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Catacombs of Wrath

B1. Guard Cave (EL 2) This includes any creature under the effects of a
barbarian rage or similar effect, a creature with
the evil subtype, a creature under the effects of
SINSPAWN CR 2 the sinspawn’s wrathful bite, or a creature (GM’s
Always NE Medium Aberration discretion) that is excessively wrathful.
Init +5; Senses Darkvision 60 ft.; Listen +1, Spot +1 Wrathful Bite (Su) A creature bitten by a sinspawn
DEFENSE must make a DC 12 Will save or become
AC 13, touch 11, flat-footed 12 overwhelmed by feelings of wrath, anger, and rage.
(+1 Dex, +2 natural) These emotions are so powerful that the affected
hp 19 (3d8+6); fast healing 1 creature finds it hard to do anything but rage
Fort +3, Ref +2, Will +4 impotently. For 1d6 minutes after succumbing to a
Immune mind-affecting effects, SR 11 sinspawn’s wrathful bite, the victim is effectively
OFFENCE
sickened, and takes a –2 penalty on all attack rolls,
weapon damage rolls, saving throws, skill checks,
Spd 30 ft.
and ability checks. A victim suffering from this
Melee 2 claws +2 (1d4+1) and bite +0 (1d6 plus
effect who is bitten again by a sinspawn must make
wrathful bite)
a DC 12 Will save or the wrath increases, leaving
Space 5 ft.; Reach 5 ft.
him staggered and thus able to take only a single
TACTICS
move action or standard action each round (but not
During Combat A sinspawn that faces a single foe
both, nor can he take full-round actions). Further
generally attempts to capture its enemy alive,
bites increase the duration of the effect, but not
making untrained Heal checks to stop bleeding if
the magnitude.
necessary, so the victim can be returned to the
Skills Sinspawn have a +4 racial bonus on Hide and
nearest runewell before he is murdered. Against
Move Silently checks.
multiple foes, the sinspawn focuses its attacks on
the weakest-looking foes first.
Morale Sinspawn fight to the death. B4. Washing Pool (EL 2)
STATISTICS
Str 13, Dex 12, Con 14, Int 10, Wis 13, Cha 12
Base Atk +1; Grp +2
VARGOUILLE CR 2
NE Small Outsider (Evil, Extraplanar)
Feats Improved Initiative, Multiattack
Init +1; Senses Darkvision 60 ft.; Listen +5, Spot +5
Skills Hide +11, Move Silently +11
Languages Infernal
Languages Thassilonian
DEFENSE
SQ martial proficiency
ECOLOGY AC 12, touch 11, flat-footed 11;
(+1 size, +1 Dex)
Environment Any (near runewells of wrath)
hp 5 (1d8+1)
Organization Solitary, pair (2), or cult (3–9)
Fort +3, Ref +3, Will +3
Treasure No coins, no goods, standard items (weapons
OFFENSE
and armor only)
Alignment Always chaotic evil Spd Fly 30 ft. (good) (6 squares)
Advancement By character class; Favored Class Melee Bite +3 (1d4 plus poison)
barbarian SA Shriek, kiss, poison
Level Adjustment +3 BAB +1; Grapple –3
SPECIAL ABILITIES Space 5 ft.; Reach 5 ft.
STATISTICS
Martial Proficiency (Ex) A sinspawn is proficient in all
simple and all martial weapons, and in all forms of Str 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8
armor and shields except tower shields. Feats Stealthy, Weapon FinesseB
Scent Sin (Su) A sinspawn has the scent ability, but Skills Hide +11, Intimidate +3, Listen +5, Move Silently
only against extraordinarily wrathful creatures. +7, Spot +5

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Shriek (Su) Instead of biting, a vargouille can open its Fort +3, Ref +2, Will +4
distended mouth and let out a terrible shriek. Immune mind-affecting effects, SR 11
Those within 60 feet (except other vargouilles) who OFFENCE
hear the shriek and can clearly see the creature Spd 30 ft.
must succeed on a DC 12 Fortitude save or be Melee 2 claws +2 (1d4+1) and bote +0 (1d6 plus
paralyzed with fear for 2d4 rounds or until the wrathful bite)
monster attacks them, goes out of range, or leaves Space 5 ft.; Reach 5 ft.
their sight. A paralyzed creature is susceptible to TACTICS
the vargouille’s kiss (see below). A creature that During Combat A sinspawn that faces a single foe
successfully saves cannot be affected again by the generally attempts to capture its enemy alive,
same vargouille’s shriek for 24 hours. The shriek is making untrained Heal checks to stop bleeding if
a mind-affecting fear effect. The save DC is necessary, so the victim can be returned to the
Constitution-based and includes a +1 racial bonus. nearest runewell before he is murdered. Against
Kiss (Su) A vargouille can kiss a paralyzed target with multiple foes, the sinspawn focuses its attacks on
a successful melee touch attack. An affected the weakest-looking foes first.
opponent must succeed on a DC 15 Fortitude save Morale Sinspawn fight to the death.
or begin a terrible transformation that turns the STATISTICS
creature into a vargouille within 24 hours (and
Str 13, Dex 12, Con 14, Int 10, Wis 13, Cha 12
often much sooner; roll 1d6 separately for each
Base Atk +1; Grp +2
phase of the transformation). First, over a period
Feats Improved Initiative, Multiattack
of 1d6 hours, all the victim’s hair falls out. Within
Skills Hide +11, Move Silently +11
another 1d6 hours thereafter, the ears grow into
Languages Thassilonian
leathery wings, tentacles sprout on the chin and
SQ martial proficiency
scalp, and the teeth become long, pointed fangs.
ECOLOGY
During the next 1d6 hours, the victim takes
Environment Any (near runewells of wrath)
Intelligence drain and Charisma drain equal to 1
Organization Solitary, pair (2), or cult (3–9)
point per hour (to a minimum of 3). The
Treasure No coins, no goods, standard items (weapons
transformation is complete 1d6 hours later, when
and armor only)
the head breaks free of the body (which promptly
Alignment Always chaotic evil
dies) and becomes a vargouille.
Advancement By character class; Favored Class
This transformation is interrupted by sunlight,
barbarian
and even a daylight spell can delay death, but to
Level Adjustment +3
reverse the transformation requires remove
SPECIAL ABILITIES
disease. The save DC is Constitution-based and
Martial Proficiency (Ex) A sinspawn is proficient in all
includes a +4 racial bonus.
simple and all martial weapons, and in all forms of
Poison (Ex) Injury, Fortitude DC 12 or be unable to
armor and shields except tower shields.
heal the vargouille’s bite damage naturally or
Scent Sin (Su) A sinspawn has the scent ability, but
magically. A neutralize poison or heal spell removes
only against extraordinarily wrathful creatures.
the effect, while delay poison allows magical
This includes any creature under the effects of a
healing. The save DC is Constitution-based and
barbarian rage or similar effect, a creature with
includes a +1 racial bonus.
the evil subtype, a creature under the effects of
the sinspawn’s wrathful bite, or a creature (GM’s
B6. Ancient Prison (EL 4) discretion) that is excessively wrathful.
Wrathful Bite (Su) A creature bitten by a sinspawn
SINSPAWN CR 2 must make a DC 12 Will save or become
overwhelmed by feelings of wrath, anger, and rage.
Always NE Medium Aberration
These emotions are so powerful that the affected
Init +5; Senses Darkvision 60 ft.; Listen +1, Spot +1
creature finds it hard to do anything but rage
DEFENSE
impotently. For 1d6 minutes after succumbing to a
AC 13, touch 11, flat-footed 12
sinspawn’s wrathful bite, the victim is effectively
(+1 Dex, +2 natural)
sickened, and takes a –2 penalty on all attack rolls,
hp 19 (3d8+6); fast healing 1
weapon damage rolls, saving throws, skill checks,

