Second Son Notable NPCs -...

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Second Son A D&D 4th Edition Level 1 Preview Adventure by Michael E. Shea How To Play This Adventure This adventure uses D&D 4th edition rules from a few different sources including combat mechanics taken from the D&D Miniatures 2.0 Handbook and the D&D Experience 4th Edition Summary. The character sheets come from the six first level characters released at D&D Experience and the creature encounters are derived from multiple sources at ENWorld, Critical Hits, and the D&D Dungeons of Dread Miniature stat cards. The characters, the Miniatures rules, and the 4th edition one-sheet can be found at: http://www.wizards.com/dnd/files/ExperienceCharacters.zip http://www.wizards.com/dnd/files/DDM_MinBatlRules.zip http://www.wizards.com/dnd/files/news_20080228.zip This adventure is suitable for four to six players and a Dungeon Master. The dungeon is designed with D&D Dungeon Tiles from the Caverns of the Underdark, Arcane Corridors, and Hidden Crypts sets. This adventure should take around four hours to complete. Adventure Summary The hero of the village of Jaspermoon has gone missing. More and more attacks by villainous beasts have tracked back to a previously undiscovered series of tunnels below the ruins of a ancient watch tower. Rakin Madrona traveled to these tunnels and has not been heard from since. Jantzen Madrona, the acting town's mayor and younger brother of Rakin Madrona, asks a band of traveling adventurers for help in locating his brother's body in the ruinous catacombs. Notable NPCs Jantzen Madrona: The town's mayor and brother of the hero Rakin Madrona. He hires the party to locate the body of his brother in the caverns below Westfall Tower. He secretly wishes to be rid of his brother's overarching shadow. He is insecure and quick to offend. Kiet: The mayor's town security advisor. He is white-skinned with light blonde hair and pale eyes. He doesn't speak hardly at all and mostly hides beneath his black cloak. Every so often on a DC20 check, the party can hear metal ringing under his cloak. Rakin Madrona: Hero of the battle of Seven Stars and router of the recent goblin menace. A month ago he entered into the caverns under Westfall Tower to smash the source of the monsters that lurked within. He has not returned. Jora Nahele: The barmistress of the Black Oak inn and tavern. She was once the lover of Rakin though the dark shadows of his life let them get close in heart. She has kept the townfolks interest in finding Rakin's body and, should the party need a second source to find him, asks the party to locate his body so he may rest in peace. Introduction Cold sleet tears at your clothes and bare skin as your weary horses ride through the gates of Jaspermoon Village. You find the town dark except for the warm glow from the local inn, the Black Oak. There you find a warm meal, good mead, and rousing tales. One tale, however, speaks of gloom and sorrow. The town's hero, Rakin Madrona, hero of the Battle of Seven Stars and router of the Red Fang goblin tribe, has been killed in the caverns below Westfall Tower. The entire town mourns his loss. After a day of rest in the inn's very comfortable rooms, you meet your breakfast with an invitation from the Jaspermoon mayor's aid. The mayor seeks assistance and is willing to pay handsomely for it. Mayor Jantzen Madrona, younger brother of the hero Rakin Madrona, is a small thin man in royal robes. In a chair to his left sits a man with skin like snow and eyes like pale clouds in the sunset. Jantzen introduces him to you as Kiet, his town defense advisor. "I loved my brother," says Jantzen. "Though we speak not of it, we know he is no longer with us. The town, however, demands his proper burial. I will pay you the sum of 200 gold pieces each to locate his body and bring it back to us. He deserves better than to rot in the pits of an old ruin." Jantzen gives you a map inked on a sheaf of fine vellum and half of your payment in small but heavy leather sacks. "You will find the caverns at the base of an old steps in the ruins of Westfall Tower. Be wary, bandits and goblinkind often use the cursed tower for refuge." A DC15 perception check shows that Jantzen isn't being entirely honest. A DC15 perception check on Kiet shows that he is observing the party intensely. A DC 20 perception check shows that Jantzen is lying about his love for his brother. Should the party talk to anyone else in the town about Rakin or Jentzen, they send the party to Jora. With a DC10 check, the party can learn from her that Rakin and Jentzen rarely got along. She also doesn't care for Kiet. According to local rumor, Jentzen had Kiet pardoned before being hanged drawn and quartered after murdering a young girl six years ago.The town fears him, which even by her own word makes him a suitable defense advisor and bodyguard of Jantzen.

Transcript of Second Son Notable NPCs -...

