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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


Churlwood - A tangled forest choked by
Ashwood - While many forests in Varisia bear tenacious vines, Churlwood is almost
dark reputations, Ashwood’s is legendary. impossible for non-natives to navigate, making
Everyone within a hundred miles claims to it the perfect refuge for the bandit gangs
have a relative or friend-of-a-friend who and goblin tribes that raid from its borders.
personally encountered a ghost, werewolf, or With its plentiful game and renowned ability
other spook within the wood’s brooding to confuse even the most canny trackers, the
borders. Yet while locals might boast wood is a popular destination for wanted men,
excitedly and exchange tales by day, at night its borders a haven for rogues and escaped
they bar their doors and pile firewood high. slaves alike—hence the expression, "Safe as a
The Church of Erastil takes these stories thief in Churlwood." Of course, what the
particularly seriously, and worshipers of Ol’ stories of outlaw folk heroes and egalitarian
Deadeye are frequently seen patrolling the bandits fail to mention is just how many men
dells and towns along the forest’s ragged who enter the forest are never seen again.
edge, making sure the dark creatures within
its borders stay there. 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 noble houses and government officials
the rolling plains, certain spots along the squabbling to decide where the colony’s
shore steaming in the colder months. The lake allegiance would fall. While many loyal to the
is also home to strange aquatic creatures that old empire eventually left the city, relocating
dart like fireflies in massive schools beneath to Magnimar, theirs was not the only faction
the surface. Not quite fish, these tiny to desert the quarreling city. Ilsur, formerly
creatures called “charigs” resemble a First Sword among the Knights of Aroden,
salamanders, their transparent skin advocated a shaking off of noble rule
phosphorescing in the clear waters. Although altogether and the restructuring of Korvosa
the creatures appear harmless, locals avoid as an efficient, military meritocracy. He
eating them, claiming that on certain nights campaigned for years but conceded failure in
of the year the schools assemble in flickering 4631 AR with the foundation of the Korvosan
patterns miles wide, moving with purpose and royal house. Ilsur led his troops to the coast
intelligence, as if creating glowing signals of Lake Syrantula, where they settled in a
visible only from the sky. small fishing village and dug in to await their
chance to return and put the new aristocracy
Galduria - While the town of Galduria to the sword. Although Ilsur is long dead and
survives primarily by ferrying grain and his descendants are more woodsmen and
lumber along the Lampblack River and Ember fishmongers than soldiers, the village remains
Lake, its true claim to fame is its college. By fiercely independent—ceding to neither
far the oldest structure in town, the Twilight Korvosan nor Magnimarian rule—and all
Academy is one of the premier schools of townsfolk are required to maintain a sharp
magic in Varisia, rivaled only by the Stone of sword and train against the day when they
the Seers in Magnimar and the notorious might have to defend their freedom from
Acadamae of Korvosa, both of which consider tyrants.
it an upstart devoid of their own rich
heritages. Founded in Galduria specifically to Lake Syrantula - One of the most frequently
avoid the political pressure and intrigues of traveled waterways in Varisia, this hundred-
those two cities, the Twilight Academy has a mile-long lake is a primary part of the trade
reputation as being experimental and route between Korvosan and Magnimarian
unconventional in many of its practices, but holdings. Though most of the fishermen and
frequent donations to public works keep locals sailors who ply its waters have little more to
from probing too deeply into the occasional fear than the giant gars that are a major
haywire spell or necromantic accident. food source for nearby communities, none can
There are several places to rest up in truly say what beasts might slumber in such
Galduria. The Retired Familiar is the inn an enormous body of water, and most of those
closest to the Twilight Academy it is also one who live along its shores are careful to avoid
of the most expensive and one of the nicest the mysterious ruins that dot its southern
inn’s in Galduria. There are several other border.
taverns that cater to the loggers and farmers
who often visit Galduria. These include The Malgorian Mountains - While adventurous
Branch and Axe, Jarl’s Hole and The Granary. herdsmen make this one of the most civilized
mountain ranges in Varisia, it’s also one of the
Ilsurian - In the years immediately following most geologically active. Although it contains
the crumbling of the Chelaxian Empire, few volcanoes of any real size, geysers, hot
Korvosa was embroiled in turmoil, the various springs, and bubbling tar pits dot the range,

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filling the mountains with strange and maintain a gateway to the First World of the
sometimes choking clouds and making travel fey.
treacherous for those unused to such
hazards. Though close-mouthed about such Shimmerglens - The Shimmerglens have long
things to other races, the gnomes of Sanos been shrouded in mystery, for these
Forest seem particularly taken with these trackless swamps are said to lie quite close to
geologic features, and troops of the little the First World of the Fey, particularly
folk can sometimes be found ringing a geyser where they border Sanos Forest. Capricious
long after sunset, performing some sort of and sometimes malicious creatures are known
private prayer or ritual. to harass travelers in this domain. The
Wicker Walk between Sanos Forest and the
Mushfens - South of the Yondabakari, the hamlet of Bitter Hollow was built expressly to
land becomes a sweating tangle of boggy offer travelers a way to cross through the
marshes and impenetrable mangroves, endless swamps without annoying the area’s denizens,
meres and fens capable of swallowing men but stories still abound of nixies laying traps
without a trace. Along with the usual dangers to confuse and baffle travelers, of nymphs
of the swamp, the Mushfens are known for seducing men and women and leaving them
their vicious populations of boggards, marsh besotted and lost in the marsh, or of sprites
giants, and faceless stalkers. stealing supplies and replacing them with
rotten fish, poison mushrooms, or disturbing
Nybor - Renowned for its racial tolerance, little dolls made of clay and string.
this peaceful farming community has a
greater number of half-breeds per capita The Storval Deep - Filling the entire valley
than anywhere else in Varisia, and strongly between the Iron Peaks and the Wyvern
encourages interracial marriages. While it Mountains, the Storval Deep is a massive lake
occasionally draws the ire of puritan sects, held back by an ancient dam, Skull’s Crossing,
many are the young Magnimarian noblewomen at its southern tip. What’s more, the banks of
who are quietly bundled up and shipped off to the lake themselves seem curiously worked, as
Nybor when an illicit fling results in if carved from the surrounding stone by more
pregnancy. than water. Although rumors abound of
sunken cities, flooded mineshafts, and relics
Sanos Forest - While Whistledown is so powerful the ancients created the lake
regarded by other races as the primary just to hide them, few have ever ventured
gnome settlement in Varisia, Sanos Forest is into the dark water’s unfathomed depths.
their true domain. Here, under sun-dappled
branches bowed low with moss and fungus, Viperwall - Embossed with great stone
the gnomes prune and twist the living plants serpents, the conical roofs of this brooding
into elaborate dwellings. Here, too, they’re castle’s many towers shine in the moonlight.
free to drop the masks worn among other Avoided by locals, the structure is often
sentient races and revel in their true natures, surrounded by a greenish haze of poisonous
organizing themselves along principles gas which leaks steadily from fanged
unknown to outsiders. Although gnomes as a sculptures in its walls.
race are extremely tight-lipped about what
goes on in Sanos Forest, there are whispers Wartle - A ramshackle trading post full of
that somewhere deep in its heart they 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 lycanthropes were driven underground, where
Wartle remains something of a frontier the Magnimarian leaders, unprepared for such
settlement, populated primarily by swampers passionate resistance, were content to let
and trappers. Aside from a few highly them stay. The official Magnimarian position
successful brothels, most of the buildings and is that any rumors of lycanthropy are just
boardwalks that rise on stilts above the that and those pointing out the townsfolk’s
murky swamp water are filled with dirty, unusual habits are quickly coerced into
bearded men who scratch out a living silence.
exporting peat, fungus, and furs to the "city The town’s main inn is called the Deer
folk" downstream. Still, they’re a boisterous and Wolf. This inn is the largest in town and
and fun-loving lot, easy to get along with so the most welcoming to visitors who there
long as you don’t put on airs. Most of last seem to be relatively few of. The tavern is
night was spent in a precariously tilting dive owned by a man named Jonas Debeas. He is a
known as the Lean-To, sampling the local large set shaggy man with little interest in
liquor called Bog Grog. It’s actually not so strangers. The other feature of the town is a
bad, once you get used to straining out the large temple to Erastil. The head priest Braid
grit with your teeth, but it’s generally a good Ollum is a quiet man dedicated to helping
idea to avoid drinking the dregs of the those afflicted with Lycanthropy overcome
communal bottle. and live with the disease. Despite the size of
the temple he is the only priest as few others
Whistledown - Named for the distinctive priests share his compassion for
wooden charms that hang from house eaves to Lycanthropes. Luckily for the PC’s their
turn the evening wind off the lake into arrival is nowhere near the full moon so there
haunting melodies, Whistledown lies at the stay should be relatively uneventful. The PC’s
western tip of the Fenwall Mountains, where next stop is Galduria. It is two days walk or
Lake Syrantula becomes the Yondabakari once one day’s solid march away.
more. Although the town is home to almost as
many humans as gnomes, Whistledown is Yondabakari River
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.

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 Lord-
Mayor 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

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Blindsight (Ex) An argorth can ascertain the
Encounters on the Journey location of all creatures within 120 feet. Beyond
that range it is considered blinded. Argorths
Near Water are invulnerable to gaze attacks, visual effects
of spells such as illusions, and other attack
An avalanche of gnashing teeth, bone hooks, and forms that rely on sight.
worm coils roils forward in a wave of sundering Constrict (Ex) An argorth deals 2d6+16 points of
parts. At the forefront of this thrashing, damage with a successful grapple check.
tentacular body yawns a howling pit of a mouth, Death Throes (Ex) When an argorth is reduced to
ringed with a spiral of churning teeth and three –10 hit points, it collapses to the ground and
massive, spiked mandibles. thrashes wildly. It gets one final tail slam
attack on every creature within 10 feet, after
ARGORTH CR 11 which it dies. It cannot grapple or constrict with
this final attack.
Always CE Huge aberration
Fearful Shriek (Su) An argorth can emit a wholly
Init +3; Senses blindsight 120 ft.; Listen +3, Spot
unnatural shriek, a howl not of the mortal world.
+3
When an argorth uses this ability, all creatures
DEFENSE
within 100 feet must succeed on a DC 21 Will
AC 26, touch 11, flat-footed 23 (+3 Dexterity, +15
save or be shaken for as long as the monster
natural, –2 size)
remains in sight. This is a sonic mind-affecting
hp 138 (12d8+84); Diehard
fear effect. This ability does not affect
Fort +15, Ref +7, Will +11
creatures with more Hit Dice than the argorth.
DR 10/cold iron; SR 21
Whether or not the save is successful, an
Immune gaze attacks, mind-affecting effects,
affected creature is immune to the same
visual effects
argorth’s fearful shriek for 24 hours. The save
Resist acid 10, cold 20
DC is Charisma-based.
OFFENSE
Ground Slam (Ex) As a full-round action, an
Spd 40 ft., burrow 20 ft., climb 20 ft., swim 40 ft. argorth can lift its entire body into the air and
Melee bite +19 (3d6+11) and tail slam +13 (2d6+5) slam it against the ground in a single, reckless
Space 15 ft.; Reach 10 ft. attack. This attack deals 1d10 points of damage
Special Attacks constrict 2d6+16, fearful shriek, to the argorth, but all creatures within 5 feet
ground slam, improved grab, swallow whole of the monster are targeted by this +13 melee
TACTICS attack which deals 2d8+16 points of damage.
Before Combat Maddened engines of destruction, Any creature standing within 10 feet of an
argorths use their fearful shriek ability and argorth when it makes this attack (including
then rampage into battle. those who might be damaged) must make a DC
During Combat Once engaged, argorths attempt to 23 Reflex save or be knocked prone by the
swallow as many creatures as they can, using sheer force of the blow. The save DC is
their ground slam ability to devastate wide Constitution-based.
areas. Improved Grab (Su) To use this ability, an argorth
Morale Argorths know no fear and fight until must hit a creature at least one size category
destroyed. smaller than itself with its tail. It can then
STATISTICS attempt to start a grapple as a free action
Str 32, Dex 16, Con 24, Int 8, Wis 16, Cha 20 without provoking an attack of opportunity. If it
Base Atk +9; Grp +28 wins the grapple check, it establishes a hold and
Feats Cleave, Combat Reflexes, Die Hard, can constrict.
Endurance, Weapon Focus (bite) Swallow Whole (Ex) An argorth can try to swallow
Skills Climb +19, Spot +18, Swim +19 a grabbed Medium or smaller opponent by
Languages Abyssal making a successful grapple check. An argorth
SQ death throes that swallows an opponent can use its Cleave
SPECIAL ABILITIES feat to bite and grab another opponent.

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A swallowed creature takes 2d8+8 points of Cleric Spells Prepared (CL 3rd; base DC 16; bonus
bludgeoning damage and 8 points of acid damage spells based on Wis 19):
per round from the argorth’s gizzard. A 2nd—bear's endurance, touch of madnessD (DC
swallowed creature can cut its way out by using 18), hold person (DC 18)
a light slashing or piercing weapon to deal 25 1 —protection from lawD, command (DC 14), cure
st

points of damage to the gizzard (AC 15). Once light wounds, obscuring mist
the creature exits, muscular action closes the 0—create water, cure minor wounds, guidance,
hole; another swallowed opponent must cut its mending
D
own way out. : Domain spell. Deity: Lamashtu. Domains: Chaos,
An argorth’s gizzard can hold 2 Medium, 8 Madness
Small, 32 Tiny, or 128 Diminutive or smaller STATISTICS
opponents. Str 13, Dex 14, Con 14, Int 8, Wis 16, Cha 12
Skills: An argorth has a +8 racial bonus on Climb SQ trap sense +1, trapfinding, Insanity 3, clarity
checks and can always choose to take 10 on a of madness 1/day
Climb check, even if rushed or threatened. It Feats Combat Casting, Martial Weapon Proficiency
also has a +8 racial bonus on any Swim check to (falchion), xxx, Weapon Focus (falchion)
perform some special action or avoid a hazard. Skills Bluff +7, Concentration +8, Diplomacy +3,
It can always choose to take 10 on a Swim Disguise +7 (+9 to act in character), Intimidate
check, even if distracted or endangered. It can +3, Knowledge (local) +2, Knowledge (religion) +2,
use the run action while swimming, provided it Listen +3, Spot +3, Use Rope +5
swims in a straight line. Possessions combat gear plus +1 leather armor, +1
falchion, cloak of resistance +1, phylactery of
Soon after the argorth is defeated, a faithfulness, 40 gp
small band of Lamashtu cultists comes upon
the adventurers after the battle. Seeing IVOAKE (RAGING) CR 5
that their “patron,” the argorth, has been Female human Bbn5
defeated, they will attack to exact their CE Medium humanoid
revenge. Init +1; Senses Listen +1, Spot +1
Languages: Common, Gnome, Abyssal.
DEFENSE
ELAINE BLOODMIST CR 6 AC 14, touch 9, flat-footed 14 (-2 rage, +1 Dex, +5
Female Human cleric 3/rogue 3 (Lammashtu
armor)
cultist) hp 54 (5d12+15)
CE Medium humanoid
Fort +7, Ref +2, Will +3
Init +2; Senses Listen +3, Spot +3
OFFENSE
Languages Common
Spd 30 ft
DEFENSE
BAB +5; Grapple +9
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 armor)
Melee +1 greataxe +10 (1d12+7/x3) or
hp 36 (3d6+3d8+12 HD) Melee masterwork light hammer +10 (1d4+4)
Resist evasion
Ranged masterwork mighty composite shortbow +8
Fort +7, Ref +7, Will +5 (1d6+2/x3)
OFFENSE
Attack Options Quick Draw
Speed 30 ft. (6 squares) Special Attacks tanglefoot bag
Melee +1 falchion +7 (2d4+2; 18-20/×3) BASE STATISTICS
Base Atk +4; Grp +5 When not raging, Ivoake’s stats change as follows:
Atk Options sneak attack +2d6
AC 16, touch 11, flat-footed 16
Special Actions command undead 4/day (+1, 2d6+4, hp 44
3rd)
Fort +5, Will +1
Combat Gear potion of pass without trace, potion Melee +1 greataxe +8 (1d12+4/x3) or
of sanctuary
Melee masterwork light hammer +8 (1d4+2)

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Ranged masterwork mighty composite shortbow +8 Skills Spot +1, Intimidate +6, Listen +6, Climb +5,
(1d6+2/x3) Handle Animal +6, Survival +9
Str 14, Con 13 Feats Blind-Fight, Endurance, Power Attack
Skills Climb +3, Jump +1 Possessions masterwork mighty composite longbow
STATISTICS (+3 str), masterwork short sword, 11 arrows, +1
Str 18, Dex 12, Con 17, Int 14, Wis 10, Cha 9 light flail, masterwork chainmail, masterwork
SQ fast movement, rage 2/day (6 rounds), uncanny large steel shield, Potion of Swimming, Antitoxin
dodge (AC), uncanny dodge (flank) (vial), 79 gp.
Skills Spot +1, Listen +8, Climb +5, Handle Animal
+4, Jump +3, Knowledge (Nature) +6, Swim +12, ACHE (RAGING) CR 5
Survival +5 Female human Bbn5
Feats Combat Reflexes, Quick Draw, Track CE Medium humanoid
Possessions: masterwork mighty composite Init +3; Senses Spot +3, Listen +3
shortbow (+2 str), masterwork light hammer, 20 DEFENSE
arrows, +1 greataxe, masterwork chainmail, AC 16, touch 13, flat-footed 16 (-2 rage, +3 Dex,
masterwork large steel shield, Potion of +5 armor) or
Darkvision, Tanglefoot Bag, 65 gp. hp 70 (5d12+25)
Fort +9, Ref +4, Will +6
TON (RAGING) CR 5 OFFENSE
Male human Bbn5 Spd 30 ft
CE Medium humanoid Melee +1 battleaxe +9 (1d8+6/x3) and masterwork
Init +2; Senses Listen +6, Spot +1 handaxe +9 (1d6+3/x3) or
DEFENSE Melee +1 battleaxe +11 (1d8+6/x3) or
AC 17, touch 10, flat-footed 17 (-2 rage, +2 Dex, Melee masterwork handaxe +11 (1d6+3/x3)
+5 armor, +2 shield) Ranged masterwork mighty composite shortbow
hp 57 (5d12+20) +10 (1d8+2/x3)
Fort +8, Ref +3, Will +4 Attack Options Power Attack, Improved Bull Rush
OFFENSE Special Attacks alchemist's fire, thunderstone
Spd 30 ft BAB +5; Grapple +10
Melee +1 light flail +11 (1d8+6) or BASE STATISTICS
melee masterwork short sword +11 (1d6+5/19-20) When not raging, Ache’s statistics are:
Ranged masterwork mighty composite longbow +9 AC 20, touch 13, flat-footed 20 (+3 Dex, +5 armor,
(1d8+3/x3) +2 shield)
Attack Options Power Attack hp 60
BAB +5; Grapple +10 Fort +7, Will +4
BASE STATISTICS Melee +1 battleaxe +7 (1d8+4/x3) and masterwork
When not raging, Ton’s statistics change to what handaxe +7 (1d6+1/x3) or
follows: Melee +1 battleaxe +9 (1d8+4/x3) or
AC 19, touch 12, flat-footed 19 (+2 Dex, +5 armor, Melee masterwork handaxe +9 (1d6+3/x3)
+2 shield) Str 17, Con 17
hp 47 Skills +7, Jump +6, Swim +1
Fort +6, Will +2 STATISTICS
Melee +1 light flail +9 (1d8+4) or Str 21, Dex 16, Con 21, Int 15, Wis 16, Cha 14
melee masterwork short sword +9 (1d6+3/19-20) SQ fast movement, rage 2/day, uncanny dodge
Str 16, Con 14 (AC), uncanny dodge (flank)
Skills Climb +5 Skills Spot +3, Listen +11, Climb +9, Handle Animal
STATISTICS +5, Intimidate +10, Survival +11, Jump +8, Swim
Str 20, Dex 14, Con 18, Int 11, Wis 13, Cha 10 +3, Ride +7
SQ fast movement, rage 2/day, uncanny dodge Feats Power Attack, Improved Bull Rush, Two-
(AC), uncanny dodge (flank) Weapon Fighting.

