Wednesday, November 29, 2006

Issue 4 Released!

We've released our 4th issue, available for download and/or printing at trollcode and at Unicorn Rampant.

"At least" 4 new characters, 4 creatures, 3 new magic items and 3 full encounters to while away the cold, dreary month of December 'til Santa/St. Nick/Cthulhu/Flying Spaghetti Monster crawls down your chimney or boot. If nothing else, print it out and use it as kindling to get a fire going to keep old men from prancing on your roof, certain to tumble down the chinmey. Think of the lawsuit!

Next month: Holiday issue. Be prepared to sing carols with the Claw/Claw/Bite Five!

Tuesday, November 28, 2006

Location: Shada Monastery

Located in the center of the impassable Elsemere Wood, the Shada Monastery is shrouded in mystery. Most people leave it alone. Get it? The monastery juts out from the canopy of the forest, andon a clear day, is visible from the edge of the ever-expanding wood.

Character: Bara Hunanik (Lvl 14)

Bara is one of the founding members of the Iron Coven, along with Yob and Denass Gradon.

She is quick to anger and likes to charge and grapple her opponents, or wrap them up with her Morningstar. She has been known to wipe out entire armies in close proximity with her armor spikes and flailing fighting style. Her evil nature is enhanced by her devotion to her Dietes, (Hruggek - bugbear deity, and Tiamat - evil dragon deity), who provides her with superior divine powers.

Bara Hunanik
Medium-size Female Bugbear
Humanoid3 Cleric11
Alignment: Chaotic Evil
Vision: Darkvision (60')
Initiative: +2

AC: 26 (flatfooted 24, touch 12)
Hit Dice: (3d8)+(11d8)+56
Hit Points: 133
Saves: Fortitude: +12, Reflex: +8, Will: +11

Speed: Walk 30 ft.
Attacks: *Morningstar +4 (Unholy) +22/+17;*Armor Spikes +14/+9; ;
Damage: *Morningstar +4 (Unholy) 1d8+12;*Armor Spikes 1d6+8; ;
Face / Reach: 5 ft. / 5 ft.

Special Qualities: Humanoid Traits, Rebuke Undead (Su) 4/day (turn level 12) (turn damage 2d6+13), Scent (Ex), Smite 1/day (Su), Spontaneous casting

Abilities: STR 26 (+8), DEX 14 (+2), CON 18 (+4), INT 11 (+0), WIS 17 (+3), CHA 13 (+1)
Skills: Appraise 0; Balance 1; Bluff 1; Climb 10; Concentration 9; Craft (Untrained) 0; Diplomacy 3; Disguise 1; Escape Artist 1; Forgery 0; Gather Information 1; Heal 4; Hide 2; Intimidate 1; Jump 7; Listen 3; Move Silently 5; Ride 2; Search 0; Sense Motive 3; Spellcraft 13; Spot 5; Survival 3; Swim 6;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Sunder, Improved Turning, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Improved Unarmed Strike, Spell Penetration, Weapon Focus (Morningstar)
Challenge Rating: 13

Possessions: Belt of Giant Strength +4; Spined Shield +2 (Magical Enhancment Cost (4410)); Chain Shirt +3 (Armor Spikes); Morningstar +4 (Unholy); Armor Spikes;
Deity: None Domains: War(Free Martial Weapon Proficiency with deity's favored weapon (if necessary) and Weapon Focus with the deity's favored weapon.) Destruction(You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.)

Spells:
Spells per Day: (6/6+1/5+1/5+1/3+1/2+1/1+1 DC:13+spell level)
Cleric Domains: Evil, War.
Cleric - Typical Spells Prepared:
Level 0: Cure Minor Wounds, Detect Magic (2), Guidance, Resistance, Virtue

Level 1: Bless, Cause Fear, Command, Cure Light Wounds, Doom, Protection from Good, Magic Weapon*
Level 2: Aid, Cure Moderate Wounds (2), Hold Person, Sound Burst, Spiritual Weapon*
Level 3: Bestow Curse, Blindness, Cure Serious Wounds, Dispel Magic, Protection from Energy, Magic Contigation*
Level 4: Cure Critical Wounds (2), Freedom of Movement, Divine Power*
Level 5: Righteous Might, Spell Resistance, Flame Strike*
Level 6: Harm, Blade Barrier*
* Domain Spell

Monday, November 27, 2006

Creature: Hoary Frost Beast (CR 20)

This enormous and ancient example of a frost beast lives out its days in the breeding pits of Iceflame, scourge of the north. Resembling a basilisk, it's scaly, serpentine body crawls or climbs across icy caverns on six talon-tipped legs, leaving a trail of frigidity in its wake.

