Sunday 8 June 2014

House Tortyl stock-NPCs and equipment

The druids and viziers of House Tortyl maintain several distilleries and bottling plants through the Pit. Deliveries of opium, grain and fungi are made around the clock where slaves and downtrodden workers produce laudanum or beer.



Their factories are easily recognisible both for the Tortyl sigil, a cave-panther, which is found stamped upon the iron exterior doors and also for the unusual materials they are constructed from. The Totyl biomages have created a vine-like plant which can be commanded to take the shape of walls using druidic magic.

The roofs are given over to vast slums reserved for the factory workers who are paid very little, attracting the downtrodden and those with something to hide. Tortyl care little for employee retention as each factory has a wing dedicated to slave-quarters, which they keep full.

With so little to lose the slums above the factory are a breeding ground for heresy and malcontent. Communism, abolitionism and trade-unionism all find foot-holds here and house guards must patrol and defend the factory floor against sabotage and internal strife constantly - a job that attracts sadistic bullies almost as a rule.

In order to suppress malcontent House Tortyl ensure a constant supply of their drugs in the slums, at reduced prices, as well as a cheap, poisonous, ergot-based brew that can be found nowhere else.

NPCs

Factory Worker, CR 1/3
1HD Drow Commoner 1
Init +1; Perception +5, Darkvision 120ft
DEFENCE
Wound Points 9
Armour Resistance 0
AC 11 - Touch 11, Flatfooted 10 (+1 dex)
Fort +0; Refl +1; Will +0 (+2 vs Enchantment)
Spell Resistance 7
Immunity to magic sleep; Light Blindness
OFFENCE
Speed 30ft
MELEE Unarmed +0 (d4 blunt, crit 20)
Space 5ft; Reach 5ft
Special: Drow SLA
STATISTICS
Str 11 Dex 13 Con 9 Int 9 Wis 9 Cha 11
BAB +0, CMB +0, CMD 11
Feats: None
Skills: Perception +5
Languages: Undercommon, Drow
Gear: Peasant's clothing

Factory Guard, CR 1/2
1HD Drow Commoner 1
Init +1; Perception +2, Darkvison 120ft
DEFENCE
Wound Points 10
Armour Resistance 3
AC 18 - Touch 13, Flatfooted 17 (+5 armour, +1 dex, +2 shield)
Fort +2; Refl +1; Will +0 (+2 vs Enchantment)
Spell Resistance 7
Immunity to magic sleep; Light Blindness
OFFENSE
Speed 20ft;
MELEE Longsword +3 (damage d8+1, Crit 19-20)
RANGE Crossbow +2 (damage d8, Crit 19-20, Poison)
Special: Drow SLA
STATISTICS
Str 13 Dex 13 Con 10 Int 9 Wis 10 Cha 10
BAB +1; CMB +2, CMD 13;
Feats: Weapon Focus (Longsword)
Skills: Intimidate +4, Perception +2 (ACP-4)
Languages: Undercommon, Drow
Gear: Scale Mail, Heavy Shield, Longsword, Light Crossbow, 20 bolts (Drow Poison), Cure Light Wounds potion, Potion of Rage

Tortyl Elite Guard, CR2
3HD Drow Ranger 3 (Shapeshifter Archetype)
Init +1; Perception +8, Darkvision 120ft
DEFENCE
Wound Points 10, Vitality 21
Armour Resistance 3
AC 17 - Touch 11, Flatfooted 16 (+6 armour, +1 dex)
Fort +4; Refl +4; Will +1 (+2 vs Enchantment)
Spell Resistance 9
Immunity to magic sleep; Light Blindness
OFFENSE
Speed 20ft
MELEE Claws +4 (d4+1 piercing and slashing, Crit 20)
RANGE Hand Crossbows +4 (d4 piercing, Crit 20, Poison)
Full Attack: Two Claws +2/+2 (d4+1 each)
Space 5ft; Reach 5ft;
Special: Drow SLA, Form of the Bear* (1/day)
Str 13 Dex 12 Con 10 Int 9 Wis 11 Cha 10
BAB +3; CMB +4, CMD 15
Feats: Favoured Enemy (Civilised), Track, Wild Empathy, Combat Style (Claws of the Beast), Two Weapon Fighting, Power Attack, Endurance, Favoured Terrain (Urban), Shifter's Blessing (Bear)
Skills: Handle Animal +6, Heal +6, Intimidate +6, Know (nature) +5, Perception +8 (ACP-4)
Gear: Breastplate, 2x Hand Crossbow, 30 Bolts (Drow Poison), Cure Moderate Wounds potion, Owl's Wisdom Potion, 2x Potion of Rage, Shield potion, Flare Burst Grenade

 * Form of the Bear (Su): The ranger can take on the aspects of a bear once per day as a Swift Action. They can remain in this form a number of rounds equal to their level + their Wisdom modifier (3). While in this form they gain the shapeshifter subtype, gain a +4 enhancement bonus to Strength but reduce their base speed to 20ft (i.e. 15ft in armour)

Domesticated Cave Panther, CR2
As per the Leopard except...

  • Gains the 'Track' feat as a bonus feat
  • Gains Blindsight 30ft (Ex): A cave panther can use scent to ascertain all foes within 30ft. A cave panther whose sense of smell is impaired is effectively blind and strong odors may provide concealment.
Tortyl Novice Druid, CR 1
2HD Drow Druid 2
Init +1; Perception +3, Darkvision 120ft;
DEFENCE
Wound Points 10, Vitality 12
Armour Resistance 2
AC 16 - Touch 12, Flatfooted 15 (+4 armour, +1 dex, +1 shield)
Fort +4; Refl +2; Will +5 (+2 vs Enchantment)
Immunity to sleep; Light blindness
Spell Resistance 8
OFFENCE
Speed 20ft
MELEE Staff +1 (damage d8, Crit 20)
Space 5ft; Reach 5ft;
Special: Drow SLA, Wild Empathy +2, Acid Dart 1d6+1 (4/day)
STATISTICS
Str 10 Dex 13 Con 10 Int 9 Wis 13 Cha 10
BAB +1; CMB +1, CMD 12
Feats: Spell Penetration, Nature Bond (Earth)
Skills: Handle Animal +6, Knowledge Nature +6, Spellcraft +4, Perception +3, Survival +3 (ACP-3)
Languages: Undercommon, Drow, Druidic
Gear: Staff, Hide Armour, Cloak of Resistance +1, Produce Flame wand (50 charges), Cure Light Wounds wand (50 charges)
Special Qualities: Woodland Stride
SPELLS
Base Spell Save DC 11; Caster Level 2; Concentration +3; Spell Penetration +4
Orisons: Flare, Stabilize, Detect Magic, Know Direction
1st: Magic Stone, Shillelagh, Entangle, Entangle

Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30ft as a ranged touch attack. This dart deals 1d6+1 points of acid damge. You can use this ability 4 times per day.

Woodland Stride (Ex): Any sort of natural undergrowth (e.g. briars) do not impede movement and count as normal terrain. Plants that have been magically manipulated to impede motion affect the Druid as normal.

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