PDA

View Full Version : Boss List



Max Dirks
01-10-11, 03:04 PM
Here is a list of currently available bosses:

Level 1:
Ganudo (http://www.althanas.com/world/showthread.php?22253-Boss-List&p=179707&viewfull=1#post179707)
Bloodseeker Warband (http://www.althanas.com/world/showthread.php?22253-Boss-List&p=179708&viewfull=1#post179708)

Level 2:
Larren Orhdir (http://www.althanas.com/world/showthread.php?22253-Boss-List&p=179709&viewfull=1#post179709)
Dark Stone of Orox (http://www.althanas.com/world/showthread.php?22253-Boss-List&p=179710&viewfull=1#post179710)
The River Knight (http://www.althanas.com/world/showthread.php?22253-Boss-List&p=182673&viewfull=1#post182673)

Level 3:
Julie, the Red Maiden (http://www.althanas.com/world/showthread.php?22253-Boss-List&p=179741&viewfull=1#post179741)
Weredigo, Undead Wendigo (http://www.althanas.com/world/showthread.php?22253-Boss-List&p=180677&viewfull=1#post180677)

Level 7:
The Servant of N'Jal (http://www.althanas.com/world/showthread.php?22253-Boss-List&p=179725&viewfull=1#post179725)
Mechoid (http://www.althanas.com/world/showthread.php?22253-Boss-List&p=179734&viewfull=1#post179734)

Level 8:
Daelus Orlouge (http://www.althanas.com/world/showthread.php?22253-Boss-List&p=179718&viewfull=1#post179718)

The Smiling Lads Thieves Guild:
Smiling Lads Thieves (http://www.althanas.com/world/showthread.php?22253-Boss-List&p=182675&viewfull=1#post182675)
Tuloc Lereur, Smiling Lads Lieutenant (http://www.althanas.com/world/showthread.php?22253-Boss-List&p=182674&viewfull=1#post182674)
Silas Sheffier (http://www.althanas.com/world/showthread.php?22253-Boss-List&p=179706&viewfull=1#post179706)


No bosses? Submit one here (http://www.althanas.com/world/showthread.php?22251-Boss-Submissions).

Here is the list of currently unavailable bosses:

Revenant
01-19-11, 10:10 PM
Level: 2

Name: Silas Sheffier

Appearance:
Silas is the picture perfect image of a thin, athletic elven male specimen. While he is obviously well-nourished, his body is lean enough to be able to pass as malnourished. The shoulder length dirty-blonde hair that frames his thin face is always free and unbound to flow about his head. Piercing green eyes that know neither warmth nor trust stare out from behind his high boned cheeks. Silas’ thin lips are almost constantly pressed into a hard, faintly smiling line.

Silas clothes himself in fine, but loose clothing of common distinction. While he has wealth, he doesn’t flaunt it as it only draws attention to him. His only weakness in this area is the wide brimmed hat that he constantly wears with a single red feather tucked into its brim.

Background:
Silas made a name for himself in the criminal underworld by arranging for his thieves guild mentor to be caught red-handed in the commission of a crime that the mentor had no knowledge of. Swooping into the power vacuum left behind, Silas renamed the thieves guild the ‘Smiling Lads’ and proved to be a cold, calculating, and efficient leader, if not exactly a brave one. Since taking over the Smiling Lads, Silas has evaded the authorities and numerous heroes and vigilantes alike.

Abilities/Skills/Equipment:
Increased Agility – Silas’ natural elven agility has been further enhanced by his years of working in the thieves profession. Silas is four times as fast and agile as a normal human, capable of sprinting at incredible speeds and executing amazing dodges against both melee and ranged attacks.

Light Blade Proficiency – Silas is a master of the light blade (short swords, daggers, rapiers, etc.) though he rarely chooses direct conflict as an option. When pressed however, Silas can mount an offense on par with any weapon master.

Parkour – Always one to choose flight over fight when push comes to shove, Silas has learned the art of Parkour. Using these skills, Silas often appears to move by magical means when travelling through the cityscape. Obstacles and barriers seem to disappear in front of Silas as he executes jumps of amazing length, long falls without harm or slowing, and seems to be able to run straight up sheer surfaces.

Sleight of Hand – Silas may have obtained his position as guild master through guile, but he wouldn’t have been given the chance if he weren’t an expert thief. Silas can pick pocket, palm items, and do any other number of thieves tricks with a practiced ease that often leaves his target completely unaware that Silas has just ‘liberated’ their valuables. Silas is so practices in this art that he can even use it during combat to snatch unattended items from his opponent with little to no effort.

