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By foot it is 17 days
By horseback it is 9 days.
By river barge, it is a week (7 days)
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.
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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.
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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.
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fireball breath, it cannot do so again for 1d6
rounds. The Reflex save is Constitution-based.
Speed Surge (EX) Three times per day, a flame
drake may draw on its draconic heritage for a
boost of strength and speed, allowing it to take
an additional move action. Using this ability is a
free action that can only be used once per
round.
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Turtleback Ferry 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).
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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
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
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.
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:
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.
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
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.
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.