Before selecting to run this encounter it is important to take a moment and become familiar with your PC’s encumbrance and their weight as the bridge in Section 2 is very sensitive to how much weight it will support before collapsing.
This encounter is best suited for a party of four, between 2nd and 4th level. It can be lowered to a party of 1st level adventurers, but the goblins should be out of the cave chasing after Fade, leaving Baskyett unconscious in Section 3, and leaving the PC’s to only overcome the bridge and/or trap along the ledge. The encounter can however be easily adapted for higher level parties by adding more goblins, or by advancing the goblins that exist already in the warrior class. Note: This encounter is meant to be a challenge to those parties that DO NOT possess magic (or other means) that will enable them to completely bypass the bridge and/or ledge in Section 2. Otherwise this encounter is not nearly as challenging and should be reduced accordingly.
The DM should note that the reference to Hand's Peak can be changed so that this encounter may fit into the side of any mountain, cliff, or hilly area. This cavern can also be ported underground and be an offshoot from an existing cavern. If this option is selected the DM must remove the references to Hand's Peak, and it’s description, in this encounter.
There are no females, nor young goblins in this encounter for a specific reason. This reason is because Vugrok’s home had been overrun by competitors and he took his last band of loyal goblins out to start over in a new area. Along the way they ran into another small band of goblins and offered them (Grrtik, Minnak, and Kragak), a chance to join their band. With no other real alternative, the three agreed, with Grrtik and Minnak however feeling a need to prove themselves to their new family. These three have yellow skin, while Vugrok's band has deep red skin.
The use of goblins in this encounter is not exclusive and may be replaced with kobolds, or any other small, light-weight, (semi-)intelligent, evil(ish) creatures.
Baskyett is a Halfling that makes her living as a weaver and alchemist who has recently discovered a group of goblins living in a cave she has laid claim to at the base of Hand’s Peak, a rocky outcropping that resembles its name. Knowing the goblin tongue, she set out, with her riding dog and companion, Fade (a Blink Dog), to see if they could convince the creatures to leave. She met with their leader alone, a goblin who identified himself as Vugrok. Through the course of this initial meeting the two realized they both shared a passion for weaving, and some chemistry sparked between them. Although they were of two different races and from diverse backgrounds, they knew they had been meant for one another. They then planned to meet in two days time to discuss options of the other goblin’s resettlement. Vugrok agreed because he was so infatuated with Baskyett that he would be willing to disperse his tribe and settle down with her.
When Vugrok returned with the news his followers thought he had gone mad, or fallen under a spell. They locked him up (for his own safety of course) until he could regain his senses. The other goblins opted to ambush Baskyett and Fade when the day of the meeting arrived. They managed to capture Baskyett and proceeded to knock her unconscious, but could not capture Fade due to his Dimension Door ability. Fade believes Vugrok double-crossed them and has tried several times to free Baskyett, and has seen Vugrok loose while Baskyett is still caged. Vugrok witnessing his love captured and knowing most likely that she would be killed had come up with a hasty plan. He stated he was under the effects of a spell, that had just recently worn off which the others did not believe at first. He then demonstrated that he was still blessed by the gods by spending a full day in the bitter cold water purifying himself, without any sign of ill-effect (thanks to his Endure Elements). The other goblins believed him, if hesitantly, and placed at least one other goblin to watch him to ensure he doesn’t exhibit signs of still being under the influence of Baskyett. He has kept the other goblins from killing Baskyett so far because he says she may still be of use to them. But Vugrok fears with each passing day they may believe he is still under her spell and kill them both. Vugrok is stuck, uncertain as to how to help himself, his true love, and his family of goblins that traveled so far with him as their leader. He is never left alone with Baskyett and she has not regained consciousness yet. The other goblins are wise to Fade’s ability to shift from one place to another and are constantly on guard because of this. The main reason the goblins refuse to leave is because the cave offers a great location, protection from other wild creatures and because they find the cavern walls fascinating and entertaining as well.
In truth, these scintillating colors are produced from a moss that grows along the cavern walls and radiates the coloring outward onto the walls. When dried and ground up properly, the moss is a key component for making the minor wondrous item Dust of Illusion. It may also be added to fabric, wool, and other weaving materials at this stage to cause the item to change color constantly. If the moss is removed from the walls and not dried and ground properly, it loses its scintillating colors within an hour’s time. The cavern has enough moss altogether, that if gathered correctly, requiring a craft (alchemist) DC of 15, could net up to 600 gold if sold to someone who can create Dust of Illusion. The amount gathered can create a total of two doses of Dust of Illusion or four unique color-changing weavings, and the cavern will re-grow that same amount of moss in a year's time. Baskyett has been tending the moss in the cavern for a number of years, and grinds up bits of the moss to create her wonderful weavings that are considered by many to be masterwork quality art pieces and are often displayed by those who are rich enough to afford her work.
If one of the party members is a druid they might have heard, or know of Baskyett’s weavings and her druidic lifestyle (although she herself is not a druid). The party Rogue or Bard might learn through gathering information or Bardic Lore that Baskyett who is usually in contact with the locals and the druids nearby, selling her weavings and trading for goods, has not been seen in some time. Rumor has it that she travels with a Blink dog named Fade, who has been spotted on the nearby trails. If one or more of the party members are Halfling, than Baskyett might be a distant relative and has asked Fade to find them for help.
The group comes across a yellow-brown furred dog with big ears (Fade, the Blink dog) sitting in the middle of their path. The animal seems anxious and perks up as the group approaches. He barks once and becomes slightly agitated, limping about. The group can make out that the dog has blood running down his left hind leg. The dog limps off the path, and down a nearby game trail. He barks again, then hops a few feet down the game trail, turning to see if you follow him. If the group does not follow him, Fade utilizes his Blink or Dimension Door ability to draw attention to himself and try to indicate that the party follow him to where Baskyett is being held captive. If the group has some means of communicating with Fade he will explain that he was injured (down to half of his hp currently) trying to save his traveling companion, a Halfling by the name of Baskyett, who has been captured by goblins. He will explain that they are in a cave at the base of Hand’s Peak, and will even be able to describe each of the Sections (1, 2, and 3 [but not the secret door in Section 3 as Fade doesn't know about that]) and give a rough account of the total number of goblins.
The group could simply stumble upon the goblin’s lair, due to their curiosity of spotting Hand’s Peak from a distance and witness Grrtik and Minnak (the two goblins on watch) firing arrows at a dog (Fade the Blink Dog) as he attempts another rescue attempt of Baskyett. If the party doesn't intercede, Fade will vanish (using his Dimension Door ability to escape) once he's reached 75% of his hitpoints. Fade doesn't directly engage the goblins during this, as he is just attempting to let the goblins use up all their arrows and distance weapons.
The party could be shopping, or traveling through a small town and discover one of Baskyett's weavings. They are unique (with there constant color-changing ability), non-magical, but highly valuable and entertaining. The shopkeeper could explain that a local weaver by the name of Baskyett creates these wonderful pieces of artwork, but she is overdue on her latest delivery and the last one he has in stock is already spoken for. This is very unlike Baskyett and the shopkeeper is concerned that something might have happened to her (and is also worried for his potential profit loss from selling her weavings).
[Size=+1]Important NPC’s in This Not-So Random Encounter:[/Size]
Fade, Blink Dog, Magical Beast; CR 2; Size M; HD 4d0 (22 hp); Init +3; Spd 40 ft.; AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13; BAB +4, Grapple +4; Bite +4 Melee (1d6); Space/Reach: 5 ft./5 ft.; SA: -; SQ: Blink, darkvision 60 ft., dimension door, low-light vision, scent; SV: Fort +4, Ref +7, Wil +4; AL: Neutral Good; Str 10, Dex 17, Con 10, Int 10, Wis 13, Cha 11.
Languages Spoken: Blink dogs have their own language, a mixture of barks, yaps, whines, and growls that can transmit complex information..
Skills and Feats: Hide +3, Listen +5, Sense Motive +3, Spot +5, Survival +4; Iron Will, Run, Track.
Blink (Su): A blink dog can use blink as the spell (caster level 8th), and can evoke or end the effect as a free action.
Dimension Door (Su): A blink dog can teleport, as Dimension Door (caster level 8th), once per round as a free action. The ability affects only the blink dog, which never appears within a solid object and can act immediately after teleporting.
Background/Motivation/Personality: Fade is a Blink dog with a quirky sense of humor. He was given to Baskyett as a pup from a Druid acquaintance and was groomed to be her mount, and eventually became her closest friend. At first he didn’t realize his own innate abilities and would accidentally Dimension Door out from underneath Baskyett while she was riding him. Now that he has figured out how to do this on command he rather seems to enjoy doing it. It’s all in good fun, and Baskyett has a good sense of humor about it (most times). He now focuses his attention on how to rescue Baskyett from the vile goblins that took her away and to exact revenge on the one called Vugrok for (what he believes) double-crossing them.
Combat Tactics: Fade doesn't like to fight, but he will if he is left no other option. He much prefers to use his Dimension Door and Blink ability to annoy creatures that persist in fighting him. If the PC's attempt to free Baskyett, Fade will help if they look like they're in trouble, but will stay out of the way if things are going favorably. He will of course follow the PC's into the cavern and use his Dimension Door ability to be safely out of combat, coming back to check every few rounds on the PC's progress.
Grrtik, male goblin Warrior 2: CR 1/2; Size S (3 ft., 6 in. tall, 43 lbs., Hair: black, Eyes: yellow); HD2d8+2 (11 hp); Init +1; Spd 30 ft.; AC 15 (+1 Size, +1 Dex, +2 Leather Armor, +1 Buckler), touch 12, flat-footed 14; BAB +2, Grapple -2; Morningstar +3 melee (1d6), or Dagger +3 melee (1d3), or Short bow +3 ranged (1d4); Space/Reach: 5 ft./5 ft.; SA: -; SQ: Darkvision 60 ft.; SV: Fort +4, Ref +1, Wil -1; AL: Neutral Evil; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6.
Spells: (DC 11 + the level of the spell) 0 – Ghost Sound, Purify Food and Drink, Mending; 1st – Comprehend Languages, Cure Light Wounds, Command, Endure Elements
Possessions: Quarterstaff (2 lbs.), Baskyett's brown Cloak of Resistance +1 (0 lbs.).
