Monday, March 23, 2015

6. The Brazen Pit (Encounter CR 9)


Illustration by Claudio Pozas

Areas 6-24

 The Dissentients control this area, they are all that remain of a group of family members of adherents and a number of ex-adherents of The Deathless Duke, who arrived on the day of the great flood to rescue members of their family. They have since been driven to the depths of despair by the spells of Rhys Larkchild and from watching The Deathless Duke rise up alive and unhurt out of the great flood. This despair has worsened in the isolation, so that they are now both incredibly paranoid and delusional. Their nominal leader Eira of Elditchton, mounts occasional raids to kidnap the duke’s adherents and undo the spells and brainwashing of The Deathless Duke’s loyal followers, with little success. They use hit and run tactics because while without hope they are not stupid, and understand they are far outnumbered. PCs may try to find allies here but the Dissentients are consumed by parinoia, seeing the PCs as either disguised adherents or another group attempting a power grab.
The Dissentients have trapped every corridor here with lethal traps so that they can find safety behind these bulwarks to perform their deprograming in relative safety.
Eirs of Eldritchton has grown so paranoid she even suspects that some of her fellows are spies sent by the duke. Before leaving she stole a number of guards and wards scrolls (see Area 18) she uses one each day, but only has 6 remaining.  Its effects cover D6 through Area 23 with particular effects listed individually in each room.

Due to the guards and wards
Detect magic: 1st rd: magic is always present here, 2nd rd: strongest magic radiates from everywhere, 3rd rd: everywhere radiates moderate abjuration.


Timeline: Sometime during Day 2 the GM should have the sappers in Area 25 break through the wall to Areas 21- 23 , The Stone Giant Karl leads is forces from Area 25 along with a jotun taskshaper, 2 destrachans, and 3 jotun sappers, killing anyone they find there, leaving four stone giant guards. Sometime during Day 6 the GM should have the Stone Gaint Karl’s forces invade Eira’s sanctuary killing everyone there.  If the PCs kill the giant Karl before this the Dissentients make the breach and use it to mount one last ditch raid sometime during Day 6.   



Illustration by Tadas Sidlauskas



Area 6. The Brazen Pit


This 10’ wide, mine corridor is filled with fog, you cannot see more than 5’ in front of your face.

Once you have advanced 25’ make a Perception check
·       DC 15: you feel a warm draft coming from up ahead, can hear the sound of stamping hooves, and the snort of some animal echoing in the corridor.  
·       DC 30: You notice hand and foot holds have been carved into the rock on the eastern wall and hole in the ceiling.

Detect magic: (If you have advanced 25’) 1st rd: magic is always present here, 2nd rd: strongest magic radiates from the floor (two auras) 3rd rd: the floor radiates strong transmutation, everywhere radiates moderate abjuration.

30’ feet down the corridor The Dissentients encountered a permanent distortion in gravity cause by the Empyrean Bastille, and have turned it into a pit trap to defend their layer, when the adherents of the Deathless Duke loosed a brazen bull into these tunnels it became trapped and the Eira of Eldritchton decided it could serve as part of their defenses.

Using its scent ability the brazen bull will uses its breath weapon on anyone who attempts to cross “over” the 40 wide “pit” as it is extremely frustrated at being trapped and also quite hungry for pain and death.

Anyone who does not bear Eira’s arcane mark passes the trap here triggering a magic mouth which shouts “Dissentients be warned, intruders at the brazen pit!” 3 times. This is part of the guards and wards spell, as such it cannot be detected or disarmed.   This will alert the Dissentients in Area 21.

Reverse Gravity Trap        CR 8

Type magical; Perception DC 32; Disable Device DC 32
Effects
Trigger constant; Reset none
Effect:
Non-flying unattached objects and creatures in the area to fall upward suffering 4d6 points of damage from the 40’ “deep pit” and likely hitting the brazen bull (25% chance).  An Acrobatics check DC 15 reduces the fall by 10’ (making the damage 3d6), A successful Reflex save DC 27 results in you being able to grab hold of one of the hand holds on the eastern wall.  If you hit the brazen bull it suffers 1d6 points of damage and you take 1d6 less, but it does attempt to use its absorb special ability immediately.
Disabling this trap or dispelling it, causes the Brazen Bull to fall down from overhead, taking 4d6 falling damage.
It’s a DC 25 climb check to climb out of the pit.


