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Warlords of the Accordlands Previews
Coreos
Bodach: M Undead (Severed Wraith) Necromancer 10; CR 12;
Medium Undead; HD 10d12; hp 58; Init +2; Spd Fly 30; AC 20;
touch 16; flatfooted 18; Base Atk +5; Grp +5; Atk +5 melee
(1d3+Wither); Full Atk +5 melee (1d3+Wither); SQ Elf Racial
Traits, Undead type traits, Necromancer abilities, Corrupting
Gaze (Su), Frozen Flame (Su), Immaterialize (Su), Presence of
Frost (Su), Wither (Su), Rejuvenation (Su), Turn Resistance
(Su); AL Chaotic Evil; SV Fort +3, Ref +5, Will +8; Str 10, Dex
14, Con 10, Int 17, Wis 13, Cha 14
Skills: Concentration +13, Knowledge (Arcana) +11,
Knowledge (Anatomy) +11, Knowledge (History) +11, Knowledge
(Religion) +11, Knowledge (Research) +10, Spellcraft +16
Feats: Grasp the Power, Shroud's Grace, Eschew Material
Components, Innate Ability (Minor Necromantic Regeneration
3/day)
Abilities: Wither: Touch attacks drain 1d3 Con unless
victim makes a DC 19 Fortitude save; Corrupting Gaze: Gaze
attack which drains a living creature of 2d10 Hit Points and 1d4
Cha unless victim makes a DC 19 Fortitude save; Presence of
Frost: Opponents within 10 feet of Coreos Bodach must make a DC
19 Fortitude save each time they attempt to move or only move at
½ movement; Rejuvenation: If reduced to 0 Hit Points, Coreos
Bodach may make a Caster Level check (DC 20). If Successful, he
returns to (un)life in 2d4 days in the exact same spot with 1
point of permanent Ability Drain in each attribute;
Immaterialize: As a standard action, Coreos Bodach may become
incorporeal and is immune to attacks from material sources but
may not physically touch anything material; Turn Resistance:
Coreos Bodach gains +4 turn resistance; Frozen Flame: Normal
flames turn to ice when Coreos Bodach sees them, and magical
flame is turned to ice at a rate of 1 cubic foot per round;
Equipment: All of Coreos Bodach's equipment is Ghost Touched and
is effective against incorporeal opponents. None of the other
functions of his equipment work for anyone but himself.
Possessions: +1 Bone Shoulder Guards of Invulnerability,
Bracers of Armor +4, Ring of Counterspells (Dispel Magic),
Lesser Rod of Empower Spell, Scrolls – Waves of Pain, Cloudkill
and Death Stench, Spellbooks
Spells: (Necromancer 4/5/5/5/3/3/2; save DC 13+spell lvl)
0 – Pain (x4); 1st – Ray of Enfeeblement (x2), Emperor's
Will, Magic Shifting (x2); 2nd – Hideous Laughter, Cloak
of Fear, Limb Disruption, Grasp the Power, Burning Hands, Bull's
Strength; 3rd – Protection from Energy (Electricity),
Bone Spikes, Blood Lattice (x2), Shard Storm; 4th –
Shroud's Grace Blood Lattice, Shroud's Grace Fireball,
Twice-Fatal Blast; 5th – Release the Lifeblood, Sickly
Physique, Rockhide; 6th – Mass Animation, Profane Vigor,
Grasp the Power Cone of Cold
Tactics: Coreos Bodach is fond of combining his spells to
devastating effect. He will often take foes by surprise, having
animated a horde of skeletons via Mass Animation and enchanted
nine with Twice-Fatal Blast. These are sent against the most
heavily armored target after Coreos has used Blood Lattice
against his foe. Coreos will then become immaterial and let his
skeletons under Twice-Fatal Blast engage this foe while other
skeletons interpose themselves with other opponents. Once the
skeletons have detonated Coreos will use Profane Vigor to raise
the target as an undead servant under his control with all their
former class levels and stealing an ally away from his enemies
to use against them.
Normally there is one trait the all of the undead share, no
matter how disparate their forms and abilities: they were once
alive.
This cannot be said about Coreos Bodach.