Second SonA D&D 4th Edition Level 1 Preview Adventure

by Michael E. Shea

How To Play This AdventureThis adventure uses D&D 4th edition rules from a few different sources including combat mechanics taken from the D&D Miniatures 2.0 Handbook and the D&D Experience 4th Edition Summary. The character sheets come from the six first level characters released at D&D Experience and the creature encounters are derived from multiple sources at ENWorld, Critical Hits, and the D&D Dungeons of Dread Miniature stat cards. The characters, the Miniatures rules, and the 4th edition one-sheet can be found at:

http://www.wizards.com/dnd/files/ExperienceCharacters.zip

http://www.wizards.com/dnd/files/DDM_MinBatlRules.zip

http://www.wizards.com/dnd/files/news_20080228.zip

This adventure is suitable for four to six players and a Dungeon Master. The dungeon is designed with D&D Dungeon Tiles from the Caverns of the Underdark, Arcane Corridors, and Hidden Crypts sets. This adventure should take around four hours to complete.

Adventure SummaryThe hero of the village of Jaspermoon has gone missing. More and more attacks by villainous beasts have tracked back to a previously undiscovered series of tunnels below the ruins of a ancient watch tower. Rakin Madrona traveled to these tunnels and has not been heard from since.

Jantzen Madrona, the acting town's mayor and younger brother of Rakin Madrona, asks a band of traveling adventurers for help in locating his brother's body in the ruinous catacombs.

Notable NPCsJantzen Madrona: The town's mayor and brother of the hero Rakin Madrona. He hires the party to locate the body of his brother in the caverns below Westfall Tower. He secretly wishes to be rid of his brother's overarching shadow. He is insecure and quick to offend.

Kiet: The mayor's town security advisor. He is white-skinned with light blonde hair and pale eyes. He doesn't speak hardly at all and mostly hides beneath his black cloak. Every so often on a DC20 check, the party can hear metal ringing under his cloak.

Rakin Madrona: Hero of the battle of Seven Stars and router of the recent goblin menace. A month ago he entered into the caverns under Westfall Tower to smash the source of the monsters that lurked within. He has not returned.

Jora Nahele: The barmistress of the Black Oak inn and tavern. She was once the lover of Rakin though the dark shadows of his life let them get close in heart. She has kept the townfolks interest in finding Rakin's body and, should the party need a second source to find him, asks the party to locate his body so he may rest in peace.

IntroductionCold sleet tears at your clothes and bare skin as your weary horses ride through the gates of Jaspermoon Village. You find the town dark except for the warm glow from the local inn, the Black Oak. There you find a warm meal, good mead, and rousing tales.

One tale, however, speaks of gloom and sorrow. The town's hero, Rakin Madrona, hero of the Battle of Seven Stars and router of the Red Fang goblin tribe, has been killed in the caverns below Westfall Tower. The entire town mourns his loss.

After a day of rest in the inn's very comfortable rooms, you meet your breakfast with an invitation from the Jaspermoon mayor's aid. The mayor seeks assistance and is willing to pay handsomely for it.

Mayor Jantzen Madrona, younger brother of the hero Rakin Madrona, is a small thin man in royal robes. In a chair to his left sits a man with skin like snow and eyes like pale clouds in the sunset. Jantzen introduces him to you as Kiet, his town defense advisor.

"I loved my brother," says Jantzen. "Though we speak not of it, we know he is no longer with us. The town, however, demands his proper burial. I will pay you the sum of 200 gold pieces each to locate his body and bring it back to us. He deserves better than to rot in the pits of an old ruin."

Jantzen gives you a map inked on a sheaf of fine vellum and half of your payment in small but heavy leather sacks.

"You will find the caverns at the base of an old steps in the ruins of Westfall Tower. Be wary, bandits and goblinkind often use the cursed tower for refuge."

A DC15 perception check shows that Jantzen isn't being entirely honest. A DC15 perception check on Kiet shows that he is observing the party intensely.

A DC 20 perception check shows that Jantzen is lying about his love for his brother.

Should the party talk to anyone else in the town about Rakin or Jentzen, they send the party to Jora. With a DC10 check, the party can learn from her that Rakin and Jentzen rarely got along. She also doesn't care for Kiet. According to local rumor, Jentzen had Kiet pardoned before being hanged drawn and quartered after murdering a young girl six years ago.The town fears him, which even by her own word makes him a suitable defense advisor and bodyguard of Jantzen.

Encounter 1: Hobgoblin SoldiersThe ruined tower of Westfall sticks up from the ragged sharp mountains three days west of Jaspermoon. It rises like the decaying corpse of an old beast crushed under the weight of time.

