Creature: Hoary Frost Beast (CR 20)

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

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

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

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

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

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

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


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Magic Item: Heart of Black Tenacity


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

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


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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


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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.


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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%.


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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


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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.


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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.


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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


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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.

Locations

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.


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