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and ability checks. A victim suffering from this acidic blood from his mouth. Any creatures in this
effect who is bitten again by a sinspawn must make area take 2d4 points of acid damage (DC 13 Reflex
a DC 12 Will save or the wrath increases, leaving half). A creature that takes damage from the foul-
him staggered and thus able to take only a single smelling acid must also make a DC 13 Fortitude save
move action or standard action each round (but not or be nauseated for 1 round. The save DCs are
both, nor can he take full-round actions). Further Constitution-based.
bites increase the duration of the effect, but not
the magnitude.
HUMAN ZOMBIE CR ½
Skills Sinspawn have a +4 racial bonus on Hide and
NE Medium Undead
Move Silently checks.
Init -1; Senses Darkvision 60’; Listen +0, Spot +0
Languages understands creator
B9. Prisoner Pits (EL 4) AC 11, touch 9, flat-footed 11
(-1 Dex, +2 natural)
hp 16 (2d12+3); DR 5/slashing
KORUVUS CR 3
Fort +0, Ref -1, Will +3
Male mutated goblin fighter 2
Speed 30 ft. (6 squares)
CE Medium humanoid (goblinoid)
Melee Slam +2 (1d6+1) or club +2 (1d6+1)
Init +5; Senses darkvision 60 ft.; Listen –1, Spot –1
Space 5 ft.; Reach 5ft.
DEFENSE
Base Atk +1; Grapple +2
AC 15, touch 11, flat-footed 14
Atk Options Single actions only
(+4 natural, +1 Dex)
Abilities Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1.
hp 24 (2d10+9); fast healing 1
Feats Toughness
Fort +6, Ref +1, Will –1
Skills None
Immune acid, mind-affecting effects, paralysis, poison
OFFENSE Single Actions Only (Ex): Zombies have poor reflexes
and can perform only a single move action or attack
Spd 30 ft.
action each round. A zombie can move up to its
Melee +1 longsword +3 (1d8+5/19–20) and
speed and attack in the same round, but only if it
mwk handaxe +3 (1d6+2/×3) and
attempts a charge.
silver dagger +2 (1d4+1/19–20)
Special Attack breath weapon
TACTICS B13. Cathedral of Wrath
During Combat Koruvus takes his duty as guardian of
this chamber seriously, and immediately attacks
(EL 5)
anyone who enters the room. He uses his breath
weapon on the first round of combat, then moves in ERYLIUM CR 4
to engage the largest, most dangerous-looking foe Female quasit thaumaturge of Lamashtu 3 (MM 46;
with his weapons. Book of Fiends, 11)
Morale Koruvus fights to the death, and pursues foes CE Tiny outsider (chaotic, extraplanar, evil)
all the way to the glassworks or the northern exit Init +5; Senses darkvision 60 ft.; Listen +6, Spot +6
if necessary before returning here. Languages Abyssal, Common, Thassilonian
STATISTICS DEFENSE
Str 19, Dex 13, Con 16, Int 3, Wis 8, Cha 10 AC 22, touch 17, flat-footed 17
Base Atk +2; Grp +6 (+5 Dex, +5 natural, +2 size)
Feats Great Fortitude, Improved Initiative, hp 30 (3d8+3d6+6); fast healing 2
Toughness Fort +5, Ref +9, Will +6
Skills Intimidate +5 DR 5/cold iron or good; Immune poison; Resist fire 10
Languages Common, Goblin OFFENSE
Other Gear +1 longsword, masterwork handaxe, silver Spd 20 ft., fly 50 ft. (perfect)
dagger Melee 2 claws +11 (1d3–1 plus poison) and
SPECIAL ABILITIES bite +6 (1d4–1)
Breath Weapon (Su) Once every 1d4 rounds, Koruvus Ranged +1 returning dagger +12 (1d2/19–20)
can spew a 20-foot-long line of foul-smelling and

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Space 2½ ft.; Reach 0 ft. Skills Bluff +10, Hide +19, Intimidate +14, Knowledge
Special Atk hideous spittle (arcana) +10, Knowledge (the planes) +10, Listen +6,
Spell-Like Abilities (CL 6th) Move Silently +11, Spellcraft +12, Spot +6
At will—detect good, detect magic, invisibility (self SQ alternate form (raven), corruptions, summon
only) familiar (black wren named Orm)
1/day—cause fear (30-foot radius, DC 14) Gear +1 returning dagger, miniature tiara worth 50 gp,
1/week—commune (6 questions, CL 12) miniature black silk gown worth 25 gp, obsidian
Spells Prepared (CL 3rd) unholy symbol of Lamashtu worth 10 gp
2nd—inflict moderate wounds (DC 15), shatterD (DC SPECIAL ABILITIES
15), summon monster II Poison (Ex) Injury, Fortitude DC 14, 1d4 Dex/2d4
1st—bane (DC 14) disguise selfD (DC 14), shield of Dex.
faith, summon monster I Corruptions (Ex) Erylium’s close association with
0—guidance, inflict minor wounds (DC 13), mending, Lamashtu and thaumaturgical magic have corrupted
resistance her even more than a normal quasit. These
D
domain spell; Domains Chaos, Trickery corruptions are as follows:
TACTICS Raspy Voice: Erylium’s voice is raspy and harsh,
Before Combat Erylium becomes invisible and casts granting her a +3 bonus on Intimidate checks but a
shield of faith as soon as she hears enemies –3 penalty on Perform (oratory or sing) checks.
approaching. Scaly Skin: Erylium’s skin is much more scaly
During Combat Although tough to hit and capable of than that of a normal quasit, increasing her natural
healing wounds quickly, Erylium remains something armor by +2.
of a coward in a fight. She uses flight to maintain Terrible Breath: Something inside of Erylium is
ranged superiority over foes, using spells like rotten, and it makes itself known every time she
summon monster or shatter (aimed at the largest speaks. She suffers a –2 penalty on Bluff and
weapon carried by her foes) in the first few rounds Diplomacy checks, but may belch a hideous wad of
of combat. She uses her tiny +1 returning dagger phlegm once per day as detailed under Hideous
against foes once she runs out of spells, but if Spittle.
cornered, she fights with her claws and bite. She Hideous Spittle (Ex) Once per day, Erylium can belch
saves her hideous spittle for use against a a wad of foul phlegm at any living target within 20
particularly powerful foe that corners her in melee feet as a +11 ranged touch attack. If she hits, the
combat. creature must make a DC 12 Fortitude save or be
Morale If reduced to 10 hit points or less, Erylium nauseated for 1d4 rounds. The save DC is
becomes invisible and flees, waiting for her fast Constitution-based.
healing to fix her up before returning here to
attack the PCs again. SINSPAWN CR 2
STATISTICS Always NE Medium Aberration
Str 8, Dex 20, Con 13, Int 12, Wis 10, Cha 16 Init +5; Senses Darkvision 60 ft.; Listen +1, Spot +1
Base Atk +4; Grp –5 DEFENSE
Feats Adept Summoner1, Master Summoner2, Weapon AC 13, touch 11, flat-footed 12
Finesse (+1 Dex, +2 natural)
hp 19 (3d8+6); fast healing 1
Fort +3, Ref +2, Will +4
Immune mind-affecting effects, SR 11
1
Adept Summoner (The Book of Fiends, 15) grants Erylium OFFENCE
abnormal command over her summoned creatures, but Spd 30 ft.
further twists her body and causes her to suffer an
Melee 2 claws +2 (1d4+1) and bote +0 (1d6 plus
additional lesser corruption.
wrathful bite)
The duration of any summon monster spell she casts is
extended by a number of rounds equal to her Charisma Space 5 ft.; Reach 5 ft.
modifier (3 rounds). TACTICS
2
Master Summoner (The Book of Fiends, 16) increases the During Combat A sinspawn that faces a single foe
range of her summon monster spells to Medium (100 ft. + 10 generally attempts to capture its enemy alive,
ft./level), but afflicts her with a greater corruption.

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making untrained Heal checks to stop bleeding if
necessary, so the victim can be returned to the
nearest runewell before he is murdered. Against
multiple foes, the sinspawn focuses its attacks on
the weakest-looking foes first.
Morale Sinspawn fight to the death.
STATISTICS
Str 13, Dex 12, Con 14, Int 10, Wis 13, Cha 12
Base Atk +1; Grp +2
Feats Improved Initiative, Multiattack
Skills Hide +11, Move Silently +11
Languages Thassilonian
SQ martial proficiency
ECOLOGY
Environment Any (near runewells of wrath)
Organization Solitary, pair (2), or cult (3–9)
Treasure No coins, no goods, standard items (weapons
and armor only)
Alignment Always chaotic evil
Advancement By character class; Favored Class
barbarian
Level Adjustment +3
SPECIAL ABILITIES
Martial Proficiency (Ex) A sinspawn is proficient in all
simple and all martial weapons, and in all forms of
armor and shields except tower shields.
Scent Sin (Su) A sinspawn has the scent ability, but
only against extraordinarily wrathful creatures.
This includes any creature under the effects of a
barbarian rage or similar effect, a creature with
the evil subtype, a creature under the effects of
the sinspawn’s wrathful bite, or a creature (GM’s
discretion) that is excessively wrathful.
Wrathful Bite (Su) A creature bitten by a sinspawn
must make a DC 12 Will save or become
overwhelmed by feelings of wrath, anger, and rage.
These emotions are so powerful that the affected
creature finds it hard to do anything but rage
impotently. For 1d6 minutes after succumbing to a
sinspawn’s wrathful bite, the victim is effectively
sickened, and takes a –2 penalty on all attack rolls,
weapon damage rolls, saving throws, skill checks,
and ability checks. A victim suffering from this
effect who is bitten again by a sinspawn must make
a DC 12 Will save or the wrath increases, leaving
him staggered and thus able to take only a single
move action or standard action each round (but not
both, nor can he take full-round actions). Further
bites increase the duration of the effect, but not
the magnitude.
Skills Sinspawn have a +4 racial bonus on Hide and
Move Silently checks.

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During Combat Erratic attackers, goblin dogs are
Thistletop constantly moving, squealing and barking all the
while.
C4. Refugee Nest (EL 4) Morale Once incensed by battle, a goblin dog is likely
to fight until mortally wounded or outright killed.
STATISTICS
G O B L I N R E F U G E E S (10) CR 1/3 Str 15, Dex 14, Con 15, Int 2, Wis 12, Cha 8
Male goblin warrior 1 Base Atk +0; Grp +2
NE small humanoid (goblinoid) Feats Toughness, TrackB
Init +1; Senses Darkvision 60 ft.; Spot +0, Listen +0 Skills Balance +6, Hide +6, Move Silently +6, Jump +14
Languages Goblin SPECIAL ABILITIES
AC 15, touch 12, flat-footed 14 Allergic Reaction (Ex) Goblin dogs constantly shed
(+1 size, +1 Dex, +2 armor, +1 shield) copious amounts of dander to which all creatures
hp 5 (1d8+1 HD) (except for those with the goblinoid subtype) are
Fort +3, Ref +1, Will +0 violently allergic. Any non-goblinoid creature that is
Speed 30 ft. (6 squares) damaged by a goblin dog’s bite attack, deals damage
Melee small longsword +2 (1d6/19-20) with a natural weapon or unarmed attack, or
Ranged small javelin +3 (1d4) attempts to grapple, ride, or otherwise come into
Base Atk +1; Grapple +3 close contact with the creature, must make a DC 12
Combat Gear tanglefoot bag Fortitude save or break out in an itching rash. Any
Abilities Str 11, Dex 12, Con 12, Int 9, Wis 11, Cha 6 creature affected by this rash takes a –2 penalty
Feats Toughness to Dexterity and Charisma for 1 day (multiple
Skills Balance -3, Climb -4, Escape Artist -3, allergic reactions do not stack). The spell remove
Intimidate +0, Jump -2, Move Silently +1, Ride +5, disease or any magical healing removes the rash
Swim -8 instantly. The save DC is Constitution-based.
Possessions combat gear plus leather armor, light Skills Goblin dogs have a +4 racial bonus on Balance,
wooden shield, small javelins (5), small longsword Hide, and Move Silently checks.