Gargantuan Magical Beast (cold)
AC: 27 (+2 dex, -4 size, +19 natural armor) touch 12, flat-footed 25
HD: 36d10+126 HP: 324
F: +32 R: +22 W: +15
Immunities: Cold
Vulnerabilities: Fire.

MV: 30 ft, climb 30 ft
Full Attack: 4 claws +49 2d6+8 , bite +47 2d8+17
Grp: +64

Str: 45(+17) Dex: 15 Con: 30(+9) Int: 6 Wis: 12 Cha: 7
Feats: Alertness, Improved Critical (claw), Multiattack, Dodge, Mobility, Spring Attack, Power Attack, Awesome Blow, Combat Reflexes, Snatch, Iron Will.
Skills: listen +19, spot +19.

SA: Cold Aura 20' 2d8 cold, Cold Subtype.

Cold Aura (Su): Any creature within 20 ft of the beast takes 2d8 points of cold damage from the extreme frigidity emanating from these creatures' bodies.

Cold Subtype: A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Sunday, November 26, 2006

Magic Item: Heart of Black Tenacity


The heart of black tenacity, carried through many evil endeavors by Yob the Malafalent, was crafted from the iron heart of an eldar earth elemental and enchanted by his companion to heal the weilder. If held aloft and the words "dark powers of night, give me strength to fight!" are spoken in the goblin tounge, the heart glows with black light and cures the weilder of 1d8+1 points of damage. The heart can be used thrice a day in this fashion.

Faint Conjuration; CL 1st; Craft Wonderous Item, cure light wounds, price 1080 gp.

Tuesday, November 21, 2006

Location: The Road to Castle Stieglitz


Presented here are several encounters travelers between Onuago and Castle Stieglitz are likely to have.

Background: Several months ago, the Baron Stieglitz dissapeared from public life. Since then his armies have split into four factions, each one led by one of his former captains. Two of these captains have set up tolls illigetimately on the road to Castle Stieglitz. The third has moved to the edge of the swamplands where a village of Windam-folk live. The fourth defends the village of Talook, near the castle, and it's surroundings.


Encounters

Random Encounters
Random encounters include leocotta, manticore, hill giants, cloud giants, stone giants, werewolves, thoqua, and dark naga. Most will use the steep rocky terrain to attack from above, due to the road becoming increasingly rocky and uphill, up to a 3-5% grade.

The Dish-Eater's Trolls on the Bridge (EL 11)

Here the road crosses the Swift River. The bridge is 10 ft wide and stretches 30 feet across the ravine. The Swift river can be heard rushing 20 feet below. Four dirty men in mail and armed with polearms stand on the opposite side of the bridge.

The men will demand a steep toll from all using the bridge. They will ask the party to hand over half their wealth, or their best guess: 100gp per person if they appear well- equipped. They will claim it is for repairs to the bridge and other “improvements.”
A DC 10 spot check will reveal the 2 archers on a steep ridge 40' up on the north side of the river valley.

Creatures 5th Level Fighters (6): HP: 37, 42, 33, 45, 35, 38. All have heavy maces, and 2 with halberds, two with longspears, and two with longbows. See DMG for stats.

Tactics: The warriors on the bridge will stick together and concentrate attacks on single opponents, most likely the first warrior to charge them. The two with halberds may try to trip approaching attackers or may attempt to bull rush weaker characters off the bridge into the river below. The archers will harry spellcasters once they reveal themselves. If the party manages to fell 3 of the guards, the remaining will attempt to flee, or surrender if unable to do so.

Treasure: Other than the gear on the six warriors, there is a lockbox with 78 gold and 240 silver coins.