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Possession masterwork mighty composite shortbow masterwork greatclub, +1 chain shirt, ring of
(+2 str), masterwork handaxe, 29 masterwork protection +1, amulet of natural armor +1, Potion
arrows, +1 battleaxe, masterwork breastplate, of Swimming, Alchemist's Fire (3), Antitoxin
masterwork large steel shield, Potion of Vision, (vial), Tanglefoot Bag, 83 gp.
Alchemist's Fire, Thunderstone, 97 gp.
GEISEIM (RAGING) CR 5
OSOAG (RAGING) CR 5 Male human Bbn3/Rog2
Male human Bbn3/Rog2 CE Medium humanoid
CE Medium humanoid Init +2; Senses Spot +3, Listen +3
Init +2; Senses Spot +0, Listen +7 Languages Common, Gnoll
DEFENSE DEFENSE
AC 17, touch 10, flat-footed 17 (-2 Rage, +2 Dex, AC 15, touch 10, flat-footed 15 (-2 rage, +2 Dex,
+1 natural armor, +5 armor, +1 deflection) +5 armor)
hp 52 (2d6+3d12+20) hp 45 (2d6+3d12+15)
Fort +7, Ref +6, Will +5 Fort +6, Ref +6, Will +3
OFFENSE OFFENSE
Spd 40 ft Spd 40 ft
Melee masterwork greatclub +12 (1d10+9) or Melee +1 greataxe +11 (1d12+7/x3) or
Melee masterwork sap +11 (1d6+6) Melee masterwork sap +11 light (1d6+5)
Ranged masterwork mighty composite longbow +7 Ranged masterwork throwing axe +7 (1d6+5)
(1d8+4/x3) Attack Options Quick Draw
Attack Options Power Attack Special Attacks sneak attack +1d6, thunderstone
Special Attacks sneak attack +1d6, alchemist fire BAB +4; Grapple +9
(3), tanglefoot bag BASE STATISTICS
BAB +4; Grapple +10 When not raging, Geisiem’s statistics change to:
BASE STATISTICS AC 17, touch 12, flat-footed 17 (+2 Dex, +5 armor)
When not raging, Osoag’s statistics change to: hp 35
AC 19, touch 12, flat-footed 19 (+2 Dex, +1 natural Fort +4, Ref +6, Will +1
armor, +5 armor, +1 deflection) Melee +1 greataxe +9 (1d12+5/x3) or
hp 42 Melee masterwork sap +8 light (1d6+3)
Fort +5, Will +3 Ranged masterwork throwing axe +7 (1d6+3)
Melee masterwork greatclub +10 (1d10+6) or Grapple +7
Melee masterwork sap +9 (1d6+4) Str 20, Con 16
Ranged masterwork mighty composite longbow +7 Skills Climb +10, Jump +6, Swim +4
(1d8+4/x3) STATISTICS
Grapple +8 Str 20, Dex 15, Con 16, Int 13, Wis 10, Cha 9
Str 18, Con 14 SQ evasion, fast movement, rage 1/day, uncanny
Skills Climb +9, Jump +11 dodge (AC)
STATISTICS Skills Hide +6, Spot +10, Listen +10, Move Silently
Str 22, Dex 14, Con 18, Int 17, Wis 10, Cha 8. +3, Climb +12, Handle Animal +0, Intimidate +1,
SQ evasion, fast movement, rage 1/day, uncanny Jump +8, Open Lock +5, Ride +6, Swim +6,
dodge (AC) Tumble +2, Use Rope +4
Skills Hide +5, Spot +0, Listen +7, Move Silently Feats Alertness, Quick Draw, Monkey Grip
+4, Balance +2, Climb +11, Intimidate +1, Jump Possessions masterwork throwing axe, masterwork
+13, Open Lock +3, Search +8, Sense Motive +5, sap, +1 greataxe, +1 chain shirt, Potion of cure
Tumble +6, Use Rope +10, Survival +6 medium wounds, Elixer of Sneaking, Antitoxin
Feats Iron Will, Power Attack, Weapon (vial) (3), Thunderstone, 91 gp.
Focus(Greatclub).
Possessions masterwork mighty composite longbow Under Trees
(+4 str), masterwork sap, 20 arrows,

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At night you see a few shapes moving in the Anywhere
darkness among the branches. It looks like
animals are moving quickly through the The beast flies on leathery wings, trailing a long
treetops, quickly and silently. Once you catch a and wicked tail. Clad in iron-hard scales of red
quick glance of a leathery wing silhouetted and yellow, the creature is not unlike a dragon,
against the ever present moon. Then two save for its lack of arms. Curls of flame bellow
creatures glide out of the gloom and land from its nostrils as it breathes.
nearby. They are greenish, reptilian beasts with
a wingspan of six feet. They fold their leathery
FLAME DRAKE CR 5
wings and hold on with claws as they sting with
CE Large Dragon (fire)
bony, segmented tails like those of scorpions.
Init +5; Senses darkvision 60 ft., low-light vision,
scent; Listen +13, Spot +13
SCORPION DRAGON CR 6 DEFENSE
Always Neutral Small Dragon AC 20, touch 10, flat-footed 19
Init +3; Senses Darkvision 60’, Low-light vision, (+1 Dex, +10 natural, –1 size)
Scent; Listen +8, Spot +15 hp 59 (7d12+14)
DEFENSE Fort +7, Ref +6, Will +6
AC 18, touch 14, flatfooted 15; Immune fire, sleep, paralysis
(+4 natural, +1 size, +3 Dex) Vulnerable cold
hp 38 (4d12+12) OFFENSE
Fort +4, Ref +4, Will +4 Spd 20 ft., fly 60 ft. (average)
Immunity sleep and paralysis Melee bite +11 (2d6+7 plus 1d6 fire) and tail +6
OFFENSE (1d8+5)
Spd 20 ft. (4 squares), fly 50 ft. (average) Attack Options Flyby Attack, Power Attack
Melee Sting +5 (1d3 plus poison) and bite +3 Special Attacks fireball breath, speed surge
(1d6+1) or TACTICS
Melee Sting +5 (1d3 plus poison) and 2 talons +3 During Combat Flame drakes prefer to breathe on
(1d6+1) their opponents multiple times before landing to
Space 5’; Reach 5’ engage in melee. They use their speed surge
Attack Options Flyby Attack ability liberally, usually taking an extra action to
Special Attacks Poison move up before engaging in a full attack action.
STATISTICS Morale Flame drakes are stubborn combatants and
Str 12, Dex 16, Con 16, Int 6, Wis 12, Cha 9 frequently fight to the death.
BAB +4; Grapple +4 STATISTICS
Feats Ability Focus (Poison), Flyby Attack1, Str 21, Dex 13, Con 14, Int 9, Wis 12, Cha 10
MultiattackB BAB +7; Grp +16
Skills Hide +14, Listen +8, Move Silently +10, Spot Feats Alertness, Flyby Attack, Improved
+15 Initiative, Power Attack
SPECIAL ABILITIES Skills Hide +7, Intimidate +5, Listen +13, Move
A scorpion dragon can slash with its talons only Silently +11, Spot +13, Survival +6
when making a flyby attack. Languages Draconic
Poison (Ex) Fort DC 17, initial damage 2d6 Con, SPECIAL ABILITIES
secondary damage 2d6 Con Fireball Breath (Su) A flame drake can, as a
Skills: Scorpion Dragons have a +3 racial bonus on standard action, breathe a ball of flame that
Spot checks. 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
1
When flying, the creature can take a move action burst. A successful DC 15 Reflex save halves
(including a dive) and another standard action at any point this damage. Once a flame drake has used its
during the move. The creature cannot take a second move
action during a round when it makes a flyby attack.

— Page 9 of 55 —
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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.

— Page 10 of 55 —
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Turtleback Ferry Sandpoint due in part to his close friendship
with the iconics, but also his stern ruggedness
and proven dependability. Now his young
The two ferries, as mentioned in Hook
brash daughter Lavia has taken over as
Mountain, are fashioned from the shells of
captain and everyone is a little worried.
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 dark-
skinned 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

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5. The Hags will be naked and "decorated" with
Alternate Introduction to the bizarre piercings...I am contemplating downloading some
Grauls images from S&M porn sites and cutting and pasting the
various "body parts" of those images into a Frankenstien
The party came upon a clearing where it looked monster image for each Hag. I know my players will
like a bunch of people were killed. From the evidence absolutely LOVE it, but I am not sure I want to be
they thought there should be more people than they were trolling S&M porn sites for pictures. (You don't
seeing. They find a spell book with some gnomish written understand honey. It's not for me, it's for the D&D game
on it, at that moment a hurt crow showed up and began on Saturday)
talking gnomish. Saying his master was prisoner and he 6. MY wife suggested this last. I was reading
needed someone to rescue him. Then they heard some the Barl encounter and she asked what was in it,
barking dogs and the crow told them to hide. expecting something gruesome. She said, "That's it?
As they were hiding they saw a nasty looking Wow. I expected them to be Gay Lovers dressed like the
human (I turned the ogre-kin to cursed humans instead, Village People or something". I don't usually like to over-
same stats except human not giant) showed up with a parody encounters, it kills the verisimilitude. But I can't
couple of dogs mumbling to himself, "Yeah ma, I know, got help imagining Barl wearing the "Indian Chief" outfit and
get some horse that we left behind, yeah, ok ma, ok. ..." his bodyguard wearing the "Gay Biker" outfit. Heck, even
The dogs began sniffing around and just about the time describing them both as wearing "assless chaps and
they were going to track down the party hiding the guy nothing else" might be enough giggle. Besides, Once Barl
tells them to come along as he is carrying a flank of horse starts to throw down down, the laughing might stop fairly
away. quickly.
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).

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 "Hacky-
Sack" 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 hp 13; (2d8+4 HD)
Male ogrekin human fighter 6 Fort +5, Ref +5, Will +1
CE Medium giant Spd 40 ft. (8 squares)
Init +5; Senses low-light vision; Listen +0, Spot +0 Melee Bite +3 (1d6+3)
DEFENSE Attack Options Trip (+3 Strength check)
AC 14, touch 11, flat-footed 13 Space 5 ft.; Reach 5 ft.
(+3 natural, +1 Dex) Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
hp 61 (6d10+24) Base Attack +1; Grapple +3
Fort +11, Ref +3, Will +2 Feats Alertness, TrackB
OFFENSE Skills Jump +8, Listen +5, Spot +5, Swim +3,
Spd 30 ft. Survival +1*; Riding dogs have a +4 racial bonus
Melee +1 spear +13/+8 (1d8+13/×3) on Jump checks.
TACTICS Carrying Capacity A light load for a riding dog is
up to 100 pounds; a medium load, 101–200
During Combat Rukus sics his dogs on the PCs and
pounds; and a heavy load, 201–300 pounds. A
watches the fight from the edge of the clearing
riding dog can drag 1,500 pounds.
for 1 round before he joins the fray. He prefers
*Riding dogs have a +4 racial bonus on Survival
to fight against smaller or unarmored foes,
checks when tracking by scent.
flanking foes with his dogs when he gets the
chance.
Morale Something of a coward, Rukus flees back to KIBB CR 2
the Graul homestead if dropped below 30 hit Black bear animal companion
points or if more than three of his dogs are Always N Medium Animal
slain, crying and blubbering loudly the entire Init +1; Senses Low-light vision, scent; Listen +4,
way. Spot +4
STATISTICS AC 13, touch 11, flat-footed 12;
Str 24, Dex 13, Con 18, Int 10, Wis 10, Cha 6 (+1 Dex, +2 natural)
Base Atk +6; Grp +13 hp 19 (3d8+6 HD)
Feats Cleave, Improved Initiative, Great Fort +5, Ref +4, Will +2
Fortitude, Power Attack, Skill Focus (survival), Spd 40 ft. (8 squares)
Track, Weapon Focus (spear), Weapon Melee Claw +6 (1d4+4) or
Specialization (spear) Melee 2 claws +6 (1d4+4) and bite +1 (1d6+2)
Skills Handle Animal +7, Intimidate +11, Survival +7 Space 5 ft.; Reach 5 ft.
Languages Common, Giant Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6
SQ deformities Base Attack +2; Grapple +6
Gear +1 spear, belt of giant strength +2, favorite Feats Endurance, Run
blanket (ratty, flea-infested, and decorated Skills Climb +4, Listen +4, Spot +4, Swim +8
with several Black Arrow insignias) Skills A black bear has a +4 racial bonus on Swim
SPECIAL ABILITIES checks.
Rukus’s Deformities (Ex) Rukus is particularly
mean-looking and gains a +4 racial bonus on
Intimidate checks. He cannot wield weapons
The Graul Farm (EL 8 or 10)
with his deformed right hand and suffers a –2
penalty on attacks with two-handed weapons. CROWFOOD CR 8
Male ogrekin human rogue 4/fighter 3
G R A U L H O U N D S (5) CR 1 CE Medium giant
Always N Medium Animal Init +1; Senses low-light vision; Listen +8, Spot +8
Init +2; Senses Low-light vision, scent; Listen +5, DEFENSE
Spot +5 AC 16, touch 12, flat-footed 15
AC 16, touch 12, flat-footed 14 (+1 deflection, +1 Dex, +4 natural)
(+2 Dex, +4 natural) hp 61 (4d6+3d10+28)
Fort +8, Ref +6, Will +5 them rapidly lengthwise, shearing through the
Defensive Abilities evasion, trap sense +1, uncanny feet of anyone standing in their way.
dodge
Offense DOOR SPIKES CR 3
Spd 30 ft. Type mechanical
Melee +1 ogre hook +14/+9 (1d12+10/×3) Search DC 20; Disable Device DC 25
Special Attacks sneak attack +2d6
EFFECTS
TACTICS
Trigger touch; Reset manual
During Combat Crowfood bellows and yells as he Effect 4 bone spikes (+10 melee, 1d6 each)
fights. Considerably braver than Rukus, he
focuses his attacks on the largest foe, using a
full Power Attack on the first round of combat
FLOOR SAWS CR 3
(+8/+3 [1d12+22/×3]) and each round thereafter Type mechanical
until he misses both attacks during a full attack, Search DC 20; Disable Device DC 25
after which he gives up and makes normal EFFECTS

attacks. Trigger location; Reset manual


Morale Crowfood tries to flee into the barn (area Effect saw blades (+14 melee, 2d6+7); multiple
A16) if brought below 15 hit points. targets (all creatures in area A1)
STATISTICS
Str 22, Dex 13, Con 18, Int 6, Wis 12, Cha 8 A2. Family Room (EL 3)
Base Atk +6; Grp +12
Feats Cleave, Dodge, Iron Will, Mobility, Power
Trap: The western sofa is part of a hidden pit
Attack, Weapon Focus (ogre hook)
trap. Anyone coming within five feet of the sofa
Skills Climb +16, Escape Artist +8, Hide +8, Jump
is in danger of falling through a hole in the floor
+13, Listen +8, Move Silently +10, Spot +8
into a chute lined with sharpened stakes coated
Languages Giant
in spider venom. The sofa itself is affixed to
SQ deformities, trapfinding
the wall via several sturdy timbers. It does not
Gear +1 ogre hook, ring of protection +1, amulet of
follow falling victims into area A14 below.
natural armor +1, tattered rags and tunic
SPECIAL ABILITIES
Crowfood’s Deformities (Ex) Crowfood has a +2
PIT TRAP CR 3
Type mechanical
racial bonus on Fortitude saves and heals
Search DC 15; Disable Device DC 12
damage twice as fast from rest. He’s also quite
EFFECTS
ugly and suffers a –4 penalty on all Charisma-
based checks. Trigger location; Reset manual
Effect multiple targets (all characters adjacent to
or on the sofa); fall (10 feet deep, Reflex DC 20
A1. Farmhouse Porch (EL 5) avoids); spikes (+15 melee, 1d4 spikes per target
for 1d4+5 each plus poison), poison (spider
Traps: Concealed cunningly among the hanging venom, injury DC 14; 1d4 Str/1d4 Str)
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
A3. Dining Room (EL 3)
Grauls never use this entrance, prefering to
come and go via the side door that opens into Trap: Scythes attached to coils of tightly bound
area A4). Additionally, several rusty saw blades rope can be set to cut into anyone stepping
are housed between the cracks of the porch’s through the doors to the west or east into this
floorboards. When the door spikes are room. A hidden switch on the doors themselves
triggered, a series of crude pulleys and ropes allows the ogrekin to disable these traps before
under the porch creak to life, forcing the they come into the room, but if they hear
sawblades up between the cracks and slides
combat outside, they make sure all three scythe Gear hide shirt
traps are ready to go. SPECIAL ABILITIES
Maulgro’s Deformities (Ex) Maulgro has an
S C Y T H E T R A P S (3) CR 3 oversized mouth filled with sharp teeth, and
Type mechanical stunted legs that hardly work—his preferred
Bypass hidden switch on each door (Search DC 20) method of moving around is to walk on his hands
Search DC 25; Disable Device DC 25 and drag his stumps along behind him.
EFFECTS Lucky’s Deformities (Ex) Lucky’s limbs bend
Trigger location; Reset manual strangely—he’s triple-jointed. He has no
Effect large scythe (+15 melee, 2d6+4/×4) disadvantageous deformity.

