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.
Magic Item: Brooch of Tangents
The wearer of this brooch has the power to hijack a conversation through the careful use of tangents, with the effect that it’s difficult (DC 20, modified by intimidate, bluff, diplomacy, or charisma) for others to get in a word edgewise.
These brooches double in intensity (and DC) if two are worn. As a pair, they are worth 4x the value of just one.
Moderate Enchantment; CL 1st; Craft Wonderous Item, hypnotism; Value: 8,000 gp
Posted in Magic Item and tagged wondrous item by Stephen Hilderbrand with no comments yet.
Character: Adsel Matar (Lvl 7)
This elf will take your lunch money by hook or by force. He started on a self-righteous path that led him into his thievery. He favors destruction over salvation, but then he was never in it for the milk and honey.
Unfortunately for him, he recently stole a pair of goggles from a recluse, and now has developed paranoia. He doesn’t trust anyone and will try to distance himself from any contact. He only wants to be by himself…
Adsel Matar
Medium-size Male Elf
Cleric3 Rogue4
Hit Dice: (3d8)+(4d6)+7
Hit Points: 49
Initiative: +6
Speed: Walk 30 ft.
AC: 22 (flatfooted 22, touch 18)
Attacks: Adamantine Dagger +8;Adamantine Dagger (Thrown) +12;*Sling of Holy Silence +12; ;
Damage: Adamantine Dagger 1d4+2;Adamantine Dagger (Thrown) 1d4;*Sling of Holy Silence 1d4+3; ;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +2 racial saving throw bonus against enchantment spells or effects., An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it., Evasion (Ex), Immunity to magic sleep effects., Rebuke Undead (Su) 0/day (turn level 3) (turn damage 2d6+0), Smite 1/day (Su), Sneak Attack +2d6, Spontaneous casting, Trap Sense (Ex) +1, Trapfinding, Uncanny Dodge (Dex bonus to AC)
Saves: Fortitude: +5, Reflex: +11, Will: +7
Abilities: STR 15 (+2), DEX 22 (+6), CON 13 (+1), INT 13 (+1), WIS 17 (+3), CHA 4 (-3)
Skills: Appraise 4; Balance 8; Bluff -3; Climb 12; Concentration 2; Craft (Untrained) 1; Diplomacy -3; Disguise -3; Escape Artist 14; Forgery 5; Gather Information -3; Heal 5; Hide 11; Intimidate -3; Jump 4; Knowledge (Arcana) 2; Knowledge (History) 2; Knowledge (Religion) 2; Listen 5; Move Silently 6; Ride 6; Search 3; Sense Motive 3; Spellcraft 2; Spot 5; Survival 3; Swim 2;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Dodge, Point Blank Shot, Shield Proficiency, Silent Spell, Simple Weapon Proficiency
Challenge Rating: 7
Alignment: Chaotic Neutral
Possessions: Adamantine Dagger; Bag of Holding (Type 1); Bracers of Armor +4; Bullets, Sling (50); Gloves of Dexterity +2; Goggles of Paranoia; Grappling Hook; Ring of Protection +2; Rope (Silk/50 Ft.); Sling of Holy Silence; Thieves’ Tools;
Deity: None Domains: Luck(You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.) Destruction(You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.)
Spells:
Spells per Day: (4/3/2/0/0/0/0/0/0/ DC:13+spell level)
Cleric – Known:
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
Level 1: Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Evil, Protection from Good, Protection from Law, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I
Level 2: Aid, Align Weapon, Augury, Bear’s Endurance, Bull’s Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Death Knell, Delay Poison, Desecrate, Eagle’s Splendor, Enthrall, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Owl’s Wisdom, Remove Paralysis, Resist Energy, Restoration, Lesser, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Zone of Truth
Posted in Character by Stephen Hilderbrand with no comments yet.
Character: Témas Falkor (Lvl 4)

Témas considers himself a survivor. He’s been through a lot of trauma in his short 18 years — orphaned at age 5, he has lived a life on the street ever since. His malnutrition led to poor vision, so he wears spectacles to see distance. And distance he travels, far and wide, spreading his own version of the gospel.
Témas Falkor
Medium-size Male Human
Bard3 Cleric1
Hit Dice: (3d6)+(1d8)+8
Hit Points: 31
Initiative: +2
Speed: Walk 30 ft.