This bull-like creature seems to be made of interlocking bronze plates, a glow bright red light escapes from between the gaps. Faint plumes of black smoke puff from its mouth and nostrils.

Brazen Bull  CR 8

XP 4,800
Variant Gorgon
LE Large magical beast
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +17

Defense

AC 20, touch 9, flat-footed 20 (+11 natural, –1 size)
hp 100 (8d10+56)
Fort +13, Ref +6, Will +7
Immune cold, fire

Offense

Speed 30 ft.
Melee gore +14 (2d8+7), 2 hooves +9 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (60-foot cone, 8d6 fire, Ref DC 21 halves), trample (2d8+10, DC 21)

Statistics

Str 24, Dex 10, Con 24, Int 2, Wis 16, Cha 9
Base Atk +8; CMB +16; CMD 26
Feats Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception)
Skills Perception +17

Special Abilities

Absorb Foe (Su) A brazen bull can try to absorb an opponent it successfully hits with a gore attack, up to one size smaller than itself, into its interior by making a successful grapple check (it gains a +4 bonus, this does not provoke an attack of opportunity). This creature is only partially absorbed and can still escape as a standard action with a successful combat maneuver (grapple) or Escape Artist check (DC equal to the brazen bull’s CMD). An opponent partially absorbed into the brazen bull’s interior suffers from the grappled condition (the brazen bull is not considered grappled) and suffers from its heat ability. If a brazen bull begins its turn with an opponent partially absorbed (or fully absorbed) in its body, the creature suffers from its heat ability and it can attempt a new combat maneuver check as a swift action (as though attempting to pin the opponent). If it succeeds, that opponent is paralyzed (or pinned if it is immune to paralyzation) and begins to suffocate. A Large brazen bull’s interior can hold 1 Medium, 2 Small, or 8 Tiny or smaller creatures.
Heat (Su): An enraged brazen bull generates heat so intense that anything touching its body takes 8d6 points of fire damage. Creatures striking a brazen bull with natural attacks or unarmed strikes are subject to this damage, but creatures striking with melee weapons are not. The heat can melt or burn weapons; any weapon that strikes a brazen bull is allowed a DC 21 Fortitude save to avoid taking damage. The save DC is Constitution-based.


Brazen bulls are sadistic creatures often mistaken for bronze constructs. They like to target smaller and weaker creatures, absorbing them, and fleeing until that creature suffers a horrible painful death. Brazen bulls derive sustenance from the pain and death of those they absorb.

You can find the start of these encounters here in Area 1.

Saturday, March 21, 2015

5. Destination Teleport (Encounter CR 7)


Illustration by Adam Schmidt

5. Destination Teleport


This secret door from the cavern of the ruined village, leads down a mist-filled tunnel to web filled stairs cut from solid rock that descend to another iron door that has a sliding window.  There is a sigil over the door.

Detect magic: 1st rd: magic is present here, 2nd rd: strongest magic radiates from everywhere (two auras), 3rd rd: everywhere radiates moderate abjuration, the sigil radiates moderate necromancy

The webs are the result of a guards and wards spell, The sigil over the door is a permanent symbol of pain set to trigger if anyone passes through the portal who does not utter the phrase “I seek to free the souls imprisoned in the Empyrean Bastille.” The door is arcane locked with and average lock (Disable Device DC 35), but can only be easily unlocked from the stairwell side. (Disable Device DC 45 from inside the room) again the Medusa Charissa has the key.

This door is magically treated iron that is enchanted to reset, close, and lock 1 minute after being opened. This door is 2 inches thick with a break DC of 48 (locked), a hardness of 20 (adamantine weapons do not ignore this hardness because it is not less than 20), and 120 hp.
  
Beyond this door and for those who are effected by a teleport trap.

This appears to be a 50’ square room the walls, ceiling and floor are covered in iron plating, there is only the single iron door in the southern wall. Its coat shining vividly, this majestic tiger-like creature which is about the size of normal man, looks exotic and otherworldly. It gazes with piercing yellow eyes and stands calmly in the southwestern corner, as though fearless, but you can easily sense its hungry stare.

This dwoemercat was once one of the duke’s pet cubs, unfortunately it was being raised by his acolytes when she got caught in the great flood that trapped her and a few others. She eventually was able to teleport out of the ruins and attempted to make her way to the surface but recently became a victim of one of the teleport traps and the medusa Charissa has been too busy with the duke’s orders to check up on the prison. It is desperately hungry and its initial attitude is hostile intending to make a meal out of whoever it encounters.  