Throwing Weapon Marksman – Silas always keeps a variety of darts and throwing knives on his person which he can retrieve and throw with no extra effort. Retrieving a throwing item from his person takes no extra actions from Silas and he can throw multiple missiles at the same target in a single throw.

Expertly Crafted Rapier – Silas carries an expertly crafted rapier.

Throwing Missiles – Silas carries a ridiculous amount of sharpened blades and combat darts hidden upon himself and can always be assumed to have one of them at hand if necessary.

Poison – Silas has never been called a fair fighter by anyone with a straight face. To ensure his superiority in combat, he carries a number of doses of contact poison that can be applied to any of his throwing weapons or his rapier with a few seconds of uninterrupted time. The poison that Silas uses causes numbness around any area of raw flesh that it contacts, which spreads to a slow paralysis. The poison is fatal if inhaled, but is otherwise only to debilitate. Silas is considered to have an unlimited amount of his poison.

Smiling Lads – Silas is the leader of the Smiling Lads thieves guild and can call on his men to aide in his escape. If given the chance, Silas can call up to two of his thieves to act as distractions while he escapes. The thieves are decently proficient with their long knives but aren’t any more keen to die than Silas is and will flee if they find themselves in mortal danger.

Tactics:
Silas is wary, and that wariness has served to keep him alive well enough so far. If he even gets a hint that someone is on to him, Silas will attempt to flee to his nearest safe house while trying to maintain a façade of innocence. Only if being actively pursued will Silas break into anything other than a calm, composed walk to get away. Silas will try to stay away from direct conflict if possible, though he may deign to jump into combat with lone attackers if the circumstances are right.

Score to Defeat: 65 (-2 if someone participating in this thread had defeated either the Smiling Lads Thieves or Tuloc Lereur; -4 for both)

Spoils: (choose one of the following, plus lesser spoil)
Expert Quality Rapier – An expert quality rapier which cannot be sold until the owner gains their next level.
-or-
Silas Sheffier Reward Money – 100 gp

Lesser Spoil (if thread score is within 5 or less under Score to Defeat): +5% exp to this thread’s exp

Revenant
01-19-11, 10:11 PM
Level – 1

Name: Ganudo

Background: Ganudo is a five foot tall, man-like rat creature, the product of magical experimentation on lycanthropy victims gone wrong. Ganudo’s creator attempted to slay the unfortunate beast, only to find that it was stronger and wilier than he gave it credit for. Ganudo wounded the man and made its escape into the countryside. It has continued to pick off cattle and the occasional lone traveler in an effort to stave off its ever present hunger, and while its attacks have been cautious as of yet, its success has led to increasing boldness.

Tactics: Ganudo lies in wait for its victims, concealing itself in high grass or thick brush. Surprisingly, its wiry, mottled fur lends itself well to camouflage and only the keenest eye will see it before it strikes. Once on the attack, however, Ganudo does so with almost no regard for its own safety, attacking the physically weakest looking target to the exclusion of all others.

Skills/Equipment/Abilities:
Claws and Teeth – Ganudo is equipped with sharp, piercing natural weapons. It has not formal combat training, but its ferocity and bloodlust is fearsome.

Camouflaged Hide – Ganudo’s bristling fur blend well with the natural overgrowth where it lives, making it nearly invisible when it hides motionlessly in the brush. It is also thicker than it looks and is enough to deflect minor, off-target attacks.

Bestial Ferocity – Ganudo’s bestial ferocity makes it twice as strong and as fast a normal person.

Score Needed to Defeat: 45

Reward:
200gp cobbled together by the local farmers as thanks.

Revenant
01-19-11, 10:11 PM
The Bloodseeker Warband has run rampant over Northman, Amen, blackdog1, and Ganlon Martel.

Level – 1

Name: Bloodseeker Warband

Background: The Bloodseekers are a particularly vicious, xenophobia tribe of goblins who have, up till recently, kept mostly to themselves. They’ve always been considered a minor hazard, as they’ve only caused trouble for those who encroach on their carefully marked territory, but a recent change in tribal leadership to a more aggressive Chieftain has heralded a shift in the goblins’ policies. Now, the Bloodseekers have gone on the warpath and this five goblin warband have decided that you’re their latest victims.

Tactics: The Bloodseeker warband picks a target that looks weaker than the others and attempts to mob that victim, dragging him down through sheer weight of numbers. They fight with mindless, fanatical fury seemingly without regard for their own safety, but will break and flee if more than two of them are killed.