Development: If the players defeat all of the men here those remaining alive will return to Petry's camp nearby in the hills where the rest of his men are. Petry will not send men to staff the toll again, instead concentrating on recruiting from Onuago until he has more men. Through the rest of the road, it is even more rocky, and averages a 5-7% grade.


The Underharl's Defile (EL ?)

Here the road passes through a defile with steep rocky walls on either hand that rise up 15 to 25 feet. Coming around a bend you are faced by several impressive-looking men in clean uniforms. Crossbowmen stand at the ready at the top of the defile on either side.

Creatures: These men of Karl Underharl will exact a tax of 10 gold per person, claiming it is for maintenance of the road.5th Level Fighters (4): HP: 40, 39, 45, 32. All have long swords, large shields and heavy crossbows.

Tactics: The two men on the road will fight side by side while the two crossbowmen above fire down. If two of them fall the rest will attempt to flee and will surrender if pursued.

Treasure: One of the men carries a large purse that contains 25 gold and 45 silver coins. Development: If these men are dispersed, the toll will be unstaffed for two weeks while Karl recruits more men.

Ancestral Tomb (EL 9)

Several miles north of the road at the foot of a steep mountain face an unadorned arch the height of a tall man frames a dark passage into the earth.

This long dark passage ends in a small earthen chamber. A passage to either side and to the front leads off into the darkness. Several stone sarcophagi can be seen at the end of each passage. Four bodies lie on the ground, two dressed as peasants and two in bloodied uniforms.

A Wyndm couple snuck by Karl's toll in the night to make an offering at an ancestor's tomb. Two of the guards followed, and they haven't returned. When the guards caught up to the peasants in a strange cave, they attacked them as they were making offerings to their forefathers.

Creatures: This tomb houses 4 mummies who have risen from their graves after their descendants were attacked while bringing offerings to them. They destroyed the attackers (Karl's men) and now roam about the tomb.

Mummies (4): HP: 56, 52, 49, 60.

Tactics: The mummies will attack anyone entering the tomb, one coming from each side passage and two from the front. They will fight until destroyed. If the party attempts to parlay with them, a DC 25 Diplomacy check will adjust their attitude to indifferent, at which point it is possible to find out what is causing them unrest. They will be able to put the mummies to rest if a priest, even a priest from the party, is able to properly bury the dead descendants in the tomb.

Treasure: If the tomb is looted the party finds the following the the four tombs: coin 29,240 copper coins, 108 platinum coins (1,080gp), a potion of Mage Armor in a Bottle (1,400gp), and a scroll of See Invisibility (l2, cl3) that is cursed: the reader must sleep twice as much as normal the next night. There is also an arcane (175gp) scroll with Precise Vision (l1, cl1) and Sensory Link (l2, cl3). The second contains a large steel shield +1, 28,972 copper coins, 2 gems: a crazy lace agate (11.9gp), and a goshenite (clear to pale blue beryl) (770.9gp), a scroll of Balagarn's Iron Horn (l2, cl3) and Bristle (l2, cl3). The third is 688 gold coins and 56 platinum coins, 3 gems: a crazy lace agate (12.5gp), a raindrop (492.9gp), and a rhodolite (pink garnet) (438gp), 3 scrolls: an arcane (325gp) scroll with Flaming Sphere (l2, cl3) Spectral Hand (l2, cl3) and Erase (l1, cl1), an arcane scroll with Minor Image (l2, cl3) and Rapid Strikes (l2, cl3), and a divine scroll (450gp) with Delay Poison (l2, cl3), Animal Infusion (l2, cl3) and Enkili's Luck (l2, cl3). The last tomb has 678 gold coins (678gp) and a potion of Expeditious Retreat (50gp) that is cursed: item has opposite effect in that it reduces the drinker's movement by 30' to a minimum of 5' per round. There is also a scroll with Make Fast (l1, cl1), Lesser Spell Immunity (l2, cl3) and Spider Climb (l1, cl1).

The Swift River Inn and Stables

A day's travel by horse northeast along the road that parallels the Swift River lies, this inn has a long-proud heritage that is sadly coupled to the fate of Onuago and Castle von Stieglitz.

