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
Posted in Uncategorized and tagged Horror of the Old Ones, Location by Adam A. Thompson with no comments yet.
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.
Posted in Creature and tagged construct by Adam A. Thompson with no comments yet.
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%.
Posted in Encounter and tagged Horror of the Old Ones, Location by Adam A. Thompson with no comments yet.
Character: Derendil Moonshadow (Lvl 10)
Derendil once flunked out of his mage school, partying too hard and miscasting spells on important exams. Fortunately, he was so effective as a class clown that everyone liked him enough to pass him through the system. In his later adolescence, he finally found out what worked for him as a sorceror, and hw now has a mind as sharp as Occam’s Razor to complement his wit.
Derendil Moonshadow
10th Level Elven Sorcerer
Chaotic Good
Size: Medium
AC: 18
HP: 61
Init: +4
STR: 14 (+2)
DEX: 18 (+4)
CON: 16 (+3)
INT: 14 (+2)
WIS: 10 (–)
CHA: 24 (+7)
Saves: Fortitude +6 (+9)/ Reflex +9 (+12)/ Will +9 (+12)
(has a weasel familiar)
Base Attack: +7
Melee: +7
Ranged: +9
Weapon: +1 Flaming Long Composite Strength Bow
– +1 to hit/damage: 1d8(+3) 1d6 Flaming
Armor: Bracers of Armor +2
– Ring of Protection +2
– Cloak of Charisma +4
– Ring of Resistance +3
Skills:
Concentration: +16/Spellcraft: +15/Escape Artist: +10/ Tumble: +10
Feats:
Spell Penetration, Greater Spell Penetration, Iron Will, Spell Focus Enchantment
Spells/Day: 6/6/6/6/5/3
Spells Known:
0th (9) 1rst (5) 2nd (4) 3rd(3)
Prestidigitation Ray of Enfeeblement Scorching Ray Fireball
Mend Color Spray Glitter Dust Ray of Exhaustion
Daze True Strike Tasha’s H. Laughter Haste
Detect Magic Magic Missile Touch of Idiocy
Read Magic Obscuring Mist
Light
Ray of Frost
Mage Hand
Touch of Fatigue
4th (2) 5th (1)
Ice Storm Feeblemind
Posted in Character by Adam A. Thompson with no comments yet.
Character: Pava the Wise (CR 4)
Pava is a druid who has set up shop outside of east Onuago. Friend of the Wyndm folk and Yevgeny Divoký the Fierce. Occasionally seen wandering the rocky moor lands along the shore of the bay muttering to the gulls and controlling the flow of the Swift River, she has been blamed by some townfolk for the changes in the Lazy River, but is not actually connected. Her wolf companion helps protect her from the creepy-crawlies of the moors.
Pava the Wise (CR 4)
Medium-size Female Human Druid
Hit Dice: (4d8)+8
Hit Points: 35
Initiative: +2
Speed: Walk 30 ft.
AC: 14 (flatfooted 12, touch 12)
Attacks: ;
Damage: ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Animal Companion (Ex), Nature Sense (Ex), Resist Nature’s Lure (Ex), Trackless Step (Ex), Wild Empathy (Ex) +5, Woodland Stride (Ex)
Saves: Fortitude: +6, Reflex: +3, Will: +7
Abilities: STR 13 (+1), DEX 15 (+2), CON 15 (+2), INT 11 (+0), WIS 17 (+3), CHA 9 (-1)
Skills: Appraise 0; Balance 2; Bluff -1; Climb 2; Concentration 3; Control Shape 6; Craft (Untrained) 0; Diplomacy -1; Disguise -1; Escape Artist 2; Forgery 0; Gather Information -1; Handle Animal 5; Heal 3; Hide 10; Intimidate -1; Jump 1; Listen 7; Move Silently 4; Ride 4; Search 1; Sense Motive 4; Speak Language 0; Spot 7; Survival 11; Swim 1;
Feats: Alertness, Armor Proficiency (Light), Armor Proficiency (Medium), Endurance, Shield Proficiency, Stealthy
Challenge Rating: 4
Alignment: True Neutral
Possessions: Bracers of Armor +2; Brooch of Tangents; Cloak of Elvenkind; Hat of Disguise; Signet Ring;
Spells:
Spells per Day: (5/4/3/0/0/0/0/0/0/ DC:13+spell level)
Druid – Known:
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
Level 1: Calm Animals, Charm Animal, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Hide from Animals, Jump, Longstrider, Magic Fang, Magic Stone, Obscuring Mist, Pass without Trace, Produce Flame, Shillelagh, Speak with Animals, Summon Nature’s Ally I
Level 2: Animal Messenger, Animal Trance, Barkskin, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Chill Metal, Delay Poison, Fire Trap, Flame Blade, Flaming Sphere, Fog Cloud, Gust of Wind, Heat Metal, Hold Animal, Owl’s Wisdom, Reduce Animal, Resist Energy, Restoration, Lesser, Soften Earth and Stone, Spider Climb, Summon Nature’s Ally II, Summon Swarm, Tree Shape, Warp Wood, Wood Shape
Godan: Wyndm-Wolf Companion
Godan means “seaside” in the Wyndm forest tongue. Pava’s first love is the land near the ocean, where she can feel the gentle breeze. Godan is a friendly cub, but fully capable of launching into action when needed.