Skills/Equipment/Abilities:
Crude Weapons – The makeshift weapons that the Bloodseekers use are composed of a mixture of wood, bone, and sharpened bits of metal. They’re nothing special on their own, but in a group they’re positively lethal.

Goblin Quickness – As goblins, the Bloodseeker’s are nearly twice as quick as normal people.

Savage Bloodlust – Until they break, the Bloodseeker’s raging bloodlust allows them to ignore all but the most serious wounds.

Score Needed to Defeat: 45

Reward:
200gp each for the bounty on the Bloodseeker Tribe.

Revenant
01-19-11, 10:12 PM
Larren Orhdir showed Slayer of the Rot, Enigmatic Immortal, and Amsen the price of disobyeing the law!

Level – 2

Name: Larren Orhdir

Background: Larren Orhdir was a bounty-hunting priest who became a little too fanatical about removing evil from the world after seeing too much of it. Now, Larren considers himself to be judge, jury, and executioner for anything he perceives to be a crime and your group has somehow run afoul of this self-righteous madman.

Tactics: Larren prefers to use his ‘Hand of the Thayne’ to attack characters from range and uses his warding ability to keep imposing close-combat characters at a distance. He does not hesitate to draw his mace if threatened with melee however. Larren will use his smite ability on the person he deems to be most a threat.

Skills, Equipment, and Abilities:
Hand of the Thayne – Named in his religious fervor, this weapon is a heavy repeating crossbow which has been modifier to hold six shots more akin to vampire hunting stakes than regular crossbow bolts. Larren keeps one spare change of ammo which he can use if given enough time, though he cannot consolidate shots. Larren is a decent shot.

Iron Mace – Larren possesses a mace crafted of iron with which he is moderately proficient.

Holy Warding – Larren can create a circular barrier five feet around him by holding up a hand and chanting to the Thayne. The warding activates then next time someone comes into contact with it, either personally or through melee attack, and keeps that person at bay until their next post.

Holy Smite – Larren imbues his current weapon with the wrath of the Thayne, adding twice the impact and doubling all damage inflicted by that weapon. When used on his crossbow, Holy Smite affects only the next bolt fired from it, but when used on his mace, Holy Smite lasts until he puts the weapon away. Larren can use this power three times.

Score Needed to Defeat: 50

Reward:
300gp each
-or-
Hand of the Thayne with no ammunition and which cannot be sold until the recipient has gained a level.

Revenant
01-19-11, 10:13 PM
Level – 2

Name: Dark Stone of Orox

Background: Orox was a competent, if lazy, necromancer. He created the Dark Stone which bears his name as a way to convert raw materials to fresh servants with little effort on his part. On the night of a full moon, the Dark Stone of Orox animates any intact bodies within a localized area as mindless zombies. Unfortunately for the Dark Stone’s last owner, the zombies aren’t under the bearers command and he was slain by the creatures he had recently raised. Now the Dark Stone lies in a field of the walking dead, adding random passersby to its masterless armada.

Tactics: Zombies raised by the Dark Stone are mindless and, unless controlled by an outside entity, attack the nearest living creature on sight. There is no preference to who is attacked, so several people might find themselves as targets at any given time.

Skills/Equipment/Abilities:
Zombie Horde – To ensure that his power wasn’t tasked often, Orox ensured that the Dark Stone could raise as many zombies as there were bodies. There are currently two dozen zombies around where the Dark Stone of Orox is.

Zombie Defense – So that he wouldn’t have to worry about the Dark Stone becoming broken, Orox imbued his magic item so that it couldn’t be harmed until all of the zombies in its proximity had been destroyed.

Score Needed to Defeat: 50

Reward:
100xp each, for removing such an evil item from Althanas.
-or if not destroyed-
300gp for laying claim to the magic item.
-or-
Shard of the Dark Stone: A fragment of the Dark Stone of Orox which allows the wielder to turn an intact dead body into a zombie permanently under their control during a full moon. Works once.

Revenant
01-19-11, 10:23 PM
Created by Hysteria

Daelus Orlouge has defeated: Silence Sei, Ruby La Roux, Kylin Rouge, Slayer of the Rot

Level - 8

Name: Daelus Orlouge

Appearance: Daelus appears as a skinny size old blind man. He has short white hair which is mostly hidden by a cyan length of cloth that covers his eyes and wraps around his head. He wears a pure white smock and white pants. The only thing he carries is a staff of pure glass.