As the party ascends from the swampy lower regions of North Bay, the air becomes less humid and stagnant, even refreshing,and accompanied by a light breeze. The low croaking of toads gradually gives way to the sharp cawing of ravens and other birds, just as the lands surrounding the road sheds it's greenery to assume the mottled mantle of the earth. Sharp stones rise on either side of the road and the roaring of the swift river grows louder with each step. In the distance a vague and ambiguous shape can be seen leaning heavily over the road. Lights glow brightly from within, and the vague impression of movement can be seen inside. As the party marches up the hill towards the structure, it's form resolves itself into a weathered but sturdy stone building.

This is the Swift River Inn and Stables, and it's history is as long and as storied as the town of Onuago. Once the party is in full view, too furitive looking men will emerge from inn with crossbows levelled. These men are wary and suspicious, but as long as the party shows proof that they have coin to spend and are not overly threatening, they will let them pass.

The inside of the inn is well lit, and fresh rushes cover the floor. The furnishings are mismatched but sturdy, and a warm fire burns in the hearth. Several patrons sit slumped around the inn, or stare warily at the party. The smell of something warm and filling wafts from the kitchens. The inn keeper is an older man, obviously once a powerful man, his weight now sags on his frame. His brow is knitted together as he regards the party with suspicion. His gnarled hands polish a chipped stone mug as he waits for the party to state their business.


The inn has both beds and stables available for 5 gold a night. The exorbitant prices can be attributed to the roving brigands and the cost of getting supplies from the troubled city of Onuago. Ale, wine and food are also available for outrageous prices (1 gold for ale, 2 for wine, 2 for food, and 3 for both wine and food). Bertram is the name of the bartender and proprietor of the inn, and if pressed he will tell the party what he knows of the surrounding country side and the brigands that roam the area.


The Thorp of Talook

Nestled at the foot of the Cyrűk mountains, the thorp of Talook's stone hovels are visible for many miles down the road. Tiny plumes of smoke rise from each of the huts, which are set close together for protection.

When the party arrives, the citizens are busy setting up a makeshift celebration to honor St. Zelnyeki the following weekend.

Population: 58
GP Limit (price of most expensive item available in thorp): 40gp
Ready Cash: 116gp
Power Center: conventional (Anna Červená), LN (with good tendencies)
Highest Level Locals:
Adept: 1st
Barbarian: 1st
Cleric: 1st - Caretaker of the tiny wooden chapel that is the spiritual center of the town. Commoner: 5th
Expert: 5th
Figher: 4th - Orlay Petronova – an older man, appointed by the Baron's father as magistrate of Talook. Orlay supports Anna as the last legitimate authority for the region.
Monk: 1st - An ascetic who has taken a vow of silence and lives on the church grounds tending the communal gardens.
Ranger: 2nd
Warrior: 2nd

Tuesday, November 14, 2006

Creature: Stone Cats of the Goddess (CR 12 & 17)

STONE CATS OF AZHIRAZ GODDESS ON EARTH CR 12
neutral
Large construct
Init: +3

AC: 30 (-1 size, +3 Dex, +18 natural), touch 12, flat-footed 26
HP: 107 (HD 14d10+30)
Resist: DR 10 / Adamantine
Immune: Magic
Fort +4, Ref +7, Will +4

MV: 40 ft. (8 squares)
Attack: claw +18 melee (2d10+9)
Full Attack: 2 claws +18 melee (2d10+4), bite +13 Melee (2d12+9 +1d6 Elecricity)
Attack Options: Breath Weapon, Pounce
Space / Reach: 10 ft./5 ft.
Base Attack: +10 Grapple: +23

Abilities: Str 29, Dex 17, Con -, Int -, Wis 11, Cha 1
SQ: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision
SA: Breath Weapon, Pounce


GREATER STONE CATS OF AZHIRAZ GODDESS ON EARTH CR 17
neutral
Huge construct
Init: +2

AC: 31 (-2 size, +2 Dex, +21 natural), touch 6, flat-footed 27
HP: 271 (HD 42d10+40)
Resist: DR 10 / Adamantine
Immune: Magic
Fort +14, Ref +16, Will +14