Background/Motivation/Personality: Vugrok is a mystic seer, like his father and his father before him. The males in his family have always had the ability to bring forth magic to help their kin, and used it for their advantages. More and more he felt that the he was an outsider and felt an urge, a calling perhaps, to leave…to travel. He didn’t possess the cruelness or savagery that his fellow goblins seemed to have. When an uprising occurred and he was ousted, he gathered a gang of goblins that were loyal to him and took up a pilgrimage to find a new home. They traveled far and encountered three other lost goblins searching for a new place. He took them in, adding them to his new family. Upon finding a cavern in Hand’s Peak, he believed he had reached his destination. For the colors that shifted before his very eyes in the alcove he thought to be a sign. He used his spells to add voices to the colors, entertaining his tribe and providing much amusement. When the Halfling who called herself Baskyett came about and wanted to speak with their leader, he told the others that he would go alone. That way, if it was a trap, only he would be in danger of being caught. Once he met her, and learned of her talents, he knew the gods had led him away from home for a purpose. That purpose was to meet his soul mate, Baskyett. He tries in vain to keep the other goblins from killing her, while all the time trying to find a way to escape from the others and start a new life with Baskyett. He is never left alone with her and she has not awoke from her unconscious state so he cannot even talk to her. He is running out of ideas and options and is afraid that both their lives are doomed, as he will willingly give his life for Baskyett’s. His holy symbol (divine focus) is his quarterstaff (which has been passed down from father to son) and he tends to pray/meditate first thing in the morning for his spells.
Baskyett, female halfling Expert 6: CR 5; Size S (2 ft., 9 in. tall, 25 lbs., hair: dark brown, Eyes: deep brown, age: 39); HD 6d6; hp 21; Init +0; Spd 20 ft.; AC 11 (+1 Size); +4 BAB, Attack +5 melee (+1 Size), or +4 ranged [+5 if using sling or thrown weapons]; SV Fort +2, Ref +2, Will +6; AL: Neutral Good; Str 10, Dex 10, Con 10, Int 16 (+1 Stat bonus for level), Wis 13, Cha 14.
Languages Spoken: Common, Halfling, Goblin, Sylvan.
*This skill is a cross-class skill, while all the others are considered to be class skills for Baskyett.
Possessions*: Sling 0 lbs., Bullets, sling (50) 12.5 lbs., Leather armor (masterwork) 7.5 lbs., Artisan's tools, masterwork 5 lbs., Backpack (empty) 0.5 lbs., Bedroll 1.25 lbs., Blanket, winter 0.75 lbs., 5 x Candle 0 lbs., Cloak of resistance +1 (worn by Vugrok) 0 lbs., Dagger 0.5 lbs., Fishing net, 25 sq. ft 5 lbs., Flint and steel 0 lbs., Mirror, small steel 0 lbs., 3 x Potion of Cure moderate wounds (In the secret room) 0 lbs., 2 x Pouch, belt 0.25 lbs., Ring of Protection +1 (In the secret room) 0 lbs., Rope, silk (50 ft.) 5 lbs., 2x Sack (empty) 0.25 lbs., Spade or Shovel 8 lbs., 6 x Spear 12 lbs., Tent 5 lbs., Traveler's outfit 1.25 lbs., Waterskin 1 lbs., Whetstone 0.5 lbs. 344 gp, 6 sp, 3 cp
*: Baskyett’s possessions have been strewn across the room in Section 3, and any and all useful items have been split amongst different goblins.
Background/Motivation/Personality: Baskyett is a carefree Halfling who spends her time in the wilds, communing with nature and drawing inspiration from that for her weavings. Her artwork has become somewhat popular, due to the constant color-changing material, but she feels that she was missing that special someone to share a deeper connection with. Sure she had Fade, a Blink Dog with his peculiar sense of humor, since he was a pup as her companion, but she knew somewhere there was someone who shared her passion for weaving. Fade tolerated her indulgences, and always seemed more interested in other things and the need to set things right, while she tended to see things fine the way they were. When she had heard that goblins had taken up lair in Hand’s Peak, she worried that she could no longer make her unique weavings, and set out to see if she could ask them to leave. Fade seemed much more adamant about their leaving and willingness to use force, but she believed she could use more diplomatic means. When she spoke with their leader, a goblin known as Vugrok, she felt an instant attraction. Here was a creature that not only appreciated and admired her skills as a weaver, but was a weaver himself. She knew he was her soul mate, and he had been willing to move his goblins out of her cave. When she was ambushed by the other goblins she believed that Vugrok had nothing to do with it and allowed the goblins to capture her in order to find out what they had done to him.
Goblin, male Warrior 1: CR 1/3; Size S; HD1d8+1 (5) HD 1d8+1 (5 hp); Init +1; Spd 30 ft.; AC 15 (+1 Size, +1 Dex, +2 Leather Armor, +1 Buckler), touch 12, flat-footed 14; BAB +1, Grapple -3; Morningstar +2 melee (1d6), or Dagger +2 melee (1d3), or Javelin +3 ranged (1d4); Space/Reach: 5 ft./5 ft.; SA: -; SQ: Darkvision 60 ft.; SV: Fort +3, Ref +1, Wil -1; AL: Neutral Evil; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6.
[Size=+1]What if the PC's Like to Take Captives?[/Size] It happens, most of the time when the DM least suspects it. What if the PC's take other goblins, other than the one's described, as prisoners? Sooner or later they'll want to know the goblin's names, why they're here, or even perhaps to some degree or another, what motivates them. Listed below are suggested names and brief personality traits for the goblins that are placed in this encounter. Note these are in addition to the motivation that they are loyal to their leader, Vugrok, and were following his wisdom and guidance. If extra goblins are needed to increase the Challenge Rating you may opt to have several goblins having similar (or different) motivations but the naming of which will be left up to the DM. Prokak - Personality: His divine faith in Maglubiyet (or substitute any god who's focus is for procreation). He feels he is compelled to act according to his religious beliefs. Although the tribe does not have any females, he sees this as a test to prove they are truly worthy. Gudak - Personality: Gudak is a very vile being who is into Sadism. He enjoys harming others and inflicting pain and misery on any the goblins capture. He toys with Baskyett and has already killed off two other prisoners. The only reason Baskyett isn’t dead yet is because their leader, Vugrok (who is also a weaver), is trying to extract how Baskyett makes her beautiful weavings. Lamak - Personality: Lamak has one simple goal in life and that is a desire for money/treasure. The more he can acquire, the happier he is. The shinier the art object for example, the more he desires it. Goprak - Personality: He has an incredible Napoleon complex and seeks to destroy any and all who are taller than the goblin race. He feels it is his duty as a goblin to rid the world of the "tall-ones". Sroggek - Personality: He desires to be a powerful leader, like Vugrok, and take charge of the goblin tribe when Vugrok passes. He feels he can bring about change as strong leader, but understands that Vugrok still possesses much wisdom, which is why he hasn’t relieved him of his position yet. Timak - Personality: He is a consummate thrill seeker. He has a passion for exploration and any adventures dealing with risk. Cashnak - Personality: A deep hatred of Kragak. His hate runs deep, and dominates his personality. The reason he feels this way is because he believes Kragak has never truly embraced the new tribe, like Minnak and Grrtik have. Sodrak - Personality: Like that of a vegetable. Simply put all he thinks about is what he’s told to do and does it. He knows no other way to get by in the world and that’s ok by him.
This map shows the layout of the cavern and not-so-random encounter. The goblin placements are just a suggestion and may be modified as the DM sees fit. The goblins positions shown in Section 3 show where they are located before they are warned. The goblin leader, Vugrok, is asleep, as are the five goblins grouped together. The goblin right by Vugrok and the two in front of the wooden post cage are awake.
Read the following out loud:
You approach the area known as Hand’s Peak, and quickly realize why it has earned that name. The hillside itself resembles a gigantic hand with outstretched fingers spanning upwards towards the sky at a sharp angle, as if the very land itself is stretching towards the heavens. Dotting along the upper side of the rocky incline, one can see the scrub brush, small pines and birch that have sprung up in a poetic form of life’s struggle of defiance in this harsh environment. The blowing wind picks up now and again, carrying with it the abundant smells that can only be found in the wild. Along the Northern slope of Hand’s Peak you can barely make out what appears like a small cave entrance behind some large boulders.
The cave opening itself is about six feet tall and around ten feet wide. It opens a little wider inside and then narrows again near Section 2. There is a slight glow from the torches in Section 2 that does not radiate outwards enough to Section 1 to provide sufficient light to see. The adventurers will need to provide some type of light source, or have access to darkvision in order to see into the cave.
In the shadow of the cave’s entrance, out of direct view, two goblins by the name of Grrtik and Minnak, stands ever vigilant. Both are well aware that the Halfling’s magical dog is out there somewhere, and they plan to alert the others if it shows up again. If either Grrtik or Minnak spot the adventurers or Fade (the blink dog), they will immediately alert Kragak, the other goblin standing further inside the cave. Kragak, a younger goblin, does not see the point that Grrtik or Minnak are trying to make and spends most of his time while on watch obsessed with the colors of the cavern walls on the far side of the dilapidated bridge. It is important to note that these three’s skin coloring is red, and all the other goblin’s skin colors are brown.
Grrtik or Minnak will first sound the alarm and then take up positions behind the boulders for cover, while using their bows against the intruder(s). Their goal is to delay those who approach the cavern long enough for reinforcements to arrive. Both will fight to the death. Grrtik and Minnak are brothers and although they are fiercely competitive with each other, they both care deeply for one another. If one of them is killed, the other will focus solely on trying to kill the individual responsible for killing their brother (if they saw who it was). Both are trying to vie for position within the tribe and take any opportunity to start a fight to show their prowess in combat.
Kragak will immediately move for help once he has been alerted to the situation, pulling his dagger from his belt as he moves across the bridge. Once across the bridge he shouts down the passageway for reinforcements from Section 3.
