Slings and Arrows of Outrageous Fortune

To be or not to be, that is the question—
Whether ’tis nobler in the mind to suffer
The slings and arrows of outrageous fortune,
Or to take arms against a sea of troubles,
And by opposing, end them. — some bard

The slings are hewn of fine wood and a ruddy leather and are of masterwork quality, are magically enhanced +2, and have the power of seeking. The arrows are also masterwork and +2 seeking, and bear the mark of two white feathers with two red stripes and one red feather with two white stripes. The use of the sling or the arrows leaves dark red marks on the two fingers or the hands of the wielder.

Cost: 18,300 for the sling, 500 apiece for the arrows


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Time Out of Mind

Time Out of Mind
Transmitation
Level: Protection 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

A lossy version of Mind Blank over a specified period of time, an no one is aware of the blanking. This time literally becomes time out of mind; everyone, including the caster forget about the actions of one person for a specified hour of their lives. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects for the hour specified. Time Out of Mind even foils limited wish, miracle, and wish spells when they are used in such a way as to gain information about the subject over the specified period of time. Scrying attempts that are targeted specifically at the subject do not work at all.

The material components are an ounce of sand from an hourglass that has been used by the caster for at least 24 hours and a sapphire worth at least 500gp. Both are consumed with the spell.


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Mpa-Mda Mba-Mta (Pada Bata)

A slave brought to Sassarine from the inlands, his name means “fight person, burn death.” After years as under these conditions, he broke his bonds, escaped, and is now an outlaw. Mpa-Mda survives as a swordsman and swashbucker, his towering physique providing an amazing reach for his rapier. A fugitive, he must hide his face in public with his hood. Another reason for hiding his face in the city is that he has some nasty scarring on both sides of his face and down his back from years of being beaten.

He lives in a small camp on Parrot Island (off the Shadowshore) and rides the tides at night on his makeshift raft, living off fish and what he collects along the shore. He has befriended a cadre of homeless kids from Shadowshore who bring him information and small goods in exchage for warrior training and occasional protection.

There are those who call him Death itself. When he finally hunts down Captain Adelard and his men, he will indeed bring about their deaths. This is his number one goal.

Recently Pada had a run-in with the slaver that originally brought him to the area and sold him to Captain Adelard. After helping some other slaves to escape, Pada ended up with a new friend: a grig who calls herself Flitaround Jumpkins. Flit now lives with Pada in his cave on Parrot Island.

Mpa-Mda Mba-Mta (Pada Bata, as most people don’t pronounce the leading m)
Medium-size Male Human
Fighter 2
Hit Dice: (2d10)+5
Hit Points: 25
Initiative: +2
Speed: Walk 30 ft.
AC: 14 (flatfooted 12, touch 12)
Attacks: *Rapier +0; Base attack +3;
Damage: *Rapier 1d6+3; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities:
Saves: Fortitude: +4, Reflex: +2, Will: +0
Abilities: STR 16 (+3), DEX 15 (+2), CON 13 (+1), INT 11 (+0), WIS 11 (+0), CHA 8 (-1)
Skills: Appraise 0; Balance 2; Bluff -1; Climb 7; Concentration 1; Craft (Untrained) 0; Diplomacy -1; Disguise -1; Escape Artist 2; Forgery 0; Gather Information -1; Handle Animal 0; Heal 2; Hide 3; Intimidate 0; Jump 5; Listen 0; Move Silently 2; Ride 2; Search 0; Sense Motive 0; Spot 1; Survival 1; Swim 5;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Reflexes, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Toughness, Tower Shield Proficiency, Two-Weapon Fighting, (one other)
Challenge Rating: 2
Alignment: Chaotic Good

Possessions: Chalk (4 pieces), Crocodile Tooth Necklace, Hooded Robe, Leather Armor, Leather Belt, Pouch (Belt), Dual Rusty Rapiers, Sandals, Whetstone, Dagger w/boot sheath, Semi-ornate sheath (empty), healing potion, (better) healing potion, potion with wavy lines, brown earth elemental gem


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Shaana Vandra

Shaana Vandra is the youngest and only daughter of the eleven progeny of King Vandor.

Shaana cast off her royal heritage when she met up with four other women who studied the occult. They fancy themselves goddesses, often referring to themselves as such.