C5. Goblin Dog Kennel (EL 3) C6. Tangletooth’s Den (EL 2)

G O B L I N D O G (4) CR 1 FIREPELT CR 2
N Medium animal Always N Medium Animal
Init +2; Senses darkvision 60 ft., low-light vision, Init +4; Senses Low-light vision, scent; Listen +6, Spot
scent; Listen +1, Spot +1 +6
DEFENSE DEFENSES
AC 13, touch 12, flat-footed 12 AC 15, touch 14, flat-footed 11;
(+2 Dex, +1 natural) (+4 Dex, +1 natural)
hp 9 (1d8+5) hp 19; (3d8+6)
Fort +4, Ref +4, Will +1 Fort +5, Ref +7, Will +2; resist nature’s lure
Immune disease OFFENSE
OFFENSE Speed 40 ft. (8 squares), climb 20’
Spd 50 ft. Melee Bite +6 (1d6+3) and 2 claws +1 (1d3+1)
Melee bite +2 (1d6+3 plus allergic reaction) Special Attacks Improved grab, pounce, rake 1d3+1
Space 5 ft.; Reach 5 ft. BAB +2; Grapple +5
TACTICS Space 5 ft.; Reach 5 ft.;
Before Combat Goblin dogs usually squeal for help ABILITIES
then hide if they know danger is coming, hoping to Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6.
surprise opponents. They typically only attack prey Feats Alertness, Weapon Finesse
smaller then them or that they outnumber. Skills Balance +12, Climb +11, Hide +8*, Jump +11,
Listen +6, Move Silently +8, Spot +6

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SPECIAL ABILITIES During Combat Gogmurt casts entangle on the first
Improved Grab (Ex) To use this ability, a leopard round of combat, taking care to place the spell so
must hit with its bite attack. It can then attempt that it blocks access to area C but doesn’t block his
to start a grapple as a free action without own possible escape routes. If the PCs have animal
provoking an attack of opportunity. If it wins the minions, he casts charm animal on one of them. On
grapple check, it establishes a hold and can rake. following rounds, he fights with his flame blade in
Pounce (Ex) If a leopard charges a foe, it can make a one hand, throwing fire from produce flame in the
full attack, including two rake attacks. other when he needs to make ranged attacks.
Rake (Ex) Attack bonus +6 melee, damage 1d3+1. As soon as he’s brought below 20 hit points, he
Skills Leopards have a +8 racial bonus on Jump checks retreats by fleeing into the brambles, heals himself
and a +4 racial bonus on Hide and Move Silently as best he can, and then returns to ambush the PCs
checks. Leopards have a +8 racial bonus on Balance from behind by swapping out a remaining first-level
and Climb checks. A leopard can always choose to spell to summon nature’s ally I.
take 10 on a Climb check, even if rushed or Morale If ever brought below 10 hit points and he has
threatened. no healing left, Gogmurt attempts to flee north to
warn Warchief Ripnugget about the PCs. If
surrounded or captured, Gogmurt’s resolve breaks
C7. Gogmurt’s Den (EL 4) and he sobs for mercy.
GOGMURT CR 4 STATISTICS
Male goblin druid 4 (MM 133) Str 8, Dex 14, Con 14, Int 8, Wis 15, Cha 12
NE Small humanoid Base Atk +3; Grp –2
Init +2; Senses darkvision 60 ft.; Listen +2, Spot +2 Feats Brew Potion, Combat Casting
DEFENSE Skills Handle Animal +8, Knowledge (nature) +8,
AC 16, touch 13, flat-footed 14; Survival +11
(+3 armor, +2 Dex, +1 size) Languages Common, Druidic, Goblin
hp 29 (4d8+8) SQ animal companion, nature sense, trackless step,
Fort +6, Ref +3, Will +6; resist nature’s lure wild empathy +7, woodland stride
OFFENSE Combat Gear potion of cure light wounds (2), potion of
Spd 30 ft. speak with animals (2), potion of tree shape (2),
Melee flame blade +3 touch (1d8+2 fire) or wand of produce flame (34 charges)
spear +3 (1d6–1/×3) or Other Gear +1 leather armor, spear, sling, cloak of
Ranged produce flame +6 (1d6+4 fire) or resistance +1
sling +6 (1d3–1)
Druid Spells Prepared (CL 4th) C10. Thistletop (EL 5)
2nd (3/day)—animal messenger, flame blade, lesser
restoration (already cast)
1st (4/day)—charm animal (DC 13), cure light wounds T H I S T L E T O P G O B L I N S (4) CR 1/3
(2), entangle (DC 13) Male goblin warrior 1
0 (5/day)—cure minor wounds, flare (2, DC 12), NE small humanoid (goblinoid)
guidance, mending Init +1; Senses Darkvision 60 ft.; Spot +0, Listen +0
TACTICS Languages Goblin
Before Combat Gogmurt drinks a potion of speak with AC 15, touch 12, flat-footed 14
animals and casts flame blade, then activates his (+1 size, +1 Dex, +2 armor, +1 shield)
wand of produce flame before investigating. These hp 5 (1d8+1 HD)
spell effects have been incorporated into the stat Fort +3, Ref +1, Will +0
block. If he thinks there’s time, he also casts Speed 30 ft. (6 squares)
animal messenger to send a thrush out to the island Melee small longsword +2 (1d6/19-20)
to deliver a bloodstained goblin tooth to Warchief Ranged small javelin +3 (1d4)
Ripnugget; a pre-arranged code to warn him that Base Atk +1; Grapple +3
the adventurers have finally arrived to murder Combat Gear tanglefoot bag
them all. He calls Tangletooth to his side and Abilities Str 11, Dex 12, Con 12, Int 9, Wis 11, Cha 6
directs her in combat using speak with animals. Feats Toughness

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Skills Balance -3, Climb -4, Escape Artist -3, Skills Goblin dogs have a +4 racial bonus on Balance,
Intimidate +0, Jump -2, Move Silently +1, Ride +5, Hide, and Move Silently checks.
Swim -8
Possessions combat gear plus leather armor, light
C13. Pickle Thieves (EL 1)
wooden shield, small javelins (5), small longsword

G O B L I N D O G (4) CR 1 T H I S T L E T O P G O B L I N S (2) CR 1/3


N Medium animal Male goblin warrior 1
Init +2; Senses darkvision 60 ft., low-light vision, NE small humanoid (goblinoid)
scent; Listen +1, Spot +1 Init +1; Senses Darkvision 60 ft.; Spot +0, Listen +0
DEFENSE Languages Goblin
AC 13, touch 12, flat-footed 12 AC 15, touch 12, flat-footed 14
(+2 Dex, +1 natural) (+1 size, +1 Dex, +2 armor, +1 shield)
hp 10 (1d8+5) hp 5 (1d8+1 HD)
Fort +4, Ref +4, Will +1 Fort +3, Ref +1, Will +0
Immune disease Speed 30 ft. (6 squares)
OFFENSE Melee small longsword +2 (1d6/19-20)
Spd 50 ft. Ranged small javelin +3 (1d4)
Melee bite +2 (1d6+3 plus allergic reaction) Base Atk +1; Grapple +3
Space 5 ft.; Reach 5 ft. Combat Gear tanglefoot bag
TACTICS Abilities Str 11, Dex 12, Con 12, Int 9, Wis 11, Cha 6
Before Combat Goblin dogs usually squeal for help Feats Toughness
then hide if they know danger is coming, hoping to Skills Balance -3, Climb -4, Escape Artist -3,
surprise opponents. They typically only attack prey Intimidate +0, Jump -2, Move Silently +1, Ride +5,
smaller then them or that they outnumber. Swim -8
During Combat Erratic attackers, goblin dogs are Possessions combat gear plus leather armor, light
constantly moving, squealing and barking all the wooden shield, small javelins (5), small longsword
while.
Morale Once incensed by battle, a goblin dog is likely C14. Barracks (EL 2)
to fight until mortally wounded or outright killed.
STATISTICS
Str 15, Dex 14, Con 15, Int 2, Wis 12, Cha 8
T H I S T L E T O P G O B L I N S (6) CR 1/3
Male goblin warrior 1
Base Atk +0; Grp +2
NE small humanoid (goblinoid)
Feats Toughness, TrackB
Init +1; Senses Darkvision 60 ft.; Spot +0, Listen +0
Skills Balance +6, Hide +6, Move Silently +6, Jump +14
Languages Goblin
SPECIAL ABILITIES
AC 15, touch 12, flat-footed 14
Allergic Reaction (Ex) Goblin dogs constantly shed
(+1 size, +1 Dex, +2 armor, +1 shield)
copious amounts of dander to which all creatures
hp 5 (1d8+1 HD)
(except for those with the goblinoid subtype) are
Fort +3, Ref +1, Will +0
violently allergic. Any non-goblinoid creature that is
damaged by a goblin dog’s bite attack, deals damage Speed 30 ft. (6 squares)
with a natural weapon or unarmed attack, or Melee small longsword +2 (1d6/19-20)
attempts to grapple, ride, or otherwise come into Ranged small javelin +3 (1d4)
close contact with the creature, must make a DC 12 Base Atk +1; Grapple +3
Fortitude save or break out in an itching rash. Any Combat Gear tanglefoot bag
creature affected by this rash takes a –2 penalty Abilities Str 11, Dex 12, Con 12, Int 9, Wis 11, Cha 6
to Dexterity and Charisma for 1 day (multiple Feats Toughness
allergic reactions do not stack). The spell remove Skills Balance -3, Climb -4, Escape Artist -3,
disease or any magical healing removes the rash Intimidate +0, Jump -2, Move Silently +1, Ride +5,
instantly. The save DC is Constitution-based. Swim -8

