(completed)
Lurd is the most well known figure in Refuge. His role is very similar to that of a mob boss, and runs several operations including pickpocket rings, Tekkil smuggling/growing and extortion. Lurd will have the party invited to his home (the nicest building on the block, fairly opulent considering the poverty of the surrounding area) and will try to poison the wine with heavy doses of Tekkil to cause paralysis. He intends to steal their armor and weapons if he can, and ultimately toss their paralyzed bodies out of the Skyclave. If (hopefully) his plan is discovered or he is otherwise unable to carry out his plan he will grab one of the nearest Stigs (slang for orphan) named Leaf and order them to leave or else he will kill the child. If the situation is diffused Lurd is either dead or arrested and turned into the VT.
Party level: 12
Encounter | 5100 XP | |
Level 14 | ||
Opponents | 16 | |
Lurd, Dwarf Fighter | ||
Human Archer Minion | x10 | |
Minotaur Warrior | x4 | |
Minotaur Cabalist |
Lurd, Dwarf Fighter
Medium natural humanoid (tk) |
Level 10 Elite Soldier
1000 XP |
|
Initiative +9 | ||
Regeneration 0 | ||
HP 210; Bloodied 105 | ||
AC 26; Fort 25; Ref 22; Will 21 | ||
Saving Throws +2 | ||
Speed 5 | ||
Action Points 1 | ||
Standard Actions | ||
Scimitar (standard; at-will basic attack) ♦ Weapon | ||
+17 vs AC; 1d8 +5 damage (crit 1d8 +13), and the target is marked until the end of Shiuahn’s next turn | ||
Longbow (standard; at-will basic attack) ♦ Weapon | ||
Ranged 20/40; +16 vs AC; 1d10 +7 damage, and the target is marked until the end of Shiuahn’s next turn | ||
Eviscerate (standard; encounter) ♦ Weapon | ||
Shiuahn makes a basic attack. If the attack hits, she scores an automatic critical hit | ||
Sweeping Blade (standard; at-will) ♦ Weapon | ||
Close burst 1; +16 vs AC; 1d8 +5 damage (crit 1d8 + 13), and the target is marked until the end of Shiuahn’s next turn | ||
Murderous Frenzy (standard; encounter) | ||
Shiuahn gains 1 action point the first time she reduces a foe to 0 hit points or fewer during an encounter. She must then spend the action point as a free action, even if it interrupts another creature’s turn. |
||
Triggered Actions | ||
Throat Clutch (reaction (when an enemy misses shiuahn with a melee attack); at-will) | ||
Targets the triggering enemy; +15 vs Fortitude; 1d4 +4 damage, and the target is grabbed. While the target is grabbed by Shiuahn, it takes 5 damage at the start of its turn | ||
Alignment Chaotic Evil | ||
Languages Common, Draconic | ||
Skills Athletics +15, Intimidate +10 | ||
Str: 21 (+10)
Con: 17 (+8) |
Dex: 14 (+7)
Int: 12 (+6) |
Wis: 13 (+6)
Cha: 11 (+5) |
Equipment Scale Armor, Heavy Shield, Scimitar, Longbow, Arrow x20 | ||
Thursday Knights |
Human Archer Minion
Medium natural humanoid (human, tk) |
Level 11 Minion
150 XP |
|
Initiative +11 | ||
Regeneration 0 | ||
HP 1 | ||
AC 23; Fort 22; Ref 24; Will 22 | ||
Speed 6 | ||
Standard Actions | ||
Dagger (standard; at-will basic attack) ♦ Weapon | ||
+16 vs AC; 8 damage | ||
Longbow (standard; at-will basic attack) ♦ Weapon | ||
Ranged 20/40; +18 vs AC; 7 damage | ||
Coordinated Shot (standard; at-will) ♦ Weapon | ||
The human archer makes a basic attack. The next human archer to attack the same target gains a +2 power bonus to the attack roll.