Before departing her spoiled life, she forged royal documents, converting some of the kingdom’s wealth into her own, setting herself and her coven friends up nicely with a hefty fortune. Now she wanders the woods in search of the appropriate revenge plot to enact upon her ten elder brothers, the rulers of the fragmented Ten Princedoms.

Shaana Vandra
Medium-size Female Human
Sorcerer5 Druid2
Hit Dice: (5d4)+(2d8)+14
Hit Points: 41
Initiative: +2
Speed: Walk 30 ft.
AC: 15 (flatfooted 13, touch 12)
Attacks: *Sling of Outrageous Fortune +2 (Seeking) +7; ;
Damage: *Sling of Outrageous Fortune +2 (Seeking) 1d4+3; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Animal Companion (Ex), Nature Sense (Ex), Summon Familiar, Wild Empathy (Ex) +6, Woodland Stride (Ex)
Saves: Fortitude: +6, Reflex: +3, Will: +9
Abilities: STR 12 (+1), DEX 15 (+2), CON 14 (+2), INT 18 (+4), WIS 14 (+2), CHA 14 (+2)
Skills: Appraise 4; Balance 2; Bluff 7; Climb 1; Concentration 11; Craft (Untrained) 4; Diplomacy 11; Disguise 4; Escape Artist 2; Forgery 8; Gather Information 2; Handle Animal 11; Heal 2; Hide 2; Intimidate 4; Jump 1; Knowledge (Arcana) 10; Knowledge (Nature) 7; Knowledge (Nobility and Royalty) 6; Knowledge (Religion) 7; Listen 2; Move Silently 2; Ride 4; Search 4; Sense Motive 2; Speak Language(Abyssal) 1; Spellcraft 15; Spot 2; Survival 6; Swim 1;
Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Deceitful, Eschew Materials, Improved Counterspell, Plant Defiance, Shield Proficiency, Simple Weapon Proficiency
Challenge Rating: 7
Alignment: Neutral Evil

Possessions: Bracers of Armor +3; Bullets, Sling (50); Medallion of Thoughts; Robe of Bones; Sling of Outrageous Fortune +2 (Seeking); Slippers of Spider Climbing;
Spells:
Spells per Day: (6/7/5/0/0/0/0/0/0/ DC:12+spell level)
Sorcerer – Known:
Level 0: Arcane Mark, Ghost Sound, Mage Hand, Open/Close, Prestidigitation, Read Magic
Level 1: Cause Fear, Obscuring Mist, Ray of Enfeeblement, Unseen Servant
Level 2: Hideous Laughter, Obscure Object
Spells per Day: (4/3/0/0/0/0/0/0/0/ DC:12+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


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Harness of Taming

This harness fits over the back of a large creature, providing the rider a +10 bonus to animal handling and ride checks. Appearing as a simple harness, the true form is revealed upon successful latching of the leather strap into the mithril buckle.

The full form contains a saddle, saddlebags, and a flask full of water.

The Greater Harness of Taming provides a +20 bonus and costs four times as much.

Moderate alteration and enchantment; CL 5th (or 9th for Greater Harness of Taming); create water, control animal, craft wondrous item; Price: 10,000 gold (or 40,000 gold for Greater Harness of Taming).


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Pirate Cove

1 Floating Tunnel

The only entrance to the cove is through a small tunnel in the rocky base of the island of Harpy Point, among the choppy water. This tunnel is only passable or even visible during low tide when the water receeds. A ratty rope has been installed along the top of the tunnel — the most ideal entrance is in a small skiff, where one of the boaters pulls the rope for leverage, propelling the boat into the grotto within. The passage is 300′ long.

2 Grotto

The light that filters into this grotto makes the water a translucent light blue. The space opens into a rounded 100’x100′ room. Along one end is a sturdy wooden dock, back from which stretches a tunnel deeper into the rock.

If the characters study the dock, they realize that the timbers are ancient and the wide trunks that make up the posts must have come from Elsemere Wood. If the characters search the grotto floor at the bottom of the 50′ of water, they discover an old pirate vessel, the Hierotecles. The ship contains around 10,000 gold dubloons as well as the skeletal remains of the pirate crew, complete with rapiers and cutlasses. Three of the pirates have on their remains a cutless cutlass. Everything seems relatively well preserved by the location in the sheltered saltwater grotto.

3 Back of Grotto

Near the back of the grotto, a bunch of split boards have been cast aside and a thousand muddy footprints head into the tunnel.