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Possessions combat gear plus leather armor, light SQ wild empathy +0
wooden shield, small javelins (5), small longsword Combat Gear potion of rage (already used)
Other Gear studded leather, masterwork

C15. Eastern Guard Tower (EL 2) horsechopper, small wooden shield, shortbow with
20 arrows

T H T O P C O M M A N D O S (2) CR 1 C16. Exercise Yard (EL3)


Goblin ranger 1 (MM 133)
NE Small humanoid
Init +3; Senses darkvision 60 ft.; Listen +5, Spot +5 G O B L I N D O G (4) CR 1
DEFENSE N Medium animal
AC 15, touch 12, flat-footed 12 Init +2; Senses darkvision 60 ft., low-light vision,
(+3 armor, +3 Dex, –2 rage, +1 size) scent; Listen +1, Spot +1
hp 10 (1d8+2) DEFENSE
Fort +4, Ref +5, Will +2 AC 13, touch 12, flat-footed 12
OFFENSE (+2 Dex, +1 natural)
Spd 30 ft. hp 10 (1d8+5)
Melee mwk horsechopper +3 (1d8+2/×3) Fort +4, Ref +4, Will +1
Ranged shortbow +5 (1d4/×3) or shortbow +1 (1d4/×3, Immune disease
mounted) OFFENSE
Special Attacks favored enemy +2 (animal) Spd 50 ft.
TACTICS Melee bite +2 (1d6+3 plus allergic reaction)
Before Combat The goblin commando has already Space 5 ft.; Reach 5 ft.
imbibed a potion of rage for his fight against the TACTICS
dog and has 2 rounds remaining on its duration Before Combat Goblin dogs usually squeal for help
(likely the surprise round and the first round of then hide if they know danger is coming, hoping to
combat). surprise opponents. They typically only attack prey
During Combat The commando makes sure to use his smaller then them or that they outnumber.
Mounted Combat feat to try to negate an attack During Combat Erratic attackers, goblin dogs are
each round against his mount, and uses his superior constantly moving, squealing and barking all the
mobility to remain out of melee so he can shoot at while.
the PCs with his bow from dogback (taking the Morale Once incensed by battle, a goblin dog is likely
standard –4 penalty for using a ranged weapon while to fight until mortally wounded or outright killed.
mounted). If all of his goblin warriors are defeated, STATISTICS
he drops his bow and races in to fight the PCs in Str 15, Dex 14, Con 15, Int 2, Wis 12, Cha 8
melee. Base Atk +0; Grp +2
Morale The commando fights to the death. Feats Toughness, TrackB
BASE STATISTICS Skills Balance +6, Hide +6, Move Silently +6, Jump +14
Once the goblin commando’s potion of rage expires, his SPECIAL ABILITIES
stats change as follows: Allergic Reaction (Ex) Goblin dogs constantly shed
AC 17, touch 14, flat-footed 14 copious amounts of dander to which all creatures
hp 9 (1d8+1) (except for those with the goblinoid subtype) are
Fort +3, Ref +5, Will +1 violently allergic. Any non-goblinoid creature that is
Melee mwk horsechoper +2 (1d8+1/×3) damaged by a goblin dog’s bite attack, deals damage
Str 12, Con 13 with a natural weapon or unarmed attack, or
STATISTICS attempts to grapple, ride, or otherwise come into
Str 14, Dex 17, Con 15, Int 8, Wis 12, Cha 8 close contact with the creature, must make a DC 12
Base Atk +1; Grp –2 Fortitude save or break out in an itching rash. Any
Feats Mounted Combat, Track creature affected by this rash takes a –2 penalty
Skills Handle Animal +3, Listen +5, Move Silently +7, to Dexterity and Charisma for 1 day (multiple
Ride +11, Spot +5, Survival +5 allergic reactions do not stack). The spell remove
Languages Common, Goblin

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disease or any magical healing removes the rash use a combination of Spirited Charge and Ride-By
instantly. The save DC is Constitution-based. attacks.
Skills Goblin dogs have a +4 racial bonus on Balance, Morale Ripnugget fights to the death.
Hide, and Move Silently checks. STATISTICS
Str 12, Dex 14, Con 14, Int 10, Wis 8, Cha 13
C18. Caged Horse (EL 2) Base Atk +4; Grp +1
Feats Mounted Combat, Ride-By Attack, Spirited
Charge, Weapon Focus (dogslicer), Weapon
SHADOWMIST CR 2 Specialization (dogslicer)
Always N Large Animal Skills Handle Animal +6, Intimidate +5, Move Silently
Init +1; Senses low-light vision, scent; Listen +5, Spot +6, Ride +13
+4 Languages Common, Goblin
Languages None Combat Gear potion of barkskin +5, potion of cure
AC 14, touch 10, flat-footed 13 moderate wounds (2)
(–1 size, +1 Dex, +4 natural) Other Gear mwk breastplate, +1 dogslicer, dented
hp 30 (4d8+12 HD) crown worth 20 gp, key ring for all locks in areas
Fort +7, Ref +5, Will +2 C11–C24 and areas D1–D3
Speed 50 ft. (10 squares)
Melee 2 hooves +6 melee (1d6+4) and GIANT GECKO CR 1
bite +1 melee (1d4+2) N Medium animal
Space 10 ft.; Reach 5 ft. Init +8; Senses darkvision 120 ft., low-light vision,
Base Attack +3; Grapple +11 scent; Listen +2, Spot +2
Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6 DEFENSE
Feats: Endurance, Run AC 14, touch 12, flat-footed 12
Skills: Listen +5, Spot +4 (+2 Dex, +2 natural)
Carrying Capacity: A light load for a heavy warhorse is hp 11 (2d8+2)
up to 300 pounds; a medium load, 301–600 pounds; Fort +4, Ref +5, Will +2
and a heavy load, 601–900 pounds. A heavy OFFENSE
warhorse can drag 4,500 pounds. Spd 40 ft., climb 40 ft.
Melee bite +2 (2d4+1)
C19. Throne Room (EL 6) Space 5 ft.; Reach 5 ft.
TACTICS
Before Combat When hunting, giant geckos prefer to
WARCHIEF RIPNUGGET CR 4 grab smaller prey from above, often waiting in
Male goblin fighter 4 (MM 133)
ambush on unexpected surfaces.
NE Small humanoid
During Combat Giant geckos make full use of the
Init +2; Senses darkvision 60 ft.; Listen –1, Spot –1
terrain, scaling walls and attacking from higher
DEFENSE
ground whenever possible.
AC 20, touch 13, flat-footed 18 Morale Clever beasts, giant geckos know when they
(+5 armor, +2 Dex, +2 natural, +1 size) are outmatched and flee if reduced to fewer than
hp 34 (4d10+8) half their hit points.
Fort +6, Ref +3, Will +0; racial save modifiers STATISTICS
Offense
Str 13, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Spd 30 ft.
Base Atk +1; Grp +2
Melee +1 dogslicer +7 (1d4+4/1–20)
Feats Improved Initiative
TACTICS
Skills Balance +10, Climb +22
Before Combat Ripnugget drinks his potion of SPECIAL ABILITIES
barkskin +5 as soon as he hears anyone about to
Expert Climber (Ex) The unique physiology of gecko
enter his throne hall if the alarm has been raised.
feet allows geckos to climb any surface, no matter
During Combat Ripnugget mounts up on Stickfoot the
how slick or sheer. In effect, giant geckos are
first chance he gets, so he can take advantage of
treated as constantly being under a natural version
his Mounted Combat feats in battle. He prefers to

