Gang des Poignards Noirs
Le Gang des Poignards Noirs complote pour gouverner le monde souterrain de Beaurefuge au milieu des tapisseries en lambeaux et des vitraux brisés de l'ancienne cathédrale. Ils sont dirigés par le changling, Kreelo.
Les Poignards Noirs gagnent la majeure partie de leur argent en utilisant des raquettes de protection et de la contrebande (allant des poisons et de la magie maléfique aux barils de vin non taxé) dans et hors de la ville. Toute entreprise importante avec le marchés clandestins de Beaurefuge attirera très probablement l'attention des Poignards Noirs.
Kreelo; Gang Lord The Gang des Poignards Noirs—just bringing up the name is enough to cause faces to pale in some circles of Beaurefuge. Others—separated from the city’s seedy side by wealth, privilege, or both—see the gang as a myth, sinister and perhaps a little glamorous. Little do these folk know that they might have rubbed elbows with the infamous leader of the gang, the changelin freebooter and assassin Kreelo.
Kreelo loves his life of crime, and he has honed his shapechanging skills to a higher level than typical changelins to support his passion. One might think wealth and freedom are the obvious allure, but Kreelo likes the deception and the rush more than the money. He enjoys feeling smarter and stronger than those he and his gang abuse and kill. He savors walking among those who would have him bound in chains or killed on the spot if they only knew the truth about who stood beside them. Like their master, the gang members are bold in their criminal toil. No dishonest deed is beyond them, and they defy the authorities through bribery, threats, and an occasional murder. However, the Dark Daggers are careful in their targets and their travels. The upper crust has little to fear from the gang, and no member willingly reveals the gang base in the abandoned Flamme d'Argent cathedral. Kreelo in Combat Kreelo always sizes up the opposition before any conflict, and he usually engages in some amusing (to him, at least) banter before resorting to combat. He doesn’t mind being in the thick of a brawl, but he likes to keep mobile for the sake of skirmish. Relying overmuch on his ability to dull minds for this purpose, he saves steel slipstream for when he’s in a jam without the aid of his psychic power. Otherwise, he has to fall back to shifting away from tough threats. Kreelo’s Personal Gang Kreelo rarely travels without an entourage, and he never travels in a recognizable form (unless he’s assumed the mantle of the Nightstalker). Even in his lair, he has friends close at hand. Level 10 Encounter (XP 2,800) F Kreelo F 2 Humain knife fighters (level 7 elite skirmisher; Monster Manual 2, page 151) F 1 Demi-Elfe con artist (level 7 controller; Monster Manual 2, page 138) F 1 Demi-orc scarthane (level 7 brute; Monster Manual 2, page 140)
Kreelo Level 10 Elite Skirmisher Medium natural Humainoïde (shapechangelr), changelin XP 1,000 Initiative +14; Senses Perception +10; low-light vision HP 200; Bloodied 100 AC 24; Fortitude 21, Reflex 23, Will 22 Saving Throws +2 Speed 6 Action Points 1 m Dagger (standard; at-will) F Weapon +15 vs. AC; 2d4 + 7 damage. r Dagger (standard; at-will) F Weapon Rangeld 6/12; +15 vs. AC; 2d4 + 7 damage. M/R Shapechangelr’s Flurry (standard; at-will) F Weapon Kreelo makes two basic attacks. He can shift 1 square as a free action after each hit. C Dull Minds (minor; recharge 4 5 6 ) F Psychic Close burst 5; +12 vs. Will; the target takes a –2 penalty to attack rolls against Kreelo, or –4 if the attack occurs when it is not the target’s turn (save ends). If Kreelo hits a creature that is marking him with this attack, the mark ends and the target cannot mark Kreelo until the target saves. C Steel Slipstream (standard; recharges when first bloodied) F Weapon Close blast 5; +15 vs. AC; 2d4 + 7 damage and slide 1. After all attacks are complete, Kreelo shifts to any square in the blast. Skirmish If Kreelo ends his move at least 4 squares from the square where he started the move, his attacks deal 1d8 extra damage until the start of his next turn. Changel Shape (minor; at-will) F Polymorph Kreelo can alter his physical form to take on the appearance of any Medium Humainoïde, including a unique individual. Alignment Evil Languages Commun, Nain, Elfique Skills Bluff +16, Insight +14, Stealth +15, Thievery +15 Str 17 (+8) Dex 21 (+10) Wis 11 (+5) Con 12 (+6) Int 11 (+5) Cha 18 (+9) Equipment leather armor, 4 daggers
Legend of the Nightstalker
Only a trusted few know Kreelo has taken the identity of the infamous killer of unknown race and gender known as the Nightstalker. This legendary assassin, who usually kills targets in public while they have guards, has terrorized Aundair and nearby regions for decades longer than Kreelo has been alive. Kreelo took the role from the former leader of the Dark Daggers after learning the slayer’s art. That former leader, a changelin named Mara, lives in luxury in her mansion within Beaurefuge. Kreelo still visits her, which could prove to be a weakness for him and Mara. Kreelo might carry a magical weapon—Nightstalker’s poniard. (If Kreelo doesn’t have this or another magic dagger, make sure he has enough daggers to throw a few in combat and remain armed in melee.) In its early days, the gang took its name from this blade’s appearance. Since then, the knife has passed to each leader of the Dark Daggers. If outsiders acquire it, surviving gang members, a potential new leader among them, are likely to try to track the blade down. Nightstalker’s Poniard +3 Level 14 Forged of dark metal, its hilt wrapped in black leather, this slender-bladed knife seems perfect for nighttime wetwork. Weapon: Dagger 21,000 gp Enhancement: Attack rolls and damage rolls Critical: +3d6 damage, or +3d12 if the attack was made with combat advantage. Power (Daily F Teleportation): Move Action. You teleport your speed to a space adjacent to an enemy, and gain combat advantage against that enemy with your next attack with this weapon made before the end of your next turn.