Any time that the party spends here will shed more light onto the situation. It’s obvious that this is where the begotten of the old ones have ended up, climbing out of the water and heading into the deep passage within.

4 Long Tunnel

Part-way down the tunnel, there is a branch to the left. The main tunnel continues downward, taking on more natural cavernous form.

5 Pirate Cache

This 10’x15′ niche in the rock is packed with corpses, treasures and other goods.

This niche is also where the begotten, digging over the long centuries of their labor, have come to finally die. As such it is littered with horrible corpses of almost-man-things in various stages of decay.

Anyone clambering over or moving aside the dead fish-men’s bodies to examine the treasure runs the risk of catching the shakes (DC 13 Fortitude) or slimy doom (DC 14 Fortitude). The incubation period for each is one day, so characters will not notice if they are infected right away.

Among the goods are crates of shovels, picks, and other implements of destruction, including torches and two rare powder kegs.

6 Deeper tunnel

The tunnel runs deeper here, and the ground grows ever muddier.

As the characters enter, they feel a cold draft. The smell of lemon and brine wafts in from the deeper depths.

7 Steep slope

The tunnel grows very steep here, the walls ever more moist and the ground ever more slick. A low murmuring can be heard down the corridor.

This tunnel continues down to the Lair of the Old Ones. Everyone should roll a significant Balance check (DC 30) to avoid sliding down the shaft into the lair.


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Harpy Point

Harpy Point has come to refer to the entire island, though in less troubled times, people often referred to the lighthouse. Over the rocks crags that ring the south and east half of the island, harpies have made their home. More recently, gargoyles have occupied the lighthouse.

8 Feeding Ground

A strewn pile of bones serves as a centerpiece to this enclosure in the rocks. A low stone overhang provides a partial shelter from falling rain.

Among the bones are a collection of small trinkets from nearby towns and a few adventures packs which have been ransacked. The party will have to thoroughly search the bones (DC 20) to find all the items:

  • masterwork leather armor that’s survived the thrashing
  • ring of resistance +1 on a skeletal finger
  • moldy boots of speed at the very bottom of the pile
  • 100gp in coins at various strata

9 Lounge

A set of smooth stones encircles an ash-filled firepit. Two trees have struggled to grow up through the cracks in the rocks, their low limbs curled back in toward the trunks. A sliver of smoke wafts up and out to sea against a backdrop of falling rain.

The firepit is still warm, a sign that this location is still used. If the party stays in the area for more than a minute, they will likely hear the high shrill screeches of harpies in the nest.

10 Nest (EL 11)

This concavity in the rock forms a smooth surface, which has been padded with many layers of twigs, hay, bits of hide and great greasy feathers.

The nicer items are here, along with three harpies who have grown fat off the nearby townsfolk, and who have also begun to develop sorcerous powers due to proximity to the old one and also from some small teachings from the gargoyles in the nearby lighthouse. They are haughty and aggressive, leaping to attack unless convinced otherwise.

Creatures: Harpy Sorcerers HP 38, 50, 48
Harpy Sorcerer CR 8
CE Sex Race sorcerer 3
size Medium Monstrous Humanoid
Init: +2 Senses: Darkvision 60 ft.
Listen +7 Spot +3

AC: 21 (+4 shield spell, +4 mage armor, +2 Dex, +1 natural), touch 12, flat-footed 11
HP: 38, 50, 48 (HD 7d8 and 3d4)
Fort +3, Ref +8, Will +9

MV: 20 ft. (4 squares), fly 80 ft. (average)
Attack: +9 masterwork spear (1d8)
Full Attack: +9/+4 masterwork spear (1d8) and +3 claws(2) (1d3)
Atk Options: Flyby attack, 1 wand of acid arrow: ranged touch +10, 2d4 acid + 2d4 acid next round
Space / Reach: 5 ft. / 5 ft.
Base Attack: +8 Grp: +8

Abilities: Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 18
Feats: Dodge, Flyby Attack, Persuasive, Ability Focus (Captivating Song)
Skills: Bluff +11, Concentration +3, Intimidate +7, Listen +7, Perform (oratory) +5, Spot +3

SA: Captivating Song (DC 19)
SQ: Darkvision 60 ft.

Spells Prepared or Available:
0th (6/day): detect magic, ghost sound, ray of frost, resistance, touch of fatigue
1st (6/day, 4 remain): shield, mage armor, and either shocking grasp, burning hands, or magic missile

Posessions: masterwork spear.

