These metal statues are carved in the form of muscular men and women - often appearing as athletes or heroes. Usually they are cast in brass but are also made of bronze or copper. They are animate guardians that are set in temples to detect and catch intruders. Priests form their bodies from metal and then summon a spirit from their deity's home plane to animate their bodies. They are sometimes also known as wrestling golems, templar statues, wringen golems, wrestlen golem or guardian statues.
Brass Golem CR 8
good (often lawful) Medium Size Construct (Outsider)
Init: +4 Senses: darkvision 60 ft., see invisibility, detect evil
AC: 27 (+4 Dex, +13 natural), touch 14, flat-footed 23, damage reduction 5/adamantine and evil
HP: 76 HP (HD 9d10+27)
Immune: magic
Fort +3, Ref +7, Will +4
MV: 30 ft
Attack: slam +12 melee (1d4+6)
Full Attack: 2 slams +12 melee (1d4+6)
Atk Options: improved grab
Space / Reach: 5 ft / 5 ft
Base Attack: +6 Grp: +12
Abilities: Str 23 (+6), Dex 21 (+4), Con —, Int —, Wis 13, Cha 11
SQ: Construct traits, damage reduction 5/adamantine and evil, darkvision 60 ft., see invisibility, detect evil, immunity to magic.
SA: improved grab
The handsome goldish-colored statue suddenly swivels it's head to lock it's glowing blue eyes with yours. It bounds off the pedistal it was on, dropping it's discus, and charges at you.
COMBAT
Upon detecting evil intruders guardian statues charge their opponents and tackle them using a slam and their improved grab ability. Once grappling their foes they will attempt to wrestle them to the ground and pin them there. Foes that struggle will be dealt subdual damage until they submit. They will hold a foe indefinitely or until a priest of the temple arrives to decide the fate of the interloper.
Improved Grab (Ex): To use this ability, a guardian status must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Immunity to Magic (Ex): Immune to all magic with the following exceptions. Spells with the fire descriptor do no damage but instead cause it to become hasted and to deal an additional 1 point of heat damage with it's slam attacks for 1 round for every 10 points of fire damage dealt. In addition the golem will be healed by 1 point for every 3 points of damage that would have been dealt and returns 1 point of DR for every 10 points of fire damage. Spells with the cold descriptor deal no damage but instead cause it's DR to be reduced by 1 for every 10 points of cold damage dealt. It's DR cannot be reduced below 0 in this fashion. It's DR returns at a rate of 1 point per round. Spells that dismiss or otherwise banish outsiders drive off the spirits within them, effectively slaying them.
Construction
A guardian statue is cast or carved from a metal such as bronze, copper or brass weighing 400 lbs and costing 200 gp. It must then be treated with special alchemical mixtures and oils worth 1000 gp.
Creating the body requires a successful DC 20 Craft (sculpting) check.
CL 9th; Craft Construct, dispel evil, true seeing, commune, raise dead, caster must be at least 9th level; Price 30,000 gp; Cost 15,000 gp + 1,200 XP.
Tuesday, August 15, 2006
Sunday, August 13, 2006
Encounter: Old Captain Thorenson
"Kommen Sie in, and welcome, my friends... I am Kjarl Bard Thorenson, son of Thoren Bard Kjarlson... and on and on... You seem a nice lot... make yourselves comfortable... the signs of the zodiac... ah yes... Ven I was your age, I lived out at sea. I sailed a great vessel... the Fjord Escort 'twas, ja... The only mistress far me, if ya catch me drift."At this point the characters notice a stench emanating from the bearded man; they do catch his drift. Luckily, he lights a pipe and the room is filled with the tangy odor of sweetleaf. An owl paces back and forth along a perch on the far end of the room. The old man continues without pause as the characters examine the room.
The walls of this living room are covered with nautical regalia -- silver sextans, sea-soaked and sun-stained maps of faraway lands; even a proverbial ship-in-a-bottle adorns the oaken table before the window. The light from the lone window barely illuminates the room, assisted by a fading fire under the mantle and the dim cherry of Thorenson's pipe.
"So, how do you expect to fight it... I mean... 24, 40, 60 sailing men... driven back in fear... Have you seen it yet?"He waits only briefly for an answer, continuing,
"And the gilled children... swimming out to sea along a warm current... right out to Harpy Point... no doubt to feed the harpies on the rocks... foul bitches... feeding on your young... My friend's child! O, Anrik, now there was a lad... a wee tot, but full of piss and vinegar... I've seen so many terrible things... at sea... and at that window..."
