Terwin Azaer is an NPC from the NPC-filled H2: Thunderspire Labyrinth. In the adventure, Terwyn has a bit of a lycanthropy problem, in that he turns into a werewolf. The PCs are given a quest to help him out and break his curse. When I ran this, Terwyn needed to acompany the PCs on their quest. It makes a lot of sense, I think, to have him there. Not only should he know the way to the curse-breaking location (it is the same spot where he got cursed to begin with), but having him present for the curse to be broken just feels right. With this in mind, I wanted Terwyn to be dangerous and a burden on the group. In media outside of D&D, the audience is often shown that travelling with cursed companions, whether they are werewolves or what have you, is dangerous. To reflect this idea, I have Terwyn turn into his werewolf form when he is dropped. In play, the group will be faced with the decision to either take a hit for the NPC, or let him change into a new (elite) combatant. This isn't much of a choice at all, since it will always be worth it to take this hit. What it does do, however, is esure that at least one PC is always adjacent to him and always soaking up his hits via Guarded by Heroes. By the end of this short quest, the PCs will be very excited to see his lycanthropic curse dispelled away.
Terwin Azaer
NPC Ally (Level 5)
HP 1; a missed attack never damages Terwin.
Armor Class 19; Fortitude 17, Reflex 18, Will 18
Guarded By Heroes + At-Will
Immediate Interrupt
Trigger: Terwin is hit by an attack and you are adjacent to him.
Effect: You are hit by the attack instead.
Hustle It! + At-Will
Minor Action ; Personal
Effect: You command Terwin to take a move action (Speed 6).
m Dagger + At-Will
Opportunity Action or Standard Action
Attack (one creature): Melee 1; +10 vs. AC
Hit: 1d4 damage.
r Hellfire + At-Will
Standard Action
Attack (one creature): Ranged 10; +10 vs. Reflex
Hit: 2d6 fire damage.
Labyrinth Explorer
Property
Effect: All allies gain a +2 bonus to Dungeoneering and Perception checks in Thunderspire Labyrinth.
Cursed + At-Will
No Action
Trigger: Terwyn drops to 0 Hit POints.
Effect: Terwyn must change into a Werewolf Lord (Monster Manual 2, p. 160) at full Hit Points.
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