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of the spell spider climb. This ability also provides Skills Handle Animal +3, Listen +5, Move Silently +7,
them with an additional +8 bonus on Climb check, Ride +11, Spot +5, Survival +5
which stacks with their racial bonus. Languages Common, Goblin
Skills Giant geckos have a +8 racial bonus on Balance SQ wild empathy +0
and Climb checks. They can always choose to take Combat Gear potion of rage (already used)
10 on Climb checks, even if rushed or threatened. Other Gear studded leather, masterwork
horsechopper, small wooden shield, shortbow with
T H T O P C O M M A N D O S (3) CR 1 20 arrows
Goblin ranger 1 (MM 133)
NE Small humanoid GOBLIN WARCHANTER CR 1
Init +3; Senses darkvision 60 ft.; Listen +5, Spot +5 Female goblin bard 1 (MM 133)
DEFENSE NE Small humanoid
AC 15, touch 12, flat-footed 12 Init +3; Senses darkvision 60 ft.; Listen +4, Spot +1
(+3 armor, +3 Dex, –2 rage, +1 size) DEFENSE
hp 10 (1d8+2) AC 17, touch 14, flat-footed 14
Fort +4, Ref +5, Will +2 (+3 armor, +3 Dex, +1 size)
OFFENSE hp 7 (1d6+1)
Spd 30 ft. Fort +1, Ref +5, Will +3; +1 vs fear/charm
Melee mwk horsechopper +3 (1d8+2/×3) OFFENSE
Ranged shortbow +5 (1d4/×3) or shortbow +1 (1d4/×3, Spd 30 ft.
mounted) Melee whip +1 (1d2 nonlethal) or
Special Attacks favored enemy +2 (animal) dogslicer +1 (1d4/19–20)
TACTICS Ranged shortbow +5 (1d4+1/×3)
Before Combat The goblin commando has already Spells Known (CL 1st)
imbibed a potion of rage for his fight against the 0 (2/day)—daze (DC 11), ghost sound (DC 11), mage
dog and has 2 rounds remaining on its duration hand, message
(likely the surprise round and the first round of TACTICS
combat). Before Combat The warchanter activates inspire
During Combat The commando makes sure to use his courage, gaining a +1 morale bonus on saving throws
Mounted Combat feat to try to negate an attack against fear and charm and on weapon attack and
each round against his mount, and uses his superior damage rolls (included in the stats above).
mobility to remain out of melee so he can shoot at During Combat The warchanter continues to sing
the PCs with his bow from dogback (taking the during combat, using her whip to try to trip PCs.
standard –4 penalty for using a ranged weapon while She casts daze on any PC who seems to be
mounted). If all of his goblin warriors are defeated, particularly dangerous.
he drops his bow and races in to fight the PCs in Morale The warchanter fights to the death.
melee. STATISTICS
Morale The commando fights to the death. Str 8, Dex 16, Con 13, Int 8, Wis 12, Cha 13
BASE STATISTICS Base Atk +0; Grp –5
Once the goblin commando’s potion of rage expires, his Feats Combat Reflexes, Exotic Weapon Proficiency
stats change as follows: (whip)
AC 17, touch 14, flat-footed 14 Skills Concentration +5, Jump +3, Listen +4, Move
hp 9 (1d8+1) Silently +7, Perform (song) +5, Ride +7, Tumble +7
Fort +3, Ref +5, Will +1 Languages Common, Goblin
Melee mwk horsechoper +2 (1d8+1/×3) SQ bardic knowledge +0, bardic music 1/day
Str 12, Con 13 (countersong, fascinate, inspire courage +1)
STATISTICS Combat Gear potion of cure light wounds
Str 14, Dex 17, Con 15, Int 8, Wis 12, Cha 8 Other Gear studded leather, whip, short sword,
Base Atk +1; Grp –2 shortbow with 20 arrows, 20 gp
Feats Mounted Combat, Track
C27. Bunyip Lair (EL 3)
Burnt Offerings DM Notes
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13 Will save or become panicked for 2d4 rounds.
BUNYIP CR 3 Whether or not the save is successful, an affected
Tome of Horrors I, 31 creature is immune to that bunyip’s roar for 24
Medium magical beast hours. This is a sonic, mind-affecting, fear effect.
Init +3; Senses darkvision 60 ft., keen scent, low-light The save DC is Constitution-based.
vision; Listen +4, Spot +4
DEFENSE E7. Collapsed Treasury (EL 5)
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 32 (5d10+5)
GIANT HERMIT CRAB CR 5
Fort +5, Ref +7, Will +1
Advanced monstrous crab (Tome of Horrors I, 46)
OFFENSE
Large vermin (aquatic)
Spd 10 ft., swim 50 ft.
Init +0; Senses darkvision 60 ft.; Listen +0, Spot +0
Melee bite +9 (1d6+1/18–20/×3)
DEFENSE
Special Attacks augmented critical, frenzy, roar
AC 19, touch 10, flat-footed 18 (+4 armor, +1 Dex, +5
TACTICS
natural, –1 size)
During Combat The bunyip roars as soon as it sees
hp 59 (7d8+28)
intruders, then dives into the water to attack the
Fort +9, Ref +3, Will +2
closest foe. Once it selects a target, it only
Immune mind-aff ecting effects
switches to another foe only when its current foe is
OFFENSE
dead or when another target hits it for more than
Spd 30 ft., climb 5 ft.
8 points of damage.
Melee 2 claws +10 (1d6+6)
Morale Although the bunyip is territorial, it still flees
Special Attacks constrict 1d6+6, improved grab
into the open sea if brought below 8 hit points. It
TACTICS
returns 3d6 hours later to try to reclaim its lair.
STATISTICS During Combat The crab pursues foes who flee no
farther than the top of the stairs or the
Str 13, Dex 16, Con 13, Int 2, Wis 11, Cha 7
underwater exit to the sea bed. Morale The crab
Base Atk +5; Grp +6
fights to the death.
Feats Weapon Finesse, Weapon Focus (bite)
STATISTICS
Skills Listen +4, Spot +4, Swim +9
SPECIAL ABILITIES Str 22, Dex 10, Con 18, Int —, Wis 10, Cha 2
Base Atk +5; Grp +15
Augmented Critical (Ex) A bunyip threatens a critical
SPECIAL ABILITIES
hit with its bite on a roll of 18–20, and inflicts
triple damage on a successful critical hit. Creatures Improved Grab (Ex) To use this ability, a giant hermit
killed by a critical hit are typically dismembered or crab must hit an opponent at least one size
beheaded, making it diffi cult or impossible to aff category smaller than itself with a claw attack. It
ect the remaining body with spells like speak with can then attempt to start a grapple as a free action
dead or raise dead that require a relatively intact without provoking an attack of opportunity. If it
corpse. establishes a hold, it can constrict.
Frenzy (Ex) A bunyip that detects blood in the water
has a 50% chance of flying into a frenzy the E6. Crypt (EL 6)
following round. While in a frenzy, the bunyip gains
a +4 morale bonus to its Strength, but takes a –4
penalty to its AC. The bunyip cannot end its frenzy SHADOW CR 3
voluntarily, and remains frenzied as long as prey Always CE Medium Undead
remains nearby. Init +2; Senses Darkvision 60 ft.; Listen +7, Spot +7
Keen Scent (Ex) A bunyip can notice creatures by Languages Shadows cannot speak intelligibly.
scent in a 180-foot radius and can detect blood in DEFENSE
the water at a range of up to a mile. AC 13, touch 13, flat-footed 11;
Roar (Su) A bunyip’s roar is supernaturally loud and (+2 Dex, +1 deflection)
horrifying. All creatures with 4 HD or less within a hp 19 (3d12 HD)
100-foot spread of a roaring bunyip must make a DC Fort +1, Ref +3, Will +4

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Immune All mind-affecting effects, poison, sleep Space 10 ft.; Reach 5 ft.
effects, paralysis, stunning, disease, and death Special Attacks feed
effects. Not subject to critical hits, nonlethal Spell-Like Abilities (CL 10th)
damage, ability drain, or energy drain. Immune to At will—blink, invisibility sphere, levitate,
damage to its physical ability scores, as well as to misdirection (DC 17), rage (DC 18)
fatigue and exhaustion effects. Immunity to any 1/day—charm monster (DC 19), crushing despair (DC
effect that requires a Fortitude save (unless the 19), dimension door, mass bull’s strength, mass
effect also works on objects or is harmless). enlarge
OFFENCE TACTICS
Spd Fly 40 ft. (good) (8 squares) Before Combat If Malfeshnekor hears activity
Melee Incorporeal touch +3 (1d6 Str) outside, he casts invisibility sphere on himself. In
Special Attacks Create spawn, strength damage the following rounds, he casts blink and mass bull’s
Space 5 ft.; Reach 5 ft. strength, then waits for his intruders to enter.
TACTICS During Combat Malfeshnekor prefers to engage foes
inside of his prison in melee, casting rage on the
STATISTICS first round of combat. He saves crushing despair
Str -, Dex 14, Con -, Int 6, Wis 12, Cha 13 and charm monster to use against foes who attack
Base Attack +1; Grapple — him with ranged attacks beyond the limits of this
Special Qualities Incorporeal traits, +2 turn room.
resistance, undead traits Morale Malfeshnekor has no choice but to fight to the
Feats Alertness, Dodge death.
Skills Hide +8*, Listen +7, Search +4, Spot +7 STATISTICS

Create Spawn (Su) Any humanoid reduced to Str 26, Dex 18, Con 19, Int 18, Wis 16, Cha 21
Strength 0 by a shadow becomes a shadow under Base Atk +10; Grp +22
the control of its killer within 1d4 rounds. Feats Combat Reflexes, Improved Initiative,
Strength Damage (Su) The touch of a shadow deals Improved Natural Attack (bite), Power Attack
1d6 points of Strength damage to a living foe. A Skills Bluff +18, Climb +21, Diplomacy +18, Hide +13
creature reduced to Strength 0 by a shadow dies. (+17 in wolf form), Intimidate +20, Jump +25,
This is a negative energy effect. Knowledge (history) +10, Listen +16, Move Silently
* Shadows have a +2 racial bonus on Listen and Spot +18, Sense Motive +16, Spot +16, Tumble +17
checks and a +4 racial bonus on Search checks. A Languages Common, Giant, Goblin, Worg, Infernal
shadow gains a +4 racial bonus on Hide checks in SQ change shape
areas of shadowy illumination. In brightly lit areas, Change Shape (Su) A greater barghest can assume
it takes a –4 penalty on Hide checks.) the shape of a goblin or a wolf as a standard action.
In goblin form, a greater barghest cannot use its
natural weapons but can wield weapons and wear
E10. Malfeshnekor’s Prison (EL 7) armor. In wolf form, a greater barghest loses its
M A L F E S H N E K O R CR 7 claw attacks but retains its bite attack.
Male advanced elite greater barghest (MM 23) Feed (Su) When a barghest slays a humanoid
NE Large outsider opponent, it can feed on the corpse, devouring both
Init +8; Senses darkvision 60 ft., scent; Listen +16, flesh and life force, as a full–round action. Feeding
Spot +16 destroys the victim’s body and prevents any form
DEFENSE
of raising or resurrection that requires part of the
corpse. There is a 50% chance that a wish, miracle,
AC 23, touch 13, flat-footed 19
or true resurrection spell can restore a devoured
(+4 Dex, +10 natural, –1 size)
victim to life. Check once for each destroyed
hp 85 (10d8+40)
creature. If the check fails, the creature cannot be
Fort +11, Ref +11, Will +10
brought back to life by mortal magic.
DR 10/magic
A barghest advances in Hit Dice by consuming
OFFENSE
corpses in this fashion. For every three suitable
Spd 40 ft.
corpses a barghest devours, it gains 1 Hit Die, and
Melee bite +17 (2d6+8) and 2 claws +12 (1d6+4)
its Strength, Constitution, and natural armor

