Illustration by Adam Schmidt
9. Augmentor’s Intersection
At the end of
the corridor the mist finally gives way, to an intersection. Three
other mist filled tunnels enter into the area, leading roughly east, west, and
one continuing on to the south. In the
center of this juncture there is an iron turret, laying on the floor next to
the turret, is some kind of hollow statue.
Stealth (DC 20): If the PCs approached stealthy Alwyn
the Augmentor cannot prepare for them, and will teleport away to Area 18. If they don’t approach stealthily they
are attacked by a summoned monster as soon as they exit the mist. If the
PCs don’t exit the mist 5 rounds after Alwyn summons the celestial grizzly bear
he sends it down the corridor.
See Invisibility:
you see a broad, powerfully muscled gold-colored bear of regal bearing the size
of a Clydesdale.
See invisibility + Perception (DC 32):
you see a grizzled scared old man hiding invisible in the turret.
The turret is
2 inches thick with a break DC of 38 (locked DC 20), a hardness of 10, and 60
hp.
The turret offers improved cover like and has
small slit for a wand. This grants a cover +8 AC and +4 Reflex saves cover
bonuses. This also grants the creature inside improved evasion against any
attack to which the Reflex save bonus applies. And adds a +10 to alwyn’s
stealth check. This is included in the alwyn’s statblock below.
A minor confusion-type effect
functions so as to make it 50% probable that intruders believe they are going
in the opposite direction from the one they actually chose. This is a
mind-affecting effect. Saving Throw: none. Spell Resistance:
yes.
Alwyn was working on another trap and defensive
position here, when he is interrupted by the PCs, if not taken unawares he
casts his spells and enters the turret. Alwyn the Augmentor is a gifted teacher
of battlefield tactics at the various wizard’s schools, and made a modest
living via The Honorable Order of Theaugic Master Craftsmen selling magical death
traps to defend various locations. After their mother’s death Alwyn’s orphaned
younger sister came to live with him, but he was a horrible neglectful guardian.
She became enamored with The Deathless Duke, a his adherents convinced her to
steal Alwyn’s design book. Alwyn came here with Eira of Eldritchton to save his
sister and recover his diagrams. So far he has resisted the nightmares imposed
by the broken maiden’s and suffers no ill effects though it has made him extremely
hostile and paranoid. He views the PCs
as pawns of the Deathless Duke or some kind of trick unless they have his
sister with him, who the PC can find in Area XX.
Alwyn the Augmentor CR 9
XP 6,400
Male human wizard (transmutor [enhancement]) 10
CG Medium humanoid
Init +1; Senses Perception +10
Male human wizard (transmutor [enhancement]) 10
CG Medium humanoid
Init +1; Senses Perception +10
Defense
AC 30, touch 24, flat-footed 26
(+1 dodge, +4 armor, +8 cover, +2 deflection, +2 natural armor, +3 Dex)
[Add +18 deflection against first attack in the encounter]
hp 58 (10d6+10)
Fort +6, Ref +13, Will +9
hp 58 (10d6+10)
Fort +6, Ref +13, Will +9
Special
Defenses augment (+4 enhancement or +3 natural armor 5
rds.) 10/day, improved evasion, perfection of self (swift action, +5 enhancement
for 1 rd.) 10/day
Offense
Speed 30 ft.
Melee dagger +4/+4 (1d4–2/19–20)
Wizard Spells Prepared (CL 10th; concentration +19)
Melee dagger +4/+4 (1d4–2/19–20)
Wizard Spells Prepared (CL 10th; concentration +19)
5th—teleport, quickened true shield*, wall of force,
wall of stone,
4th—black tentacles x2, chain hex of the bullseye* (DC20), silent
still invisibility, summon monster IV, wave of pain* (DC 23)
3rd—dispel magic, fly, haste, silent still silent image (DC 20), sleet storm, slow (DC 22), stinking cloud (DC 22), summon monster III,
2nd—earth maw*, extended enlarge person, glitterdust
(DC 21), invisibility, extended mage
armor (precast), web (DC 21)
1st—escape grapple, hex of the bullseye* (DC
20), mage armor, silent image (DC 20),
true shield* x3 (precast),
0 (at will)—detect magic, ghost sound, ray of frost, read
magic,
Oppositional
Schools Divination and Enchantment
Tactics
Before
Combat: If Alwyn is made aware of his opponents he casts
silent still invisibility, fly, summon
monster IV (celestial grizzly bear), invisibility (on the bear), augment
the summon monster with a +3 natural armor and +4 to strength for 10 rounds, and haste (on both the bear and
himself), Send the bear to investigate 8 rounds later. The statblocks reflect these changes.
