The Lost Colony

Adventure for Level 3 Heroes.

Lvl 1 small
626
Chameleon skin.

When still, disadvantage to spot. If detected, disadvantage to shoot.

Lizard walk.

Walks on vertical cliffs at normal speed.

Choose one.
  • Stab.
  • Shoot..

    Range 8.

  • Mana Spray!!!

    (1 use) Speed becomes 10, Stab becomes 2x(1d8+1), +15 temp HP, fights to the death.

Chameleon skin.

When staying still, disadvantage on spotting them. If detected, disadvantage on shooting at them.

Lizard walk.

Can walk at normal speed on vertical surfaces.

Choose one.
  • Sticky tongue.

    Range 6. Might save DC12, if failed: prone OR dragged to contact and grappled.

  • Stab or Shoot (Range 12).
M533
Heavy Shield.

Attacks miss on a 2. When a melee attack misses you, Slash the attacker.

  • Slash.2x()
Weak Mana Shield.

Medium armor against attacks the Younger Colonist can see.

Choose one.
  • Weak Mana Strike..

    Reach 8.

  • Weak unique talent.

    Be creative!

Level 3 Solo
M100
After each hero's turn, choose one:
  • Jade axe attack.

    Move 6. Attack for 2d6 damage.

  • Jade axe swipe.

    Attack up to 3 targets adjacent to each other for 2d6 damage.

  • Tail whirlwind.

    All adjacent targets Might save DC12. If fail: prone.

  • Frenzy.

    (1 use) Move 3, attack all in path or adjacent to path for 3d6 damage.

BLOODIED:

At 50 HP, Frenzy recharges.

LAST STAND:

Gaxaka is dying! 30 more damage and she dies. Until then she uses Frenzy after each hero's turn.

Mountain Acrobat.

Can use its Climb Speed to jump over chasms, and go full speed up and down the steepest of cliffs.

Choose one:
  • Butt.
  • Demonic Glare.

    All facing Cliffhanger within 6 squares check WILL DC12 or become Frightened until the end of Cliffhanger's next round.

Lvl 5
58
Friend of Fire.

Resistant to Fire damage.

Army Arcana.

Allies automatically save and take no damage from your spells.

Choose one.
  • Quarterstaff. Bludgeoning
  • Devastating Bolt.

    (Range: 2-12) 2d4+2 Force. On crit: Target is knocked prone.

  • Fireball.

    (2 Uses). (3x3 area within range: 12) 8d6 fire. DC 11 Dex save for half.

Lvl 6 Ambusher
60100
One with the Stone.

Father Hunger has Heavy Armor against Slashing and Piercing damage.

Lapis Umbilicus.

Father Hunger is attached to the wall by an umbilical cord of stone, which has 30 HP, and Heavy Armor against Slashing and Piercing damage. If the umbilical cord gets severed at 0 HP, Father Hunger cannot take the Return to Inanimate action anymore, but he gets Speed of 3.

Choose one (rec. in order):
  • Engulf Life.

    Exit the wall adjacent to a hero, who must make a DC 15 WILL check or be Grappled and Incapacitated. If out of the walls and not grappling a hero, an adjacent hero must make a DC 10 WILL check or be Grappled and Incapacitated.

  • Sweet Nectar .

    5d6 dmg against Grappled target.

  • Return to Inanimate.

    Father Hunger re-enters the wall, letting go of Grappled victim who loses conditions. Combat ends.

The last guardian of a Mana extraction engine, Father Hunger has been exposed for too long to a Mana deprived environment. As the essence of life leeched out of his body, he has become immortal, and is now one with the stone walls of the tower he is oath bound to defend. His crazed mind yearns for his lost life and he seeks to devour any living being entering his domain.

In terms of gameplay, Father Hunger is as much a trap as a monster. He will strike and disappear, relentlessly coming back to harass the adventurers.

Portents: Father Hunger keeps talking to himself, the adventurers can hear his voice echoing from the walls around them. He will comment on their actions and taunt them. When he stops talking, it is only because he is preparing to attack ...

Attack: When Father Hunger sees an opportunity he will try to engulf a Hero within 5' of a wall through the "Embrace Life" action. This starts combat: all heroes roll Initiative with Disadvantage, and can take their actions. On his turn, Father Hunger will use his "Sweet Nectar" action to crush the incapacitated and grappled Hero, and devour its precious essence - remember that he rolls with Advantage and the Incapacitated Hero cannot Defend. Father Hunger will continue to crush its victim on later rounds, until it is dead or Father Hunger is at risk. He will then use the "Return to Inanimate" action to re-enter the wall, and the combat ends.

Other notes:

  • Outside walls, Father Hunger resembles a vaguely anthropomorphic mass of stones with no facial features. As he gets hurt, grisly bleeding organs appear intermixed within the stones.
  • Father Hunger prefers to attack isolated targets if possible.
  • Out of the walls, he is stuck to his exit point by his umbilical cord and cannot move.
  • If the ambushed Hero succeeds their WILL check, they can move to an adjacent square and roll their initiative like the rest of the party.
  • If its umbilical cord is severed, it will take Father Hunger one hour to painfully merge back into the stone, and days to heal and recreate his umbilical cord so he can ambush again.
Mana Shield.

All attacks made in full sight of the Elder Colonist are with Disadvantage.

Choose one.
  • Mana Strike..

    Reach 12.

  • Unique Power.

    Be creative!

Lvl 12
0149
Invulnerable.

The Crazed Oyu is immune to all damage.

Inflatable.

Each level of spell cast at or upon the Crazed Oyu causes it to grow in size. After 5 levels he becomes Large, after 10 levels he becomes Huge and starts wobbling, after 15 levels it explodes for 4d6 damage to all within 4 spaces / 3d6 5-6 spaces / 2d6 7-8 spaces.

Choose one.
  • Mana shots.

    Send bolts of Mana worth 3d6 of damage / 6d6 when Large / 9d6 when Huge to enemies within 8 spaces (split the d6s as wanted between enemies).