Read the following out loud:
As you enter this portion of the cave, it expands outward into a large opening with an old, dilapidated, wooden bridge swaying back and forth across the expanse. The bridge itself is nearly ten feet wide with slimy wooden planks, and the existing guide ropes are frayed, unattached to the bridge, and obviously intended for individuals of small stature. There is a small four inch ledge that skirts the Eastern wall all the way to the other side of the bridge. Below is a 30-foot drop into a crevasse filled with sharp looking stalagmites, some of which are protruding from a pool of clear stagnant water. On the opposite side of the bridge, lit by torches, is a small alcove which appears to be four feet high, twenty-five feet deep and thirty feet wide tapering smaller towards the back. A scintillating display lights up the northern wall of the alcove and the wall itself seems to change colors before your eyes.
Anyone possessing the Knowledge (architecture) skill may make a roll to determine the structural integrity of this bridge, consulting the chart below to determine what the character(s) might know.
10: The wood slats appear to be rotted and damp with slime and the guide support ropes looks frayed, you’re not sure whether the bridge would support you and your allies, but your fairly certain that if you try to go across quickly it will fall apart under foot. 13: The design of the ropes and knots used in the construction lead you to believe that this bridge, although at first appearance might not support you and your allies, should hold at least for one more use or so, if you move slowly. 15: Upon further reflection, you’re fairly certain that the bridge is designed to hold a certain amount of weight and no more than one individual should cross at once. 20: With you vast array of knowledge in this field you quickly devise the method that the builder used in this construction. Doing some quick calculations, you’re confident in your belief that the bridge could support up to 100 pounds at any one time. 25: You’re certain that the right side of the rope bridge nearest you is the weakest link and will snap if more than the maximum weight is put upon the bridge at once. You know that by re-securing another rope to the existing one beneath the second plank (Use rope DC 15), it will hold up to 250 pounds and not cause anyone to fall into the sharp stalagmites sticking out of the water below.
Kragak has no real desire to fight in melee, and readies an action to cut the guide ropes on the bridge if any intruder(s) who happen to get by Grrtik and Minnak start across it. Once he has cut one of the guide ropes he will move to the other guide rope and cut it, afterwards hunkering down behind one of the half-walls for cover waiting for the other goblins to arrive. If the PC's still attempt to cross the bridge, Kragak will fire sling bullets at them until they either get within twenty feet of his side of the bridge (which he will then flee to Section 3), they fall off the bridge, or retreat back to the opposite side. If any of the PC's can speak goblin and give him a choice to surrender, Kragak will stale as he knows the other goblins in Section 3 have been alerted and try to parlay with the PC's in order to buy more time for them to prepare. If he is injured below 50% of his hitpoints from ranged attacks, Kragak will flee down the tunnel towards Section 3.
If the guide ropes for the bridge have been cut, anyone attempting to cross it moves at half-speed and must make a Balance check DC 7, due to the slippery wooden planks and the swaying motion of the bridge, or fall into the stalagmites and water below. Anyone who falls takes 3d6 damage from the fall and has a chance (Attack +8 melee), of having 1d4 spikes hit them for 1d4 damage each. If the guide ropes have not been cut the Balance check is DC 5 and an individual who fails that may make a Reflex save DC 20 to grab one of the guide ropes to avoid falling. Although these ropes are frayed they will each hold up to 300 pounds before breaking. A Strength check DC 12 is sufficient to pull oneself back up onto the bridge.
Remember the following if the PC's attempt to cross the bridge:
Being Attacked while Balancing: You are considered flat-footed while balancing, since you can’t move to avoid a blow, and thus you lose your Dexterity bonus to AC (if any). If you have 5 or more ranks in Balance, you aren’t considered flat-footed while balancing. If you take damage while balancing, you must make another Balance check against the same DC to remain standing.
Accelerated Movement: You can try to walk across a precarious surface more quickly than normal. If you accept a –5 penalty, you can move your full speed as a move action. (Moving twice your speed in a round requires two Balance checks, one for each move action used.) You may also accept this penalty in order to charge across a precarious surface; charging requires one Balance check for each multiple of your speed (or fraction thereof ) that you charge.
If the goblins in Section 3 have been alerted then those that were asleep wake up and arm themselves. After three rounds, five goblins come up the tunnel to support Kragak, while the others prepare and keep an eye on Vugrok. The goblins will use cover from the half-walls and simply chuck spears at any PC’s foolish enough to attempt to cross the bridge or climb the ledge to get to them. After their ranged weapons are gone, they will wait for the PC’s to approach, and try to block their path into the alcove by engaging in melee combat. At this stage they try to keep the PC’s on the bridge (forcing them to make Balance checks), while they are on the solid ground of the alcove.
If the adventurers choose not to cross the bridge, they may opt to use the ledge on the Eastern wall. Anyone attempting to move along the ledge must make a Climb check DC 10 or fall. If anyone fails, they take 3d6 damage from the fall and have a chance (Attack +8 melee), of having 1d4 spikes hit them for 1d4 damage each. This ledge however has a trap approximately halfway around set to knock anyone who triggers it off the ledge and into the pit of sharp stalagmites and frigid water below.
Stalagmite Pit Trap: CR 2, mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 30 ft. deep (3d6, fall); pit spikes (Attack +8 melee, 1d4 spikes for 1d4 damage each); Search DC 10; Disable Device DC 15. Market Price: 200 gp
Although the water in the cavern isn’t more than two feet deep, the temperature is extremely cold. Anyone exposed to the water suffers 1d6 points of damage from hypothermia per minute of exposure. This shouldn’t become a problem due to the amount of time needed to be exposed to the water. However it is important that the DM plays up the seriousness and describes the bone chilling cold of the water to anyone who either falls into the water or explores the area later.
At the back of the large alcove there is a tunnel that is about five feet wide, and roughly three feet tall that slopes downward 20 degrees which leads to Section 3.
Read the following out loud:
You’ve entered what appears to be a large, wide, low-ceiling cavern where the goblins have made their lair. Along the Western wall is a small pool of stagnant cave water, and the Eastern wall has a niche cut out which appears to be where the goblins make their bed and a pile of goods seem strewn about, along with a fire pit just southwest of their sleeping area. Along the Southern wall, directly opposite of the entrance, you can see three alcoves that have been carved out, two of which seem to have some kind of wooden post cage over them. Four goblins have a Halfling female who appears to be bound and gagged at knife point. The older looking goblin, who is leaning on a wooden staff with feathers strapped to it, raises his hand and in common says, “If you want her to live, please stop where you are.”
This is where Baskyett is being kept prisoner, and where the goblins have their communal living area. Most of Baskyett's possessions have been strewn across the lair, and most mundane items have been picked through and are being used by the goblins. Two goblins hold a slumping unconscious Baskyett, while another holds a knife to her. Vugrok implores the PC’s in common to help him save his love and asks for their help. He states they cannot understand common and they believe he is negotiating with the PC’s. He says the goblins will kill her if they approach or do anything aggressive. He offers that if the PC’s allow the goblins to go in exchange for the Halfling, they might be willing to make such a trade. Vugrok offers if they can keep from harming these or any surviving goblins he will reward them with treasure.
It is up to the party to decide how to handle this situation from here on out. Do they believe the goblin who is speaking common? Do they attack and hope that the goblins are bluffing? Is this Halfling Baskyett and is she even alive? Or do they try to negotiate a peace with the goblins through their mediator who seems to have his own agenda?
If the PC's try to talk, the DM can opt to roleplay this portion out or have Vugrok offer to use his Ghost Sound to try to convince the other goblins that there are more outsiders up in Section 2 and their sound is echoing down the passageway.
If the PC’s decide to fight, the goblin with the knife has a readied action to strike at Baskyett. Baskyett is considered to be helpless, as she is currently unconscious. After striking Baskyett, this goblin will join the other two who rush forward to fight, while Vugrok runs towards Baskyett to try to save her. Vugrok will use his Cure Light Wounds if Baskyett is not dead, otherwise he will scream in rage and fall to the ground with tears flowing from his eyes. The other goblins will attempt their best to get past the adventurers (if Vugrok has not used his Ghost Sound) and try to escape out of the cavern. If Vugrok has used the Ghost Sound the goblins fight to the death.
Wooden Post Cage:
Inside these crude wooden cages, in one of the alcoves are a couple of humanoid skeletons (both are elves). They have no clothes or items on them. They were found out in the wilds by the goblins and brought into the cavern for no other reason than to have them as ornamental background.
If they diplomatically solve the situation without harming the goblins Vugrok will reveal the secret room. The goblins have dug out a small room along the Northern wall of the chamber, lined it with wooden posts, spackled it with mud to made a hidden room, which otherwise requires a Search DC 15 to discover. In the room is all of the treasure that the goblins have acquired since taking up residence here in Hand’s Peak. In here is one of Baskyett’s latest masterwork rugs (3 ft. x 5 ft.) that changes colors while you look at it (200 gp). Baskyett's ring of protection +1) is also in here, as are her three small vials (potion of cure light wounds x 3).There is also an amount of treasure, equivalent to the standard treasure rating for the appropriate encounter level. Using the default array for an encounter of 2nd – 4th level adventurers there is 104 gp (all but 23 gp belongs to Baskyett), 422 sp, 1,657 cp in coins, three gems (moss agate [ 12 gp], blue quartz [ 8 gp], and a tiger eye turquoise [10 gp]), a silver comb with an amber stone in the handle (101 gp), and 12 square yards of silk (120 gp) that Baskyett was using in her weavings.
If either Baskyett or Vugrok survives (and the other does not) they will be heart broken and withdraw from society. Neither will ever weave again. If none of the other goblins survive except Vugrok, he is saddened but able to move on with his life if Baskyett is alive to help him. Otherwise He becomes obsessed with communing with her spirit and/or even wanting the PC’s to pay for a Resurrection or Raise Dead (if it is available). Fade seeks to have Vugrok tried for his crimes, believing he is solely responsible if Baskyett dies. Although this contest does not wish for there to be any possibility of long-term plots, an optional element if the DM wishes is to have the survivor quietly blame the PC’s for their interference and potentially become an antagonist later on.
