The Journey There By foot it is 17 days By horseback it is 9 days. By river barge, it is a week (7 days) 450 miles / 17 days = 26.5 miles per day 450 miles / 9 days = 50 miles a day 450 miles / 7 days = 64 miles per day A river barge will take the Yondabakari River to Wartle, and then on to Whistledown. A Lake trader will take the PCs from Whistledown to Isurian. Then the PCs would have to travel by foot or horse up the Skull River either moving through the Ashwood or the Shimmerglens. Eventually their path will lead them to Turtleback Ferry. If they head north from Magnimar, they would pass through Sandpoint, cross meadows, plains, and rolling hills until they got to either Nybor (going south around Ember Lake) or Galduria (moving north around Ember Lake). Assuming they head north and go to Galduria, they would then either take the lake or travel by a low, often-flooded road to Wolf’s Ear. From Wolf’s Ear they would continue north, circling around the Malgorian Mountains until they get to Sanos Forest. They would then have to blaze a route through the forest until they got to the Shimmerglens and then on to Turtleback Ferry. Passing through Nybor, the party would move through rough forest covered hills that lie at the base of the Malgorian Mountains. Or they may take Ember Lake to the haunted keep of Viperwall and then travel through some unknown pass beyond Viperwall and then down into Sanos Forest. Either way they would have over 120 to 150 miles on Sanos Forest to blaze through. This path is the longest, the hardest, and the most dangerous.
A Short Primer on the Geography of the Area Ashwood - While many forests in Varisia bear dark reputations, Ashwood’s is legendary. Everyone within a hundred miles claims to have a relative or friend-of-a-friend who personally encountered a ghost, werewolf, or other spook within the wood’s brooding borders. Yet while locals might boast excitedly and exchange tales by day, at night they bar their doors and pile firewood high. The Church of Erastil takes these stories particularly seriously, and worshipers of Ol’ Deadeye are frequently seen patrolling the dells and towns along the forest’s ragged edge, making sure the dark creatures within its borders stay there.
Churlwood - A tangled forest choked by tenacious vines, Churlwood is almost impossible for non-natives to navigate, making it the perfect refuge for the bandit gangs and goblin tribes that raid from its borders. With its plentiful game and renowned ability to confuse even the most canny trackers, the wood is a popular destination for wanted men, its borders a haven for rogues and escaped slaves alike—hence the expression, "Safe as a thief in Churlwood." Of course, what the stories of outlaw folk heroes and egalitarian bandits fail to mention is just how many men who enter the forest are never seen again. Ember Lake - Presumably fed by hot springs as well as the Lampblack and Malgorian rivers,
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the waters of Ember Lake rise up warm from the rolling plains, certain spots along the shore steaming in the colder months. The lake is also home to strange aquatic creatures that dart like fireflies in massive schools beneath the surface. Not quite fish, these tiny creatures called “charigs” resemble salamanders, their transparent skin phosphorescing in the clear waters. Although the creatures appear harmless, locals avoid eating them, claiming that on certain nights of the year the schools assemble in flickering patterns miles wide, moving with purpose and intelligence, as if creating glowing signals visible only from the sky. Galduria - While the town of Galduria survives primarily by ferrying grain and lumber along the Lampblack River and Ember Lake, its true claim to fame is its college. By far the oldest structure in town, the Twilight Academy is one of the premier schools of magic in Varisia, rivaled only by the Stone of the Seers in Magnimar and the notorious Acadamae of Korvosa, both of which consider it an upstart devoid of their own rich heritages. Founded in Galduria specifically to avoid the political pressure and intrigues of those two cities, the Twilight Academy has a reputation as being experimental and unconventional in many of its practices, but frequent donations to public works keep locals from probing too deeply into the occasional haywire spell or necromantic accident. There are several places to rest up in Galduria. The Retired Familiar is the inn closest to the Twilight Academy it is also one of the most expensive and one of the nicest inn’s in Galduria. There are several other taverns that cater to the loggers and farmers who often visit Galduria. These include The Branch and Axe, Jarl’s Hole and The Granary. Ilsurian - In the years immediately following the crumbling of the Chelaxian Empire, Korvosa was embroiled in turmoil, the various
noble houses and government officials squabbling to decide where the colony’s allegiance would fall. While many loyal to the old empire eventually left the city, relocating to Magnimar, theirs was not the only faction to desert the quarreling city. Ilsur, formerly a First Sword among the Knights of Aroden, advocated a shaking off of noble rule altogether and the restructuring of Korvosa as an efficient, military meritocracy. He campaigned for years but conceded failure in 4631 AR with the foundation of the Korvosan royal house. Ilsur led his troops to the coast of Lake Syrantula, where they settled in a small fishing village and dug in to await their chance to return and put the new aristocracy to the sword. Although Ilsur is long dead and his descendants are more woodsmen and fishmongers than soldiers, the village remains fiercely independent—ceding to neither Korvosan nor Magnimarian rule—and all townsfolk are required to maintain a sharp sword and train against the day when they might have to defend their freedom from tyrants. Lake Syrantula - One of the most frequently traveled waterways in Varisia, this hundredmile-long lake is a primary part of the trade route between Korvosan and Magnimarian holdings. Though most of the fishermen and sailors who ply its waters have little more to fear than the giant gars that are a major food source for nearby communities, none can truly say what beasts might slumber in such an enormous body of water, and most of those who live along its shores are careful to avoid the mysterious ruins that dot its southern border. Malgorian Mountains - While adventurous herdsmen make this one of the most civilized mountain ranges in Varisia, it’s also one of the most geologically active. Although it contains few volcanoes of any real size, geysers, hot springs, and bubbling tar pits dot the range,
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filling the mountains with strange and sometimes choking clouds and making travel treacherous for those unused to such hazards. Though close-mouthed about such things to other races, the gnomes of Sanos Forest seem particularly taken with these geologic features, and troops of the little folk can sometimes be found ringing a geyser long after sunset, performing some sort of private prayer or ritual. Mushfens - South of the Yondabakari, the land becomes a sweating tangle of boggy marshes and impenetrable mangroves, endless meres and fens capable of swallowing men without a trace. Along with the usual dangers of the swamp, the Mushfens are known for their vicious populations of boggards, marsh giants, and faceless stalkers. Nybor - Renowned for its racial tolerance, this peaceful farming community has a greater number of half-breeds per capita than anywhere else in Varisia, and strongly encourages interracial marriages. While it occasionally draws the ire of puritan sects, many are the young Magnimarian noblewomen who are quietly bundled up and shipped off to Nybor when an illicit fling results in pregnancy. Sanos Forest - While Whistledown is regarded by other races as the primary gnome settlement in Varisia, Sanos Forest is their true domain. Here, under sun-dappled branches bowed low with moss and fungus, the gnomes prune and twist the living plants into elaborate dwellings. Here, too, they’re free to drop the masks worn among other sentient races and revel in their true natures, organizing themselves along principles unknown to outsiders. Although gnomes as a race are extremely tight-lipped about what goes on in Sanos Forest, there are whispers that somewhere deep in its heart they
maintain a gateway to the First World of the fey. Shimmerglens - The Shimmerglens have long been shrouded in mystery, for these trackless swamps are said to lie quite close to the First World of the Fey, particularly where they border Sanos Forest. Capricious and sometimes malicious creatures are known to harass travelers in this domain. The Wicker Walk between Sanos Forest and the hamlet of Bitter Hollow was built expressly to offer travelers a way to cross through the swamps without annoying the area’s denizens, but stories still abound of nixies laying traps to confuse and baffle travelers, of nymphs seducing men and women and leaving them besotted and lost in the marsh, or of sprites stealing supplies and replacing them with rotten fish, poison mushrooms, or disturbing little dolls made of clay and string. The Storval Deep - Filling the entire valley between the Iron Peaks and the Wyvern Mountains, the Storval Deep is a massive lake held back by an ancient dam, Skull’s Crossing, at its southern tip. What’s more, the banks of the lake themselves seem curiously worked, as if carved from the surrounding stone by more than water. Although rumors abound of sunken cities, flooded mineshafts, and relics so powerful the ancients created the lake just to hide them, few have ever ventured into the dark water’s unfathomed depths. Viperwall - Embossed with great stone serpents, the conical roofs of this brooding castle’s many towers shine in the moonlight. Avoided by locals, the structure is often surrounded by a greenish haze of poisonous gas which leaks steadily from fanged sculptures in its walls. Wartle - A ramshackle trading post full of swampers and fur traders, Wartle perches on stilts above the muck of the Mushfens.
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Despite a long history, the town of Wartle remains something of a frontier settlement, populated primarily by swampers and trappers. Aside from a few highly successful brothels, most of the buildings and boardwalks that rise on stilts above the murky swamp water are filled with dirty, bearded men who scratch out a living exporting peat, fungus, and furs to the "city folk" downstream. Still, they’re a boisterous and fun-loving lot, easy to get along with so long as you don’t put on airs. Most of last night was spent in a precariously tilting dive known as the Lean-To, sampling the local liquor called Bog Grog. It’s actually not so bad, once you get used to straining out the grit with your teeth, but it’s generally a good idea to avoid drinking the dregs of the communal bottle. Whistledown - Named for the distinctive wooden charms that hang from house eaves to turn the evening wind off the lake into haunting melodies, Whistledown lies at the western tip of the Fenwall Mountains, where Lake Syrantula becomes the Yondabakari once more. Although the town is home to almost as many humans as gnomes, Whistledown is generally regarded as the primary gnome settlement in Varisia, and most of the quaint white-walled cottages are sized accordingly. Although the town has a reputation as a peaceful, friendly trade stop, most non-gnome visitors find the town’s nightly serenade disturbing in ways they can’t quite explain.
lycanthropes were driven underground, where the Magnimarian leaders, unprepared for such passionate resistance, were content to let them stay. The official Magnimarian position is that any rumors of lycanthropy are just that and those pointing out the townsfolk’s unusual habits are quickly coerced into silence. The town’s main inn is called the Deer and Wolf. This inn is the largest in town and the most welcoming to visitors who there seem to be relatively few of. The tavern is owned by a man named Jonas Debeas. He is a large set shaggy man with little interest in strangers. The other feature of the town is a large temple to Erastil. The head priest Braid Ollum is a quiet man dedicated to helping those afflicted with Lycanthropy overcome and live with the disease. Despite the size of the temple he is the only priest as few others priests share his compassion for Lycanthropes. Luckily for the PC’s their arrival is nowhere near the full moon so there stay should be relatively uneventful. The PC’s next stop is Galduria. It is two days walk or one day’s solid march away. Yondabakari River
Wolf’s Ear - At one time, Wolf’s Ear was the lycanthrope version of a leper colony, where werewolves and other such persecuted humanoids could live together in relative safety and comfort. When the town was annexed by Magnimar, however, the LordMayor decided that such things were indecent and bankrolled a pogrom by the Church of Erastil designed to “cleanse” the town. In the ensuing bloody fracas, the — Page 4 of 55 — Last printed 4/4/2008 22:16:00 a4/p4
Encounters on the Journey Near Water An avalanche of gnashing teeth, bone hooks, and worm coils roils forward in a wave of sundering parts. At the forefront of this thrashing, tentacular body yawns a howling pit of a mouth, ringed with a spiral of churning teeth and three massive, spiked mandibles.
ARGORTH
CR 11
Always CE Huge aberration Init +3; Senses blindsight 120 ft.; Listen +3, Spot +3 DEFENSE
AC 26, touch 11, flat-footed 23 (+3 Dexterity, +15 natural, –2 size) hp 138 (12d8+84); Diehard Fort +15, Ref +7, Will +11 DR 10/cold iron; SR 21 Immune gaze attacks, mind-affecting effects, visual effects Resist acid 10, cold 20 OFFENSE
Spd 40 ft., burrow 20 ft., climb 20 ft., swim 40 ft. Melee bite +19 (3d6+11) and tail slam +13 (2d6+5) Space 15 ft.; Reach 10 ft. Special Attacks constrict 2d6+16, fearful shriek, ground slam, improved grab, swallow whole TACTICS
Before Combat Maddened engines of destruction, argorths use their fearful shriek ability and then rampage into battle. During Combat Once engaged, argorths attempt to swallow as many creatures as they can, using their ground slam ability to devastate wide areas. Morale Argorths know no fear and fight until destroyed. STATISTICS
Str 32, Dex 16, Con 24, Int 8, Wis 16, Cha 20 Base Atk +9; Grp +28 Feats Cleave, Combat Reflexes, Die Hard, Endurance, Weapon Focus (bite) Skills Climb +19, Spot +18, Swim +19 Languages Abyssal SQ death throes SPECIAL ABILITIES
Blindsight (Ex) An argorth can ascertain the location of all creatures within 120 feet. Beyond that range it is considered blinded. Argorths are invulnerable to gaze attacks, visual effects of spells such as illusions, and other attack forms that rely on sight. Constrict (Ex) An argorth deals 2d6+16 points of damage with a successful grapple check. Death Throes (Ex) When an argorth is reduced to –10 hit points, it collapses to the ground and thrashes wildly. It gets one final tail slam attack on every creature within 10 feet, after which it dies. It cannot grapple or constrict with this final attack. Fearful Shriek (Su) An argorth can emit a wholly unnatural shriek, a howl not of the mortal world. When an argorth uses this ability, all creatures within 100 feet must succeed on a DC 21 Will save or be shaken for as long as the monster remains in sight. This is a sonic mind-affecting fear effect. This ability does not affect creatures with more Hit Dice than the argorth. Whether or not the save is successful, an affected creature is immune to the same argorth’s fearful shriek for 24 hours. The save DC is Charisma-based. Ground Slam (Ex) As a full-round action, an argorth can lift its entire body into the air and slam it against the ground in a single, reckless attack. This attack deals 1d10 points of damage to the argorth, but all creatures within 5 feet of the monster are targeted by this +13 melee attack which deals 2d8+16 points of damage. Any creature standing within 10 feet of an argorth when it makes this attack (including those who might be damaged) must make a DC 23 Reflex save or be knocked prone by the sheer force of the blow. The save DC is Constitution-based. Improved Grab (Su) To use this ability, an argorth must hit a creature at least one size category smaller than itself with its tail. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Swallow Whole (Ex) An argorth can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check. An argorth that swallows an opponent can use its Cleave feat to bite and grab another opponent.
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A swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the argorth’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. An argorth’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents. Skills: An argorth has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. It also has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Soon after the argorth is defeated, a small band of Lamashtu cultists comes upon the adventurers after the battle. Seeing that their “patron,” the argorth, has been defeated, they will attack to exact their revenge.
ELAINE BLOODMIST
CR 6
Female Human cleric 3/rogue 3 (Lammashtu cultist) CE Medium humanoid Init +2; Senses Listen +3, Spot +3 Languages Common DEFENSE
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 armor) hp 36 (3d6+3d8+12 HD) Resist evasion Fort +7, Ref +7, Will +5 OFFENSE
Speed 30 ft. (6 squares) Melee +1 falchion +7 (2d4+2; 18-20/×3) Base Atk +4; Grp +5 Atk Options sneak attack +2d6 Special Actions command undead 4/day (+1, 2d6+4, 3rd) Combat Gear potion of pass without trace, potion of sanctuary
Cleric Spells Prepared (CL 3rd; base DC 16; bonus spells based on Wis 19): 2nd—bear's endurance, touch of madnessD (DC 18), hold person (DC 18) st 1 —protection from lawD, command (DC 14), cure light wounds, obscuring mist 0—create water, cure minor wounds, guidance, mending D : Domain spell. Deity: Lamashtu. Domains: Chaos, Madness STATISTICS
Str 13, Dex 14, Con 14, Int 8, Wis 16, Cha 12 SQ trap sense +1, trapfinding, Insanity 3, clarity of madness 1/day Feats Combat Casting, Martial Weapon Proficiency (falchion), xxx, Weapon Focus (falchion) Skills Bluff +7, Concentration +8, Diplomacy +3, Disguise +7 (+9 to act in character), Intimidate +3, Knowledge (local) +2, Knowledge (religion) +2, Listen +3, Spot +3, Use Rope +5 Possessions combat gear plus +1 leather armor, +1 falchion, cloak of resistance +1, phylactery of faithfulness, 40 gp
IVOAKE (RAGING)
Female human Bbn5 CE Medium humanoid Init +1; Senses Listen +1, Spot +1 Languages: Common, Gnome, Abyssal.
CR 5
DEFENSE
AC 14, touch 9, flat-footed 14 (-2 rage, +1 Dex, +5 armor) hp 54 (5d12+15) Fort +7, Ref +2, Will +3 OFFENSE
Spd 30 ft BAB +5; Grapple +9 Melee +1 greataxe +10 (1d12+7/x3) or Melee masterwork light hammer +10 (1d4+4) Ranged masterwork mighty composite shortbow +8 (1d6+2/x3) Attack Options Quick Draw Special Attacks tanglefoot bag BASE STATISTICS
When not raging, Ivoake’s stats change as follows: AC 16, touch 11, flat-footed 16 hp 44 Fort +5, Will +1 Melee +1 greataxe +8 (1d12+4/x3) or Melee masterwork light hammer +8 (1d4+2)
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Ranged masterwork mighty composite shortbow +8 (1d6+2/x3) Str 14, Con 13 Skills Climb +3, Jump +1 STATISTICS
Str 18, Dex 12, Con 17, Int 14, Wis 10, Cha 9 SQ fast movement, rage 2/day (6 rounds), uncanny dodge (AC), uncanny dodge (flank) Skills Spot +1, Listen +8, Climb +5, Handle Animal +4, Jump +3, Knowledge (Nature) +6, Swim +12, Survival +5 Feats Combat Reflexes, Quick Draw, Track Possessions: masterwork mighty composite shortbow (+2 str), masterwork light hammer, 20 arrows, +1 greataxe, masterwork chainmail, masterwork large steel shield, Potion of Darkvision, Tanglefoot Bag, 65 gp.
TON (RAGING)
Male human Bbn5 CE Medium humanoid Init +2; Senses Listen +6, Spot +1
CR 5
DEFENSE
AC 17, touch 10, flat-footed 17 (-2 rage, +2 Dex, +5 armor, +2 shield) hp 57 (5d12+20) Fort +8, Ref +3, Will +4 OFFENSE
Spd 30 ft Melee +1 light flail +11 (1d8+6) or melee masterwork short sword +11 (1d6+5/19-20) Ranged masterwork mighty composite longbow +9 (1d8+3/x3) Attack Options Power Attack BAB +5; Grapple +10 BASE STATISTICS
When not raging, Ton’s statistics change to what follows: AC 19, touch 12, flat-footed 19 (+2 Dex, +5 armor, +2 shield) hp 47 Fort +6, Will +2 Melee +1 light flail +9 (1d8+4) or melee masterwork short sword +9 (1d6+3/19-20) Str 16, Con 14 Skills Climb +5 STATISTICS
Str 20, Dex 14, Con 18, Int 11, Wis 13, Cha 10 SQ fast movement, rage 2/day, uncanny dodge (AC), uncanny dodge (flank)
Skills Spot +1, Intimidate +6, Listen +6, Climb +5, Handle Animal +6, Survival +9 Feats Blind-Fight, Endurance, Power Attack Possessions masterwork mighty composite longbow (+3 str), masterwork short sword, 11 arrows, +1 light flail, masterwork chainmail, masterwork large steel shield, Potion of Swimming, Antitoxin (vial), 79 gp.
