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18:58, 19th April 2024 (GMT+0)

Challenges.

Posted by DM PaulFor group 0
DM Paul
GM, 17 posts
Sun 18 Apr 2021
at 23:46
  • msg #1

Challenges

Please do not post to this thread.

Here I will be posting the stat blocks and other information for the challenges the PCs will face. I will try to keep it stable, but I might need to make changes due to typos or other errors.

You are welcome to look at and use any of the information posted here. You are also allowed to not know any of the information here. If there is serious confusion stemming from that lack of knowledge, I will direct players to check this thread.
This message was last edited by the GM at 16:54, Mon 19 Apr 2021.
DM Paul
GM, 20 posts
Mon 19 Apr 2021
at 16:50
  • msg #2

The Claw

Emerald Claw Trooper

Spoiler text: (Highlight or hover over the text to view)
Medium natural humanoid, human
Level 2 Minion
XP 31
Initiative +1        Senses Perception +2
HP 1; a missed attack never damages a minion; see also fanatic
AC 18; Fortitude 16, Reflex 13, Will 14
Speed 5
m Flail (standard, at-will) ✦ Weapon
+8 vs AC; 4 damage.
Fanatic (requires a flail, when reduced to 0 hit points)
The Emerald Claw trooper makes a melee basic attack against an adjacent enemy.
Alignment Evil        Languages Common
Str 16 (+4)      Dex 11 (+1)      Wis 12 (+2)
Con 12 (+2)      Int 10 (+1)      Cha 10 (+1)
Equipment: surcoat, chainmail, flail, heavy shield.



Emerald Claw Sergeant

Spoiler text: (Highlight or hover over the text to view)
Medium natural humanoid, human
Level 2 Skirmisher (Leader)
XP 125
Initiative +4        Senses Perception +1
HP 37; Bloodied 18; see also fanatic
AC 16 (18 with heavy shield); Fortitude 14, Reflex 14 (16 with heavy shield), Will 14
Speed 5
m Flail (standard, at-will) ✦ Weapon
+7 vs AC; 1d10+1 damage, and one of the Emerald Claw sergeant's allies within 5 squares of it can shift 1 square.
R Crossbow (standard, at-will) ✦ Weapon
Ranged 15/30; +7 vs AC; 1d8+1 damage.
Combat Advantage
An Emerald Claw sergeant deals 1d6 extra damage on melee and ranged attacks against any creature granting combat advantage to it.
Fanatic (requires a flail, when reduced to 0 hit points)
The Emerald Claw sergeant makes a basic attack against an enemy that is adjacent to it.
Alignment Evil        Languages Common
Skills Intimidate +7
Str 17 (+4)      Dex 12 (+2)      Wis 11 (+1)
Con 13 (+2)      Int 10 (+1)      Cha 12 (+2)
Equipment: crossbow, crossbow bolts (20), flail, heavy shield, scale armor.



Emerald Claw Knight

Spoiler text: (Highlight or hover over the text to view)
Medium natural humanoid, human
Level 2 Soldier
XP 125
Initiative +2        Senses Perception +1
HP 38; Bloodied 19; see also fanatic
AC 19; Fortitude 15, Reflex 14, Will 13
Speed 5
m Flail (standard, at-will) ✦ Weapon
+9 vs AC; 1d10+4 damage, and the target is marked until the end of the Emerald Claw knight's next turn.
M Smashing Strike (standard; requires flail, at-will) ✦ Weapon
+9 vs AC; 1d10+4 damage, the knight slides the target 1 square, and the target is marked until the end of the knight's next turn.
Fanatic (requires a flail, when reduced to 0 hit points)
The Emerald Claw knight makes a melee basic attack against an adjacent enemy.
Alignment Evil        Languages Common
Skills Intimidate +7
Str 17 (+4)      Dex 11 (+1)      Wis 10 (+1)
Con 14 (+3)      Int 14 (+3)      Cha 13 (+2)
Equipment: surcoat, flail, heavy shield, scale armor.



