Conqueror's Fortune

The Conqueror's Fortune is a military vessel in the Karrnathi Navy under the command of Captain Nalmouk. It was assigned to carry the PCs throughout the Lazhaar Principalities as they search for the Dragon's Eye before the Emerald Claw finds it.


Berrian Truescourge

Berrian is the ship's best marksman and a fine swordsman as well. He's not the most broad-minded of crewmembers and tends to think about duels even when not engaged in them. He has a weakness for bards' tales, however, and is well-read with regard to adventurous history.
Level 7 Controller
Medium fey humanoid (eladrin)
Initiative +6
Senses Perception +4; low-light vision
HP 74; Bloodied 37
Defenses: AC 21; Fortitude 17; Reflex 20; Will 20
Saving Throws +5 against charm effects
Speed 6
Rapier (standard; at-will) • Weapon, Basic
+9 vs. AC; 1d8 damage, and the target is slowed until the end of Berrian's next turn
Binding Bolt (standard; at-will)Ranged 10; +11 vs. Reflex; 1d8 + 3 damage, and the target is immobilized until the end of Berrian's next turn
Teleporting Bolt (standard; at-will) • TeleportationRanged 10; +11 vs. Reflex; 1d8 + 2 damage, and the target is teleported up to 3 squares. The target cannot be teleported into an unsafe space
Dazzling Blast (standard; recharge 5 6) • RadiantClose blast 3; +8 vs. Will; 2d6 + 3 radiant damage, and the target is blinded until the end of Berrian’s next turn
Fey Step (standard; encounter) • TeleportationBerrian can teleport 5 squares.
Alignment Unaligned; Languages Common, Elven
Skills Arcana +15, History +15, Nature +9
Str 12 (+4) Dex 16 (+6) Wis 12 (+4)
Con 10 (+3) Int 20 (+8) Cha 16 (+6)
Equipment Rapier
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.


Kerg'ast

A native of Q'barra, this kobold was a shaman's apprentice once. When his tribe was decimated by a wasting disease, however, he found his way to Adderport and then onto the merchant ships which frequented the port. A decade ago he was arrested for piracy by the Karrnathi military and served much of his incarceration as an indentured mage and eventually signed on voluntarily with Captain Nalmouk's support.
Level 7 Artillery (Leader)
Small natural humanoid (reptile)
Initiative +6
Senses Perception +3; darkvision
HP 58; Bloodied 29
Defenses AC 19; Fortitude 18; Reflex 19; Will 21
Resist 5 fire
Speed 6
Quarterstaff (standard; at-will) • Weapon, Basic
+12 vs. AC; 1d8 + 1 damage
Flaming Staff (standard; at-will) • Fire, Weapon
Requires quarterstaff ; ranged 10; +14 vs. Reflex; 1d8 + 5 fire damage, and the target takes ongoing 5 fire damage (save ends)
Fierce Rebuke (immediate reaction, when an enemy moves adjacent to Ker'gast; recharge 5 6) • Fear
Ker'gast attacks the triggering enemy; +14 vs. Will; the target is pushed 3 squares and weakened (save ends)
Grace of Ancestors (minor; recharge 5 6)
Ranged 10; one ally gains resist 10 against a damage type of Ker'gast’s choice until the end of the encounter.
Healing Burst (standard; recharge 5 6) • HealingArea burst 2 within 10; allies in the area regain 20 hit points.
Shifty (minor; at-will)
Ker'gast shifts 1 square.
Trap Sense
Ker'gast gains a +2 bonus to all defenses against traps.
Alignment Unaligned; Languages Common, Draconic
Skills Arcana +10, Diplomacy +8, Stealth +8
Str 11 (+3) Dex 17 (+6) Wis 10 (+3)
Con 16 (+6) Int 14 (+5) Cha 21 (+8)
Equipment Quarterstaff, ritual book
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.


Kirhas ek-Landrom


Runda One-Eye


Weren the Greatblade

While most sailors prefer small, light weapons, Weren insists on carrying the huge sword he wears strapped to his back. He is the ship's fixer, resourceful and cunning enough despite his simple demeanor to find supplies and contacts wherever the Fortune finds itself.
Level 7 Skirmisher
Medium natural humanoid (human)
Initiative +7
Senses Perception +6
HP 77; Bloodied 38
Defenses AC 21; Fortitude 20; Reflex 19; Will 19
Speed 6
Greatsword (standard; at-will) • Weapon, Basic
+11 vs. AC; 1d10 + 6 damage
Deft Blade (standard; requires a greatsword; at-will) • Weapon
+11 vs. AC; 1d10 + 6 damage, and the Greatsword shifts 1 square
Tide's Blade (standard; requires a greatsword; encounter) • Weapon
Close burst 1; +11 vs. AC; 2d10 + 5 damage. The King’s Sword shifts 2 squares after making this attack
Alignment Good; Languages Common
Str 19 (+7) Dex 14 (+5) Wis 16 (+6)
Con 13 (+4) Int 10 (+3) Cha 11 (+3)
Equipment Chainmail, Greatsword
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.

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