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increase by +1. Its attack bonus and saves improve Spd 20 ft. (base 30 ft. without armor)
as normal for an outsider of its Hit Dice, and it Melee mwk bastard sword +7 (1d10+2/19–20) or mwk
gains skill points, feats, and ability score bastard sword +4 (1d10+5/19–20, 3-point Power
improvements normally. Attack)
The barghest only advances by consuming the Ranged composite longbow +4 (1d8/×3)
corpses of creatures whose Hit Dice or levels are TACTICS
equal to or greater than its own current total. A During Combat Orik relies on his strength in battle,
barghest that reaches 9 Hit Dice through feeding focusing his attacks on taking down one target at a
immediately becomes a greater barghest upon time and preferring to fight with his back to a wall
completion of the act. or an ally. He generally fights with a 3-point Power
Occasionally, a greater barghest uses a magic Attack, which changes his attack as detailed above.
two–handed weapon in combat instead of its claws, Morale If reduced to less than 5 hit points, Orik
giving it multiple attacks (attack bonus +13/+8). It throws down his weapons and begs for mercy. He
can also make one bite attack (attack bonus +8) promises to help the PCs however he can if given his
each round. life—this promise is mostly legitimate, as detailed
Pass Without Trace (Ex) A greater barghest in wolf in Development below.
form can use pass without trace (as the spell) as a STATISTICS
free action. Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Description/Combat A barghest that reaches 9 Hit Base Atk +3; Grp +5
Dice through feeding becomes a greater barghest. Feats Athletic, Blind Fight, Exotic Weapon Proficiency
These creatures can change shape into a goblin-like (bastard sword), Power Attack, Weapon Focus
creature of Large size (about 8 feet tall and 400 (bastard sword)
pounds) or a dire wolf. In goblin form, a greater Skills Climb +2, Intimidate +5, Swim –2
barghest cannot use its natural weapons but can Languages Common, Goblin
wield weapons and wear armor. In dire wolf form, a Combat Gear potion of cure moderate wounds;
greater barghest loses its claw attacks but retains Other Gear +1 banded mail, masterwork heavy steel
its bite attack. shield, masterwork bastard sword, composite
A greater barghest can reach a maximum of 18 longbow with 20 arrows, everburning torch, 2 pp
Hit Dice through feeding.
Greater barghests love killing, they have little
LYRIE AKENJA CR 3
stomach for direct combat and attack from ambush
Female human wizard 3
whenever possible. Greater barghests start a
CE Medium humanoid
combat by using crushing despair and charm
Init +2; Senses Listen +2, Spot +2
monster to keep opponents off balance. They try to
DEFENSE
stay away from the enemy’s main strength. Its
natural weapons, as well as any weapons it wields, AC 16, touch 12, flat-footed 14
are treated as evil–aligned and lawful–aligned for (+2 Dex, +4 armor)
the purpose of overcoming damage reduction. Its hp 12 (3d4+3)
natural weapons are treated as magic weapons for Fort +2, Ref +3, Will +3
the purpose of overcoming damage reduction. OFFENSE
Spd 30 ft.
Melee dagger +0 (1d4–1/19–20)
ORIK VANCASKERKIN CR 3 Spells Known (CL 3rd)
Male human fighter 3 2nd—mirror image, shatter (DC 15)
CN Medium humanoid 1st—burning hands (DC 14), mage armor, ray of
Init +1; Senses Listen +1, Spot +1 enfeeblement
DEFENSE 0—acid splash, detect magic, prestidigitation, ray of
AC 20, touch 11, flat-footed 19 frost
(+7 armor, +1 Dex, +2 shield) TACTICS
hp 27 (3d10+6) Before Combat If she has a few rounds before
Fort +5, Ref +2, Will +2 combat starts, Lyrie casts mirror image and mage
OFFENSE armor.

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During Combat Lyrie knows she’s outclassed in most
fights, and prefers to avoid combat when alone if
possible. If forced into combat, she focuses most
of her spells on heavily armored characters, casting
shatter on a weapon and ray of enfeeblement in an
attempt to get them to suff er for wearing such
heavy armor. She relies heavily on her wand of
magic missile in combat.
Morale Lyrie is a coward at heart, and as soon as she’s
hit for damage, she attempts to flee to the closest
ally for help. If she believes the PCs have harmed
Tsuto, though, her anger takes over and she fights
to the death in an attempt to avenge him.
STATISTICS
Str 8, Dex 14, Con 12, Int 15, Wis 10, Cha 13
Base Atk +1; Grp +0
Feats Alertness (as long as Skivver’s in arm’s reach),
Dodge, Mobility, Scribe Scroll, Spell Focus
(evocation)
Skills Concentration +7, Knowledge (arcana) +8,
Knowledge (architecture and engineering) +8,
Knowledge (local) +8, Move Silently +5, Spellcraft
+10
Languages Common, Goblin, Thassilonian
SQ summon familiar (cat named Skivver)
Combat Gear wand of magic missile (CL 1st, 38
charges), potion of cure light wounds, scroll of
sleep, scroll of comprehend languages, scroll of
minor image, scroll of see invisibility, scroll of
whispering wind
Other Gear dagger, cloak of resistance +1, silver comb
(25 gp), fine silk gown (60 gp), everburning torch,
small pouch of artifacts (hair, fingernail clippings,
used handkerchiefs, and a pearl earring worth 50
gp) stolen from Tsuto Kaijitsu, 3 pp
Spellbook 0—all; 1st—comprehend languages, detect
secret doors, floating disc, identify, obscuring mist,
sleep, 2nd— locate object, minor image, see
invisibility, spider climb

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ALTERNATE TSUTO KAIJITSU 0 (3/day) – detect magic, ghost sound (DC 13), light,
lullaby (DC 13), prestidigitation, read magic
CR 3 STATISTICS
Male half-elf swordsage 3
Str 8, Dex 14, Con 12, Int 13, Wis 10, Cha 16
LE Medium humanoid (elf)
Base Atk +2; Grp +1
Book of Nine Swords p. 16
Feats Combat Expertise, Country Born, Eschew
Init +3; Senses low-light vision; listen +3, spot +3
Materials, Weapon Finesse
Languages Common, Elven, Goblin
Skills Bluff +8, Diplomacy +10, Hide +6, Knowledge
AC 19, touch 15, flat-footed 17; (arcana) +3, Knowledge (local) +3, Knowledge
(+2 Dex, +2 Wis, +4 Armor, +1 Def) (nobility and royalty) +3, Listen +4, Move Silently
hp 15 +6, Perform (singing) +11, Profession (bartender) +2,
Immune Sleep Search +3, Sense Motive +2, Spellcraft +4, Spot +4,
Fort +0 Ref +5 Will +5 (+2 vs. enchantment) Use Magic Device +6
Melee unarmed strike +4 (1d3+1) Languages Common, Minkai
Ranged shortbow +4 (1d6+1) SQ Bardic knowledge (+4), bardic music 3/day
Space 5’; Reach 5’ (countersong, fascinate, inspire courage, inspire
Base Attack +2; Grapple +3 competence), trapfinding
Attack Options Martial Maneuvers (Clinging Shadow
Strike, Mighty Throw, Shadow Blade Technique,
Shadow Jaunt, Wind Stride)
Special Actions Martial Stances (Flame’s Blessing,
Step Of The Wind)
Special Qualities Elven Blood
Feats Improved Unarmed Strike, Weapon Focus
(Shadow Hand)B, Weapon Proficiency (Shortbow)
Skills Balance +8, Diplomacy +4, Gather Information
+2, Hide +6, Intimidate +6, Jump +7, Listen +3,
Perform (Wind Instruments) +5, Search +2, Sense
Motive +8, Spot +3, Tumble +8
Possessions potion of cure light wounds, ring of
protection +1, composite shortbow (+1 Str), chain
shirt, masterwork thieves’ tools, masterwork flute,
silver earrings (25 gp), journal, 6 pouches of gold
dust (50 gp ea), 8 pouches silver dust (5 gp ea)

AMEIKO KAIJITSU CR 4
Female human aristocrat 1/bard 3/rogue 1
CG Medium humanoid (human)
Init +2; Senses Listen +4, Spot +4
DEFENSE
AC 12, touch 12, flat-footed 10 (Dex +2)
hp 27 (1d8+1 plus 4d6+4)
Fort +2, Ref +7, Will +6
OFFENCE
Spd 30 ft.
Melee club +1 (1d6-1, 20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Sneak attack +1d6
Bard Spells Known (CL 3rd)
1st (2/day) – charm person (DC 14), cure light wounds,
expeditious retreat
Timeline Lonjiku Kaijitsu kills his wife by throwing her
down a cliff. Nualia has her miscarriage.
Chopper begins murdering people.