MV: 40 ft. (8 squares)
Attack: claw +42 melee (4d8+6)
Full Attack: 2 claws +42 melee (4d8+6), bite +37 melee (4d10+13 +1d8 Electricity)
Attack Options: Breath Weapon, Pounce
Space / Reach: 15 ft./10 ft.
Base Attack: +31 Grapple: +52

Abilities: Str 37, Dex 15, Con -, Int -, Wis 11, Cha 1
SQ: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision
SA: Breath Weapon, Pounce


This golem has the form of a great cat (tiger, lion or leopard) made completely out of stone. A stone cat is 9 feet long and weighs around 2,000 pounds. When argry they will often breathe sparks from their mouths.

COMBAT
Stone Cats are formidable opponents, combining the power and grace of junge cats with the supernatural toughness and powerful magical attacks of sorcerous constructs.

Pounce (Ex): If a Stone Cat charges a foe, it can make a full attack, including two rake attacks.

Breath Weapon (Su): Stone cats can breathe a 20' cone of electricity as a standard action, dealing 8d8 points of electricity damage (half damage with DC 23 Reflex save) in the case of normal Stone Cats and 12d8 with a DC 27 Reflex save in the case of Greater Stone Cats. After breathing sparks, a stone cat is unable to use it's breath weapon again for 1d4 rounds.

Immunity to Magic (Ex): A stone cat is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A transmute rock to mud spell slows a stone cat (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.
A stone to flesh spell does not actually change the cat’s structure but negates its damage reduction and immunity to magic for 1 full round.

CONSTRUCTION
A stone cat’s body is chiseled from a single block of hard stone, such as granite, weighing at least 3,000 pounds. The stone must be of exceptional quality, and costs 5,000 gp. Assembling the body requires a DC 17 Craft (sculpting) check or a DC 17 Craft (stonemasonry) check.
CL 14th; Craft Construct, antimagic field, geas/quest, chain lightning, caster must be at least 14th level; Price 90,000 gp; Cost 50,000 gp + 3,400 XP.

GREATER STONE CAT
A greater stone cat is 18 feet long and weighs around 32,000 pounds. It resembles a typical stone cat in all respects, except that the Reflex save DC is 27 against its breath weapon. CL 14th; Craft Construct, antimagic field, geas/quest, chain lightning, caster must be at least 14th level; Price 196,000 gp; Cost 105,000 gp + 7,640 XP.

Saturday, November 11, 2006

Character: Erik Gustafson (Lvl 5)

Erik grew up in the tough lands to the south of Old Bay, but has traveled north in search of adventure and loot. He's driven by his need to kill evil and hold back the human interest in colonizing his people's lands.

Easily enraged, Erik has many bruises and scars that he's happy to show anyone (especially those who challenge him to a duel) at the drop of a helm. His wrestling prowess has recently won him respect among the local militias, though he has yet to pick a side to join. He prefers his own way and the highway.

Erik Gustafson
Medium-size Male Human
Barbarian5
Hit Dice: (5d12)+20
Hit Points: 71
Initiative: +0
Speed: Walk 30 ft.
AC: 15 (flatfooted 15, touch 10)
Attacks: *Grimming Sword +2 (Bastard/Wounding) +13; ;
Damage: *Grimming Sword +2 (Bastard/Wounding) 1d10+8; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Bonuses when enraged (STR +4, CON +4, Will +2, AC -2, HP 10), Illiteracy, Improved Uncanny Dodge (can't be flanked except by a rogue of 9 level), Rage (Ex) 2 times/day (9 rounds), Trap Sense (Ex) +1
Saves: Fortitude: +8, Reflex: +1, Will: +1
Abilities: STR 22 (+6), DEX 10 (+0), CON 18 (+4), INT 10 (+0), WIS 10 (+0), CHA 15 (+2)
Skills: Appraise 0; Balance -2; Bluff 2; Climb 10; Concentration 4; Craft (Leatherworking) 1; Craft (Untrained) 0; Diplomacy 2; Disguise 2; Escape Artist -2; Forgery 0; Gather Information 2; Handle Animal 5; Heal 0; Hide -2; Intimidate 9; Jump 5; Listen 1; Move Silently -2; Profession (Hunter) 1; Ride 7; Search 0; Sense Motive 0; Spot 0; Survival 7; Swim 7;
Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Improved Bull Rush, Martial Weapon Proficiency, Mounted Combat, Power Attack, Shield Proficiency, Simple Weapon Proficiency
Challenge Rating: 5
Alignment: Chaotic Good