ACHE (RAGING)
Female human Bbn5 CE Medium humanoid Init +3; Senses Spot +3, Listen +3
CR 5
DEFENSE
AC 16, touch 13, flat-footed 16 (-2 rage, +3 Dex, +5 armor) or hp 70 (5d12+25) Fort +9, Ref +4, Will +6 OFFENSE
Spd 30 ft Melee +1 battleaxe +9 (1d8+6/x3) and masterwork handaxe +9 (1d6+3/x3) or Melee +1 battleaxe +11 (1d8+6/x3) or Melee masterwork handaxe +11 (1d6+3/x3) Ranged masterwork mighty composite shortbow +10 (1d8+2/x3) Attack Options Power Attack, Improved Bull Rush Special Attacks alchemist's fire, thunderstone BAB +5; Grapple +10 BASE STATISTICS
When not raging, Ache’s statistics are: AC 20, touch 13, flat-footed 20 (+3 Dex, +5 armor, +2 shield) hp 60 Fort +7, Will +4 Melee +1 battleaxe +7 (1d8+4/x3) and masterwork handaxe +7 (1d6+1/x3) or Melee +1 battleaxe +9 (1d8+4/x3) or Melee masterwork handaxe +9 (1d6+3/x3) Str 17, Con 17 Skills +7, Jump +6, Swim +1 STATISTICS
Str 21, Dex 16, Con 21, Int 15, Wis 16, Cha 14 SQ fast movement, rage 2/day, uncanny dodge (AC), uncanny dodge (flank) Skills Spot +3, Listen +11, Climb +9, Handle Animal +5, Intimidate +10, Survival +11, Jump +8, Swim +3, Ride +7 Feats Power Attack, Improved Bull Rush, TwoWeapon Fighting.
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Possession masterwork mighty composite shortbow (+2 str), masterwork handaxe, 29 masterwork arrows, +1 battleaxe, masterwork breastplate, masterwork large steel shield, Potion of Vision, Alchemist's Fire, Thunderstone, 97 gp.
OSOAG (RAGING)
Male human Bbn3/Rog2 CE Medium humanoid Init +2; Senses Spot +0, Listen +7
CR 5
masterwork greatclub, +1 chain shirt, ring of protection +1, amulet of natural armor +1, Potion of Swimming, Alchemist's Fire (3), Antitoxin (vial), Tanglefoot Bag, 83 gp.
GEISEIM (RAGING)
Male human Bbn3/Rog2 CE Medium humanoid Init +2; Senses Spot +3, Listen +3 Languages Common, Gnoll
CR 5
DEFENSE
DEFENSE
AC 17, touch 10, flat-footed 17 (-2 Rage, +2 Dex, +1 natural armor, +5 armor, +1 deflection) hp 52 (2d6+3d12+20) Fort +7, Ref +6, Will +5
AC 15, touch 10, flat-footed 15 (-2 rage, +2 Dex, +5 armor) hp 45 (2d6+3d12+15) Fort +6, Ref +6, Will +3
OFFENSE
OFFENSE
Spd 40 ft Melee masterwork greatclub +12 (1d10+9) or Melee masterwork sap +11 (1d6+6) Ranged masterwork mighty composite longbow +7 (1d8+4/x3) Attack Options Power Attack Special Attacks sneak attack +1d6, alchemist fire (3), tanglefoot bag BAB +4; Grapple +10
Spd 40 ft Melee +1 greataxe +11 (1d12+7/x3) or Melee masterwork sap +11 light (1d6+5) Ranged masterwork throwing axe +7 (1d6+5) Attack Options Quick Draw Special Attacks sneak attack +1d6, thunderstone BAB +4; Grapple +9
BASE STATISTICS
When not raging, Osoag’s statistics change to: AC 19, touch 12, flat-footed 19 (+2 Dex, +1 natural armor, +5 armor, +1 deflection) hp 42 Fort +5, Will +3 Melee masterwork greatclub +10 (1d10+6) or Melee masterwork sap +9 (1d6+4) Ranged masterwork mighty composite longbow +7 (1d8+4/x3) Grapple +8 Str 18, Con 14 Skills Climb +9, Jump +11 STATISTICS
Str 22, Dex 14, Con 18, Int 17, Wis 10, Cha 8. SQ evasion, fast movement, rage 1/day, uncanny dodge (AC) Skills Hide +5, Spot +0, Listen +7, Move Silently +4, Balance +2, Climb +11, Intimidate +1, Jump +13, Open Lock +3, Search +8, Sense Motive +5, Tumble +6, Use Rope +10, Survival +6 Feats Iron Will, Power Attack, Weapon Focus(Greatclub). Possessions masterwork mighty composite longbow (+4 str), masterwork sap, 20 arrows,
BASE STATISTICS
When not raging, Geisiem’s statistics change to: AC 17, touch 12, flat-footed 17 (+2 Dex, +5 armor) hp 35 Fort +4, Ref +6, Will +1 Melee +1 greataxe +9 (1d12+5/x3) or Melee masterwork sap +8 light (1d6+3) Ranged masterwork throwing axe +7 (1d6+3) Grapple +7 Str 20, Con 16 Skills Climb +10, Jump +6, Swim +4 STATISTICS
Str 20, Dex 15, Con 16, Int 13, Wis 10, Cha 9 SQ evasion, fast movement, rage 1/day, uncanny dodge (AC) Skills Hide +6, Spot +10, Listen +10, Move Silently +3, Climb +12, Handle Animal +0, Intimidate +1, Jump +8, Open Lock +5, Ride +6, Swim +6, Tumble +2, Use Rope +4 Feats Alertness, Quick Draw, Monkey Grip Possessions masterwork throwing axe, masterwork sap, +1 greataxe, +1 chain shirt, Potion of cure medium wounds, Elixer of Sneaking, Antitoxin (vial) (3), Thunderstone, 91 gp.
Under Trees
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At night you see a few shapes moving in the darkness among the branches. It looks like animals are moving quickly through the treetops, quickly and silently. Once you catch a quick glance of a leathery wing silhouetted against the ever present moon. Then two creatures glide out of the gloom and land nearby. They are greenish, reptilian beasts with a wingspan of six feet. They fold their leathery wings and hold on with claws as they sting with bony, segmented tails like those of scorpions.
SCORPION DRAGON
CR 6
Always Neutral Small Dragon Init +3; Senses Darkvision 60’, Low-light vision, Scent; Listen +8, Spot +15 DEFENSE
AC 18, touch 14, flatfooted 15; (+4 natural, +1 size, +3 Dex) hp 38 (4d12+12) Fort +4, Ref +4, Will +4 Immunity sleep and paralysis
The beast flies on leathery wings, trailing a long and wicked tail. Clad in iron-hard scales of red and yellow, the creature is not unlike a dragon, save for its lack of arms. Curls of flame bellow from its nostrils as it breathes.
FLAME DRAKE
CR 5
CE Large Dragon (fire) Init +5; Senses darkvision 60 ft., low-light vision, scent; Listen +13, Spot +13 DEFENSE
AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size) hp 59 (7d12+14) Fort +7, Ref +6, Will +6 Immune fire, sleep, paralysis Vulnerable cold OFFENSE
OFFENSE
Spd 20 ft. (4 squares), fly 50 ft. (average) Melee Sting +5 (1d3 plus poison) and bite +3 (1d6+1) or Melee Sting +5 (1d3 plus poison) and 2 talons +3 (1d6+1) Space 5’; Reach 5’ Attack Options Flyby Attack Special Attacks Poison STATISTICS
Str 12, Dex 16, Con 16, Int 6, Wis 12, Cha 9 BAB +4; Grapple +4 Feats Ability Focus (Poison), Flyby Attack1, MultiattackB Skills Hide +14, Listen +8, Move Silently +10, Spot +15 SPECIAL ABILITIES
A scorpion dragon can slash with its talons only when making a flyby attack. Poison (Ex) Fort DC 17, initial damage 2d6 Con, secondary damage 2d6 Con Skills: Scorpion Dragons have a +3 racial bonus on Spot checks.
1
Anywhere
When flying, the creature can take a move action (including a dive) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Spd 20 ft., fly 60 ft. (average) Melee bite +11 (2d6+7 plus 1d6 fire) and tail +6 (1d8+5) Attack Options Flyby Attack, Power Attack Special Attacks fireball breath, speed surge TACTICS
During Combat Flame drakes prefer to breathe on their opponents multiple times before landing to engage in melee. They use their speed surge ability liberally, usually taking an extra action to move up before engaging in a full attack action. Morale Flame drakes are stubborn combatants and frequently fight to the death. STATISTICS
Str 21, Dex 13, Con 14, Int 9, Wis 12, Cha 10 BAB +7; Grp +16 Feats Alertness, Flyby Attack, Improved Initiative, Power Attack Skills Hide +7, Intimidate +5, Listen +13, Move Silently +11, Spot +13, Survival +6 Languages Draconic SPECIAL ABILITIES
Fireball Breath (Su) A flame drake can, as a standard action, breathe a ball of flame that explodes like a fireball upon impact. This attack has a range of 180 feet and deals 4d6 points of fire damage to all creatures within a 20-foot burst. A successful DC 15 Reflex save halves this damage. Once a flame drake has used its
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fireball breath, it cannot do so again for 1d6 rounds. The Reflex save is Constitution-based. Speed Surge (EX) Three times per day, a flame drake may draw on its draconic heritage for a boost of strength and speed, allowing it to take an additional move action. Using this ability is a free action that can only be used once per round.
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Turtleback Ferry The two ferries, as mentioned in Hook Mountain, are fashioned from the shells of giant turtles slain by one of the town's founders and made into riverboats. I imagine them as well polished luxury ships like the paddleboats of Mark Twain, each with a soot burping golemwork engine crafted by visiting engineers from Janderhoff, turning a paddlewheel far below decks. There's a fat cargo hold on the bottom tier and two balconies facing front for passengers to watch the river float by. Atop and toward the front of the turtle shell is the wheel room and captain's quarters and a small balcony for a couple of people to look out from the topmost point of the ship. Within there are a variety of accommodations from shared bunkrooms to lavish staterooms. The main dining hall features various nautical accoutrements hanging from the walls and a long banquet table for special guests to enjoy fine meals. The Meandering Heart is captained by Ernell Snoka, a weathered old leather faced man with a hardworn face, bulbous nose, and downward jutting spike of a beard. He dresses in a shoddy version of official captain dress uniform with a big leather button across coat with epaulets and tassels. His wife serves as the hostess and runs the galley and her many kids, all near carbon copies of one another in descending age serve as bellhops, waiters, and whatever other polite manual labor as required. Her sister ship, the Sonorous Run was up until recently captained by a hefty darkskinned man named Hamrin Valest, however with the destruction of the garrison at Fort Rannick, he has taken a post with the new staff as Bailiff to oversee reconstruction and to keep order amongst the peasantry. In our game, he was promoted temporarily to Constable when the group left to defend
Sandpoint due in part to his close friendship with the iconics, but also his stern ruggedness and proven dependability. Now his young brash daughter Lavia has taken over as captain and everyone is a little worried.
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Alternate Introduction to the Grauls The party came upon a clearing where it looked like a bunch of people were killed. From the evidence they thought there should be more people than they were seeing. They find a spell book with some gnomish written on it, at that moment a hurt crow showed up and began talking gnomish. Saying his master was prisoner and he needed someone to rescue him. Then they heard some barking dogs and the crow told them to hide. As they were hiding they saw a nasty looking human (I turned the ogre-kin to cursed humans instead, same stats except human not giant) showed up with a couple of dogs mumbling to himself, "Yeah ma, I know, got get some horse that we left behind, yeah, ok ma, ok. ..." The dogs began sniffing around and just about the time they were going to track down the party hiding the guy tells them to come along as he is carrying a flank of horse away. They follow him to the farm, staying well behind. They reach the edge of the farm only to see two things. First, the guy they were following and his dogs disappear into a large barn/long house. The second thing they saw was three people, two were fighting and one was repeatedly getting knocked down, the third person kept picking the person up and pushing them towards the other. The party realized that this was a female elf, and two of the deformed humans, just as the deformed human who was "fighting" stabbed a knife into the elf (there was no evidence they tortured the elf anymore than beating her up and then killing her).
5. The Hags will be naked and "decorated" with bizarre piercings...I am contemplating downloading some images from S&M porn sites and cutting and pasting the various "body parts" of those images into a Frankenstien monster image for each Hag. I know my players will absolutely LOVE it, but I am not sure I want to be trolling S&M porn sites for pictures. (You don't understand honey. It's not for me, it's for the D&D game on Saturday) 6. MY wife suggested this last. I was reading the Barl encounter and she asked what was in it, expecting something gruesome. She said, "That's it? Wow. I expected them to be Gay Lovers dressed like the Village People or something". I don't usually like to overparody encounters, it kills the verisimilitude. But I can't help imagining Barl wearing the "Indian Chief" outfit and his bodyguard wearing the "Gay Biker" outfit. Heck, even describing them both as wearing "assless chaps and nothing else" might be enough giggle. Besides, Once Barl starts to throw down down, the laughing might stop fairly quickly.
Examples of making Hook Mountain into "Torture Porn": 1. Mammy and one of her sons will be encountered together. VERY close together. 2. The captured Rangers at the Graul's will be in "torture devices" a la the "Saw" movies. Basically they will be traps that unless disarmed will trigger killing the victim (and possibly damaging the PCs...I have only sketches at this point) 3. The "Skull-Jig" will be graphically described. Right now I am contemplating a complicated "HackySack" type dance with a head as the "sack". Participants keep the head from the ground. If a participant 'allows' the head to hit the ground, he is "out" of the dance. The Last participant must keep the head aloft until it is stripped clean of flesh, leaving only the skull. Few dancers have this skill, but when it happens it is cause for celebration. Often the skull is kept as a treasured trophy by the winner, and in very rare instances enchanted as a reward by the tribal shaman. 4. Grazuul will be encountered in the process of peeling off his own flesh from his head.
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RUKUS GRAUL
CR 7
Male ogrekin human fighter 6 CE Medium giant Init +5; Senses low-light vision; Listen +0, Spot +0 DEFENSE
AC 14, touch 11, flat-footed 13 (+3 natural, +1 Dex) hp 61 (6d10+24) Fort +11, Ref +3, Will +2 Spd 30 ft. Melee +1 spear +13/+8 (1d8+13/×3) TACTICS
During Combat Rukus sics his dogs on the PCs and watches the fight from the edge of the clearing for 1 round before he joins the fray. He prefers to fight against smaller or unarmored foes, flanking foes with his dogs when he gets the chance. Morale Something of a coward, Rukus flees back to the Graul homestead if dropped below 30 hit points or if more than three of his dogs are slain, crying and blubbering loudly the entire way. STATISTICS
Str 24, Dex 13, Con 18, Int 10, Wis 10, Cha 6 Base Atk +6; Grp +13 Feats Cleave, Improved Initiative, Great Fortitude, Power Attack, Skill Focus (survival), Track, Weapon Focus (spear), Weapon Specialization (spear) Skills Handle Animal +7, Intimidate +11, Survival +7 Languages Common, Giant SQ deformities Gear +1 spear, belt of giant strength +2, favorite blanket (ratty, flea-infested, and decorated with several Black Arrow insignias) SPECIAL ABILITIES
Rukus’s Deformities (Ex) Rukus is particularly mean-looking and gains a +4 racial bonus on Intimidate checks. He cannot wield weapons with his deformed right hand and suffers a –2 penalty on attacks with two-handed weapons.
CR 1
Always N Medium Animal Init +2; Senses Low-light vision, scent; Listen +5, Spot +5 AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
Spd 40 ft. (8 squares) Melee Bite +3 (1d6+3) Attack Options Trip (+3 Strength check) Space 5 ft.; Reach 5 ft. Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Base Attack +1; Grapple +3 Feats Alertness, TrackB Skills Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*; Riding dogs have a +4 racial bonus on Jump checks.
OFFENSE
G R A U L H O U N D S (5)
hp 13; (2d8+4 HD) Fort +5, Ref +5, Will +1
Carrying Capacity A light load for a riding dog is up to 100 pounds; a medium load, 101–200 pounds; and a heavy load, 201–300 pounds. A riding dog can drag 1,500 pounds. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.
KIBB
CR 2
Black bear animal companion Always N Medium Animal Init +1; Senses Low-light vision, scent; Listen +4, Spot +4 AC 13, touch 11, flat-footed 12; (+1 Dex, +2 natural) hp 19 (3d8+6 HD) Fort +5, Ref +4, Will +2 Spd 40 ft. (8 squares) Melee Claw +6 (1d4+4) or Melee 2 claws +6 (1d4+4) and bite +1 (1d6+2) Space 5 ft.; Reach 5 ft. Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Base Attack +2; Grapple +6 Feats Endurance, Run Skills Climb +4, Listen +4, Spot +4, Swim +8 Skills A black bear has a +4 racial bonus on Swim checks.
The Graul Farm (EL 8 or 10) CROWFOOD
CR 8
Male ogrekin human rogue 4/fighter 3 CE Medium giant Init +1; Senses low-light vision; Listen +8, Spot +8 DEFENSE
AC 16, touch 12, flat-footed 15 (+1 deflection, +1 Dex, +4 natural) hp 61 (4d6+3d10+28)
Fort +8, Ref +6, Will +5 Defensive Abilities evasion, trap sense +1, uncanny dodge Offense Spd 30 ft. Melee +1 ogre hook +14/+9 (1d12+10/×3) Special Attacks sneak attack +2d6 TACTICS
During Combat Crowfood bellows and yells as he fights. Considerably braver than Rukus, he focuses his attacks on the largest foe, using a full Power Attack on the first round of combat (+8/+3 [1d12+22/×3]) and each round thereafter until he misses both attacks during a full attack, after which he gives up and makes normal attacks. Morale Crowfood tries to flee into the barn (area A16) if brought below 15 hit points.
them rapidly lengthwise, shearing through the feet of anyone standing in their way.
DOOR SPIKES
Type mechanical Search DC 20; Disable Device DC 25 EFFECTS
Trigger touch; Reset manual Effect 4 bone spikes (+10 melee, 1d6 each)
FLOOR SAWS
SPECIAL ABILITIES
Crowfood’s Deformities (Ex) Crowfood has a +2 racial bonus on Fortitude saves and heals damage twice as fast from rest. He’s also quite ugly and suffers a –4 penalty on all Charismabased checks.
