Lurd

(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)