Captivating Song (Su): The most insidious ability of the harpy is its song. When a harpy sings, all creatures (other than harpies) within a 300-foot spread must succeed on a DC 19 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy’s song for 24 hours. The save DC is Charisma-based.

A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the monster’s attacks. The effect continues for as long as the harpy sings and for 1 round thereafter. A bard’s countersong ability allows the captivated creature to attempt a new Will save.

Tactics: The harpies are likely aware of the party’s approach and will cast mage armor and shield on themselves as soon as they see that they are armed (already included in above stats). The harpies are hostile, and will attack immediately, using their song one at a time to attempt to lure party members off the high cliffs (DC 19 Will save). Failing that they will attack with their spells and use their spears in flyby attacks. In addition, one of them wields the wand of acid arrow (ranged touch +10, 2d4 acid + 2d4 acid next round) listed in the treasure below.

Vicious, the harpies will fight to the death.

Treasure: a battered sea chest with 7,000 silver coins, six large chests stamped with a tax collector’s seal containing 70,000 copper coins, 3 gems in a leather pouch: a black agate worth 10 gold, a galena worth 25 gold, and an octel worth 98 gold, 4 gems in a soggy, gouged velvet-lined jewel case: a brandeen worth 90 gold, a clear topaz worth 825 gold, a brown diopside worth 9 gold, and a pink tourmaline worth 105 gold, a potion of blur, a wand of acid arrow with 33 charges, a +1 quarterstaff, a +1 large steel shield, a ring of climbing, a hand of the mage, and a potion of expiditious retreat.


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Nazur Tscheryn

The renouned mage of Charille created many magic items found in the realm.

Outclassed in his youth by other mages of the day, notably Djander, he spent much of his early adulthood amassing a fortune crafting magic items for the merchant and the upper classes. This enabled him to practice magics with minimal supervision, especially by the authorities of the kingdom. There are those who say he experimented with dark magic, but he actually remained clear of the school of necromancy, which tempted him at every turn in his research.

Over his career, he has gone down in history as the creator of many magic items found within the realm:

Bag of Haggling
Brooch of Tangents
Ring of Melding
Cloak of Midnight
Helm of Hiding
Appraiser’s Gem
Rod to Ruin
Nazur’s Wand and its many variants
many warded coffins

In his golden years, he has created a potpourri mixture of reagents he calls Magedust which has been known to improve the duration of certain schools of magic, among other effects.

Speaking to him of Djander (even to this day) sends him into a rage.

Nazur Tscheryn
Medium-size Male Human
Diviner15

Hit Dice: (15d4)+15
Hit Points: 63
Initiative: +0
Speed: Walk 30 ft.
AC: 10 (flatfooted 10, touch 10)
Attacks: *Dagger +1 +8/+3;*Dagger +1 (Thrown) +8/+3; ;
Damage: *Dagger +1 1d4+1;*Dagger +1 (Thrown) 1d4+1; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +2 bonus to Spellcraft when learning Divination, Summon Familiar
Saves: Fortitude: +6, Reflex: +5, Will: +11
Abilities: STR 11 (+0), DEX 10 (+0), CON 13 (+1), INT 29 (+9), WIS 15 (+2), CHA 8 (-1)
Skills: Appraise 14; Balance 1; Bluff -1; Climb 0; Concentration 19; Craft (Alchemy) 15; Craft (Gemcutting) 14; Craft (Untrained) 9; Decipher Script 14; Diplomacy -1; Disguise -1; Escape Artist 0; Forgery 11; Gather Information 1; Heal 2; Hide 0; Intimidate -1; Jump 0; Knowledge (Arcana) 15; Knowledge (Architecture and Engineering) 12; Knowledge (Dungeoneering) 14; Knowledge (Geography) 17; Knowledge (History) 16; Knowledge (Local) 14; Knowledge (Nature) 12; Knowledge (Nobility and Royalty) 13; Knowledge (The Planes) 16; Listen 2; Move Silently 0; Profession (Bookkeeper) 3; Ride 1; Search 11; Sense Motive 3; Speak Language(Elven, Celestial, Draconic) 3; Spellcraft 29; Spot 3; Survival 2; Swim 0;
Feats: Craft Rod, Craft Wand, Craft Wondrous Item, Empower Spell, Enlarge Spell, Extend Spell, Greater Spell Penetration, Heighten Spell, Maximize Spell, Scribe Scroll, Spell Penetration
Challenge Rating: 15
Alignment: Chaotic Neutral
Possessions: Dagger +1; Headband of Intellect +6; Ring of Mind Shielding; Rod of Negation; Wand of Mirror Image;