The owl lets out a squak, eyeing the characters and making them feel uneasy. The characters will later see the same owl hunting rats elsewhere in the wharf district if they wander the streets at night. Grack is the old man's closest companion now that he's lost the sea to his memories, and keeps a close watch on the house. His eyes glow an intense golden glow, and he always appears to be on the verge of speaking, leaning forward and peering deep into any character's eyes that come near.If pressed with great skill, the old man will tell of his past life as a shipwright and then sailor, culminating with his encounters with sea serpents, after which he retired from the sea some sixty moons ago. He will speak of his friend's loss of his child to "the mutation." This friend, Falkonne, has been studying the mutation on the east side of town, where the disease seems to have appeared with the most prevalence. He urges the party to talk to him, and to relay a message, which he removes from his pocket and hands the most trustworthy of the party (determined with a sense motive check +12) a letter, sealed with an emblem of the Wyndm marsh tongue for sea ("go"), which appears as two wavy lines with two dots in between, roughly like so:
~The note is in the Wyndm marsh tongue and reads:
..
~
Falkonne, I fear the worst for you. I have heard nothing from you in weeks, and cannot help thinking that you too have become one of the sea-spawn and become harpy bait. I watch the eastern sky with my spyglass looking for signs of your demise. Alas, I am too pessimistic. But an old man am I! On a positive note, the harpies seem awfully quiet lately. I send Grack to deliver this note to you, and hope you will return word of your whereabouts. As one of my few friends, you must understand my request that you halt your work and return to more a civilized neighborhood. With care, -KBT
Saturday, August 12, 2006
Creature: Wyndm-Wolf (CR 3)
Wyndm-Wolf (CR 3)Medium Fey Wolf
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Hit Dice: 4d10+5 (32 hp)
Initiative: +4
Saves: Fort +6, Ref +4, Will +1
Speed: 50 ft.
Base Attack/Grapple: +4/+10
Attack: Bite +7 melee (1d8+6)
Full Attack: Bite +7 melee (1d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: trip
Special Qualities: Darkvision 60 ft., low-light vision, scent
Abilities: Str 17, Dex 13, Con 15, Int 10, Wis 13, Cha 10
Skills: Hide –1*, Listen +6, Move Silently +7, Spot +6, Survival +1*
Feats: Alertness, Improved Initiative, Track
Environment: forests and mountains
Organization: Solitary, pair, or pack (3–5)
Challenge Rating: 3
Treasure: None, though the hides are considered luxury items
Alignment: True Neutral
Advancement: 5–6 HD (Large); 7–8 HD (Huge) (very rare)
Level Adjustment: +3 (cohort)
A Wyndm-wolf grows about 6 feet long and stands about 3-1/2 feet at the shoulder. It weighs about 300 pounds. Wyndm-wolves can speak Fey and all three Wyndm tongues.
COMBAT
Wyndm-wolves typically hunt in packs, and tend to eat creatures smaller than themselves. However, with the colonization of the Wyndm-lands, and thus the introduciton of cattle to the lands, they have acquired a taste for beef and pork. A pack usually circles an opponent, each wolf attacking in turn to exhaust it. When solitary, they usually sneak up on their opponents.
Trip (Ex): A Wyndm-wolf that hits with a bite attack can attempt to trip the opponent (+8 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 Wyndm-wolf.
Skills: Wyndm-wolves have a +1 racial bonus on Listen, Move Silently, and Spot checks. Wyndm-wolves have a +2 racial bonus on Hide checks. *Their natural coloration grants them a +7 racial bonus on Hide checks in forests and mountains. A Wyndm-wolf has a +4 racial bonus on Survival checks when tracking by scent.
Labels:
Adventure: Horror of the Old Ones,
CR 3,
creature,
fey,
HotOO
Friday, August 11, 2006
Character: Anna červená (CR 9)

Anna červená is a tall, hardy woman who has fought her way up through the ranks to be the second-in-command in the Baron's militia, where she was often called "the Baronness" in jest by men whose respect she hadn't earned. All those men are dead now. She always provided a voice of reason to the Baron, before he became overly corrupted. Her closest followers are those who were most loyal to the Baron himself, when he was more honorable.
"The Baronness" Anna červená (CR 9)
Medium female Fighter 9
Lawful Neutral with good tendencies humanoid
Init: +2 Senses: normal
Listen +3 Spot +3
Languages: common
AC: 20 (8+ Armor, +1 Dex, +1 sheild)
HP: 73 (HD 9d10+18)
Saves: Fort: +8 Reflex: +5 Will: +3
MV: 20 ft., 50 ft. mounted
Base Attack: +9 / +4 Grapple: +11
Attack: +12 battleaxe (1d8+4) or +12 shortbow (1d6+3) [+1/+1 under 30 ft.]
Full Attack: +12 /+7 battleaxe (1d8+4)
or +12 / +7 shortbow (1d6+3) [+1/+1 under 30 ft.]
or +10 / +10 / +5 shortbow (1d6+3) [+1/+1 under 30 ft.]