4624: Foxglove manor is built Abadius 10th, 4702: Kerista’s mother is


murdered by Chopper (his 9th victim).
4644: Vorel Foxglove’s ritual to become a lich
is interrupted by his wife Kasanda. Vorel, Abadius 26th, 4702: Chopper’s last murder,
Kasanda, their young daughter, and all the and Mr. Stoot is found dead.
manor’s servants die in the chain reaction.
Calistril 2nd, 4702: The funeral of Atsuii
4665: Sandpoint is built. Kaijitsu. Ameiko comes back to Sandpoint for
this event, and seems to abandon her life as an
4673: Lonjiku Kaijitsu’s father inherits the adventurer from then on. Tsuto accuses his
Glassworks and seals off the smuggler tunnels. father of killing his mother. Lonjiku strikes him
with his cane, almost breaking his jaw. Tsuto
4687: Jervas Stoot moves to the island north of curses him and leaves Sandpoint.
town. Traver Foxglove and his family move
into Foxglove manor. Later that same year, his Calistril 21st, 4702: The church of Sandpoint is
wife Cyralie gave birth to their son Aldern burnt to the ground. Father Tobyn’s remains
(they already had two daughters). are found in the ruins. Nualia's corpse is never
found, and is assumed to have perished in the
4693: Traver Foxglove kills his wife and then blaze.
commits suicide.
Spring 4702: Nualia goes to Magnimar, meets
====== the Skinsaw Men, and murders Delek.

THE LATE UNPLEASANTNESS Summer 4702: The leader of the Skinsaw Men
gives a Sihedron medallion to Nualia and tells
Pharast 4701: Delek Viskanta and Nualia her to explore the catacombs below Sandpoint.
Tobyn begin having a relationship. Nualia finds the Catacombs of Wrath and
begins learning under Erylium for many
Desnus 6th, 4701: Tsuto and Ameiko have a months (until spring of the following year).
big argument. Tsuto strikes Ameiko. Ameiko
leaves Sandpoint to become an adventurer. ===

Erastus 20th, 4701: Nualia realizes that she’s Summer 4706: Aldern returns to Magnimar and
pregnant and announces it to Delek. He leaves starts living there, interacting with wealthy
her, and Sandpoint. people, and contacting the Brotherhood of
Seven. He begins to reconstruct the manor.
Kuthona 28th, 4701: Karzoug activates his
runewell. ("The runewell in the Catacombs of Fall 4706: Tsuto join Nualia’s group in
Wrath under Sandpoint sends a shockwave of Magnimar.
magical energy through the town above,
manifesting in the form of violent nightmares ===
from which many folk woke in a terrible rage
that vanished in the span of a heartbeat").
Calistril 4707: Aldern meets Iesha and marries
her.

Desnus 4707: Nualia and her followers arrive at


Thistletop and take control of the goblin tribe
there.

Erastus 30th, 4707: Aldern murders Iesha and


hides her body.

Rova 18th, 4707: Aldern accepts to gather


some diseased rat sample from his manor. First,
though, he goes to Sandpoint to steel his
nerves. Tsuto blackmails his father to help the
raid.

Rova 21st 4707: The Swallowtail Festival. The


Burnt Offerings adventure starts.
Goblin Songs Humies have a little town!
We will burn it down!
Sneaking Song Burn it down! Burn it down!
Burn it to the ground!

Goblins sneak and goblins hide,


Kill the people!
Goblins hunt when it’s dark outside,
Slay their beasts!
Out of the forest, through the trees,
Take their things!
Goblins quiet in the leaves.
Eat their meats!

Goblins sneak and goblins harm,


Feast until you are filled
Goblins find a lonely farm,
Upon the corpses goblins killed!
Badger stink and poison bone,
Search the pockets
Kill the dog away from home.
Steal their stuff!
Goblins never get enough!
Goblins sneak and goblins hide,
Goblins know how to get inside,
Burn the building
Down the chimney, up the loo,
Slip inside!
Goblins know just what to do.
Where the humies
Try to hide!
Goblins sneak and goblins spy,
Goblins listen for baby’s cry,
Drink their blood!
Find the crib and climb beneath,
Slake your thirst!
Draw the blade and lick your teeth.
Have some mercy
Kill them first!
Goblins sneak and goblins hide
Goblins climb up inside,
When the humies start to fight
Must be quick with shiny knife,
Stick the goodies in a sack!
Never wake-up farmer’s wife.
We disappear into the night
Silly humies, we'll be back!
Goblins sneak and goblins see
Goblins know when to flee,
Stuff the baby into sack, The Horse Chant
Run from room, don’t look back.
Nasty breath and nasty feet
Goblins sneak and goblins hide, Trample goblins in the peat!
Goblins hunt when it’s dark outside,
Deep in the forest, out of sight, Big square teeth and he can fight
Goblins eat tasty baby tonight. Kill a goblin with a bite!

Cannot kill him with brute force


"Dumb horse, run back in, O ho! How we hate the horse!
Dumb horse, run back in,
Dumb horse, run back in, Sneaky sneaky in the stall
I set your barn on fire." See him standing o so tall!

Raiding Song
Pull his tail and twist his mane Goblins swarm and goblins kick,
See him spit and twist in pain! Goblins poke with goblin sticks,
Ha! You rolled a natural one!
Run and run! Scramble, race! Goblins find this lots of fun.
Lead him on a merry chase!
Goblins watch with beady eyes,
He not see the cliff at night Goblins eye your curly fries,
Goblins eat until daylight! As you fall into their trap,
Goblins eat then take a nap.
Tasty tasty meat of course!
O ho! How we love the horse! Goblins burp and goblins stink,
Goblins don't have time to think,
The Dogslicer Song They're just here to nab your food,
Goblins blame that other dude.

Goblins need a blade to fight,


Goblins like your treats and snacks,
Scare the doggies with our might.
Goblins fill up doggie snacks,
A rusty blade should do the trick,
Goblins steal the yummy treats--
Their mangy hides we mean to nick.
You came to game, they're here to eat.

Into the trash we must dig,


To find a blade not too small or big. "Foot-Trap Laying Song"
Into the mounds we will dig deep,
Out with a blade we will creep. When it's dark and humans sleep,
on the shadowed path we creep.
A rusty blade to cut their hides, Tracks of boots and horses 'round,
Dig it deep into their sides. is where we dig in the soft ground.
Look at the mess that we have made,
With our fine new dogslicer blade. Careful with the dirt on top;
set it aside. Don't break and drop.
Goblin Gamers Song The trap we put the earth upon,
to hide the pointy sticks till dawn.

Goblins eat your house and home,


Dig it half as you are tall,
Goblins eat your garden gnomes,
so human boots are sure to fall.
Next time it's your gaming night
In the bottom drive the sticks,
Lock the door, and bar it tight.
so feets and hooves get lots of pricks!

Goblins curse your stupid dice.


Mesh of twigs to hold the dirt
Goblins don't eat beans or rice.
that hides our pretty goblin work.
Guard your toes and gird your feet;
If all looks flat and plain in light,
Goblins like the nerdly meat.
humans fall; we did it right!

Goblins steal the nacho chips,


Goblins claim the bestest dips, The Goblin Terror Song
Watch you as you cry, "boo hoo,"
Goblins stole your Mountain Dew. You will cry and you will moan
Goblins come into your home
Goblins hide where you can’t hear Hide in trees from wicked sun.
Goblins pounce and bite your ear Longshanks chase with nasty dogs,
chase the goblins into bogs.
Goblins hide when longshanks come
Goblins smart and you be dumb Boggy ground and boggy air,
Goblins hide where you can’t see But the goblins do not care.
You can’t run and you can’t flee Hunters chase the goblins round,
Never seeing pits in ground!
You will scream and you will run
Goblins chase you down for fun Trappers now the trapped they be,
Goblins hide where you can’t spy While the goblins dance with glee!
Goblins snatch and gouge your eye Heads get smashed and longshanks dead,
And goblin bellies soon get fed!
Goblins creep and Goblins crawl
Goblins come when baby bawls Goblin Glassworks Song
Goblins hide where you can’t find
Upon you flesh we goblins dine (used it in game play)

Goblins crack and goblins smash


Goblin Lullaby
Goblins like to break your glass
From below we sneak and hide
Sung to the tune of ‘Hush Little Baby’
http://www.kididdles.com/lyrics/h012.html Melt the father of our guide.
A traditional song for the warden of the goblin nurseries,
Goblins have discovered this has an unnerving effect on Kill the workers, cut them up
other races, although they aren’t sure why.
Burn them parts, it brings good luck
We the Goblins, you the prey
Stifle the baby wrap it in togs
We torch you good the goblin way.
Feed it flesh of the longshank dogs
A player retaliated… taunting the goblins...
When it cries and wants to eat
Let it fight for a tasty treat
'Goblins lurk and goblins hide,
Into Sandpoint, where they died!
If the thing should fail and die
No glory to the Goblin Head,
Let the next one have a try
Nor ballads, for, your Sons be Dead!
Desna travels and Desna Sees...
If it wants to eat again
Goblins die, Des-nah de-crees!'
Throw a rat into its pen

Soaked with blood in its cage Goblin Travel Song


Poke and pinch it to enrage Goblins march on dusty feet along the stones of
Longshanks street.
Then give it a blade or sharp razor When the fire leaves the sky and comes the time
And let it play with the prisoners for day to die,
then the throat cries out for drink and the belly
longs for meat.
Players’ Response to the Goblins
Goblins march on dusty feet along the stones of
Longshanks street.
Goblins flee and goblins run,
Sharp teeth bite, the blood rolls out.
A slicer gripped in bloody hands brings fear of Every night we scream and shout.
death to Longshank's lands. Dark eyes gleam, to see them bleed -
Stones3 sparkle in the cold, tiny fires that won't Her Majesty in terror reigns.
grow old.
They light the way for goblin eyes, blood to drink Sharp claws tear, the blood is sweet.
and flesh to eat. Every night we pound our feet.
A slicer gripped in bloody hands brings fear of Dark teeth grin, to hear our din -
death to Longshank's lands. Her Majesty in terror reigns.