Posted in Character and tagged Horror of the Old Ones by Adam A. Thompson with no comments yet.
Creature: Flock of Ravens (CR 2)
Flock of Ravens (CR 2)
neutral
Diminutive Animal (Swarm)
Init: +2 Senses: normal
Listen +11 Spot +11
AC: 16 (+4 size, +2 dex)
HP: 13 (HD 3d8)
Resist: half damage from slashing and piercing
Fort: +3 Ref: +7 Will: +3
Weakness: swarm weaknesses
MV: 20 ft. or fly 60 (good)
Attack: Swarm (1d6)
Space / Reach: 10 ft / 0 ft
Base Attack: +2 Grapple: NA
Abilities: Str: 3 Dex: 15 Con: 10 Int: 2 Wis: 14 Cha: 4
SQ: half damage from slashing and piercing, low-light vision, swarm traits
SA: destraction, blinding
Feats: Alertness, Lightning Reflexes
Skills: listen +11, spot +11
A shreiking mass of black feathers, beaks, eyes and claws sweeps through the air.
Normally unagressive, magic or supernatural circumstances sometimes cause these flocks of birds to become extremely agressive and dangerous.
Combat
A raven swarm seeks to surround and attack any prey it encounters. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.
Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Blinding (Ex): Any living creature damaged by a raven swarm may be permamently blinded unless they succeed at a DC 11 Fortitude save.
SWARM COMBAT
In order to attack, a single swarm moves into opponents’ spaces, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey, but remains a creature with a 10-foot space. Swarms never make attacks of opportunity, but they can provoke attacks of opportunity.
Unlike other creatures with a 10-foot space, a swarm is shapeable. It can occupy any four contiguous squares, and it can squeeze through any space large enough to contain one of its component creatures.
Vulnerabilities of Swarms
Swarms are extremely difficult to fight with physical attacks. However, they have a few special vulnerabilities,
as follows:
A lit torch swung as an improvised weapon deals 1d3 points of fire damage per hit.
A weapon with a special ability such as flaming or frost deals its full energy damage with each hit, even if the weapon’s normal damage can’t affect the swarm.
A lit lantern can be used as a thrown weapon, dealing 1d4 points of fire damage to all creatures in squares adjacent to where it breaks.
Posted in Creature and tagged animal, Horror of the Old Ones, swarm, swarm subtype by Adam A. Thompson with no comments yet.
Claw/Claw/Bite Issue 3 – October 2006
In the spirit of Haloween, this month’s issue of Claw / Claw / Bite ! has a horific theme: The Haunting of Castle Steiglitz! A slight departure from the usual menagerie you find at Claw / Claw / Bite !, this month focuses on a single location, and is suitable for use as a mini-adventure for a party of 10th level characters.
So don’t delay: right click and download it tonight!
http://unicornrampant.com/clawclawbite/ccb3/ccb3.pdf
Posted in Uncategorized and tagged CCB issue by Adam A. Thompson with no comments yet.
Location: The Temple of the Freed Slave
This temple was founded many years ago by a former galley slave who became a worshiper and priest of Kord.
As a galley slave the ship he was rowing was breached and began to sink. As he and all the galley slaves began to be pulled under the frothy salty water the ship’s wheel, broken from it’s place, was pushed against his chest by the rushing waters. The wheel broke such that all that was left were eight of the spokes, in the shape of the holy symbol of Kord. The slave felt a sudden rush of strength and broke the chains dragging him and his rowing-mates to the briny deep. They floated on the wreckage until they washed ashore. Praising Kord for their freedom and their lives, the galley slave founded a temple on the spot.
