesday, February 10, 2016

Fantasy Ireland Adventure: Keeper Hill-Billy’s Townhouse/Town Hall/Pitch

KEEPER HILL
A Fantasy Core and D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


Billy’s Townhouse
2) This was the Mayor’s home when it was a Dwarf colony.  Billy has made it his own.  It’s actually fairly nice and normally kept clean.  It’s upholstered in various fur rugs and decent furniture (stolen from humans).  Billy keeps a fully stocked liquor cabinet (also stolen from humans and dwarves).  There’s even some taxidermy on the walls with mounted heads of Humanoids, humans, Dwarves, and Elves.  The Characters should feel very at home.  Currently, the place is a bit disheveled, as Mara ransacked it looking for Nim’s locket (which she found).

Billy will desperately want to check out his townhouse to see if the locket has indeed been stolen (though the rest of the contents of his magically locked treasure chest have been left spilled out on the floor: 50 gp and 100 sp).  On the way to see about the delegates, he may suggest going off on his own to “flank” the potential enemy.  He’ll do so, but after he’s checked out his home (so he’ll rejoin the group in 5 rds).  Billy will take a moment to collect 4 vials of his “insurance policy” against Sid the Troll, one of the delegates and his arch-enemy. Each vial is filled with a very potent acid, which causes 10 damage + stun 1 rd, 5 damage on a splash miss.  It should be noted that this acid will cause permanent damage to the Troll. 

Or, if splitting the party isn’t a popular idea, Billy could insist on visiting his townhouse with the Characters before or after checking on the delegates.  He’ll tell them to wait outside.  After a minute, they’ll hear him scream, “Nooo!  Where is it!  Where is it!”  He’ll return outside (with the acid) and refuse to answer any questions.

Town Hall
3) At least it was a town hall when the hill was in Dwarvish hands.  This is where Billy was holding the feast for his invited delegates before the undead attack.  There are low tables, floor cushions, and random bits of spoiled food and bad drink scattered around the pillared chamber.  In the panicked rush of the attack, Billy left his prize Black Mirror behind.  The Elves will detect it on their way to find Apollos and will attempt to retrieve it. 

What happens depends on who’s around.  If Billy’s by himself, he’ll see them, take note of it, but won’t engage them at this point.  If he’s with the Character group, Billy will want to attack, assuming anyone with him will back him up.  The Characters might be better served in trying to stop the fight (again 1 XP or Inspiration for keeping the peace).  The Elves will still feel their previous deal is in force and that they are entitled to get back their centaur, if not help in doing so.  Billy wants that mirror back or at least something equivalent to it.  The Elves aren’t willing to fight over it (at this point they’re definitely not doing any more favors for Lady Nim).  Perhaps some trade or service could be brokered.  (Perhaps the Elves may offer to use their Crystal Ball to help find Billy’s locket.)

Alternately, you may wish to have the group run back into the Elves later, when they get to the Security Station.    

Pitch/Garbage Dump
4) This cavern was turned to a small sports field, a pitch, for Dwarvish Rules Football and Dwarvish Hurling (played with axes instead of clubs).  There are even stone bleachers and a small ticket office at the entrance.  Unfortunately, as the Elvish siege continued this area became the unofficial garbage dump.  The Goblins have unfortunately continued that tradition.

There is a set of magical lights overhead to keep things growing, though they are currently flickering and subject to blackouts.  If you can believe it, there was also a working sprinkler system installed in the ceiling to keep the grass fresh.  Of course, it’s ruined now, but seasonal rainstorms filter their way inside down to the field, making the muddy puddles here the only source of water on this level (though the Goblins prefer to use the tanks below). 

The only other “good” thing about this chamber is that given the size and amount of garbage, the Pitch is a good hiding place for the Characters.  Of course, the downside of garbage and rain is a nasty population of vermin.  A few Giant Rats will be brave enough to attack the party, if they think their guard is down.   