A1. Farmhouse Porch (EL 5) Traps: Concealed cunningly among the hanging bone-chimes are a series of sharpened bone spurs mounted on a hinged rack rigged to swing down at anyone who touches the front door (the Grauls never use this entrance, prefering to come and go via the side door that opens into area A4). Additionally, several rusty saw blades are housed between the cracks of the porch’s floorboards. When the door spikes are triggered, a series of crude pulleys and ropes under the porch creak to life, forcing the sawblades up between the cracks and slides
CR 3
Type mechanical Search DC 20; Disable Device DC 25 EFFECTS
Trigger location; Reset manual Effect saw blades (+14 melee, 2d6+7); multiple targets (all creatures in area A1)
STATISTICS
Str 22, Dex 13, Con 18, Int 6, Wis 12, Cha 8 Base Atk +6; Grp +12 Feats Cleave, Dodge, Iron Will, Mobility, Power Attack, Weapon Focus (ogre hook) Skills Climb +16, Escape Artist +8, Hide +8, Jump +13, Listen +8, Move Silently +10, Spot +8 Languages Giant SQ deformities, trapfinding Gear +1 ogre hook, ring of protection +1, amulet of natural armor +1, tattered rags and tunic
CR 3
A2. Family Room (EL 3) Trap: The western sofa is part of a hidden pit trap. Anyone coming within five feet of the sofa is in danger of falling through a hole in the floor into a chute lined with sharpened stakes coated in spider venom. The sofa itself is affixed to the wall via several sturdy timbers. It does not follow falling victims into area A14 below.
PIT TRAP
Type mechanical Search DC 15; Disable Device DC 12
CR 3
EFFECTS
Trigger location; Reset manual Effect multiple targets (all characters adjacent to or on the sofa); fall (10 feet deep, Reflex DC 20 avoids); spikes (+15 melee, 1d4 spikes per target for 1d4+5 each plus poison), poison (spider venom, injury DC 14; 1d4 Str/1d4 Str)
A3. Dining Room (EL 3) Trap: Scythes attached to coils of tightly bound rope can be set to cut into anyone stepping through the doors to the west or east into this room. A hidden switch on the doors themselves allows the ogrekin to disable these traps before they come into the room, but if they hear
combat outside, they make sure all three scythe traps are ready to go.
S C Y T H E T R A P S (3)
CR 3
Type mechanical Bypass hidden switch on each door (Search DC 20) Search DC 25; Disable Device DC 25 EFFECTS
Trigger location; Reset manual Effect large scythe (+15 melee, 2d6+4/×4)
Gear hide shirt SPECIAL ABILITIES
Maulgro’s Deformities (Ex) Maulgro has an oversized mouth filled with sharp teeth, and stunted legs that hardly work—his preferred method of moving around is to walk on his hands and drag his stumps along behind him. Lucky’s Deformities (Ex) Lucky’s limbs bend strangely—he’s triple-jointed. He has no disadvantageous deformity.
A8. Mammy’s Room (EL 11)
A5. Playpen (EL 5) LUCKY & MAULGRO GRAUL
CR 3
Male ogrekin human fighter 2 CE Medium humanoid Init +5; Senses low-light vision; Listen +1, Spot +1 DEFENSE
AC 18, touch 11, flat-footed 17 (+4 armor, +1 Dex, +3 natural) hp 23 (2d10+8) Fort +7, Ref +1, Will +1 OFFENSE
Spd 30 ft. (Lucky) or 20 ft. (Maulgro) Melee unarmed strike +8 (1d3+5) and bite +2 (1d6+2, Maulgro only) TACTICS
Before Combat These ogrekin lack the foresight or intellect to do anything useful in preparation for battle. Rather, they spend the moments before an impending battle hurling crude curses at one another, working themselves into a rage. During Combat These two ogrekin hate each other and don’t fight together. Each tries to keep his own foe to himself, and each time the other is critically hit (or even killed), the other takes a move action to laugh at the misfortune of his brother. Morale These ogrekin have little concept yet of death, and as such fight to the bitter end. STATISTICS
Str 20, Dex 13, Con 19, Int 8, Wis 12, Cha 6 Base Atk +2; Grp +7 Feats Improved Initiative, Improved Grapple, Improved Unarmed Strike, Weapon Focus (unarmed strike) Skills Climb +10, Escape Artist +1 (+5 for Lucky), Swim +10 Languages Giant
MAMMY GRAUL
CR 9
Female human ogrekin wizard (necromancer) 8 CE Medium giant Init –3; Senses special senses; Listen +2, Spot +2 DEFENSE
AC 17, touch 7, flat-footed 17 (+4 armor, –3 Dex, +6 natural) hp 66 (8d4+32+13 from false life) Fort +6, Ref –1, Will +6 OFFENSE
Spd 5 ft. Melee mwk quarterstaff +10 (1d6+5) Spells Prepared (CL 8th, +9 touch, +1 ranged touch) 4th—bestow curse (DC 18), contagion (DC 18), dimension door 3rd—displacement, fly, summon monster III, vampiric touch nd 2 —blindness/deafness (DC 16), false life†, ghoul touch (DC 16), mirror image, summon monster II 1st—chill touch (DC 15), grease (DC 13), mage armor †, ray of enfeeblement, reduce person (DC 13), true strike 0—mage hand (3), message, touch of fatigue (DC 14) † - already cast Prohibited Schools abjuration, enchantment TACTICS
Before Combat As soon as she hears trouble outside, Mammy Graul casts mage armor and false life on herself. If she realizes someone’s about to enter her room, she casts mirror image and fly as well. During Combat If the PCs confront Mammy Graul here, she’s more enraged at her boys for allowing the PCs to get this far than she is at the PCs themselves, and her profanity-laced
shrieks against her boys fill any surviving Grauls with such fear that none of them dare come to their mother’s aid. Mammy Graul sends her three zombies to engage the PCs while she remains on her bed in the northwest corner of the room and casts spells. She starts with summon monster spells and follows up with her ranged spells. Once anyone reaches her in melee, her first act is to cast mirror image (if she hasn’t already), and then cast her melee spells. Morale If reduced to 20 hit points or less, she attempts to dimension door into area A16 to secure the aid of any surviving Grauls there. She casts fly on herself and leads them back to the farmhouse to attack the PCs again, this time fighting to the death. STATISTICS
Str 20, Dex 4, Con 19, Int 15, Wis 10, Cha 10 Base Atk +4; Grp +9 Feats Alertness (when Blub-Blug is in arm’s reach), Brew Potion, Craft Wand, Craft Wondrous Item, Greater Spell Focus (necromancy), Scribe Scroll, Spell Focus (necromancy) Skills Concentration +15, Knowledge (arcana) +13, Spellcraft +15 Languages Abyssal, Common, Giant SQ deformities, summon familiar (toad named Blub-Blug) Combat Gear potion of cure moderate wounds, scroll of animate dead, wand of magic missile (CL 3rd, 44 charges), wand of ray of enfeeblement (28 charges), wand of vampiric touch (33 charges) Other Gear amulet of health +2, Varisian idols (2, grant summoned monsters +2 hp per HD if used as an additional material component—see the Rise of the Runelords Player’s Guide) SPECIAL ABILITIES
Mammy’s Deformities (Ex) Mammy Graul’s thick layers of blubber increase her natural armor bonus by an additional 3 points. She is also hideously overweight, and suffers a –4 penalty to her Dexterity.
B L U B -B L U G
Toad familiar hp 26 (MM 282)
CR —
Mammy Graul’s Spellbook
This hideous tome is wrapped completely in a strange kind of leather, crudely sewn together. On its front, a grisly painting of a screaming face painted in reddish-brown color tells of the horrors written inside. 4th – bestow curse, contagion, dimension door, animate dead, stiffen (Exemplars of Evil; although this spell works as described in the book, it makes the target gradually more obese) 3rd – displacement, fly, summon monster III, vampiric touch, eyes of the zombie (Book of Vile Darkness) 2nd – blindness/deafness, false life, ghoul touch, mirror image, summon monster II, death armor (Spell Compendium), resist energy 1st – chill touch, grease, mage armor, ray of enfeeblement, reduce person, true strike, magic missile, unseen servant, silent image.
BENK, KUNKEL, & HADGE
CR ½
NE Medium Undead Init -1; Senses Darkvision 60’; Listen +0, Spot +0 Languages understands creator AC 11, touch 9, flat-footed 11 (-1 Dex, +2 natural) hp 16 (2d12+3); DR 5/slashing Fort +0, Ref -1, Will +3 Speed 30 ft. (6 squares) Melee Slam +2 (1d6+1) or club +2 (1d6+1) Space 5 ft.; Reach 5ft. Base Atk +1; Grapple +2 Atk Options Single actions only Abilities Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1. Feats Toughness Skills None Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.
A9. Bedroom (EL 3) Trap: The chest in this room is one of the boys’ favorite toys. Although not locked, the chest’s lid sticks and must be wrenched open with a DC 20 Strength check. Opening the chest triggers no traps and reveals a sack of coins within. Unfortunately, the coins sit on a pressure trigger set to release a cleverly concealed war razor housed within the wall of the chest. As soon as the sack is lifted, this blade snaps out
with tremendous force. The blade is also laced with poison. The boys enjoy daring each other to "beat the blade," but not quite as much as telling prisoners that they’ll be let free if they can get the chest open and steal the coins.
HAND CHOPPER
Type mechanical Search DC 20; Disable Device DC 25
CR 3
EFFECTS
Trigger touch; Reset manual Effect war razor (+12 melee, 1d4+8/18–20 plus poison); poison (spider venom, injury DC 14; 1d4 Str/1d4 Str)
A12. Hucker’s Lair (EL 8)
Str 20, Con 16 Skills Climb +10, Jump +18 STATISTICS
Str 24, Dex 16, Con 20, Int 6, Wis 13, Cha 8 Base Atk +4; Grp +11 Feats Improved Initiative, Power Attack, Skill Focus (Craft [trapmaking]), Weapon Focus (ogre hook) Skills Climb +8, Craft (trapmaking) +10, Handle Animal +3, Hide +8, Jump +20, Listen +10, Move Silently +8, Use Rope +8 Languages Giant SQ deformities, trapfinding Combat Gear potion of cure moderate wounds Other Gear +1 hide shirt, +1 ogre hook, amulet of natural armor +1, collection of severed noses in wax-sealed tin SPECIAL ABILITIES
HUCKER GRAUL
CR 8
Male ogrekin human barbarian 1/rogue 5 CE Medium giant Init +7; Senses low-light vision; Listen +10, Spot +1 DEFENSE
AC 20, touch 11, flat-footed 17 (+5 armor, +3 Dex, +4 natural, –2 rage) hp 59 (1d12+5d6+30) Fort +8, Ref +7, Will +6 Defensive Abilities evasion, trap sense +1, uncanny dodge; Immune charm effects OFFENSE
Spd 40 ft. Melee +1 ogre hook +13 (1d12+12/×3) Special Attacks rage 1/day, sneak attack +3d6 TACTICS
During Combat Hucker rages on the first round of combat and sends his rats to attack the PCs while he delays so he can move into a flanking position once the rats go. Morale If brought below 25 hit points, Hucker attempts to retreat to area A14, hoping to lure the PCs into a fight with the tendriculos the Grauls keep there. If the PCs try to block his way, he just might try to go through a wall. He then fights to the death. BASE STATISTICS
When not raging, Hucker’s stats change as follows: AC 22, touch 13, flat-footed 19 hp 47 Fort +6, Will +4 Melee +1 ogre hook +11 (1d12+8/×3)
Hucker’s Deformities (Ex) Hucker has a deformed vestigial twin growing from the back of his neck, granting him a +2 racial bonus on Will saves. His malformed jaw gives him a speech impediment and a –2 penalty on any skill check that relies on speech.
CHUCKLES
AND
DROOLER
CR 3
Advanced donkey rats (variant dire rat) N Medium animal Init +3; Senses low-light vision, scent; Listen +6, Spot +3 DEFENSE
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural) hp 33 (6d8+12) Fort +7, Ref +8, Will +6 OFFENSE
Spd 40 ft., climb 20 ft. Melee bite +7 (1d8+3) TACTICS
During Combat Both donkey rats focus their attacks on the same target each round, preferring smaller foes over larger ones. Morale A donkey rat flees if brought below 5 hit points. STATISTICS
Str 14, Dex 16, Con 14, Int 1, Wis 12, Cha 4 Base Atk +4; Grp +6 Feats Alertness, Combat Reflexes, Improved Natural Attack, Weapon Finesse
Skills Climb +11, Hide +8, Listen +6, Move Silently +8, Spot +3
A14. Tendriculos Pit (CR 6) MUCK GRAUL
CR 6
Tendriculos, Always N Huge Plant Init –1; Senses Low-light vision; Listen +1, Spot +1 AC 16, touch 7, flat-footed 16 (-2 size, -1 Dex, +9 natural) hp 94 (9d8+54 HD), regeneration 10 Fort +12, Ref +2, Will +4 Spd 20 ft. (4 squares) Melee Bite +13 (2d8+9) and 2 tendrils +8 (1d6+4) Special Attacks Improved grab, paralysis, swallow whole Space 15 ft.; Reach 15 ft. Str 28, Dex 9, Con 22, Int 3, Wis 8, Cha 3 Base Attack +6; Grapple +23 Special Qualities: plant traits Feats Alertness, Iron Will, Power Attack, Stealthy Skills Hide +9, Move Silently +1 Improved Grab (Ex) To use this ability, a tendriculos must hit a creature at least one size smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the opponent in the following round. A tendriculos can also use its improved grab ability on a tendril attack. If it wins the grapple check, it establishes a hold, picks up the opponent, and transfers it to the mouth as a free action, automatically dealing bite damage. Swallow Whole/Paralysis (Ex) A tendriculos can try to swallow a grabbed opponent by making a successful grapple check. Once inside the plant’s mass, the opponent must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds by the tendriculos’s digestive juices, taking 2d6 points of acid damage per round. A new save is required each round inside the plant. The save DC is Constitution-based. A swallowed creature that avoids paralysis can climb out of the mass with a successful grapple check. This returns it to the plant’s maw, where another successful grapple check is
needed to get free. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the tendriculos’s interior (AC 14). Once the creature exits, the plant’s regenerative capacity closes the hole; another swallowed opponent must cut its own way out. A Huge tendriculos’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents. Regeneration (Ex) Bludgeoning weapons and acid deal normal damage to a tendriculos. A tendriculos that loses part of its body mass can regrow it in 1d6 minutes. Holding the severed portion against the mass enables it to reattach instantly.
A16. Kennel (EL 7) HOGRATH, JEPPO,
AND
SUGAR GRAUL CR 3
Male ogrekin human fighter 2 CE Medium humanoid Init +5; Senses low-light vision; Listen +1, Spot +1 (Jeppo’s Spot is +3) DEFENSE
AC 18, touch 11, flat-footed 17 (+4 armor, +1 Dex, +3 natural) hp 23 (2d10+8) Fort +7 (Fort +9 for Sugar), Ref +1, Will +1 (Will -1 for Hograth) Weakness Jeppo’s eyes are large and protruding. He is dazzled2 while in areas of bright sunlight or within the radius of a daylight spell. OFFENSE
Spd 30 ft. or 20 ft. (for Sugar) Melee unarmed strike +8 (1d3+5) TACTICS
Before Combat These ogrekin lack the foresight or intellect to do anything useful in preparation for battle. Rather, they spend the moments before an impending battle hurling crude curses at one another, working themselves into a rage. Morale These ogrekin have little concept yet of death, and as such fight to the bitter end. 2
The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.
STATISTICS
Str 20, Dex 13, Con 19, Int 8, Wis 12, Cha 6 Base Atk +2; Grp +7(+11 if Hograth) Feats Improved Initiative, Improved Grapple, Improved Unarmed Strike, Weapon Focus (unarmed strike) Skills Climb +10, Escape Artist +1, Search -1 (Jeppo’s Search is +1), Swim +10 Languages Giant Gear hide shirt SPECIAL ABILITIES
Hograth’s Deformities (Ex) Hograth has a vestigial arm that grants him a +4 racial bonus on grapple checks, but has a deformed head (and corresponding weak mind) that imparts a –2 penalty on Will saves. Jeppo’s Deformities (Ex) Jeppo’s overlarge, milky eyes grant him a +2 bonus on Search and Spot checks but are also sensitive to light (exposure to bright light dazzles him for as long as he remains in the area). Sugar’s Deformities (Ex) Sugar is particularly jumpy—a manifestation of a fast metabolism that grants him a +2 racial bonus on Fortitude saves and doubles his healing from rest, but his stunted legs reduce his speed to 20 feet.
A17. Prison (EL 7) BIGGIN’
CR 7
Advanced elite monstrous funnel-web spider (MM 289) N Huge vermin Init +4; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +1, Spot +5 DEFENSE
AC 17, touch 12, flat-footed 13 (+4 Dex, +5 natural, –2 size) hp 133 (14d8+70) Fort +14, Ref +8, Will +5 Immune mind-affecting effects OFFENSE
Spd 30 ft., climb 20 ft. Melee bite +14 (2d6+9 plus poison) Space 15 ft.; Reach 10 ft. Special Attack poison (DC 22, 1d8 Str/1d8 Str), web TACTICS
During Combat Once Biggin’ scuttles forth from its nest deep in the webs below, it has little problem clambering up the sides of its web to attack anything on the ledges above. It won’t attack anyone in the caged areas unless a target it already pursues seeks shelter in a cage, at which point the monster tears that cage apart to get at anything inside. Morale Biggin’ fights to the death. STATISTICS
Str 22, Dex 19, Con 20, Int —, Wis 12, Cha 2 Base Atk +10; Grp +24 Skills Climb +14, Hide +0 (+8 in webs), Move Silently +4 (+12 in webs), Spot +5 Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check against DC 19 or burst it with a DC 23 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 14 hit points, and sheet webs have damage reduction 5/—. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60
feet in contact with the ground, or within any range in contact with the spider’s webs. Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.