History: There are many theories around energy and one suggests that there is a finite amount of energy in the universe. That what comes and goes between people is a constant in the world. Recently the mystic race has been decimated, with many of their number losing their powers, basically being de-mystified. So then, what happened to the power of the mystics? Where did it go?

The answer is Daelus Orlouge. Where the man came from is a mystery, but it seems that he was either a mystic in which the residual power focused on, or a personification of the mystics' power. Since the decimation of the mystics Daelus has been showing himself to warriors of the Mystics and their allies, challenging them to battle.

The Mystic only every appears in a glass cavern hundreds of metres high and wide. He seems to bring those he fights to him, but never says a word. Oldly enough the fight ends as soon as his blood is drawn, or all his opponents have fallen.

Tactics: Daelus acts as a summoner rather than entering in direct combat. He seeks to keep his opponents as far away as possible using his summons. He only uses direct magic when they fail. He will generally continue to use summons until he overwhelms his opponents. Because of this, one weak person on the team could be your downfall.

As his opponents get closer to him he casts stronger and stronger spells.

The match ends when either all opponents are defeated or when Daelus has his blood drawn, even a small amount.

Skills/Equipment/Attributes:
4x Speed - Daelus can move with the speed of a martial arts expert.
2x Strength - Daelus is about as strong as a lightweight boxer.
4x Agility - Daelus is capable of acrobatic feats equal to an olympic gymnast.

Sonar Hearing - Using vibrations through the glass cavern and listening to the heartbeats of those he fights he has perfect 'sight' of everything around him.

Glass Spells - All glass used in spells are the strength of Plynt. They are immune to poison and resistant to fire and electricity.

Glass Mine Field (6x) - Daelus sends out two dozen small glass balls the size of a soccer ball that explodes when someone goes near it. They do a fair amount of damage, and are generally used hinder those he fights.

Rising Glass (10x) - Daelus sends glass under ground for a distance of twenty metres, the glass then rises like whip starting at Daelus and outwards in hundreds of thin spikes.

Dancing Swords (5x) - A number of flying glass swords come from the ground, one for each opponent. They attack with the speed and strength of an average fighter but are only destroyed when the hilt is, they will fight on with a broken blade.

Glass Wolves (5x) - A glass wolf springs from the ground, two for each opponent. The wolves attack using their teeth and are twice as fast as a normal person.

Glass Golems (3x) - Three golems twice the size of a person are summoned. They are exceptionally strong, six times that of a normal person, but half the speed. They attack by smashing with their giant fists.

Glass Dragons (3x) - Daelus creates two 30 metre long giant glass dragons out of extremely hard glass. Each dragon is about a hundred metres long and attacks using their teeth, claws, tails and bodies. Their size means they tend to crush or block those it fights.

Epic Mystic Protection (6x) - Used when someone gets within one hundred metres of him, this creates a three feet thick glass dome around Daelus anywhere between one and a hundred metres in radius which explodes outwards in every direction when struck.

Arena: The fight occurs in a giant glass cavern hundreds of metres high and wide in a near perfect dome. There is no entry or exit.

Score Needed to Defeat: 68

Experience/Gold/Items Earned:

The Wolf Amulet:A small perfectly clear glass wolf head amulet. Twice a day the wielder can summon a glass wolf the strength of steel for three posts. The wolf is twice as fast as a normal person.
-or-
500xp and 2000gp

Revenant
01-19-11, 10:51 PM
Created by Hysteria

Level - 7

Name: Servant of N'Jal

Appearance: The Servant of N'Jal is a huge creature half-spider, half-woman. The creature stands twenty metres high. The spider half of the woman is just as long as she is tall, with a massive round abdomen. Running down her spider half is a long red stripe. The top female half is a sickly white, opposed to her bright red glowing eyes.

History: N'Jal created her servant to act as an avatar where she could not. It is a being of power and destruction. The avatar exists simply to kill and destroy.

Tactics: The Servant tries to separate and eliminate her pray. Using her spells she stuns and pushes her pray apart before picking one person to focus her attacks, generally using her weapon.

Skills/Equipment/Attributes:
4x Speed - She can travel and attack extremely attacks.
12x Strength - The Servant can lift over 2200 pounds.
0.5x Agility - While she can run up sheer faces and act upside-down easily, her size means she has trouble moving easily.
8x Endurance - The Servant can continue to fight even after suffering damage that would floor a giant.

Enormous Bulk - The Servant is massive, able to crush most things beneath its body.

Armored Exoskeleton - The Servant has a hard exoskeleton that is roughly equivalent in strength to steel.