Over the years the temple has become famous throughout the region because the priests of the temple will give sanctuary to any slave that comes to their temple. Many eventually join the clergy there, others eventually leaving, with help from the priests, to start new lives once they are no longer sought after.
1 Steps and Entrance
The huge open face of this temple is supported by strong marble pillars and looks our over the sea to the horizon. The sandy beach leads to large steps that rise to the huge chapel.
2 Hall and Exercise Room
This large room’s lofty ceiling is supported by large marble pillars. The sight, sound and smell of the unstoppable sea fill this hall from one end, while a wide set of steps lead up to a chapel to Kord, at the end of which light streams through stained glass windows, tinted red and gold.
Often this room is host to groups of worshipers, priests and slaves given sanctuary. They spend their time discussing the merits and philosophy of Kord and engaged in physical contests such as wrestling.
3, 4 Chapel (EL 10)
An open archway leads into a small serene chapel decorated with holy symbols and icons of various good deities. A life-sized bronze statue stands on a pedestal near the archway.
Creatures: Bronze Golems (1 or 2). These sentries guard the inner areas of the temple in the wings. If they detect strong evil in those entering they will leap down off their pedestals and seize the interlopers, wrestling them to the ground until the priests of the temple can come and decide their fate.
5, 6 Storage
Bags, barrels, crates and shelves hold the supplies of this temple.
7 Priest’s Offices
8 Requilary & Treasury
9 Novice’s and Guest’s Rooms
10, 11 Priest’s Quarters
12 Chapel
This chapel features a smooth altar to Kord carved from red-veined marble, with Kord’s wheel engraved on the front. Tall stained glass windows fill the back and sides of the room with a soft light. The windows depict the galley slave being granted the strength to save himself and his shipmates by the benevolence of Kord, their tenacity drifting on the open sea, and the founding of the temple on the sands, along with other scenes glorifying Kord.
Note: this temple is based on stories from the ancient greeks. The greek’s first historian retells the existence of a temple to Herecles which stood on the shores of Egypt that had the same policy of sheltering escaped slaves. As such it can be changed to suit your game world by dedicating it to whatever gods of strength or freedom you choose, or altering it in any other way.
Posted in Encounter and tagged Location by Adam A. Thompson with no comments yet.
Location: Castle Stieglitz – Ground Floor
1 Driveway
a,b Brush Piles
2 Entry
3 Foyer
4 Dining Hall
5 Hallway
6 Storage
7 Kitchen
8 Pantry
9 Training Hall
10 Training Hall
11 Meeting Room
12 Trophy Room
13 Sitting Room
14 Mud Room
15 Back Patio
16 Stables
17 Shed
18 Mausoleum
19 Graveyard
Overview
Presented here is the first floor of the interior of Castle Stieglitz. Here characters will meet the Baron in the castle and learn his history, and what must be done to save him and restore glory to the castle which requires having him right his wrongs with the help of his disbanded men.
The castle has been looted by fleeing servents & factions, but the wine steward remains (who is aware of something creepy in the cellar!), as are two remaining servants, who spend their days foraging for food in and around the kitchen, and their evenings huddled for safety in the stables.
The mausoleum is full of ghosts who wander the graveyard wailing to the baron and who flee if attacked.
There are two routes for resolution:
1) diplomacy checks to convince the baron to hold the festival (atonement) and diplomacy checks or tasks to put the army back together
2) defeat the baron and the undead at the castle. Put Anna in as the new baroness (with the help of a local preist to make it official) and put down the other armies.
Additional Background: Several months ago the Baron Stieglitz witnessed the violent assault and murder of one of his servants by the drunken kennel master. Instead of stopping the crime he hid in the shadows and watched the whole scenario. When the vile kennel master tried to skulk away undetected the Baron stabbed him in the back. He then took the body of the servant girl to his room and locked himself in. Overcome with the guilt of experiencing pleasure at witnessing such a horrific event, he contemplated the monster he truly was. He shed tears over the girls bruised face and lay down beside her to join her in the afterlife. After several days with out food and water his vitality diminished and he closed his eyes for the sleep of eternity. But the Baron did not die. His body stirred again. His corrupted spirit lived beyond death and refused to give up it’s mortal host. The Baron Stieglitz had become a wight.