The first layer on the walls, ceilings, and floors, is 3 inch thick, magically treated, iron plating. It has a break DC of 50, a hardness of 20 (adamantine weapons do not ignore this hardness because it is not less than 20), and 180 hp. These walls have a climb DC of 25. The second layer is a 5ft. thick area of magically treated, unworked stone. It has a break DC of 75, a hardness of 16, and 1,800 hit points; these walls can be climbed with a DC 15 climb check once all of the iron plating is removed. This prison is the result of Rhys Larkchild’s extreme paranoia.

Dweomercat                        CR 7

XP 3,200
CN Medium magical beast
Init +10; Senses darkvision 60 ft., scent; Perception +16

Defense

AC 23,  touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
hp 85 (10d10+30)
Fort +10, Ref +13, Will +6
DR 5/magic; SR 19

Offense

Speed 40 ft.
Melee 2 claws +16 (1d4+2), bite +16 (1d6+2)
Special Attacks dweomer leap, pounce, rake (2 claws +11, 1d4+2)
Spell-Like Abilities (CL 10th)
Constant—detect magic
At will—lesser globe of invulnerability, dispel magic
3/day—dimension door (self only), antimagic field

Statistics

Str 15, Dex 23, Con 16, Int 13, Wis 16, Cha 16
Base Atk +10; CMB +12; CMD 29 (33 vs. 
trip)
Feats  Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse
Skills  Climb +6, Knowledge (arcana) +11, Perception +16, Stealth +19; Racial Modifiers +4 Climb
Languages Common, Sylvan
SQ spell link

Special Abilities

Dweomer Leap (Su) When a dweomercat is targeted by a spell or within the area of effect of a spell, it can, as an immediate action, choose to teleport to a square adjacent to the spell’s caster, effectively appearing mid-leap and aimed toward the caster. This ability takes effect regardless of whether or not the spell overcomes the dweomercat’s spell resistance. If it chooses, the dweomercat can immediately make a full attack against the spell’s caster as though pouncing. Using this ability does not provoke an attack of opportunity. If there is no safe space adjacent to the caster—or if the dweomercat chooses—the dweomercat can forgo using this ability.

Spell Link (Su) When a dweomercat is targeted by a spell or within the area of effect of a spell, it can, as an immediate action, forgo its dweomer leap ability to gain an effect related to the school of the spell targeting it. This effect activates before the dweomercat is affected by the spell targeting it and regardless of whether or not the spell overcomes its spell resistance. Each power lasts for 1 minute per level of the spell targeting the dweomercat, until the dweomercat uses this ability again, or until the dweomercat chooses to dismiss the effect as a free action, whichever duration is shortest. This ability does not prevent the spell affecting the dweomercat from taking effect; it only provides an additional benefit.

  • Abjuration: Gains acid, cold, fire, electricity, or sonic resistance equal to 2 per spell level.
  • Conjuration: Gains a deflection bonus to AC equal to +1 for every 5 levels of the spell.
  • Divination: Gains the effects of detect chaos/evil/good/law.
  • Enchantment: Grants the effects of the spell heroism.
  • Evocation: Inflicts an amount of damage equal to the spell’s level upon the spell’s caster.
  • Illusion: Grants the effects of invisibility. This effect ends as per the spell.
  • Necromancy: Gains the effects of false life, as if cast by the opposing spell’s caster.
  • Transmutation: Gains an enhancement bonus on its natural weapons equal to +1 for every 5 levels of the spell.
You can find the start of these encounters here in Area 1.

Friday, March 20, 2015

4. The Ruined Commune (CR - Encounter)

Illustration by Adam Schmidt


4. The Ruined Commune

This is the site of a massive excavation that appears to house the ruins of a communal village, it appears to have been shattered by a massive flood, of water, mud, and debris. Pools of muddy water glisten from light spilling down out of small holes in the ceiling that is further defused by strategically placed mirrors. 4 passageways lead off into fog-filled mines, and grinding sounds resonate from one of the two caverns ahead.

This area is a nexus of the various factions, and the area is hotly contested. Whenever the PCs enter this area roll a d6 on a roll of three or lower results in a random encounter. For every 15 minutes the PCs remain here roll the d6 again. If there is a loud battle also roll the d6 as some creature may come to investigate 1 minute later.

Perception or Survival (5): You discover a significant number of human-sized booted tracks from the northern entrance to this cavern to the southern passageway.   