JAKARDROS SOVARK
Male middle-aged human ranger 8 CG Medium humanoid Init +2; Senses Listen +11, Spot +11
CR 8
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex) hp 55 (currently 0; 8d8+16) Fort +8, Ref +8, Will +4 OFFENSE
Spd 30 ft. Melee unarmed strike +8 (1d3 nonlethal) Special Attacks favored enemies (dragon +2, giant +4) Spells Prepared (CL 4th) 2nd—cure light wounds† 1st—animal messenger†, speak with animals† † - already cast TACTICS
During Combat Jakardros’s strengths are in archery, with a strong preference toward fighting from horseback. He trusts (and depends) on his men and his animal companion Kibb to hold off foes in melee while he provides ranged support. Yet when his allies are in desperate need, he won’t hesitate to lay down his bow and join them in melee. Morale Jakardros has little concern for his own safety, and is actively looking for a foe that can finish him off. He fights to the death as a result. Once he’s reconciled with Shalelu, though, his outlook shifts dramatically; he devotes his life to protecting the elven ranger, doting on her as if she were his own daughter. He’ll fight to the death to protect her, but
otherwise breaks off combat and retreats if brought below 20 hit points so he can stay alive to defend Shalelu in the future. STATISTICS
Str 11, Dex 15, Con 14, Int 11, Wis 14, Cha 9 Base Atk +8; Grp +8 Feats Endurance, Manyshot, Mounted Archery, Mounted Combat, Point Blank Shot, Precise Shot, Rapid Shot, Track Skills Handle Animal +10, Hide +13, Listen +13, Move Silently +13, Ride +15, Spot +13, Survival +13 Languages Common, Giant SQ animal companion (black bear named Kibb), swift tracker, wild empathy +9, woodland stride
VALE TEMROS
Male human ranger 2/fighter 4 NG Medium humanoid Init +1; Senses Listen +1, Spot +6
CR 6
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex) hp 46 (currently 0; 2d8+4d10+12) Fort +9, Ref +5, Will +2 OFFENSE
Spd 30 ft. Melee unarmed strike +9 (1d3+3 nonlethal) Special Attacks favored enemy (giants +2) TACTICS
During Combat Although Vale pays little attention to how much damage he takes during a fight, he certainly doesn’t fight recklessly. He approaches battle with a wide-eyed excitement, viewing each fight as a puzzle to be solved with mind and steel. He has a knack for seeking out subtle tactical advantages (higher ground, flanking, cover, and the like) that serve him well. Vale prefers to fight with a battleaxe and handaxe, and once an enemy is engaged, he makes increasing Power Attacks until he can’t quite hit foes with his secondary attacks. He views his greatest flaw as his lack of particular talent in finesse fighting, and when he grows too overconfident, he often makes trip, disarm, and flanking attacks that provoke a dangerous number of attacks of opportunity. Morale Left on his own, the concept of retreat would never occur to Vale. He becomes so
enthralled with the battle that he loses track of his own well-being.
might aid in his own survival, he won’t hesitate for a moment.
STATISTICS
STATISTICS
Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8 Base Atk +6; Grp +9 Feats Cleave, Great Fortitude, Power Attack, TrackB, Two-Weapon FightingB, Weapon Focus (battleaxe, handaxe), Weapon Specialization (battleaxe, handaxe) Skills Climb +9, Craft (stonemason) +9, Knowledge (architecture and engineering) +4, Profession (siege engineer) +5, Search +5, Spot +6, Survival +6 Languages Common, Giant, Sylvan SQ wild empathy +0
Str 10, Dex 16, Con 12, Int 13, Wis 8, Cha 14 Base Atk +5; Grp +5 Feats Persuasive, TrackB, Two-Weapon Defense, Two-Weapon FightingB, Weapon Finesse Skills Bluff +14, Climb +10, Hide +13, Intimidate +6, Listen +9, Move Silently +13, Search +11, Sleight of Hand +13, Spot +9, Survival +4, Swim +5 Languages Common, Giant SQ trapfinding, wild empathy +4
KAVEN WINDSTRIKE
Always Neutral Gargantuan Animal (Aquatic) Init +2; Senses low-light vision, scent; Listen +7, Spot +7
3
Male human ranger 2/rogue 5 CN Medium humanoid Init +3; Senses Listen +9, Spot +9
CR 7
DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex) hp 37 (currently 0; 2d8+5d6+7) Fort +5, Ref +10, Will +0 Defensive Abilities evasion, trap sense +1, uncanny dodge OFFENSE
Spd 30 ft. Melee unarmed strike +8 (1d3 nonlethal) Special Attacks favored enemy (giants +2), sneak attack +3d6 TACTICS
During Combat Kaven is most comfortable wielding small and fast weapons like daggers, short swords, or rapiers. In battle, he seeks out wounded foes, leaving stronger enemies for his "allies" to handle. Morale Kaven is a coward at heart, but his worries —that abandoning his "allies" too soon would reveal the depths of his treachery—keep him in a fight longer than he might otherwise remain. If brought below 10 hit points, he feigns death with a Bluff check, hoping to seize a chance to escape once attentions are focused elsewhere. If this tactic fails, he gives in to his fear and makes a run for it. Kaven’s already betrayed his allies once, and if he thinks betraying the PCs 3
- has a Sihedron tattoo on his shoulder
The Paradise GIANT SNAPPING TURTLE
CR 9
DEFENSE
AC 20, touch 4, flat-footed 20 (-4 size, -2 Dex, +16 natural) hp 141 (HD 12d8+87) Fort +15, Ref +6, Will +7 OFFENSE
Spd 10 ft. (2 squares), swim 20 ft. Melee Bite +16 (2d8+16) Special Attacks Improved grab, swallow whole STATISTICS
Str 32, Dex 6, Con 25, Int 2, Wis 12, Cha 6 Special Qualities Amphibious BAB +9; Grapple +32 Space 20 ft.; Reach 15 ft. Skills Listen +7, Spot +7, Swim +26 Feats Alertness, Endurance, Improved Initiative, Iron Will, Toughness SPECIAL ABILITIES
Improved Grab (Ex) To use this ability, a giant snapping turtle must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it can swallow its prey on its next turn. Swallow Whole (Ex) A giant snapping turtle can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+11 points of crushing damage plus 8 points of acid damage per round from the turtle’s stomach. A swallowed creature can cut its way out by using
a light slashing or piercing weapon to deal 25 points of damage to the stomach (AC 18). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan turtle’s interior can hold 1 Huge, 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents. Amphibious (Ex) Giant snapping turtles can breathe both air and water. Skills A giant snapping turtle has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
GIANT GAR
CR 2
Large Animal (Aquatic) Init +6; Senses Blindsense, keen scent; Listen +8, Spot +6 DEFENSE
AC 15, touch 11, flat-footed 13 (–1 size, +2 Dex, +4 natural) hp 38 (HD 7d8+7) Fort +8, Ref +7, Will +3 OFFENSE
Spd Swim 60 ft. (12 squares) Melee Bite +7 (1d8+4) STATISTICS
Str 17, Dex 15, Con 13, Int 1, Wis 12, Cha 2 BAB +5; Grapple +12 Space 10 ft.; Reach 5 ft. Skills Listen +8, Spot +7, Swim +11 Feats Alertness, Great Fortitude, Improved Initiative SPECIAL ABILITIES
Blindsense (Ex) A giant gar can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater. Keen Scent (Ex) A giant gar can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile. Skills A giant gar has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
B2. East Gate (EL 3) OGRE
CR 3
Male ogre CE Large giant Init -1; Senses Darkvision 60 ft., low-light vision; Listen +2, Spot +2 Languages Giant AC 16, touch 8, flatfooted 16 (-1 size, -1 Dex, +3 armor, +5 natural) hp 29 (4 HD) Fort +6, Ref +0, Will +1 Spd 30 ft. (6 squares) Melee large greatclub +8 (2d8+7/20/x2) Ranged large javelin +1 (1d8+5) Base Atk +3; Grp +12 Combat Gear none Abilities Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7 Feats Toughness, Weapon Focus (greatclub) Skills Climb +5, Listen +2, Spot +2 Possessions combat gear plus large greatclub, large javelin, large hide armor
B4. Old Guard Tower (EL 8) K A R L Y -L O P K R E E G
CR 7
Male ogre barbarian 4 CE large giant Init +0; Senses Darkvision 60 ft., low-light vision; Listen +6, Spot +2 Languages Giant AC 17, touch 8, flat-footed 17 (-1 size, -2 rage, +5 natural, +4 armor, +1 deflection) hp 79 (4d8+4d12+35) Fort +14, Ref +2, Will +4 Speed 40 ft. (8 squares), base speed 50 ft. Melee large +1 greatclub +18/+13 (2d6+16) Ranged javelin +8 (1d8+10) Space 10 ft.; Reach 10 ft. Base Atk +7; Grapple +19 Atk Options Power Attack Special Actions rage 2/day (9 rounds) Abilities Str 30, Dex 11, Con 22, Int 8, Wis 10, Cha 4 SQ trap sense +1, uncanny dodge
Feats Power Attack, Toughness, Weapon Focus (greatclub) Skills Climb +15, Hide -6, Jump +19, Listen +6, Spot +2 Possessions: +1 hide armor, +1 greatclub, ring of protection +1 When not raging, Karly-Lop Kreeg has the following changed statistics: AC 19, touch 10, flat-footed 19 hp 63 Fort +12, Will +2 Melee large +1 greatclub +16/+11 (2d6+12/19-20) Ranged javelin +6 (1d6+8) Grapple +17 Abilities Str 26, Con 18
Skills Climb +13, Jump +17
O G R E S (2)
CR 3
Male ogre CE Large giant Init -1; Senses Darkvision 60 ft., low-light vision; Listen +2, Spot +2 Languages Giant AC 16, touch 8, flatfooted 16 (-1 size, -1 Dex, +3 armor, +5 natural) hp 29 (4 HD) Fort +6, Ref +0, Will +1 Spd 30 ft. (6 squares) Melee large greatclub +8 (2d8+7/20/x2) Ranged large javelin +1 (1d8+5) Base Atk +3; Grp +12 Combat Gear none Abilities Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7 Feats Toughness, Weapon Focus (greatclub) Skills Climb +5, Listen +2, Spot +2 Possessions combat gear plus large greatclub, large javelin, large hide armor
B6. Cook House (EL 7) JOLLY KREEG
CR 7
Male ogre barbarian 4 CE large giant Init +0; Senses Darkvision 60 ft., low-light vision; Listen +6, Spot +2 Languages Giant
AC 17, touch 8, flat-footed 17 (-1 size, -2 rage, +5 natural, +4 armor, +1 deflection) hp 79 (4d8+4d12+35) Fort +14, Ref +2, Will +4 Speed 40 ft. (8 squares), base speed 50 ft. Melee large +1 greatclub +18/+13 (2d6+16) Ranged javelin +8 (1d8+10) Space 10 ft.; Reach 10 ft. Base Atk +7; Grapple +19 Atk Options Power Attack Special Actions rage 2/day (9 rounds) Abilities Str 30, Dex 11, Con 22, Int 8, Wis 10, Cha 4 SQ trap sense +1, uncanny dodge Feats Power Attack, Toughness, Weapon Focus (greatclub) Skills Climb +15, Hide -6, Jump +19, Listen +6, Spot +2 Possessions: +1 hide armor, +1 greatclub, ring of protection +1 When not raging, Jolly Kreeg has the following changed statistics: AC 19, touch 10, flat-footed 19 hp 63 Fort +12, Will +2 Melee large +1 greatclub +16/+11 (2d6+12/19-20) Ranged javelin +6 (1d6+8) Grapple +17 Abilities Str 26, Con 18 Skills Climb +13, Jump +17
B8. South Gate (EL 9) MINKTUCK KREEG
CR 8
Male ogre fighter 5 CE Large giant Init +0; Senses darkvision 60 ft., low-light vision; Listen +3, Spot +3 DEFENSE
AC 19, touch 9, flat-footed 19 (+5 armor, +5 natural, –1 size) hp 90 (4d8+5d10+45) Fort +15, Ref +2, Will +3 OFFENSE
Spd 30 ft. Melee +1 ogre hook +16/+11 (3d6+13/19–20/×3) Ranged mwk composite longbow +8/+3 (2d6+7/×3)
Space 10 ft.; Reach 10 ft. TACTICS
During Combat Minktuck begins combat using his bow, but drops the paltry ranged weapon to use his ogre hook at the first opportunity. Dialog "I'm gunna learn you why they call me 'Mink-Tuck', hurr-hurr". Morale If brought below 20 hit points, Minktuck abandons the fort and tries to flee into the mountains. STATISTICS
Str 24, Dex 11, Con 20, Int 6, Wis 12, Cha 4 Base Atk +8; Grp +19 Feats Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (ogre hook), Power Attack, Weapon Focus (ogre hook), Weapon Specialization (ogre hook) Skills Climb +15, Listen +3, Spot +3 Languages Common, Giant Combat Gear potion of cure moderate wounds Other Gear +1 hide shirt, +1 ogre hook, masterwork composite longbow (+7 Str) with 20 arrows
O G R E S (3)
CR 3
CE Large giant Init -1; Senses Darkvision 60 ft., low-light vision; Listen +2, Spot +2 Languages Giant AC 16, touch 8, flatfooted 16 (-1 size, -1 Dex, +3 armor, +5 natural) hp 29 (4 HD) Fort +6, Ref +0, Will +1 Spd 30 ft. (6 squares) Melee large greatclub +8 (2d8+7/20/x2) Ranged large javelin +1 (1d8+5) Base Atk +3; Grp +12 Combat Gear none Abilities Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7 Feats Toughness, Weapon Focus (greatclub) Skills Climb +5, Listen +2, Spot +2 Possessions combat gear plus large greatclub, large javelin, large hide armor
B10. New Barracks (EL 10) O G R E S (12) CE Large giant
CR 3
Init -1; Senses Darkvision 60 ft., low-light vision; Listen +2, Spot +2 Languages Giant AC 16, touch 8, flatfooted 16 (-1 size, -1 Dex, +3 armor, +5 natural) hp 29 (4 HD) Fort +6, Ref +0, Will +1 Spd 30 ft. (6 squares) Melee large greatclub +8 (2d8+7/20/x2) Ranged large javelin +1 (1d8+5) Base Atk +3; Grp +12 Combat Gear none Abilities Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7 Feats Toughness, Weapon Focus (greatclub) Skills Climb +5, Listen +2, Spot +2 Possessions combat gear plus large greatclub, large javelin, large hide armor
B13. Secret Armory (EL 4) S H O C K E R L I Z A R D S (2)
CR 2
Always N Small Magical Beast Initiative +6; Senses Darkvision 60 ft., low-light vision, electrical sense; Listen +4 Spot +4 AC 16, touch 13, flat-footed 14 (+1 size, +2 Dex, +3 natural) hp 13 (2d10+2 Hit Dice) Fort +4, Ref +5, Will +1 Immune electricity Spd 40 ft. (8 squares), climb 20 ft., swim 20 ft. Base Attack +2; Grapple –2 Melee Bite +3 melee (1d4) Special Attacks Stunning shock, lethal shock Space 5 ft.; Reach 5 ft. Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6 Feats Improved Initiative Skills Climb +11, Hide +11, Jump +7, Swim +10 Stunning Shock (Su) Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of nonlethal damage to living opponents (Reflex DC 12 half ). The save DC is Constitution-based. Lethal Shock (Su) Whenever two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock. This effect has a radius of 20 feet, centered on any one contributing lizard. The shock deals 2d8
points of electricity damage for each lizard contributing to it, to a maximum of 12d8. A Reflex save (DC 10 + number of lizards contributing) reduces the damage by half. Electricity Sense (Ex) Shocker lizards automatically detect any electrical discharges within 100 feet. Skills Shocker lizards have a +4 racial bonus on Hide checks due to their coloration. Shocker lizards have a +2 racial bonus on Listen and Spot checks. Shocker lizards use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. A shocker lizard has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. A shocker lizard has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
B14. Ravine (EL 3) Trap: The bridge itself is in poor condition, since the Black Arrows rarely used it. If more than one Medium creature attempts to cross it at the same time, the bridge collapses.
COLLAPSING BRIDGE
Type mechanical Search DC 20; Disable Device DC 25
CR 3
EFFECTS
Trigger location; Reset repair Effect fall (50 feet, 5d6, Reflex DC 20 negates); multiple targets (10-ft. middle section of bridge)
B15. Crypt (EL 7) LORGUS FENKER
CR 7
Male spectre LE Medium undead (incorporeal) Init +7; Senses Darkvision 60 ft.; Listen +14, Spot +14 Languages Common, Dwarven, Elven AC 15, touch 15, flatfooted 13 (+3 Dex, +2 deflection)
hp 45 (7d12 HD) Aura unnatural presence (30 ft.) Resist +2 turn resistance Weakness sunlight powerlessness Fort +2, Ref +5, Will +7 Spd 40 ft. (8 squares), fly 80 ft. (perfect) Melee incorporeal touch +6 (1d8 plus energy drain/20/x2) Base Atk +3; Grp — Atk Options energy drain Special Actions create spawn Combat Gear none Abilities Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15 SQ undead traits Feats Alertness, Blind-Fight, Improved Initiative Skills Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search +12, Spot +14, Survival +2 Possessions none Energy Drain (Su): Living creatures hit by a spectre’s incorporeal touch attack gain two negative levels. The DC is 15 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the spectre gains 5 temporary hit points. Create Spawn (Su): Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. Spawn are under the command of the spectre that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. Sunlight Powerlessness (Ex): Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and can take only a single move or attack action in a round. Description: A spectre looks much as it did in life and can be easily recognized by those who knew the individual or have seen the individual’s face in a painting or a drawing. In many cases, the evidence of a violent death is visible on its body. A spectre is roughly human-sized and is weightless.
In close combat a spectre attacks with its numbing, life-draining touch. It makes full use of its incorporeal nature, moving through walls, ceilings, and floors as it attacks.
B18. Workroom (EL 8) GRAGAVAN KREEG
CR 8
Male ogre fighter 5 CE Large giant Init +0; Senses darkvision 60 ft., low-light vision; Listen +3, Spot +3 DEFENSE
AC 19, touch 9, flat-footed 19 (+5 armor, +5 natural, –1 size) hp 90 (4d8+5d10+45) Fort +15, Ref +2, Will +3
Languages Giant AC 16, touch 8, flatfooted 16 (-1 size, -1 Dex, +3 armor, +5 natural) hp 29 (4 HD) Fort +6, Ref +0, Will +1 Spd 30 ft. (6 squares) Melee large greatclub +8 (2d8+7/20/x2) Ranged large javelin +1 (1d8+5) Base Atk +3; Grp +12 Combat Gear none Abilities Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7 Feats Toughness, Weapon Focus (greatclub) Skills Climb +5, Listen +2, Spot +2 Possessions combat gear plus large greatclub, large javelin, large hide armor
B23. Infirmary (EL 8)
OFFENSE
Spd 30 ft. Melee +1 ogre hook +16/+11 (3d6+13/19–20/×3) Ranged mwk composite longbow +8/+3 (2d6+7/×3) Space 10 ft.; Reach 10 ft. TACTICS
During Combat Gragavan begins combat using his bow, but drops the paltry ranged weapon to use his ogre hook at the first opportunity. Morale If brought below 20 hit points, Gragavan abandons the fort and tries to flee into the mountains.