Spells:
Spells per Day: (4+1/7+1/6+1/6+1/6+1/6+1/4+1/3+1/2+1/ DC:19+spell level)
Wizard – Known:
Level 0: Acid Splash, Arcane Mark, Bullet, Cipher, Control Shadow, Dancing Lights, Daze, Decode, Detect Magic, Detect Poison, Dim Illumination, Ember, Flare, Ghost Sound, Granitehand, Light, Mage Hand, Mending, Message, Night-Vision, Open/Close, Prestidigitation, Puff of Wind, Ray of Frost, Read Magic, Resistance, Shovel, Signal Fire, Sort, Spark, Spectral Dart, Trip
(more to list later)


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Wyndm-folk

Many agree that the Wyndm-folk are the native people of the Lands of North Bay (Západní Stará). Their skin ranges from light to dark, depending on where they spend most of their time. In fact, there are those who claim that their skin changes from week to week based on the amount of sunlight and other stimulation they are experiencing. Even their hair is likely to change from week to week, making it difficult to distinguish between them based solely on appearance. Wyndm-folk otherwise appear as humans.

• Medium: As Medium creatures, Wyndm-folk have no special bonuses or penalties due to their size.
• Wyndm-folk base land speed is 30 feet, and they only receive half the penalty for any terrain in the Lands of West Old Bay.
• 1 extra feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Languages: Common and two of the Wyndm languages, one as the first (native) language, and one of another, neighboring Wyndm tongue. Bonus Languages: Any. See the Speak Language skill.
• Favored Class: Any, except barbarian, monk or wizard. When determining whether a multiclass Wyndm-folk takes an experience point penalty, his or her highest-level class does not count. It is rare to see a Wyndm-folk lawful good cleric or paladin.
• Favored alignment: Neutral
• Unique Languages: Forest Wyndm, Marsh Wyndm, Mountain Wyndm. There is no real name for these, as there is no word in any of the Wyndm Tongues for language.


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Lighthouse Ruins

After launching their vessel with Old Man Thorenson, the players have crossed Onuago Bay and approach Harpy Point. According to the locals, the only accessible landing on all of Harpy Point is at the base of the cliffs below the abandoned lighthouse. This location details that area and the lighthouse above.

The ruins of an old lighthouse adorn the promontory at the top of Harpy Point. Gargoyles have occupied the stony structure, where they rest upon the domed lamp at the top of the structure.

1 Rocky Shore

Waves beat upon the rocks, the sound conjuring up the blacksmith’s hammer against an anvil. The wide island has nary a entry point, even from the air. Sharp rocks line the shore like pikes set against an invading army.

After some time floating in the water and making successful search checks vs. DC 25 (35 or more if night) the party spies a narrow slit in the rocks, just large enough for a skiff to skirt the spikes. A DC 25 profession (sailing) check is required to successfully navigate the passage without damage to the vessel. Should their ship flounder, DC 15 swim checks are required to traverse the channel leading to the tiny shore and steps.

2 Stony Steps

On the other side of the narrow passage, a 10′ shore provides a landing at the bottom of a set of stones set into the cliff.

If the players land and climb the steps, they find that they are slick. Every 60′ along this 240′ natural staircase, players must make a DC 10 climb check or slip.

3 Ledge

Most of the way (180′) up the stone steps there is a ledge that overlooks the sea. Screeches echo across the sky, but no visible creatures descend. An old lighthouse looms above, the solemn destination of this rocky climb.

4 Promontory

The steps end here at the tip of a promontory which juts out over the sea. A lighthouse looms at hand here, the far end of this level of the island. A passable trail appears to descend down into the lower interior of the island beyond the lighthouse.

5 Lighthouse Entry

The lighthouse has fallen into disrepair. The door hangs on to its last rotting fibers, revealing a small room behind.

As the players approach, read:

The door falls off its hinges, splintering into multiple half-boards. The cracking wood echoes up and back down the staircase up in to the darkness, followed by a faint screech.

The doorway enters into a cloak room, at the far end of which is set of steps, leading up. The cloak room has been vandalized; anything that may have had value has been gone for some time now.