Giant Rat (FC) (x6)
HD ½, Hp 2, AC 12 (Natural)
Fort +0, Ref +0, Will +0
Melee: Bite +0 to hit 1d3

Giant Rat (5e) (x4)
HD 2d6, Hp 7, AC 12 (Natural)
Str −2, Dex +2, Con +0, Int −4, Wis +0, Cha −3
Darkvision 60 ft.
Keen Smell: The rat has advantage on Wisdom (Perception) checks that rely on smell.
Passive Perception 10
Pack Tactics: The rat has advantage on an attack roll against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Melee: Bite +4 to hit 4 (1d4 + 2) piercing

Tuesday, February 9, 2016

Fantasy Ireland Adventure: Keeper Hill-Entry Encounter

KEEPER HILL
A Fantasy Core and D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)

Entry
2 XP for getting past this encounter. 

1) Here’s where the undead were planning on ambushing the Characters and their allies (hopefully they still have some).  Unfortunately for them, when the troops besieging the Formorian delegates holed up on this level were drawn off, several of the humanoids made a break for it and ran right into the ambush.  Neither side was prepared for this particular conflict, but the undead eventually prevailed.

The group may be resting after clearing the Work Level or might be pressing on right after doing so.  In either case, furious barking sounds are heard up the ramp.  A small pack of dangerous-looking dogs comes scampering down, barking at something behind them.  Any Formorians will recognize them as the pets of one of the delegates, Lady Hagar.  Billy will want to immediately charge up the ramp, hoping that his guests are somehow still alive. 

Given that there’s no telling what happened to the party on the previous level, it’s hard to say who’s going to be going with the Characters.  The Elvish strike force definitely, as will the dogs (who will follow the Formorians or whoever feeds them).  Billy and Sarn will go, if they’re available.  Sam will go, but only if Billy is not available.  Magnus will go, if Billy and Sam aren’t available.

A really bad smell will manifest as the group takes the turn up the ramp.  At the top of the ramp on the Residence Level stands a Bugbear, Lady Hagar (stats are in the Converted Undead section later).  The dogs are now barking like berserkers, and she will not answer to any calls and will retreat from the ramp.  Turning to them after they enter the level, it’s obvious, she’s become undead.  At the entrance, it’s a veritable charnel house of Humanoid and undead bodies.  Bounding out behind Hagar, 4 Ghasts appear and move to attack.  These creatures turned the tide in the battle and are the source of the bad smell.  Everyone needs to start making a Saving Throw against it (see the monster description in Minor Undead Section).

Meanwhile in corridor behind them, a Wight can be seen raising the body of a Gnoll into a Zombie.  (Don’t roll a “Spot Check.”  Just say it.)  The next rd, he moves to another Gnoll and starts to raise it.  The next rd, he moves over to raise Mungo the Ogre, a very large, dangerous-looking Humanoid, even when dead.  Hopefully, the Players will recognize the threat.  (The Gnolls and the Ogre are also in the Converted Undead section.)  If the Ogre isn’t raised here and the body isn’t dealt with, it could still be raised by another Wight later.  (Just a thought.)

Irish Wolf Hound (Dire Wild Dog) (FC) (x2)
HD 2+4, Hp 13, AC 14 (Natural)
Fort +5, Ref +5, Will +2
Melee: Bite +3 to hit 1d6+3
Detection +4

Irish Wolf Hound (Mastiff) (5e) (x4)
HD 1d8 + 1, Hp 5, AC 12 (Natural)
Str +1, Dex +2, Con +1, Int −4, Wis +1, Cha −2
Perception +3, Passive Perception 13
Keen Hearing and Smell: The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Melee: Bite +3 to hit 4 (1d6 + 1) piercing, if the target is a creature, it must
succeed on a DC 11 Strength saving throw or be knocked prone.


Developments from the Battle
Again, there’s no telling what the group looks like after the battle.  It would again be preferable that Billy survives, but it isn’t necessary.  If he isn’t around or if the party is short-handed, Sam or Magnus could arrive to join the group (having just finished mopping up the lower level).  The dogs will follow the Humanoids.  They’ll even follow the humans, if fed by them.   

The Elves will desert the group during the fight, so that they can look for Apollos and the mirror.  (What?  You expected better from Elves?  The group was just a means to an end to get them into the level.)  They might leave if the group starts losing, or perhaps if the group has things well in hand.  The Elves will not attack the humans however, unless the humans attack them.  The Elves might even be willing to work with the party again, but only if it’s in their interests.  (If all the Humanoids are wiped out, perhaps the Elves and Humans formally join forces for this level.)