SILAS KREEG
CR 8
Male ogre fighter 5 CE Large giant Init +0; Senses darkvision 60 ft., low-light vision; Listen +3, Spot +3 DEFENSE
AC 19, touch 9, flat-footed 19 (+5 armor, +5 natural, –1 size) hp 90 (4d8+5d10+45) Fort +15, Ref +2, Will +3
STATISTICS
OFFENSE
Str 24, Dex 11, Con 20, Int 6, Wis 12, Cha 4 Base Atk +8; Grp +19 Feats Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (ogre hook), Power Attack, Weapon Focus (ogre hook), Weapon Specialization (ogre hook) Skills Climb +15, Listen +3, Spot +3 Languages Common, Giant Combat Gear potion of cure moderate wounds Other Gear +1 hide shirt, +1 ogre hook, masterwork composite longbow (+7 Str) with 20 arrows
Spd 30 ft. Melee +1 ogre hook +16/+11 (3d6+13/19–20/×3) Ranged mwk composite longbow +8/+3 (2d6+7/×3) Space 10 ft.; Reach 10 ft.
B19. Armory (EL 5) O G R E S (2)
CR 3
CE Large giant Init -1; Senses Darkvision 60 ft., low-light vision; Listen +2, Spot +2
TACTICS
During Combat Silas begins combat using his bow, but drops the paltry ranged weapon to use his ogre hook at the first opportunity. Morale If brought below 20 hit points, Silas abandons the fort and tries to flee into the mountains. STATISTICS
Str 24, Dex 11, Con 20, Int 6, Wis 12, Cha 4 Base Atk +8; Grp +19 Feats Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (ogre hook), Power Attack, Weapon Focus (ogre hook), Weapon Specialization (ogre hook) Skills Climb +15, Listen +3, Spot +3
Languages Common, Giant Combat Gear potion of cure moderate wounds Other Gear +1 hide shirt, +1 ogre hook, masterwork composite longbow (+7 Str) with 20 arrows
B24. Barracks (EL 7) O G R E S (4)
CR 3
CE Large giant Init -1; Senses Darkvision 60 ft., low-light vision; Listen +2, Spot +2 Languages Giant AC 16, touch 8, flatfooted 16 (-1 size, -1 Dex, +3 armor, +5 natural) hp 29 (4 HD) Fort +6, Ref +0, Will +1 Spd 30 ft. (6 squares) Melee large greatclub +8 (2d8+7/20/x2) Ranged large javelin +1 (1d8+5) Base Atk +3; Grp +12 Combat Gear none Abilities Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7 Feats Toughness, Weapon Focus (greatclub) Skills Climb +5, Listen +2, Spot +2 Possessions combat gear plus large greatclub, large javelin, large hide armor
B29. Chapel (EL 10) JAAGRATH KREEG
CR 10
Male ogre barbarian 7 CE Large giant Init +1; Senses darkvision 60 ft., low-light vision; Listen +8, Spot +1
Special Attacks rage 2/day TACTICS
During Combat Jaagrath is perhaps a bit overconfident in his fighting prowess, but that certainly doesn’t mean he’s a pushover. He rages on the first round of combat, then focuses his attacks on humans, saving other races for “clean up.” On the first round of combat, he makes full Power Attacks (+11/+6; 3d6+36/19–20/×3), but if he misses he drops his Power Attack bonus by 5 points, and then entirely if he continues to miss. Morale If Jaagrath is brought below 25 hit points, he attempts to flee to area B30 to recruit aid, drinking both of his potions as soon as he gets a chance. Once at area B30, he fights to the death. BASE STATISTICS
When Jaagrath isn’t raging, his stats change as follows: AC 17, touch 10, flat-footed 16 hp 96 Fort +12, Will +2 Melee +1 human bane ogre hook +19/+14 (3d6+13/19–20/×3) Str 26, Con 16 Skills Climb +11 STATISTICS
Str 30, Dex 12, Con 20, Int 6, Wis 8, Cha 9 Base Atk +10; Grp +22 Feats Improved Bull Rush, Improved Critical (ogre hook), Power Attack, Weapon Focus (ogre hook) Skills Climb +13, Intimidate +6, Listen +8, Spot +1 Languages Common, Giant Combat Gear potions of cure serious wounds (2) Other Gear +1 human bane ogre hook, bracers of armor +2, belt of giant strength +4
B30. Commander’s Quarters (EL 11)
DEFENSE
AC 15, touch 8, flat-footed 14 (+2 armor, +1 Dex, +5 natural, –2 rage, –1 size) hp 118 (4d8+7d12+55) Fort +14, Ref +4, Will +4 Defensive Abilities trap sense +2, improved uncanny dodge; DR 1/— OFFENSE
Spd 50 ft. Melee +1 human bane ogre hook +21/+16 (3d6+16/19–20/×3) Space 10 ft.; Reach 10 ft.
DORELLA KREEG 4
CR 10 4
Alternatively Dorella Kreeg could be a wild mage from Complete Arcane. Making her a Sor5/Wild4 changes her statistics as follows:
• • •
Dorella Kreeg has hp 112 Dorella’s AC is 23 (touch 8 flat 23) Saves Fort +12 Ref +7 Will +9
Female ogre sorcerer 9 CE Large giant Init –1; Senses darkvision 60 ft., low-light vision; Listen +5, Spot +4 DEFENSE
AC 19, touch 8, flat-footed 19 (+4 armor, –1 Dex, +7 natural, –1 size) hp 92 (4d8+9d4+52) Fort +13, Ref +3, Will +10 OFFENSE
Spd 40 ft. Melee dagger +10/+5 (1d6+4/19–20) Space 10 ft.; Reach 10 ft. Spells Known (CL 9th, +5 ranged touch) 4th (4/day)—confusion (DC 18), shout (DC 16) 3rd (6/day)—deep slumber (DC 17), lightning bolt (DC 15), suggestion (DC 17) 2nd (7/day)—blindness/deafness (DC 14), hideous laughter (DC 16), mirror image, touch of idiocy 1st (7/day)—charm person (DC 15), mage armor, magic missile, shield, true strike 0 (6/day)—acid splash, dancing lights, daze (DC 14), ghost sound (DC 12), mage hand, mending, message, prestidigitation TACTICS
Before Combat Dorella casts mage armor as soon as she suspects trouble’s come to the fort. During Combat While Hookmaw distracts the PCs, Dorella casts shield and mirror image before using her spells against them. She saves shout for when Hookmaw falls, hoping to attract the attention of reinforcements while at the same time damaging her foes. Morale Dorella attempts to escape if brought below 20 hit points, after casting confusion to delay pursuit. STATISTICS
• Random Deflector 1×day (CAr 69) • Student of Chaos
•
Spells Known CL (6+1d6) Touch +5 o 4th (4/day) confusion DC 18, black tentacles (grapple check +14+1d6) o 3rd (6/day) lightning bolt DC 15, hold person DC 17, suggestion DC17 o 2nd (7/day) hideous laughter DC 16, touch of idiocy, mirror image† (12th; 1d4+4), scorching ray o 1st (7/day) mage armor† (8th), shield† (11th), charm person DC 15, magic missile, expeditious retreat† (9th) o 0 (6/day) acid splash, dancing lights, daze DC 14, ghost sound DC 13, mage hand, message
Str 18, Dex 8, Con 18, Int 8, Wis 13, Cha 15 Base Atk +7; Grp +15 Feats Alertness (as long as It Tickles is in arm’s reach), Eschew Materials, Extend Spell, Greater Spell Focus (enchantment), Iron Will, Spell Focus (enchantment) Skills Climb +4, Concentration +13, Listen +5, Spot +4 Languages Common, Giant SQ summon familiar (rat named It Tickles) Combat Gear wand of acid arrow (43 charges) Other Gear dagger, amulet of natural armor +2, cloak of Charisma +2
H A R L O C K “H O O K M A W ” K R E E G
CR 8
Male ogre fighter 5 CE Large giant Init +0; Senses darkvision 60 ft., low-light vision; Listen +3, Spot +3 DEFENSE
AC 19, touch 9, flat-footed 19 (+5 armor, +5 natural, –1 size) hp 90 (4d8+5d10+45) Fort +15, Ref +2, Will +3 OFFENSE
Spd 30 ft. Melee +1 ogre hook +16/+11 (3d6+13/19–20/×3) Ranged mwk composite longbow +8/+3 (2d6+7/×3) Space 10 ft.; Reach 10 ft. TACTICS
During Combat Hookmaw begins combat using his bow, but drops the paltry ranged weapon to use his ogre hook at the first opportunity. Morale If brought below 20 hit points, Hookmaw abandons the fort and tries to flee into the mountains. STATISTICS
Str 24, Dex 11, Con 20, Int 6, Wis 12, Cha 4 Base Atk +8; Grp +19 Feats Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (ogre hook), Power Attack, Weapon Focus (ogre hook), Weapon Specialization (ogre hook) Skills Climb +15, Listen +3, Spot +3 Languages Common, Giant Combat Gear potion of cure moderate wounds Other Gear +1 hide shirt, +1 ogre hook, masterwork composite longbow (+7 Str) with 20 arrows
The gloves of life, a new magic item, will be found here. Details of this item can be found on page 52. This set of gloves is black with silver thread. The holy symbol of Sarenrae is embroidered on the back of each glove. Any treasure from prisoners in area B36 will also be found in this area.
B31. Tribunal (EL 8) HAG-EYE KREEG
CR 7
Male ogre barbarian 4 CE large giant Init +0; Senses Darkvision 60 ft., low-light vision; Listen +6, Spot +2 Languages Giant AC 17, touch 8, flat-footed 17 (-1 size, -2 rage, +5 natural, +4 armor, +1 deflection) hp 79 (4d8+4d12+35) Fort +14, Ref +2, Will +4 Speed 40 ft. (8 squares), base speed 50 ft. Melee large +1 greatclub +18/+13 (2d6+16) Space 10 ft.; Reach 10 ft. Base Atk +7; Grapple +19 Atk Options Power Attack Special Actions rage 2/day (9 rounds) Abilities Str 30, Dex 11, Con 22, Int 8, Wis 10, Cha 4 SQ trap sense +1, uncanny dodge Feats Power Attack, Toughness, Weapon Focus (greatclub) Skills Climb +15, Hide -6, Jump +19, Listen +6, Spot +2 Possessions: +1 hide armor, +1 greatclub, ring of protection +1 When not raging, Hag-eye Kreeg has the following changed statistics: AC 19, touch 10, flat-footed 19 hp 63 Fort +12, Will +2 Melee large +1 greatclub +16/+11 (2d6+12/19-20) Grapple +17 Abilities Str 26, Con 18
Skills Climb +13, Jump +17
Description Hag-eye Kreeg is a cycloptic brute with two eyes crammed together in the same deformed socket. As a result of his bad vision, he never uses ranged weapons.
OGRE
CR 3
CE Large giant Init -1; Senses Darkvision 60 ft., low-light vision; Listen +2, Spot +2 Languages Giant AC 16, touch 8, flatfooted 16 (-1 size, -1 Dex, +3 armor, +5 natural) hp 29 (4 HD) Fort +6, Ref +0, Will +1 Spd 30 ft. (6 squares) Melee large greatclub +8 (2d8+7/20/x2) Ranged large javelin +1 (1d8+5) Base Atk +3; Grp +12 Combat Gear none Abilities Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7 Feats Toughness, Weapon Focus (greatclub) Skills Climb +5, Listen +2, Spot +2 Possessions combat gear plus large greatclub, large javelin, large hide armor
B36. Lucrecia’s Retreat (EL 7) LUCRECIA
CR 10
Lamia matriarch rogue 2 (Pathfinder #2 92) Always CE Large monstrous humanoid (shapechanger) Init +6; Senses darkvision 60 ft., low-light vision; Listen +3, Spot +3 DEFENSE
AC 28, touch 15, flat-footed 22 (+4 armor, +6 Dex, +9 natural, –1 size) hp 131 (12d8+2d6+70) Fort +10, Ref +18, Will +12 Defensive Abilities evasion; Immune mindaffecting effects; SR 18 OFFENSE
Spd 40 ft., climb 40 ft., swim 40 ft. Melee +1 keen rapier +17/+12/+7 (1d8+5/15–20 plus 1 Wisdom drain) and mwk dagger +17/+12 (1d6+2 plus 1 Wisdom drain) or Melee touch +18 (2d4 Wisdom drain) Space 10 ft.; Reach 5 ft. Special Attacks sneak attack +1d6 Spell-Like Abilities (CL 10th) At will—charm monster (DC 21), ventriloquism (DC 18)
3/day—deep slumber (DC 20), dream, major image (DC 20), mirror image, suggestion (DC 20) Spells Known (CL 6th, +18 ranged touch) 3rd (3/day)— lightning bolt (DC 19) 2nd (5/day)—hideous laughter (DC 18), undetectable alignment 1st (6/day)—cure light wounds, divine favor, mage armor, shield 0 (6/day)—dancing lights, daze (DC 16), detect magic, ghost sound (DC 16), mage hand, mending, prestidigitation TACTICS
Before Combat Lucrecia casts mage armor as soon as she becomes aware of trouble in the keep above (or in the shocker lizard caves in area B37). She starts every day with an undetectable alignment spell as well. During Combat Lucrecia assumes her true form on the first round of combat, preferring to fight with her rapier and dagger and activating false life on the first round of combat. If faced with overwhelming odds or brought below 80 hit points, she attempts to flee, recover, and then attack the PCs again in an area where she has more room to move around so she can utilize her spells more effectively. Morale Lucrecia attempts to flee to the Hook Mountain clanhold if brought below 40 hit points —if she escapes, she’ll be encountered at Barl Breakbones’ side in area D9. STATISTICS
Str 18, Dex 23, Con 20, Int 20, Wis 16, Cha 23 Base Atk +13; Grp +21 Feats Combat Expertise, Improved Feint, Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Finesse Skills Bluff +27, Climb +12, Concentration +20, Craft (tattooing) +13, Knowledge (arcana) +20, Knowledge (local) +22, Sense Motive +15, Spellcraft +22, Tumble +27, Swim +12, Use Magic Device +25 Languages Abyssal, Common, Draconic, Giant, Thassilonian SQ alternate form, trapfinding Combat Gear wand of scorching ray (22 charges) Other Gear +1 keen rapier, masterwork dagger, Sihedron medallion (+1 resistance bonus on all saves, false life as free action 1/day at CL 5th; see Pathfinder #1 p.55) SPECIAL ABILITIES
Alternate Form (Su) A lamia matriarch has a single humanoid form that she can assume as a standard action—most lamia matriarchs have human, elven, or half-elven alternate forms. Their appearance in this form is identical from the waist up to their serpentine form, yet in humanoid form the lamia matriarch is Medium sized (–8 Strength, +2 Dex, –4 Constitution), cannot use her Wisdom drain attack, and has a base speed of 30 feet. Wisdom Drain (Su) A lamia matriarch drains 1d6 points of Wisdom each time she hits with her melee touch attack. If she strikes a foe with a melee weapon, she drains 1 point of Wisdom instead. Unlike creatures with other kinds of ability drain attacks, a lamia matriarch does not heal damage when she uses her Wisdom drain. Skills Lamia matriarchs have a +4 racial bonus on Bluff, Tumble, and Use Magic Device checks. Spells Lamia matriarchs cast spells as 6th-level sorcerers, and can also cast spells from the cleric list. Cleric spells are considered arcane spells for a lamia matriarch, meaning that the creature doesn’t need a divine focus to cast them.
B37. Lizard Warrens (EL 9) S H O C K E R L I Z A R D S (12)
CR 2
Always N Small Magical Beast Initiative +6; Senses Darkvision 60 ft., low-light vision, electrical sense; Listen +4 Spot +4 AC 16, touch 13, flat-footed 14; (+1 size, +2 Dex, +3 natural) hp 13 (2d10+2 Hit Dice) Fort +4, Ref +5, Will +1 Immune electricity Spd 40 ft. (8 squares), climb 20 ft., swim 20 ft. Base Attack +2; Grapple –2 Melee Bite +3 melee (1d4) Special Attacks Stunning shock, lethal shock Space 5 ft.; Reach 5 ft. Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6 Feats Improved Initiative Skills Climb +11, Hide +11, Jump +7, Swim +10 Stunning Shock (Su) Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of nonlethal damage to living opponents
(Reflex DC 12 half ). The save DC is Constitution-based. Lethal Shock (Su) Whenever two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock. This effect has a radius of 20 feet, centered on any one contributing lizard. The shock deals 2d8 points of electricity damage for each lizard contributing to it, to a maximum of 12d8. A Reflex save (DC 10 + number of lizards contributing) reduces the damage by half. Electricity Sense (Ex) Shocker lizards automatically detect any electrical discharges within 100 feet. Skills Shocker lizards have a +4 racial bonus on Hide checks due to their coloration. Shocker lizards have a +2 racial bonus on Listen and Spot checks. Shocker lizards use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. A shocker lizard has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. A shocker lizard has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Saving the School Children (EL 5) NIGHTBELLY BOA
CR 5
Giant Constrictor Snake Always N Huge Animal Init +3; Senses Scent; Listen +9, Spot +9 AC 15, touch 11, flat-footed 12; (–2 size, +3 Dex, +4 natural) hp 63 (11d8+14 HD) Fort +8, Ref +10, Will +4
Spd 20 ft. (4 squares), climb 20 ft., swim 20 ft. Melee Bite +13 (1d8+10) Special Attacks Constrict 1d8+10, improved grab Space 15 ft.; Reach 10 ft. Str 25, Dex 17, Con 13, Int 1, Wis 12, Cha 2 Base Attack +8; Grapple +23
Feats Alertness, Endurance, Skill Focus (Hide), Toughness Skills Balance +11, Climb +17, Hide +10, Listen +9, Spot +9, Swim +16
Black Magga Rises (EL 15) BLACK MAGGA MOTHER OF OBLIVION
CR 15
Always CE Gargantuan outsider (aquatic, native) Init +0; Senses all-around vision, darkvision 120 ft.; Listen +22, Spot +30 DEFENSE
AC 32, touch 6, flat-footed 32 (+26 natural, –4 size) hp 217 (currently 152, see page 88) (15d8+150 HD) Fort +19, Ref +9, Will +13 DR 15/cold iron and magic; Immune death effects, mind-affecting effects, petrification, polymorph; Resist acid 20, cold 20; SR 26 OFFENSE
Spd 20 ft., swim 60 ft. Melee bite +24 (2d8+11 plus energy drain) and 4 tentacles +22 (2d6+6) Space 20 ft.; Reach 20 ft. Special Attacks breath of madness, constrict 2d6+6, improved grab Spell-Like Abilities (CL 18) At will—death knell (DC 17), invisibility purge, prayer 3/day—demand (DC 23), dimensional anchor, divination, dominate person (DC 20), greater command (DC 21) 1/day—commune, dream, unhallow TACTICS
During Combat On the first round of combat, Black Magga uses her breath of madness ability on the PCs. On the second round, she attacks the PCs, moving up to one of them to bite. On the third round, she repeats this tactic, adding her tentacles if she wasn't able to make a full attack action on round two. Morale Black Magga retreats on the fourth round of combat, dropping any foes she's constricting, deciding that tangling with these unknown enemies is not currently in her best interest. Alternately, she retreats if the PCs bring her below 80 hit points before round four. Abandoning Turtleback Ferry and the PCs (for
now), she surges downriver (possibly destroying a few minor buildings as she crashes by) and vanishes into the depths of Claybottom Lake. STATISTICS
Str 37, Dex 10, Con 31, Int 25, Wis 18, Cha 20 Base Atk +15; Grp +40 Feats Awesome Blow, Cleave, Improved Bull Rush, Iron Will, Multiattack, Power Attack Skills Climb +31, Concentration +28, Escape Artist +18, Hide +26, Intimidate +23, Knowledge (arcana) +25, Knowledge (history) +25, Knowledge (religion) +25, Knowledge (the planes) +25, Listen +22, Move Silently +18, Search +33, Sense Motive +22, Spot +22, Swim +39 Languages Abyssal, Celestial, Common, Draconic, Infernal SQ transdimensional tentacles SPECIAL ABILITIES
All-Around Vision (Ex) The eyes at the tips of several of a Mother of Oblivion’s tentacles grant her a +8 racial bonus on Search and Spot checks. She cannot be flanked. Breath of Madness (Su) A Mother of Oblivion can exhale a cloud of foul-smelling, narcotic breath: 60-foot cone, once per minute, 1d6 points of Wisdom damage and confusion for 1d6 rounds, Reflex DC 27 half Wisdom damage and no confusion. This breath is a mind-affecting poison effect. The save DC is Constitutionbased. Constrict (Ex) A Mother of Oblivion deals 2d6+6 points of damage with a successful grapple check. Improved Grab (Su) To use this ability, a Mother of Oblivion must hit a creature at least one size category smaller than herself with a tentacle attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the grapple check, she establishes a hold and can constrict. Energy Drain (Su) A Mother of Oblivion feeds on soul energy, draining life from her victims. Living creatures hit by a Mother of Oblivion’s bite attack gain two negative levels. The DC is 22 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the Mother of Oblivion gains 5 temporary hit points. Transdimensional Tentacles (Su) A Mother of Oblivion’s tentacles allow her to see into and infiltrate multiple planes at once. At all times, a
Mother of Oblivion is cognizant of the plane she inhabits bodily and all coterminous planes—such as the Ethereal Plane and Plane of Shadow from the Material Plane. Not only is she aware of these planes and the creatures there, she can reach her tentacles through to attack. By worming her tentacles through the dimensions, a Mother of Oblivion can effectively reach through solid barriers into any area not protected by a dimensional lock or similar effect. While a Mother of Oblivion can attack and even grapple creatures on other planes, she cannot move creatures from one plane to another. Warp Dimensions (Su) A Mother of Oblivion’s presence distorts the dimensions. Any creature that attempts to utilize a teleport effect within 300 feet of a Mother of Oblivion must make a DC 21 caster level check or the teleport effect fails to activate and the creature must make a DC 27 Fortitude save or be nauseated5 for 1d6 rounds. The save DC is Constitution-based.