Possessions: Belt of Giant Strength +4; Grimming Sword +2 (Bastard/Wounding); Outfit (Explorer's); Rhino Hide; Shield; Dagger

Mount:

Godablakk
Large-size Male Warhorse, Heavy
Animal4
Hit Dice: (4d8)+12
Hit Points: 38
Initiative: +2
Speed: Walk 50 ft.
AC: 15 (flatfooted 13, touch 11)
Attacks: ;
Damage: ;
Vision: Low-light
Face / Reach: 10 ft. / 5 ft.
Special Qualities: Animal Traits, Scent (Ex)
Saves: Fortitude: +7, Reflex: +6, Will: +2
Abilities: STR 18 (+4), DEX 14 (+2), CON 16 (+3), INT 2 (-4), WIS 12 (+1), CHA 6 (-2)
Skills: Appraise -4; Balance 2; Bluff -2; Climb 4; Concentration 3; Craft (Untrained) -4; Diplomacy -2; Disguise -2; Escape Artist 2; Forgery -4; Gather Information -2; Heal 1; Hide -2; Intimidate -2; Jump 13; Listen 1; Move Silently 2; Ride 2; Search -4; Sense Motive 1; Spot 5; Survival 1; Swim 4;
Feats: Combat Reflexes, Hold the Line
Challenge Rating: 2
Alignment: Chaotic Good

Possessions:

Friday, November 10, 2006

Magic Item: Goggles of Paranoia

Originally crafted by the reclusive wizard Zalahazan Kramnezzar, these goggles would fetch a fine price as edgy adornment. Various high quality knock-offs exist, as well as a few low-quality ones. Regardless of the quality, others are likely to pay a hefty sum for such copies, since the goggles are rather trendy. These goggles travel from wearer to wearer, and usually stay within the rogue community -- usually stolen from a previous recluse by a greedy thief.

When worn, these goggles make the wearer paranoid. Despite this paranoia, the wearers usually insist on wearing them, as they feel that they are well liked when wearing them, and that they are more aware of what's going on around them. In fact, wearers suffer a -3 Charisma penalty but the user can use a standard action to activate True Seeing (Clr4). Over time, the wearer tends to become a recluse, like dear old Zalahazan himself, who never intended the consequence of his failed enchantment. They are rarely but occasionally (and arguably mistakingly) refered to by their intended name -- Goggles of True Seeing.

Since they are rarely for sale, they don't really have an accurate street price.

Wednesday, November 08, 2006

Character: Gina Sebastiani (Lvl 6)

Raised poor in a forest in Northbay, Gina once snuck up on a whole party of evil gnomes posing as merchants, slew them with her marksmanship, cashed in their wares, and upgraded all her own equipment in a single evening, making her an example of successful overnight class climbing.

Now she maintains a small hut in the forest, but spends most of her time traveling the countryside, exploring oft-ignored caves and other natural phenomena. She carries everything of value in the bag of holding slung over her shoulder. Always willing to fight what she considers evil, she is quick to rain down arrays of arrows on her enemies from afar, especially gnomes and gnolls.