1 Driveway
This brick-inlaid driveway framed by diseased trees leads from the road to Castle von Stieglitz. The path is slightly overgrown with weeds, and large piles of brush decorate both halves of the front lawn. The castle rises in the distance, a wide stone structure with a central tower made from the grey granite of the surrounding mountains.
Creatures: Thousands of ravens inhabit the grounds, mostly living in the trees. They will follow the party as they make their way about the grounds.
1a,b Brush Piles
Piles of brush have been left here to rot, including entire branches of the shorn trees. Ravens circle in the sky above the piles.
Creatures: Dire Rats(6), detected with a listen check DC 15. In addition, brush mites may infest the characters’ equipment, making them itchy and generally uncomfortable during their stay in the castle.
Tactics: Unless detected earlier, the dire rats spring from the piles as the last character walks past attacking en masse!
2 Entry
The enormous Castle von Stieglitz offers an impressive counterpoint to the distant mountains surrounding this broad valley. Atop a slightly inclining hill, its stonework glows in the afternoon sun. Normally a festive occasion, the castle grounds are abnormally quiet for this St. Zyekni’s Day. The trees within the complex are early in their barrenness, despite the planned celebration of autumn harvest season. There is no welcoming party, save a flock of ravens perched by the hundreds in the defoiled arbors. Other ravens pirouette about the main steps, rending pieces of cloth from one another’s beaks.
Two heavy wooden doors adorned with the Stieglitz coat of arms – a ship above three coins in a chevron – are framed by an arch.
If the characters approach the ravens, they fly off, landing on the multi-stepped rooftops of the giant stone structure, calling out to their brethren. If the characters examine the cloth, they notice that it was once a tunic, but there is no sign of the disrobed. Once the characters approach the doors with the intent of opening them, a breeze picks up and the doors creak open slightly.
Creatures: Swarm of Ravens (hundreds), though they will not attack unless attacked themselves or the characters enter the castle.
Tactics: If attacked, the ravens swarm fiercely in groups of 30 or 40 per party member. When they enter the castle, the ravens swarm at them. Luckily they cannot open the castle doors. Unluckily, the wind may, if they are not properly fastened or barricaded.
3 Foyer
This open hall . The doors at the far end open and close in the breeze. Staircases rise on either hand before meeting in a landing on the south end of the hall. Orange light streams through a stained-glass window, illuminating the intricate marble floor now marred with scuffmarks from many heavy things being dragged across its surface. Archways open two to the east and two to the west.
4 Dining Hall
Light filters in through the dusty curtains covering the floor to ceiling windows in this once lavish dining room. Dust several layers thick covers the long wooden table that dominates this room. The tablecloth has been been partially removed and spills off one side of the table onto the floor. A couple of wilted floral arrangements that were once centerpieces have been knocked over and lie in disarray. There are cobwebs decorating the chandaliers, and chairs are conspicuously absent from the room. Clean patches of the floor and walls remain where once there were tapestries and rugs.
The door near the back wall is locked. If the PC’s manage to unlock it, they will discover that the door across the hall to the pantry is locked and also has a large pile of broken furniture covering the doorway.
Creatures: Rats (30).
Tactics: The rats scurry away from the party.
5 Hallway
This narrow hallway is dark, dusty, and filled with cobwebs. There are 2 doors along one wall, one open one not. Through the open door you can see the dining room. There are 3 doors running down the other side of the hallway, 2 are open, the third has a pile of broken furniture stacked up against it.
Treasure: Among the broken furniture, the party finds a few religious relics from local shrines and chapels.
6 Storage
The smell of spoiled food lingers in the air in this dark storage room. Vermin scurry into hiding in the darkness. This room contains pieces of broken furniture and filthy clothes lie in disarray on the floor.
7 Kitchen
The smell of a recently cooked meal permeates the air. The hearth gives off a welcome warmth. A dusting of flour on the floor reveals foot prints. There are some dirty pots on the washstand along the southern wall.
Creatures: The party may encounter one of the 3 remaining servants cooking a meal at the hearth. The servant flees when the party arrives. A DC 10 survival check reveals 3 different persons footprints in the flour.
8 Pantry
A table lies on its back in the center of the room, a stack of gravestones on top of it. A corner of a wooden trapdoor is visible along its edge.