Goblin teeth rip Longshank's neck and goblin Sharp blades stab, the flesh is weak.
blades slice Longshank's flesh. Every night our songs we sing.
The open eye* shines bright above, singing white Dark skin burns, our souls to turn -
of goblin love. Her Majesty in terror reigns
Goblins love to sing and eat; goblins love blood to
drink Sharp stones cut, we sacrifice.
Goblins march on dusty feet along the stones of Every night will just suffice.
Longshank's street. Dark throat drinks, we give our thanks -
Her Majesty in terror reigns.
Goblin Trash Digging Song
Some broken glass, a pot thats red
makes a club to smash his head.
When we find a metal bit,
we makes a knife to slash the git.

Oh what a sorry, wretched fool,


that tosses out his own death's tool.
Goblins bite and hack and slash -
Goblins dig through Longshank's trash.
Goblins bite and hack and slash -
when we dig through Longshank's trashhh!

Her Majesty in Terror Reigns4


Goblin Hymn of Sacrifice5
To be sung slow and majestically

3
Stones is a goblin reference to stars; the open eye is the
moon
4
If you know the Christian Hymn, "Pierce my ear," the lyrics
well fit the tune. Otherwise try singing it somewhat like
"Amazing Grace."
5
Some goblins have been observed crying or otherwise misty
eyed while singing this solemn hymn prior to a sacrifice.
However once the song is ended, goblins routinely break out
in hysterical laughter, screaming, stomping and exhibiting
loud exuberance - just as the priest(s) falls upon the victim
with teeth, claws, and knife.
OOGIE BOOGIE CR 5
CE Huge Awakened Magical Beast (Augmented Diminutive Insect Swarm)
Init +4; Senses Blindsight 30 ft, Darkvision 60 ft, tremorsense 30 ft; Spot -2, Listen -2
DEFENSES
AC 12, touch 12, flat-footed 8; (-2 size, +4 dex)
38 hp; (11d8-11); Immunities Weapon damage*, mind-affecting effects
Vulnerability pulled thread
Saves: Fort +5, Ref +7, Will +3
OFFENSE
Spd 20 ft (4 squares), climb 15 ft (3 squares)
Melee Slam +8 melee (2d6+4) or
Melee Hurl rock +3 ranged (2d6+4) or
Melee Swarm (3d6 plus poison)
Special Attacks Distraction*
BAB +6; Grapple +14
Space 15 ft; Reach 5 ft
TACTICS
Before Combat
During Combat
Morale
STATISTICS
Str 19, Dex 19, Con 8, Int 10, Wis 6, Cha 8
SQ swarm traits, vermin traits
Skills Appraise +3, Climb +7, Gather Information +3, Disguise +5, Forgery +5, Profession (Gambler) +4, Sleight of
Hand +10, Perform (Sing) +3, Tumble +7
Feats Close-Quarters Fighting6, Deceitful, Hurl Rocks7, Throw Enemy7

Oogie Boogie is the Boogie Man, resembling a large burlap sack. He is a gambler by nature, and especially loves to
gamble with the lives of others.
Despite his love of gambling, he exhibits no skill in it; on two occasions, he rolls snake eyes, and (as he admits)
has to resort to cheating. He is also somewhat lecherous, as shown by how easily he was distracted by Sally's bare
(and dismembered) leg. According to Lock, Shock, and Barrel, as well as some of his deleted song material, he is
also apparently good at making a concoction known as Snake and Spider Stew, though it would seem he tends to use
people as ingredients.
Oogie is eventually revealed to be a collection of thousands of bugs, led by a green cockroach-like creature, who
gathered the others into a revenge scheme against Santa for ruining their holiday "Bug Day"."
Oogie Boogie has a shorter than normal reach due to his short arms.
Blindsight (Ex): This ability is similar to blindsense, but is far more discerning. Using nonvisual senses, such as
sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and
fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though
the creature must have line of effect to a creature or object to discern that creature or object. The ability's
range is specified in the creature's descriptive text. The creature usually does not need to make Spot or Listen
checks to notice creatures within range of its blindsight ability. Unless otherwise noted, blindsight is continuous,
and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action.
If so, this is noted in the creature's description. If a creature must trigger its blindsight ability, the creature
gains the benefits of blindsight only during its turn.
Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d4 Dex. The save DC is Constitution-based. Oogie
Boogie can only use his poison attack when he is not wearing his burlap suit.

6
Complete Warrior
7
Races of Stone
Tremorsense (Ex): A creature with tremorsense is sensitive to vibrations in the ground and can automatically
pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also
sense the location of creatures moving through water. The ability's range is specified in the creature's descriptive
text.
Burlap Suit: As long as Oogie Boogie is wearing his burlap suit he loses many of his swarm traits. For example, he is
not susceptible to high winds; he loses his immunity to weapon damage*; he loses his poison attack; and he loses the
ability to distract his foes. While the bag is immune to bludgeoning damage, the bugs inside are not. The suit can
be slashed and pierced but will not release any bugs until Oogie loses half his hit points. However, the suit is
vulnerable to having loose threads. Once a thread is pulled, the entire suit begins to unravel. It takes 3 rounds for
the entire suit to unravel, spilling out all of Oogie Boogie’s insect swarm. The swarm is under the control of the
largest insect. Oogie reforms along with his burlap suit within 24 hours if the main bug is not killed.
Observations

- Burnt Offerings
This was probably our favourite adventure in the AP, although the Skinsaw Murders and the Hook
Mountain Massacre came very close. We had a blast playing this adventure! It is really a gem.

What we especially liked :

- Sandpoint: The town is wonderfully detailed and feels really alive. There is just the right amount of
details, and the NPC’s are interesting. It serves its purpose as a base that the PC’s will care about. It’s
easy for the DM to make fun things happen in Sandpoint with the info that’s given.

- The whole "Late Unpleasantness" background was amazing… it put an intriguing atmosphere right
from the start.

- Very cool villains with lots of potential for role-play (especially Tsuto and Nualia).

- The goblins are fun enemies to fight, with the silly things they do.

- The several events that are described to introduce the PC’s to Sandpoint (Aldern’s hunt, the goblin in
the closet, Shayliss, etc.) are of tremendous help to the DM to help bring the place to life, from the
very start of the adventure. Honestly, it’s this more than anything that made me want to DM this
campaign. I really love this kind of stuff, both as a DM and as a player.

- The map of the hinterlands around Sandpoint, and the other locations, was excellent. Even though the
locations weren’t described in detail, there was enough information to create side-quests, if needed,
and to give the player the sense that the world was alive and that there was more to it than just what he
saw within the confines of the adventure.

- The catacombs of wrath (cool and creepy), the glassworks and Thistletop were very interesting
locations to make the adventure in.

- The investigation to uncover Nualia’s plot was very interesting, by finding, fighting, questioning
Tsuto and reading his journal and interacting with him.

- Erylium was a very interesting encounter. She’s above the competencies of the characters to deal
with, so they have to be creative (but the encounter’s not too damaging either, so they don’t get
destroyed while they figure out what to do).

- Once the campaign was over, and my player was browsing through the modules, he stopped at the
picture of Thistletop and how it’s shaped like the head of Karzoug’s statue, and thought it was really
cool! (the PC’s never noticed this in-game).

- The ecology of Thistletop was interesting: that the Tentamort was eating goblins and they were afraid
of it. The dungeon was still being explored by Nualia: there were still mysteries in the dungeon even to
her.
- The mystery around the Sihedron rune was fun (this goes for the first 3 adventures).

- I loved the zombies in the pits of the catacombs: reminded me of a scene in “The Case of Charles
Dexter Ward”.

- The player loved the fact that there was a side-quest to free the horse Shadowmist: he thinks it’s good
to have such side-quests in an adventure.

- It’s cool that the followers of Nualia were so well fleshed-out.

- The rumors about the Sandpoint Devil are a nice addition to the adventure, especially since the
players are not even meant to encounter this monster. It remains a mystery. It’s good that there are red
herrings like this (makes the world feel more complex, alive).

Some things that didn’t work out so well:

- I wasn’t too keen on the PC’s being heroes right after killing a few goblins. I would’ve preferred if
they had stayed “nobodies” for a bit longer, and only became appreciated by the town after proving
themselves. Since they reach the status of “heroes” just after killing a few goblins, for the rest of the
AP, even though they kill more dangerous and epic enemies, they were already “capped out” in
heroism from the start. Maybe I should’ve changed that.

- It would have been nice if the remains of Mr. Stoot’s house had been described at least a little bit, as
it seems a likely place for the PC’s to visit upon hearing about the Late Unpleasantness. I only learned
about the Pazuzu statue months later on the boards, alas.

Most memorable fights of the adventure:


- The one against Erylium.

- The series of quick fights when the PC's infiltrated the Thistletop stockade by a mixture of stealth,
force and cunning.

- The one against Nualia, Lyrie, one Yeth Hound, Orik and Bruthazmus.

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