6 Narrow Spiral Staircase

This narrow staircase is very poorly lit, and the crumbling walls reveal severe rot in the mortar. The place is absent of all smell; not even the salty sea penetrates the porous walls.

The steps can only support a small amount of weight at a time, so they creak and moan as the players ascend. If the party weight exceeds 1,000 pounds, they collapse at a weak point 40′ up the ascent and the party falls, taking 4d6 points of falling damage. A DC 15 search check and a DC 10 knowledge (engineering or architecture) check will allow the players to spot the weak point as they approach it.

7 Lamp

The staircase opens out into a platform overlooking the bay. Stone gargoyles adorn the rooftop, an odd adornment for such a utilitarian structure. The lamp unit itself has long since disappeared, and the glass dome is all broken.

Creatures (EL 11): The gargoyles are (of course!) alive, and move once the players are in range of their surprise attacks. From their vantage atop the lighthouse, they have been aware of the party ever since they set foot on Harpy Point.

If the encounter with the party of initially unfriendly gargoyles goes well (DC 25 Diplomacy check to modify their attitude from unfriendly to friendly) the party can gain a valuable source of information about the lay of Harpy Point and it’s namesakes. They are on more or less friendly terms with the harpies, and if the gargoyles are convinced to be helpful (DC 40 Diplomacy check) they will be given a token that will help them negotiate later encounters with the harpies: the ritual greeting the gargoyles use whenever beginning a conversation with them, “Winged wretches, all on rock, gaze at morsels on the dock, sea foam splash, thunder clash, on the stones their bodies crash.” Opening a conversation with the harpies using this rhyme will give a +4 circumstance bonus on Diplomacy checks.

If the party is hostile or threatening, however, they gargoyles will gladly attempt to rend them limb from limb.

A party of gargoyles has taken up residence in this abandoned lighthouse. They have traveled far together over the years from their people’s home in the wastelands to the east of the Middle Kingdoms. Seasoned adventurers, they have lived here for some months in relative comfort, picking off the citizens of Onuago and the other towns around the bay. They are single-handedly the most responsible force for decimating the population of the nearby settlements. Their names are pronounced with a trilled r, and double consonants are pronounced twice.

Partaxis CR 7
Male gargoyle fighter 3
CE Medium-Size monstrous humanoid (earth)
Init: +3 Senses: darkvision 60 ft. Listen +4, Spot +4
Languages: common

AC: 22 (+5 armor, +4 natural, +3 dex) touch 13, flatfooted 19
HP: 81 (HD 4d8 + 3d10 + 42) DR 10/Magic
Fort: +10 Ref: +8 Will: +6

MV: 40 ft., fly 60 ft (average)
Attack: overclaw gauntlet +13 (1d6+5 / 19-20 x 2)
Full Attack: overclaw gauntlet +14 (1d6+5 / 19-20 x 2) and claw +12 (1d4+4) and bite +10 (1d6+2) and gore +10 (1d6+2)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +7 Grapple: +15

Abilities Str 19 Dex 17 Con 22 Int 7 Wis 12 Cha 4
SQ: freeze
Feats: Multiattack, Improved Critical (overclaw gauntlet), Improved Unarmed Strike, Improved Grapple, Weapon Focus (overclaw gauntlet)
Skills: Hide +7*, Swim +7, Listen +4, Spot +4

possessions: breastplate, +1 overclaw gauntlet.

Rexx-r CR 7
Male Gargoyle sorcerer 3
AL Medium Size monstrous humanoid (earth)
Init: +3 Senses: darkvision 60 ft. Listen +6, Spot +6
Languages: terran, some common

AC: 21 (+4 natural, +4 mage armor, +3 dex) touch 13, flatfooted 18
HP: 54 (HD 4d8+3d4+28) DR 10/Magic
Fort: +7 Ref: +9 Will: +10 – with resistance

MV: 40 ft., fly 60 ft (average)
Attack: claw + 9 (1d4)
Full Attack: 2 claws +9 (1d4+3) and bite +7 (1d6+1) and gore +7 (1d6+1)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +5 Grapple: +8

Abilities Str 16 Dex 17 Con 19 Int 4 Wis 14 Cha 11
SQ: freeze
Feats: Multiattack, Still Spell, Combat Casting
Skills: Concentration +8, Hide +7*, Listen +6, Sense Motive +3, Spot +6

Spells Available:
0th (6 per day): detect magic, daze, ghost sound, ray of frost, resistance
1st (5 per day): mage armor, ray of enfeeblement, shocking grasp

Possessions: spell component pouch on a lanyard.