A5. Playpen (EL 5) A8. Mammy’s Room (EL 11)

LUCKY & MAULGRO GRAUL CR 3 MAMMY GRAUL CR 9


Male ogrekin human fighter 2 Female human ogrekin wizard (necromancer) 8
CE Medium humanoid CE Medium giant
Init +5; Senses low-light vision; Listen +1, Spot +1 Init –3; Senses special senses; Listen +2, Spot +2
DEFENSE DEFENSE

AC 18, touch 11, flat-footed 17 AC 17, touch 7, flat-footed 17


(+4 armor, +1 Dex, +3 natural) (+4 armor, –3 Dex, +6 natural)
hp 23 (2d10+8) hp 66 (8d4+32+13 from false life)
Fort +7, Ref +1, Will +1 Fort +6, Ref –1, Will +6
OFFENSE OFFENSE
Spd 30 ft. (Lucky) or 20 ft. (Maulgro) Spd 5 ft.
Melee unarmed strike +8 (1d3+5) and bite +2 Melee mwk quarterstaff +10 (1d6+5)
(1d6+2, Maulgro only) Spells Prepared (CL 8th, +9 touch, +1 ranged touch)
TACTICS 4th—bestow curse (DC 18), contagion (DC 18),
Before Combat These ogrekin lack the foresight dimension door
or intellect to do anything useful in preparation 3rd—displacement, fly, summon monster III,
for battle. Rather, they spend the moments vampiric touch
before an impending battle hurling crude curses 2 —blindness/deafness (DC 16), false life†,
nd

at one another, working themselves into a rage. ghoul touch (DC 16), mirror image, summon
During Combat These two ogrekin hate each other monster II
and don’t fight together. Each tries to keep his 1st—chill touch (DC 15), grease (DC 13), mage
own foe to himself, and each time the other is armor †, ray of enfeeblement, reduce person
critically hit (or even killed), the other takes a (DC 13), true strike
move action to laugh at the misfortune of his 0—mage hand (3), message, touch of fatigue (DC
brother. 14)
Morale These ogrekin have little concept yet of † - already cast
death, and as such fight to the bitter end. Prohibited Schools abjuration, enchantment
STATISTICS TACTICS

Str 20, Dex 13, Con 19, Int 8, Wis 12, Cha 6 Before Combat As soon as she hears trouble
Base Atk +2; Grp +7 outside, Mammy Graul casts mage armor and
Feats Improved Initiative, Improved Grapple, false life on herself. If she realizes someone’s
Improved Unarmed Strike, Weapon Focus about to enter her room, she casts mirror image
(unarmed strike) and fly as well.
Skills Climb +10, Escape Artist +1 (+5 for Lucky), During Combat If the PCs confront Mammy Graul
Swim +10 here, she’s more enraged at her boys for
Languages Giant 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 This hideous tome is wrapped completely in a
with such fear that none of them dare come to strange kind of leather, crudely sewn together. On its
their mother’s aid. Mammy Graul sends her front, a grisly painting of a screaming face painted in
reddish-brown color tells of the horrors written inside.
three zombies to engage the PCs while she
4th – bestow curse, contagion, dimension door,
remains on her bed in the northwest corner of animate dead, stiffen (Exemplars of Evil; although this
the room and casts spells. She starts with spell works as described in the book, it makes the target
summon monster spells and follows up with her gradually more obese)
ranged spells. Once anyone reaches her in melee, 3rd – displacement, fly, summon monster III,
her first act is to cast mirror image (if she vampiric touch, eyes of the zombie (Book of Vile
hasn’t already), and then cast her melee spells. Darkness)
Morale If reduced to 20 hit points or less, she 2nd – blindness/deafness, false life, ghoul touch,
mirror image, summon monster II, death armor (Spell
attempts to dimension door into area A16 to
Compendium), resist energy
secure the aid of any surviving Grauls there. 1st – chill touch, grease, mage armor, ray of
She casts fly on herself and leads them back to enfeeblement, reduce person, true strike, magic missile,
the farmhouse to attack the PCs again, this time unseen servant, silent image.
fighting to the death.
STATISTICS BENK, KUNKEL, & HADGE CR ½
Str 20, Dex 4, Con 19, Int 15, Wis 10, Cha 10 NE Medium Undead
Base Atk +4; Grp +9 Init -1; Senses Darkvision 60’; Listen +0, Spot +0
Feats Alertness (when Blub-Blug is in arm’s reach), Languages understands creator
Brew Potion, Craft Wand, Craft Wondrous Item, AC 11, touch 9, flat-footed 11
Greater Spell Focus (necromancy), Scribe (-1 Dex, +2 natural)
Scroll, Spell Focus (necromancy) hp 16 (2d12+3); DR 5/slashing
Skills Concentration +15, Knowledge (arcana) +13, Fort +0, Ref -1, Will +3
Spellcraft +15
Speed 30 ft. (6 squares)
Languages Abyssal, Common, Giant
Melee Slam +2 (1d6+1) or club +2 (1d6+1)
SQ deformities, summon familiar (toad named
Space 5 ft.; Reach 5ft.
Blub-Blug)
Base Atk +1; Grapple +2
Combat Gear potion of cure moderate wounds,
Atk Options Single actions only
scroll of animate dead, wand of magic missile
Abilities Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1.
(CL 3rd, 44 charges), wand of ray of
Feats Toughness
enfeeblement (28 charges), wand of vampiric
Skills None
touch (33 charges)
Other Gear amulet of health +2, Varisian idols (2, Single Actions Only (Ex): Zombies have poor
grant summoned monsters +2 hp per HD if used reflexes and can perform only a single move
as an additional material component—see the action or attack action each round. A zombie can
Rise of the Runelords Player’s Guide) move up to its speed and attack in the same
round, but only if it attempts a charge.
SPECIAL ABILITIES
Mammy’s Deformities (Ex) Mammy Graul’s thick
layers of blubber increase her natural armor A9. Bedroom (EL 3)
bonus by an additional 3 points. She is also
hideously overweight, and suffers a –4 penalty
Trap: The chest in this room is one of the boys’
to her Dexterity.
favorite toys. Although not locked, the chest’s
lid sticks and must be wrenched open with a DC
B L U B -B L U G CR — 20 Strength check. Opening the chest triggers
Toad familiar no traps and reveals a sack of coins within.
hp 26 (MM 282) Unfortunately, the coins sit on a pressure
trigger set to release a cleverly concealed war
razor housed within the wall of the chest. As
Mammy Graul’s Spellbook soon as the sack is lifted, this blade snaps out
with tremendous force. The blade is also laced Str 20, Con 16
with poison. The boys enjoy daring each other to Skills Climb +10, Jump +18
"beat the blade," but not quite as much as STATISTICS
telling prisoners that they’ll be let free if they Str 24, Dex 16, Con 20, Int 6, Wis 13, Cha 8
can get the chest open and steal the coins. Base Atk +4; Grp +11
Feats Improved Initiative, Power Attack, Skill
HAND CHOPPER CR 3 Focus (Craft [trapmaking]), Weapon Focus (ogre
Type mechanical hook)
Search DC 20; Disable Device DC 25 Skills Climb +8, Craft (trapmaking) +10, Handle
EFFECTS
Animal +3, Hide +8, Jump +20, Listen +10, Move
Silently +8, Use Rope +8
Trigger touch; Reset manual
Languages Giant
Effect war razor (+12 melee, 1d4+8/18–20 plus
SQ deformities, trapfinding
poison); poison (spider venom, injury DC 14; 1d4
Combat Gear potion of cure moderate wounds
Str/1d4 Str)
Other Gear +1 hide shirt, +1 ogre hook, amulet of
natural armor +1, collection of severed noses in
A12. Hucker’s Lair (EL 8) wax-sealed tin
SPECIAL ABILITIES
Hucker’s Deformities (Ex) Hucker has a deformed
HUCKER GRAUL CR 8 vestigial twin growing from the back of his neck,
Male ogrekin human barbarian 1/rogue 5
granting him a +2 racial bonus on Will saves. His
CE Medium giant
malformed jaw gives him a speech impediment
Init +7; Senses low-light vision; Listen +10, Spot +1
and a –2 penalty on any skill check that relies on
DEFENSE
speech.
AC 20, touch 11, flat-footed 17
(+5 armor, +3 Dex, +4 natural, –2 rage)
hp 59 (1d12+5d6+30) CHUCKLES AND DROOLER CR 3
Fort +8, Ref +7, Will +6 Advanced donkey rats (variant dire rat)
Defensive Abilities evasion, trap sense +1, uncanny N Medium animal
dodge; Immune charm effects Init +3; Senses low-light vision, scent; Listen +6,
OFFENSE Spot +3
DEFENSE
Spd 40 ft.
Melee +1 ogre hook +13 (1d12+12/×3) AC 14, touch 13, flat-footed 11
Special Attacks rage 1/day, sneak attack +3d6 (+3 Dex, +1 natural)
TACTICS hp 33 (6d8+12)
Fort +7, Ref +8, Will +6
During Combat Hucker rages on the first round of
OFFENSE
combat and sends his rats to attack the PCs
while he delays so he can move into a flanking Spd 40 ft., climb 20 ft.
position once the rats go. Melee bite +7 (1d8+3)
Morale If brought below 25 hit points, Hucker TACTICS
attempts to retreat to area A14, hoping to lure During Combat Both donkey rats focus their
the PCs into a fight with the tendriculos the attacks on the same target each round,
Grauls keep there. If the PCs try to block his preferring smaller foes over larger ones.
way, he just might try to go through a wall. He Morale A donkey rat flees if brought below 5 hit
then fights to the death. points.
BASE STATISTICS STATISTICS
When not raging, Hucker’s stats change as follows: Str 14, Dex 16, Con 14, Int 1, Wis 12, Cha 4
AC 22, touch 13, flat-footed 19 Base Atk +4; Grp +6
hp 47 Feats Alertness, Combat Reflexes, Improved
Fort +6, Will +4 Natural Attack, Weapon Finesse
Melee +1 ogre hook +11 (1d12+8/×3)
Skills Climb +11, Hide +8, Listen +6, Move Silently needed to get free. A swallowed creature can
+8, Spot +3 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
A14. Tendriculos Pit (CR 6) creature exits, the plant’s regenerative capacity
closes the hole; another swallowed opponent
MUCK GRAUL CR 6 must cut its own way out.
Tendriculos, Always N Huge Plant A Huge tendriculos’s interior can hold 2
Init –1; Senses Low-light vision; Listen +1, Spot +1 Large, 8 Medium, 32 Small, 128 Tiny, or 512
Diminutive or smaller opponents.
AC 16, touch 7, flat-footed 16
Regeneration (Ex) Bludgeoning weapons and acid
(-2 size, -1 Dex, +9 natural)
deal normal damage to a tendriculos.
hp 94 (9d8+54 HD), regeneration 10
A tendriculos that loses part of its body
Fort +12, Ref +2, Will +4
mass can regrow it in 1d6 minutes. Holding the
Spd 20 ft. (4 squares)
severed portion against the mass enables it to
Melee Bite +13 (2d8+9) and 2 tendrils +8 (1d6+4)
reattach instantly.
Special Attacks Improved grab, paralysis, swallow
whole
Space 15 ft.; Reach 15 ft. A16. Kennel (EL 7)
Str 28, Dex 9, Con 22, Int 3, Wis 8, Cha 3
Base Attack +6; Grapple +23
Special Qualities: plant traits
HOGRATH, JEPPO, AND SUGAR GRAUL
Feats Alertness, Iron Will, Power Attack, CR 3
Stealthy Male ogrekin human fighter 2
Skills Hide +9, Move Silently +1 CE Medium humanoid
Improved Grab (Ex) To use this ability, a Init +5; Senses low-light vision; Listen +1, Spot +1
tendriculos must hit a creature at least one size (Jeppo’s Spot is +3)
smaller than itself with its bite attack. It can DEFENSE
then attempt to start a grapple as a free action AC 18, touch 11, flat-footed 17
without provoking an attack of opportunity. If it (+4 armor, +1 Dex, +3 natural)
wins the grapple check, it establishes a hold and hp 23 (2d10+8)
can try to swallow the opponent in the following Fort +7 (Fort +9 for Sugar), Ref +1, Will +1 (Will -1
round. for Hograth)
A tendriculos can also use its improved grab Weakness Jeppo’s eyes are large and protruding.
ability on a tendril attack. If it wins the grapple He is dazzled2 while in areas of bright sunlight
check, it establishes a hold, picks up the or within the radius of a daylight spell.
opponent, and transfers it to the mouth as a OFFENSE
free action, automatically dealing bite damage. Spd 30 ft. or 20 ft. (for Sugar)
Swallow Whole/Paralysis (Ex) A tendriculos can Melee unarmed strike +8 (1d3+5)
try to swallow a grabbed opponent by making a TACTICS
successful grapple check. Once inside the plant’s Before Combat These ogrekin lack the foresight
mass, the opponent must succeed on a DC 20 or intellect to do anything useful in preparation
Fortitude save or be paralyzed for 3d6 rounds for battle. Rather, they spend the moments
by the tendriculos’s digestive juices, taking 2d6 before an impending battle hurling crude curses
points of acid damage per round. A new save is at one another, working themselves into a rage.
required each round inside the plant. The save Morale These ogrekin have little concept yet of
DC is Constitution-based. death, and as such fight to the bitter end.
A swallowed creature that avoids paralysis
can climb out of the mass with a successful
2
grapple check. This returns it to the plant’s The creature is unable to act normally. A dazed
maw, where another successful grapple check is creature can take no actions, but has no penalty to
AC.
STATISTICS During Combat Once Biggin’ scuttles forth from its
Str 20, Dex 13, Con 19, Int 8, Wis 12, Cha 6 nest deep in the webs below, it has little
Base Atk +2; Grp +7(+11 if Hograth) problem clambering up the sides of its web to
Feats Improved Initiative, Improved Grapple, attack anything on the ledges above. It won’t
Improved Unarmed Strike, Weapon Focus attack anyone in the caged areas unless a target
(unarmed strike) it already pursues seeks shelter in a cage, at
Skills Climb +10, Escape Artist +1, Search -1 which point the monster tears that cage apart
(Jeppo’s Search is +1), Swim +10 to get at anything inside.
Languages Giant Morale Biggin’ fights to the death.
Gear hide shirt STATISTICS
SPECIAL ABILITIES Str 22, Dex 19, Con 20, Int —, Wis 12, Cha 2
Hograth’s Deformities (Ex) Hograth has a Base Atk +10; Grp +24
vestigial arm that grants him a +4 racial bonus Skills Climb +14, Hide +0 (+8 in webs), Move
on grapple checks, but has a deformed head Silently +4 (+12 in webs), Spot +5
(and corresponding weak mind) that imparts a –2 Web (Ex): Both types of monstrous spiders often
penalty on Will saves. wait in their webs or in trees, then lower
Jeppo’s Deformities (Ex) Jeppo’s overlarge, milky themselves silently on silk strands and leap onto
eyes grant him a +2 bonus on Search and Spot prey passing beneath. A single strand is strong
checks but are also sensitive to light (exposure enough to support the spider and one creature
to bright light dazzles him for as long as he of the same size.
remains in the area). Web-spinners can throw a web eight times
Sugar’s Deformities (Ex) Sugar is particularly per day. This is similar to an attack with a net
jumpy—a manifestation of a fast metabolism but has a maximum range of 50 feet, with a
that grants him a +2 racial bonus on Fortitude range increment of 10 feet, and is effective
saves and doubles his healing from rest, but his against targets up to one size category larger
stunted legs reduce his speed to 20 feet. than the spider.
An entangled creature can escape with a
successful Escape Artist check against DC 19 or
A17. Prison (EL 7) burst it with a DC 23 Strength check. The
check DCs are Constitution-based, and the
BIGGIN’ CR 7 Strength check DC includes a +4 racial bonus.
Advanced elite monstrous funnel-web spider (MM Web-spinners often create sheets of sticky
289) webbing from 5 to 60 feet square, depending on
N Huge vermin the size of the spider. They usually position
Init +4; Senses darkvision 60 ft., tremorsense 60 these sheets to snare flying creatures but can
ft.; Listen +1, Spot +5 also try to trap prey on the ground. Approaching
DEFENSE creatures must succeed on a DC 20 Spot check
to notice a web; otherwise they stumble into it
AC 17, touch 12, flat-footed 13
and become trapped as though by a successful
(+4 Dex, +5 natural, –2 size)
web attack.
hp 133 (14d8+70)
Attempts to escape or burst the webbing
Fort +14, Ref +8, Will +5
gain a +5 bonus if the trapped creature has
Immune mind-affecting effects
something to walk on or grab while pulling free.
OFFENSE
Each 5-foot section has 14 hit points, and sheet
Spd 30 ft., climb 20 ft.
webs have damage reduction 5/—.
Melee bite +14 (2d6+9 plus poison)
A monstrous spider can move across its own
Space 15 ft.; Reach 10 ft.
web at its climb speed and can pinpoint the
Special Attack poison (DC 22, 1d8 Str/1d8 Str),
location of any creature touching its web.
web
Tremorsense (Ex): A monstrous spider can detect
TACTICS
and pinpoint any creature or object within 60
feet in contact with the ground, or within any otherwise breaks off combat and retreats if
range in contact with the spider’s webs. brought below 20 hit points so he can stay alive
Skills: Monstrous spiders have a +4 racial bonus on to defend Shalelu in the future.
Hide and Spot checks and a +8 racial bonus on STATISTICS
Climb checks. A monstrous spider can always Str 11, Dex 15, Con 14, Int 11, Wis 14, Cha 9
choose to take 10 on Climb checks, even if Base Atk +8; Grp +8
rushed or threatened. Monstrous spiders use Feats Endurance, Manyshot, Mounted Archery,
either their Strength or Dexterity modifier for Mounted Combat, Point Blank Shot, Precise
Climb checks, whichever is higher. Shot, Rapid Shot, Track
*Hunting spiders have a +10 racial bonus on Skills Handle Animal +10, Hide +13, Listen +13,
Jump checks and a +8 racial bonus on Spot Move Silently +13, Ride +15, Spot +13, Survival
checks. Web-spinning spiders have a +8 racial +13
bonus on Hide and Move Silently checks when Languages Common, Giant
using their webs. SQ animal companion (black bear named Kibb),
swift tracker, wild empathy +9, woodland stride
JAKARDROS SOVARK CR 8
Male middle-aged human ranger 8 VALE TEMROS CR 6
CG Medium humanoid Male human ranger 2/fighter 4
Init +2; Senses Listen +11, Spot +11 NG Medium humanoid
DEFENSE Init +1; Senses Listen +1, Spot +6
AC 12, touch 12, flat-footed 10 DEFENSE
(+2 Dex) AC 11, touch 11, flat-footed 10
hp 55 (currently 0; 8d8+16) (+1 Dex)
Fort +8, Ref +8, Will +4 hp 46 (currently 0; 2d8+4d10+12)
OFFENSE Fort +9, Ref +5, Will +2
Spd 30 ft. OFFENSE
Melee unarmed strike +8 (1d3 nonlethal) Spd 30 ft.
Special Attacks favored enemies (dragon +2, giant Melee unarmed strike +9 (1d3+3 nonlethal)
+4) Special Attacks favored enemy (giants +2)
Spells Prepared (CL 4th) TACTICS
2nd—cure light wounds† During Combat Although Vale pays little attention
1st—animal messenger†, speak with animals† to how much damage he takes during a fight, he
† - already cast certainly doesn’t fight recklessly. He
TACTICS approaches battle with a wide-eyed excitement,
During Combat Jakardros’s strengths are in viewing each fight as a puzzle to be solved with
archery, with a strong preference toward mind and steel. He has a knack for seeking out
fighting from horseback. He trusts (and subtle tactical advantages (higher ground,
depends) on his men and his animal companion flanking, cover, and the like) that serve him well.
Kibb to hold off foes in melee while he provides Vale prefers to fight with a battleaxe and
ranged support. Yet when his allies are in handaxe, and once an enemy is engaged, he
desperate need, he won’t hesitate to lay down makes increasing Power Attacks until he can’t
his bow and join them in melee. quite hit foes with his secondary attacks. He
Morale Jakardros has little concern for his own views his greatest flaw as his lack of particular
safety, and is actively looking for a foe that can talent in finesse fighting, and when he grows too
finish him off. He fights to the death as a overconfident, he often makes trip, disarm, and
result. Once he’s reconciled with Shalelu, flanking attacks that provoke a dangerous
though, his outlook shifts dramatically; he number of attacks of opportunity.
devotes his life to protecting the elven ranger, Morale Left on his own, the concept of retreat
doting on her as if she were his own daughter. would never occur to Vale. He becomes so
He’ll fight to the death to protect her, but
enthralled with the battle that he loses track of might aid in his own survival, he won’t hesitate
his own well-being. for a moment.
STATISTICS STATISTICS
Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8 Str 10, Dex 16, Con 12, Int 13, Wis 8, Cha 14
Base Atk +6; Grp +9 Base Atk +5; Grp +5
Feats Cleave, Great Fortitude, Power Attack, Feats Persuasive, TrackB, Two-Weapon Defense,
TrackB, Two-Weapon FightingB, Weapon Focus Two-Weapon FightingB, Weapon Finesse
(battleaxe, handaxe), Weapon Specialization Skills Bluff +14, Climb +10, Hide +13, Intimidate +6,
(battleaxe, handaxe) Listen +9, Move Silently +13, Search +11, Sleight
Skills Climb +9, Craft (stonemason) +9, Knowledge of Hand +13, Spot +9, Survival +4, Swim +5
(architecture and engineering) +4, Profession Languages Common, Giant
(siege engineer) +5, Search +5, Spot +6, Survival SQ trapfinding, wild empathy +4
+6
Languages Common, Giant, Sylvan
SQ wild empathy +0
The Paradise
GIANT SNAPPING TURTLE CR 9
KAVEN WINDSTRIKE 3
CR 7 Always Neutral Gargantuan Animal (Aquatic)
Male human ranger 2/rogue 5 Init +2; Senses low-light vision, scent; Listen +7,
CN Medium humanoid Spot +7
Init +3; Senses Listen +9, Spot +9 DEFENSE