AC: 17 (flatfooted 15, touch 12)
Attacks: Sword, Short +3;*Crossbow, Light +4; ;
Damage: Sword, Short 1d6+1;*Crossbow, Light 1d8; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Bardic knowledge (+5), Bardic music 3/day, May wear light armor without incurring the normal arcane spell failure chance., Spontaneous casting, Turn Undead (Su) 5/day (turn level 1) (turn damage 2d6+3)
Saves: Fortitude: +5, Reflex: +5, Will: +7
Abilities: STR 12 (+1), DEX 15 (+2), CON 14 (+2), INT 14 (+2), WIS 14 (+2), CHA 15 (+2)
Skills: Appraise 2; Balance 2; Bluff 2; Climb -1; Concentration 9; Craft (Untrained) 2; Diplomacy 2; Disguise 2; Escape Artist 0; Forgery 2; Gather Information 2; Heal 2; Hide 4; Intimidate 2; Jump 4; Knowledge (Arcana) 4; Knowledge (History) 4; Knowledge (Local) 4; Knowledge (Religion) 4; Listen 5; Move Silently 2; Ride 2; Search 2; Sense Motive 3; Sleight of Hand 6; Speak Language(Elven, Dwarven) 2; Spellcraft 9; Spot 5; Survival 2; Swim -3; Tumble 5; Use Magic Device 6;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Dodge, Point Blank Shot, Shield Proficiency, Simple Weapon Proficiency, Spell Penetration
Challenge Rating: 4
Alignment: Chaotic Good
Possessions: Bolts of Cold Feet +2 (Crossbow/10/Frost); Sword, Short; Crossbow, Light; Elven Chain; Eye Lenses of Correction Skill Bonus (Competance) (Spot +3); Outfit (Entertainer’s); Ring of Sustenance;
Deity: None Domains: Travel(For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).This granted power is a supernatural ability.) Weather(Survival is a class skill.)
Spells:
Spells per Day: (3/2/0/0/0/0/0/0/0/ DC:12+spell level)
Bard – Known:
Level 0: Flare, Know Direction, Mage Hand, Mending, Open/Close, Summon Instrument
Level 1: Expeditious Retreat, Obscure Object, Ventriloquism
Spells per Day: (3/2+1/0/0/0/0/0/0/0/ DC:12+spell level)
Cleric – Known:
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
Level 1: Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Longstrider, Magic Stone, Magic Weapon, Obscuring Mist, Obscuring Mist, Protection from Evil, Protection from Law, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I
Témas is often followed by his dog, Home.
Home
Small-size Male Dog
Animal1
Hit Dice: (1d8)+2
Hit Points: 10
Initiative: +3
Speed: Walk 40 ft.
AC: 15 (flatfooted 12, touch 14)
Attacks: ;
Damage: ;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Animal Traits, Scent (Ex)
Saves: Fortitude: +4, Reflex: +5, Will: +1
Abilities: STR 12 (+1), DEX 16 (+3), CON 14 (+2), INT 2 (-4), WIS 12 (+1), CHA 6 (-2)
Skills: Appraise -4; Balance 3; Bluff -2; Climb 1; Concentration 2; Craft (Untrained) -4; Diplomacy -2; Disguise -2; Escape Artist 3; Forgery -4; Gather Information -2; Heal 1; Hide 7; Intimidate -2; Jump 9; Listen 1; Move Silently 3; Ride 3; Search -4; Sense Motive 1; Spot 1; Survival 1; Swim 1;
Feats: Track
Challenge Rating: 1/3
Alignment: Chaotic Good
Possessions:
Posted in Character by Stephen Hilderbrand with no comments yet.
Character: Bad Boi Slim (Lvl 3)
Bad Boi Slim
Medium-size Male Elf
Cleric3
Hit Dice: (3d8)+6
Hit Points: 27
Initiative: +1
Speed: Walk 20 ft.