Gravehound

Spoiler text: (Highlight or hover over the text to view)
Medium natural animate (undead)
Level 2 Brute
XP 125
Initiative +1        Senses Perception +1; darkvision
HP 44; Bloodied 22
AC 13; Fortitude 13, Reflex 11, Will 10
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 8
m Bite (standard, at-will) ✦ Necrotic
+6 vs AC; 1d6+3 damage, and the target takes ongoing 5 necrotic damage (save ends) and is knocked prone if it is Medium size or smaller.
M Death Jaws (when reduced to 0 hit points) ✦ Necrotic
The gravehound makes a bite attack against a target within its reach.
Zombie Weakness
Any critical hit to the zombie reduces it to 0 hit points instantly.
Alignment Unaligned        Languages -
Str 16 (+4)      Dex 13 (+2)      Wis 10 (+1)
Con 14 (+3)      Int 1 (-4)       Cha 3 (-3)


This message was last edited by the GM at 01:33, Thu 06 May 2021.
DM Paul
GM, 95 posts
Thu 17 Jun 2021
at 06:35
  • msg #3

Misguided Homunculi

Clay Scout

Spoiler text: (Highlight or hover over the text to view)
Level 2 Lurker
Small natural animate (construct, homunculus) XP 125
Initiative +7 Senses Perception +6; darkvision
HP 31; Bloodied 15
AC 16; Fortitude 13, Reflex 14, Will 15
Immune disease, poison
Speed 6, fly 3 (clumsy)
m Bite (standard; at-will) ✦ Poison
+3 vs. AC; 1d6 damage, and the homunculus makes a secondary attack against the same target. Secondary Attack: +2 vs. Fortitude; the target is slowed (save ends). See also guard object.
R Mind Touch (standard; at-will) ✦ Psychic
Ranged 10; +5 vs. Reflex; 1d6 + 3 psychic damage, and the target is dazed (save ends); see also guard object.
Guard Object
The clay scout gains a +4 bonus to attack rolls against targets adjacent to or carrying its guarded object.
Limited InvisibilityIllusion
The clay scout is invisible to dazed creatures.
Redirect (immediate interrupt, when targeted by a melee or a ranged attack; at-will)
The clay scout makes an attack against the attacker: +4 vs. Will; the triggering attack targets a creature adjacent to the clay scout instead (as chosen by the clay scout).
Alignment Unaligned Languages
Skills Stealth +8
Str 10 (+1) Dex 15 (+3) Wis 10 (+1)
Con 13 (+2) Int 10 (+1) Cha 16 (+4)



Iron Defender

Spoiler text: (Highlight or hover over the text to view)
Level 3 Soldier
Medium natural animate (construct, homunculus) XP 150
Initiative +5 Senses Perception +6; darkvision
HP 47; Bloodied 23
AC 18; Fortitude 16, Reflex 15, Will 13
Immune disease, poison
Speed 6
m Bite (standard; at-will)
+8 vs. AC; 1d8 + 3 damage.
M Guard Creature (immediate reaction, when an adjacent enemy attacks the creature guarded by the iron defender; at-will)
The iron defender makes a bite attack against the enemy.
Pursue and Attack
When the iron defender makes an opportunity attack, it shifts 1 square before or after the attack.
Alignment Unaligned Languages
Str 16 (+4) Dex 15 (+3) Wis 11 (+1)
Con 15 (+3) Int 5 (–2) Cha 8 (+0)



Saving Gunther

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An assassin's bolt has felled the poor shopkeeper. He has moments to live!
Level: 2;  Complexity: 2; XP: 250
Successes: [X][X][X][X][ ][ ]
curative admixture
lay on hands
Heal check
Arcana check
Failures: [X][ ][ ]
Failed save.
Arcana, Heal, Religion (DC 13) are some of the ways to attend to Gunther and buy him some time. The final success must be a Hard (DC 20) Heal check to close his wounds.
Every round Gunther is not attended to (given some kind of medical care) incurs one failure. If he is attended to during a round, he may make a save to avoid a failure.