DEFENSE AC 20, touch 4, flat-footed 20 (-4 size, -2 Dex,


AC 13, touch 13, flat-footed 10 +16 natural)
(+3 Dex) hp 141 (HD 12d8+87)
hp 37 (currently 0; 2d8+5d6+7) Fort +15, Ref +6, Will +7
Fort +5, Ref +10, Will +0 OFFENSE
Defensive Abilities evasion, trap sense +1, uncanny Spd 10 ft. (2 squares), swim 20 ft.
dodge Melee Bite +16 (2d8+16)
OFFENSE Special Attacks Improved grab, swallow whole
Spd 30 ft. STATISTICS
Melee unarmed strike +8 (1d3 nonlethal) Str 32, Dex 6, Con 25, Int 2, Wis 12, Cha 6
Special Attacks favored enemy (giants +2), sneak Special Qualities Amphibious
attack +3d6 BAB +9; Grapple +32
TACTICS Space 20 ft.; Reach 15 ft.
During Combat Kaven is most comfortable wielding Skills Listen +7, Spot +7, Swim +26
small and fast weapons like daggers, short Feats Alertness, Endurance, Improved Initiative,
swords, or rapiers. In battle, he seeks out Iron Will, Toughness
wounded foes, leaving stronger enemies for his SPECIAL ABILITIES
"allies" to handle. Improved Grab (Ex) To use this ability, a giant
Morale Kaven is a coward at heart, but his worries snapping turtle must hit with its bite attack. It
—that abandoning his "allies" too soon would can then attempt to start a grapple as a free
reveal the depths of his treachery—keep him in action without provoking an attack of
a fight longer than he might otherwise remain. opportunity. If it wins the grapple check, it can
If brought below 10 hit points, he feigns death swallow its prey on its next turn.
with a Bluff check, hoping to seize a chance to Swallow Whole (Ex) A giant snapping turtle can
escape once attentions are focused elsewhere. try to swallow a grabbed opponent of a smaller
If this tactic fails, he gives in to his fear and size than itself by making a successful grapple
makes a run for it. Kaven’s already betrayed his check. Once inside, the opponent takes 2d8+11
allies once, and if he thinks betraying the PCs 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
3
- has a Sihedron tattoo on his shoulder
a light slashing or piercing weapon to deal 25
B2. East Gate (EL 3)
points of damage to the stomach (AC 18). Once
the creature exits, muscular action closes the
hole; another swallowed opponent must cut its OGRE CR 3
own way out. Male ogre
A Gargantuan turtle’s interior can hold 1 CE Large giant
Huge, 2 Large, 8 Medium, 32 Small, 128 Tiny, or Init -1; Senses Darkvision 60 ft., low-light vision;
512 Diminutive or smaller opponents. Listen +2, Spot +2
Amphibious (Ex) Giant snapping turtles can Languages Giant
breathe both air and water. AC 16, touch 8, flatfooted 16
Skills A giant snapping turtle has a +8 racial bonus (-1 size, -1 Dex, +3 armor, +5 natural)
on any Swim check to perform some special hp 29 (4 HD)
action or avoid a hazard. It can always choose to Fort +6, Ref +0, Will +1
take 10 on a Swim check, even if distracted or
Spd 30 ft. (6 squares)
endangered. It can use the run action while
Melee large greatclub +8 (2d8+7/20/x2)
swimming, provided it swims in a straight line.
Ranged large javelin +1 (1d8+5)
Base Atk +3; Grp +12
GIANT GAR CR 2 Combat Gear none
Large Animal (Aquatic) Abilities Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha
Init +6; Senses Blindsense, keen scent; Listen +8, 7
Spot +6 Feats Toughness, Weapon Focus (greatclub)
DEFENSE Skills Climb +5, Listen +2, Spot +2
AC 15, touch 11, flat-footed 13 (–1 size, +2 Dex, +4 Possessions combat gear plus large greatclub,
natural) large javelin, large hide armor
hp 38 (HD 7d8+7)
Fort +8, Ref +7, Will +3
OFFENSE
Spd Swim 60 ft. (12 squares)
B4. Old Guard Tower (EL 8)
Melee Bite +7 (1d8+4)
STATISTICS K A R L Y -L O P K R E E G CR 7
Str 17, Dex 15, Con 13, Int 1, Wis 12, Cha 2 Male ogre barbarian 4
BAB +5; Grapple +12 CE large giant
Space 10 ft.; Reach 5 ft. Init +0; Senses Darkvision 60 ft., low-light vision;
Skills Listen +8, Spot +7, Swim +11 Listen +6, Spot +2
Feats Alertness, Great Fortitude, Improved Languages Giant
Initiative AC 17, touch 8, flat-footed 17
SPECIAL ABILITIES (-1 size, -2 rage, +5 natural, +4 armor, +1
Blindsense (Ex) A giant gar can locate creatures deflection)
underwater within a 30-foot radius. This ability hp 79 (4d8+4d12+35)
works only when the shark is underwater. Fort +14, Ref +2, Will +4
Keen Scent (Ex) A giant gar can notice creatures Speed 40 ft. (8 squares), base speed 50 ft.
by scent in a 180-foot radius and detect blood Melee large +1 greatclub +18/+13 (2d6+16)
in the water at ranges of up to a mile. Ranged javelin +8 (1d8+10)
Skills A giant gar has a +8 racial bonus on any Swim Space 10 ft.; Reach 10 ft.
check to perform some special action or avoid a Base Atk +7; Grapple +19
hazard. It can always choose to take 10 on a Atk Options Power Attack
Swim check, even if distracted or endangered. Special Actions rage 2/day (9 rounds)
It can use the run action while swimming, Abilities Str 30, Dex 11, Con 22, Int 8, Wis 10, Cha
provided it swims in a straight line. 4
SQ trap sense +1, uncanny dodge
Feats Power Attack, Toughness, Weapon Focus AC 17, touch 8, flat-footed 17
(greatclub) (-1 size, -2 rage, +5 natural, +4 armor, +1
Skills Climb +15, Hide -6, Jump +19, Listen +6, Spot deflection)
+2 hp 79 (4d8+4d12+35)
Possessions: +1 hide armor, +1 greatclub, ring of Fort +14, Ref +2, Will +4
protection +1 Speed 40 ft. (8 squares), base speed 50 ft.
Melee large +1 greatclub +18/+13 (2d6+16)
When not raging, Karly-Lop Kreeg has the following Ranged javelin +8 (1d8+10)
changed statistics: Space 10 ft.; Reach 10 ft.
AC 19, touch 10, flat-footed 19 Base Atk +7; Grapple +19
hp 63 Atk Options Power Attack
Fort +12, Will +2 Special Actions rage 2/day (9 rounds)
Melee large +1 greatclub +16/+11 (2d6+12/19-20) Abilities Str 30, Dex 11, Con 22, Int 8, Wis 10, Cha
Ranged javelin +6 (1d6+8) 4
Grapple +17 SQ trap sense +1, uncanny dodge
Abilities Str 26, Con 18 Feats Power Attack, Toughness, Weapon Focus
Skills Climb +13, Jump +17 (greatclub)
Skills Climb +15, Hide -6, Jump +19, Listen +6, Spot
O G R E S (2) CR 3 +2
Male ogre Possessions: +1 hide armor, +1 greatclub, ring of
CE Large giant protection +1
Init -1; Senses Darkvision 60 ft., low-light vision;
Listen +2, Spot +2 When not raging, Jolly Kreeg has the following
Languages Giant changed statistics:
AC 19, touch 10, flat-footed 19
AC 16, touch 8, flatfooted 16
hp 63
(-1 size, -1 Dex, +3 armor, +5 natural)
Fort +12, Will +2
hp 29 (4 HD)
Melee large +1 greatclub +16/+11 (2d6+12/19-20)
Fort +6, Ref +0, Will +1
Ranged javelin +6 (1d6+8)
Spd 30 ft. (6 squares)
Grapple +17
Melee large greatclub +8 (2d8+7/20/x2)
Abilities Str 26, Con 18
Ranged large javelin +1 (1d8+5)
Skills Climb +13, Jump +17
Base Atk +3; Grp +12
Combat Gear none
Abilities Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha B8. South Gate (EL 9)
7
Feats Toughness, Weapon Focus (greatclub)
Skills Climb +5, Listen +2, Spot +2
MINKTUCK KREEG CR 8
Male ogre fighter 5
Possessions combat gear plus large greatclub,
CE Large giant
large javelin, large hide armor
Init +0; Senses darkvision 60 ft., low-light vision;
Listen +3, Spot +3
B6. Cook House (EL 7) DEFENSE
AC 19, touch 9, flat-footed 19
(+5 armor, +5 natural, –1 size)
JOLLY KREEG CR 7
hp 90 (4d8+5d10+45)
Male ogre barbarian 4
Fort +15, Ref +2, Will +3
CE large giant
OFFENSE
Init +0; Senses Darkvision 60 ft., low-light vision;
Spd 30 ft.
Listen +6, Spot +2
Melee +1 ogre hook +16/+11 (3d6+13/19–20/×3)
Languages Giant
Ranged mwk composite longbow +8/+3 (2d6+7/×3)
Space 10 ft.; Reach 10 ft. Init -1; Senses Darkvision 60 ft., low-light vision;
TACTICS Listen +2, Spot +2
During Combat Minktuck begins combat using his Languages Giant
bow, but drops the paltry ranged weapon to use AC 16, touch 8, flatfooted 16
his ogre hook at the first opportunity. (-1 size, -1 Dex, +3 armor, +5 natural)
Dialog "I'm gunna learn you why they call me hp 29 (4 HD)
'Mink-Tuck', hurr-hurr". Fort +6, Ref +0, Will +1
Morale If brought below 20 hit points, Minktuck Spd 30 ft. (6 squares)
abandons the fort and tries to flee into the Melee large greatclub +8 (2d8+7/20/x2)
mountains. Ranged large javelin +1 (1d8+5)
STATISTICS Base Atk +3; Grp +12
Str 24, Dex 11, Con 20, Int 6, Wis 12, Cha 4 Combat Gear none
Base Atk +8; Grp +19 Abilities Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha
Feats Cleave, Great Fortitude, Improved Bull Rush, 7
Improved Critical (ogre hook), Power Attack, Feats Toughness, Weapon Focus (greatclub)
Weapon Focus (ogre hook), Weapon Skills Climb +5, Listen +2, Spot +2
Specialization (ogre hook) Possessions combat gear plus large greatclub,
Skills Climb +15, Listen +3, Spot +3 large javelin, large hide armor
Languages Common, Giant
Combat Gear potion of cure moderate wounds
Other Gear +1 hide shirt, +1 ogre hook,
B13. Secret Armory (EL 4)
masterwork composite longbow (+7 Str) with 20
arrows S H O C K E R L I Z A R D S (2) CR 2
Always N Small Magical Beast
O G R E S (3) CR 3 Initiative +6; Senses Darkvision 60 ft., low-light
CE Large giant vision, electrical sense; Listen +4 Spot +4
Init -1; Senses Darkvision 60 ft., low-light vision; AC 16, touch 13, flat-footed 14
Listen +2, Spot +2 (+1 size, +2 Dex, +3 natural)
Languages Giant hp 13 (2d10+2 Hit Dice)
AC 16, touch 8, flatfooted 16 Fort +4, Ref +5, Will +1
(-1 size, -1 Dex, +3 armor, +5 natural) Immune electricity
hp 29 (4 HD) Spd 40 ft. (8 squares), climb 20 ft., swim 20 ft.
Fort +6, Ref +0, Will +1 Base Attack +2; Grapple –2
Spd 30 ft. (6 squares) Melee Bite +3 melee (1d4)
Melee large greatclub +8 (2d8+7/20/x2) Special Attacks Stunning shock, lethal shock
Ranged large javelin +1 (1d8+5) Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +12 Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Combat Gear none Feats Improved Initiative
Abilities Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha Skills Climb +11, Hide +11, Jump +7, Swim +10
7 Stunning Shock (Su) Once per round, a shocker
Feats Toughness, Weapon Focus (greatclub) lizard can deliver an electrical shock to a single
Skills Climb +5, Listen +2, Spot +2 opponent within 5 feet. This attack deals 2d8
Possessions combat gear plus large greatclub, points of nonlethal damage to living opponents
large javelin, large hide armor (Reflex DC 12 half ). The save DC is
Constitution-based.
Lethal Shock (Su) Whenever two or more shocker
B10. New Barracks (EL 10) lizards are within 20 feet of each other, they
can work together to create a lethal shock. This
O G R E S (12) CR 3 effect has a radius of 20 feet, centered on any
CE Large giant one contributing lizard. The shock deals 2d8
points of electricity damage for each lizard hp 45 (7d12 HD)
contributing to it, to a maximum of 12d8. A Aura unnatural presence (30 ft.)
Reflex save (DC 10 + number of lizards Resist +2 turn resistance
contributing) reduces the damage by half. Weakness sunlight powerlessness
Electricity Sense (Ex) Shocker lizards Fort +2, Ref +5, Will +7
automatically detect any electrical discharges Spd 40 ft. (8 squares), fly 80 ft. (perfect)
within 100 feet. Melee incorporeal touch +6 (1d8 plus energy
Skills Shocker lizards have a +4 racial bonus on drain/20/x2)
Hide checks due to their coloration. Shocker Base Atk +3; Grp —
lizards have a +2 racial bonus on Listen and Spot Atk Options energy drain
checks. Special Actions create spawn
Shocker lizards use their Dexterity modifier Combat Gear none
instead of their Strength modifier for Climb Abilities Str —, Dex 16, Con —, Int 14, Wis 14, Cha
and Jump checks. 15
A shocker lizard has a +8 racial bonus on SQ undead traits
Climb checks and can always choose to take 10 Feats Alertness, Blind-Fight, Improved Initiative
on a Climb check, even if rushed or threatened. Skills Hide +13, Intimidate +12, Knowledge
A shocker lizard has a +8 racial bonus on any (religion) +12, Listen +14, Search +12, Spot +14,
Swim check to perform some special action or Survival +2
avoid a hazard. It can always choose to take 10 Possessions none
on a Swim check, even if distracted or Energy Drain (Su): Living creatures hit by a
endangered. It can use the run action while spectre’s incorporeal touch attack gain two
swimming, provided it swims in a straight line. negative levels. The DC is 15 for the Fortitude
save to remove a negative level. The save DC is
B14. Ravine (EL 3) Charisma-based. For each such negative level
Trap: The bridge itself is in poor condition, since the bestowed, the spectre gains 5 temporary hit
Black Arrows rarely used it. If more than one Medium points.
creature attempts to cross it at the same time, the Create Spawn (Su): Any humanoid slain by a
bridge collapses. spectre becomes a spectre in 1d4 rounds. Spawn
are under the command of the spectre that
COLLAPSING BRIDGE CR 3 created them and remain enslaved until its
Type mechanical death. They do not possess any of the abilities
Search DC 20; Disable Device DC 25 they had in life.
EFFECTS Unnatural Aura (Su): Animals, whether wild or
domesticated, can sense the unnatural presence
Trigger location; Reset repair
of a spectre at a distance of 30 feet. They do
Effect fall (50 feet, 5d6, Reflex DC 20 negates);
not willingly approach nearer than that and panic
multiple targets (10-ft. middle section of
if forced to do so; they remain panicked as long
bridge)
as they are within that range.
Sunlight Powerlessness (Ex): Spectres are
B15. Crypt (EL 7) powerless in natural sunlight (not merely a
daylight spell) and flee from it. A spectre
caught in sunlight cannot attack and can take
LORGUS FENKER CR 7
only a single move or attack action in a round.
Male spectre
Description: A spectre looks much as it did in life
LE Medium undead (incorporeal)
and can be easily recognized by those who knew
Init +7; Senses Darkvision 60 ft.; Listen +14, Spot
the individual or have seen the individual’s face
+14
in a painting or a drawing. In many cases, the
Languages Common, Dwarven, Elven
evidence of a violent death is visible on its body.
AC 15, touch 15, flatfooted 13
A spectre is roughly human-sized and is
(+3 Dex, +2 deflection)
weightless.
In close combat a spectre attacks with its Languages Giant
numbing, life-draining touch. It makes full use AC 16, touch 8, flatfooted 16
of its incorporeal nature, moving through walls, (-1 size, -1 Dex, +3 armor, +5 natural)
ceilings, and floors as it attacks. hp 29 (4 HD)
Fort +6, Ref +0, Will +1
B18. Workroom (EL 8) Spd 30 ft. (6 squares)
Melee large greatclub +8 (2d8+7/20/x2)
Ranged large javelin +1 (1d8+5)
GRAGAVAN KREEG CR 8 Base Atk +3; Grp +12
Male ogre fighter 5 Combat Gear none
CE Large giant Abilities Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha
Init +0; Senses darkvision 60 ft., low-light vision; 7
Listen +3, Spot +3 Feats Toughness, Weapon Focus (greatclub)
DEFENSE Skills Climb +5, Listen +2, Spot +2
AC 19, touch 9, flat-footed 19 Possessions combat gear plus large greatclub,
(+5 armor, +5 natural, –1 size) large javelin, large hide armor
hp 90 (4d8+5d10+45)
Fort +15, Ref +2, Will +3
OFFENSE
B23. Infirmary (EL 8)
Spd 30 ft.
Melee +1 ogre hook +16/+11 (3d6+13/19–20/×3) SILAS KREEG CR 8
Ranged mwk composite longbow +8/+3 (2d6+7/×3) Male ogre fighter 5
Space 10 ft.; Reach 10 ft. CE Large giant
TACTICS Init +0; Senses darkvision 60 ft., low-light vision;
During Combat Gragavan begins combat using his Listen +3, Spot +3
bow, but drops the paltry ranged weapon to use DEFENSE
his ogre hook at the first opportunity. AC 19, touch 9, flat-footed 19
Morale If brought below 20 hit points, Gragavan (+5 armor, +5 natural, –1 size)
abandons the fort and tries to flee into the hp 90 (4d8+5d10+45)
mountains. Fort +15, Ref +2, Will +3
STATISTICS OFFENSE
Str 24, Dex 11, Con 20, Int 6, Wis 12, Cha 4 Spd 30 ft.
Base Atk +8; Grp +19 Melee +1 ogre hook +16/+11 (3d6+13/19–20/×3)
Feats Cleave, Great Fortitude, Improved Bull Rush, Ranged mwk composite longbow +8/+3 (2d6+7/×3)
Improved Critical (ogre hook), Power Attack, Space 10 ft.; Reach 10 ft.
Weapon Focus (ogre hook), Weapon TACTICS
Specialization (ogre hook) During Combat Silas begins combat using his bow,
Skills Climb +15, Listen +3, Spot +3 but drops the paltry ranged weapon to use his
Languages Common, Giant ogre hook at the first opportunity.
Combat Gear potion of cure moderate wounds Morale If brought below 20 hit points, Silas
Other Gear +1 hide shirt, +1 ogre hook, abandons the fort and tries to flee into the
masterwork composite longbow (+7 Str) with 20 mountains.