AC: 19 (flatfooted 18, touch 11)
Attacks: Crossbow, Light +3;*Longsword +2 (Wounding) +8; ;
Damage: Crossbow, Light 1d8;*Longsword +2 (Wounding) 1d8+5; ;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +2 racial saving throw bonus against enchantment spells or effects., An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it., Immunity to magic sleep effects., Rebuke Undead (Su) 6/day (turn level 3) (turn damage 2d6+6), Spontaneous casting
Saves: Fortitude: +5, Reflex: +2, Will: +6
Abilities: STR 17 (+3), DEX 12 (+1), CON 15 (+2), INT 10 (+0), WIS 16 (+3), CHA 17 (+3)
Skills: Appraise 0; Balance -5; Bluff 3; Climb -3; Concentration 4; Craft (Untrained) 0; Diplomacy 3; Disguise 3; Escape Artist -5; Forgery 0; Gather Information 3; Heal 3; Hide -5; Intimidate 3; Jump -9; Knowledge (Religion) 2; Listen 5; Move Silently -5; Ride 1; Search 2; Sense Motive 3; Spellcraft 4; Spot 5; Survival 3; Swim -9;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (Longsword)
Challenge Rating: 3
Alignment: Neutral Evil
Possessions: Bolts, Crossbow (50); Shield, Heavy; Chainmail +1; Crossbow, Light; Longsword +2 (Wounding);
Deity: None Domains: War(Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.) Strength(You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.)
Spells:
Spells per Day: (4/3+1/2+1/0/0/0/0/0/0/ DC:13+spell level)
Cleric – Known:
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
Level 1: Bane, Bless, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Enlarge Person, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Magic Weapon, Obscuring Mist, Protection from Chaos, Protection from Good, Protection from Law, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I
Level 2: Aid, Align Weapon, Augury, Bear’s Endurance, Bull’s Strength, Bull’s Strength, Calm Emotions, Cure Moderate Wounds, Darkness, Death Knell, Delay Poison, Desecrate, Eagle’s Splendor, Enthrall, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Owl’s Wisdom, Remove Paralysis, Resist Energy, Restoration, Lesser, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Zone of Truth
Posted in Character by Stephen Hilderbrand with no comments yet.
Character: Will’m of Atherton (Lvl 5)
Will’m of Atherton
Medium-size Male Human
Fighter4 Cavalry1
Hit Dice: (4d10)+(1d10)+10
Hit Points: 53
Initiative: +2
Speed: Walk 20 ft.
AC: 23 (flatfooted 22, touch 11)
Attacks: *Longsword +2 (Defending) +14; ;
Damage: *Longsword +2 (Defending) 1d8+10; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Mounted Combat +1
Saves: Fortitude: +8, Reflex: +3, Will: +2
Abilities: STR 22 (+6), DEX 14 (+2), CON 15 (+2), INT 12 (+1), WIS 13 (+1), CHA 13 (+1)
Skills: Appraise 1; Balance -5; Bluff 1; Climb 2; Concentration 2; Craft (Untrained) 1; Diplomacy 1; Disguise 1; Escape Artist -5; Forgery 1; Gather Information 1; Heal 1; Hide -5; Intimidate 6; Jump -3; Knowledge (Architecture and Engineering) 2; Knowledge (Nobility and Royalty) 4; Knowledge (Tactics) 4; Listen 1; Move Silently -5; Ride 10; Search 1; Sense Motive 1; Spot 2; Survival 2; Swim -7;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Martial Weapon Proficiency, Mounted Combat, Power Attack, Power Control (Longsword), Ride-By Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Longsword), Weapon Specialization (Longsword)
Challenge Rating: 5
Alignment: Lawful Neutral
Possessions: Belt of Giant Strength +4; Boots of Riding (Ride +3); Full Plate +2; Longsword +2 (Defending); Shield, Heavy;
Posted in Character and tagged fighter by Stephen Hilderbrand with no comments yet.
Character: Bip Beppo (Lvl 6)
While recovering from a beating he received after trying to impress some ladies with his magery, Bip found religion. He is now practicing to be a preacher one day. He still plays with magic in his spare time, but he knows it doesn’t get him very far, in love or in life.
He still searches for a soothing aphrodesiac that he might wield against the ladies…
Bip Beppo
Small-size Male Gnome
Cleric3 Illusionist3
Hit Dice: (3d8)+(3d4)+18
Hit Points: 49
Initiative: +1
Speed: Walk 20 ft.
