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.]

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