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