During
Combat: Alwyn prefers to attempt to control the battlefield
so he can focus on one opponent, he uses his wall and web spells to
cut folks off and then attacks his foes with black tentacles, earth maw,
and summoned monsters, once these forces have engaged he either attempts to
hamper his foes with wave of pain, dispel
magic, sleet storm, slow, stinking cloud, glitterdust. If he exhaust this
strategy he will use his wand of
scorching ray along with his chain hex
of the bullseye.
1st Round: Alwyn lets his celestial
bear engage the first person to enter the room he then casts a wall of force over the opening or just 5’
behind it. (if the wall of force is ever removed he uses wall of stone to cut off the attacking forces attempting to leave
only one of them for him to engage).
2nd Round: If the celestial bear is
still enganged, he casts hex of the bullseye (or chain hex of the bullseye, if
not he casts black tentacles.
3rd round: Alwyn casts earth maw.
4th round: If the bear is no longer engaged he casts wave
of pain, if the bear is still going he uses his wand of scorching ray.
5th round and beyond: Alwyn will
engage a force in mass, using black tentacles coupled with spells to keep his
foes within their effect like web,
stinking cloud, sleet storm, and slow.
Morale
Alwyn is a strategic thinker and will use his teleport to flee at the point he thinks
that he cannot win.
Statistics
Str 7, Dex 17, Con 12, Int 28, Wis 10, Cha 10
Base Atk +5; CMB +3; CMD 16
Feats Brew Potion, Craft Wand, Craft Wondrous Items, Chain Spell, Eschew Materials, Extend Spell, Scribe Scroll, Quicken Spell, Silent Spell, Still Spell,
Skills Appraise +13, Craft (trap) +22, Escape Artist +13, Fly +16, Knowledge (arcana) +22, Knowledge (dungeoneering) +22, Knowledge (engineering) +22, Knowledge (planes) +22, Linguistics +22, Perception +10, Ride +13, Spellcraft +22, Stealth +12
Languages Common, Undercommon, Sylvan, Elven, Dwarven, Draconic, Celestial, Infernal, Abyssal, Aklo, Giant, Goblin, Auran, Orish, Gnomis, Halfing, Gnoll, Necril, Aquan.
SQ arcane bond (ring), physical enhancement
(+3 dex), Base Atk +5; CMB +3; CMD 16
Feats Brew Potion, Craft Wand, Craft Wondrous Items, Chain Spell, Eschew Materials, Extend Spell, Scribe Scroll, Quicken Spell, Silent Spell, Still Spell,
Skills Appraise +13, Craft (trap) +22, Escape Artist +13, Fly +16, Knowledge (arcana) +22, Knowledge (dungeoneering) +22, Knowledge (engineering) +22, Knowledge (planes) +22, Linguistics +22, Perception +10, Ride +13, Spellcraft +22, Stealth +12
Languages Common, Undercommon, Sylvan, Elven, Dwarven, Draconic, Celestial, Infernal, Abyssal, Aklo, Giant, Goblin, Auran, Orish, Gnomis, Halfing, Gnoll, Necril, Aquan.
Gear headband of vast intelligence +6 (36,000 gp), wand of scorching ray ( 4,500 gp), cloak of resistance +2 (4,000 gp), 1 ruby (1,500 gp).
Celestial Grizzly Bear
XP 1,200
NG Large animal
Init +1; Senses Darkvision
60 ft. low-light vision, scent ; Perception +6
Defense
AC 19, touch 10,
flat-footed 18 (+1 dodge, +1 Dex, +9
natural, –1 size)
hp 42 (5d8+20)
Fort +8, Ref +6, Will +2
Resist
acid, cold, electricity 10, DR 5/evil SR
11
Offense
Speed 70 ft.