Give the group a short rest and a reprieve from any attacks after the battle.  You may wish to allow the Characters to explore around a bit, especially if they’ve been left alone.  If you wish to spur the action forward, they could hear the distant sounds of battle coming from down the corridor, where the delegates were housed.  Billy will want to investigate.  The rest of the encounters will be written using that premise, but improvise as you will.    

Monday, February 8, 2016

Fantasy Ireland Adventure: Keeper Hill-Converted Undead

KEEPER HILL
A Fantasy Core and D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


Converted Undead
These are some special undead encountered on this level.

Lady Hagar (Bugbear-Zombie) (FC)
HD 3d8+3, Hp 27, AC 17 (Leather, Light Wooden Shield)
Fort +4, Ref +0, Will +1
Melee: Morningstar +5 to hit 1d8+2

Lady Hagar (Bugbear-Zombie) (5e)
HD 5d8 + 5, Hp 40, AC 16 (hide armor, shield)
Str +2, Dex +0, Con +3, Int −1, Wis +0, Cha −1
Passive Perception 10
Melee: Morningstar +4 to hit, 11 (2d8 + 2) piercing

Gnoll/Rakshasa (or Cat-people)-Zombie (FC)
HD 2+2, Hp 18, AC 15 (Leather, Heavy Steel Shield)
Fort +4, Ref +0, Will +0
Melee: Bite +3 to hit 1d6+2

Gnoll/Rakshasa (or Cat-people)-Zombie (5e)
HD 5d8, Hp 40, AC 15 (hide armor, shield)
Str +2, Dex +0, Con +2, Int −2, Wis +0, Cha −2
Passive Perception 10
Melee: Bite +4 to hit 4 (1d4 + 2) piercing

Lord Mungo (Ogre-Zombie) (FC)
HD 4d8+11, Hp 43, AC 16 (Hide Armor)
Fort +6, Ref +0, Will +1
Melee: Greatclub +8 to hit 2d8+7

Lord Mungo (Ogre-Zombie) (5e)
HD 7d10 + 21, Hp 70, AC 11 (hide armor)
Str +4, Dex −1, Con +3, Int −3, Wis −2, Cha −2
Darkvision 60 ft.
Passive Perception 8
Melee: Greatclub +6 to hit 13 (2d8 + 4) bludgeoning

Kobold/Tengu-Zombie (FC)
HD 2 (d6), Hp 6, AC 12 (None)
Fort +4, Ref +0, Will -1
Melee: Claw +2 to hit, 1d6

Kobold/Tengu-Zombie (5e)
HD 2d6, Hp 6, AC 12 (Natural)
Str −2, Dex +0, Con +1, Int −1, Wis −2, Cha −1
Darkvision
Passive Perception 8
Melee: Claw +4 to hit 4 (1d4 + 2) piercing

Lady Grey Moon (Rakshasa-Zombie) (FC)
HD 7, Hp 56, AC 15 (None)
Fort +8, Ref +3, Will +6
Melee: 2 att/rd, Claw +8 to hit 1d8+1

Lady Grey Moon (Rakshasa-Zombie) (5e)
HD 5d10 + 10, Hp 60, AC 12 (None)
Str +3, Dex +1, Con +4, Int +0, Wis +1, Cha −1
Passive Perception 13
Pounce: If Grey Moon can attack from surprise or against a distracted opponent, they leap 20’.  If their attack succeeds, it causes double damage and that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, she can make a bite attack against it as a bonus action.
Multiattack: Grey Moon makes two attacks: one with its Bite and one with its claws.
Melee: Claw +5 to hit, 7 (1d8 + 3) slashing and Bite +5 to hit, 8 (1d10 + 3) piercing

[Note: These stats are for a modified Tiger with a little Zombie.  The cat lady moves a bit faster than the average Zombie.]

Lord Den (Minotaur-Zombie) (FC)
HD 6d8+12, Hp 52, AC 14 (None)
Fort +6, Ref +0, Will +5
Melee: Greataxe +9 to hit 3d6+6 or Gore +9 to hit 1d8+4
Powerful Charge: Usual opening attack if given enough space to run.  Gore attack does 4d6+6, may effect up to two opponents.  Can normally only be done once per encounter.