If both Baskyett and Vugrok survive they are happy to finally be able to express their love and feel indebted to the PC’s. They offer to combine their skills in weaving and make the adventurers a beautiful color-changing rug, blanket, shawl, or any other possible item that they wish for that can be woven. They gladly offer to do this for just the material costs. Since there are no DC’s for weaving items, I’ve provided a very basic guide for general items. A simple 3 ft. x 5 ft. rug is a craft DC 7 while any form of clothing weaved would be craft DC 10. If the PC’s ask for specific designs to be incorporated into the weaving (such as a family crest, their likeness, etc.) increase the craft DC by 5 for the item. Again, these DC’s are just there for example and may be modified by the DM if they see fit. Using the DC’s provided here as a guideline and with Baskyett’s Craft (weaver) skill at +17, (+2 in addition for aide another from Vugrok) you can determine how long it will take them to craft the item. It is important to note that they cannot fail the check by five or more, thus ensuring they will not destroy the material costs.
As always, I'd appreciate any comments about this, and please feel free to use my entries for whatever you need. Change the names, etc. if you feel the need. Btw, if anyone is interested, PM me your email and I'll send you the map (it's in excel btw).
The Bog Flower is an encounter tailored towards a group of four characters between levels nine and twelve.
Area One – The Shack
Geographically, the adventure requires a small marshland or swamp, though even a forest could do in a pinch. It takes place on the road between towns; the adventurers will notice a small shack on the side of the road, with smoke rising from the chimney. It’s shakily constructed of old wood, and the thatch roof looks like it should’ve fallen in ages ago. Anyone who bothers to listen can hear quiet sobbing inside.
Should the adventurers approach, they will find the door ajar, and inside the shack, there is an elderly woman in bed, looking pale and drawn, clearly ill. An old man sits beside the bed on a chair, his face buried in his hands. The house is filled with the scent of herbs and strange spices, and there are shelves with books and jars and vials everywhere. The man will not notice the adventurers’ approach until they near the bed.
Looking up with tear-streaked eyes, a sudden hope alights in the man’s eyes. “Travelers! Oh, mercy, travelers! You can help me! You must!” he will exclaim, rising to his feet and pressing his hands together imploringly.
If the adventurers refuse to help him, they circumvent the entire adventure. If they ask what’s in it for them, the man will eagerly rush to a drawer and procure four small brown sacks. “Dust of dryness!” he will proclaim, handing all four to the adventurer who asked. “And some potions. My own brew.” He will then hand three Cure Serious Wounds potions to the same adventurer. “And coins, but that’s for when you get back, yes?” Should they agree to help unconditionally, the man will gladly accept and jump straight to the briefing.
The man gestures to the elderly woman. “My wife became ill with the Gray Sickness. I have concocted a cure for it, but I need one last component… a bog flower. I used to gather them in my younger days, but I fear my strength has failed me. They often grow in the pool at the center of the bog, you can reach it by following the trail.” He bites his lip nervously, and will clear his throat before continuing. A DC 20 sense motive check can reveal that he’s hiding information. “The flower looks like this; it’s quite large, you shouldn’t have trouble finding it.” He holds up a book where a picture of a rather large flower is drawn, about six inches in diameter, with the words ‘to scale’ scrawled below it.
If pressed for more information, a DC 25 diplomacy check (or the same DC intimidate) will have him nervously admit that the flower only grows on one place; atop very old shambling mounds. He is withholding this information on the assumption that the adventurers will refuse if they know beforehand.
The Gray Sickness will kill the man’s wife in 48 hours. If one of the party members has cure disease, the spell will not work. The Gray Sickness is a supernatural disease, and can only be removed with a restoration spell or a heal spell. Should either of these spells be attempted, once again, the adventure will be circumvented.
The players cannot contract the Gray Sickness in this adventure, but if through some means they do, it has a one day incubation period, followed by the loss of 1d4 points in all stats. The victim loses the same number of stat points in every stat the following day, and the day after, until their constitution reaches 0, at which point they waste away. A successful DC 28 fortitude save can stem the ability loss for that day.
Area Two – The Highlands
Directly north of the shack, the land will crest a couple of small hills, sparsely covered with oak trees and bushes. Climbing any of the trees (DC 10) will allow a good view of the highlands and the bog beyond.
There is a worn track which winds through the highlands, taking a meandering path through a long dip between several hills. The path will take about an hour to traverse.
A band of goblins operate out of a cave in the western part of the hills; there is a 20% chance per half hour spent in the highlands that they are found lounging in a clearing somewhere. There are four of them, for stats, see the first appendix. One of these goblins is a druid of some power, who has a fascination with the plant life in the bog. The goblins will run if encountered.
The track eventually will dip into the lowlands, where a nearby river has eroded its banks and created a small marshland.
Area Three – The Bog
The bog itself is a twisted mess. The path winds its way through the swamplands, dipping into water that rises at least chest deep on an average human. There may be random encounters here, see the encounter table provided in the first appendix. Swim checks may be required at the DM’s discretion.
The winding track will eventually prove to be nearly impassible by horse; a DC 25 handle animal check will be required to get the horses to venture into the murky waters and navigate the path. Alternately, a DC 20 survival check can be taken to find a path more suited to the horses, and for every 5 points the check beats 20, half an hour is taken off of the time required to reach the clearing, to a minimum of one hour.
Simply following the path, the adventurers will reach the clearing in three hours.
There is a 20% chance per hour that the adventurers may encounter the goblin druid on his own (stats in appendix one). Should he be encountered, the druid will entangle the party and attempt to flee. He will use his potion of invisibility if he is pursued to make a clean getaway, and will head directly to the clearing.
Area Four – The Clearing
The adventurers will come to the lip of a small bowl about two hundred feet across. Most of the ground is covered with water, and standing tall in the middle of the pool is a truly massive shambling mound. Atop its head, the bog flower sits in full bloom. The goblin druid will be here as well, tending to the massive plant creature.
Upon seeing the adventurers, the mound will attack them, and will fight until one or the other is dead. When the adventurers enter the clearing, the goblin will cast bull’s strength on the shambling mound. The goblin druid will then make every attempt to attack the party, using entangle first to ensure that they can’t escape, and then using call lightning to damage them. If cornered, the druid will use poison to try and put his assailant out of commission, or will use his wand of lightning bolt to blast them.
Should the plant die before the druid, the goblin will shriek in horror, and recklessly attack the party until dispatched, screaming about how his beautiful child has been destroyed.
A diplomatic party may be able to negotiate with the goblin druid, and with some reasonably polite diplomacy, they may be able to gain the bog flower without harming either the druid or his creature.
When the players return with the bog flower, the old man with offer heartfelt thanks. If confronted about not giving them enough information or not telling them about the shambling mound, he will apologize profusely, but say that they wouldn't have gone if he'd told them. He will give them each a small pouch containing 25 gold pieces, and a small jade (worth 75 gp).
Appendix One – Encounters
Stats modified by Bull's Strength Ancient Shambling Mound Huge Plant Hit Dice: 16d8+80 (144) Initiative: -1 Speed: 20 ft. (2 square), swim 20 ft. Armor Class: 21 (-2 Size, +14 Natural), touch 9, flat-footed 22 BAB/Grapple: +12/+29 (+31) Attack: slam +21 [color-green](+23)[/color] (3d6+9) (3d6+11) Full Attack: 2 slams +21 [color-green](+23)[/color] (3d6+9) (3d6+11) Space/Reach: 15 ft. / 15 ft. Special Attacks: Improved Grab, Constrict 3d6+11 (3d6+13) Special Qualities: Darkvision 60 ft., Immunity to electricity, low-light vision, plant traits, resistance to fire 10 Saves: Fort +15, Ref +4, Will +7 Abilities: Str 29 (33), Dex 8, Con 21, Int 7, Wis 10, Cha 9 Skills: Hide +3 (+12 in swampy areas), +16 Listen, +8 Move Silently Feats: Iron Will, Power Attack, Weapon Focus (slam), Improved Bull Rush, Awesome Blow (Monster feat, page 303 in Monster Manual) Environment: Temperate marshes Organization: Solitary Challenge Rating: 9 Alignment: Neutral
Undull, the Goblin Druid Small Humanoid (Goblinoid) Hit Dice: 9d8+18 (54) Initiative: +2 Speed: 30 ft. (3 square) Armor Class: 16 (+1 Size), touch 12, flat-footed 14 BAB/Grapple: +6/+1, +3 grapple Attack: staff +7 (1d6+1) Full Attack: staff +9 (1d6+1, +d6 electricity), staff +4 (1d6+1, +d6 electricity) Saves: Fort +8, Ref +5, Will +9 Abilities: Str 12, Dex 15, Con 14, Int 15, Wis 16, Cha 11 Skills: +18 Concentration, +8 Hide, +15 Listen, +15 Spot, +8 Move Silently Feats: Combat Expertise, Natural Spell, Combat Casting, Improved Trip Challenge Rating: 9 Alignment: Chaotic Neutral Equipment: +2 Shocking Quarterstaff, +2 Leather Armor (small sized), Wand of lightning bolt (Caster Level 10th, 12 charges remaining), Potion of invisibility, 12 gp, 35 sp, 13 cp. Spells equipped: 0th level (6) – Cure Minor Wounds x2, Light, Mending, Detect Magic x2 – 1st level (5) – Cure Light Wounds, Entangle x3, Faerie Fire – 2nd level (5) – Barkskin, Chill Metal, Bull’s Strength, Resist Energy – 3rd level (4) – Call lightning x2, Poison – 4th level (2) – Cure Serious Wounds, Dispel Magic – 5th level (1) – Stoneskin Tactics: The druid will cast Stoneskin if he is being threatened, followed by barkskin the following round. He will use cure light or serious wounds if badly injured, depending how near to death he is. If badly wounded and out of cures, he will attempt to entangle and escape.
Undull’s Goblins These are default goblins, as per the stats for a first level goblin warrior on page 133 of the Monster Manual. Krushnug – The tallest, and the second in command wears an eyepatch over one eye. He spits frequently, and says little. He likes to put on a show of toughness, and if anyone is watching, he’ll not allow himself any weakness. Block – Short and a little pudgy, Block is a fairly typical goblin. Curious, but easily frightened, Block will be the first to run if things go wrong. If captured, he will cooperate meekly. Grizzly – Thin and unkempt, this goblin is always shifty, his eyes darting about. He speaks in rapid clips, and can speak a bit of common. Orrick – Small, with a large beak of a nose, this goblin usually has something to eat. If he isn’t eating, he doesn’t say much. Often times, he can be found chewing on a dead rat, and mumbling around it.