Coreos has existed for nearly as long as the elves themselves.
Elven mothers have always used the story of Coreos Bodach to
frighten little children, not out of malice, but as a behavioral
tool. "If you don't finish your studies, Coreos Bodach will come
and..."
This changed centuries back. A powerful elven wizard created a
ritual that involved dozens of his fellows. The purpose of this
ritual was to usher in a golden age for the elves - an age where
all of their dreams became reality. Something went wrong and the
ritual failed.
Or so they thought.
In actuality, the ritual tapped into the thoughts of all elves
in the land. Yet it didn't find dreams in common. What in found
was a nightmare.
Coreos Bodach was born.
Since then he has slunk through the shadows, keeping his
existence a thing of legend and story, rather than history.
Recently, Coreos has seen a shift in the world around him.
Rustiq Umbala turned the city of Corinth into a home for the
dead that walk. When Rustiq was defeated by his brother, Coreos
saw an opportunity and he took Corinth for himself.
Currently he is content with keeping the city for the undead.
All in the Accordlands should pray that he doesn't change his
mind.

De’zicrah:
Female Nothrog Rogue 7 / Scout 6; CR 13; Medium Humanoid; HD 7d6+6d8
+26; hp 80; Init +5; Spd 30 ft; AC 23; touch 16; flatfooted 18; Base Atk
+9; Grp +11; Atk +17 melee (1d4+5 [19-20/x2], +3 Blacksteel dagger of
returning) or +16 melee (1d6+4 [19-20/x2], +2 shortsword) or +17 ranged
(1d6+5 [19-20/x3], +3 mighty composite shortbow) or +17 ranged (1d4+5
[18-20/x2], +3 Blacksteel dagger of returning); Full Atk +17/+12 melee
(1d4+5 [19-20/x2], +3 Blacksteel dagger of returning) or +16/+11 melee
(1d6+4 [19-20/x2], +2 shortsword) or +17/+12 ranged (1d6+5 [19-20/x3],
+3 mighty composite shortbow); SA; SQ Nothrog traits, darkvision, combat
prowess; AL CE; SV Fort +9, Ref +16, Will +5; Str 14 Dex 20 Con 14 Int
16 Wis 12 Cha 11.
Skills and Feats: Balance +14, Bluff +9, Climb +13, Hide +19, Listen
+12, Move Silently +19, Sense Motive +7, Spot +12, Survival +9 (+15*),
Ride +10, Jump +13, Tumble +12, Search +14, Disable Device +11, Open
Lock +11, Escape Artist +11, Knowledge (Nature) + 8; Heritage of Goblin,
Point Blank Shot, Precise Shot, Skilled Positioning, Weapon Finesse.
Abilities: Sneak attack (5d6+10), Catfall, Improved Nightsight, Evasion,
Traps, Hide in Plain Sight, Camouflage, uncanny Dodge, Sniper,
Precision, Improved Sneak Attack Damage, Improvise.Possessions: Studded
Leather Armor of Shadow +4, Boots of Elvenkind, Gloves of Dexterity +4,
Blacksteel Dagger of Returning +3, Shortsword +2, Mighty Composite
Shortbow (+2 Strength Bonus) +3, 20 arrows, Ring of Protection +1, Ring
of Mind Shielding, Masterwork Thieves Tools Languages: Common, Nothrog,
Deverenian, Elven, and Giant
Small, lithe and incredibly smart,
De’zicrah is an anomaly among her people: her appearance makes her look
like a pureblooded goblin. The least trusted of Krun’s lieutenants,
De’zicrah cares only for herself. That is why Krun sent her to New
Goldenaxe, to see her disappear. She left New Goldenaxe with no leader
to track down the last person who called her honor into question. Along
the way she managed to stumble across Rhawn d’Ilchant and a battle
ensued. After the battle, De’zicrah scouted in Deverenia, to learn more
about her foe. Secrets in hand, a realization came over De’zicrah. She
returned to Baraxton to find Krun and turn over a new leaf. She sees
Deverenia a threat, and for once in her life is willing to work for the
good of the whole, instead of the one.