C4. Gorger and Chaw’s Lair (EL 6) GORGER
AND
CHAW
CR 6
Male ettin Usually CE Large Giant Init +3; Senses low-light vision; Listen +10, Spot +10 Languages Giant AC 18, touch 8, flatfooted 18 (–1 size, –1 Dex, +3 armor, +7 natural) hp 65 (10d8+20) Fort +9, Ref +2, Will +5 Spd 30 ft. (6 squares) Melee large morningstar +12/+7 melee (2d6+6/20/x2) and large morningstar +12/+7 (2d6+6/20/x2) Ranged large javelin +6 (1d8+6/20/x2) and large javelin +6 (1d8+6/20/x2) Base Atk +7/+2; Grp +17 Atk Options Power Attack, superior two-weapon fighting 5
Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.
Combat Gear none Abilities Str 23, Dex 8, Con 15, Int 6, Wis 10, Cha 11 Feats Alertness, Improved Initiative, Iron Will, Power Attack Skills Listen +10, Search +1, Spot +10 Possessions combat gear plus large morningstars (2), large javelins (2), large hide armor Superior Two-Weapon Fighting (Ex): An ettin fights with a morningstar or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons.
C6. Ogre Demolition Crew (EL 7) BUCK KREEG
CR 7
Male ogre barbarian 4 CE large giant Init -3; Senses Darkvision 60 ft., low-light vision; Listen +6, Spot +2 Languages Giant AC 16, touch 7, flat-footed 13 (-3 Dex, -1 size, +5 natural, +4 armor, +1 deflection) hp 63 (4d8+4d12+35) Fort +12, Ref -1, Will +2 Speed 20 ft. (4 squares - armnor and exhaustion), base speed 50 ft. Melee large +1 greatclub +13/+8 (2d6+7) Ranged javelin +3 (1d8+5) Space 10 ft.; Reach 10 ft. Base Atk +7; Grapple +14 Atk Options Power Attack Special Actions rage 2/day (9 rounds -- used for the day) Str 20 (normally 26), Dex 5 (normally 11), Con 18, Int 8, Wis 10, Cha 4 SQ trap sense +1, uncanny dodge Feats Power Attack, Toughness, Weapon Focus (greatclub) Skills Climb +10, Hide -9, Jump +14, Listen +6, Spot +2 Possessions: +1 hide armor, +1 greatclub, ring of protection +1 Description Buck Kreeg was born with horns just like his pappy, and a hoof for a right foot besides. One of the most religious of the Kreegs, he still carries an unholy symbol of Lamashtu, despite Barl Breakbones discouraging her worship on Hook Mountain.
E X H A U S T E D O G R E S (4)
CR 3
CE Large giant Init -4; Senses Darkvision 60 ft., low-light vision; Listen +2, Spot +2 Languages Giant AC 13, touch 5, flatfooted 13 (-1 size, -4 Dex, +3 armor, +5 natural) hp 29 (4 HD) Fort +6, Ref -3, Will +1 Spd 15 ft. (3 squares); normally 30 ft. out of armor Melee large greatclub +5 (2d8+3/20/x2) Ranged large javelin -2 (1d8+2) Base Atk +3; Grp +9 Combat Gear none Str 15, Dex 2, Con 15, Int 6, Wis 10, Cha 7 Feats Toughness, Weapon Focus (greatclub) Skills Climb +2, Listen +2, Spot +2 Possessions combat gear plus large greatclub, large javelin, large hide armor
C7. Battlefield (EL 9) T R O L L S (4)
CR 5
Usually chaotic evil Large Giant Init +2; Senses Darkvision 90 ft., low-light vision, scent; Listen +5, Spot +6 AC 16, touch 11, flat-footed 14 (–1 size, +2 Dex, +5 natural) hp 63 (6d8+36 HD); regeneration 5 (acid and fire) Fort +11, Ref +4, Will +3 Spd 30 ft. (6 squares) Melee 2 claws +9 (1d6+6) and bite +4 (1d6+3) Special Attacks Rend 2d6+9 Base Attack +4; Grapple +14 Space 10 ft.; Reach 10 ft. Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6 SQ Regeneration 5 Feats Alertness, Iron Will, Track Skills Listen +5, Spot +6
C13. Observation Pool (EL 10) GRAZUUL
CR 10
Male scrag fighter 5 CE Large giant Init +4; Senses darkvision 90 ft., low-light vision, scent; Listen +4, Spot +5
DEFENSE
AC 19, touch 13, flat-footed 15 (+4 Dex, +6 natural, –1 size) hp 140 (6d8+5d10+77); regeneration 5 (acid and fire) Fort +16, Ref +7, Will +3 OFFENSE
Spd 20 ft., swim 40 ft. Melee Medium +1 vicious adamantine military fork +16/+11 (2d4+14/×3 plus 2d6) and bite +15 (1d6+4) or Melee 2 claws +18 (1d6+11/19–20) and bite +15 (1d6+4) Space 10 ft.; Reach 10 ft. Special Attacks rend 2d6+13 TACTICS
During Combat Grazuul attempts to remain in the water throughout the entire combat so he can continue enjoying the effects of his regeneration, but once he’s brought below 50 hit points, he drops his military fork and switches over to using his claws to let his regeneration catch up with all the damage he’d been doing to himself by using the vicious weapon. If facing characters wearing heavy armor, he clambers out of his pool to try to bull rush them into the water if the opportunity presents itself. Morale Grazuul fights to the death, confident that his regeneration will save him if he’s defeated. If, on the other hand, the PCs bring a lot of fire and acid against him, he abandons Skull’s Crossing entirely once brought below 20 hit points and flees into area C14 and thence north into the Storval Deep. STATISTICS
Str 28, Dex 18, Con 24, Int 4, Wis 11, Cha 8 Base Atk +9; Grp +22 Feats Combat Reflexes, Improved Bull Rush, Improved Critical (claw), Multiattack, Power Attack, Weapon Focus (claw), Weapon Specialization (claw) Skills Listen +4, Spot +5, Swim +22 Languages Giant Gear Medium +1 vicious adamantine military fork
A Desperate Plea YAP
Always NG Small Male Fey
CR 4
Init +4; Senses low-light vision; Listen +10, Spot +10 Languages Sylvan and Common, and may know other languages as well hp 3 (1d6); DR 10/cold iron; SR 15 AC 16, touch 15, flat-footed 12; (+1 size, +4 Dex, +1 natural) Fort +0, Ref +6, Will +4 Spd 20 ft. (4 squares), fly 60 ft. (good) Melee Short sword +5 (1d4–2/19–20) or Ranged Longbow +5 (1d6–2)/x3 Attack Options Memory-Loss Arrows, Sleep Arrows Space 5 ft.; Reach 5 ft. Spell-like abilities (CL 8th; base DC 13 (Charismabased)) At Will—Greater Invisibility 1/day—lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only) Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16 Base Attack +0; Grapple –6 Feats Alertness, DodgeB, Weapon FinesseB Skills Bluff +7, Concentration +4, Escape Artist +8, Hide +8, Listen +10, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +10 Greater Invisibility (Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action. Special Arrows (Ex): Pixies sometimes employ arrows that deal no damage but can erase memory or put a creature to sleep. Memory Loss: An opponent struck by this arrow must succeed on a DC 15 Will save or lose all memory. The save DC is Charismabased and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration with limited wish, wish, or miracle. Sleep: Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 15 Fortitude save or be affected as though by a sleep spell. The save DC is Charisma-based and includes a +2 racial bonus.
Heart of Sadness (EL 10) MYRIANA
CR 10
Female advanced nymph ghost CN Medium undead (augmented fey, incorporeal) Init +5; Senses darkvision 60 ft., low-light vision; Listen +28, Spot +28 Aura blinding beauty (blindness, 30 ft., DC 27); corrupting gaze (2d10 damage plus 1d4 Cha damage, 30 feet, DC 25) DEFENSE
AC 24, touch 24, flat-footed 19 (+9 deflection, +5 Dex) hp 78 (12d12) Fort +13, Ref +22, Will +22 Defensive Abilities +4 turn resistance, incorporeal traits, undead traits OFFENCE
Spd fly 30 ft. (perfect) Melee draining touch +11 (1d4 Charisma drain) Special Attacks manifestation, stunning glance (DC 25), telekinesis Spell-Like Abilities (CL 7th) 1/day—dimension door Spells Prepared (CL 7th) 4th—flame strike (DC 21), reincarnate 3rd—call lightning (DC 20), dominate animal (DC 18), summon nature’s ally III 2nd—chill metal (DC 17), flame blade, flaming sphere (DC 19), gust of wind (DC 19) 1st—charm animal (DC 16), entangle (DC 16), obscuring mist, produce flame, speak with animals, summon nature’s ally I 0—detect magic, flare (2, DC 17), guidance, light, mending TACTICS
During Combat Although Myriana is undead, she was made so by despair and anguish, not hate. She would prefer to recruit the PCs rather than harm them, and fights only to defend herself. She prefers to use her stunning gaze to defeat foes without causing lasting harm, but if pressed uses her magic and corrupting gaze to get her point across. Morale As long as her lover’s body remains atop Hook Mountain, Myriana cannot be slain forever. She fights until destroyed, then rejuvenates with the next sunset and sends Yap to gather the PCs to her side once again—if she’s ignored,
she may turn her wrath against the citizens of Turtleback Ferry. STATISTICS
Str —, Dex 20, Con —, Int 18, Wis 20, Cha 28 Base Atk +6; Grp — Feats Ability Focus (blinding beauty), Combat Casting, Eschew Materials, Greater Spell Focus (evocation), Spell Focus (evocation) Skills Concentration +15, Diplomacy +24, Escape Artist +20, Handle Animal +24, Heal +20, Hide +28, Listen +28, Move Silently +20, Search +12, Sense Motive +20, Spot +28 Languages Common, Sylvan SQ rejuvenation, unearthly grace, wild empathy +27 Blinding Beauty (Su) This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 17 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based. Stunning Glance (Su) As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 17 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based. Unearthly Grace (Su) A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses). Wild Empathy (Ex) This power works like the druid’s wild empathy class feature, except that a nymph has a +6 racial bonus on the check. Draining Touch (Su) A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only. Manifestation (Su) Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal
creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane. When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets. A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes. Telekinesis (Su) A ghost can use telekinesis as a standard action (caster level 12th or equal to the ghost’s HD, whichever is higher). When a ghost uses this power, it must wait 1d4 rounds before using it again. Skills: A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.
D1. Entrance (EL 10) K R E E G O G R E S (2)
CR 8
Male ogre fighter 5 CE Large giant Init +0; Senses darkvision 60 ft., low-light vision; Listen +3, Spot +3 DEFENSE
AC 19, touch 9, flat-footed 19 (+5 armor, +5 natural, –1 size)
hp 90 (4d8+5d10+45) Fort +15, Ref +2, Will +3 OFFENSE
Spd 30 ft. Melee +1 ogre hook +16/+11 (3d6+13/19–20/×3) Ranged mwk composite longbow +8/+3 (2d6+7/×3) Space 10 ft.; Reach 10 ft. TACTICS
During Combat The ogres begins combat using their bows, but drops the paltry ranged weapons to use ogre hooks at the first opportunity. STATISTICS
Str 24, Dex 11, Con 20, Int 6, Wis 12, Cha 4 Base Atk +8; Grp +19 Feats Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (ogre hook), Power Attack, Weapon Focus (ogre hook), Weapon Specialization (ogre hook) Skills Climb +15, Listen +3, Spot +3 Languages Common, Giant Combat Gear potion of cure moderate wounds Other Gear +1 hide shirt, +1 ogre hook, masterwork composite longbow (+7 Str) with 20 arrows
D5. Chokepoint (EL 6) O G R E S (3)
CR 3
CE Large giant Init -1; Senses Darkvision 60 ft., low-light vision; Listen +2, Spot +2 Languages Giant AC 16, touch 8, flatfooted 16 (-1 size, -1 Dex, +3 armor, +5 natural) hp 29 (4 HD) Fort +6, Ref +0, Will +1 Spd 30 ft. (6 squares) Melee large greatclub +8 (2d8+7/20/x2) Ranged large javelin +1 (1d8+5) Base Atk +3; Grp +12 Combat Gear none Abilities Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7 Feats Toughness, Weapon Focus (greatclub) Skills Climb +5, Listen +2, Spot +2 Possessions combat gear plus large greatclub, large javelin, large hide armor
D6. The Clanhold (EL 11)
K R E E G O G R E S (2)
CR 8
Male ogre fighter 5 CE Large giant Init +0; Senses darkvision 60 ft., low-light vision; Listen +3, Spot +3 DEFENSE
AC 19, touch 9, flat-footed 19 (+5 armor, +5 natural, –1 size) hp 90 (4d8+5d10+45) Fort +15, Ref +2, Will +3 OFFENSE
Spd 30 ft. Melee red-hot large bastard sword +15/+10 (2d8+12+1d6 fire/19–20) Ranged mwk composite longbow +8/+3 (2d6+7/×3) Space 10 ft.; Reach 10 ft. TACTICS
During Combat The ogres begins combat using their bows, but drops the paltry ranged weapons to use ogre hooks at the first opportunity. STATISTICS
Str 24, Dex 11, Con 20, Int 6, Wis 12, Cha 4 Base Atk +8; Grp +19 Feats Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (ogre hook), Power Attack, Weapon Focus (ogre hook), Weapon Specialization (ogre hook) Skills Climb +15, Listen +3, Spot +3 Languages Common, Giant Combat Gear potion of cure moderate wounds Other Gear +1 hide shirt, large bastard sword, masterwork composite longbow (+7 Str) with 20 arrows
E X H A U S T E D O G R E S (8)
CR 3
CE Large giant Init -4; Senses Darkvision 60 ft., low-light vision; Listen +2, Spot +2 Languages Giant AC 13, touch 5, flatfooted 13 (-1 size, -4 Dex, +3 armor, +5 natural) hp 29 (4 HD) Fort +6, Ref -3, Will +1 Spd 15 ft. (3 squares); normally 30 ft. out of armor Melee large greatclub +5 (2d8+3/20/x2) Ranged large javelin -2 (1d8+2) Base Atk +3; Grp +9 Combat Gear none Str 15, Dex 2, Con 15, Int 6, Wis 10, Cha 7
Feats Toughness, Weapon Focus (greatclub) Skills Climb +2, Listen +2, Spot +2 Possessions combat gear plus large greatclub, large javelin, large hide armor
D7. Circle of the Sisters (EL 9) I imagine that as soon as the hags hear the combat between the PCs and ogre guards, they use mirage arcana to make their cave appear more comfortable, like a small cottage or boudoir (complete with lots of decadent pillows and gauzy hanging veils), veil to make Lamatar look like he did before he got "wighted," and disguise self to make themselves into the aforementioned "damsels." When the PCs bust in, the hags play all nice and convince them that they are a sorority of local "weather witches" and have been held here to make the rains that Barl wants. Lamatar keeps strangely quiet but backs up the sisters' story when prompted to do so. Assuming the PCs don't immediately attack, the hags offer a moment's rest and some nourishment, in the form of Oil of Taggit soup (Fort 15, unconsciousness). If the party all fail their saves (unlikely), the PCs wake as Barl's prisoners and get to enjoy his monologue about Mokmurian's power before they inevitably escape and kick butt. If at least some of the PCs remain awake, then the combat proceeds as the hags drop their illusions and Lamatar leaps into the fray. Of course, if the PCs don't eat anything, the hags beg for the PCs to rescue them and, flee into the mountains, given the opportunity. The PCs might think they have successfully brought Lamatar back alive for Myriana, until the reveal, which should be fun. Also, the hags give one of the PCs a hag's eye as a reward, which allows them to show up later, when the time is right. Mwah ha ha.