Perception (DC 15): You find the partial remains of many human females along with the rare human male.

Survival ( DC 20): You discover a small number of tracks from the northern entrance to this cavern leading to the southwestern passageway.  

Perceptions (DC 25): You locate the intact remains of a human female. And a secret iron door with a stone veneer against just to the right of the entrance way (This leads to Area 5), the door is locked with average lock supported by an arcane lock (Disable Device DC 35, The medusa Charissa holds the key)

A successful Knowledge (dungeoneering) check (DC 15) allows you to easily determine that this room was destroyed when some underground basin of boiling water broke through one of the cavern walls and flooded large parts of the complex especially this cavern.

If the PCs have learned of the Empyrean Bastille’s distortions a Knowledge (dungeoneering) check (DC 25) reveals these distortions as the cause of the flood.

A use of speak with dead upon the intact remains can reveal what happened here as well as some of the history of the area up to DC 25 (See Adventure Background), though she will know nothing of recent events.

This area has been thoroughly looted, and staying her long eventually results in a random encounter but if you are persistent you will encounter the Black Mist that hides in the mud during the day.

Black Mist CR 13

XP 25,600
mist elder black pudding
N Gargantuan Outsider (air, elemental, augmented [ooze], water)
Init –3; Senses blindsight 60 ft. Perception –5

Defense

AC 3, touch 3, flat-footed 3 (–4 size, –3 Dex)
hp 290 (20d10+180)
Fort +15, Ref +0, Will –2
Defensive Abilities air mastery, split, ooze traits, Immune gas, fog, and cloud-based attacks and spells. Resist cold 10, fire 10

Offense

Speed 20 ft., climb 20 ft.
Melee slam +19 (2d6+8 plus 2d6 acid plus grab)
Space 20 ft.; Reach 15 ft.
Special Attacks constrict (2d6+4 plus 2d6 acid), corrosion

Statistics

Str 26, Dex 5, Con 28, Int —, Wis 1, Cha 3
Base Atk +15; CMB +27 (+31 grapple); CMD 22 (32 vs. bull rush, can't be tripped)
Skills Climb +11 Stealth +0, Racial +15 stealth
SQ ooze traits, suction


Special Abilities

Acid (Ex) A black pudding secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Each time a creature suffers damage from a black pudding's acid, its clothing and armor take the same amount of damage from the acid. A DC 29 Reflex save prevents damage to clothing and armor. A metal or wooden weapon that strikes a black pudding takes 2d6 acid damage unless the weapon's wielder succeeds on a DC 29 Reflex save. If a black pudding remains in contact with a wooden or metal object for 1 full round, it inflicts 21 points of acid damage (no save) to the object. The save DCs are Constitution-based.
Air Mastery (Ex) Any airborne creature takes a -1 penalty on attack and damage rolls against black mist
Corrosion (Ex) An opponent that is being constricted by a black pudding suffers a –4 penalty on Reflex saves made to resist acid damage applying to clothing and armor.
Gaseous Form (Su): Black Mist can assume gaseous form at will. This ability works like the gaseous form spell, except a mist creature can remain in gaseous form as long as it wishes. Becoming gaseous or resuming its normal form is a move action
Split (Ex) Slashing and piercing weapons deal no damage to a black pudding. Instead, the creature splits into two identical puddings, each with half of the original's current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
Suction (Ex) The black pudding can create powerful suction against any surface as it climbs, allowing it to cling to inverted surfaces with ease. A black pudding can establish or release suction as a swift action, and as long as it is using suction, it moves at half speed. Because of the suction, a black pudding's CMD score gets a +10 circumstance bonus to resist bull rush, awesome blows, and other attacks and effects that attempt to physically move it from its location.

Treasure:

None

You can find the start of these encounters here in Area 1.

Wednesday, March 18, 2015

3. Into The Breach (CR 17 Encounter)


Illustration by Adam Schmidt

3. Into The Breach


In the center of a stone wall next to a pit, is a 10-foot wide opening that leads to a massive cavern, on either side of the opening are bas-reliefs, of women with spikes being driven through their bodies and their eyes while they burn themselves.

Detect magic: 1st rd: magic is present here, 2nd rd: strongest magic radiates from the walls and the opening, 3rd rd: It radiates strong abjuration.