On a DC15 perception check the party notes torchlight. Otherwise the party rolls initiative against the hobgoblins and the battle begins.

A deep voice barks out at the night and soon barks again. Then you hear the sound of steel drawn from leather and the ring of armor as two huge hobgoblins step from the ruin of the tower and attack!

2x Hobgoblin Soldier Level 3 SoldierMedium natural humanoid (goblin) xp 150Initiative +7 Senses Perception +3; low-light visionHP 47 Bloodied 23AC 20 (22 with phalanx soldier) Fortitude 18 Reflex 16 Will 16Speed 5

m Flail (standard; at-will) * Weapon +7 vs AC; 1d10+4 damage; the target is slowed until the end of the hobgoblin soldier's next turn, and the target is marked until the end of the hobgoblin soldier's next turn.M Formation Strike (standard; at-will) * Weapon Requires flail; +7 vs AC; 1d10+4 damage, and the hobgoblin soldier shifts 1 square provided it ends in a space adjacen to another hobgoblin.Hobgoblin Resilience (immediate reaction, when the hobgoblin soldier suffers an effect that a save can end; encounter)The hobgoblin soldier makes a saving throw against the triggering effect.Phalanx Soldier The hobgoblin soldier gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.

Alignment Evil Languages Common, GoblinSkills Athletics +12, Stealth +10, Str 19(+5), Dex 14(+3)Wis 14(+3), Con 15(+3), Int 11(+1), Cha 10(+1)Equipment scale armor, heavy shield, flail

Encounter 2: Hobgoblin WarbandThe spiral staircase leads to a series of caverns carved by the earth itself. Clearly the tower above was built over these strange ancient formations. Tunnels lead deep into the earth narrowing so low that sometimes you must crawl on your hands and knees.

Soon the caverns open up and you see torchlight flicker ahead. A guttural voice barks orders.

DC15 wisdom check or goblinoid speech hears the following:

"We have not heard from the mongrels above. Prepare yourselves on the ridge".

When the party enters the cavern they see the following:

Another hobgoblin stands in the center of this cavern while two more, one with a bow and one carrying a staff, stand on the ridge above.

Description: A hobgoblin archer and a warcaster stand on the ridge to the north west. They have kicked down a ladder that let them climb up. A party member can reset the latter as a standard action and takes combat advantage when climbing it. Climbing it takes a move action.

Hobgoblin Archer, Level 3 ArtileryMedium natural humanoid (goblin) xp 150Initiative +7 Senses Perception +3; low-light visionHP 39 Bloodied 19AC 17 Fortitude 13 Reflex 15 Will 13Speed 6

m Longsword (standard; at-will) * Weapon +6 vs AC: 1d8 + 2 damager Longbow (standard; at-will) * Weapon Range 20/40; +9 vs AC; 1d10+4 damage, and the hobgoblin archer grants an ally within 5 squares of it a +2 bonus to its next ranged attack roll against same target.Hobgoblin Archer (immediate reaction, when the hobgoblin archer suffers an effect that a save can end the hobgoblin archer makes a saving throw against the triggering effect.

Skills Athletics +5 Str 14(+3) Dex 19(+5) Wis 14(+3) Con 15(+3) Int 11(+1) Cha 10(+1)Equipment leather armor, longsword, longbow, quiver of 30 arrows

Hobgoblin Soldier, Level 3 SoldierMedium natural humanoid (goblin) xp 150Initiative +7 Senses Perception +3; low-light visionHP 47 Bloodied 23AC 20 (22 with phalanx soldier) Fortitude 18 Reflex 16 Will 16Speed 5

m Flail(standard; at-will) * Weapon +7 vs AC; 1d10+4 damage; the target is slowed until the end of the hobgoblin soldier's next turn, and the target is marked until the end of the hobgoblin soldier's next turn.M Formation Strike (standard; at-will) * Weapon Requires flail; +7 vs AC; 1d10+4 damage, and the hobgoblin soldier shifts 1 square provided it ends in a space adjacent to another hobgoblin.Hobgoblin Resilience (immediate reaction, when the hobgoblin soldier suffers an effect that a save can end the hobgoblin soldier makes a saving throw against the triggering effect.Phalanx Soldier The hobgoblin soldier gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.