BRISELDA, GRELTHAGA, & LARASTINE CR 6 CE Female Annis Hags
Usually CE Large monstrous humanoid Init +1; Senses darkvision 60 ft.; Listen +10, Spot +10 Languages Common and Giant DEFENSES
AC 20, touch 10, flat-footed 19 (–1 size, +1 Dex, +10 natural) hp 45 (7d8+14 HD); DR 2/bludgeoning, SR 19 Fort +6, Ref +6, Will +6 OFFENSE
Spd 40 ft. Melee 2 claws +13 (1d6+7) and bite +8 (1d6+3) Special Attacks improved grab, rake (1d6+7), rend (2d6+10) Space 10 ft.; Reach 10 ft. Spell-like abilities (CL 8th) 3/day—disguise self, fog cloud Covey Spell-Like Abilities (CL 9th) 3/day—animate dead, bestow curse (DC 17), control weather, dream, forcecage, mind blank, mirage arcana (DC 18), polymorph, veil (DC 19), vision. The save DCs are based on a Charisma score of 16. To use one of these abilities (which requires a full–round action), all three hags must be within 10 feet of one another, and all must participate. TACTICS
Before Combat All three hags are protected by mind blank. During Combat The hags are nearly ready to abandon the Kreegs, but if intruders confront them here, they put up a fight for a few rounds, favoring their more powerful covey spell-like abilities like bestow curse and forcecage at the start of the fight before finishing things off with their melee attacks. Morale If any of the hags are dropped below 15 hit points, all three attempt to flee the clanhold. If prevented from doing so, they beg for their lives and might even be convinced to aid the PCs in a fight with Barl. STATISTICS
Str 25, Dex 12, Con 14, Int 13, Wis 13, Cha 10 Base Atk +7; Grapple +18 Feats Alertness, Blind–Fight, Great Fortitude. Skills Bluff +8, Diplomacy +2, Disguise +0 (+2 acting), Hide +5, Intimidate +2 SPECIAL ABILITIES
Improved Grab (Ex): To use this ability, an annis must hit a Large or smaller opponent with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Rake (Ex): Attack bonus +13 melee, damage 1d6+7. An annis can attack a grappled foe with both claws at no penalty. Rend (Ex): An annis that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage.
LAMATAR BAYDEN,
WIGHT
CR 3
Always LE Medium undead Init +1; Senses Darkvision 60 ft.; Listen +7, Spot +7 Languages Common DEFENSE
AC 15, touch 11, flat-footed 14; (+1 Dex, +4 natural) hp 26 (4d12 HD) Fort +1, Ref +2, Will +5 OFFENSE
Spd 30 ft. Melee Slam +3 (1d4+1 plus energy drain) Special Attacks create spawn, energy drain Space 5 ft.; Reach 5 ft. TACTICS
During Combat Lamatar retains no trace of his living personality, and follows the orders of his three mistresses without question. Morale Lamatar fights to the death. STATISTICS
Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15. SQ darkvision 60 ft., undead traits Base Atk +2; Grapple +3 Skills Hide +8, Listen +7, Move Silently +16, Spot +7 (Wights have a +8 racial bonus on Move Silently checks) Feats Alertness, Blind–Fight SPECIAL ABILITIES
Create Spawn (Su): Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. Energy Drain (Su): Living creatures hit by a wight’s slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a
negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points.
D9. As the Dread Kings of Old (EL 12) BARL BREAKBONES
CR 11
Male stone giant necromancer 7 NE Large giant (earth) Init +1; Senses darkvision 60 ft., low-light vision; Listen +21, Spot +21 DEFENSE
AC 25, touch 10, flat-footed 24 (+4 armor, +1 Dex, +11 natural, –1 size) hp 177 (164 normally) (14d8+7d4+84) Fort +16, Ref +8, Will +12 Defensive Abilities rock catching; Resist cold 10 OFFENSE
Spd 40 ft. Melee mwk earth breaker +23/+18/+13 (3d6+13/19–20/×3) Ranged rock +13 (2d8+13) Space 10 ft.; Reach 10 ft. Special Attacks rock throwing Spells Known (CL 7th; 8th with necromancy spells, +13 ranged touch) 4th—animate dead, fear (DC 19) 3rd—fly, ray of exhaustion, vampiric touch (2) 2nd—blindness/deafness (DC 17), command undead, false life†, ghoul touch (DC 17), spectral hand 1st—chill touch (DC 16), mage armor†, magic missile (3), ray of enfeeblement 0—touch of fatigue (5, DC 15) Prohibited Schools abjuration, enchantment †—already cast TACTICS
Before Combat Barl starts every day by casting false life and mage armor on himself; if the PCs arrive late at night, these spell effects have expired and you should reduce his AC by four points and his hit points by 13. If Barl hears the sounds of combat nearby, he stations his stone giant bodyguard near the entrance. Once that guard notices PCs approaching, he calls out to Barl, who casts fly and spectral hand if he has the chance.
Impaler of Thorns Aura moderate enchantment; CL 7th Slot — (held); Price 9,000 gp DESCRIPTION The impaler of thorns is an ancient weapon dating back to Thassilonian times, where it was often used by city guards to aid in breaking up civil unrest. An impaler’s shaft is made of darkwood, its head a thorn-like, wide-bladed barb. When used in combat, successful critical hits are accompanied by an unsettling screech, as of some wild beast in anger. Otherwise it is equivalent to a +1 longspear. Once per day as it strikes a foe, you can trigger it (as a free action) to unleash a 30-foot-radius burst of despair that affects all creatures not wielding an impaler of thorns. Creatures affected must make DC 16 Will saves or become overwhelmed with sadness and despair, suffering a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for 6 minutes. The target struck when this effect is triggered must also make a second DC 16 Will save to resist becoming nauseated with despair for 1 round. CONSTRUCTION
Requirements Craft Magic Arms and Armor, cat’s grace, delay poison; Cost 4,500 gp, 360 XP
During Combat Barl would rather let his bodyguard fight his fights while he remains seated on his throne, casting spells from there. If the PCs manage to reach him in melee, he sighs heavily, lifts his earth breaker, and responds in kind. If one of the PCs is killed, Barl gets a gleam in his eye and casts animate dead on the body the first chance he gets, more to see the anguish of the new zombie’s one-time allies than out of any real sense of tactics. Morale Barl is no stranger to death, but does not want to go there himself. If reduced to less than 15 hit points, the giant drops his weapon and begs for his life. He’s willing to reveal much of what Mokmurian has planned for the region if the PCs are willing to grant him. STATISTICS
Str 29, Dex 12, Con 18, Int 17, Wis 14, Cha 14 Base Atk +13; Grp +26 Feats Alertness (as long as Vizarka is in arm’s reach), Combat Casting, Greater Spell Focus (necromancy), Improved Bull Rush, Improved
Critical (earth breaker), Eschew Materials, Power Attack, Scribe Scroll, Spell Focus (necromancy), Spell Mastery (fly, mage armor, magic missile), Weapon Focus (earth breaker) Skills Climb +29, Concentration +14, Hide +14 (+22 in rocky terrain), Knowledge (arcana) +10, Knowledge (religion) +10, Listen +21, Spellcraft +12, Spot +21 Languages Common, Draconic, Giant, Thassilonian SQ summon familiar (lizard named Vizarka) Combat Gear wand of enervation (12 charges) Other Gear masterwork earth breaker, ring of minor cold resistance, Sihedron medallion, 650 gp in black onyx gems, spellbook (contains only those spells prepared)
XANESHA
CR 10
Lamia matriarch sorcerer 2 Always CE Large monstrous humanoid (shapechanger) Init +6; Senses darkvision 60 ft., low-light vision; Listen +2, Spot +2 DEFENSE
AC 34, touch 17, flat-footed 28 (+4 armor, +4, shield, +1 deflection, +6 Dex, +9 natural, –1 size, +1 haste) hp 142 (12d8+2d4+48) Fort +11 (+13 against poison), Ref +16 (+1 for haste), Will +16 Immune mind-affecting effects; SR 18 OFFENSE
Spd 70 ft., climb 70 ft., swim 70 ft.; fly 60 ft.; decrease to 40 ft., climb 40 ft., swim 40 ft.; fly 60 ft. if haste is dispelled Melee impaler of thorns +20/+15/+10 (2d6+9/19– 20/×3 plus 1 Wisdom drain) or touch +18 (2d4 Wisdom drain) or Melee (hasted) impaler of thorns +20/+20/+15/+10 (2d6+9/19–20/×3 plus 1 Wisdom drain) or touch +18/+18 (2d4 Wisdom drain) Space 10 ft.; Reach 5 ft. Spell-Like Abilities (CL 10th) At will—charm monster (DC 21), ventriloquism (DC 18) 3/day—deep slumber (DC 20), dream, major image (DC 20), mirror image†, suggestion (DC 20) Spells Known (CL 8th, +18 ranged touch) 4th (4/day)—dimension door 3rd (5 (7)/day)—fly†, haste†
2nd (6 (8)/day)—invisibility†, scorching ray, silence† (DC 19) 1st (6 (8)/day)—cure light wounds, divine favor, mage armor†, magic missile, shield† 0 (6/day)—acid splash, dancing lights, daze (DC 17), detect magic, ghost sound (DC 17), mage hand, mending, prestidigitation † - already cast TACTICS
Before Combat If she realizes the PCs are near (as is the case if the faceless stalkers drop a bell), Xanesha casts fly, mage armor, and shield on herself. If she has a chance just prior to combat (as is the case if she hears the PCs approaching her lair) she also casts mirror image, haste, and invisibility, and then silence on a timber near the entrance to her lair. These effects are incorporated into her stats. During Combat Xanesha activates her Sihedron medallion’s false life ability and casts divine favor (enhanced by Silent Spell (+1 spell level) if necessary) on the first round of combat. If she’s still invisible, she casts a major image to make an illusory flying demon appear in a cloud of smoke that then begins to circle the top of the tower. On round three, hopefully as the PCs are distracted, she attempts to petrify a PC near the edge using her mask; this, of course, makes her visible. After this attack, she prefers to fight in melee. She may try to topple a petrified PC off the edge to smash into fragments on the ground 160 feet below. If reduced to less than 60 hit points, she flies out into the sky around the tower to continue the fight using her spells. Morale Xanesha attempts to flee Magnimar, abandoning her plot and the scroll hidden in her nest, if she’s reduced to 20 hit points or less. If she escapes, she cuts ties with her kin and Mokmurian, afraid of the punishment for failure. She grows obsessed with the PCs, seeing their capture as the only way she can redeem herself to Mokmurian—in this case, she becomes a recurring villain who might ally with any number of foes the PCs find themselves up against in the next adventure. STATISTICS
Str 22, Dex 23, Con 22, Int 16, Wis 14, Cha 25 Base Atk +13; Grp +23
Feats Extend Spell, Improved Critical (spear), Power Attack, Silent Spell, Weapon Focus (spear) Skills Bluff +19, Concentration +18, Knowledge (arcana) +15, Knowledge (local) +14, Spellcraft +19, Tumble +15, Use Magic Device +24 Languages Abyssal, Common, Draconic SQ alternate form Other Gear impaler of thorns, medusa mask, Sihedron medallion (+1 resistance bonus on all saves, false life as free action 1/day at CL 5th; see Pathfinder #1, p.55), snakeskin tunic, ring of protection +1 SPECIAL ABILITIES
Alternate Form (Su) A lamia matriarch has a single humanoid form that she can assume as a standard action—most lamia matriarchs have human, elven, or half-elven alternate forms. Their appearance in this form is identical from the waist up to their serpentine form, yet in humanoid form the lamia matriarch is Medium sized (–8 Strength, +2 Dex, –4 Constitution), cannot use her Wisdom drain attack, and has a base speed of 30 feet. Wisdom Drain (Su) A lamia matriarch drains 2d4 points of Wisdom each time she hits with her melee touch attack. If she strikes a foe with a melee weapon, she drains 1 point of Wisdom instead. Unlike with other kinds of ability drain attacks, a lamia matriarch does not heal damage when she uses her Wisdom drain. Skills Lamia matriarchs have a +4 racial bonus on Bluff, Tumble, and Use Magic Device checks. Spells Lamia matriarchs cast spells as 6th-level sorcerers, and can also cast spells from the cleric list. Cleric spells are considered arcane spells for a lamia matriarch, meaning that the creature doesn’t need a divine focus to cast them.
STONE GIANT
CR 8
Usually N Large giant Init +2; Senses Darkvision 60 Ft., Low-Light Vision; Listen +1, Spot +12 Languages Giant (With Int 10+ add Common) DEFENSES
AC 25, touch 11, flat-footed 23 (–1 size, +2 Dex, +11 natural) hp 119 (14d8+56 HD) Fort +13, Ref +6, Will +7
OFFENSE
Spd 30 ft. (in hide armor), base speed 40 ft. Melee Greatclub +17/+12 (2d8+12) or Melee 2 slams +17 (1d4+8) or Ranged Rock +11 ranged (2d8+12) Space 10 ft.; Reach 10 ft. STATISTICS
Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 11 Base Atk +10; Grapple +22 SQ Rock Catching Feats Combat Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot Skills Climb +11, Hide +6, Jump +11 (A stone giant gains a +8 racial bonus on Hide checks in rocky terrain.) SPECIAL ABILITIES
Rock Catching (Ex): A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock Rock Throwing (Ex): The range increment is 180 feet for a stone giant’s thrown rocks. It uses both hands when throwing a rock Possessions: Greatclub, hide armor
Q: Hucker tries to flee when reduced in hp. As I'm sure that the PCs will block the only door, what kind of material is used for the walls. I was thinking he could break through the wall in a "desperate attempt to flee". I think the smashing through the walls is an EXCELLENT way to go. I imagine the walls are made of termite eaten wood, except the hefty support pillars that keep Mammy's disgusting girth aloft. The walls in the Graul house are all wooden walls. If you want, reduce their hardness by one or two points. Hardness reduction is a pretty good way to simulate termites.
Normal Wood Walls Graal House Wooden Walls
Typical Thickness 6 in. 6 in.
Break DC 20 15
Hardness 5 3
Hit Points6 60 hp 30 hp
Climb DC 21 21
Q: Kaven Windstrike is the one that betrayed the black arrows, does he also have a Sihedron tattoo? It might aid in the party finding out he had a part to play in the whole assault. A: He does indeed have a Sihedron tattoo. It's on his shoulder, and he does try to keep it hidden, but it could certainly slip and be noticed with a DC 20 Spot check at the right time. Q: On the subject of Kaven, I'm curious about any specific details as to how the survivors begin to speculate betrayal. On another thread, Mr. Logue mentions how stretched thin the Black Arrows were, and I understand that Kaven divulged detailed details about the layout, patrols, etc., but was there anything specific that helped the Ogres take the fort so easily? My sense was that the Black Arrows were essentially taken with their pants down (perhaps during guard shift changes when most are asleep, maybe leaving the key (not necessarily a literal key) to bypass the gates?). Particularly because the Black Arrows were stretched thin, I'd assume they'd be careful to maintain constant vigilance. It mentions that Lucrecia organized "several points of treachery," and I am aware that Kaven helped by delaying a patrol's return. What were the other points of treachery, and/or was the delay of the patrol the lynchpin to the whole raid? A: That's left pretty much up to the GM to fill in if needed, to be honest; it doesn't really matter to the flow of the adventure. Kaven's treachery was certainly the key element though; having the fort's second in command and about a quarter or more of their soldiers gone when the attack struck was pretty key to the assault. Q: Draco Bahamut: "Why the Smoke Haunt Touch AC is 20? Shouldn't is be 16? Anything I didn't catch?" A: It should be a touch AC of 15. Typo. Q: I noticed at least two locations in Hook Mountain where the CR & Hit Points of the Ogres listed didn't match the Class levels indicated. Location C6 (Dam Demolition Crew): Exhausted Ogres (4) CR 3, Male ogre barbarian 4, hp 29 each (MM 199). Location D6 (The Clannold): Exhausted Ogres (8) CR 3, Male ogre barbarian 4, hp 29 each (MM 199) I find it suspicious that the number of hit points and CR exactly matches the stats for a standard 4 HD Ogre with no class levels. Being Exhausted gives the -6 to Str and Dex, but doesn't impact hit points. So I'm guessing that the "barbarian 4" part of the stat block is a typo. A: These exhausted ogres are indeed just normal ogres. Q: catdragon mentioned in another post that there is no mention of whether or not the floodgates close on their own if they are opened to save the dam and Turtleback Ferry. Do they close on their own, or is it necessary to power them with energy drains with the magic circles again? A: The flood gates do indeed close on their own once the magical, mystical water sensors inside of Skull's Crossing determine that enough water has been dispersed. No energy drains are needed to cause the gates to close. Q: Unless I missed it, Lord Mayor Grobaras of Magnimar implies a "healthy" reward to PC's to retake Fort Rannick, but I can't find any specifics. What is the specifics (unless it's up to the DM)? A: Grobaras would initially try to tell the PCs that their "reward" is Fort Rannick itself, that being landowners and owning a castle is a hefty award in and of itself. He's mostly right; in fact, a castle the size of Fort Rannick is worth a lot. If the PCs make a stink and ask for money, though, he agrees to hand over a reward of 4,000 gp per character. Q: Also, I wanted to confirm B4 (the old guard tower) as the same as where it's indicated on the map, which looks like a wooden and roofed house-shaped structure. (Which would mean that the tower is not circular but rectangular) A: That is indeed the correct spot for the tower. The map doesn't quite match the text perfectly there, alas; we should have changed the description of area B4 to match the map, but didn't have time, alas. 6
Per 10-foot-by-10-foot section.
Q: Am I right to assume that the BAB of Jakardros should include a secondary attack at +3, since his primary bonus is currently +8? A: If he gets a weapon, yes. His stats as listed are for his unarmed state when the PCs find him; same goes for Vale too. When they're unarmed, they don't get that secondary attack. Follow up: Q: Is Hucker Graul's damage correct? It looks like the damage is based on wielding one handed, but the weapon is a 2handed weapon. A: Majuba: I think you must be looking at his statistics "When not raging". 1d12 + 8 would be the damage when his strength is 20 (-4 not raging: +5 * 1.5 = +7, +1 OH = +8). Funny enough though, it looks like the "While raging" damage is 1 point too high.