Appendix Two – Scaling the Encounter Note that the encounter tables should be scaled according to the adventure. Some tweaking may be necessary.
For levels 1-4: Undull should be dropped to a second level druid. All of his magical gear will become mundane, and only his potion of invisibility will remain. For his spells, Undull no longer has mending, one detect magic, two of his entangles, and faerie fire, nor any spells of 2nd level or higher. The ‘shambling mound’ in this adventure has died long ago, and is now a pile of moss, sticks and leaves under the care of Undull, who hopes to revive it. The potions handed to the adventurers by the old man are now cure light wounds, and there is no dust of dryness handed out.
Roll 1d10 for the encounters table instead of 1d20.
For levels 5-8: Undull should be dropped to a sixth level druid. His wand of lightning bolt is only caster level six, and his armor and staff each lose a +1 bonus, but the remainder of his gear remains intact. Spellwise, drop one detect magic, one entangle, one call lightning, and any spells above 3rd level. The shambling mound is a regular one, using the stats found on page 222 of the Monster Manual. The potions handed to the adventurers by the old man are now cure moderate wounds.
Roll 1d20 for the encounters table, but disregard any result higher than 18.
For levels 13+: Undull should advance to level 10, granting him another fourth and fifth level spell. He gains one Summon Nature’s Ally IV, and one additional Stoneskin. Undull’s followers gain class levels; Krushnug is Fighter 3, Block is Rogue 2, Grizzly is Ranger 3, and Orrick is Bard 2. Undill will open the final combat by casting Stoneskin on the shambling mound. The mound gains a special property; Electrical Rejuvenation. This property causes half of electricity damage dealt to the mound to be added to its hit points. Undull will take advantage of this during combat by blasting the mound with his wand of lightning bolt, and his call lightning spells. Furthermore, for higher levels, the shambling mound can be further advanced to gargantuan by upgrading its hit dice to 25+.
Roll 1d10 for the encounters table, but add 10 to the result.
Area: On the outskirts of a forest boardering on a mountain range. The forest, and all the lil critters in it, have held the goblin tribes back form all the lil towns near the forests. The game in the forest is plentiful, and there's simply no reason to go further afield for food. The caves are isolated (So no underdark beasties are soming at this point) so the goblins are a lil less evil than most. They're still greedy, but not to the point of E~V~I~L.
NPCs Grilkin, Male Goblin Wolf Rider Ranger 8 HP 46 Abilities Str 15 Dex 12 Con 13 Int 11 Wis 15 Cha 13 AL: CN Skills: Handle Animal 11 (+1), Knowledge Nature 11, Ride 11 (+1), Survival 11 (+2), Climb 5 (+2), Swim 6 (+2), Spot 5 (+2), Listen 6 (+2) Feats: 2 Wpn Fighting (Ranger), Improved 2 Wpn Fighting (Ranger), Mounted Combat, Ride-By Attack, Iron Will Ranger Abilities: Favored Enemy- Animal (1st), Vermin (2nd), Track, Wild Empethy, Endurance, Animal Companion (Wolf), Woodland Stride, Swift Tracker Attacks +8/+8/+2/+2 (+2 Str Bonus, -2 2 handed, Off hand only gets +1 str bonus) Scimitar 1d8, Short Sword 1d6 Spells Exhausted
Wolf Companion: Normal Wolf stats except: 2 bonus hd, +2 nat armor, +1 Str/Dex, 2 bonus tricks (Come, Track), Link, Share Spells and Evasion
An above average Goblin, Grilkin has been helping his tribe forage for food in the forest since a young age. One spring, he met an aging human ranger who taught him his skills and led him to his life as a ranger. When the ranger's wanderlust took him further afield, Grilkin decided to stay in the area and help his tribe. He has already spread rumors of the tribes benevolance to the nearby towns, by helping out anyone who he meets in the forest. He never asks for rewards, just that the people do not harm his tribe and they respect the forest. Lately, his good acts have earned him the ire of the tribe's chief. In truth, the Blue, who is the advisor to the shief is actually behind it. He fears that the strong willed Ranger will be the next chief and will not take kindly to his manipulations.
The Situation: The Chief's favorite bauble, a jeweled necklace, was lost on one of the larger hunts he himself leads. Grilkin has been assigned to look for it, in the extreem southern reaches of the forest. However, the hunt never actually went in that direction. That area is known to be trecherous. An underground river empties out there, and the rains have made the footing particularly rough. Grilkin suspects this is a wild goose chase but is looking none the less. In truth, the blue plans to kill a human and plant the necklace on the body, and suggest that Grilkin has been living it up in the human towns, plannign on abbandoning the tribe and taking the money from the sale of the necklace and leaving.
The Hook: The PC's are traveling through the woods (going around to get to the towns would add about 2 days time at a normal pace, saves time cutting through the woods. They wouldn't know that the rains have made the way a little tougher than usual). They spot the goblin on the far bank of a river (30 foot wide where they come to him). If they call out to him or do anything to call attention to themselves, he does not act hostile. If not threatened, he will guide the PC's 200 ft downstream where there's a fallen tree they can cross to get to the other side. (Balance DC 15 to avoid falling in). If they observe him from afar w/o bringing attention to themselves, he looks around along the banks (Thinking if it fell in the river, it might wash up along the shore). A Spot check DC 25 reveals a holy symbol of Ehlonna or any ranger friendly god your pantheon has. If you have it that gods aren't responsible for granting ranger spells, the spot check reveals the symbol of a ranger organization on his bearhide armor, known for not letting evil in their ranks. (A gift form his mentor). If they cross w/o him seeing them, the PCs encounter him when they cross the river downstream. RP him as being a down on his luck guy trying to make things right. Not brilliant, but sharper than most goblins. Very determined. If the PC's don't antagonize him, have him ask for their help. By this time he's given up on trying to find the thing and asks for the PC's help finding the tracks of the hunting party. The further north the PC's go the closer they come to the tracks, they're a DC20 to find and they head north. Eventually, they come to a large gathering of tracks and a spot check of 20 will find one set of tracks that are fresh (30 mins old), from a barefoot goblin heading west. If the players use any sort of stealth, they will come across the Blue attacking a human woman (about 18 y/o). If they blunder through, the blue will dimension door up to a semi high branch and observe them when they come across the woman looking for herbs. He will have already planted the necklace on the girl. If still alive after the combat, she will say that he gave it to her.
Blue: Azulkin M Blue Goblin Psion 9 HP 60 Abilities Str 9 Dex 15, Con 16, Int 17, Wis 12, Cha 17 (Used 2 ability increases on CHA) AC 12 (Before buffing himself w/ powers) Attacks +4 (Shortspear 1d6 x2) Skills Bluff 12 (+3), Move Silently 5 (+2, +4 racial) Psicraft 12 (+3) Feats. Psion Bonus 1 Extend Power, 5 Expand Knowledge (Astral Construct) Narrow Mind, Chain Power, Boost Construct, Augment Summoning (A note, if you keep him alove, he goes on to be a thrallheard, his lvl 10 bonus feat will be Inquisitor) PPoints 85 (72 + 13) Powers 1st Charm, Mindlink, Create Sound, Inertial Armor, Astral Construct (from feat), Energy Ray 2nd Brain Lock, Ego Whip, Concealing Amorpha, Suggestion 3rd Crisis of Breath, Energy Burst, Telekinitic Force, Time Hop 4th Dominate, Schism, Diminsion Door Mindwipe, 5th Mindprobe, Psychic Crush
Tactics: If they were sneaky, will Diminsion door up into a tree, will proceed to buff with I Armor Concealing Amorpha and schism (Also down any stat boosting or whathave you potions DMs decide to give him). Will then proceed to summon 2 Astral COnstructs then Dominateany big fighterjocks. If attacked directly, will hit the good guys with Psychic Crush, Mindwhipe and Energy Burst if they're gathered in a group. When down to @10 powerpoints or under 20 hp, will retreat to the goblin caves.
Followup, if not killed, the PCs along with Grilkin will go to the caves and confront the Blue, who's standing behind the Chief. The evidence mounted against the blue, the Chief will get a new save to throw off the Domination the blue has on him (+2 to a +5 for a good diplomatic persuasion and evidence against the blue) If the domination is thrown off, the Chief orders the blue killed. If not, he orders his guards to attack, only 3 of which will, having been convinced the blue is bad for the tribe. Grilkin will engage the Blue himself and most likely thwomp the bejeezus out of him. After that, the domination is lifted and the king orders the guards to halt. The necklace is given back and everyone is happy. The chief apologizes to Grilkin and names him his heir.
My random encounter has been designed to challenge a party of 4 lvl 11 character. However I will have ways to scale it for lower or higher lvl party.
This encounter can be easily bypassed by a few intimidate check, and/or forgery check. If the encounter turn bloody, a party with a lot of firepower and good saves will be able to live another day. However, a melee oriented party with low fort/will saves might find the encounter much more difficult than the CR says so.
The Aquatic Elves Custom-House
This encounter happens as the Pc are travelling in the wilderness. But as you'll see the encounter can happen nearly everyhere.
Leil'Theirin and K'saatrah were two Sea Elves soldiers working at a far off custom office in an old undersea Kingdom. The work here was pretty boring: the only visitors they saw were occasional tritons and the rare tojanidas. In two years of work, never they had to use force to prevent someone to enter. So they felt that they were not really needed here. By a common decision, they left the office without warning their superior. Before long, the enemies of the Kingdom realized that their army could enter by that custom office without the Sea Elves army knowing it. In an all out sneak attack, they entered the kingdom, and destroyed the capital city. The King, realizing that someone had not done his job properly, hired the most powerful sorcerer of the land to curse the sea elves that were behind this stupid act. Through a Wish spell, Leil'theirin and K'saatrah were doomed to continue their watch forever as ghosts, at a place where they would see enough traffic. Thats why the above sea was chosen. Since then, they protect a road, somewhere in the Human lands.