AC: 14 (flatfooted 13, touch 12)
Attacks: Crossbow, Light +3;Hammer +1/+1 (Gnome Hooked) (two handed) N/A; ;
Damage: Crossbow, Light 1d8;Hammer +1/+1 (Gnome Hooked) (two handed) N/A; ;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +1 racial bonus on attack rolls against kobolds and goblinoids., +2 bonus to Spellcraft when learning Illusion, +2 racial bonus on saving throws against illusions., +4 Dodge bonus to Armor Class against monsters of the giant type., Speak with Animals (burrowing mammal only, duration 1 minute)., Spontaneous casting, Summon Familiar, Turn Undead (Su) 3/day (turn level 3) (turn damage 2d6+3)
Saves: Fortitude: +7, Reflex: +3, Will: +9
Abilities: STR 9 (-1), DEX 12 (+1), CON 16 (+3), INT 17 (+3), WIS 17 (+3), CHA 11 (+0)
Skills: Appraise 3; Balance 1; Bluff 0; Climb -1; Concentration 12; Craft (Untrained) 3; Decipher Script 4; Diplomacy 0; Disguise 0; Escape Artist 7; Forgery 3; Gather Information 0; Heal 8; Hide 5; Intimidate 0; Jump -7; Knowledge (Arcana) 12; Knowledge (Architecture and Engineering) 4; Knowledge (History) 6; Knowledge (Religion) 8; Knowledge (The Planes) 5; Listen 5; Move Silently 1; Profession (Bookkeeper) 4; Ride 1; Search 3; Sense Motive 3; Spellcraft 14; Spot 8; Survival 3; Swim -1;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Brew Potion, Martial Weapon Proficiency (Hammer (Gnome Hooked)), Scribe Scroll, Shield Proficiency, Silent Spell, Simple Weapon Proficiency
Challenge Rating: 6
Alignment: Chaotic Good
Possessions: Bolts, Crossbow (50); Caster’s Shield; Crossbow, Light; Eyes of the Eagle; Gloves of Object Reading; Hammer +1/+1 (Gnome Hooked); Outfit (Monk’s/Small); Potion of Barkskin +5; Potion of Cure Serious Wounds; Potion of Haste; Vest of Escape;
Deity: None Domains: Creation(Cast Conjuration (creation) spells at +2 caster levels.) Knowledge(All knowledge skills are class skills. You cast divinations at +1 caster level.)
Spells:
Innate: Speak with Animals, Dancing Lights, Ghost Sound, Prestidigitation
Spells per Day: (4/3+1/2+1/0/0/0/0/0/0/ DC:13+spell level)
Cleric – Known:
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
Level 1: Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Create Water, Cure Light Wounds, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Secret Doors, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Evil, Protection from Law, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I
Level 2: Aid, Align Weapon, Augury, Bear’s Endurance, Bull’s Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Delay Poison, Detect Thoughts, Eagle’s Splendor, Enthrall, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Minor Image, Owl’s Wisdom, Remove Paralysis, Resist Energy, Restoration, Lesser, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Zone of Truth
Spells per Day: (4+1/3+1/2+1/0/0/0/0/0/0/ DC:13+spell level)
Wizard – Known:
Level 0: Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue
(more to be added)
Posted in Character by Stephen Hilderbrand 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.
Creature: Fireflyers (CR 1-13)

Fireflyers are like will-o-the-wisps, except they take the form of glowing parchments that float in the night sky. The parchments represent the spells they cast when in danger, but do not disappear when the spell is cast. The most common cast burning hands, the uncommon ones fireball or flame strike, but the rare fireflyers cause earthquakes. There are tales of a wish fireflyer, but (oddly) nobody can corroborate this rumor. There are also tales of wizards trapping read magic or light fireflyers in their towers in order to take advantage of their spell-like abilities.
The effects are as scrolls of the spells cast at the lowest caster level possible.
Fireflyer
Size/Type: Tiny Construct (any terrain)
Hit Dice: variable (equal to the spell level)
Initiative: +1
Speed: fly 60 ft. (12 squares).
Armor Class: 26 (+2 size, +4 Dex, +10 natural), touch 23
Base Attack/Grapple: see text
Attack: see text
Full Attack: see text
Space/Reach: 5 ft./5 ft.
Special Attacks: spells
Special Qualities: Darkvision 60 ft.