Spider's Climb - The Servant is easily able to climb up any surface and able to maneuver herself easily on any surface, even inverted.

N'Jal's Fury - A giant halberd like spear which constantly spews incredibly hot fire. It is the strength of Dehlar.

Web Trap Spell - The Servant sends out a massive amount of sticky spider web that easily covers a an area with a ten meter radius. The web bonds with the strength of steel and can be used 5x per thread.

Spawn Spiders - The Servant spawns ten spiders, each the size of a dog. They are fast, but not very strong. They have a poisons bite capable of paralyzing someone for a post. Multiple bites can kill. The spiders are used to keep the fighters busy while the Servant acts. Can be used three times per thread.

Acid Spit - The Servant rears back and unleashes a wave of acid, drenching an fifteen meter square area. The acid is easily able to burn through steel, and flesh has no chance. This can be used five times per thread.

Venomous Bite - The Servant bites into someone and injects them with super concentrated poison, death is usually instant.

Arena: The arena is a massive forest, with trees hundreds of meters tall and easily ten meters wide. The forest makes even the largest fighter feel tiny.

Score Needed to Defeat: 68

Experience/Gold/Items Earned:
10% bonus to experience gained in this thread
-or-
N'Jal's Venom - A weapon enhancement that permanently coats a single weapon in acid capable of burning through steel in a minute. Damage to normal skin is greatly increased.

Revenant
01-19-11, 11:37 PM
Created by Esmerelda

Level - 7

Name: Mechoid

Appearance: Mechoid is a thirty foot tall humanoid, with unknown symbols decorating his metallic body. The best estimates that can be made guess that its weight is somewhere around thirty tons, due largely in part to its steel interior and mythril armored shell.

History: Locals aren't sure where Mechoid came from, but their sure he first appeared during the night of storms; when, to observers, it seemed as though twelve thunderstorms collided and hit simultaneously. Since that night, Mechoid has sporadically appeared, causing damage and flattening homes and people.

Location: Mechoid lairs somewhere near the Berevar border in Salvar, possibly in a valley, or up on a mountain somewhere.

Skills/Equipment/Abilities:
Crush - Mechoid weighs a significant amount. Mechoid knows this. Mechoid enjoys crushing things smaller than himself with his feet.

Rocket Blast - Mechoid's body houses ten rockets that launch from his back. Each rocket is capable of flying up to one mile, fly at a speed of 30 feet per second, and produce a heavy blast with a radius of thirty feet.

Laser Cannon - Mechoid's head houses a weapon that emits a beam of energy that does extreme fire and lightning damage. The cannon needs to charge after every shot and can thus only fire once every three full post rotations.

Mechanical Strength - Mechoid was designed to clear fallen buildings in the dimension he came from. He can exert 50 tons of pressure.

Poor Targeting - Mechoid was a construction unit, hastily outfitted for work in warzones. As a result, his target system is below average, and he frequently misses.

Slow - Mechoid does not move very fast, and can make only one action per post.

Score Needed to Defeat: 67

Experience/Gold/Items Earned:
2000gp from scavenging parts
-or-
Treated Mythril Shell - You've scavenged enough mythril from Mechoid's body to create a large piece of equipment. Since the mythril has already been treated, anything that is made with it costs 50% less than normal.

Revenant
01-20-11, 12:32 AM
Created by Hysteria

Level - 3

Name: Julie The Red Maiden

Appearance: Julie is a young woman with her own unique sense of style. She has long flowing black hair pale skin and a long crimson set of cloths.

History: Julie was the only child of an acclaimed Citadel fighter. The man known as the Red Blade treated his daughter like a son, and she soon grew into an accomplished fighter in her own right. As the years went on the Red Blade retired and Julie took his mantle. She quickly developed her own style of fighting, ignoring the brutish direct approach for a much finer style.

Arena: Julie fights in an massive stone church, illuminated through the glass windows from the high roof and full of pews. Julie uses the long seats as an advantage and easily maneuvers over or around them while many fighters get stuck.

Strategy: Julie generally attacks those she sees as having an advantage over, biding her time till the moment is right. In tougher battles she'll wait until there is enough Red Fog to hide her movements before going for the kill. If she has a weakness it is her over confidence.

Skills/Equipment/Abilities:
2x Strength - Julie is twice as strong as the average fighter.
5x Speed - Julie can move and react with lightning reflexes.
5x Endurance - Julie is tough enough to shrug off attacks that would render most fighters useless.

Sword Dance - Julie uses her two massive blades and a combination of acrobatic movements to expertly perform her fighting style, Sword Dancing.