Melee 3 claws +10
(1d6+7 plus grab), bite +10 (1d6+7)
Space 10 ft.; Reach 5
ft.
Special
Attacks smite evil +5
Statistics
Str 25, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +9
(+13 grapple); CMD 20 (24 vs. trip)
Feats Endurance, Run,
Skill Focus (Survival)
Skills Perception +6,
Survival +5, Swim +14; Racial Modifiers
+4 Swim
Earthmaw
School: Transmutation
[Earth]; Level: Drd 2, Sor/Wiz 2
Casting Time: 1 standard
action
Components: V, S, M/DF (a
pinch of dirt or sand)
Range: Close (25 ft. + 5
ft./2 levels)
Effect: Earthen maw that
fills a 5-foot cube
Duration: 1 round/level (D)
Saving Throw: None; see
text; Spell Resistance: Yes
You transmute a section of the ground into a
gaping maw. The spell affects normal earth, such as sand, clay, or stone, but
not wood or metal. The maw tries to bite any creature standing on or stepping
into the square where you create it (including you or your allies), attacking
by making a CMB grapple check (CMB equals to your Concentration check bonus). It
automatically grabs and tries to establish a hold. If the maw successfully
establishes or maintains a hold, it deals 1d6 points of bludgeoning damage plus
your caster ability modifier bonus (lethal or nonlethal damage at your option,
chosen during casting).
The maw cannot move but has a reach of 5 feet. It
can grab or hold only one creature at a time, but it makes a new CMB check each
round on your turn once it has seized a creature. If it succeeds with a second
CMB check against a Medium or smaller creature, the maw swallows it, dealing
another 1d6 points of bludgeoning damage. There is no air inside the maw, and a
swallowed creature also automatically takes 1d6 points of bludgeoning damage
each round until the spell ends or it manages to escape (but is still grappled
even if it succeeds). The maw can hold one Medium, two Small, four Tiny, eight
Diminutive, or sixteen Fine creatures, and can grapple (but not swallow) other
creatures even when it is full. Creatures still in the maw when the spell ends
are expelled from the earth, taking 1d6 points of damage. The maw itself is
impervious to damage, but anything that destroys the 5-foot cube of earth ends
the spell and frees any creature held inside. A stone shape counters and
dispels earthmaw, and a transmute rock to mud effect cast on the earthmaw’s
square ends the spell but leaves any formerly trapped creatures submerged
in the mud.
Hex of the Bull’s-Eye
School: Necromancy; Level:
Cleric/Orcale 1, Druid 1, Sorcerer/Wizard 1, Witch 1
Casting Time: 1 standard
action
Components: V, S
Range: 20 ft.
Target: One creature or
object
Duration: 1 minute/level (D)
Saving Throw: Will half; Spell
Resistance: Yes
You alter the laws of probability so that any
time the target is missed by an attack there is a 20% chance that it actually hit.
If the target saves, the chance that a miss is actually a hit is reduced to
10%.
True Shield
School: Abjuration; Level:
Sorcerer/Wizard 1
Casting Time: 1 standard
action
Components: V, S
Range: Personal
Target: You
Duration: 1 hour/level or until
discharged
You gain +20 deflection bonus to AC against the
next attack that targets you. Whether the attack succeeds or not, the spell is
triggered and the effect ends.
Wave of Pain
School: Necromancy; Level:
Cleric/Oracle 4, Sorcerer/Wizard 4
Casting Time: 1 standard
action
Components: V, S
Range: Close (25 ft. + 5
ft./2 levels)
Target: One living creature/level,
no two of which can be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: Fortitude
negates; Spell Resistance: Yes
The target creatures suffer wracking pains that
impose a –4 penalty on attacks and on initiative, skill, and ability checks. In
addition, the target creatures’ speed suffers a
10-ft. circumstance penalty (to a minimum speed
of 5 ft.).
You can find the start of these encounters here in Area 1.
You can find the start of these encounters here in Area 1.
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