The spell used to curse the 2 Elves was a Wish. It was worded to raise, after their death, the 2 soldiers responsible for the custom office (K'saatrah and Leil'Theirin) as ghosts to then send them above ground with the custom office they were supposed to protect. He then geased their soul to be sure that they will do their job properly. However, after the death of the Sorcerer (lvl 19 sor) that casted this spell, the Wish corrupted himself a little bit: the custom office and the ghosts are not always there, they appear only when the tide is at his highest point (during full moon). This is due to the fact that the spellcaster channelled his spell trough the sea (the spell as stated is much more powerfull than the usual wish). So the power of the spell varies with the high, and low tides of the Ocean. The Elves does not know why they were raised as ghosts. All they know is that they feel a urge to protect the office (due to the greater geas spell) even if they know they are now ghosts above the ground level and that they are no near from their Kingdom.
To know other way put some coherance in this encounter, look in the Appendix
Important characters in this Encounter
Since the beggining of her adulthood, she has worked in the army special troops. A brillant sorceress, she climbed the army ranks rapidly. His climb could have continued if not of her last commander. He was asking for complete obediance of all his subordinate. When he saw K'saatrah only wanted to work for herself, he sent her to a custom office where she would not cause any problems anymore. There she met Leil'theirin. She has no problem with him because he is quite willing to follow her superior intellect (intelligence means more chance to survive after all). She has created with him a strategy in case of combat, but she will adapt it if necessary. She screams her order to Leil'theirin during combat in elvish.
She had no problem with above races before, but she is starting to be annoyed by all the people trying to get past the office without paying. She is very proud of her origins as a Sea Elf and she might attack those who are rude to her race. She is also well spoken and charming. Leil'Theirin
Before working in the army he had been an adventurer pludering old tombs. He decided to work for the army after a disastrous adventure where his group was caught by a party of human raiders that killed 2 of his friends and stole all his equipment. He was hoping to regain most of what he lost to the humans through advancement and war trophy in the Army. However, it did not go as intended, he was sent to a custom office where he did not have many chances to prove hiself.
Even if he hold a grudge against humans, he is willing to have involvment with them if it is going to help him regain what he lost to them. He is not really well spoken (8 int, like an Orc) and he can be quite arrogant. He does not speak common, so he will need K'saatrah's help to deal with above ground race. He looks at most of them with content as they have not realized yet that Sea Elves are superior to all other races. He is quite prone to attack people that bother him without warning. Refer yourself to the NPC chapter if ever it happens.
A sea dog trained in warfare since the age of 1, Leil'Theirin is Aghizzk 1st master. He is quite happy of having him .He was made a ghost trough the same wish as the 2 elves. Anghizzk work is to follow his master everywhere, so he followed the Sea Elf even after death.
Outside The Custom Office
As the Pc are traveling along a road, read this.
The building looks like a weird whale where his tongue would be the ramp to the mouth. The mouth is the entrance to a tunnel that gets out of the fish just before the end of the tail. The tail is the ramp to the ground. The whale's body is about 5 feet above ground. You can see a translucent multicolored wall expanding from either side of the whale.
The wall is in fact a permanent silent image that was used to determine the borders of the Kingdom. Just under it, there is a permanent alarm spell linked to a room in the long destroyed Capital City of the Sea Elves.
A Knowledge Architecture check dc 10 tells the PCs that this building is a custom office dc 15 tells the PCs that the wall is in fact non existant, it is an illusion dc 20 tells the PCs that this Architecture is mostly used by Sea Elves Inside The Custom Office
Leil'theirin is usually waiting in the room just right from the tunnel while K'saatrah is watching from an eye of the whale in the room upstair.
Leil'Therin The person to your right looks like a High Elf, with the exeption of gills on the side of his neck. He is in Full Plate* and you can see a shield and a trident to his side. The more disturbing about him is the witish glow that seems to emane from him and his pitched black eyes.
Leil'Theirin does not speak common, so he will need the help of K'saatrah if the visitors does not speak elven. He will call her down if ever that happens.
When they will see K'saatrah read that
K'saatrah The Women face is little different from her male conterpart. The hair is a little longer and a little fairer and she is not wearing a full plate, she is wearing short pants and a shirt. Again a whitish glow emane from her body.
The fee to get past the custom ofice is pretty harsh for non Sea Elves. Heres the table to find out the cost for your group.
Sea Elves 1gp Tritons 6 gp Merfolk 6 gp Tojanidas 15 gp High Elves 1000gp (or 5gp in the FR or other setting where sea elves have constant relation with their above ground cousins) Gnomes 2500gp Halfling 5000 gp Human 7000 gp Dwarves 8000 gp Half-Orc 15000 gp Orc 67000 gp
Youve got the feeling of it: it is not meant to let any above ground creature in the Kingdom. You can add any other race you see fits into this chart. Just remember that the fee should be exorbitant for above ground race.
Even if they have the money, Leil'theirin has the order to slow the entry in the Kingdom of any non-allied creature (anyone whose fee to get past the office is more than 500 gp). However, he is not really ready to argue with the visitors. If they pay he will let them pass. He and K'saatrah will let "friends" (Friendly) pass through the office for 1/4 of the price and "Good Friend" (helpful) will be able to pass for free (K'saatrah's bonus against intimidate is +9, Leil'theirin +7). The PC could get the same result with diplomacy and/or Forgery (Leil'Therin's forgery check is at -3 while K'saatrah's check is at -1. This is due to the fact they have no idea about what will be the handwriting of the document = -2 to forgery check). Remember that the Sea Elves are friendly to other Sea Elves and Tritons, indifferent to most races, unfriendly to Dwarves and Half-Orc and hostile to Sahuagins and Kuo-Toa.
Appendix 1: Stats Block
Leil'Therin Leil'theirin, ghost; Aquatic elf Ftr6: CR 8 Size M; HD 6d12; hp 27; Init +8; Spd 20 ft (base 30 ft), Swim 40' ft., Fly 30 ft.; AC 22, touch 11, FF 21; BAB +6/+1; Grapple +9; Trident +1 +12/+7 (1d8 + 6); SA manifestation, Telekinesis; SQ Gills, Superior Low-light Vision, +2 to saves vs enchantment, immune to sleep effects, rejuvenation, Turn Resistance +4; AL CN; SV Fort +5, Ref +6, Will +3; Str 17, Dex 18, Con 0, Int 8, Wis 12, Cha 14. Languages spoken: Elven Skills and Feats: Handle Animal +4, Ride +11, Search +10; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Initiative, Martial Weapon Proficiency, Mounted Combat, Power Attack, Ride-By Attack, Shield Proficiency, Simple Weapon Proficiency, Spirited Charge, Weapon Focus (trident), Weapon Specialization (trident). Equipment: Heavy steel shield, Trident +1, Full plate +1*.
K'saatrah K'saatrah, ghost; Aquatic elf Sor7: CR 9 Size M; HD 7d12; hp 55; Init +2; Spd 30 ft, Swim 40' ft., Fly 30 ft.; AC 14, touch 13, FF 10; BAB +3; Grapple +2;Mw Shortspear; SA manifestation, Telekinesis; SQ Gills, Superior Low-light Vision, +2 to saves vs enchantment, immune to sleep effects, rejuvenation, Turn Resistance +4; AL CN; SV Fort +2, Ref +4, Will +7; Str 8, Dex 14, Con 0, Int 12, Wis 14, Cha 21. Languages spoken: Common and Elven Skills and Feats: Bluff +11, Concentration +10, Knowledge (Arcana) +5, Search +12, Spellcraft +11; Combat Casting, Greater Spell Focus (Enchantment), Simple Weapon Proficiency, Spell Focus (enchantment). Sor Spells Known (6/7/7/5): 0--Detect magic, Disrupt undead, Light, Open/close, Prestidigitation, Resistance, Touch of fatigue, 1--Charm person, Mage armor, Magic missile, Shocking grasp, Sleep, 2--Bull's strength, Mirror image, Ta's hideous laughter, 3--Haste, Hold person. Equipment: Bracers of protection +1, Ring of protection +1, Mw Shortspear, Level 7 Scroll of (lightning bolt (2), Deep Slumber, shield),
description of Anghizzk This beast is about is about 4 feet high and 8 feet long. His head is like a dog one but the feets are webbed and the tail is flat His body is covered by a mix of scale and fur.His flesh is translucent white. His eyes are black as ebony.
Anghizzk Anghizzk , ghost; Advanced Sea dog: CR 3 Size L; HD 4d12; hp 21; Init +1; Spd 20 ft, Fly 30 ft, Swim 40ft; AC 14, touch 10, FF 13; BAB +3; Grapple +13; Melee Bite +9 (1d8 + 6); Ranged Incorporeal Touch touch +3 (1d6+1d4 ability drain); SA Trip, manifestation, Corrupting Touch, Draining Touch; SQ Low-light vision, scent, rejuvenation, Turn Resistance +4; AL N; SV Fort +4, Ref +5, Will +2; Str 22, Dex 13, Con 0, Int 2, Wis 12, Cha 10. Skills and Feats: Listen +13, Move Silently +2, Spot +15; Alertness, Track, Weapon Focus (bite)(nonefficient).
Anghizzk is waiting all day outside of the custom office. He is tied to a pole to prevent him from going too far. He has learned to fight with a rider. Leil'Therin wil not need any ride check to control him.
P.S. All items in this encounter are ethereal. The true items are still undersea. The PCs will not be able to loot anything from the ghosts. P.S.S. If you think what written just above will anger your PCs, put the items somewhere in the office.
Before combat: If they get time to prepare, K'saatrah will cast first mirror image on herself, then shield, then mage Armor. Leil'Theirin will get on Anghizzk (the Sea dog). They will fight outside the custom office if they can.
(K = K'saatrah, L = Leil'Theirin) 1 round:K Hold Person on Archers or melee combattant, place herself above the combat.
L Telekinesis on mages or ranged combattant (send him/her away from the rest of the group) 2 round:K Telekinesis on bards, rogue, sorc (send him/her away from the rest of the group) L Charge the Arcane Spellcaster that were sent away by Telekinesis on the Sea Dog 3 round:K Deep Slumber (from scroll) on a rogue/fighter/barb (replace with hold person if the scroll has already been used) L Charge the one he attacked last round 4 round:K lightning bolt on a PC concentration or Magic Missile on the PC already weakened by L L Charge the one he attacked last round 5 round: back to round 1
K'saatrah's goal is to split the party off to kill them one by one. She will always attack those that present an immediate threat to her before doing anything else. So the tactics here could be easily twarthed by a couple of lucky save by the Pcs. If the group contains an unusually high number of Arcane Spellcasters Pcs, She will not even try hold person on them, she will start the combat with 2 lightning bolt to incapacitate the highest number of enemy possible. She will then turn to low level spell like Magic Missile on low hp Pc.