arrows STATISTICS
Str 24, Dex 11, Con 20, Int 6, Wis 12, Cha 4
B19. Armory (EL 5) Base Atk +8; Grp +19
Feats Cleave, Great Fortitude, Improved Bull Rush,
Improved Critical (ogre hook), Power Attack,
O G R E S (2) CR 3 Weapon Focus (ogre hook), Weapon
CE Large giant Specialization (ogre hook)
Init -1; Senses Darkvision 60 ft., low-light vision; Skills Climb +15, Listen +3, Spot +3
Listen +2, Spot +2
Languages Common, Giant Special Attacks rage 2/day
Combat Gear potion of cure moderate wounds TACTICS
Other Gear +1 hide shirt, +1 ogre hook, During Combat Jaagrath is perhaps a bit
masterwork composite longbow (+7 Str) with 20 overconfident in his fighting prowess, but that
arrows certainly doesn’t mean he’s a pushover. He rages
on the first round of combat, then focuses his
B24. Barracks (EL 7) 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
O G R E S (4) CR 3 if he misses he drops his Power Attack bonus by
CE Large giant 5 points, and then entirely if he continues to
Init -1; Senses Darkvision 60 ft., low-light vision; miss.
Listen +2, Spot +2 Morale If Jaagrath is brought below 25 hit points,
Languages Giant he attempts to flee to area B30 to recruit aid,
AC 16, touch 8, flatfooted 16 drinking both of his potions as soon as he gets a
(-1 size, -1 Dex, +3 armor, +5 natural) chance. Once at area B30, he fights to the
hp 29 (4 HD) death.
Fort +6, Ref +0, Will +1 BASE STATISTICS
Spd 30 ft. (6 squares) When Jaagrath isn’t raging, his stats change as
Melee large greatclub +8 (2d8+7/20/x2) follows:
Ranged large javelin +1 (1d8+5) AC 17, touch 10, flat-footed 16
Base Atk +3; Grp +12 hp 96
Combat Gear none Fort +12, Will +2
Abilities Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha Melee +1 human bane ogre hook +19/+14
7 (3d6+13/19–20/×3)
Feats Toughness, Weapon Focus (greatclub) Str 26, Con 16
Skills Climb +5, Listen +2, Spot +2 Skills Climb +11
Possessions combat gear plus large greatclub, STATISTICS
large javelin, large hide armor Str 30, Dex 12, Con 20, Int 6, Wis 8, Cha 9
Base Atk +10; Grp +22
Feats Improved Bull Rush, Improved Critical (ogre
B29. Chapel (EL 10) hook), Power Attack, Weapon Focus (ogre hook)
Skills Climb +13, Intimidate +6, Listen +8, Spot +1
JAAGRATH KREEG CR 10 Languages Common, Giant
Male ogre barbarian 7 Combat Gear potions of cure serious wounds (2)
CE Large giant Other Gear +1 human bane ogre hook, bracers of
Init +1; Senses darkvision 60 ft., low-light vision; armor +2, belt of giant strength +4
Listen +8, Spot +1
DEFENSE
B30. Commander’s Quarters (EL
AC 15, touch 8, flat-footed 14
(+2 armor, +1 Dex, +5 natural, –2 rage, –1 size) 11)
hp 118 (4d8+7d12+55)
Fort +14, Ref +4, Will +4 DORELLA KREEG CR 10 4
Defensive Abilities trap sense +2, improved
uncanny dodge; DR 1/— 4
Alternatively Dorella Kreeg could be a wild mage from
OFFENSE Complete Arcane. Making her a Sor5/Wild4 changes her
Spd 50 ft. statistics as follows:
Melee +1 human bane ogre hook +21/+16
(3d6+16/19–20/×3) • Dorella Kreeg has hp 112
Space 10 ft.; Reach 10 ft. • Dorella’s AC is 23 (touch 8 flat 23)
• Saves Fort +12 Ref +7 Will +9
Female ogre sorcerer 9 Str 18, Dex 8, Con 18, Int 8, Wis 13, Cha 15
CE Large giant Base Atk +7; Grp +15
Init –1; Senses darkvision 60 ft., low-light vision; Feats Alertness (as long as It Tickles is in arm’s
Listen +5, Spot +4 reach), Eschew Materials, Extend Spell, Greater
DEFENSE Spell Focus (enchantment), Iron Will, Spell
AC 19, touch 8, flat-footed 19 Focus (enchantment)
(+4 armor, –1 Dex, +7 natural, –1 size) Skills Climb +4, Concentration +13, Listen +5, Spot
hp 92 (4d8+9d4+52) +4
Fort +13, Ref +3, Will +10 Languages Common, Giant
OFFENSE SQ summon familiar (rat named It Tickles)
Spd 40 ft. Combat Gear wand of acid arrow (43 charges)
Melee dagger +10/+5 (1d6+4/19–20) Other Gear dagger, amulet of natural armor +2,
Space 10 ft.; Reach 10 ft. cloak of Charisma +2
Spells Known (CL 9th, +5 ranged touch)
4th (4/day)—confusion (DC 18), shout (DC 16) H A R L O C K “H O O K M A W ” K R E E G CR 8
3rd (6/day)—deep slumber (DC 17), lightning bolt Male ogre fighter 5
(DC 15), suggestion (DC 17) CE Large giant
2nd (7/day)—blindness/deafness (DC 14), hideous Init +0; Senses darkvision 60 ft., low-light vision;
laughter (DC 16), mirror image, touch of idiocy Listen +3, Spot +3
1st (7/day)—charm person (DC 15), mage armor, DEFENSE
magic missile, shield, true strike AC 19, touch 9, flat-footed 19
0 (6/day)—acid splash, dancing lights, daze (DC (+5 armor, +5 natural, –1 size)
14), ghost sound (DC 12), mage hand, mending, hp 90 (4d8+5d10+45)
message, prestidigitation Fort +15, Ref +2, Will +3
TACTICS OFFENSE
Before Combat Dorella casts mage armor as soon Spd 30 ft.
as she suspects trouble’s come to the fort. Melee +1 ogre hook +16/+11 (3d6+13/19–20/×3)
During Combat While Hookmaw distracts the PCs, Ranged mwk composite longbow +8/+3 (2d6+7/×3)
Dorella casts shield and mirror image before Space 10 ft.; Reach 10 ft.
using her spells against them. She saves shout TACTICS
for when Hookmaw falls, hoping to attract the During Combat Hookmaw begins combat using his
attention of reinforcements while at the same bow, but drops the paltry ranged weapon to use
time damaging her foes. his ogre hook at the first opportunity.
Morale Dorella attempts to escape if brought Morale If brought below 20 hit points, Hookmaw
below 20 hit points, after casting confusion to abandons the fort and tries to flee into the
delay pursuit. mountains.
STATISTICS
STATISTICS
Str 24, Dex 11, Con 20, Int 6, Wis 12, Cha 4
• Random Deflector 1×day (CAr 69) Base Atk +8; Grp +19
• Student of Chaos Feats Cleave, Great Fortitude, Improved Bull Rush,
• Spells Known CL (6+1d6) Touch +5 Improved Critical (ogre hook), Power Attack,
o 4th (4/day) confusion DC 18, black tentacles Weapon Focus (ogre hook), Weapon
(grapple check +14+1d6)
Specialization (ogre hook)
o 3rd (6/day) lightning bolt DC 15, hold person DC
Skills Climb +15, Listen +3, Spot +3
17, suggestion DC17
o 2nd (7/day) hideous laughter DC 16, touch of Languages Common, Giant
idiocy, mirror image† (12th; 1d4+4), scorching ray Combat Gear potion of cure moderate wounds
o 1st (7/day) mage armor† (8th), shield† (11th), charm Other Gear +1 hide shirt, +1 ogre hook,
person DC 15, magic missile, expeditious retreat† masterwork composite longbow (+7 Str) with 20
(9th) arrows
o 0 (6/day) acid splash, dancing lights, daze DC 14,
ghost sound DC 13, mage hand, message
The gloves of life, a new magic item, will be found OGRE CR 3
here. Details of this item can be found on page CE Large giant
52. This set of gloves is black with silver Init -1; Senses Darkvision 60 ft., low-light vision;
thread. The holy symbol of Sarenrae is Listen +2, Spot +2
embroidered on the back of each glove. Any Languages Giant
treasure from prisoners in area B36 will also be
AC 16, touch 8, flatfooted 16
found in this area.
(-1 size, -1 Dex, +3 armor, +5 natural)
hp 29 (4 HD)
B31. Tribunal (EL 8) Fort +6, Ref +0, Will +1
Spd 30 ft. (6 squares)
HAG-EYE KREEG CR 7
Melee large greatclub +8 (2d8+7/20/x2)
Male ogre barbarian 4
Ranged large javelin +1 (1d8+5)
CE large giant
Base Atk +3; Grp +12
Init +0; Senses Darkvision 60 ft., low-light vision;
Combat Gear none
Listen +6, Spot +2
Abilities Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha
Languages Giant
7
AC 17, touch 8, flat-footed 17
Feats Toughness, Weapon Focus (greatclub)
(-1 size, -2 rage, +5 natural, +4 armor, +1
Skills Climb +5, Listen +2, Spot +2
deflection)
Possessions combat gear plus large greatclub,
hp 79 (4d8+4d12+35)
large javelin, large hide armor
Fort +14, Ref +2, Will +4
Speed 40 ft. (8 squares), base speed 50 ft.
Melee large +1 greatclub +18/+13 (2d6+16) B36. Lucrecia’s Retreat (EL 7)
Space 10 ft.; Reach 10 ft.
Base Atk +7; Grapple +19
LUCRECIA CR 10
Atk Options Power Attack
Lamia matriarch rogue 2 (Pathfinder #2 92)
Special Actions rage 2/day (9 rounds)
Always CE Large monstrous humanoid
Abilities Str 30, Dex 11, Con 22, Int 8, Wis 10, Cha (shapechanger)
4 Init +6; Senses darkvision 60 ft., low-light vision;
SQ trap sense +1, uncanny dodge Listen +3, Spot +3
Feats Power Attack, Toughness, Weapon Focus
DEFENSE
(greatclub)
AC 28, touch 15, flat-footed 22
Skills Climb +15, Hide -6, Jump +19, Listen +6, Spot
(+4 armor, +6 Dex, +9 natural, –1 size)
+2
hp 131 (12d8+2d6+70)
Possessions: +1 hide armor, +1 greatclub, ring of
Fort +10, Ref +18, Will +12
protection +1
Defensive Abilities evasion; Immune mind-
affecting effects; SR 18
When not raging, Hag-eye Kreeg has the following
OFFENSE
changed statistics:
Spd 40 ft., climb 40 ft., swim 40 ft.
AC 19, touch 10, flat-footed 19
Melee +1 keen rapier +17/+12/+7 (1d8+5/15–20 plus
hp 63
1 Wisdom drain) and mwk dagger +17/+12 (1d6+2
Fort +12, Will +2
plus 1 Wisdom drain) or
Melee large +1 greatclub +16/+11 (2d6+12/19-20)
Melee touch +18 (2d4 Wisdom drain)
Grapple +17
Space 10 ft.; Reach 5 ft.
Abilities Str 26, Con 18
Special Attacks sneak attack +1d6
Skills Climb +13, Jump +17
Spell-Like Abilities (CL 10th)
Description Hag-eye Kreeg is a cycloptic brute
At will—charm monster (DC 21), ventriloquism
with two eyes crammed together in the same
(DC 18)
deformed socket. As a result of his bad vision,
he never uses ranged weapons.
3/day—deep slumber (DC 20), dream, major Alternate Form (Su) A lamia matriarch has a
image (DC 20), mirror image, suggestion (DC single humanoid form that she can assume as a
20) standard action—most lamia matriarchs have
Spells Known (CL 6th, +18 ranged touch) human, elven, or half-elven alternate forms.
3rd (3/day)— lightning bolt (DC 19) Their appearance in this form is identical from
2nd (5/day)—hideous laughter (DC 18), the waist up to their serpentine form, yet in
undetectable alignment humanoid form the lamia matriarch is Medium
1st (6/day)—cure light wounds, divine favor, mage sized (–8 Strength, +2 Dex, –4 Constitution),
armor, shield cannot use her Wisdom drain attack, and has a
0 (6/day)—dancing lights, daze (DC 16), detect base speed of 30 feet.
magic, ghost sound (DC 16), mage hand, Wisdom Drain (Su) A lamia matriarch drains 1d6
mending, prestidigitation points of Wisdom each time she hits with her
TACTICS melee touch attack. If she strikes a foe with a
Before Combat Lucrecia casts mage armor as soon melee weapon, she drains 1 point of Wisdom
as she becomes aware of trouble in the keep instead. Unlike creatures with other kinds of
above (or in the shocker lizard caves in area ability drain attacks, a lamia matriarch does not
B37). She starts every day with an heal damage when she uses her Wisdom drain.
undetectable alignment spell as well. Skills Lamia matriarchs have a +4 racial bonus on
During Combat Lucrecia assumes her true form on Bluff, Tumble, and Use Magic Device checks.
the first round of combat, preferring to fight Spells Lamia matriarchs cast spells as 6th-level
with her rapier and dagger and activating false sorcerers, and can also cast spells from the
life on the first round of combat. If faced with cleric list. Cleric spells are considered arcane
overwhelming odds or brought below 80 hit spells for a lamia matriarch, meaning that the
points, she attempts to flee, recover, and then creature doesn’t need a divine focus to cast
attack the PCs again in an area where she has them.
more room to move around so she can utilize her
spells more effectively. B37. Lizard Warrens (EL 9)
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 S H O C K E R L I Z A R D S (12) CR 2
Breakbones’ side in area D9. Always N Small Magical Beast
STATISTICS Initiative +6; Senses Darkvision 60 ft., low-light
Str 18, Dex 23, Con 20, Int 20, Wis 16, Cha 23 vision, electrical sense; Listen +4 Spot +4
Base Atk +13; Grp +21 AC 16, touch 13, flat-footed 14;
Feats Combat Expertise, Improved Feint, (+1 size, +2 Dex, +3 natural)
Improved Two-Weapon Fighting, Two-Weapon hp 13 (2d10+2 Hit Dice)
Fighting, Weapon Finesse Fort +4, Ref +5, Will +1
Skills Bluff +27, Climb +12, Concentration +20, Immune electricity
Craft (tattooing) +13, Knowledge (arcana) +20, Spd 40 ft. (8 squares), climb 20 ft., swim 20 ft.
Knowledge (local) +22, Sense Motive +15, Base Attack +2; Grapple –2
Spellcraft +22, Tumble +27, Swim +12, Use Melee Bite +3 melee (1d4)
Magic Device +25 Special Attacks Stunning shock, lethal shock
Languages Abyssal, Common, Draconic, Giant, Space 5 ft.; Reach 5 ft.
Thassilonian Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6
SQ alternate form, trapfinding Feats Improved Initiative
Combat Gear wand of scorching ray (22 charges) Skills Climb +11, Hide +11, Jump +7, Swim +10
Other Gear +1 keen rapier, masterwork dagger, Stunning Shock (Su) Once per round, a shocker
Sihedron medallion (+1 resistance bonus on all lizard can deliver an electrical shock to a single
saves, false life as free action 1/day at CL 5th; opponent within 5 feet. This attack deals 2d8
see Pathfinder #1 p.55) points of nonlethal damage to living opponents
SPECIAL ABILITIES
(Reflex DC 12 half ). The save DC is Feats Alertness, Endurance, Skill Focus (Hide),
Constitution-based. Toughness
Lethal Shock (Su) Whenever two or more shocker Skills Balance +11, Climb +17, Hide +10, Listen +9,
lizards are within 20 feet of each other, they Spot +9, Swim +16
can work together to create a lethal shock. This
effect has a radius of 20 feet, centered on any
Black Magga Rises (EL 15)
one contributing lizard. The shock deals 2d8
points of electricity damage for each lizard
contributing to it, to a maximum of 12d8. A BLACK MAGGA
Reflex save (DC 10 + number of lizards MOTHER OF OBLIVION CR 15
contributing) reduces the damage by half.
Always CE Gargantuan outsider (aquatic, native)
Electricity Sense (Ex) Shocker lizards
Init +0; Senses all-around vision, darkvision 120
automatically detect any electrical discharges
ft.; Listen +22, Spot +30
within 100 feet.
DEFENSE
Skills Shocker lizards have a +4 racial bonus on
AC 32, touch 6, flat-footed 32
Hide checks due to their coloration. Shocker
(+26 natural, –4 size)
lizards have a +2 racial bonus on Listen and Spot
hp 217 (currently 152, see page 88) (15d8+150 HD)
checks.
Fort +19, Ref +9, Will +13
Shocker lizards use their Dexterity modifier
DR 15/cold iron and magic; Immune death effects,
instead of their Strength modifier for Climb
mind-affecting effects, petrification,
and Jump checks.
polymorph; Resist acid 20, cold 20; SR 26
A shocker lizard has a +8 racial bonus on
OFFENSE
Climb checks and can always choose to take 10
Spd 20 ft., swim 60 ft.
on a Climb check, even if rushed or threatened.
A shocker lizard has a +8 racial bonus on any Melee bite +24 (2d8+11 plus energy drain) and 4
tentacles +22 (2d6+6)
Swim check to perform some special action or
avoid a hazard. It can always choose to take 10 Space 20 ft.; Reach 20 ft.
Special Attacks breath of madness, constrict
on a Swim check, even if distracted or
endangered. It can use the run action while 2d6+6, improved grab
Spell-Like Abilities (CL 18)
swimming, provided it swims in a straight line.
At will—death knell (DC 17), invisibility purge,
prayer
Saving the School Children (EL 3/day—demand (DC 23), dimensional anchor,
5) divination, dominate person (DC 20), greater
command (DC 21)
1/day—commune, dream, unhallow
NIGHTBELLY BOA CR 5 TACTICS
Giant Constrictor Snake During Combat On the first round of combat,
Always N Huge Animal Black Magga uses her breath of madness ability
Init +3; Senses Scent; Listen +9, Spot +9 on the PCs. On the second round, she attacks
AC 15, touch 11, flat-footed 12; the PCs, moving up to one of them to bite. On
(–2 size, +3 Dex, +4 natural) the third round, she repeats this tactic, adding
hp 63 (11d8+14 HD) her tentacles if she wasn't able to make a full
Fort +8, Ref +10, Will +4 attack action on round two.
Spd 20 ft. (4 squares), climb 20 ft., swim 20 ft. Morale Black Magga retreats on the fourth round
Melee Bite +13 (1d8+10) of combat, dropping any foes she's constricting,
Special Attacks Constrict 1d8+10, improved grab deciding that tangling with these unknown
Space 15 ft.; Reach 10 ft. enemies is not currently in her best interest.
Str 25, Dex 17, Con 13, Int 1, Wis 12, Cha 2 Alternately, she retreats if the PCs bring her
Base Attack +8; Grapple +23 below 80 hit points before round four.
Abandoning Turtleback Ferry and the PCs (for
now), she surges downriver (possibly destroying Mother of Oblivion is cognizant of the plane she