Tortt CR 7
Female Gargoyle rogue 3
LE Medium Size monstrous humanoid (earth)
Init: +5 Senses: darkvision 60 ft. Listen +4, Spot +8
Languages: common

AC: 21 (+4 natural, +5 dex, +1 dodge, +1 deflection) touch 16, flatfooted 16
HP: 71 (HD 4d8+3d6+35) DR 10/Magic
Fort: +7 Ref: +11 Will: +5, Evasion

MV: 40 ft., fly 60 ft (average)
Attack: short sword + 11 (1d6+4)
Full Attack: short sword + 11 (1d6+4) and claw +10 (1d4+3) and bite +8 (1d6+1) and gore +8 (1d6+1)
Attack Options: Sneak Attack +2d6
Space / Reach: 5 ft. / 5 ft.
Base Attack: +6 Grapple: +9

Abilities Str 17 Dex 19 Con 20 Int 10 Wis 11 Cha 4
SQ: Freeze, Evasion
SA: Trap Sense +1, Trapfinding
Feats: Multiattack, Dodge, Mobility
Skills: Craft (trapmaking) +3, Disable Device +8, Hide +7*, Listen +4, Sense Motive +5, Search +6, Spot +8, Tumble +6

Possessions: +1 Short Sword, Ring of Protection +1.

Kattaxx CR 7
Female Gargoyle cleric 3
NE Medium Size monstrous humanoid (earth)
Init: +1 Senses: darkvision 60 ft. Listen +4, Spot +4
Languages: common, some terran

AC: 19 (+4 natural, +5 armor, +1 dex) touch 11, flatfooted 19
HP: (HD 4d8+?) DR 10/Magic
Fort: +8 Ref: +5 Will: +9

MV: 40 ft., fly 60 ft (average)
Attack: claw + 13 (1d4+6)
Full Attack: claw +13 (1d4+6) and claw +12 (1d4+6) and bite +10 (1d6+3) and gore +10 (1d6+3)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +6 Grapple: +12

Abilities Str 19 (23) Dex 12 Con 19 Int 8 Wis 14 Cha 9
SQ: freeze,
SA: command or rebuke undead, turn air creatures, rebuke or command earth creatures, scent
Feats: Multiattack, Combat Casting, Power Attack
Skills: Concentration +8, Hide +7*, Knowledge (religion) +2, Listen +4, Spot +4

Spells Prepared or Available:
1st: bless (already cast), cure light wounds, magic fang* (already cast)
2nd: cure moderate wounds, bull’s strength (already cast)
Domains: domain (bestial, earth)

Possessions: chain mail, holy symbol of Kerilia, Major Elemental Spirit: a piece of unworked granite on a lead chain.

Tactics: The gargoyles have prepared with some spells as the PCs have approached their roost, already included in their stats above. The gargoyles’ close-quarter tactics include well-coordinated attacks especially between the sorcerer, rogue and fighter. The fighter will often grapple an opponent, who the rogue will quickly slay with a flurry of sneak attacks. Spellcasters who draw attention to themselves will be countered with bull rushes or grapples followed by a drop from the heights onto wave-beaten rocks 400 feet below. They be tight.

If reduced to less than 1/4 HP, the gargoyles will attempt to flee the scene, and will probably move off to less hostile pastures, perhaps in the mountains near castle Steiglitz.

Treasure: The gargoyles have managed to collect a fair amount of wealth from their victims, and have hidden it within rotating mechanism upon which the broken lamp rests. It consists of several leather sacks and a backpack with 53 platinum coins, 200 gold coins, 525 silver coins, a small gold bracelet worth 4 gold, a solid gold sculpture of tritons on hippocampus worth 750 gold, a freshwater pearl worth 10 gold, a black pearl worth 550 gold, a polished obsidian worth 15 gold, and a golden yellow topaz worth 450 gold. Tortt, the rogue, has rigged it with a crude crossbow trap, however, as a precaution against her friends stealing what she considers hers.

Basic Arrow Trap: CR 1; mechanical; proximity trigger; manual reset; Atk +10 ranged (1d6/×3, arrow); Search DC 20; Disable Device DC 20.


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