Lord Den (Minotaur-Zombie) (5e)
HD 9d10 + 27, Hp 76, AC 14 (natural armor)
Str +4, Dex +0, Con +3, Int −2, Wis +3, Cha −1
Passive Perception 17
Melee: Greataxe +6 to hit 17 (2d12 + 4) slashing
Or Gore +6 to hit 13 (2d8 + 4) piercing

Charge: If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Friday, February 5, 2016

Fantasy Ireland Adventure: Keeper Hill-Residence Level

KEEPER HILL
A Fantasy Core and D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)



          The Troll and the Doppelganger
Security Station


RESIDENCE LEVEL “HARD ROCK”
Keeper Hill was more than the underground facilities.  There was a thriving Dwarf community outside the hill where most of the workers lived.  Underground living and work space obviously isn’t optimal or inexpensive to build, but with the 24 hour nature of the mine, miners and clerks needed to be on site all of the time.  Some communal space and even small playing pitch for sports were added for recreation.  During the Elvish siege, the office space quickly became improvised living quarters.  Unfortunately, the facilities were accommodating far too many people.  Food, water, and waste disposal systems quickly broke down.  Before the end, this level was essentially an underground third world slum neighborhood.

The current residents have done little to improve the d├ęcor.  The Goblins and Hobgoblins have turned the level into a flophouse.  Their apartments contain only rubbish, fur skins, primitive weapons, some brackish water, and scraps of highly questionable meat (depending on the Characters’ rations, this might be a God send).     

The residences and offices are two-level apartments with very Spartan facilities.  There were stalls that once sold food and other small goods by some of the apartments.  There are only a few buildings worth mentioning, such as the Meeting Hall and the Mayor’s (Billy’s) Townhouse, and the small Courtyard with the Shrine and Fountain (currently dried out). 

Thursday, February 4, 2016

Fantasy Ireland Adventure: Keeper Hill-Elvish Strike Force Stats

KEEPER HILL
A Fantasy Core and D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)

Elvish Strike Force Stats

Elvish Warrior (FC) (x4)
1st level Elf Warrior, Hp 6, AC 17 (+1 magical Elvish chain mail suit)
Fort +0, Ref +4, Will +4
Melee: +1 Rapier +4 to hit 1d6+2
Ranged: +1 Magic Longbow +4 to hit 1d8+1

Spellcheck +3 to cast, Save Against DC 13, 3 failures/encounter
Burning Hands: 7 fire damage + 1d4 continuing damage until extinguished. (Ref Sv all damage) Close Range.
Magic Missile: 7 impact damage + Knocked down. (Ref Sv all damage) Short range.
Shield: Invisible disc gives + 4 to AC, blocks magic missiles. Encounter.

+3 Detection, Find, Stealth skill, Tracking skill
First Aid skill
Immune to sleep, charm, and paralysis

Elvish Ranger (5e) (x2)
1st level Ranger, Hp 11, AC 17 (+1 Studded Leather, Shield)
Str +1 (+5), Dex +4 (+6), Con +1, Int +0, Wis +2, Cha +0
Animal Handling +3, Athletics +5, Insight +3

Melee: +2 Shortsword +8 to hit, 9 (1d6 +6) slashing
Ranged: +2 Longbow +4 to hit (range 80/320 ft.) 5 (1d6+2) piercing

Favored Enemy: Orcs, half-orcs, and giants. Ad­vantage on Insight,
Investigation, Nature, and Perception skill checks related to those three races.

Elvish Druid (5e) (x2)
1st Level Druid, Hp 9, AC 17 (+2 Leather, Wooden Shield)
Str +1, Dex +2, Con +1, Int +0 (+2), Wis +3 (+5), Cha +1
Medicine +5, Survival +5, Darkvision
Advantage on saving throws vs. charm, Cannot be put to sleep by magic

Melee: +2 Scimitar +6 to hit 9 (1d8 + 4), slashing
Ranged: +2 Longbow +4 to hit (range 80/320 ft.) 5 (1d6+2) piercing

Spellcasting: Attack Bonus +5; Saving Throws against spells DC 13.