Iron Cobra

Spoiler text: (Highlight or hover over the text to view)
Level 4 Skirmisher
Medium natural animate (construct, homunculus) XP 175
Initiative +5 Senses Perception +8; darkvision
HP 59; Bloodied 29
AC 18; Fortitude 18, Reflex 16, Will 15
Immune disease, poison
Speed 7; see also slithering shift
m Bite (standard; at-will) ✦ Poison
+9 vs. AC; 1d8 + 3 damage, and ongoing 5 poison damage (save ends).
R Poison the Mind (standard; recharge ⚂ ⚃ ⚄ ⚅ ) ✦ Psychic
Ranged 10; affects only creatures taking ongoing poison damage; +6 vs. Will; the target is dazed and slowed (save ends both); see also guard area.
Guard Area
An iron cobra can use its poison the mind power against any creature in its guarded area, even if the power hasn’t recharged and even if the target isn’t taking ongoing
poison damage. This iron cobra's guarded area is the area inside the storeroom and the three squares in front of it.
Slithering Shift (move; at-will)
The iron cobra shifts 3 squares as a move action.
Alignment Unaligned Languages
Skills Stealth +10
Str 17 (+5) Dex 15 (+4) Wis 13 (+3)
Con 19 (+6) Int 5 (-1) Cha 12 (+3)


This message was last edited by the GM at 18:46, Sun 29 Aug 2021.
DM Paul
GM, 180 posts
Sat 23 Oct 2021
at 19:08
  • msg #4

Evade the Daask search party

Evade the Daask search party SUCCESS!
You're in Daask territory. But maybe you can get through it faster than they can.
[X][X][X][X]
Frug's Nature
Sietnyas's Perception
[ ][ ][ ]
DC: Generally moderate (14).
This challenge is about being tracked through a dark and mostly uninhabited part of Sharn by a group of Daask gang members who seem to have some sort of scenting ability.
I'll generally call for a roll if the PCs do something to make their own path easier or make the trackers' job harder.
Acrobatics, Arcana, Athletics, Bluff, Endurance, History, Insight, Intimidate, Nature, Perception, Stealth, Streetwise and Thievery are probably applicable.
Diplomacy, Dungeoneering, Heal and Religion seem less applicable.
This message was last edited by the GM at 21:31, Fri 07 Jan 2022.
DM Paul
GM, 209 posts
Sat 8 Jan 2022
at 18:52
  • msg #5

Emerald Claw surveillance and harassment

The Emerald Eye

Spoiler text: (Highlight or hover over the text to view)
Level: 3 Complexity:XP: 300
Your interference will not be tolerated and you must be made an example of.
Successes: [X][ ][ ][ ][ ][ ]
Failures: [X][ ][ ]
What's going on? The Emerald Claw has identified the PCs as troublemakers and are keeping tabs on them, working up a file on their activities and abilities.
What is the challenge?
Avoid surveillance: This is impossible unless the party knows is being watched. Once it is known, PCs can take actions that trigger Bluff, Stealth or Streetwise rolls to shake any tails.
Confront pursuers: Depending on the plan, this might involve Athletics, Bluff, Stealth or something else.
Players will not earn failures for failed rolls, but can earn successes with successful rolls. On a success, the party will be free of surveillance until their next short rest or until they begin an extended rest. A PC who makes an attempt of this nature or aids in an attempt cannot do either again until after a rest.
If the PCs engage in combat while under surveillance, or if a combatant escapes the encounter (unless they have been knocked out, intimidated or otherwise discouraged from reporting on the PCs), they gain one failure.
If the PCs take an extended rest while under surveillance, they gain one failure.
Gaining a level erases one failure.
For every failure, the Emerald Claw learns more about the PCs, and their forces gain cumulative advantages when in encounters against the PCs.
1 Failure: +2 bonus to initiative checks.
2 Failures: +2 bonus to damage.
3 Failures: +1 bonus to attack rolls.



The Gripping Claw

Spoiler text: (Highlight or hover over the text to view)
What's going on? The Emerald Claw is involved in every imaginable kind of criminal enterprise: smuggling, assassination, kidnapping, sabotage, bribery, blackmail. All of this is in an effort to strengthen their position in Sharn in preparation for a decisive strike. They employ ne'er-do-wells and employ traps to keep people from sniffing around their operations.
What is the challenge? If the PCs start asking about, approaching, or otherwise interfering with an Emerald Claw operation while under observation by the organization, mercenaries will be sent to cause trouble.
The goal of the mercenaries is not necessarily to kill the PCs, but to dissuade them. They won't make a special effort to kill a wounded PC and they won't keep PCs from leaving an encounter.
If members of the Emerald Claw are present and engaged in an operation, the goal of the mercenaries is to enable the success of the operation and keep Emerald Claw agents alive.
If the PCs defeat three groups sent against them, it will be harder for the Emerald Claw to recruit and the problems will stop for a time. [X][ ][ ] XP 625
If the PCs don't prevent a group from being successful, they become cheaper to hire, and bolder toward the PCs and the community.


