Day 3, and the Seekers of the Eternal Flame
First up, the 30-Day D&D Challenge about my favorite class!
Thief. Hands down. No contest. I enjoy the dichotomoy between the thief’s obvious role (the one who steals stuff) and the heroic role that I prefer the game to focus on. My thieves have often been people who want to be out for numero uno, to get rich off the sweat of other folk’s brows, et cetera, but cannot escape the nagging persistence of conscience. This has resulted in some unusual in-play situations.
Back in the day, my friend Fred and I would take turns DMing little solo adventures for each other’s characters. Most often, these involved something happening in a town, and the sessions were often ad-libbed. During one such session with Fred as DM, my most-used PC, Lord Jon Korbok, dwarven fighter/thief, stumbled past a dark alley wherein a youth was being mugged by a gang of ruffians. Korbok loudly scoffed at the ruffians’ technique. He then thrashed the lot of them to show them how a real ruffian takes care of business. After the fight, the exchange went something like this:
Fred as the Rescued Youth: Gosh! Thanks for saving me!
Me as Korbok: Shut up, and give me your gold.
Ah, good times.
And now, a dangerous quartet of alluring villains!
The Seekers of the Eternal Flame seek to cleanse the world of all forms of injustice. Unfortunately, the only way this can be accomplished is to eliminate injustice at its source, which lies within the hearts and minds of people. Those who are not perfectly just must be forced to be just. Those who cannot be forced to act justly must be destroyed. When the time is right, the Eternal Flame will reveal itself. The faithful will be rewarded. The unfaithful will be converted or killed.
There can be no other way.
Protective Aura: A magical aura constantly protects all four Seekers. This aura grants protection against attacks, which explains the Seekers’ Armor Class. It also renders them invulnerable to normal missiles (as protection from normal missiles).
Swords & Wizardry
Bahar
Hit Dice: 10
Armor Class: 4 [15] (vs. melee attacks) or 2 [17] (vs. missile attacks)
Attacks: Fiery touch 2d8
Saving Throw: 5
Special: Ignite materials, immune to fire, protective aura
Move: 12
Alignment: Chaos
Challenge Level/XP: 13/2,300
Bahar controls the fires of purification. Her fiery touch inflicts horrible burns and causes flammable materials to ignite if the material fails a saving throw (as determined by the Referee).
Gulzar
Hit Dice: 10
Armor Class: 4 [15] (vs. melee attacks) or 2 [17] (vs. missile attacks)
Attacks: Scimitar (1d8)
Saving Throw: 5
Special: Charming gaze, magic resistance (35%), protective aura
Move: 12
Alignment: Chaos
Challenge Level/XP: 13/2,300
Gulzar’s gaze subjects any living creature who meets it to a powerful charm effect (-2 penalty to saving throw, works as charm monster). Gulzar can never have more than 18 Hit Dice worth of creatures charmed at a time.
Minu
Hit Dice: 10
Armor Class: 4 [15] (vs. melee attacks) or 2 [17] (vs. missile attacks)
Attacks: Battle axe (1d8)
Saving Throw: 5
Special: Magic resistance (35%), protective aura, shriek
Move: 12
Alignment: Chaos
Challenge Level/XP: 13/2,300
Once every 1d6 rounds, Minu can unleash a shriek of terrible power. All creatures (except for the other Seekers, whose auras protect them from Minu’s shriek) within 50 feet Minu when she shrieks must make a saving throw. Those that fail are stunned for 2d6 rounds and suffer 2d8 points of damage.
Shokufeh
Hit Dice: 10
Armor Class: 4 [15] (vs. melee attacks) or 2 [17] (vs. missile attacks)
Attacks: Quarterstaff (1d6)
Saving Throw: 5
Special: Catch spell, magic resistance (35%), protective aura
Move: 12
Alignment: Chaos
Challenge Level/XP: 13/2,300
Shokufeh has the ability to “catch” spells that target her. If Shokufeh’s magic resistance would protect her from the spell, she “catches” the spell and can immediately “throw” it (even if it isn’t her turn to act). A “thrown” spell takes effect just as if the original caster had targeted whomever Shokufeh chooses as her target.