a few minor buildings as she crashes by) and inhabits bodily and all coterminous planes—such
vanishes into the depths of Claybottom Lake. as the Ethereal Plane and Plane of Shadow from
STATISTICS the Material Plane. Not only is she aware of
Str 37, Dex 10, Con 31, Int 25, Wis 18, Cha 20 these planes and the creatures there, she can
Base Atk +15; Grp +40 reach her tentacles through to attack. By
Feats Awesome Blow, Cleave, Improved Bull Rush, worming her tentacles through the dimensions, a
Iron Will, Multiattack, Power Attack Mother of Oblivion can effectively reach
Skills Climb +31, Concentration +28, Escape Artist through solid barriers into any area not
+18, Hide +26, Intimidate +23, Knowledge protected by a dimensional lock or similar
(arcana) +25, Knowledge (history) +25, effect. While a Mother of Oblivion can attack
Knowledge (religion) +25, Knowledge (the planes) and even grapple creatures on other planes, she
+25, Listen +22, Move Silently +18, Search +33, cannot move creatures from one plane to
Sense Motive +22, Spot +22, Swim +39 another.
Languages Abyssal, Celestial, Common, Draconic, Warp Dimensions (Su) A Mother of Oblivion’s
Infernal presence distorts the dimensions. Any creature
SQ transdimensional tentacles that attempts to utilize a teleport effect within
SPECIAL ABILITIES 300 feet of a Mother of Oblivion must make a
All-Around Vision (Ex) The eyes at the tips of DC 21 caster level check or the teleport effect
several of a Mother of Oblivion’s tentacles fails to activate and the creature must make a
grant her a +8 racial bonus on Search and Spot DC 27 Fortitude save or be nauseated5 for 1d6
checks. She cannot be flanked. rounds. The save DC is Constitution-based.
Breath of Madness (Su) A Mother of Oblivion can
exhale a cloud of foul-smelling, narcotic breath: C4. Gorger and Chaw’s Lair (EL
60-foot cone, once per minute, 1d6 points of
Wisdom damage and confusion for 1d6 rounds, 6)
Reflex DC 27 half Wisdom damage and no
confusion. This breath is a mind-affecting GORGER AND CHAW CR 6
poison effect. The save DC is Constitution- Male ettin
based. Usually CE Large Giant
Constrict (Ex) A Mother of Oblivion deals 2d6+6 Init +3; Senses low-light vision; Listen +10, Spot
points of damage with a successful grapple +10
check. Languages Giant
Improved Grab (Su) To use this ability, a Mother
AC 18, touch 8, flatfooted 18
of Oblivion must hit a creature at least one size
(–1 size, –1 Dex, +3 armor, +7 natural)
category smaller than herself with a tentacle
hp 65 (10d8+20)
attack. She can then attempt to start a grapple
Fort +9, Ref +2, Will +5
as a free action without provoking an attack of
Spd 30 ft. (6 squares)
opportunity. If she wins the grapple check, she
Melee large morningstar +12/+7 melee
establishes a hold and can constrict.
(2d6+6/20/x2) and large morningstar +12/+7
Energy Drain (Su) A Mother of Oblivion feeds on
(2d6+6/20/x2)
soul energy, draining life from her victims.
Ranged large javelin +6 (1d8+6/20/x2) and large
Living creatures hit by a Mother of Oblivion’s
javelin +6 (1d8+6/20/x2)
bite attack gain two negative levels. The DC is
Base Atk +7/+2; Grp +17
22 for the Fortitude save to remove a negative
Atk Options Power Attack, superior two-weapon
level. The save DC is Charisma-based. For each
fighting
such negative level bestowed, the Mother of
Oblivion gains 5 temporary hit points. 5
Transdimensional Tentacles (Su) A Mother of Experiencing stomach distress. Nauseated creatures
are unable to attack, cast spells, concentrate on spells, or
Oblivion’s tentacles allow her to see into and
do anything else requiring attention. The only action such
infiltrate multiple planes at once. At all times, a
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 E X H A U S T E D O G R E S (4) CR 3
11 CE Large giant
Feats Alertness, Improved Initiative, Iron Will, Init -4; Senses Darkvision 60 ft., low-light vision;
Power Attack Listen +2, Spot +2
Skills Listen +10, Search +1, Spot +10 Languages Giant
Possessions combat gear plus large morningstars AC 13, touch 5, flatfooted 13
(2), large javelins (2), large hide armor (-1 size, -4 Dex, +3 armor, +5 natural)
Superior Two-Weapon Fighting (Ex): An ettin hp 29 (4 HD)
fights with a morningstar or javelin in each Fort +6, Ref -3, Will +1
hand. Because each of its two heads controls an Spd 15 ft. (3 squares); normally 30 ft. out of armor
arm, the ettin does not take a penalty on attack Melee large greatclub +5 (2d8+3/20/x2)
or damage rolls for attacking with two weapons. Ranged large javelin -2 (1d8+2)
Base Atk +3; Grp +9
C6. Ogre Demolition Crew (EL 7) Combat Gear none
Str 15, Dex 2, Con 15, Int 6, Wis 10, Cha 7
Feats Toughness, Weapon Focus (greatclub)
BUCK KREEG CR 7 Skills Climb +2, Listen +2, Spot +2
Male ogre barbarian 4
Possessions combat gear plus large greatclub, large
CE large giant
javelin, large hide armor
Init -3; Senses Darkvision 60 ft., low-light vision;
Listen +6, Spot +2
Languages Giant C7. Battlefield (EL 9)
AC 16, touch 7, flat-footed 13
(-3 Dex, -1 size, +5 natural, +4 armor, +1
T R O L L S (4) CR 5
deflection)
Usually chaotic evil Large Giant
hp 63 (4d8+4d12+35)
Init +2; Senses Darkvision 90 ft., low-light vision,
Fort +12, Ref -1, Will +2
scent; Listen +5, Spot +6
Speed 20 ft. (4 squares - armnor and exhaustion),
AC 16, touch 11, flat-footed 14
base speed 50 ft.
(–1 size, +2 Dex, +5 natural)
Melee large +1 greatclub +13/+8 (2d6+7)
hp 63 (6d8+36 HD); regeneration 5 (acid and fire)
Ranged javelin +3 (1d8+5)
Fort +11, Ref +4, Will +3
Space 10 ft.; Reach 10 ft.
Spd 30 ft. (6 squares)
Base Atk +7; Grapple +14
Melee 2 claws +9 (1d6+6) and bite +4 (1d6+3)
Atk Options Power Attack
Special Attacks Rend 2d6+9
Special Actions rage 2/day (9 rounds -- used for
Base Attack +4; Grapple +14
the day)
Space 10 ft.; Reach 10 ft.
Str 20 (normally 26), Dex 5 (normally 11), Con 18,
Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Int 8, Wis 10, Cha 4
SQ Regeneration 5
SQ trap sense +1, uncanny dodge
Feats Alertness, Iron Will, Track
Feats Power Attack, Toughness, Weapon Focus
Skills Listen +5, Spot +6
(greatclub)
Skills Climb +10, Hide -9, Jump +14, Listen +6, Spot
+2 C13. Observation Pool (EL 10)
Possessions: +1 hide armor, +1 greatclub, ring of
protection +1
GRAZUUL CR 10
Description Buck Kreeg was born with horns just like
Male scrag fighter 5
his pappy, and a hoof for a right foot besides. One of
the most religious of the Kreegs, he still carries an CE Large giant
unholy symbol of Lamashtu, despite Barl Breakbones Init +4; Senses darkvision 90 ft., low-light vision,
discouraging her worship on Hook Mountain. scent; Listen +4, Spot +5
DEFENSE Init +4; Senses low-light vision; Listen +10, Spot
AC 19, touch 13, flat-footed 15 (+4 Dex, +6 natural, +10
–1 size) Languages Sylvan and Common, and may know other
hp 140 (6d8+5d10+77); regeneration 5 (acid and languages as well
fire) hp 3 (1d6); DR 10/cold iron; SR 15
Fort +16, Ref +7, Will +3 AC 16, touch 15, flat-footed 12;
OFFENSE (+1 size, +4 Dex, +1 natural)
Spd 20 ft., swim 40 ft. Fort +0, Ref +6, Will +4
Melee Medium +1 vicious adamantine military fork Spd 20 ft. (4 squares), fly 60 ft. (good)
+16/+11 (2d4+14/×3 plus 2d6) and bite +15 Melee Short sword +5 (1d4–2/19–20) or
(1d6+4) or Ranged Longbow +5 (1d6–2)/x3
Melee 2 claws +18 (1d6+11/19–20) and bite +15 Attack Options Memory-Loss Arrows, Sleep
(1d6+4) Arrows
Space 10 ft.; Reach 10 ft. Space 5 ft.; Reach 5 ft.
Special Attacks rend 2d6+13 Spell-like abilities (CL 8th; base DC 13 (Charisma-
TACTICS based))
During Combat Grazuul attempts to remain in the At Will—Greater Invisibility
water throughout the entire combat so he can 1/day—lesser confusion (DC 14), dancing lights,
continue enjoying the effects of his detect chaos, detect good, detect evil, detect
regeneration, but once he’s brought below 50 hit law, detect thoughts (DC 15), dispel magic,
points, he drops his military fork and switches entangle (DC 14), permanent image (DC 19;
over to using his claws to let his regeneration visual and auditory elements only)
catch up with all the damage he’d been doing to Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16
himself by using the vicious weapon. If facing Base Attack +0; Grapple –6
characters wearing heavy armor, he clambers Feats Alertness, DodgeB, Weapon FinesseB
out of his pool to try to bull rush them into the Skills Bluff +7, Concentration +4, Escape Artist +8,
water if the opportunity presents itself. Hide +8, Listen +10, Move Silently +8, Ride +8,
Morale Grazuul fights to the death, confident that Search +9, Sense Motive +6, Spot +10
his regeneration will save him if he’s defeated. Greater Invisibility (Su): A pixie remains invisible
If, on the other hand, the PCs bring a lot of fire even when it attacks. This ability is constant,
and acid against him, he abandons Skull’s but the pixie can suppress or resume it as a
Crossing entirely once brought below 20 hit free action.
points and flees into area C14 and thence north Special Arrows (Ex): Pixies sometimes employ
into the Storval Deep. arrows that deal no damage but can erase
STATISTICS memory or put a creature to sleep.
Str 28, Dex 18, Con 24, Int 4, Wis 11, Cha 8 Memory Loss: An opponent struck by this
Base Atk +9; Grp +22 arrow must succeed on a DC 15 Will save or
Feats Combat Reflexes, Improved Bull Rush, lose all memory. The save DC is Charisma-
Improved Critical (claw), Multiattack, Power based and includes a +2 racial bonus. The
Attack, Weapon Focus (claw), Weapon subject retains skills, languages, and class
Specialization (claw) abilities but forgets everything else until he or
Skills Listen +4, Spot +5, Swim +22 she receives a heal spell or memory
Languages Giant restoration with limited wish, wish, or miracle.
Gear Medium +1 vicious adamantine military fork 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 Desperate Plea a sleep spell. The save DC is Charisma-based
and includes a +2 racial bonus.
YAP CR 4
Always NG Small Male Fey
she may turn her wrath against the citizens of
Heart of Sadness (EL 10) Turtleback Ferry.
STATISTICS
MYRIANA CR 10 Str —, Dex 20, Con —, Int 18, Wis 20, Cha 28
Female advanced nymph ghost Base Atk +6; Grp —
CN Medium undead (augmented fey, incorporeal) Feats Ability Focus (blinding beauty), Combat
Init +5; Senses darkvision 60 ft., low-light vision; Casting, Eschew Materials, Greater Spell Focus
Listen +28, Spot +28 (evocation), Spell Focus (evocation)
Aura blinding beauty (blindness, 30 ft., DC 27); Skills Concentration +15, Diplomacy +24, Escape
corrupting gaze (2d10 damage plus 1d4 Cha Artist +20, Handle Animal +24, Heal +20, Hide
damage, 30 feet, DC 25) +28, Listen +28, Move Silently +20, Search +12,
DEFENSE Sense Motive +20, Spot +28
AC 24, touch 24, flat-footed 19 Languages Common, Sylvan
(+9 deflection, +5 Dex) SQ rejuvenation, unearthly grace, wild empathy
hp 78 (12d12) +27
Fort +13, Ref +22, Will +22 Blinding Beauty (Su) This ability affects all
Defensive Abilities +4 turn resistance, incorporeal humanoids within 30 feet of a nymph. Those who
traits, undead traits look directly at a nymph must succeed on a DC
OFFENCE 17 Fortitude save or be blinded permanently as
Spd fly 30 ft. (perfect) though by the blindness spell. A nymph can
Melee draining touch +11 (1d4 Charisma drain) suppress or resume this ability as a free action.
Special Attacks manifestation, stunning glance The save DC is Charisma-based.
(DC 25), telekinesis Stunning Glance (Su) As a standard action, a
Spell-Like Abilities (CL 7th) wrathful nymph can stun a creature within 30
1/day—dimension door feet with a look. The target creature must
Spells Prepared (CL 7th) succeed on a DC 17 Fortitude save or be stunned
4th—flame strike (DC 21), reincarnate for 2d4 rounds. The save DC is Charisma-based.
3rd—call lightning (DC 20), dominate animal (DC Unearthly Grace (Su) A nymph adds her Charisma
18), summon nature’s ally III modifier as a bonus on all her saving throws, and
2nd—chill metal (DC 17), flame blade, flaming as a deflection bonus to her Armor Class. (The
sphere (DC 19), gust of wind (DC 19) statistics block already reflects these bonuses).
1st—charm animal (DC 16), entangle (DC 16), Wild Empathy (Ex) This power works like the
obscuring mist, produce flame, speak with druid’s wild empathy class feature, except that
animals, summon nature’s ally I a nymph has a +6 racial bonus on the check.
0—detect magic, flare (2, DC 17), guidance, light, Draining Touch (Su) A ghost that hits a living
mending target with its incorporeal touch attack drains
TACTICS 1d4 points from any one ability score it selects.
During Combat Although Myriana is undead, she On each such successful attack, the ghost heals
was made so by despair and anguish, not hate. 5 points of damage to itself. Against ethereal
She would prefer to recruit the PCs rather than opponents, it adds its Strength modifier to
harm them, and fights only to defend herself. attack rolls only. Against nonethereal opponents,
She prefers to use her stunning gaze to defeat it adds its Dexterity modifier to attack rolls
foes without causing lasting harm, but if only.
pressed uses her magic and corrupting gaze to Manifestation (Su) Every ghost has this ability. A
get her point across. ghost dwells on the Ethereal Plane and, as an
Morale As long as her lover’s body remains atop ethereal creature, it cannot affect or be
Hook Mountain, Myriana cannot be slain forever. affected by anything in the material world.
She fights until destroyed, then rejuvenates When a ghost manifests, it partly enters the
with the next sunset and sends Yap to gather Material Plane and becomes visible but
the PCs to her side once again—if she’s ignored, incorporeal on the Material Plane. A manifested
ghost can be harmed only by other incorporeal
creatures, magic weapons, or spells, with a 50% hp 90 (4d8+5d10+45)
chance to ignore any damage from a corporeal Fort +15, Ref +2, Will +3
source. A manifested ghost can pass through OFFENSE
solid objects at will, and its own attacks pass Spd 30 ft.
through armor. A manifested ghost always Melee +1 ogre hook +16/+11 (3d6+13/19–20/×3)
moves silently. A manifested ghost can strike Ranged mwk composite longbow +8/+3 (2d6+7/×3)
with its touch attack or with a ghost touch Space 10 ft.; Reach 10 ft.
weapon (see Ghostly Equipment, below). A TACTICS
manifested ghost remains partially on the During Combat The ogres begins combat using
Ethereal Plane, where is it not incorporeal. A their bows, but drops the paltry ranged weapons
manifested ghost can be attacked by opponents to use ogre hooks at the first opportunity.
on either the Material Plane or the Ethereal STATISTICS
Plane. The ghost’s incorporeality helps protect it
Str 24, Dex 11, Con 20, Int 6, Wis 12, Cha 4
from foes on the Material Plane, but not from
Base Atk +8; Grp +19
foes on the Ethereal Plane.
Feats Cleave, Great Fortitude, Improved Bull Rush,
When a spellcasting ghost is not manifested
Improved Critical (ogre hook), Power Attack,
and is on the Ethereal Plane, its spells cannot
Weapon Focus (ogre hook), Weapon
affect targets on the Material Plane, but they
Specialization (ogre hook)
work normally against ethereal targets. When a
Skills Climb +15, Listen +3, Spot +3
spellcasting ghost manifests, its spells continue
Languages Common, Giant
to affect ethereal targets and can affect
Combat Gear potion of cure moderate wounds
targets on the Material Plane normally unless
Other Gear +1 hide shirt, +1 ogre hook,
the spells rely on touch. A manifested ghost’s
masterwork composite longbow (+7 Str) with 20
touch spells don’t work on nonethereal targets.
arrows
A ghost has two home planes, the Material
Plane and the Ethereal Plane. It is not
considered extraplanar when on either of these D5. Chokepoint (EL 6)
planes.
Telekinesis (Su) A ghost can use telekinesis as a
O G R E S (3) CR 3
standard action (caster level 12th or equal to the
CE Large giant
ghost’s HD, whichever is higher). When a ghost
Init -1; Senses Darkvision 60 ft., low-light vision;
uses this power, it must wait 1d4 rounds before
Listen +2, Spot +2
using it again.
Languages Giant
Skills: A nymph has a +8 racial bonus on any Swim
AC 16, touch 8, flatfooted 16
check to perform some special action or avoid a
(-1 size, -1 Dex, +3 armor, +5 natural)