1st Level (2)
Cure Wounds: 1d8+5
Burning Hands: 3d6 fire, ½ dam with Sv

[Note: These two 5e Elves are adapted from Goodman Games’ The Wizard’s Amulet adventure.]

Duke Torren (Half-Elf Noble) (FC)
HD 6, Hp 36, AC 17 (+2 magical Elvish chain mail shirt), Enhanced Init +3
Fort +2, Ref +8, Will +5

Melee: +1 Rapier +10 to hit 1d6+4
Ranged: +1 Magic Longbow +10 to hit 1d8+1 (10 arrows)

Spellcheck +5, Save Against DC 15, 3 failures/encounter

1st Level Spells, DC 13 to cast
Magic Missile: 9 impact damage + Knocked down. (Ref Sv all damage) Short range.
Shield: Invisible disc gives + 4 to AC, blocks magic missiles. Encounter.

2nd Level Spell, DC 14 to cast
Web: Fills 20-ft.-radius spread with sticky spiderwebs. Entangled 4 rds (Ref Sv to avoid. DC 18 Str to break or Escape Artist skill)

3rd Level Spells, DC 15 to cast
Dispel Magic: Cancels magical spells and effects. Roll a normal spellcheck to cast, then also compare that to DC 11 + ½ the original caster’s level.  Both must be successful to dispel the magic.  If the just the spellcheck is successful, it doesn't count as a spell failure (Caster Check)
Displacement: Successful attacks miss subject 50%. Encounter.
Fly: Subject flies at speed of 60 ft./rd, 6 turns
Hold Person: Paralyzes one humanoid for 6 rds. (Will Sv)
Lightning Bolt: 11 electrical damage + Stun 1 rd + Knocked Down. (Ref Sv ½ damage) Medium range.

Baron Louis (Fey Pixie)
HD 1 (d6), Hp 6, AC 18 (none) Enhanced Init +4
Fort +0, Ref +6, Will +4

Melee: +1 Rapier +6 to hit 1d6+1
Ranged: +1 Repeating Pistol Bow +6 to hit 1d4 + 1 + Poison DC 18 Fort Sv or Paralyze 1 turn (5 shots)
Can Fly

Spell-Like Abilities: Can automatically cast each once per encounter/turn
Ghost Sound or Lights: DC 12 Will Sv to distract
Greater Invisibility: Can remain invisible even when attacking.  0 Bonuses for any attacker to hit, +4 to Saving Throws.  Invisibility is disrupted by any hit.   
Mirror Image: Creates 4 decoy duplicates (illusions) until touched or successfully attacked or Encounter/turn.  DC 18 Will Sv to disbelieve them.
Dispel Magic: Cancels magical spells and effects up to a 6th level caster.
Glitterdust: Blinds creatures, outlines invisible creatures. Fills confined area or 20' sq. Encounter. (DC 18 Ref Sv)

[The Duke and the Baron are from the Endless Night ***link*** adventure.  I’m presuming they’re both still alive anyway.  Torren is still a prick, but it’s because he’s compensating for his mixed heritage.]

Vassily (Banshee) (5e)
HD 13 (d8), Hp 58, AC 12 (Natural)
Str -5, Dex +2, Con +0, Int +1, Wis +0 (+2), Cha +3 (+4)
Darkvision 60 ft., Passive Perception 10

Damage Resistances: acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: cold, necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Melee: Corrupting Touch Spell Attack: +4 to hit, 12 (3d6 + 2) necrotic
[I’m assuming this attack does work on corporeal undead creatures.]
Ranged: Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the banshee’s Horrifying Visage for the next 24 hours.
Wail (1/Day). The banshee releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.

Detect Life: The banshee can magically sense the presence of living creatures up to 5 miles away. She knows the general direction they’re in but not their exact locations.
Incorporeal Movement: The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.


[Now this is truly a mystery worthy of investigation.  Banshees are perished female elves that are chained to the mortal realm.  Sometimes they haunt a specific area, sometimes a specific human clan, sometimes they are in service to a human clan.  What is Vassily’s story that she is able to move around freely and work for the Elves?  An unheard of half-elf banshee, perhaps?  If Vassily is at some point the only survivor of the Elf group, I have to think she’ll disappear and return to the Otherworld, but it’s up to you, depending on how the rest of the group is doing.]