Gina Sebastiani
Medium-size Female Human
Ranger6
Hit Dice: (6d8)+12
Hit Points: 52
Initiative: +3
Speed: Walk 30 ft.
AC: 19 (flatfooted 16, touch 15)
Attacks: *Longbow +1 (Composite) +10/+5; ;
Damage: *Longbow +1 (Composite) 1d8+1; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Animal Companion (Ex), Archery Combat Style, Favored Enemy (Humanoid (Gnoll)) +4, Favored Enemy (Humanoid (Gnome)) +2, Wild Empathy (Ex) +8
Saves: Fortitude: +7, Reflex: +8, Will: +3
Abilities: STR 14 (+2), DEX 17 (+3), CON 14 (+2), INT 11 (+0), WIS 13 (+1), CHA 14 (+2)
Skills: Appraise 0; Balance 3; Bluff 2; Climb 7; Concentration 5; Craft (Untrained) 0; Diplomacy 2; Disguise 2; Escape Artist 3; Forgery 0; Gather Information 2; Handle Animal 6; Heal 3; Hide 6; Intimidate 2; Jump 4; Listen 4; Move Silently 5; Ride 3; Search 3; Sense Motive 1; Spot 10; Survival 4; Swim 3;
Feats: Armor Proficiency (Light), Dodge, Endurance, Far Shot, Manyshot, Martial Weapon Proficiency, Point Blank Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Track
Challenge Rating: 6
Alignment: Chaotic Good

Possessions: Arrow +1; Arrows (50); Bag of Holding (Type 1); Bracers of Armor +4; Gloves of Dexterity +2; Longbow +1 (Composite); Explorer's Outfit; Ring of Protection +2; Rope of Climbing; Dagger
Spells:
Spells per Day: (0/2/0/0/0/0/0/0/0/ DC:11+spell level)
Ranger - Known:
Level 1: Alarm, Animal Messenger, Calm Animals, Charm Animal, Delay Poison, Detect Animals or Plants, Detect Poison, Detect Snares and Pits, Endure Elements, Entangle, Hide from Animals, Jump, Longstrider, Magic Fang, Pass without Trace, Read Magic, Resist Energy, Speak with Animals, Summon Nature's Ally I

Tuesday, November 07, 2006

Magic Item: Edgewise Dagger

This dagger allows a wearer to slip in a word edgewise. The effect is similar to daze and requires a DC 12 Will save to resist. The downside is that in order to work, the dagger must be removed from a hit or belt and pointed at the target. This usually has the effect of starting a fight... It is otherwise non-magical.

Faint evocation; CL 1st; Craft Wondrous Item, daze; 1,000 gp

Friday, November 03, 2006

The Lazy River Wayhouse EL 12

Marsh Troll Parents and the Abandoned Wayhouse - adept (cr 10) & hunter (cr 11) - EL 12

This is the house of the Marsh Troll family. The building was constructed several decades ago as a wayhouse for travelers going between Elsemere and Onuago. After the Lazy River shifted course and the monsters in the swamp became more numerous and aggressive, the inhabitants of the area relocated to the village and the port town. The wayhouse was abandoned, but not for long. The troll family has been living here for several years by the time the party arrives. The parents of the teen troll ranger and the troll children under the bridge are on the second floor of the wayhouse.

The road that connected Elsemere to Onuago is completely submerged by the south fork of the Lazy River here. Fortunately the water is only two feet deep. The party moves at 1/3 speed through this water to get to the mud island.

The Marsh Troll clan is not normally hostile, but they haven’t eaten well in recent months; the ecosystem is still in a period of flux and adjustment. They will do all they can to lure the party ashore for an ambush. They do this by using ghost sound to create shrieking as if a damsel in distress. The adept will create an illusion of a human female trapped behind the bars of one of the top floor windows to prey upon any good tendencies the party may have.


Areas

1) Outside

A two-story building sits atop an island of mud in the middle of the Lazy River. Here the river forks as it continues its course to the east. One fork flows north of the mud island and the other flows south of it. The two forks recombine 300 feet to the east of the island.

The building itself is heavily weathered but still stands proud above the sluggish waters. On the south side of the building, a large oaken door with iron hinges marks the entrance into the structure. Curiously, all the windows on the top floor have metal bars in front of them to keep something out…or keep something in. A human female can be seen straining against the bars and crying for help to get off the island.

There is also a penned area 30 feet to the east of the building. No animals can be seen in it at the moment.

2) Inside the Wayhouse

The interior of this building is half covered in pools of murky water where the ground has been washed away. A dark gray stone hearth covered in moss stands cold and damp against the north wall. A sturdy wooden staircase, it's bottom three steps rotted away, leads up along the west wall.

A DC 5 climb or jump check is required to begin ascent of the stairs.