This message was last edited by the GM at 17:37, Sat 02 Apr 2022.
DM Paul
GM, 219 posts
Fri 4 Feb 2022
at 07:10
  • msg #6

Box of claws

Specter

Spoiler text: (Highlight or hover over the text to view)
Level 4 Lurker
Medium shadow humanoid (undead) XP 175
Initiative +8 Senses Perception +6; darkvision
Spectral Chill (Cold) aura 1; enemies in the aura take a –2 penalty to all defenses.
HP 30; Bloodied 15
AC 16; Fortitude 16, Reflex 16, Will 17
Immune disease, poison; Resist 10 necrotic, insubstantial; Vulnerable 5 radiant
Speed fly 6 (hover); phasing
m Spectral Touch (standard; at-will) ✦ Necrotic
+7 vs. Reflex; 1d6 + 2 necrotic damage (see gauntlets of blood)
C Spectral Barrage (standard; recharge ⚄ ⚅ ) ✦ Illusion, Psychic
Close burst 2; targets enemies; +7 vs. Will; 2d6 + 2 psychic damage, and the target is knocked prone (see also gauntlets of blood)
Gauntlets of Blood
The specter gains a +2 damage to damage rolls against bloodied targets.
Invisibility (standard; at-will) ✦ Illusion
The specter becomes invisible until it attacks or until it is hit by an attack.
Alignment Chaotic evil Languages Common
Skills Stealth +9
Str 10 (+2) Dex 15 (+4) Wis 8 (+1)
Con 13 (+3) Int 6 (+0) Cha 15 (+4)
Equipment gauntlets of blood



Crawling Claw Swarm

Spoiler text: (Highlight or hover over the text to view)
Level 4 Soldier
Medium natural animate (swarm, undead) XP 175
Initiative +7 Senses Perception +5; tremorsense 10
Swarm Attack aura 1; the crawling claw swarm makes a swarm of claws attack as a free action against any enemy that starts its turn within the aura.
HP 53; Bloodied 26
AC 20; Fortitude 16, Reflex 17, Will 14
Immune disease, poison; Resist half damage from melee and ranged attack; Vulnerable 10 against close and area attacks
Speed 8, climb 4
m Swarm of Claws (standard; at-will)
+9 vs. Reflex; 1d8 + 5 damage, and the target is immobilized until the start of its next turn.
Alignment Unaligned Languages
Str 15 (+4) Dex 16 (+5) Wis 10 (+2)
Con 13 (+3) Int 3 (–2) Cha 6 (+0)



Crawling Gauntlet

Spoiler text: (Highlight or hover over the text to view)
Level 3 Minion
Tiny natural animate (undead) XP 38
Initiative +5 Senses Perception +2; tremorsense 10
HP 1; a missed attack never damages a minion.
AC 17; Fortitude 17, Reflex 18, Will 13
Immune disease, poison; Resist 10 necrotic
Speed 8, climb 4
m Jumping Claw (standard; at-will)
+5 vs. Reflex; 6 damage.
Anchoring Claws
A creature that starts its turn adjacent to three or more crawling claws is immobilized until the start of its next turn.
Digit Slide (move; encounter)
The crawling gauntlet shifts up to 8 squares.
Alignment Unaligned Languages
Str 7 (–1) Dex 18 (+5) Wis 12 (+2)
Con 15 (+3) Int 3 (–3) Cha 10 (+1)


This message had punctuation tweaked by the GM at 07:12, Fri 04 Feb 2022.
DM Paul
GM, 304 posts
Sat 4 Jun 2022
at 17:23
  • msg #7