Development: If the party heads down into the trapdoor, and they haven’t met the servants, the servants close the trapdoor and drag the table back atop it, trapping the party in the cellar. A DC 25 strength check is required to open the trapdoor. Cries for help will eventually bring the remaining servants to investigate. They will not open the trapdoor until they verify the party means them no harm, which may require the party disposing of the undead.
a. Cellar
b. Wine Cellar
9 Training Hall (there’s a door from here to 11 that’s not here yet)
Straw training dummies lie strewn about the room, the victims of some spontaneous pinata party. A large straw mat — nearly the size of the room — covers the center of the parquet floor. The room is otherwise completely spartan.
10 Training Hall
This room is completely empty, save random strands of straw that lead off in every direction along the parquet floor.
11 Meeting Room
A large table adorns the far corner of this room, over which is hung a map of the surrounding countryside. Pins mark regions close to the castle, including Onuago, the Swft River Crossing Inn and Talook. One region of the map — close to the eastern edge of the Old Bay — has been torn off.
The area that has been removed from the map is Harpy Point. Characters who make a Local Geography check DC15 will recognize this.
Treasure: The map may be worth something, especially since there are clues leading to a pirate treasure on the back side. Unfortunately, the missing area of the map contains one half of the riddles.
12 Trophy Room
The fireplace at the back end of this room signifies a space that once displayed hunting trophies. Wooden stands lie empty, pilfered of the furs and taxidermied animal corpses.
If the characters search the fireplace, they find the remains of burnt books with barely legible writing scribbled in the interior margins. One book appears to be a history of the once proud Stieglitz family, but there is not enough remaining text to tell any complete story. If the characters present these remains to the Stieglitz ghosts, they will tell more of their stories.
13 Sitting Room
This room is full of thrashed furniture with major pieces missing.
A few copper pieces are all that remain inside one of the cushions. All other treasures have been removed from the castle.
14 Mud Room
This tiny room serves as the space between the back west wing of the castle and the north side of the castle. A wooden door frame in search of a door provides a view of the back patio.
15 Back Patio
Rows of what were once poplars extend from the the back patio, extending along the border to the back of the estate. A plane of fitted stones once made for a cozy patio space, but they are now overgrown with lichen and moss has collected in the spaces in between. A brick-inlayed path leads north between the trees, making for a once formal garden. Gnarly bushes lines the walk, overgrown and under-foliated. The baying of wolves can be heard off in acres of forest behind the estate.
Creatures: If the characters wander too far into the woods, a pack of dire wolves are likely to descend upon them. Dire Wolves (8-10).
16 Stables
These stables no longer house horses or carts, both of which are long gone. The stables are relatively spartan, save a pair of hay bales set up as twin makeshift beds, covered with blankets and leather sacks.
Treasure: The sacks are filled with gold flakes and scraps of tapestries, linens and a few pieces of tarnished silverware.
17 Shed
A rickety old shed adorns the east end of the estate, its splintered wood a reminder of the eternal entropy at home in this place.
If the characters enter, they note various tools and a bale of hay in the center of the room. Rain water has made the hay soggy.
Creatures: A few rats have made their home in a bale of hay in the center of the shed. They scatter once the party opens the door to the shed.
18 Mausoleum
If the characters enter the mausoleum with a light source, read or paraphrase the following.
Behind the castle is an outbuilding that serves as a monument to the von Steiglitz family. Multiple generations are buried in the sacred chambers in the mausoleum and on sacred ground in the graveyard. Five sarcophagi line the outer walls of the mausoleum, one along the far wall, and two along each of the two side walls. The walls ooze with a murky jelly.
Unfortunately, the denizens of the graveyard are restless, and seek to haunt the Baron until he embraces the family law. These characters from the past will rise up to protect the Baron if the party attacks him. They should heed the warnings of the many generations of paintings on the walls of the castle.
19 Graveyard
An impressive stone edifice occupies a large part of the backyard. Rows of gravestones populate the grounds behind the mausoleum in three neat rows, framed by cherry trees. The carvings on the door of the stone mausoleum indicate a minor fortune spent to honor the dead. The door itself has been left slightly ajar.
The door is ajar because it’s been used by the Baron’s undead ancestors as they wander the castle grounds at night. They have been haunted by their faded family name, and have withered into wights like their corrupt descendant. If the party attacks the Baron, they will rise from their graves, along with the dead from the other graves and shamble to his defense.
Creatures: Wights (5). By night the wights from the mausoleum wander these grounds moaning remonstrations up at the barons window. “St. Zyekni! St. Zyekni!” they groan as clearly as their rotted tongues will allow.