In the center of the opening is dangerous pit trap. This trap is used not just to stop intruders but also to kill anyone who attempts to escape. It will trigger even if you fly over it, dropping the green slime on top of flyers. This leads from Area 2 into Area 4.   This area is protected by a permanent teleport trap spell, with a destination of  the prison room in Area 5.

Spiked Pit with Falling Green Slime Trap        CR 17

XP 102,400
Type mechanical; Perception DC 20; Disable Device DC 25
Effect 40-ft.-deep pit (4d6 falling damage); wooden pit spikes (Atk +15 melee, 1d4 spikes per target for 1d6+5 damage ) Green Slime Atk +15 touch; multiple targets (all targets in a 10-ft. square); DC 25 Reflex avoids the fall but not the green slime; multiple targets (all targets in a 10-ft.-square area)

Green Slime


A single 5-foot square of green slime deals 1d6 points of Constitution damage per round while it devours flesh. On the first round of contact, the slime can be scraped off a creature (destroying the scraping device), but after that it must be frozen, burned, or cut away (dealing damage to the victim as well). Anything that deals cold or fire damage, sunlight, or a remove disease spell destroys a patch of green slime. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring metal's hardness but not that of wood. It does not harm stone.

You can find the start of these encounters here in Area 1.

Tuesday, March 17, 2015

2. The Doorwardens (CR 9 Encounter)


2. The Doorwardens


At the bottom of the cellar stairs is an empty room inset into the far stone wall is a decretive double door, with a massive number of iron bands.

Perception (DC 10, reduced by 1 for every 10 feet closer to the door you are when you reach the bottom of the steps)  at the top of the stairs once the cellar door is opened one can hear loud arguing from beyond the door.
Detect magic: 1st rd: magic is present here, 2nd rd: strongest magic radiates from the entire room, 3rd rd: The entire room radiates overwhelming necromancy, plus the room radiates strong abjuration, and the door radiates moderate transmutation
True seeing: will reveal that the door is an animated object. 

What can be learned from the Duke’s Maiden’s arguments.

·       There are at least two women arguing from beyond the door
·       The Deathless Duke is close to achieving his goal.
·       Every day the followers are closer to reaching the Empyrean Bastille
·       The Empyrean Bastille creates distortions of space, time, and reality, making locating it nigh-impossible.
·       According to the oracle Rhys Larkchild of Our Mother of Madness, either the dragon will breach the Empyrean Bastille on the 7th day or the sappers will breach it on the 12th.


If the Doorwarden spots anyone in the room (Perception -5) or if someone touches the door, the door opens with a loud creek (that alerts the Duke’s Maidens) as if to let them pass through, if they don’t bear the arcane mark of the Deathless Duke, it will close on the first person to pass through (it bends around them to close) trapping them on the the other side and attacks them with its iron bands, using surprise, along with its grab and constrict abilities to crush its opponents.
Once the door is opened the Duke’s maidens on duty here arguing from the alcoves as well as those around the corner at the back of the room, go dead quiet and drink their potions of invisibility and stealthy move up and prepare to attack the first person through the door.   4 of the maidens engage in melee combat while 2 others engage in ranged combat. One of them will drink a portion of vampric touch and then move up so she can position herself to attack with it later. A third goes to activate the trap in Area 3, and then moves on to warning the rest of the Duke’s followers.   The stacking of the fear effects here can result in a panicked or cowering PC. 
The area from the cellar door all the way to Area 3 is warded by a permanent teleport trap. Its destination is Area 5.

In the far back of the room is a script carved in elven by a former follower of The Deathless Duke who was driven to despair and etched the following message into the wall

“I went to study at the towers unseen, unfortunately unknown to me where I stayed in the Antegate was a den of followers of The Deathless Duke.  I even met the Duke, who arrived via spell, he just had a way about him and he was so perfect, but never egotistical about it, he just wanted to make the world a better place. I thought I would stay till I finished my studies at the towers. I lost touch with all my family and friends, but the Duke and his followers were always there for me, they bombarded me with love.  I was happy.   

I became so devoted to the Duke, I let him cast spell after spell on me, the early ones helped me with my studies, but eventually he and his followers started using a number of enchantment spells that changed the way I thought. Then the group forced me cut off to cut of The Deathless Duke’s head, and it grew right back in the blink of an eye.  Then I learned what is really…”

Nothing more is written as the other followers killed her and used the pit of green slime in the far back corner to dispose of the body, so as not to trouble the Deathless Duke with this betrayal of belief. 