Appendix 2: Scaling the Encounter
Level 1-2 Sadly, this encounter will be hard to scale for PCs of these levels. As the ghost template is a +2 Cr, Even if you take both K'saatrah and Aghizzk away, then you lower Leil'theirein lvl to 1, it would still be a CR 3 encounter. As PCs normally doesn't have magic weapon at these levels, the only way they would be able to hurt him is through spells like Magic Missile or Burning Hand. If your party is at that level I highly recommand you to take an other encounter from list you have in this thread.
Level 3-4 Even at these level, the encounter will probably be either too hard (no wizards or sorcerer) or too easy (2 Arcane spellcaster or more). If you really want to use this encounter anyway, lower Leil'theirin's level to 1, drop K'saatrah and Aghizzk and change the ghost special attack from telekinesis to corrupting touch (he won't be able to attack the Pcs if you don't).
Leil'theirin, ghost; Aquatic elf Ftr1: CR 3; ECL 6; Size M; HD 1d12; hp 12; Init +4; Spd 30 ft, Swim 40' ft., Fly 30 ft.; AC 20, touch 14, FF 16; BAB +1; Grapple +4; Incorporeal Touch touch +5 (1d6); SA manifestation, Corrupting Touch; SQ Gills, Superior Low-light Vision, +2 to saves vs enchantment, immune to sleep effects, rejuvenation, Turn Resistance +4; AL CN; SV Fort +2, Ref +4, Will +1; Str 16, Dex 18, Con 0, Int 8, Wis 12, Cha 14. Languages spoken: Common and Elven Skills and Feats: Handle Animal +4, Ride +6, Search +10; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (trident). Equipment: Heavy steel shield, Mw Trident, Chain shirt. Potion of tongue (6)
Level 5-6 At these level, lower Leil'theirin's level to 4, drop K'saatrah and Aghizzk, replace feat (1) by improved initiative, replace feat (2) by improved sunder.
Leil'theirin, ghost; Aquatic elf Ftr4: CR 6; ECL 9; Size M; HD 4d12; hp 22; Init +4; Spd 20 ft (base 30 ft), Swim 40' ft., Fly 30 ft.; AC 21, touch 11, FF 20; BAB +4; Grapple +7; Melee Unarmed +7 (1d3 + 3), Trident +1 +10 (1d8 + 6); Ranged Incorporeal Touch touch +8 (1d6); SA manifestation, 1-3 of Corrupting Gaze, Corrupting Touch, Draining Touch, Frightful Moon, Horrific Appearance, Telekinesis; SQ Gills, Superior Low-light Vision, +2 to saves vs enchantment, immune to sleep effects, rejuvenation, Turn Resistance +4; AL CN; SV Fort +4, Ref +5, Will +2; Str 17, Dex 18, Con 0, Int 8, Wis 12, Cha 14. Languages spoken: Common and Elven Skills and Feats: Handle Animal +4, Ride +9, Search +10; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Martial Weapon Proficiency, Mounted Combat (1), Power Attack, Ride-By Attack (2), Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (trident), Weapon Specialization (trident). Equipment: Heavy steel shield, Full plate, Trident +1. Potion of tongue (6)
Level 7-8 Drop K'saatrah and lower Leil'Theirin to level 4
Level 9-10 Drop Leil'Theirin and Aghizzk
Level 11-12 Use Encounter as stated
Level 13-14 Upgrade Leil'Therin and K'saatrah to level 8
Level 15-16 Upgrade Leil'Therin and K'saatrah to level 11
Level 17-18 Upgrade Leil'Therin and K'saatrah to level 13
Level 19-20 Upgrade Leil'Therin and K'saatrah to level 16
Appendix 3: New Creature: Sea Dogs
Sea Dog Large Animal (Aquatic) Hit Dice: 4d8+16 (34hp) Initiative: +1 Speed: 20 ft., Swim 50ft. Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat footed 13 Base Attack/Grapple: +3/+13 Attack: Bite +10 melee (1d8+6) Full Attack: Bite +10 melee (1d8+6) Space/Reach: 10ft./5ft. Special Attack: Trip Special Qualities: Gills, Low Light Vision, Scent Saves: Fort +8, Ref +5, Will +2 Abilities: Str 22, Dex 13, Con 19, Int 2, Wis 12, Cha 6 Skills: Listen +5, Move Silently +2, Spot +7 Feats: Alertness, Track, Weapon focus (bite) Environment: Any Aquatic Organization: With Their Sea Elves Master Advancement: 2-3 HD (Medium); 5-6 HD (Large) Level Adjustment: ---
This beast is about is about 4 feet high and 8 feet long. His head is like a dog one but the feets are webbed and the tail is flat.It has gills on the side of his neck. His mouth seems full of sharp teeth. his body is covered by a mix of brownish fur and greenish scales.
Sea dogs are beast used as mount by Sea Elves. They are nursed from their young age and are bred for strength and agression.
Combat Trip (Ex): A Sea dog that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
• Gills: A Sea Dog can survive out of the water for 1 hour per point of Constitution (after that, refer to the suffocation rules).
The beast described is more powerful than most of his kind because sea elves could not ride them if they were smaller. The beast that are most likely to be meeted are the mounts of their sea elves master. The smaller kinds are kept until they are big enough to be rided.
Appendix 4 The Wish
If you don't like the idea of the wish, you could replace it by any of these
Epic Spell (I dont have the time to create it fully but I think the dc is going to be enormous) You'd need to use the seed conjure (for the custom office), the seed animate dead (to raise as ghosts) and the seed compel (to geas the Elves). The dc to cast it is already 63. Making the spell permanant would mean a dc of 315.
Its very unlikely that the Sea Elven Godess will have all these divine ability. For this to work, she would need to ask the help of at least one creation deity and one undead deity.
divine salient ability needed Lay Quest : A deity can geas a mortal without save Create Greater Object : A deity can create object from nothing (it will create the custom office with that ability) Raise Undead
Raise undead salient divine ability
Prerequisite : death portfolio, undead mastery
This ability works like animate dead but the deity can choose in what the creature is raised (every kind of undead of less than CR 20 can be created, even ghost or Vampires). Of course, he can control any of them with a tought (thanks to the undead mastery ability).
Psionics I have no idea how these work so your on your own with that.
Appendix 5: Adapting the Encounter to most setting
As you might guess, this encounter is very easy to adapt to most environment
Plains, Hills, Mountains: Use the encounter as stated
Forest or Swamp or jungle: drop the illusion wall but use as stated
City: You will need to work harder on the coherance theme. Why has the city not dealt with them already. Is it that they don't know how to deal with the, is it that the office is new, and that they did not have the time to deal with it yet or is it that they have accepted them as a tourist attraction or any thing like that.
Dugeon or underground: You just have to drop the illsion wall to use that encounter (this one could get really wicked. Imagine the scene: your PCs are running from a Matured Adult Red Dragon when they fall into those guys. The look on their face is going to pay for all the plot hook they ignored, all the riddle they bypassed and all the whining they have done. lol )
Undersea: Ironically, the environment where my encounter will have the most difficulty to fit is underwater. You can just use it as written but the whats fun about this entry is having to wonder how those 2 sea elves happened to fall above ground. So if ever you want yo use a special random encounter underwater, I would recommand you to use another one than mine.
* If ever you find a way to give a different kind of armor than a Full Plate to Leil'Theirin, PLEASE do so. I had no idea what to give him.
Suitable for a fifth to seventh level party. Can be played in any campaign world that includes the Great Wheel. To convert it to one that does not, you can make Formians creatures of the Plane of Earth or have them be imprisoned beneath the Earth itself with the Portal one of the few ways out.
Losarn, the cleric of (insert generally benevolent deity here, possibly Pelor?) become convinced that human society by its very nature is inefficient and impossible to govern. He dispenses wisdom to the masses and what do they do? Go right on living their irresponsible lives. His complaints to his superiors went unheeded and finally he lost the blessing of his deity and his clerical powers were stripped from him.
Angry, Losarn left the order. He later began to have dreams of an ordered society led by insectoid warriors. No waste, no corruption, just growth. After several nights of these dreams a huge insect promised him his heart's desire if he would serve her. A bargain was struck. Losarn was led in his dreams to excavate an ancient cave. Using powers granted by his new deity (such as Soften Earth and Stone) he quickly opened the cave and was led to a portal. It led to the Clockwork Nirvana of Mechanus. Deciphering the inscriptions he found that the portal would only operate three times a day when entering the material plane and required a key found in the ruins. He passed through and brought through Formians to establish a beachhead. He made more trips through to bring additional taskmasters and soldiers. It's only a matter of time until they deem themselves strong enough to bring through a Myrnmarch and eventually a Queen.
Getting the heroes involved:
There are several tie-ins to get the heroes involved. They could be hired to investigate disappearances from nearby farms. A trusted NPC friend could have vanished or they might just discover a merchant wagon that is simply abandoned in the middle of the road with insectoid footprints leading the humans away. The heroes follow the clues and a possible Survival tracking roll (make it more involved if you wish) and arrive at the cave.
To the side of the entrance to the cave there is an inscription carved into the rock. On close inspection you see that it looks as if it wasn't carved with a chisel but was instead written almost as if with a finger (Losarn used a Stone Scupt spell). It reads, "If humanity could govern itself, we'd be all almighty. If governments worked, we'd be efficient. If the deities were wise, they would truly lead us. When all these fail, someone else must save humanity from themselves. Surely the queen herself will guide us. Amidst the spinning cogs she sits, awaiting our acceptance of her will. Death to the blight of chaos." A knowledge(planes) check will reveal the following:
10: There is a Plane of Order that spins on cogs 15: Identify the Plane as the Clockwork Nirvana of Mechanus 20: One of the main inhabitants of the plane are Formians, insectoid beings 25: Formians are ruthless beings of pure order, subjugating all non-Formians to their will in an effort to achieve perfect harmony and efficiency.