Twin Swords - The massive twin swords she carries used to belong to her father and are fashioned from master crafted Delyn.

Crimson Cloth - Julie can use her imbued cloth to seal minor wounds instantly, though doing so renders her unable to do anything else for that post.

Red Fog - Julie's enchanted clothes excrete a fine red fog that hangs in the air. The longer she fights for the more of the fog is put into the air. Julie uses the fog to hide her movements in and strike when close.

Score Needed to Defeat: 60

Experience/Gold/Items Earned:
350xp
-or-
Red Maiden's Cloth - This length of cloth looks like a normal crimson scarf. However, when wrapped around a wound it will minorly slow bleeding.
-or-
Blade of the Red Maiden - A single Delyn blade of masterwork quality.

Revenant
02-08-11, 11:42 PM
Created by Hysteria

Weredigo, Undead Wendigo brought Lancaster, Sighter Tnailog, Hysteria, and Azrael to meet their doom.

Level - 3

Name: Weredigo, Undead Wendigo

Appearance:
Weredigo is a nine foot tall humanoid with a lean frame. It is a cross between a man and a wolf, with a sharp wolf face, with massive teeth constantly stretched into a wicked looking smile. Since its death (read history) it has become a festered version of what it was before, with much of its body rotten off. Its once thick brown fur is mottled, dirty and with large missing patches. The creature's right arm was cut off before its death and has been replaced with a twisted one of steel that ends in wickedly curved claws. Though the arm appears to be nothing more than steel, it pulses with a dark internal energy.

History:
Over a century ago this particular Wendigo terrorized one of the forests of Raiaera, mindlessly slaughtering everything that it encountered. But despite the east’s bloodthirsty ferocity, it never made more than a minor footnote in the Raiaeran history books. The reason for this was simple, almost as soon as the beast began to draw attention to itself it was hunted down and put to the sword by a band of nameless heroes.

With its corpse carefully put down and preserved by the same heroes who had slaughtered it, the beast’s remains went unnoticed through Xem’Xund’s rampage across Raiaera. Within the last year, however, some unknown force has discovered the beast’s resting place and has revived it. The resulting creature, complete with a newly fashioned arm of twisted steel, has become known as Weredigo by the few survivors of its horrific raids. Though it is unknown who resurrected the Weredigo or why, the attacks show some hint of a greater plan that has yet to unfurl.

Tactics:
Weredigo watches its prey with its lifesight, waiting with the patience that only the undead can for the perfect opportunity to strike. When it senses that the opportunity is at hand, it summons its cloud of fog to obscure the vision of the hapless targets and send them into a state of confusion before leaping upon them, its lifesight allowing it to easily see its prey.

Skills/Equipment/Attributes:
Supernatural Strength – Weredigo is extremely powerful, with enough strength to bend steel and gouge stone. Weredigo is roughly four times stronger than a normal warrior.

Lifesight – Rather than viewing the world as a normal, living creature would, Weredigo senses things by the amount of life and vitality that they possess. Living creatures appear as outlines of life force to Weredigo and thus his vision cannot be impaired in any way.

Cloud of Fog – Weredigo’s skin produces a thick cloud of fog around it when the creature begins to hunt. The fog heavily reduces visibility around Weredigo so that creatures caught in it can only see about five feet in front of them.

Claws – Weredigo’s remaining real arm is tipped with hardened, jagged claws.

The Dark Claw - The twisted metal arm that replaces Weredigo’s missing one appears to be regular steel, but is infused with a dark stone of power. Once every two rounds of posting, Weredigo can unleash a pulse of dark energy from the claw that saps the life from whoever it strikes. Weredigo doesn’t actually have to wound his victim with this to drain their life, merely make contact. The life draining process leaves a victim cold and weak, and though it doesn’t kill them outright, it leaves them in a position where the undead creature’s overwhelming strength and jagged claws will.

Score Needed to Defeat: 50

Experience/Gold/Items Earned:
The Dark Claw – You have retrieved the twisted metal arm from the Weredigo’s body. While the dark energy infused steel isn’t a very suitable weapon in itself, a master smith may be able to reforge it into a weapon that allows its user to make a life draining attack once per day similar to the Weredigo’s own.