Alignment Evil Languages Common, GoblinSkills Athletics +12, Stealth +10Str 19(+5), Dex 14(+3), Wis 14(+3), Con 15(+3), Int 11(+1), Cha 10(+1)Equipment scale armor, heavy shield, flail

Hobgoblin Warcaster, Level 3 Controller (Leader) Medium natural humanoid (goblin) xp 150Initiative +5 Senses Perception +4; low-light visionHP 46 Bloodied 23AC 17 Fortitude 13 Reflex 15 Will 14Speed 6

m Staff (standard; at-will) * Weapon +8 vs AC; 1d8+1 damage.M Shock Staff (standard; recharge 4,5,6) * Lightning, Weapon +8 vs AC; 2d10+4 lightning damage, and the target is dazed until the end of the hobgoblin warcaster's next turn.R Force Lance (standard; recharge 5,6) * Force Range 5; +7 vs Fortitude; 2d6 +4 force damage, and the target slides 3 squares.C Force Pulse (standard; recharge 6) * Force Close blast 5; +7 vs Reflex; 2d8 +4 force damage; and the target is pushed 1 square and knocked prone. Miss: Half damage, and the target is neither pushed nor knocked prone.Hobgoblin Resilience (immediate reaction, when the hobgoblin warcaster suffers an effect that a save can end The hobgoblin warcaster makes a saving throw against the triggering effect.; encounter)

Alignment Evil Languages Common, GoblinSkills Arcana +10, Athletics +4, Stealth +10Str 13(+2), Dex 14(+3), Wis 16(+4) Con 14(+3), Int 19(+5), Cha 13(+2)Equipment robes, staff

Encounter 3: SkeletonsThe caverns continue deeper into the earth. All around you find the supplies and refuse of the hobgoblins. Soon you find a pair of large stone doors, worn smooth with age. They are closed and barred - from this side.

Pulling free the bar and entering you find a set of ornately carved steps that lead down into a rectangular chamber. The walls are finely carved and hardly touched from the countless years. As you step in, your skin grows cold. Something clearly isn't right about this place.

As you step into the large room with a pool of saphire blue water., Three skeletons rise up on either side of the pool. Two draw longswords screaming across the stone ground while the third explodes in purple flames.

Encounter Description: The two skeletal warriors attack from each side of the blue pool while the blazing skeleton stays back and pelts the party with Flame Orbs.

2x Skeleton Warrior Level 3 SoldierMedium natural animate (undead) xp 150Initiative +6 Senses Perception +3; darkvisionHP 45; Bloodied 22AC 18; Fortitude 15 Reflex 16 Will 15Immune disease, poison; Resist 10 necrotic; Vulnerable 5 RadiantSpeed 5

m Longsword (standard at-will) * Weapon +10 vs AC; 1d8 +2 damage, and the target is marked until the end of the skeleton warrior's next turn; see also speed of the dead.Speed of the Dead When making an opportunity attack, the skeleton warrior gains a +2 bonus to the attack roll and deals an extra 1d6 damage.

Alignment: Unaligned Langages: -Str 15 (+3) Dex 17 (+4) Wis 14 (+3) Con 13 (+2) Int 3 (-3) Cha 3 (-3)Equipment: chainmail, light shield, longsword

Blazing Skeleton Level 5 ArtilleryMedium natural animate (undead) xp 200Initiative +6 Senses Perception +4; darkvisionFiery Aura (Fire) aura 1; any creature starts its turn in the aura takes 5 fire damage.HP 53; Bloodied 26AC 19; Fortitude 15,Reflex 18,Will16Immune disease, poison; Resist 10 fire, 10 necrotic Vulnerable 5 radiantSpeed 6

m Blazing Claw (standard; at-will) * Fire +8 vs AC; 1d4+1 damage, and ongoing 5 fire damage (save ends).R Flame Orb (standard; at-will) * Fire Range 10; +8 vs Reflex; 2d4+4 fire damage, and ongoing 5 fire damage (save ends).

Alignment Unaligned Languages -Str 13 (+3) Dex 18 (+6) Wis 15 (+4) Con 17 (+5) Int 4 (-1) Cha 6 (0)

Encounter 4: The ChillbornThe forgotten halls continue. Runed tablets line the walls with religious symbols now long forgotten. Soon you find a set of steps leading down to a large room. Three gargoyle statues leer at you from a raised platform. Between you and the statues lays a huge crack - a gaping wound in the earth that leads down into the abyss below.

As you step further into the room two pale skinned beings step out from behind the left and right statues. Wisps of frosty mist rise from their bodies.

Encounter Description: Each of the Chillborns attack from either side of the two dragon statues. They are unwary of the great rift in the earth and may be pushed down where they will be destroyed.