Tactics: The wights are unfriendly to anyone entering and hiss from the shadows and from behind decayed trees, but will not attack unless themselves attacked. The undead family members will not be satisfied until the Baron returns the Castle von Steiglitz to honor. The celebration of St. Zyekni’s Day has never before been missed on the castle grounds.
Posted in Encounter and tagged Horror of the Old Ones, Location by Adam A. Thompson with no comments yet.
Encounter: The Scholar Falkonne’s House (EL 7)
1) Outside The Scholar’s Home
113 Torrance Street. The house sags to the right as you stand before the mildewy wooden door, which hangs slightly ajar. Through the space between the row houses on either side, you can see the muddy banks of the Lazy River, its waters sliding past the foundation stones.
General description – A DC 5 Wilderness Lore check allows the players to see the boot prints of a humanoid walking towards and away from the house. They are also found around the front yard leading up to the door. All the bootprints are from the same person: the old scholar. The most recent ones are about two days old.
2) The Scholar’s Rooms
Upon entering the house, the players will smell the briny water of the Lazy River intermingled with a fouler stench coming from the basement—a combination of rotten eggs and decaying vegetables.
The first floor of the house is cluttered with stacks of papers, books, and various measuring instruments.
The kitchen is located in the back and a door leads out to what would have been a backyard in days past. Now it opens up to the muddy banks of the Lazy River. The kitchen sink still has dirty dishes in it. The coals from the stove are cold. There is a trap door to one side of the kitchen. It is open and stairs lead down into darkness. The smell of rotten vegetables and salt water is stronger here.
A DC 10 Search check will allow the players to find an old, but still serviceable spyglass in the closet/spare bedroom on the first floor. Most of the papers are written in the same handwriting (the scholar’s). Others are taken from various sources. The papers and books pertain to the history of this region, the Wyndm people and their culture (particularly their religious beliefs), and geographical surveys of the area.
The best source of information will be on the second floor loft, where the scholar’s opus magnum sits upon an unvarnished wooden desk with uneven legs. The book is entitled “On the Origin of the Children of the Sea” and is unfinished. The last sentence of the last page stops in mid-sentence (this is when the scholar went downstairs to investigate the noise from the basement). Cold coffee and half-eaten bread (covered with small cockroaches) are next to the book on the desk. The desk also has an inkpot, some pens. In one of the drawers, the party can find 10 silver and 35 copper pieces.
A bed with a sagging, stained mattress is directly opposite the desk. A wardrobe is next to the bed and contains a few articles of threadbare clothing.
Whenever the party spends a few minutes perusing the book, they discover the following things about the situation in Onuago and Elsemere:
3) Flooded Basement (EL 7)
This basement is severely flooded, half of it’s floor eroded and filled with dark water. At the base of the steep steps leading down an unlit lantern lies on it’s side, it’s glass broken.
Creatures: A Chuul (CR 7) has taken up residence in the washed-out and flooded basement, into which it dug a canal several days ago. Yesterday it had become hungry and restless. When the scholar entered the basement to investigate the sounds he quickly became it’s latest meal. It is now well-satiated, having eaten aproximately half of Falkonne’s body, and is content to lay concealed in the water in the basement unless it’s realm is entered or it’s kill is distrubed.
Chuul: HP 98 (Monster Manual)
Tactics: If the chull hears the party entering the house it will conceal itself in the water in the basement (Hide +13, +6 circumstance for water and +2 for darkness = +21). If anyone comes downstairs it will attempt to grab them with suprise and drag them into the deeper water with it to drown, parylized by it’s tentacles. Persistant attacks will cause it to resurface to grab the last attacker and submerge them.
Treasure: A thorough search of the basement (DC 20) reveals a small lock-box mostly buried in the mud. It contains the Falkonne family’s savings: 20 gold coins, 315 silver coins, and a rodochosterite worth 10 gold.
Development: The dead scholar is restful in the afterlife and will not return if raise dead or similar magic is cast on him.
If enterprising characters cast speak with dead on the body it reveals the information listed in the scholar’s journal.
Asking around (DC 10 gather information) revelas that the scholar has no next of kin, being befeft of his wife and recently his only child, who was apparently a disfigured shut-in.
Ad Hoc XP Adjustment: +10 % XP due to ambush situation.
Posted in Encounter and tagged Horror of the Old Ones, Location by Adam A. Thompson with no comments yet.

