Banewarrens Chapter 4

All windows and doors are locked (DC 24)

  • Alarm on the Window (300 xp) * DC 28 to notice. * DC 28 to disable with Thievery, 26 with Arcana * If the alarm goes off +10 vs Will, character will not enter the house, save ends

Dungeon Area 1

  • Trapped Floor (250xp)
  • 5 Posion Dart Traps
  • DC 22 to notice Dart Holes
  • DC 25 to Notice Trigger Plates in Floor
  • +11 Vs AC 1d8+2 5 ongoing save ends
  • DC 28 Thievery to Disable or Insight to Avoid

Area 2 Fire Trap (300 XP)

  • DC 24 to Notice
  • Close Burst 3
  • 10+ Vs Reflex
  • 4d6+4 fire damage plus 5 ongoing save ends
  • DC 26 Thievery or Arcana to disable

All Doors are DC 28 to unlock as well as the 2 chests.

Area 6

Secret Door Dc 30 to Spot DC 30 to Pick

3 Traps (500 xp each)

  • Slay Living
  • DC 28 to Notice
  • +12 vs Fort 4d10+5 (If reduced to 0 HP; slain)
  • DC 30 Arcana or Thievery to Disable
  • Disintegrate
  • DC 28 to Notice
  • +12 vs Fort 4d10+5 (If reduced to 0 HP; turned to Dust)
  • DC 30 Arcana or Thievery to Disable
  • Teleport
  • DC 28 to Notice
  • +12 vs Will Teleported to Ocean off the coast.
  • DC 30 Arcana or Thievery to Disable
  • False Chest
  • DC 28 to open
  • +12 vs Will for illusion on coins

DC 28 to spot Secret Door, Arcane Lock DC 30 to open, boxes and chests are DC 30 to open

2 Combat Encounters

After robbing the vault or if they set off a trap a group of House Vlaadamm Gaurds will respond.

Guards Level 7 Encounter (1200 xp)

  • Dragonborn Gladiator Level 10 Soldier
  • Medium natural humanoid XP 500
  • Initiative +9 Senses Perception +6
  • HP 106; Bloodied 53; see also dragonborn fury
  • AC 24; Fortitude 23, Refl ex 20, Will 21
  • Speed 5
  • m Bastard Sword (standard; at-will) Weapon
  • +15 vs. AC (+16 while bloodied); see also lone fighter; 1d10 + 5
  • damage.
  • M Finishing Blow (standard; at-will)Weapon
  • Target must be bloodied; +15 vs. AC (+16 while bloodied); 2d10 +
  • 5 damage, and the dragonborn gladiator’s allies gain a +2 bonus to
  • attack rolls until the end of the dragonborn gladiator’s next turn.
  • C Dragon Breath (minor; encounter)Fire
  • Close blast 3; +12 vs. Reflex (+13 while bloodied); 1d6 + 4 fire
  • damage.
  • Dragonborn Fury (only while bloodied)
  • A dragonborn gains a +1 racial bonus to attack rolls.
  • Gladiator’s Strike
  • When the dragonborn gladiator hits an enemy with an
  • opportunity attack, the target is knocked prone.
  • Lone Fighter
  • The dragonborn gladiator gains a +2 bonus to melee attack rolls
  • when adjacent to only one enemy.
  • Alignment Any Languages Common, Draconic
  • Skills Athletics +15, History +7, Intimidate +15
  • Str 21 (+10) Dex 15 (+7) Wis 12 (+6)
  • Con 18 (+9) Int 10 (+5) Cha 16 (+8)
  • Equipment scale armor, bastard sword

4 Human Bersekers (700 xp)

  • Human Berserker Level 4 Brute
  • Medium natural humanoid XP 175
  • Initiative +3 Senses Perception +2
  • HP 66; Bloodied 33; see also battle fury
  • AC 15; Fortitude 15, Refl ex 14, Will 14
  • Speed 7
  • m Greataxe (standard; at-will) Weapon
  • +7 vs. AC; 1d12 + 4 damage (crit 1d12 + 16).
  • M Battle Fury (free, when first bloodied; encounter)
  • The human berserker makes a melee basic attack with a +4
  • bonus to the attack roll and deals an extra 1d6 damage on a hit.
  • R Handaxe (standard; at-will) Weapon
  • Ranged 5/10; +5 vs. AC; 1d6 + 3 damage.
  • Alignment Any Languages Common
  • Skills Athletics +9, Endurance +9
  • Str 17 (+5) Dex 12 (+3) Wis 11 (+2)
  • Con 16 (+5) Int 10 (+2) Cha 12 (+3)
  • Equipment hide armor, greataxe, 2 handaxes

As they exit the estate, the urban werewolves attack, and hopefully Nicolon gets away.