Face / Reach: 5 ft / 5 ft
Attack Options: spring attack, ride-by attack
Abilities: Str: 16 Dex: 14 Con: 14 Int: 12 Wis: 11 Cha: 9
Feats: 5 bonus, 5 normal Power Attack, Dodge, Mobility, Spring Attack, Point Blank Shot, Percise Shot, Rapid Shot, Mounted Combat, Ride-By Attack, Mounted Archery
Skills: 48 sp Climb +6+3= +8, Handle Animal +6-1= +5, Intimidate +12-1= +11, Listen +3, Ride +12+2= +14, Spot +3
Gear: 12,000 gp worth of gear: heavy flail, +1 battleaxe (2,310 gp), masterwork mighty composite shortbow (str +3) (525 gp), +2 full plate (5,650 gp), light wooden shield +1 (1,153 gp), big honkin' warhorse named Pinky (400 gp), studded leather barding (100 gp), 2 potions of cure moderate wounds (600 gp), 1,226 in coin and gems.
Heavy Warhorse: HP: 31 AC: 17 MV: 50 ft
Location: Onuago Wharf District
The Wharf District is situated on the east side of the west split of Onuago, along the waterfront. It was once a bustling port of ten warehouses, but now it is eerily deserted.

The map above faces east. Key locations within the Wharf District include:
I - Snug Harbor Inn (description in another post, encounter in another)
C - Old Captain Thorenson's House
W - Warehouses
R - Rowhomes
t - Places where thieves are likely to accost the party
Old Captain Thorenson's House (C)
As the characters approach the house, read or paraphrase the following:
Warehouses (W)
In one of the warehouses, surprise the party with three to four Koa-Toans, freshly visiting from the marshy bay for their daily catch. They are hungry and attack without pause or end; they fight until they are slaughtered.
Rowhomes (R)
The most common domicile in Onuago is a rowhome. Almost all the homes in the city itself share walls with other homes.
Thieves (t)
Thieves patrol the darker and more remote alleys of the wharf district. If the characters stray too far from the roads with foot traffic, they will likely be jumped by a band of two to three third level thieves. If they capture one, the thieves have a one in three chance of being an expatriate of Baron von Steiglitz' militia, and are either fending for themselves or are part of one of the factions that now claim von Steiglitz' lands. If the latter, they will demand a tariff or entrance fee of the party when they are first encountered, and will threaten the party in the name of their faction leader, Petry Pokrm the Dish-eater.
This salty run of docks has fallen into disrepair. Dilapidated shacks and weathered warehouses give way to creaky planks along an industrial boardwalk that juts out over the bay itself. Piles of sandbags, now mudbags, provide a makeshift levee that wavers against the waves. The air is uncomfortably still, and the sound of cats skirmishing echoes down the alleyways. The sky is overcast and a light drizzle plops into the pools in the building stoops.As the characters make their way through the streets of the wharf district, point out the rustiness of the gutters and boarded up buildings and bring particular attention to the growling cats on rooftops. There is a distinct uneasiness in town, especially along the waterfront. The misty fog reduces visibility to 30', allowing creatures and thieves to sneak up on the party.

The map above faces east. Key locations within the Wharf District include:
I - Snug Harbor Inn (description in another post, encounter in another)
C - Old Captain Thorenson's House
W - Warehouses
R - Rowhomes
t - Places where thieves are likely to accost the party
Old Captain Thorenson's House (C)
As the characters approach the house, read or paraphrase the following:
A strand of smoke rises out of a the chimney of a lone hovel, set off the road, partially hidden by a row of connected homes. Three cats patrol the grassy yard, the only patch of green in this part of town. A flowerbox decorates the single window, set off to the left of the front door, painted blue.Thorenson will answer the door if the party knocks. He will not have time for any haughty behavior, and he has many stories to tell.
Warehouses (W)
In one of the warehouses, surprise the party with three to four Koa-Toans, freshly visiting from the marshy bay for their daily catch. They are hungry and attack without pause or end; they fight until they are slaughtered.
Rowhomes (R)
The most common domicile in Onuago is a rowhome. Almost all the homes in the city itself share walls with other homes.
Thieves (t)
Thieves patrol the darker and more remote alleys of the wharf district. If the characters stray too far from the roads with foot traffic, they will likely be jumped by a band of two to three third level thieves. If they capture one, the thieves have a one in three chance of being an expatriate of Baron von Steiglitz' militia, and are either fending for themselves or are part of one of the factions that now claim von Steiglitz' lands. If the latter, they will demand a tariff or entrance fee of the party when they are first encountered, and will threaten the party in the name of their faction leader, Petry Pokrm the Dish-eater.
Labels:
Adventure: Horror of the Old Ones,
HotOO,
location
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