Taoth: Female Albino Nothrog Shaman 14; CR 14; Medium Humanoid; DF
14d4+28; hp 60; Init +1; Spd 30ft; AC 17, touch 16, flat-footed
16; Base Atl +7; Grp +8; Atk +11 melee (1d6+4 [18-20/x2],
scimitar of wounding +3); Full Atk +11/+6 melee (1d6+4
[18-20/x2], scimitar of wounding +3); Space/Reach
5ft/5ft; SA Spells; SQ Nothrog traits, low-light vision, magical
prowess; AL NE; SC Fort +12 Ref +4 Will +5; Str 12, Dex 13, Con
14, Int 22, Wis 16, Cha 14. Skills and Feats;
Concentration +19, Craft (leatherworking) +23, Knowledge
(nature) +23, Knowledge (arcana) +23, Spellcraft +23, Spot +12,
Survival +20; Totemic Familiar (eagle), Craft Want, Craft
Metamagic Fetish, Tap Metamagic Fetish, Magic Shifting, Point
Blank Shot, Alertness. Abilities: Familiar, Favored
Terrain (Forest, hill mountain), Beast Bond, Medicine Bag,
Scarab Carapace, Scarab’s Quickness, Share Spells, Empathic
Link, Scry on Familiar. Possessions: Fetishes, Scimitar
of Wounding +3, Wand of magic missile (7th), Wand of
lightning bolt (5th), scarab of protection, ioun
stone (dusty rose - +1 insight bonus to AC), boots of
teleportation, Ring of Protection +5. Shaman spells
prepared: (6/8/8/7/7/7/6/3; Save DC: 16 (18 in favored
terrain) + spell level); 0 – Read Magic, Detect Magic, Flare,
Ghost Sound, Daze, Disrupt Undead; 1st – Begone,
Expeditious Journey, Curse of the Lady, Stone Hands, Mage Armor,
Blast, Magic Missile, Power Bolt; 2nd – Shard Storm, Tail
Strike, Words of Woe, Acid Arrow, Web, Push See Invisibility,
Hideous Laughter; 3rd – Acid Spittle, Cloak of Fear, Hail
of Thorns, Premonition, Tremor, War Rune, Wilderness Stride;
4th – Acid Storm, Banish the Wound, Claws of Ash, Soul
Binding, A Line in the Sand, Decay, Inferno; 5th –
Clinging Miasma, Greater Bull’s Strength, Hermetic Armor,
Howling Rain, Hate, Ethereal Drain, Permanence; 6th
Exposure, Strangulation, Acid Fog, Summon Monster VI, Repulsion,
Prismatic Surge; 7th – Acid Burst, Choking Cloud, Despair;.
Amongst the Nothrog, might makes right. While the warriors
prove their might through strength of arms, the shaman prove
theirs through powers with the totems. And few have been able to
create the destructive power wielded by Taoth of the Scarab
Legion.
Taoth had been a lesser shaman of the Scarab Legion, serving
the lead shaman, who in turn served the legion commander. She
always felt underutilized; that is until the voice of Scarab
came to her. It said that if she could take control of the
Legion, it would give her more than enough power to keep it. At
that, Taoth challenged for the position of lead shaman. In a
quick and violently explosive duel, little remained of Taoth’s
opponent. With the swat of the fight still on her brow, she
turned to the legion commander and issued yet another challenge,
this time for total control of the legion. The commander had
little choice but to accept. The fight was even shorter, but the
outcome was no different.
With control of the legion, Taoth now awaited Scarab’s next
order. The order came shortly after Nassiral Hate began his
conquest of the Nothrog. Rather than putting up some sort of
resistance, as most totems did, Scarab commanded Taoth to submit
to Hate. Taoth understand that- when allied with Hate – her
totem could gain more power and avoid being destroyed in the
process. Unlike Krun, Uthanak, and Sceth Hellbringer, Toth
willingly joined. This has created a fiery rivalry between them,
Krun especially. Though they work together under Hate by
necessity, their mutual hatred could erupt at any moment. Taoth,
however, feels confident that Krun can be dealt with .
She hasn’t yet met a Nothrog leader who can’t.