Facility Entrance Guards

Squatter Zombie

Spoiler text: (Highlight or hover over the text to view)
Medium natural animate, (undead)
Level 1 Minion
XP 25
Initiative -2        Senses Perception -1, darkvision
HP 1; a missed attack never damages a minion.
AC 11; Fortitude 11, Reflex 7, Will 8
Immune disease, poison
Speed 4
m Slam (standard, at-will)
+4 vs AC; 5 damage.
Alignment Evil        Languages -
Str 14 (+2)      Dex 6 (-2)      Wis 8 (-1)
Con 10 (+0)      Int 1 (-5)      Cha 3 (-4)



Emerald Claw Sergeant

Spoiler text: (Highlight or hover over the text to view)
Medium natural humanoid, human
Level 4 Skirmisher (Leader)
XP 200
Initiative +6        Senses Perception +2
HP 53; Bloodied 26; see also fanatic
AC 18 (20 with heavy shield); Fortitude 16, Reflex 16 (18 with heavy shield), Will 16
Speed 5
m Flail (standard, at-will) ✦ Weapon
+9 vs AC; 1d10+2 damage, and one of the Emerald Claw sergeant's allies within 5 squares of it can shift 1 square.
R Crossbow (standard, at-will) ✦ Weapon
Ranged 15/30; +9 vs AC; 1d8+2 damage.
Combat Advantage
An Emerald Claw sergeant deals 1d6 extra damage on melee and ranged attacks against any creature granting combat advantage to it.
Fanatic (requires a flail, when reduced to 0 hit points)
The Emerald Claw sergeant makes a basic attack against an enemy that is adjacent to it.
Alignment Evil        Languages Common
Skills Intimidate +8
Str 17 (+5)      Dex 12 (+3)      Wis 11 (+2)
Con 13 (+3)      Int 10 (+2)      Cha 12 (+3)
Equipment: crossbow, crossbow bolts (20), flail, heavy shield, scale armor.



Emerald Claw Skeleton

Spoiler text: (Highlight or hover over the text to view)
Medium natural animate (undead)
Level 4 Soldier
XP 200
Initiative +7        Senses Perception +4, darkvision
HP 53; Bloodied 26
AC 19; Fortitude 16, Reflex 17, Will 16
Speed 5
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant.
m Longsword (standard, at-will) ✦ Weapon
+11 vs AC; 1d8+2 damage, and the target is marked until the end of the skeleton's next turn; see also speed of the dead.
Speed of the Dead
When making an opportunity attack, the skeleton gainst a +2 bonus to the attack roll and deals an extra 1d6 damage.
Alignment Evil        Languages -
Str 15 (+4)      Dex 17 (+5)      Wis 14 (+4)
Con 13 (+3)      Int 3 (-2)      Cha 3 (-1)
Equipment: chainmail, heavy shield, longsword.



Emerald Claw Necromancer

Spoiler text: (Highlight or hover over the text to view)
Medium natural humanoid, human
Level 4
XP 200
Initiative +3        Senses Perception +4
Death's Cowl aura 3; living creatures within the aura grant combat advantage to undead creatures within the aura.
HP 44; Bloodied 22; see also fanatic
AC 16; Fortitude 15, Reflex 16, Will 17
Speed 5
m Staff of Resilience (standard, at-will) ✦ Weapon
+11 vs AC; 1d6+3 damage (1d6+9 damage on a critical), and the necromancer gains 5 temporary hit points.
R Ray of Enfeeblement (standard; at-will) ✦ Necrotic
Ranged 10, +9 vs Fortitude; 1d10+4 necrotic damage (+1d6 damage on a critical), and the target is weakened until the end of the necromancer's next turn.
Fanatic (immediate reaction, when reduced to 0 hit points)
The necromancer makes a melee basic attack against an adjacent enemy.
Alignment Evil        Languages Common
Str 10 (+2)      Dex 13 (+3)      Wis 15 (+4)
Con 14 (+4)      Int 17 (+5)      Cha 12 (+3)
Equipment: robes, staff of resilience


This message was last edited by the GM at 04:47, Sat 25 June 2022.
DM Paul
GM, 354 posts
Fri 19 Aug 2022
at 06:39
  • msg #8