2x ChillbornMedium Natural Animate (Undead), Level 6 SoldierAC 22, FORT 21, REF 17, WILL 17HP 48, Bloodied 24, Init +5, Spd 4Senses: Perception +3. Immune: Poison, Resist: cold 10, nec 10, wpn 10Weakness: Massive Dmg, Vuln rad 5

Attacks: Melee Slam +14 vs AC; 1d6+6 AND FollowupFollowup +9 vs Fort; Immobilized 1 rdIce Reaper +5 cold dmg to Immobilized or Stunned

Abilities: Destroyed by single atk of 24+ dmgWintry Cloud: Creatures take 2 cold dmg at start of their turns for each chillborn within 5 (max 8 dmg)

Str +9 (22), Con +5 (15), Dex +5 (14), Int -1 (2), Wis +3 (10), Cha +5 (15)

When the party begins to enter down the northern hall, give them a DC10 perception check to see a pair of repeating crossbows further down the hall tied with a network of thin cables and lines attached to various stones and plates on the floor. A dead chillborn stands pinned to the wall with a half dozen bolts buried in its rotted body.

A DC15 dexterity check can disarm each of the crossbows, on a failed check the crossbows fire bolts: +8 ranged for 1d8+2 damage. When two checks have succeeded the party can move on.

The hall leads to another pair of stone doors, this time barred from the opposite side. A DC20 strength check can break open the doors. When broken, read the following:

The doors break inward and smash against the stone within the room ahead. As you begin to step in a bolt soars past your head and skips against the stone wall. You see a figure sitting in one corner weakly holding a crossbow in his thin arms. His skin hangs off of his bones and one of his feet is missing below the ankle. His eyes light up when he sees you clearly.

"Who are you?" he asks.

"I am Rakin Madrona." the man says. "I came here countless days ago to rid us of the evil of this place only to find the place itself IS evil. It saturates these halls like black blood."

"I was betrayed. My brother's man, Keit, stabbed me in the back and threw me in here, barring the door and leaving me to the horrors within. I cut my way down here but it cost me. A wound on my foot began to rot and I had to cut it off. My food soon ran out and I was sure to die. You have saved me, my friends."

Encounter 5: The ChainfighterAs you enter the room with the sapphire pool, a figure steps down the stairs. Cloaked in black and flanked by two shady looking men, you recognize him as Keit - Jantzen Madrona's man. He looks up at the emaciated figure you bring with you.

"I have killed a lot of men better than you, Rakin." says Keit. "You were meant to die, down there and now you shall. When I am finished I will have to make up for my first mistake by showing young Jora what sort of man I really am."

He throws off his cloak revealing a body of pale skin tattooed in black ink. He unwraps a wicked spiked chain from around his waist and begins to spin it with amazing dexterity. With a single word the two men with him rush and attack!

Encounter Description: Keit the Shadar-Kai Chainfighter stays back while the human bandits engage. He waits until the party is firmly established before he rushes in with his chain and begins to whip them to death.

Shadar-kai Chainfighter, Level 6 SkirmisherMedium shadow humanoid xp250Initiative +9 Senses Perception +5; low-light visionHP 54; Bloodied 27AC 20; Fortitude 19, Reflex 19, Will 17Speed 6; see also dance of death and shadow jaunt

m Spiked Chain Reach 2; +11 vs AC; 2d4+3 damage.M Dance of Death (standard; recharge 6) * Necrotic, Weapon, The shadar-kai chainfighter shifts 6 squares and makes 3 spiked chain attacks at any points during his move. He can only attack a given enemy once, but he deals an extra 1d6 necrotic damage with each successful hit.Shadow Jaunt (move encounter) * TeleportationThe shadar-kai chainfighter teleports 3 squares and becomes insubstantial until the start of his next turn.

Alignment: Unaligned Langages: CommonSkills Acrobatics +14 Stealth +14Str 17 (+6), Dex 18 (+7), Wis 14 (+5),Con 13 (+4), Int 10 (+3), Cha 11 (+3)Equipment: leather armor, spiked chain

Human Bandit Level 2 SkirmisherMedium natural Humanoid xp 125Initiative +6, Senses Perception +1HP 30 Bloodied 15AC 16 Fortitude 12 Reflex 14 Will 12Speed 6

m Mace +4 vs AC 1d8+1 and the bandit shifts 1 square.r Dagger (standard at will) Range 5/10; +6 vs AC; 1d6+1m Dazling Strike (standard encoutner) +4 vs AC; 1d8+1 damage, the target is dazed until the end of the human bandit's next turn, and the human bandit 1 square.Combat Advantage The human bandit deals an extra 1d6 damage on melee and ranged attacks against any target it has combat advantage against.