A cavern next to the pit leads to Area 3.

Doorwarden                        CR7

XP 4,800
Huge Animated Object.
N Huge construct
Init -2; Senses darkvision 60 ft., low-light vision;
Perception -5

Defense

AC 19, touch 8, flat-footed 19; (-2 Dex, +11 natural)
hp 78 (7d10+40)
Fort +2, Ref +0, Will -3
Defensive Abilities hardness 10, object; Immune
construct traits

Offense

Speed 30 ft.
Melee slam +15 (3d6+15 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks constrict (3d6+15)

Statistics

Str 30, Dex 6, Con —, Int —, Wis 1, Cha 1
Base Atk +7; CMB +19 (+23 grapple); CMD 27
(can’t be tripped)
Languages none
SQ construction points (5 CP); constrict (1 CP),
grab (1 CP), improved attack (1 CP), metal (2 CP)

Special Abilities

Object (Ex) the Watchtower as an object has a number of special defenses:
Energy attacks: These deal half damage to Gatekeeper. Divide the damage by 2 before applying the Watchtower's hardness. Acid does full damage against the gatekeeper
Ranged Weapon Damage: Watchtower takes half damage from ranged weapons (unless the weapon is a siege engine or something similar). Divide the damage dealt by 2 before applying the watchtower's hardness.
Ineffective Weapons: Most melee weapons have little effect on this metal door, unless they are designed for breaking up metal, such as a pick or hammer. Siege engines or something similar are also effective.



The Duke’s Maidens (10) CR 3

XP 800
Female human rogue 4
LE Large humanoid
Init
 +3; Senses Perception +7
Aura panicked (DC 12 or shaken 1d4 rounds)

Defense

AC 23, touch 14, flat-footed 20 (+3 armor, +3 Dex, +6 natural armor, -1 size, +1 shield)
hp
 36 (4d8+18)
Fort
 +5, Ref +7, Will +0
Defensive Abilities
 evasion, trap sense +1, uncanny dodge, DR 10/magic, bludgeoning, and good SR 16

Offense

Speed 30 ft.
Melee 
mwk bladed gauntlet +10 (1d4+6 plus poison) or  mwk bladed gauntlet +8 (1d4+6 plus poison) and mwk bladed gauntlet +8 (1d4 +3 plus poison)
Ranged mwk composite shortbow crossbow +7 (1d6+3/19-20 plus poison)
Special Attacks
 sneak attack +2d6, precise strike +1d6,

Statistics

Str 22, Dex 16, Con 18, Int 13, Wis 8, Cha 10
Base Atk +3; CMB +9; CMD 22
Feats
 Point Blank, Precise Shot, Precise Strike,  Two-Weapon FightingB, Weapon Focus (bladed gauntlet)B
Skills
 Bluff +7, Climb +13, Craft (Alchemy) +8, Diplomacy +7, Intimidate +7, Knowledge (Local) +8, Perception +6, Sense Motive +6, Sleight of Hand +10, Stealth +10 
Languages
 Common
SQ
 trapfinding, rogue talents (combat trick, weapon training)
Combat Gear potion of vampiric touch (+9, 2d6 plus 2d6 sneak attack and 1d6 precise strike), potion of invisibility, medium spider venom (5 doses; save Fort DC 14, frequency 1/round for 4 rounds, effect 1d2 Str damage, cure 1 save);  Other Gear +1 leather armor, masterwork bladed gauntlets (2), masterwork composite shortbow (Str +2) with 20 bolts

Fear’s Favor

The Deathless Duke meditated here for nearly a year to overcome the fear and dread he had of his father’s potential interference in his plan. This location now grants his followers the ability to strike fear into the heart of their enemies.
Effect: Followers of The Deathless Duke within this site can, as an immediate action, choose to become a larger, more awful version of themselves. They grow to size Large, and take on features that horrify their enemies. They gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, DR 10/magic, bludgeoning, and good, with spell resistance equal to 12 + the follower’s HD. The follower also emits an aura that emanates 30 feet from it. Enemy creatures within the aura must make a successful Will save (DC 10 + 1/2 the follower’s HD + its Charisma modifier) or become panicked; creatures that make their saving throw are shaken for 1d4 rounds. Each time a creature shaken by this aura hits the fear-inspiring subject with a melee attack, that creature must save again or become panicked. The aura's effect is a fear and mind-affecting effect. These effects have already been applied to the Duke’s maiden’s above.
When any creature uses any spell or effect with the fear descriptor (such as cause fear or scare) within this site, that creature can increase its effect by one step upon a failed save. For example, shaken becomes frightened, frightened becomes panicked, panicked becomes cowering, and cowering becomes helpless. In addition, if a creature is immune to fear effects, it gains the confused condition for one round upon a failed save.