Giant Constrictor Snake (HP 67): A giant constrictor snake hides in the pools of water in the center of the room. It will not attack unless attacked or if the pool it are in are disturbed (when a player is thrown down the stairs by the trolls above). A DC 25 spot check is required to spot the snake.

3) Upstairs in the Wayhouse

The second floor of this wayhouse was once divided into separate chambers. Portions of the interior walls still stand here and there, but are mostly rotten wooden rubble scattered around the large open room thus created.

A DC 10 search check will reveal a wooden trapdoor giving the access to the attic.

Troll Fighter and Adept: two trolls occupy this building. They will use ghost sound and minor image to create an image of a human female in distress, to lure passerby into the way house, and will hide.

Pappa Troll CR 11
chaotic evil male troll fighter 6
Large Giant
Init: +2
Senses: Darkvision 90 ft., low-light vision, scent
Listen +5 Spot +6
Languages: Giant, Common

AC: 20 (-1 size, +2 dex, +5 natural, +4 armor)
HP: 158 (HD 6d8 + 6d10 + 72)
Fort: +16 Ref: +6 Will: +5

MV: 20 ft Attack: +19 greatclub 2d8 + 11 or +14 greatclub 2d8 + 21 (powerattack for 5)
Full Attack: +17 / +12 / +7 greatclub 2d8 + 11 and +13 bite 1d6 + 3
Attack Options: rend
Space / Reach: 10 ft / 10 ft
Base Attack: +12 Grapple: +18

Abilities: Str: 25 Dex: 14 Con: 23 Int: 6 Wis: 9 Cha: 6
SQ: Darkvision 90 ft., low-light vision, regeneration 5, scent
SA: Rend
Feats: Alertness, Iron Will, Track, Power Attack, Improved Bull Rush, Awesome Blow, Improved Sunder, Weapon Focus (greatclub), Weapon Specilization (greatclub).
Skills: listen +5, spot +6

Posessions: hide armor, large greatclub.

Mamma Troll CR 10
chaotic evil female troll adept 6
Large Giant
Init: +2
Senses: Darkvision 90 ft., low-light vision, scent
Listen +5 Spot +6
Languages: Giant, Common

AC: 20 (-1 size, +2 dex, +5 natural, +4 armor)
HP: 103 (HD 6d8 + 6d6 + 60)
Fort: +13 Ref: +6 Will: +8

MV: 20 ft
Attack: +14 spear 2d6 + 7 or +9 spear 2d6 + 17 (power attack for 5)
Full Attack: +12 / +7 spear 2d6 + 7 and +9 bite 1d6 + 2
Attack Options: rend Space / Reach: 10 ft / 10 ft
Base Attack: +9
Grapple: +14

Abilities: Str: 20 Dex: 14 Con: 21 Int: 6 Wis: 14 Cha: 6
SQ: Darkvision 90 ft., low-light vision, regeneration 5, scent
SA: Rend
Feats: Alertness, Iron Will, Track, Lightning Reflexes, Power Attack
Skills: listen +5, spot +6, concentration +11

Adept Spells Prepared:
0th (3): ghost sound x2, touch of fatigue x2
1st (2): bless, minor image
2nd (1): resist energy

Possessions: hide armor, large spear, holy symbol of Vaparack.
Familiar: medium viper snake

Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Tactics: This pair of marsh trolls is very experienced working together and are quite cunning. Their preferred tactic is to begin with a preyer to Vaparack (bless) and then lure prey to them using ghost sound and minor image and then attack from hiding. When facing magic or fire-using opponents, the female will ward the male with resist energy (fire) before attacking.

In the way house they will hide and wait for someone to come upstairs to investigate the cries of distress. The female will stay behind the male and attack with her spear. The male will stand at the top of the stairs and use his greatclub with Awesome Blow and bull rush to knock attackers down the stairs where they will be attacked by the snake.

The trolls will fight to the death.

Treasure: 210 platinum, 3500 gold, 9000 silver and 15 gems can be found in purses and bags scattered amongst bones from humanoids and animals in the attic. In addition there are potions of aid, spider climb, and remove paralysis.

Ad Hoc XP Adjustment: +10%.