-or-

400gp

Revenant
04-23-11, 06:04 AM
Level - 2

Name: The River Knight

Appearance:
The River Knight is tall and broad shouldered, though all of his impressive bulk is completely hidden beneath the suit of interlocking plated mail. So well hidden is The River Knight that the only thing that identifies The River Knight as a male is the deep, rumbling voice that emanates from inside the fully enclosed helmet that he wears. The armor itself is well-maintained but plain, adorned only by the matte blue color that covers it. Though he is by no means lithe in all that armor, The River Knight still manages to move fluidly enough to defy expectations. With his heavy hammer in one hand, and half body kite shield in the other, The River Knight is the very picture of a formidable opponent.

Background:
The Blackbriar River is a notoriously swift and treacherous body of water; wide enough that only a master bowman could put an arrow from one side to the other and deep enough to cover an entire merchant caravan. It is fortunate then that Thole Bridge exists. Thole Bridge is a simple stone pathway, wide enough to fit two standard wagons side-by-side and is sturdy enough to bear the weight of a herd of cattle. It is also the only crossing for Blackbriar River in a day and a half’s travel no matter which way one travels. Thus it was a sad day for travelers when the River Knight first appeared.

No one knows who the River Knight is, where he comes from, or why he chooses to guard Thole Bridge, if it is even his choice to do so. All that the shattered remnants of those attempting to cross Thole Bridge know is that the River Knight refuses to allow anyone to pass the bridge without defeating him. That’s not to say that there are those who haven’t made it across Thole Bridge, but doing so these days is a less than guaranteed proposition.

Abilities/Skills/Equipment:
Armor of the River’s Guard – This blue matte suit of interlocking steel plates completely encloses the wearer, allowing no clue as to the wearer’s identity and no hint of weakness. Though this is a full suit of heavy armor, it is so masterfully crafted that it doesn’t hinder the wearer’s movement. The armor includes a half body kite shield.

Heavy Warhammer – The River Knight wields a large steel warhammer.

Hammer Proficiency – The River Knight is an expert at fighting with his heavy warhammer.

Enhanced Strength – The River Knight is three times as strong as a normal warrior, able to put massive force behind each strike of his weapon and more than capable of tossing lesser enemies around.

Stoic Defense – The River Knight guards Thole Bridge with a determination that borders on the supernatural. The River Knight can keep fighting long after the wounds he has received would have floored another opponent. Additionally, it is extremely difficult to disarm or trip the River Knight.

Bring Them Down – While flying over Thole Bridge may seem like the easiest option for those who are capable of it, those who make the attempt quickly find out that their assumptions are wrong. Anyone attempting to fly over Thole Bridge or the Blackbriar River near the River Knight becomes incredibly disoriented and finds that they are unable to make the journey.

Second Wind – No matter how much punishment that the River Knight has taken, he always seems to be able to redouble his efforts whenever anyone becomes close to crossing Thole Bridge. Those who have witnessed this claim that the River Knight fights like a man possessed, forced almost beyond the limit of human capabilities to ensure that no one gets past him. This includes moving faster, hitting harder, and being tougher than normal.

Tactics:
The River Knight waits quietly for anyone to come to Thole Bridge. Rain or shine, day or night, the steel clad warrior waits patiently. It is only when travelers come to the bridge that he shows any sign of life, moving to block the bridge and issuing a combat challenge to any who wish to cross. In combat, he is a stoic defensive fighter; calmly taking strikes that he knows cannot get through his armor and deflecting heavier ones with his shield.

Score to Defeat: 60

Spoils (choose one of the following, plus lesser spoil):
Heavy Warhammer – A quality steel heavy warhammer. It is so large that it deals more damage than normal and is yet feels lighter than it should be. The Heavy Warhammer cannot be sold until the owner gains a level.
-or-
Caravan Reward – 100 gp reward from local caravan companies for clearing the River Knight from the bridge.

Lesser Spoil (if the thread score is 5 or less under the Score to Defeat): +25 gp

Revenant
04-23-11, 06:07 AM
Level – 1

Name: Tuloc Lereur, Smiling Lads Lieutenant

Appearance:
Tuloc is a midget, standing just over four feet tall. Combining this with his chubby, unshaven face and ruffled hair makes Tuloc look so much like a child that most people who see him would be hard pressed to believe that he is actually in his late twenties.

Tuloc wears ill-fitting clothes of a ragged appearance when he is out and working, though he wears nothing but the finest clothes while safe in the Smiling Lads headquarters.

Background:
Silas Sheffier, master of the Smiling Lads thieves’ guild, discovered Tuloc when the diminutive thief attempted to pick Silas’ pocket, not knowing who his mark was. Rather than put the upstart in his place, Silas saw the potential that Tuloc had to be a great asset to the Smiling Lads. Once inside, Tuloc quickly rose through the ranks to become Silas’ chief lieutenant. Now, he spends his days thinking of all the wealth that he has brought to the Smiling Lads and how it can be used to usurp Silas from his seat of power.