Turtleback Ferry Turtleback Ferry's a bit underdeveloped, but that said, here are my thoughts just off the top of my head: 1: They might do some lumber trade. 2: They certainly do furs and hunt for meat and fish. 3: They could even serve as a "gateway" to trade with the gnomes of Sanos Forest. But for the most part... they don't really trade with other cities. They're on the very edge of civilized Varisia, not quite under Magnimar or Korvosa control. They do enough to support themselves, and likely trade with the other small villages nearby, but it's certainly possible that they DON'T have any major exports out of the area to the more civilized reaches of Varisia. This is the route I'd take were I to develop the town further. Magnimar probably also values Turtleback Ferry for the denial value to Korvosa. They might (with some reason) think it strategically unwise to allow Korvosa any influence at all on the rivers that lead to Magnimar. After all, Korvosan agents on the Yondabakari might be sent to the boggards, which probably give Magnimar enough trouble on their own. Especially since the Korvosan navy could run metal weapons (or bribes, or whatever) along the long southern coast of the fens. Korvosa might not send military advisors that way, though, since it would be more of a slog for them than for the boggards. In this scenario, Magnimar wants Turtleback Ferry because: • •
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It gives Magnimar another base, along with Whistledown, to threaten Korvosan influence in Ilsurian and the other Lake Syrantula settlements. To protect Skull Dam, without which the Yondabakari would be different. Any trouble on that river is bad for Magnimar, as it is bound to stir up the boggards and/or interfere with their freshwater supply. Invasion and irrigation problems are two major causes of civilizations failing in the real world, after all. In this option and the previous, I would beef up the Magnimarian presence in Whistledown. Although not a great place to access the Storval, depending on how well Riddleport influences the Churchain Hills region, Magnimar might not have many other ways to get to there, which they need for two reasons: o The Shoanti, who they probably want as potential allies against Korvosa o Magnimar wants an entry to the trade in Thassilonian artifacts from up there, to which Riddleport and especially Korvosa have superior access. These reasons assume that Rederick's Cove was not just a place to sign a treaty, but maybe also the scene of some conflict with Magnimar's northern rivals. Similarly, it is a sub-optimal, but possible, jumping off point for Magnimar to communicate with Kaer Maga. Kaer Maga specializes in objects with generally low volume and mass but high value (e.g., magic). To deny it as a place for agents of Korvosa and Riddleport to jointly meet and plot against Magnimar. To encourage the gnomes of the Sanos to trade with them, rather than the devil worshipping Korvosans. Depending on how sinister your gnomes are, maybe Magnimar
distrusts them and fears they'd be natural allies with Korvosa. Accordingly, they try and get to all the easy access points to the Sanos just to keep Korvosa out. Basically, you should assume that Riddleport's barbarian enemies are the Linnorm Kings (vikings), Korvosa fears the Shoanti uniting and spilling down those eastern river valleys (a mutual fear of this possibility probably helps their relations with Janderhoff, and might make W1 a good sidequest in or prequel to AP2, since as strong as Korvosa might be, its back is to the wall), and Magnimar worries about the boggard tribes uniting and swarming out of the Mushfens. Each city state knows the others' fears, and tries to stay friendly to potential enemies of their rivals in case of war. Going off topic and looking to AP3, Magnimar is almost as interested as Riddleport is in trouble in the Mierani. Both Riddleport and Magnimar would want to help the elves. Magnimar because they'd like them as a potential ally against Riddleport , and Riddleport for the same reason, and also self-preservation/fear of the threat that something the elves can't handle would pose them.
The Dam Eventually the dam will need fixing. That's a long term goal, though, since it only ever floods so much that it needs fixing once or twice a century. So there is plenty of time for Varisians and PCs to find a solution and fix it or plenty of time to procrastinate. The overflow itself is mostly internal; it outflows at the base of the dam and is largely unseen from outside. The PANIC overflow is the part of the dam that's broken, and what needs to be fixed by the PCs in the adventure.
SHALELU ANDOSANA
CR 6
Female elf ranger 4/fighter 2 CG Medium humanoid Init +3; Senses low-light vision; Listen +9, Spot +3 DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) hp 45 (4d8+2d10+12) Fort +8, Ref +7, Will +2; +2 against enchantment Immune sleep OFFENSE
Spd 30 ft. Melee mwk short sword +8 (1d6+1/19–20) Ranged +1 shocking longbow +11 (1d8+1d6 electric/×3) or Ranged +1 shocking longbow +9/+9 (1d8+1d6 electric /×3, Rapid Shot) Special Attacks favored enemy +2 (goblinoid) Spells (base DC 11; CL 2): 1st: camouflage (+10 to Hide checks in natural surroundings) TACTICS
During Combat Shalelu prefers to fight with her bow, resorting to melee only when truly desperate or when an ally seems in dire need of healing from her wand. Morale Shalelu is loyal to her friends, and as long as even one of them remains in danger she won’t abandon them. If she feels she can escape, get help, and return in time to save anyone captured by enemies before its too late, she might try. STATISTICS
Str 12, Dex 16, Con 14, Int 10, Wis 13, Cha 8 Base Atk +6; Grp +7 Feats Dodge, EnduranceB, Point-Blank Shot, Precise Shot, Rapid ShotB, TrackB, Weapon Focus (longbow) Skills Climb +7, Hide +9, Listen +9, Move Silently +9, Search +2, Spot +3, Survival +7, Swim +7 Languages Common, Elven, Giant, Goblinoid SQ wild empathy +2 Combat Gear wand of cure light wounds (34 charges). Other Gear +1 studded leather armor, +1 composite longbow (+1 Str) with 20 arrows, masterwork short sword, 125 gp
ALOYSIUS, WOLF
CR -
Always N Medium Animal Init +2; Senses Low-light vision, scent; Listen +3, Spot +3 DEFENSE
AC 14, touch 12, flat-footed 12; (+2 Dex, +2 natural) hp 13 (2d8+4 HD) Fort +5, Ref +5, Will +1 OFFENSE
Speed 50 ft. (10 squares) Melee Bite +3 (1d6+1) Special Attacks Trip TACTICS
During Combat Aloysius attempt to flank any opponent that Shalelu is in melee with; otherwise he guards Shalelu to prevent any opponent from charging her or being adjacent to her while she fights with her longbow. Morale Aloysius’ morale is dependent on Shalelu’s actions. He will not flee unless Shalelu orders him to or is she has fallen (though he will attempt to guard her body as long as she breaths). STATISTICS
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Base Attack +1; Grapple +2 Space 5 ft.; Reach 5 ft. Feats TrackB, Weapon Focus (bite) Skills Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1* SPECIAL ABILITIES
Trip (Ex) A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. Skills *Wolves have a +4 racial bonus on Survival checks when tracking by scent.
while he provides ranged support. Yet when his allies are in desperate need, he won’t hesitate to lay down his bow and join them in melee. Morale Jakardros has little concern for his own safety, and is actively looking for a foe that can finish him off. He fights to the death as a result. Once he’s reconciled with Shalelu, though, his outlook shifts dramatically; he devotes his life to protecting the elven ranger, doting on her as if she were his own daughter. He’ll fight to the death to protect her, but otherwise breaks off combat and retreats if brought below 20 hit points so he can stay alive to defend Shalelu in the future. STATISTICS
JAKARDROS SOVARK
Male middle-aged human ranger 8 CG Medium humanoid Init +2; Senses Listen +11, Spot +11
CR 8
DEFENSE
AC 18, touch 12, flat-footed 16 (+2 Dex, +4 armor, +2 shield) hp 55 (8d8+16) Fort +8, Ref +8, Will +4 OFFENSE
Spd 30 ft. Melee masterwork battle axe +9/+4 (1d8/×3) or Melee hand axe +9/+4 (1d6/×3) or Ranged masterwork long bow +12/+7 (within 30’; 1d8/×3) or Ranged masterwork long bow +10/+10/+5 (within 30’ with rapid shot; 1d8/×3) or Ranged masterwork long bow +11/+6 (1d8/×3) or Ranged masterwork long bow +9/+9/+4 (with rapid shot; 1d8/×3) or Ranged masterwork longbow +8 (manyshot, 1d8×2/×3) Special Attacks favored enemies (dragon +2, giant +4) Spells Prepared (base DC 12; CL 4th) 2nd—cure light wounds 1st—animal messenger, speak with animals † - already cast TACTICS
During Combat Jakardros’s strengths are in archery, with a strong preference toward fighting from horseback. He trusts (and depends) on his men and his animal companion Kibb to hold off foes in melee
Str 11, Dex 15, Con 14, Int 11, Wis 14, Cha 9 Base Atk +8; Grp +8 Feats Endurance, Manyshot, Mounted Archery, Mounted Combat, Point Blank Shot, Precise Shot, Rapid Shot, Track Skills Handle Animal +10, Hide +13, Listen +13, Move Silently +13, Ride +15, Spot +13, Survival +13 Languages Common, Giant SQ animal companion (black bear named Kibb), swift tracker, wild empathy +9, woodland stride Gear masterwork chain shirt, masterwork longbow, hand axe, masterwork battleaxe, large shield
KIBB
CR -
Black bear animal companion Always N Medium Animal Init +1; Senses Low-light vision, scent; Listen +4, Spot +4 AC 13, touch 11, flat-footed 12; (+1 Dex, +2 natural) hp 19 (3d8+6 HD) Fort +5, Ref +4, Will +2 Spd 40 ft. (8 squares) Melee Claw +6 (1d4+4) or Melee 2 claws +6 (1d4+4) and bite +1 (1d6+2) Space 5 ft.; Reach 5 ft. Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Base Attack +2; Grapple +6 Feats Endurance, Run Skills Climb +4, Listen +4, Spot +4, Swim +8 Skills A black bear has a +4 racial bonus on Swim checks.
VALE TEMROS
Male human ranger 2/fighter 4 NG Medium humanoid Init +1; Senses Listen +1, Spot +6
CR 6
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex) hp 46 (currently 0; 2d8+4d10+12) Fort +9, Ref +5, Will +2 OFFENSE
Spd 30 ft. Melee masterwork battle axe +10/+5 (1d8+5/×3) or Melee masterwork battle axe +4/-1 (with full power attack; 1d8+17/×3) or Melee masterwork hand axe +10/+5 (1d6+5/×3) or Melee masterwork battle axe +8/+3 (1d8+5/×3) and masterwork hand axe +8 (1d6+4/×3) or Ranged longbow +7/+2 (1d8/×3) Special Attacks favored enemy (giants +2) TACTICS
During Combat Although Vale pays little attention to how much damage he takes during a fight, he certainly doesn’t fight recklessly. He approaches battle with a wide-eyed excitement, viewing each fight as a puzzle to be solved with mind and steel. He has a knack for seeking out subtle tactical advantages (higher ground, flanking, cover, and the like) that serve him well. Vale prefers to fight with a battleaxe and handaxe, and once an enemy is engaged, he makes increasing Power Attacks until he can’t quite hit foes with his secondary attacks. He views his greatest flaw as his lack of particular talent in finesse fighting, and when he grows too overconfident, he often makes trip, disarm, and flanking attacks that provoke a dangerous number of attacks of opportunity. Morale Left on his own, the concept of retreat would never occur to Vale. He becomes so enthralled with the battle that he loses track of his own well-being. STATISTICS
Power Attack
Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8 Base Atk +6; Grp +9 Feats Cleave, Great Fortitude, Power Attack, TrackB, Two-Weapon FightingB, Weapon Focus (battleaxe, handaxe), Weapon Specialization (battleaxe, handaxe) Skills Climb +9, Craft (stonemason) +9, Knowledge (architecture and engineering) +4, Profession (siege engineer) +5, Search +5, Spot +6, Survival +6 Languages Common, Giant, Sylvan SQ wild empathy +0
to hit
damage
-0 -1 -2 -3 -4 -5 -6
+0 +2 +4 +6 +8 +10 +12
battle axe to hit +10/+5 +9/+4 +8/+3 +7/+2 +6/+1 +5/+0 +4/-1
battle axe damage 1d8+5 1d8+7 1d8+9 1d8+11 1d8+13 1d8+15 1d8+17
Madness Domain Granted Power: You gain an Insanity score equal to half your class level. For spellcasting (determining bonus spells and DCs), use your Wisdom score plus your Insanity score in place of Wisdom alone. For all other purposes, such as skills and saves, use Wisdom minus Insanity in place of Wisdom. Once per day, you can see and act with the clarity of true madness. Use your Insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made. Madness Domain Spells 1 Lesser confusion7 2 Touch of madness 3 Rage 4 Confusion 5 Bolts of bedevilment7 6 Phantasmal killer 7 Insanity 8 Maddening scream7 9 Weird Confusion, Lesser Enchantment (Compulsion) [Mind-Affecting] Level: Brd 1, Madness 1 Components: V, S, DF Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 round This spell causes a single creature to become confused for 1 round. See the confusion spell to determine the exact effect on the subject. Touch of Madness Enchantment [Mind-Affecting] Level: Madness 2 Components: V, S Casting Time: One action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes 7
See the d20 SRD.
The caster may daze one living creature by making a successful touch attack. If the target creature does not make a successful Will save, its mind is clouded and it takes no action for 1 round per caster level. The dazed subject is not stunned (so attackers get no special advantage against it), but it can’t move, cast spells, use mental abilities, and so on.
New Magic Items Gloves of Life Upon speaking the proper command word the wearer of these gloves activates the one of the following spells (dependant on the command word spoken) and may affect one creature touched with the activated spell. • • • •
Cure Serious Wounds (1 charge; heals 3d8+9) Lesser Restoration (1 charge) Restoration (3 charges) Raise Dead (4 charges)
Each spell uses up a number of charges (numbers given in brackets). The gloves have a maximum of 20 charges, recharging at a rate of 1 charge per two days. If the gloves are ever drained to 0 charges their magic is lost and they are no more than mundane leather gloves. Moderate necromancy; CL 9th; Craft Wondrous Item, raise dead, restoration, cure serious wounds, lesser restoration; Price 70,700 gp.
Observations 3 - The Hook Mountain Massacre This was another incredibly fun adventure! In this adventure, we had some of the best role-playing content of the entire campaign. The first parts: the Graul farm, Fort Rannick and Skull’s Crossing, are perfect. But at the end, the swamp and the Kreeg caves that are just “ok”. I’m very curious to see what the adventure would’ve looked like if it had been feasible to keep all of what Nick Logue had initially written. This adventure, like the first two, was dripping with flavor. It really had an atmosphere all of its own, which was very vibrant. Often, it didn’t feel like we were playing D&D, we felt like we were in a movie. The next 3 adventures, on the other hand, felt more like “regular D&D”. What we especially liked : - I loved the whole Graul Farm setting. Very, very cool. I then watched “The Hills Have Eyes” based on the suggestion in the adventure’s foreword, and I enjoyed it a lot. :) - The horror of the beloved Black Arrows being slaughtered was gripping. It made the ogres' cruelty very real. Those monsters were really evil and we hated them intensely. They weren't just creatures we killed to gain XP and treasure; we felt an urge to kill them, to avenge the Black Arrows. - My player especially loved the Skull's Crossing setting.
- I liked the layout of Fort Rannick as well, it was fun to invade it. It really felt like an epic adventure. - I liked that the PC’s are joined by 3 of the Black Arrows, and Shalelu. I like interaction with NPC’s. The 3 surviving rangers were very interesting characters and really added another level to the adventure. Especially, Kaven is an interesting character, because although he did something horrible, it was a mistake: he was being used, and it’s not easy to determine HOW accountable he is for the terrible things that have happened because of his actions (although I don’t doubt that 90% of parties doing this adventure answer it with a simple ‘we cut off his head’). - The “torture porn” aspect was perfect for mature audiences. Some people complained about it, but personally, I liked it a lot. As disturbing as it may be, that’s the way ogres would behave. - The concept of ogres as deformed, inbred, insane people was really cool. They really were memorable foes. Some things that didn’t work out so well: - Black Magga was too strong for my party. They couldn't even scratch her. It didn't seem logical that she would leave the town rather than (very easily) devouring the entire party. Her defences should be very high, but not so high that the PC's have no reasonable chance of inflicting at least a little bit of damage (although, it’s true I could’ve changed that. Guess I should have). - The PC’s had no desire to take over Fort Rannick. Its remote location and state of disrepair made it unappealing. And nothing further in the campaign is linked to it.
- Turtleback Ferry wasn’t very detailed at all (maybe because so much text had to be cut from Nicolas Logue’s initial adventure, unfortunately). But it seemed pretty dull compared to Sandpoint, which was GREAT. The delta between the two was pretty noticeable. ;) - Many people have complained that Fort Rannick is too far from Sandpoint. I agree to some degree (although I don’t think it should be too close to Sandpoint, either). In my case, I didn’t have trouble bringing the PCs to Fort Rannick, but at the end of this adventure, I had a hell of a time convincing them to return to Sandpoint rather than going straight to fight Mokmurian, who lives in the mountains, very close by. And when my PC told me he was exploring the mountains during the few months’ in-game downtime between adventures 3 and 4, I was hard-pressed to justify that he didn’t find Jorgenfist; I said he didn’t find it, but my reasons why weren’t very good. Customizations - I had one of the PC’s go to Fort Rannick with Shalelu BEFORE it got destroyed by the ogres. They got to know the Black Arrows, so it made it even harder when they all got killed (of course, the PC miraculously escaped the battle). I strongly encourage other DM’s to do the same if it fits in their adventure and style of play (having one PC go to a place before the rest of the group), it really bumps the entire adventure up by one “emotional level”. - I made Kaven Windstrike the brother of one of the PC’s, to increase the impact of his betrayal, and to make it morally harder to decide how to deal with him. - I swapped the location of Hookmaw and Lucrecia. I didn't want the first creature that
the PC's fought in the keep (they entered via the secret tunnels) to be Lucrecia. Would've been anticlimatic. Also, I found it hard to believe that fancy Lucrecia would make her bedroom in the crappy dungeon level near the jails. She instead took the bedroom of one of the Black Arrow officers on the ground floor. Be warned though, if you’re considering doing the same thing, that it makes the battle on the keep’s second floor even more brutal. - The section in the swamps is a bit flimsy in content, so I added an encounter with a Witchfire (from Pathfinder #5) for the PC’s to fight before they meet Myriana. Just to spice things up. - I mapped and populated the two tunnels to the West/South of the forge in the Kreeg Clanhold. To the west were some mines with ogre miners/slaves/overseers and to the south were communal caves with women, children, a (small) treasure cave and a feast hall decorated with trophies taken from rival ogre tribes and from the Black Arrows. It’s good to do this ahead of time because you just KNOW that players always head straight for the unmapped areas of a dungeon. :) - In my campaign, Magnimar sent a troop of Hellknights to take over Fort Rannick once they learned that the Black Arrows had fallen. They arrived at the end of the adventure, after the PC's had defeated Barl. So it freed up the PC’s to return to Sandpoint (so they didn’t feel bad about leaving Turtleback Ferry defenceless) and it gave the sense that Magnimar was doing something about the situation. Most memorable fights of the adventure: - The one against Lucrecia, Dorella, Jaagrath, 2 ogres, and Kaven.
- The one against a Witchfire in the Shimmerglens. - The one against the witch covey and Lamatar in a cramped tunnel.