Treasure

The maiden’s have been gathering up the treasure of those who attempt to enter through here and past the trap in Area 3. They have put most of it into an iron chest hidden behind a false panel in the wall (Perception DC 25), it has a superior lock (Disable Device DC 40, worth 150 gp), one of the maiden’s has hidden the key behind a stone at the far edge of the pit (Perception DC 40). One of the duke’s trusted followers comes to collect once a week.

 +1 buckler (1,165 gp), masterwork greatclub (305 gp)  longbow (75 gp), spyglass (1,000 gp), climber's kit (80 gp), leather armor (10 gp), shuriken (5, 1 gp);  an bracelet made from thread of gold (16 gp), zircon (44 gp), red spinel (63 gp), turquoise (5 gp), agate 3 (gp), turquoise 1 (gp),  3 pp, 67 gp, 260 sp, 700 cp

You can find the start of these encounters here in Area 1.

Sunday, March 15, 2015

1. The Watchtower (CR 16 Encounter)


1. The Watchtower (CR 16 Encounter)

Standing in the center of a rubble strewn clearing is a 100’ tall 40’ square watchtower. Three prominent sigils mark the entrance to the tower. If one looks closely at the tower the stone resembles people who have been broken and put into horrifically unnaturally bodily positions to form the tower.


Perception DC 35 (+1 per 10 feet you are from the tower) reveals the inevitable arbiter keeping watch from the top of the tower.
Detect magic: 1st rd: magic is present here, 2nd rd: strongest magic radiates from the tower, 3rd: The sigils radiate moderate abjuration, and the tower radiates strong transmutation
Detect law: will reveal the presence of the arbiter watching from the top of the tower.
True seeing: will reveal that the tower is an animated object.

The treeline before the tower has been cut back by the Deathless Dukes followers so it is 250 ft away from the watchtower. If a creature who does not bear the arcane mark of The Deathless Duke comes within 15ft of the watch towers door, trigger’s the first sigil which is a greater glyph of warding (flying flaming corpse DC 26, Attack Roll +28) and the watchtower attacks. If it comes within 10 ft of the door it triggers another (chain lightning DC 26), and within 5ft. of the door the last (freezing sphere DC 26) All spells are caster level 18.

 If the tower is significantly injured the arbiter will use his make whole spell-like ability to repair he tower, as he has been commanded to do so by the Deathless Duke who bound him here. The tower only uses its catapult to attack fleeing opponents. There is a cellar door at the base of the tower’s normal resting place that leads down to Area 2 The Doorwardens.

A DC 15 Perception check reveals loud arguing going on beyond the cellar door. The tower was constructed by the craftsman and oracle Rhys Larkchild of Our Mother of Madness along with the deathless duke’s cohort the medusa Charissa who supplied the stone bodies that make up the tower’s walls. The arbiter knows this and can reveal this is if he is interrogated.

 Greater glyphs of warding are magical traps and as such are hard to detect and disable. A character with the trapfinding class feature (only) can use the Perception skill to find the glyph and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for greater glyph of warding.


Flying Flaming Corpse 


School: Evocation [Fire]; Level: Sorcerer/Wizard 6
Casting Time: 1 standard action
Components: V, S, M (puppet strings)
Range: Long (400 ft. + 40 ft./level)
Target: One corporeal creature
Duration: Instantaneous
Saving Throw: Reflex partial; Spell Resistance: Yes
You set a creature on fire and fling it with telekinesis, potentially hitting nearby opponents or objects. The target takes 8d6 points of fire damage and is set on fire (1d6 additional each round) A creature can extinguish the target as a full-round action. You also hurl the target at any creature or object within range of the spell. You must make an attack roll whenever you use the target as a weapon. The attack bonus for this attack is equal to your caster level plus either your Intelligence or Charisma modifier (whichever is higher). If you successfully hit the new target with the creature, both it and the creature take damage based on the creature’s size plus 2d6 fire. The target struck by the subject of this spell must make a Reflex save or also be set on fire. If the subject would be killed or destroyed by the damage this spell inflicts, it remains intact until after it has been hurled. A successful saving throw halves the initial damage (4d6), the subject is not set on fire and is not hurled at another target. 