Werewolves Level 10 Encounter (2600 xp)

4 Werewolves (1400)

  • Werewolf Level 8 Brute
  • Medium natural humanoid (shapechanger) XP 350
  • Initiative +7 Senses Perception +11; low-light vision
  • HP 108; Bloodied 54
  • Regeneration 5(if the werewolf takes damage from a silver
  • weapon, its regeneration doesn’t function on its next turn)
  • AC 20; Fortitude 20, Refl ex 19, Will 18
  • Immune moon frenzy (see below)
  • Speed 6 (8 in wolf form)
  • Greatclub (standard; at-will)Weapon
  • +12 vs. AC; 2d4 + 4 damage; see also blood rage.
  • Bite (standard; at-will) Disease
  • +12 vs. AC; 1d6 + 4 damage, and the target takes ongoing 5
  • damage (save ends) and contracts moon frenzy (see below); see
  • also blood rage.
  • Blood Rage
  • The werewolf’s melee attacks deal 4 extra damage against a
  • bloodied target.
  • Change Shape (minor; at-will) ✦ Polymorph
  • A werewolf can alter its physical form to appear as a gray wolf or
  • a unique human (see Change Shape, page 280). It cannot use its
  • bite attack in human form and cannot make greatclub attacks in
  • wolf form.
  • Alignment Evil Languages Common
  • Skills Bluff +9, Insight +11, Intimidate +9, Nature +11
  • Str 19 (+8) Dex 16 (+7) Wis 14 (+6)
  • Con 18 (+8) Int 10 (+4) Cha 11 (+4)
  • Equipment leather armor, greatclub

1 Werewolf Leader (Were Tiger 1200 xp)

  • Weretiger Level 11 Elite Skirmisher
  • Large natural humanoid (shapechanger) XP 1,200
  • Initiative +9 Senses Perception +12; low-light vision
  • HP 172; Bloodied 86
  • Regeneration 10
  • AC 25: Fortitude 23, Reflex 22, Will 22
  • Immune moon rage; Vulnerable silver (if the weretiger takes
  • damage from a silver weapon, its regeneration does not
  • function on its next turn)
  • Saving Throws +2
  • Speed 6 (8 in tiger form)
  • Action Points 1
  • Katar (standard; usable only while in humanoid form; at-will)
  • Weapon
  • +16 vs. AC; 2d6 + 6 damage (crit 4d6 + 18). Bite (standard; usable only while in tiger form; at-will) •
  • Disease
  • +16 vs. AC; 1d8 + 5 damage, and the target is exposed to moon
  • rage (see below).
  • Feline Fury (standard; at-will)
  • The weretiger makes two melee basic attacks. It shifts 1 square
  • between the attacks.
  • Pounce (standard; usable only when charging; recharge 5-6)
  • +16 vs. AC; 2d8 + 5 damage, and the target is pushed 1 square
  • and knocked prone. The weretiger then shifts into the target’s
  • vacated space.
  • Slashing Recoil (immediate reaction, when an attack misses the
  • weretiger; at-will)
  • The weretiger makes a melee basic attack and shifts 2 squares.
  • Change Shape (minor; at-will) Polymorph
  • A weretiger can alter its physical form to appear as a dire tiger
  • or a unique humanoid (see “Change Shape,” page 216).
  • Alignment Evil Languages Common
  • Skills Acrobatics +12, Bluff +11, Insight +12, Stealth +12
  • Str 17 (+8) Dex 14 (+7) Wis 14 (+7)
  • Con 15 (+7) Int 12 (+6) Cha 13 (+6)
  • Equipment leather armor, 2 katars

Banewarrens Chapter 4

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