hazard. She can always choose to take 10 on a
hp 29 (4 HD)
Swim check, even if distracted or endangered.
Fort +6, Ref +0, Will +1
She can use the run action while swimming,
provided she swims in a straight line. Spd 30 ft. (6 squares)
Melee large greatclub +8 (2d8+7/20/x2)
Ranged large javelin +1 (1d8+5)
D1. Entrance (EL 10) Base Atk +3; Grp +12
Combat Gear none
K R E E G O G R E S (2) CR 8 Abilities Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha
Male ogre fighter 5 7
CE Large giant Feats Toughness, Weapon Focus (greatclub)
Init +0; Senses darkvision 60 ft., low-light vision; Skills Climb +5, Listen +2, Spot +2
Listen +3, Spot +3 Possessions combat gear plus large greatclub,
DEFENSE large javelin, large hide armor
AC 19, touch 9, flat-footed 19 (+5 armor, +5
natural, –1 size) D6. The Clanhold (EL 11)
Feats Toughness, Weapon Focus (greatclub)
K R E E G O G R E S (2) CR 8 Skills Climb +2, Listen +2, Spot +2
Male ogre fighter 5 Possessions combat gear plus large greatclub, large
CE Large giant javelin, large hide armor
Init +0; Senses darkvision 60 ft., low-light vision;
Listen +3, Spot +3 D7. Circle of the Sisters (EL 9)
DEFENSE
AC 19, touch 9, flat-footed 19 (+5 armor, +5
I imagine that as soon as the hags hear the
natural, –1 size)
combat between the PCs and ogre guards,
hp 90 (4d8+5d10+45)
Fort +15, Ref +2, Will +3 they use mirage arcana to make their cave
OFFENSE appear more comfortable, like a small cottage
Spd 30 ft. or boudoir (complete with lots of decadent
Melee red-hot large bastard sword +15/+10 pillows and gauzy hanging veils), veil to make
(2d8+12+1d6 fire/19–20) Lamatar look like he did before he got "wight-
Ranged mwk composite longbow +8/+3 (2d6+7/×3) ed," and disguise self to make themselves into
Space 10 ft.; Reach 10 ft. the aforementioned "damsels." When the PCs
TACTICS bust in, the hags play all nice and convince
During Combat The ogres begins combat using them that they are a sorority of local
their bows, but drops the paltry ranged weapons
"weather witches" and have been held here to
to use ogre hooks at the first opportunity.
make the rains that Barl wants. Lamatar
STATISTICS
keeps strangely quiet but backs up the
Str 24, Dex 11, Con 20, Int 6, Wis 12, Cha 4
Base Atk +8; Grp +19 sisters' story when prompted to do so.
Feats Cleave, Great Fortitude, Improved Bull Rush, Assuming the PCs don't immediately attack,
Improved Critical (ogre hook), Power Attack, the hags offer a moment's rest and some
Weapon Focus (ogre hook), Weapon nourishment, in the form of Oil of Taggit soup
Specialization (ogre hook) (Fort 15, unconsciousness). If the party all
Skills Climb +15, Listen +3, Spot +3 fail their saves (unlikely), the PCs wake as
Languages Common, Giant Barl's prisoners and get to enjoy his
Combat Gear potion of cure moderate wounds
monologue about Mokmurian's power before
Other Gear +1 hide shirt, large bastard sword,
they inevitably escape and kick butt. If at
masterwork composite longbow (+7 Str) with 20
arrows least some of the PCs remain awake, then the
combat proceeds as the hags drop their
E X H A U S T E D O G R E S (8) CR 3 illusions and Lamatar leaps into the fray.
CE Large giant Of course, if the PCs don't eat anything, the
Init -4; Senses Darkvision 60 ft., low-light vision; hags beg for the PCs to rescue them and, flee
Listen +2, Spot +2 into the mountains, given the opportunity. The
Languages Giant PCs might think they have successfully
AC 13, touch 5, flatfooted 13 brought Lamatar back alive for Myriana, until
(-1 size, -4 Dex, +3 armor, +5 natural) the reveal, which should be fun. Also, the
hp 29 (4 HD) hags give one of the PCs a hag's eye as a
Fort +6, Ref -3, Will +1 reward, which allows them to show up later,
Spd 15 ft. (3 squares); normally 30 ft. out of armor when the time is right. Mwah ha ha.
Melee large greatclub +5 (2d8+3/20/x2)
Ranged large javelin -2 (1d8+2)
Base Atk +3; Grp +9
BRISELDA, GRELTHAGA, & LARASTINE
Combat Gear none CR 6
Str 15, Dex 2, Con 15, Int 6, Wis 10, Cha 7 CE Female Annis Hags
Usually CE Large monstrous humanoid Improved Grab (Ex): To use this ability, an annis
Init +1; Senses darkvision 60 ft.; Listen +10, Spot must hit a Large or smaller opponent with a claw
+10 attack. It can then attempt to start a grapple
Languages Common and Giant as a free action without provoking an attack of
DEFENSES opportunity.
AC 20, touch 10, flat-footed 19 Rake (Ex): Attack bonus +13 melee, damage 1d6+7.
(–1 size, +1 Dex, +10 natural) An annis can attack a grappled foe with both
hp 45 (7d8+14 HD); DR 2/bludgeoning, SR 19 claws at no penalty.
Fort +6, Ref +6, Will +6 Rend (Ex): An annis that hits with both claw
OFFENSE attacks latches onto the opponent’s body and
Spd 40 ft. tears the flesh. This attack automatically deals
Melee 2 claws +13 (1d6+7) and bite +8 (1d6+3) an extra 2d6+10 points of damage.
Special Attacks improved grab, rake (1d6+7), rend
(2d6+10) LAMATAR BAYDEN, WIGHT CR 3
Space 10 ft.; Reach 10 ft. Always LE Medium undead
Spell-like abilities (CL 8th) Init +1; Senses Darkvision 60 ft.; Listen +7, Spot
3/day—disguise self, fog cloud +7
Covey Spell-Like Abilities (CL 9th) Languages Common
3/day—animate dead, bestow curse (DC 17), DEFENSE
control weather, dream, forcecage, mind blank, AC 15, touch 11, flat-footed 14;
mirage arcana (DC 18), polymorph, veil (DC 19), (+1 Dex, +4 natural)
vision. hp 26 (4d12 HD)
The save DCs are based on a Charisma score Fort +1, Ref +2, Will +5
of 16. To use one of these abilities (which OFFENSE
requires a full–round action), all three hags must Spd 30 ft.
be within 10 feet of one another, and all must Melee Slam +3 (1d4+1 plus energy drain)
participate. Special Attacks create spawn, energy drain
TACTICS Space 5 ft.; Reach 5 ft.
Before Combat All three hags are protected by TACTICS
mind blank. During Combat Lamatar retains no trace of his
During Combat The hags are nearly ready to living personality, and follows the orders of his
abandon the Kreegs, but if intruders confront three mistresses without question.
them here, they put up a fight for a few rounds, Morale Lamatar fights to the death.
favoring their more powerful covey spell-like
STATISTICS
abilities like bestow curse and forcecage at the
Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15.
start of the fight before finishing things off
SQ darkvision 60 ft., undead traits
with their melee attacks.
Base Atk +2; Grapple +3
Morale If any of the hags are dropped below 15 hit
Skills Hide +8, Listen +7, Move Silently +16, Spot
points, all three attempt to flee the clanhold. If
+7 (Wights have a +8 racial bonus on Move
prevented from doing so, they beg for their
Silently checks)
lives and might even be convinced to aid the PCs
Feats Alertness, Blind–Fight
in a fight with Barl.
SPECIAL ABILITIES
STATISTICS
Create Spawn (Su): Any humanoid slain by a wight
Str 25, Dex 12, Con 14, Int 13, Wis 13, Cha 10
becomes a wight in 1d4 rounds. Spawn are under
Base Atk +7; Grapple +18
the command of the wight that created them
Feats Alertness, Blind–Fight, Great Fortitude.
and remain enslaved until its death. They do not
Skills Bluff +8, Diplomacy +2, Disguise +0 (+2
possess any of the abilities they had in life.
acting), Hide +5, Intimidate +2
Energy Drain (Su): Living creatures hit by a
SPECIAL ABILITIES
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 Impaler of Thorns
wight gains 5 temporary hit points. Aura moderate enchantment; CL 7th
Slot — (held); Price 9,000 gp
DESCRIPTION
D9. As the Dread Kings of Old The impaler of thorns is an ancient
(EL 12) 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
BARL BREAKBONES CR 11 is made of darkwood, its head a thorn-like,
wide-bladed barb. When used in combat,
Male stone giant necromancer 7
successful critical hits are accompanied by an
NE Large giant (earth) unsettling screech, as of some wild beast in
Init +1; Senses darkvision 60 ft., low-light vision; anger. Otherwise it is equivalent to a +1
Listen +21, Spot +21 longspear.
DEFENSE Once per day as it strikes a foe, you
AC 25, touch 10, flat-footed 24 can trigger it (as a free action) to unleash a
30-foot-radius burst of despair that affects
(+4 armor, +1 Dex, +11 natural, –1 size)
all creatures not wielding an impaler of
hp 177 (164 normally) (14d8+7d4+84)
thorns. Creatures affected must make DC 16
Fort +16, Ref +8, Will +12 Will saves or become overwhelmed with
Defensive Abilities rock catching; Resist cold 10 sadness and despair, suffering a –2 penalty on
OFFENSE attack rolls, saving throws, ability checks,
Spd 40 ft. skill checks, and weapon damage rolls for 6
Melee mwk earth breaker +23/+18/+13 minutes. The target struck when this effect
is triggered must also make a second DC 16
(3d6+13/19–20/×3)
Will save to resist becoming nauseated with
Ranged rock +13 (2d8+13)
despair for 1 round.
Space 10 ft.; Reach 10 ft.
CONSTRUCTION
Special Attacks rock throwing
Requirements Craft Magic Arms and Armor,
Spells Known (CL 7th; 8th with necromancy spells, cat’s grace, delay poison; Cost 4,500 gp, 360
+13 ranged touch) XP
4th—animate dead, fear (DC 19)
During Combat Barl would rather let his bodyguard
3rd—fly, ray of exhaustion, vampiric touch (2)
fight his fights while he remains seated on his
2nd—blindness/deafness (DC 17), command
throne, casting spells from there. If the PCs
undead, false life†, ghoul touch (DC 17),
manage to reach him in melee, he sighs heavily,
spectral hand
lifts his earth breaker, and responds in kind. If
1st—chill touch (DC 16), mage armor†, magic
one of the PCs is killed, Barl gets a gleam in his
missile (3), ray of enfeeblement
eye and casts animate dead on the body the
0—touch of fatigue (5, DC 15)
first chance he gets, more to see the anguish of
Prohibited Schools abjuration, enchantment
the new zombie’s one-time allies than out of any
†—already cast
real sense of tactics.
TACTICS
Morale Barl is no stranger to death, but does not
Before Combat Barl starts every day by casting
want to go there himself. If reduced to less
false life and mage armor on himself; if the PCs
than 15 hit points, the giant drops his weapon
arrive late at night, these spell effects have
and begs for his life. He’s willing to reveal much
expired and you should reduce his AC by four
of what Mokmurian has planned for the region if
points and his hit points by 13. If Barl hears the
the PCs are willing to grant him.
sounds of combat nearby, he stations his stone
STATISTICS
giant bodyguard near the entrance. Once that
Str 29, Dex 12, Con 18, Int 17, Wis 14, Cha 14
guard notices PCs approaching, he calls out to
Base Atk +13; Grp +26
Barl, who casts fly and spectral hand if he has
Feats Alertness (as long as Vizarka is in arm’s
the chance.
reach), Combat Casting, Greater Spell Focus
(necromancy), Improved Bull Rush, Improved
Critical (earth breaker), Eschew Materials, 2nd (6 (8)/day)—invisibility†, scorching ray,
Power Attack, Scribe Scroll, Spell Focus silence† (DC 19)
(necromancy), Spell Mastery (fly, mage armor, 1st (6 (8)/day)—cure light wounds, divine favor,
magic missile), Weapon Focus (earth breaker) mage armor†, magic missile, shield†
Skills Climb +29, Concentration +14, Hide +14 (+22 0 (6/day)—acid splash, dancing lights, daze (DC
in rocky terrain), Knowledge (arcana) +10, 17), detect magic, ghost sound (DC 17), mage
Knowledge (religion) +10, Listen +21, Spellcraft hand, mending, prestidigitation
+12, Spot +21 † - already cast
Languages Common, Draconic, Giant, Thassilonian TACTICS
SQ summon familiar (lizard named Vizarka) Before Combat If she realizes the PCs are near
Combat Gear wand of enervation (12 charges) (as is the case if the faceless stalkers drop a
Other Gear masterwork earth breaker, ring of bell), Xanesha casts fly, mage armor, and shield
minor cold resistance, Sihedron medallion, 650 on herself. If she has a chance just prior to
gp in black onyx gems, spellbook (contains only combat (as is the case if she hears the PCs
those spells prepared) approaching her lair) she also casts mirror
image, haste, and invisibility, and then silence on
XANESHA CR 10 a timber near the entrance to her lair. These
Lamia matriarch sorcerer 2 effects are incorporated into her stats.
Always CE Large monstrous humanoid During Combat Xanesha activates her Sihedron
(shapechanger) medallion’s false life ability and casts divine
Init +6; Senses darkvision 60 ft., low-light vision; favor (enhanced by Silent Spell (+1 spell level) if
Listen +2, Spot +2 necessary) on the first round of combat. If
DEFENSE she’s still invisible, she casts a major image to
AC 34, touch 17, flat-footed 28 make an illusory flying demon appear in a cloud
(+4 armor, +4, shield, +1 deflection, +6 Dex, +9 of smoke that then begins to circle the top of
natural, –1 size, +1 haste) the tower. On round three, hopefully as the PCs
hp 142 (12d8+2d4+48) are distracted, she attempts to petrify a PC
Fort +11 (+13 against poison), Ref +16 (+1 for near the edge using her mask; this, of course,
haste), Will +16 makes her visible. After this attack, she
Immune mind-affecting effects; SR 18 prefers to fight in melee. She may try to topple
a petrified PC off the edge to smash into
OFFENSE
fragments on the ground 160 feet below. If
Spd 70 ft., climb 70 ft., swim 70 ft.; fly 60 ft.;
reduced to less than 60 hit points, she flies out
decrease to 40 ft., climb 40 ft., swim 40 ft.; fly
into the sky around the tower to continue the
60 ft. if haste is dispelled
fight using her spells.
Melee impaler of thorns +20/+15/+10 (2d6+9/19–
Morale Xanesha attempts to flee Magnimar,
20/×3 plus 1 Wisdom drain) or touch +18 (2d4
abandoning her plot and the scroll hidden in her
Wisdom drain) or
nest, if she’s reduced to 20 hit points or less. If
Melee (hasted) impaler of thorns +20/+20/+15/+10
she escapes, she cuts ties with her kin and
(2d6+9/19–20/×3 plus 1 Wisdom drain) or touch
Mokmurian, afraid of the punishment for
+18/+18 (2d4 Wisdom drain)
failure. She grows obsessed with the PCs, seeing
Space 10 ft.; Reach 5 ft.
their capture as the only way she can redeem
Spell-Like Abilities (CL 10th)
herself to Mokmurian—in this case, she becomes
At will—charm monster (DC 21), ventriloquism
a recurring villain who might ally with any
(DC 18)
number of foes the PCs find themselves up
3/day—deep slumber (DC 20), dream, major
against in the next adventure.
image (DC 20), mirror image†, suggestion (DC
STATISTICS
20)
Spells Known (CL 8th, +18 ranged touch) Str 22, Dex 23, Con 22, Int 16, Wis 14, Cha 25
4th (4/day)—dimension door Base Atk +13; Grp +23
3rd (5 (7)/day)—fly†, haste†
Feats Extend Spell, Improved Critical (spear), OFFENSE
Power Attack, Silent Spell, Weapon Focus Spd 30 ft. (in hide armor), base speed 40 ft.
(spear) Melee Greatclub +17/+12 (2d8+12) or
Skills Bluff +19, Concentration +18, Knowledge Melee 2 slams +17 (1d4+8) or
(arcana) +15, Knowledge (local) +14, Spellcraft Ranged Rock +11 ranged (2d8+12)
+19, Tumble +15, Use Magic Device +24 Space 10 ft.; Reach 10 ft.
Languages Abyssal, Common, Draconic STATISTICS
SQ alternate form Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 11
Other Gear impaler of thorns, medusa mask, Base Atk +10; Grapple +22
Sihedron medallion (+1 resistance bonus on all SQ Rock Catching
saves, false life as free action 1/day at CL 5th; Feats Combat Reflexes, Iron Will, Point Blank
see Pathfinder #1, p.55), snakeskin tunic, ring Shot, Power Attack, Precise Shot
of protection +1 Skills Climb +11, Hide +6, Jump +11 (A stone giant
SPECIAL ABILITIES gains a +8 racial bonus on Hide checks in rocky
Alternate Form (Su) A lamia matriarch has a terrain.)
single humanoid form that she can assume as a SPECIAL ABILITIES
standard action—most lamia matriarchs have Rock Catching (Ex): A stone giant gains a +4 racial
human, elven, or half-elven alternate forms. bonus on its Reflex save when attempting to
Their appearance in this form is identical from catch a thrown rock
the waist up to their serpentine form, yet in Rock Throwing (Ex): The range increment is 180
humanoid form the lamia matriarch is Medium feet for a stone giant’s thrown rocks. It uses
sized (–8 Strength, +2 Dex, –4 Constitution), both hands when throwing a rock
cannot use her Wisdom drain attack, and has a Possessions: Greatclub, hide armor
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
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.