Slayer
the Unkind Male Deverenian Wizard 15; CR 15; Medium
Humanoid; HD 15d4+45; HP 91; Init +3; Spd 30ft; AC 16, touch 11,
flatfooted 16; Base Atk +7; Grp +6; Atk +8 melee
(1d6+1/1d6+1[x2], staff of power); Full Atk +8/+3 melee
(1d6+1/1d6+1[x2], staff of power); SA Spells; SQ Deverenian
traits, spell resistance 18; AL NE; SV Fort +13, Ref +9, Will
+18; Str 8, Dex 8, Con 16, Int 25, Wis 16, Cha 18. Skills and
Feats: Concentration +21, Knowledge (arcana) +18, Knowledge
(architecture) +12, Knowledge (battle) +12, Knowledge (dungeoneering)
+12, Knowledge (geography) +12, Knowledge (history) +12,
Knowledge (local) +12, Knowledge (nature) +12, Knowledge
(nobility and royalty) +12, Knowledge (religion) +12, Knowledge
(research) +17, Knowledge (the planes) +12, Spellcraft +28;
Quicken Spell, Empower Spell, Scribe Scroll, Skill Focus (Spellcraft),
Improved Initiative, Seize the Day, Dimensional Attack, Craft
Wondrous Item, Combat Casting. Abilities: Summon
Familiar, Eidetic Memory: Magic Missile, Scorching Ray,
Fireball, Dimension Door, Ball Lightning, Prismatic Surge,
Prismatic Spray; Sacrifice Fortitude, Sacrifice Other, Sacrifice
Vitality. Possessions: Spellbook, headband of
intellect +4, ring of wizardry II, robe of the
Archmagi, necklace of fireballs type VII, pearl of
power (2 spells/day, 6th level or lower), brooch of
shielding, staff of power. Wizard spells prepared:
(4/6/10/6/5/5/4/3/1; Save DC 17 + spell level): 0 - Detect
Magic (2), Message (2); 1st - Mage Armor, Shield,
Expeditious Retreat, Emperor's Will (3); 2nd - See
Invisible, Knock, Resist Energy, Acid Arrow, Web, Detect
Thoughts (2), Mirror Image, Essence Flow (2); 3rd - Acid
Spittle, Dispel Magic (2), Fly, Hold Person, Haste; 4th -
Greater Invisibility, Dimensional Anchor, Animate Dead, Black
Tentacles, Charm Monster; 5th - Quickened Magic Missile,
Teleport(2), Cone of Cold, Telekinesis; 6th - Quickened
Invisibility, Globe of Invulnerability, Disintegrate, Sickly
Physique; 7th - Forcecage, Finger of Death, Limited Wish;
8th - Charm Monster Mass.
Slayer the Unkind is the most powerful and influential wizard in
all of Deverenia. He serves as the headmaster of the Empire’s
most respect school of wizardry, and many a young apprentice
would give anything to study with the great master. Few realize
exactly how much such a bargain entails.
Slayer is power-mad, but is a controlled sort of madness. He is
obsessed with obtaining the Dragon Orbs, which he believes can
command the power of the Storm itself. To the church this is
heresy, but Slayer cares little. He knows that once he has the
power, none would be able to stand in his way.
Slayer uses his students to reach his goals. Whether this
involves research, questing for artifacts, or even menial work,
the students do so willingly, for none wish to disappoint him.
Any student who fails Slayer in any task receives a quick and
painful death. IN the few battles that Slayer has fought of
late, he is more than willing to drain the magic power – and
life – from an apprentice to fuel his own spells.
Slayer is a cruel master, but students know that any who survive
their apprenticeship will command respect which other wizards
can only dream of.
Currently Slayer is in possession of one of the three Dragon
Orbs, and he is constantly searching for traces o the other two.
In his quest, he has uncovered countless other artifacts of
great power, most of which he considers mere baubles compared to
his ultimate goal.