Abilities/Skills/Equipment:
Superior Agility – Tuloc is lithe and the years of living the thieves’ life have honed his body into a superior specimen. Tuloc is roughly twice as agile as a normal person and has improved speed and dodging ability.

Hide in Plain Sight – Tuloc’s ability to mask himself as a child means that he is exceptionally adept at losing himself in a crowd. While in a populated area, Tuloc may vanish into the crowd, blending in and losing himself as just another nobody. Unless he is being watched and followed carefully, Tuloc can quite easily make his escape from pursuit.

Pickpocket – Tuloc is an extremely well-trained thief and can lift unattended items from anyone with a low chance of being noticed as long as he isn’t engaged in combat. This skill is useless in combat.

Combat Proficiency – Tuloc, while not a combat specialist, can hold his own in a fight in one-on-one combat.

Straight-Razor – Tuloc’s weapon of choice, a fine edged straight-razor.

Smiling Lads – Tuloc, as the chief lieutenant of the Smiling Lads, can call on the thieves in his guild to aide in his escape. If given the chance, Tuloc can call up a Smiling Lads thief to aid him. The thief is decently proficient with his long knife but isn’t any keener to die than Tuloc and will flee if they find themselves in mortal danger.

Tactics:
Tuloc mercilessly abuses the fact that he looks like a child not only to perpetuate his life as a thief but also to avoid being caught or killed. Once Tuloc knows that he is in danger, he attempts to flee, knowing that it is easy for him to get lost in the crowd. Not really a fighter, Tuloc can’t really hold off more than one decent opponent at a time in combat and, if forced to fight, attempts to maneuver himself into a position where only one opponent can reach him at a time. Tuloc isn’t above feigning surrender and biding his time to escape using his talents as a thief.

Score to Defeat: 60 (-2 if someone participating in this thread had defeated the Smiling Lads Thieves)

Spoils: (choose one of the following, plus lesser spoil)
Steel Straight-Razor – A good quality steel straight-razor which cannot be sold until the owner gains their next level.
-or-
Tuloc Lereur’s Reward Money – 100 gp

Lesser Spoil (if thread score is within 5 or less under Score to Defeat): +25 exp to this thread’s exp

Revenant
04-23-11, 06:07 AM
Level – 1

Name: Smiling Lads Thieves

Appearance:
The Smiling Lads thieves’ guild recruits members from all walks of life. There are as many rich people who enjoy the thrill of thieving as there are poor people who do it to live. The only thing that ties them all together is the small ring that they wear. Though the rings themselves come in all different sizes and shapes, they all have the smiling marker inscribed on the inside of the band.

Background:
The Smiling Lads are a thieves’ guild that is becoming more and more powerful as they get their fingers deeper into the various cracks of life. To curb their growing influence, local magistrates have put a reward out on any member of the Smiling Lads gang that can be brought in, prompting a wild upsurge in bounty hunters. Reciprocating, the Smiling Lads have been heavily targeting members of the local guard and community leaders.

Abilities/Skills/Equipment:
Superior Agility – Smiling Lads are roughly twice as agile as a normal person and have improved speed and dodging ability.


Pickpocket – Whatever their background, Smiling Lads are all thieves first and foremost. Members of the Smiling Lads can lift unattended items from anyone with a low chance of being noticed as long as they aren’t engaged in combat. This skill is useless in combat.

Combat Proficiency – Second to thieving, Smiling Lads are taught to defend themselves and are proficient in close combat, though they most often prefer running away instead of fighting.

Long Knives – While each Smiling Lad has their own favored weapon of choice, most tend to favor long, heavy knives when fighting is a necessity.

Tactics:
Smiling Lads can be found working in almost every area of the city, though recently they’ve preferred to focus on local law enforcement and city officials. Smiling Lads prefer to work from the shadows, running rather than fighting if confronted. All Smiling Lads share a bond and will come to each others’ aide if necessary, though mostly to act as a distraction.

Score to Defeat: 55

Spoil: (plus lesser spoil)
Smiling Lads Reward Money – 50 gp

Lesser Spoil (if thread score is within 5 or less under Score to Defeat): +25 gp earned

Lord Anglekos
06-01-11, 01:51 PM
You can make a claim on a boss here (http://www.althanas.com/world/showthread.php?22252-Boss-Claims), Godric.