Stormspire

Untethered Stormspike

Spoiler text: (Highlight or hover over the text to view)
Trap/Skill challenge.
Level: 3, Complexity: 2
Successes: [X][X][X][X][X][ ]
Failures: [X][ ][ ]
The top of this wood, metal and clockwork device is a transparent globe that appears to contain a miniature thunderstorm.
Lightning field Aura 2. Creatures who move to a square inside the aura are subject to an attack. +9 + number of failures vs. Reflex. 1d10 damage + 1d10 per number of failures + 5 - number of successes. A character's movement can trigger this this attack only once per turn.
A character can enter the aura without being attacked, if they're quick (Acrobatics) or time things perfectly (Thievery). Success: Character can take a move action within the aura without being attacked. Failure: The stormspike makes an attack with a penalty equal to the skill check.
A character in or adjacent to the aura can execute a plan to cause some of the energy of the spike to be discharged into the air (Nature) or floor (Dungeoneering). Success: One success, and the character is subject to an attack, and has partial concealment from the attack. Failure: One failure, and the character is subject to an attack, for which they grant combat advantage.
A character adjacent to the spike can cause the clockwork to stop functioning (Thievery). Success: One success, and the stormspike is weakened until it makes an attack or a failure is gained. Failure: The stormspike can score a critical hit on a roll of 18-20 until a success is gained.
Victory: The stormspike discharges into the environment, causing no visible harm.
Defeat: The stormspike malfunctions, releasing its energy into a quasi-living spell.


This message was last edited by the GM at 06:07, Wed 28 Sept 2022.
DM Paul
GM, 393 posts
Mon 21 Nov 2022
at 00:59
  • msg #9

Stormspire

Karrnwood Hunter

Spoiler text: (Highlight or hover over the text to view)
Medium natural humanoid, human
Level 2 Artillery
XP 125
Initiative +5        Senses Perception +9
HP 32; Bloodied 16
AC 15; Fortitude 11, Reflex 13, Will 12
Speed 6
m Short sword (standard, at-will) ✦ Weapon
+5 vs AC; 1d6+4 damage.
R Crossbow (standard, at-will) ✦ Weapon
Ranged 15/30; +7 vs AC; 1d10+4 damage; see also archer's mobility
Archer's Mobility
If the Karrnwood hunter moves at least 4 squares from its original position, it gains a +2 bonus to ranged attack tolls until the start of its next turn.
Fanatical accuracy (free; encounter)
The Karrnwood hunter can reroll an attack roll. It must use the second roll, even if it's lower.
Not So Close (immediate reaction, when an enemy makes a melee attack against the Karrnwood hunter; encounter)
The Karrnwood hunter shifts 1 square and makes a ranged attack against the enemy.
Alignment Evil        Languages Common, Elven
Skills Athletics +7, Nature +9, Stealth +10
Str 13 (+2)      Dex 18 (+5)      Wis 16 (+4)
Con 14 (+3)      Int 12 (+2)      Cha 11 (+1)
Equipment: crossbow, crossbow bolts (20), short sword, leather armor.



Karrnwood Strider

Spoiler text: (Highlight or hover over the text to view)
Medium natural humanoid, human
Level 2 Skirmisher
XP 125
Initiative +7        Senses Perception +8
HP 39; Bloodied 19
AC 16; Fortitude 13, Reflex 15, Will 13
Speed 5
m Longsword (standard, at-will) ✦ Weapon
+7 vs AC; 1d8+4 damage.
m Short sword (standard, at-will) ✦ Weapon
+7 vs AC; 1d6+4 damage.
M Two-Weapon Rend (standard; encounter) ✦ Weapon
The Karrnwood strider makes a longsword attack and a short sword attack against the same target. If both attacks hit, the Karrnwood strider deals an additional 4 damage.
Fanatical accuracy (free; encounter)
The Karrnwood strider can reroll an attack roll. It must use the second roll, even if it's lower.
Combat Advantage
The Karrnwood strider that has combat advantage deals 1d6 extra damage on its attacks.
Alignment Evil        Languages Common, Elven
Skills Intimidate +7, Nature +8, Stealth +9
Str 12 (+2)      Dex 18 (+5)      Wis 14 (+3)
Con 15 (+3)      Int 10 (+1)      Cha 12 (+2)
Equipment: Chainmail, longsword, short sword


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