Huntress
Volda: F human Ranger 5/Druid 7; CR 12; medium humanoid;
12d8+12; hp 71; Init +3; Spd 30; AC 19; touch 13; flatfooted 16;
Base Atk +10; Grp +11; Atk melee +13 hawk hatchet
(1d6+3), ranged +14 ironwood longbow +1(1d6+1);
Full Atk melee +13/+8 hawk hatchet (1d6+3), ranged +14/+9
ironwood longbow+1(1d6+1); SA Spells; SQ human
abilities, Favored Terrains: Forest – Hill, bonus feats, nature
sense, totem animal (hawk), Woodland Stride, Trackless Step,
Animal Speech (silent), sense totem, Wild Shape – Hawk 2/day ;
AL NG; SV Fort +10, Ref +6, Will +9; Str 12 Dex 16 Con 12 Int 12
Wis 16 Cha 12.
Skills: Climb +5, Concentration +4, Diplomacy +5,
Handle Animal +8, Hide +6, Knowledge: Nature +11, Listen +4,
Move Silently +4, Search +6, Spellcraft +7, Spot +11, Swim +2,
Survival +10, Use Rope +4
Feats: Dodge, Hawk Sight, Improved Track, Leadership,
Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Shot on
the Run, Track,
Abilities: Favored Terrains: Forest – Hill - Plains,
bonus feats, nature sense, totem animal (hawk), Woodland Stride,
Trackless Step, Animal Speech (silent), sense totem, Wild Shape
– Hawk 2/day, Cover Bonus, Scent
Possessions: +3 Wild Leather Armor, Amulet of
Natural Armor +1, Hawk Hatchet (+2 ironwood handaxe of
distance), ironwood longbow +1, ring of
evasion, Scimitar
Spells: (Ranger 0/1; save DC13 +spell lvl) Summon
Nature’s Ally I
(Druid 6/5/4/3/1; save DC13 +spell lvl) 0 – Create Water,
Cure Minor Wounds, Detect Magic, Flare, Purify Food and Drink,
Read Magic; 1st –Curse of the Lady, Faerie Fire, Foxfire,
Goodberry, Heightened Senses; 2nd – Barkskin, Animal
Messenger, Flame Blade, Viper’s Strike; 3rd –
Inferno, Speak with Plants, Words of Woe; 4th –
Summon Nature’s Ally IV
Huntress Volda has grown into one of the strongest leaders in
the Free Kingdoms since the death of King Michael. She holds the
distinction of being the only person, so far, that Captain Dukat
has deemed worthy of being the new monarch, but that is not in
her heart. While fully supporting the idea that the scattered
nations need a strong, centralized leader to throw their support
behind, it is just not her calling. Instead Volda would rather
train scattered towns and villages, mostly filled with refugees
from the cities, how to defend themselves and rebuild after
years of war. To her, now is a time of peace, and she truly
believes that the Deverenian threat is overblown. Lately Volda
has learned a great secret and has discovered local creatures
turning into monsters. She's seen weird carcasses around, and
she's starting to piece everything together. This current threat
isn't war, its monsters, feeding on the Abyssal flesh.

Adonis
The Cozener: Male Dev Illusionist 10/Demagogue 2; CR; Medium
Humanoid; 10d4+2d8+24; hp 63; Init +1; Spd 30; AC 16; touch 11;
flatfooted 12; Base Atk +6; Grp +6; Atk +8 melee (1d4+2, +2
dagger); Full Atk +8 melee (1d4+2, +2 dagger); SA Spells; SQ
Deverenian traits, lowlight vision, +2 vs mind-affecting spells;
LE; SV Fort +5, Ref +7, Will +10; Str 10 Dex 12 Con 14 Int 16
Wis 12 Cha 20.
Skills: Bluff +10, Concentration +10, Diplomacy +8,
Gather Information +7, Intimidate +6, KN: Heraldry +5, Listen
+6, Perform +13, Search +6, Sense Motive +6, Sleight of Hand
+10, Spellcraft +8
Feats: Silent Spell, Still Spell, Leadership, Membership
of Order Tremayne Abilities: Persistence of Vision, Spontaneous
Casting, Scribe Scroll, Iron Will, Tools of the Trade, Work the
Room, +1d6 Sneak Attack, Dreamslayer Enhanced Perception, Shadow
Magic, Dev racial abilities
Possessions: Ring of Counterspell (Charm Person), +2
Dagger, Amulet of Natural Armor +2, Bracers of Armor +3, Cloak
of Charisma +2, Deck of Illusions, Wand of Mirror Image (50
charges).