Alignment Any Languages CommonSkills Stealth +9 Streetwise +7 Thievery +9Str 12 (+2), Dex 17 (+4), Wis 11 (+1), Con 13 (+2), Int 10 (+1), Cha 12 (+2)Equipment leather armor, mace, 5 daggers

Encounter 6: The Second SonAs you step out into the sunlight you see four men outside the ruins of the tower. One of them in a large fur cloak turns. It is Jantzen Madrona. He looks surprised to see you and even more surprised to see his brother still alive.

"My brother! You are alive!" says Jantzen.

"Thanks to my new friends, brother." says Rakin weakly. "Your man, Keit, is dead."

Jantzen's face falls. "He was my greatest weapon."

"You betrayed me, brother," says Rakin. "I loved you and left me in there to die."

"You should have died, Jantzen. It was a heroes death and your shadow would have left me. I could have become the man I was supposed to be. Now I will have to have you cut open like a pig in front of the whole world to see."

The battle begins.

Encounter Description: One guard and the berserker stand three squares out from the tower. The other guard and Jantzen the human mage stand back further.

2x Human Guard Level 1 SoliderMedium natural Humanoid xp 100Initiative +4 Senses Perception +5HP 31 Bloodied 15AC 16 Fortitude 14 Reflex 13 Will 12Speed 5

m Halberd Reach 2: +8 vs AC 1d10+2 damage and the target is markes until the end of the human guards next turn.M Powerful Strike (standard recharge 5,6) * WeaponRequires halberd: reach 2; +8 vs AC; 1d10+6 Damage and the target is knocked prone.R Crossbow (standard at will) * WeaponRange 15/30; +7 vs AC; 1d8+1 damageAlignment Any Languages Common

Skills Streetwise +6Str 15 (+2), Dex 14 (+2), Wis 11 (+0), Con 15 (+2), Int 10 (+0), Cha 12 (+1)Equipment chainmail, halberd, crossbow with 20 bolts.

Human Berserker Level 3 BruteMedium natural Humanoid xp 150Initiative +2 Senses Perception +1HP 56 Bloodied 28 see also battle furyAC 14 Fortitude 14 Reflex 13 Will 13Speed 7

m Greataxe (standard at will) * Weapon+6 vs AC; 1d12+4 damage (crit 1d12+16)M Battle Fury (Immediate reaction, 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 Range 5/10; +4 vs AC; 1d6 +3 .

Alignment Any Languages CommonSkills Athletics +9 Endurance +9Str 17 (+4) Dex 12 (+2) Wis 11 (+1)Con 16 (+4) Int 10 (+1) Cha 12 (+2)Equipment leather armor, greataxe, 2 handaxes

Human Mage Level 4 Artillery (Leader)Medium natural Humanoid xp 175Initiative +4 Senses Perception +5HP 42 Bloodied 21AC 17 Fortitude 13 Reflex 14 Will 15Speed 6

m Quaterstaff (standard at will) * Weapon+4 vs AC; 1d8 damage.r Magic Missile (standard at will) * ForceRange 20; +7 vs Reflex; 2d4 +4 force damage.R Dancing Lightning (standard encoutner) * LightningThe mage makes a seperate attack against 3 different targets; range 10; +7 vs Reflexes; 1d6 +4 lightning damage.A Thunder Burst (standard encounter) * ThunderArea burst; 1 within 10; +7 vs Fortitude; 1d8 +4 thunder damage, and the target is dazed (save ends).

Alignment Any Languages CommonSkills Arcana +11Str 10 (+2) Dex 14 (+4) Wis 17 (+5)Con 12 (+3) Int 18 (+6) Cha 12 (+3)Equipment robes,quaterstaff, wand

With the battle complete, read the following:

You see tears in Rakin's eyes as he holds his brother's lifeless head in his lap. He looks to you.

"He tried to have me killed, but he was still my brother. I loved him. He was weak and foolish and full of vanity but he was my younger brother."

I thank you for my life, my friends. You have done me great service and I shall never forget it. I do not know what will become of our town but I will do my best to ensure you can always find a warm bed and a mug of fine ale.

"Now I have a woman to see. I don't know if she'll have me, but It is time I asked that barwench, Jora, to marry me. It was her smile that kept me alive in that dark place and your sword arm that brought me from it."

"Thank you."