-1 |
||
Alignment Unaligned | ||
Languages Common | ||
Str: 17 (+8)
Con: 14 (+7) |
Dex: 23 (+11)
Int: 10 (+5) |
Wis: 13 (+6)
Cha: 11 (+5) |
Equipment Leather Armor, Arrow x10 | ||
Thursday Knights |
Minotaur Warrior
Medium natural humanoid (tk) |
Level 10 Soldier
500 XP |
|
Initiative +7 Senses Perception +14 | ||
Regeneration 0 | ||
HP 106; Bloodied 53 | ||
AC 26; Fort 27; Ref 21; Will 23 | ||
Speed 5 | ||
Standard Actions | ||
Battleaxe (standard; at-will basic attack) ♦ Weapon | ||
+16 vs AC; 1d10 +6 damage, and the target is marked until the end of the minotaur warrior’s next turn | ||
Goring Charge (standard; at-will) | ||
The minotaur warrior makes a charge attack:; +17 vs AC; 1d6 +6 damage, and the target is knocked prone | ||
Triggered Actions | ||
Ferocity (standard (when reduced to 0 hit points); encounter) | ||
The minotaur warrior makes a melee basic attack. |
||
Alignment Any | ||
Languages Common | ||
Skills Dungeoneering +12, Intimidate +11, Perception +14 | ||
Str: 23 (+11)
Con: 18 (+9) |
Dex: 10 (+5)
Int: 9 (+4) |
Wis: 14 (+7)
Cha: 13 (+6) |
Equipment Scale Armor, Heavy Shield, Battleaxe | ||
Tactics A minotaur warrior normally begins with a goring charge, and then fights with its battleaxe. Given a chance, it will charge again. | ||
Thursday Knights |
Minotaur Cabalist
Medium natural humanoid (tk) |
Level 11 Controller (L)
600 XP |
|
Initiative +5 Senses Perception +15 | ||
Regeneration 0 | ||
Baphomet’s Boon 10: allies who start their turns in the aura gain a +2 bonus to attack rolls when charging. | ||
HP 112; Bloodied 56 | ||
AC 25; Fort 27; Ref 22; Will 24 | ||
Speed 6 | ||
Standard Actions | ||
Great Cursed Mace (standard; at-will basic attack) ♦ Necrotic, Weapon | ||
+13 vs AC; 1d8 +5 damage plus 1d6 necrotic damage | ||
Goring Charge (standard; at-will) | ||
The minotaur cabalist makes a charge attack:; +14 vs AC; 2d6 +5 damage, and the target is knocked prone | ||
Call Out the Beast (standard; at-will) | ||
Ranged 10; one bloodied ally in range makes a melee attack against one enemy within its reach
2d6 --1 |
||
Horns of Force (standard; at-will) ♦ Force | ||
Ranged 5; +16 vs AC; 1d8 +2 force damage, and the target is pushed 2 squares | ||
Triggered Actions | ||
Ferocity (standard (when reduced to 0 hit points); encounter) | ||
The minotaur cabalist makes a melee basic attack. |
||
Alignment Chaotic Evil | ||
Languages Abyssal, Common | ||
Skills Dungeoneering +13, Intimidate +12, Nature +15, Religion +11, Perception +15 | ||
Str: 21 (+10)
Con: 16 (+8) |
Dex: 11 (+5)
Int: 12 (+6) |
Wis: 16 (+8)
Cha: 15 (+7) |
Equipment Mace | ||
Tactics A cabalist calls out to Baphomet for strength while striking foes with its mace. It uses horns of force to knock an enemy out of a flanking position or into a more dangerous situation. Once bloodied, the cabalist tries to extricate itself from combat while using call out the beast to grant one of its allies a melee attack as a free action. | ||
Thursday Knights |
Treasure Parcels |
Iron Ring of the Dwarf Lords |
This solid iron ring bears the geometric patterns of the dwarf lords. |
Player's Handbook |
Executioner’s Bracers |
These ornamental gold bracers help you to hit harder. |
Adventurer's Vault 2 |
Ritual book of Seeming |
Ritual book of Seeming |
Items worth 4400 GP |
Chalice (worth 2500 GP); Peridot (worth 1000 GP); 3 pearls (worth 250 GP each); 3 aquamarines (worth 50 GP each) |