Typical Thickness Break DC Hardness Hit Points6 Climb DC


Normal Wood Walls 6 in. 20 5 60 hp 21
Graal House Wooden Walls 6 in. 15 3 30 hp 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 2-
handed 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:

• 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
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
JAKARDROS SOVARK CR 8 Skills Handle Animal +10, Hide +13, Listen +13, Move
Male middle-aged human ranger 8 Silently +13, Ride +15, Spot +13, Survival +13
CG Medium humanoid Languages Common, Giant
Init +2; Senses Listen +11, Spot +11 SQ animal companion (black bear named Kibb), swift
DEFENSE tracker, wild empathy +9, woodland stride
AC 18, touch 12, flat-footed 16 (+2 Dex, +4 armor, +2 Gear masterwork chain shirt, masterwork longbow,
shield) hand axe, masterwork battleaxe, large shield
hp 55 (8d8+16)
Fort +8, Ref +8, Will +4 KIBB CR -
OFFENSE
Black bear animal companion
Spd 30 ft. Always N Medium Animal
Melee masterwork battle axe +9/+4 (1d8/×3) or Init +1; Senses Low-light vision, scent; Listen +4,
Melee hand axe +9/+4 (1d6/×3) or Spot +4
Ranged masterwork long bow +12/+7 (within 30’;
AC 13, touch 11, flat-footed 12;
1d8/×3) or
(+1 Dex, +2 natural)
Ranged masterwork long bow +10/+10/+5 (within 30’
hp 19 (3d8+6 HD)
with rapid shot; 1d8/×3) or
Fort +5, Ref +4, Will +2
Ranged masterwork long bow +11/+6 (1d8/×3) or
Spd 40 ft. (8 squares)
Ranged masterwork long bow +9/+9/+4 (with rapid
Melee Claw +6 (1d4+4) or
shot; 1d8/×3) or
Melee 2 claws +6 (1d4+4) and bite +1 (1d6+2)
Ranged masterwork longbow +8 (manyshot, 1d8×2/×3)
Space 5 ft.; Reach 5 ft.
Special Attacks favored enemies (dragon +2, giant
+4) Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Spells Prepared (base DC 12; CL 4th) Base Attack +2; Grapple +6
2nd—cure light wounds Feats Endurance, Run
1st—animal messenger, speak with animals Skills Climb +4, Listen +4, Spot +4, Swim +8
† - already cast Skills A black bear has a +4 racial bonus on Swim
checks.
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
VALE TEMROS CR 6
Male human ranger 2/fighter 4
NG Medium humanoid
Init +1; Senses Listen +1, Spot +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
battle axe battle axe
Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8 to hit damage
to hit damage
Base Atk +6; Grp +9 -0 +0 +10/+5 1d8+5
-1 +2 +9/+4 1d8+7
Feats Cleave, Great Fortitude, Power Attack, TrackB, Two-Weapon
-2 +4 +8/+3 1d8+9
FightingB, Weapon Focus (battleaxe, handaxe), Weapon -3 +6 +7/+2 1d8+11
Specialization (battleaxe, handaxe) -4 +8 +6/+1 1d8+13
-5 +10 +5/+0 1d8+15
Skills Climb +9, Craft (stonemason) +9, Knowledge (architecture and -6 +12 +4/-1 1d8+17
engineering) +4, Profession (siege engineer) +5, Search +5, Spot +6,
Survival +6
Languages Common, Giant, Sylvan
SQ wild empathy +0
Madness Domain The caster may daze one living creature by making
a successful touch attack. If the target
Granted Power: You gain an Insanity score equal to creature does not make a successful Will save,
half your class level. For spellcasting its mind is clouded and it takes no action for 1
(determining bonus spells and DCs), use your round per caster level. The dazed subject is not
Wisdom score plus your Insanity score in place stunned (so attackers get no special advantage
of Wisdom alone. For all other purposes, such as against it), but it can’t move, cast spells, use
skills and saves, use Wisdom minus Insanity in mental abilities, and so on.
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.
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.
- I liked the layout of Fort Rannick as well,
Observations it was fun to invade it. It really felt like an
epic adventure.

3 - The Hook Mountain - I liked that the PC’s are joined by 3 of the
Massacre Black Arrows, and Shalelu. I like interaction
This was another incredibly with NPC’s. The 3 surviving rangers were
fun adventure! very interesting characters and really added
another level to the adventure. Especially,
In this adventure, we had some of the best Kaven is an interesting character, because
role-playing content of the entire campaign. although he did something horrible, it was a
The first parts: the Graul farm, Fort Rannick mistake: he was being used, and it’s not easy
and Skull’s Crossing, are perfect. But at the to determine HOW accountable he is for the
end, the swamp and the Kreeg caves that are terrible things that have happened because
just “ok”. I’m very curious to see what the of his actions (although I don’t doubt that
adventure would’ve looked like if it had 90% of parties doing this adventure answer
been feasible to keep all of what Nick Logue it with a simple ‘we cut off his head’).
had initially written.
- The “torture porn” aspect was perfect for
This adventure, like the first two, was mature audiences. Some people complained
dripping with flavor. It really had an about it, but personally, I liked it a lot. As
atmosphere all of its own, which was very disturbing as it may be, that’s the way ogres
vibrant. Often, it didn’t feel like we were would behave.
playing D&D, we felt like we were in a
movie. The next 3 adventures, on the other - The concept of ogres as deformed, inbred,
hand, felt more like “regular D&D”. insane people was really cool. They really
were memorable foes.
What we especially liked :
Some things that didn’t work out so well:
- I loved the whole Graul Farm setting.
Very, very cool. I then watched “The Hills - Black Magga was too strong for my party.
Have Eyes” based on the suggestion in the They couldn't even scratch her. It didn't
adventure’s foreword, and I enjoyed it a seem logical that she would leave the town
lot. :) rather than (very easily) devouring the entire
party. Her defences should be very high, but
- The horror of the beloved Black Arrows not so high that the PC's have no reasonable
being slaughtered was gripping. It made the chance of inflicting at least a little bit of
ogres' cruelty very real. Those monsters damage (although, it’s true I could’ve
were really evil and we hated them changed that. Guess I should have).
intensely. They weren't just creatures we
killed to gain XP and treasure; we felt an - The PC’s had no desire to take over Fort
urge to kill them, to avenge the Black Rannick. Its remote location and state of
Arrows. disrepair made it unappealing. And nothing
further in the campaign is linked to it.
- My player especially loved the Skull's
Crossing setting.
- Turtleback Ferry wasn’t very detailed at all the PC's fought in the keep (they entered via
(maybe because so much text had to be cut the secret tunnels) to be Lucrecia. Would've
from Nicolas Logue’s initial adventure, been anticlimatic. Also, I found it hard to
unfortunately). But it seemed pretty dull believe that fancy Lucrecia would make her
compared to Sandpoint, which was GREAT. bedroom in the crappy dungeon level near
The delta between the two was pretty the jails. She instead took the bedroom of
noticeable. ;) one of the Black Arrow officers on the
ground floor. Be warned though, if you’re
- Many people have complained that Fort considering doing the same thing, that it
Rannick is too far from Sandpoint. I agree to makes the battle on the keep’s second floor
some degree (although I don’t think it even more brutal.
should be too close to Sandpoint, either). In
my case, I didn’t have trouble bringing the - The section in the swamps is a bit flimsy in
PCs to Fort Rannick, but at the end of this content, so I added an encounter with a
adventure, I had a hell of a time convincing Witchfire (from Pathfinder #5) for the PC’s
them to return to Sandpoint rather than to fight before they meet Myriana. Just to
going straight to fight Mokmurian, who spice things up.
lives in the mountains, very close by. And
when my PC told me he was exploring the - I mapped and populated the two tunnels to
mountains during the few months’ in-game the West/South of the forge in the Kreeg
downtime between adventures 3 and 4, I was Clanhold. To the west were some mines
hard-pressed to justify that he didn’t find with ogre miners/slaves/overseers and to the
Jorgenfist; I said he didn’t find it, but my south were communal caves with women,
reasons why weren’t very good. children, a (small) treasure cave and a feast
hall decorated with trophies taken from rival
Customizations ogre tribes and from the Black Arrows. It’s
good to do this ahead of time because you
- I had one of the PC’s go to Fort Rannick just KNOW that players always head
with Shalelu BEFORE it got destroyed by straight for the unmapped areas of a
the ogres. They got to know the Black dungeon. :)
Arrows, so it made it even harder when they
all got killed (of course, the PC miraculously - In my campaign, Magnimar sent a troop of
escaped the battle). I strongly encourage Hellknights to take over Fort Rannick once
other DM’s to do the same if it fits in their they learned that the Black Arrows had
adventure and style of play (having one PC fallen. They arrived at the end of the
go to a place before the rest of the group), it adventure, after the PC's had defeated Barl.
really bumps the entire adventure up by one So it freed up the PC’s to return to
“emotional level”. Sandpoint (so they didn’t feel bad about
leaving Turtleback Ferry defenceless) and it
- I made Kaven Windstrike the brother of gave the sense that Magnimar was doing
one of the PC’s, to increase the impact of his something about the situation.
betrayal, and to make it morally harder to
decide how to deal with him. Most memorable fights of the adventure:

- I swapped the location of Hookmaw and - The one against Lucrecia, Dorella,
Lucrecia. I didn't want the first creature that 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.

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