Spells: (4/7/7/6/3/2; save DC13 +spell lvl) 0 – Detect
Magic, Fool’s Gold, Ghost Sound, Prestidigitation; 1st –
Cause Fear, Charm Person, Color Spray, Cones of Silence,
Emperor’s Will, Sheep’s Clothing, True Stealth; 2nd –
Acid Arrow, Detect Thoughts, Intimidating Aura, Invisibility,
Mirror Image, Telepathy, Words of Woe; 3rd – Dispel
Magic, Displacement, Lightning Bolt, Primal Fear, Sinful Dreams,
Suggestion; 4th – Death Trance, Greater Invisibility; 5th
- Commanding Presence, Repulsive Manner.
Backround: With the mysterious disappearance of Lady
Elaneor Treymane, Adonis is the new Duke Tremayne. He managed to
seize the power of the Order, but finds himself in a stickier
situation than he could have imagined.
Despite the personal power of the new Emperor of Deverenia, the
nation itself is no more safe than when the Drac held the
throne. Worse still, all the Accordlands is fully aware of the
threat the new Emperor poses to them. It now falls to Order
Tremayne to make the Eternal Emperor appear far less a threat
than the other nations believe. Adonis has been trusted with
this campaign.

Trespass:
M Dwarf Asn 15; CR 15; Medium Humanoid; 15d6+75; hp 120; Init
+3; Spd 20ft; AC 22; touch 13; flatfooted 19; Base Atk +11; Grp
+13; Atk +26 melee (1d3+11/x2, unarmed strike) or +14
ranged(1d8(19-20/x2, repeating light crossbow); Full Atk
+26/+21/+16 melee (1d3+11/x2, unarmed strike) or +14/+9/+4
ranged (1d8(19-20/x2, repeating light crossbow); SA Sneak Attack
+8d6, improved crippling strike (+1d4), ruthless
(move-equivalent), spells; SQ Dwarf traits, poison immunity &
resistance +4, poison use, skilled brewer, damage reduction 2/-,
race/class abilities; Neutral Evil; SV Fort +10, Ref +15, Will
+10; Str 15 Dex 16 Con 20 Int 16 Wis 14 Cha 10.
Skills: Balance +13, Climb +12, Disguise +3, Escape
Artist +8,Gather Info +5, Hide +18, Jump +9, Listen +9, Move
Silently +18, Open Lock +6, Poison +20, Search +13, Sense Motive
+7, Spot +12, Tumble +15
Feats: Dodge, Mobility, Sneak, Precise Sneak Attack
Race/Class Abilities: Assassin: Killer’s Hands, Thick
Skin
Possessions: Amulet of mighty fists +5, Cloak
of Resistance +3, necklace of adaption, +3 studded
leather armor of greater silent moves, light crossbow, 20
bolts, vial with deathblade poison (4 applications), vial with
crypt wine poison (4 applications), vial with black lotus
extract poison (4 applications)
Spells: (0/3/2/2/1; save DC13 +spell lvl) 1st – ghost
sound, obscuring mist, spider climb; 2nd – alter self,
darkness; 3rd – deeper darkness, invisibility; 4th –
greater invisibility.
Background: Trespass thoroughly accepted his position
in Xod’s kingdom. Working against threats within the kingdom of
the Dwarves proactively was something that he excelled at.
Fortunately, his efforts and abilities did not go unnoticed for
long. When Poison, the king’s assassin, disappeared, Trespass
made an excellent replacement, and stepped into those large
shoes with ease. Xod’s primary concern was that Poison had
possibly turned traitor on him, and by putting a proactive
individual into the role of the king’s assassin, like Trespass,
could prevent any serious repercussions from Poison’s
disappearance. Now Trespass works under Xod’s direction, without
anyone knowing of his existence or the critical job he performs
in the name of his king and people. (Look for Trespass to make
an appearance in the Campaign Book adventures!)

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