Watchtower CR 11

XP 12,800
Colossal Animated Object
N Colossal construct
Init -2 Senses darkvision 60, low-light vision; Perception -5

Defense

AC 19, touch 0, flat-footed 19 (-2 Dex, +19 natural, -8 size)
hp 151 (13d10+80 size)
Fort +4, Ref +2, Will -1
Defensive Abilities hardness 8, object Immune Construct Traits, critical hits and sneak attack.

Offense

Speed 30 ft.
Melee slam +23 (2d8+27 plus trip)
Ranged catapult +3 (2d8 +27) 50 ft. range increment
Space 30 ft.; Reach 30 ft

Statistics

Str 46, Dex 6, Con -, Int -, Wis 1, Cha 1 
Base Atk +13 CMB +39 CMD 47 
SQ 6 construction points (additional attack, imitation ranged attack, stone, trip)


Special Abilities 

 Object (Ex): the Watchtower as an object has a number of special defenses:


  • Energy attacks: These deal half damage to Watchtower. Divide the damage by 2 before applying the Watchtower's hardness. Acid does full damage against the watchtower. 
  • Ranged Weapon Damage: Watchtower takes half damage from ranged weapons (unless the weapon is a siege engine or something similar). Divide the damage dealt by 2 before applying the watchtower's hardness. 
  • Ineffective Weapons: Most melee weapons have little effect on the stone walls and doors of the watchtower, unless they are designed for breaking up stone, such as a pick or hammer. Siege engines or something similar are also effective. 




Inevitable Arbiter

XP 600
LN Tiny outsider (extraplanar, inevitable, lawful)
Init +3; Senses darkvision 60 ft., detect chaos, low-light vision; Perception +5

Defense

AC 16,  touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 15 (2d10+4); regeneration 2 (chaotic)
Fort +5, Ref +3, Will +3
Defensive Abilities constant vigilance, constructed; SR 13

Offense

Speed 20 ft., fly 50 ft. (average)
Melee short sword +7 (1d3/19–20)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks electrical burst
Spell-Like Abilities (CL 2nd; concentration +4)
Constant—detect chaos
3/day—command (DC 13), make whole, protection from chaos
1/week—commune (CL 12th, 6 questions)

Statistics

Str 11, Dex 16, Con 14, Int 11, Wis 11, Cha 14
Base Atk +2; CMB +3; CMD 13
Feats Flyby Attack, Weapon FinesseB
Skills Diplomacy +7, Fly +12, Knowledge (planes) +5, Perception +5, Sense Motive +5, Stealth +16
Languages truespeech
SQ locate inevitable

Special Abilities

Constant Vigilance (Su) An arbiter gains a +4 bonus to recognize and disbelieve illusions created by creatures with the chaotic subtype or possessing the chaotic descriptor.
Electrical Burst (Ex) An arbiter can release electrical energy from its body in a 10-foot-radius burst that deals 3d6 electricity damage (DC 13 Reflex half). Immediately following such a burst, the arbiter becomes stunned for 24 hours. The save DC is Constitution-based.
Locate Inevitable (Su) An arbiter can always sense the direction of the nearest non-arbiter inevitable on the plane, the better to help it report back to its superiors. It cannot sense the range to this inevitable.


Treasure: 

The arbiter has gathered a great deal of wealth from the fallen who have approached the tower, it keeps on the top level a tower shield +4 (16,180 gp), a light steel shield +2 (4,159 gp) most it is in the four iron chests the 1st chest with a good lock (DC 30) worth 69 gp within you find
Magic: potion of resist energy, acid (300 gp), dust of illusion (1,200gp), potion of bless weapon (50 gp), potion of erase (50 gp),
Special: sunrod (2 gp), masterwork sap (301 gp), masterwork silver sling bullets (10, 80 gp), 
Mundane: elven curve blade (80 gp), kama (2 gp), scholar’s outfit (5 gp), scroll case (no scroll 1 gp), spell component pouch (empty 5 gp), signal whistle (1 gp),
Gems and Coins: fire opal (573 gp), fiery yellow corundum (612 gp), sardonyx (14 gp), chrysoprase (39 gp), malachite (9 gp), hematite (1 gp), lapis lazuli (2 gp); 37 pp, 567 gp, 2,500 sp, 6,300 cp