Saves: Fort +3+lvl, Ref +5+lvl, Will +6+lvl
Abilities: Str 3, Dex 18, Con 11, Int 18, Wis 15, Cha 11
Skills:
Feats: Combat Casting, Quicken Spell, Lightning Reflexes
Environment: any
Organization: Solitary (sheet), pamphlet (5-10), or book (30-40)
Challenge Rating: caster lvl
Treasure: none
Alignment: true neutral
Advancement: none
Level Adjustment: —
Combat
Fireflyers go about their business, but if backed into a corner, they unleash their spells.
Spells
Fireflyers cast the arcane magic written upon them at the lowest level required to cast the spell.
Posted in Creature and tagged construct by Stephen Hilderbrand with no comments yet.
Character: Moire Nia-Taín (Lvl 16)
Moire Nia-Taín
Medium-size Male Deep Dwarf
Fighter11 Cleric5
Hit Dice: (11d10)+(5d8)+80
Hit Points: 201
Initiative: +1
Speed: Walk 20 ft.
AC: 23 (flatfooted 22, touch 11)
Attacks: *Jok’s Sword +4/Anarchic +26/+21/+16; ;
Damage: *Jok’s Sword +4/Anarchic 1d8+16; ;
Vision: Darkvision (90′)
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +1 racial bonus on attack rolls against orcs and goblinoids, +2 racial bonus on Appraise and Craft checks that are related to stone or metal., +3 racial bonus on saving throws against poison., +3 racial bonus on saving throws against spells and spell-like effects., +4 Dodge bonus to Armor Class against monsters of the giant type., Light Sensitivity: Deep Dwarves are dazzled in bright sunlight or within the radius of a daylight spell., Rebuke Undead (Su) 3/day (turn level 5) (turn damage 2d6+5), Spontaneous casting, Stability, Stonecunning
Saves: Fortitude: +16, Reflex: +5, Will: +10
Abilities: STR 24 (+7), DEX 12 (+1), CON 20 (+5), INT 13 (+1), WIS 16 (+3), CHA 10 (+0)
Skills: Appraise 1; Balance -4; Bluff 0; Climb 9; Concentration 5; Craft (Untrained) 1; Diplomacy 0; Disguise 0; Escape Artist -4; Forgery 1; Gather Information 0; Handle Animal 8; Heal 3; Hide -4; Intimidate 11; Jump 3; Knowledge (Arcana) 3; Knowledge (Religion) 2; Listen 3; Move Silently -4; Ride 12; Search 1; Sense Motive 3; Spellcraft 4; Spot 3; Survival 3; Swim 0;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Combat Casting, Combat Expertise, Exotic Weapon Proficiency (Sword (Two-Bladed)), Improved Critical (Sword (Two-Bladed)), Improved Overrun, Improved Sunder, Improved Trip, Knock Down, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Sword (Two-Bladed)), Weapon Specialization (Sword (Two-Bladed))
Challenge Rating: 16
Alignment: Chaotic Evil
Possessions: Belt of Giant Strength +4; Boots of Speed; Gauntlets of Ogre Power; Jok’s Dwarven Plate +4 (Spell Resistance); Jok’s Sword +4/Anarchic; Ring of Freedom of Movement; Ring of Mind Shielding;
Deity: None Domains: Chaos(You cast chaos spells at +1 caster level.) Evil(You cast evil spells at +1 caster level.)
Spells:
Spells per Day: (5/4+1/3+1/2+1/0/0/0/0/0/ DC:13+spell level)
Cleric – Known:
Level 0: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
Level 1: Bane, Bless, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Good, Protection from Good, Protection from Law, Protection from Law, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I
Level 2: Aid, Align Weapon, Augury, Bear’s Endurance, Bull’s Strength, Calm Emotions, Cure Moderate Wounds, Darkness, Death Knell, Delay Poison, Desecrate, Desecrate, Eagle’s Splendor, Enthrall, Find Traps, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Owl’s Wisdom, Remove Paralysis, Resist Energy, Restoration, Lesser, Shatter, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Zone of Truth
Level 3: Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Continual Flame, Create Food and Water, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Glyph of Warding, Helping Hand, Inflict Serious Wounds, Invisibility Purge, Locate Object, Magic Circle against Good, Magic Circle against Good, Magic Circle against Law, Magic Circle against Law, Magic Vestment, Meld into Stone, Obscure Object, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Speak with Dead, Stone Shape, Summon Monster III, Water Breathing, Water Walk, Wind Wall
Posted in Character and tagged fighter by Stephen Hilderbrand with no comments yet.