The entrance to the cave is coated in mud for the first few meters. There is also a pile of clayish mud heaped next to the entrance. A knowledge(nature) or knowledge(arcana) check at DC 10 will reveal that this is in no way natural and is either of a magical nature or represents someone going to a lot of trouble to build this (Losarn's Soften Earth and Stone spell). Traffic in and out is obvious from the footprints still in the residual mud.
About 50 meters into the cave there is an opening to a chamber. Ahead can be heard the loud sounds of mining implements hitting stone. Two Formian soldiers stand in the center of the chamber and stare endlessly at it's entrance. The path leading to the chamber curves immediatly prior to the chamber's entrance and there is residual mud in the entrance area (more of Losarn's tunnelling). If the party moves at more than half speed through the mud (which extends into the chamber for about 6 meters and in the corridor for 4 meters) they must succeed at a balance check (DC 15) or fall due to the uneven surface hidden by the mud (intentional). In the chamber is the Formian Taskmaster and his four current slave, two soldiers, and two Formain Workers.
Formian Taskmaster: MM (page 109) Formain Soldiers (2): MM (page 109) Two Yuan-ti Purebloods: MM (page 263) Two 1st level human commoners: (armed with picks 1d6) 10 on all Attributes, 4 hp, +0 on all saves, -4 to hit Two Formian Workers: MM (page 109)
Tactics: On seeing the heroes enter the Formian soldiers try to block the path to the taskmaster. If the heroes all employ ranged weapons the soldiers charge into battle and attack the most obvious fighter. The Yuan-ti take their first turn to drop the picks they were using for digging and pick up their masterwork longbows and scimitars. If the heroes are near the Taskmaster they forego their longbows and get their scimitars and move to intercept. If the heroes are engaged with the soldiers they use their longbows to pick off ranged attackers or any magic users that have employed magic while moving to either side of the Taskmaster. The Workers and commoners will be sent to form a wall between the heroes and the Taskmaster to employ attacks of opportunity on anyone moving by. If the soldiers start to fall they will be sent to attack. The Taskmaster's attention is not focussed enough (no queen nearby) to order the Yuan-Ti to use their spell-like abilities. If any of the Taskmaster's slaves fall he will attempt to dominate one of the heroes (the one closest to him) and order them to defend him. If the taskmaster falls his slaves are freed. The humans flee to the edges of the chamber to await the outcome. The Yuan-ti turn on the Formians and slaughter them, using their spell-like abilities as appropriate. The Formians fight to the death.
When the fight is concluded, the commoners will tell the story of how they were enslaved by the Formian (i.e. fill in story used to hook the heroes). The Yuan-ti will be evasive and thank the heroes. They refuse to aid the heroes any further and seem intent on leaving. A Diplomacy check at DC 20 will convince them of the threat of the Formians and they will aid the party in the next encounter (the Yuan-Ti are scouting out possible sites for a new Temple and the Formians would be a competing power interest though they won't tell the heroes this).
A knowledge(architecture) check against DC 15 will reveal that the workers and the slaves were being forced to begin work on a tunnel complex branching from this chamber. One tunnel leads off further.
Section 3: The tunnel leads to a wooden door that has been opened recently. Listening at the door leads to the following on a Listen check:
10: someone speaking 15: sounds like Formian clicks you've heard but from a humanoid tongue 20: sounds like a devout prayer
The door is locked (Losarn found the key in the complex) and can be opened with an Open Lock DC of 20 or forced open with a Strength check of DC 18. Trying and failing to bust open the door alerts Losarn to your presence.
Losarn, 7th level Cleric Medium Humanoid (Human) Hit Dice - 7d8+14 (46 HP) Initiative - +1 Speed - 20 ft. (6 squares) Armor Class - 21 (+1 Dex, +9 Full-Plate, +1 Dodge), touch 11, flat footed 11 Base Attack/Grapple - +5/+1 Attack - Heavy Mace+2 +8 (1d8+3/19-20) Space/Reach - 5ft./5ft. Special Qualities - Spells (Domains: Lawful and Earth), Turn and Rebuke Undead, Spontaneous Healing. Saves - Fort +7, Ref +3, Will +9 Abilities - Str 13, Dex 12, Con 14, Int 12, Wis 18*, Cha 13 Skills - Concentration +12, Knowledge(Religion) +11, Knowledge(Arcana) +6 Spellcraft +6 Feats - Power Attack, Dodge, Improved Initiative, Improved Critical (Mace) Challenge Rating - 7 Alignment - Lawful Neutral Equipment: Periapt of Wisdom +2*, Heavy Mace +2, Full-Plate+1, 1500 gp, Dust of Appearing (2 uses), Wand of Cure Light (16 Charges left), portal key Spells Prepared: 1-Command, Bless, Doom, Comprehend Languagesx2, Protection from Chaos. 2-Bull's Strength, Bear's Endurance, Hold Person, Eagle's Splendor, Soften Earth and Stone. 3-Searing Light, Inflict Serious Wounds, Meld into Stone, Stone Shape 4-Poison, Inflict Critical Wounds, Order's Wrath
Two Formian Soldiers (MM 109)
Tactics: If Losarn hears the characters try to knock down the door he immediatly begins using buffing spells to prepare to fight, upping his Wisdom first then his Strength, and finally his Constitution, he will then Bless himself and his allies. He is now completely obsessed with the Formian Invasion and is immune to reason. He will not hesitate to convert his spells to cure himself. If all is lost, he will either meld into stone and try to hide or to dive into the portal. There are glyphs in the wall in Draconic that lay out the means of the portal's working.
Notes: Losarn is statted so that he could later use his spells to assist in excavation and to use his language spells to increase his study of the Formian tongue. If you wish, feel free to alter his spell selection to craft the encouter to your personal whims.
Aftermath: If you want you can have the heroes find Losarn's journal in the final chamber so they know why he went insane. If Losarn escaped into the portal he will return the next day (when the key operates again) with either a Formian Taskmaster or a Myrnmarch (if you want to make the encounter much more difficult) and try to kill the party again. If he hides in stone he will flee and try to hide until the spell wears off then return to the cave. If the heroes are still there he will flee and wait until they leave if possible. Play this out however you wish.
If you want a final battle, you can have the surviving Yuan-ti ambush the heroes on the way out (to hide their survey mission). Reinforce them with a half-blood who came looking for the missing scouts and possibly more purebloods to increase the difficulty. Remember, Yuan-ti fight smart.
Design Notes: I assumed in this adventure that the Supreme Formian Queen can grant spells to her followers with the domains of at least Earth and Law. This was a guess on my part but she does have demigod-like powers so it didn’t seem like much of a stretch.
The encounter is EL 5. It is appropriate for a party as low as level 3 and as high as level 6.
You can use this encounter any time the PCs are in a city or a village with an upper class store. As they are wandering the streets like the jobless hobos they are, read the following to the players:
So anyway, you are just walking around, going to do whatever it was you were going to do. But, right in front of you, this weird looking furry man with huge feet and studded leather armor leather armor takes a quick dash and a jump through the window of a storefront. The unmistakable shatter of glass rings through your ears. Not unexpectedly, it sounds like a ruckus is occurring inside, with fist meeting face, face meeting floor and merchandise going flying. A scream for “help” rings out of the broken storefront and the door, which was wide open, an invitation for customers to use it.
The store can be any kind of upper class antique shop with a floor room whose approximate dimensions are 20x30. The floor room should have numerous tables and counters that obstruct movement and provide cover. The average table is three feet high, has a hardness of 5 and 10 hp, A glass display case is about three feet high, has a hardness of 1 and has 1 hp. Other obstacles to include are curtains and racks with draperies, both of which can provide concealment.
A rack or table can be pushed over as a standard action. This can be reduced to a move action with a DC 10 strength check.
Moving through the cluttered store is difficult to say the least. No charging is possible. Beyond this, the characters must weave between tables, racks and counters, not to mention the stuff on the floor. Movement rates inside the store are halved unless the characters can pass a DC 15 balance check or can jump over the obstacles. The DCs for these checks variy with distance and height (see PHB ).
The tables are filled with expensive antiques. Whenever something valuable breaks, a store clerk should scream out a cry of dismay. If the PCs are reckless, shattering more things than Jeremy seems to be, they might start rooting for him instead and scream the PCs out of the store or point them out if they try to sneak up on Jeremy.
The PCs should start about 100 feet from the door to the store.
Once the triggering event has happening, the following timeline takes place as long as the PCs do not interfere:
Round 0: Jeremy breaks in and sneak attacks the store’s guard with his unarmed strike, knocking him unconscious. The clerk runs out the front door yelling for help, though not directly to the PCs.
Round 1: Jeremy starts looking through the merchandise, throwing things on the floor. Things go flying, including out the windows. While doing this, Jeremy spills something in front of the doorway that makes walking difficult. A bucket full of beads, beaded jewelry, roped jewelry or the like will suit the purpose.
Round 2: Jeremy bashes a clerk in his search through the goods.
Round 3: Jeremy finds the cash box and begins shoving money into his pouch.
Round 4: Jeremy continues shoving fistfuls of coins into his pouch.
Round 5: Jeremy jumps out the window and begins sprinting away from the crime scene.
Round 10: The town guard shows up (use whatever town guard you normally use in your game).
Most likely, the PCs will do something about this. If they attempt to enter the store through the door after Jeremy has spilled jewelry, they need to make a balance check at DC 10 as per the normal rules and consequences (PHB 67).
If the PCs try to interrupt Jeremy before he has found the cash box and extracted the cash, he will try to fend them off. If anyone tries to enter the store, Jeremy quickly grabs and flings a ceramic plate Frisbee style at the intruders throat. While doing this, he will whip out the one liner, “You’ll never catch the Baroque Bandit!” as the plate shatters against the wall (if it misses) or hits the PC and lands and shatters on the floor.
Should the PC in question have the snatch arrow feat and ruins his joke, he will launch the witty retort, “Finish setting the table!” He will use his next turn’s action to grab a box of fine crystal wine glasses and toss the contents at the character.
In the ensuing battle, Jeremy will use cover, the mess he is making in the store and his outstanding jump and tumble scores to keep away from the party while throwing things at them. A table of possible items is provided below.
Jeremy will fight the party for four rounds. If during this time he sees he is making little or no progress and hasn’t yet located the cash box, he will make a run for it. While leaving, he will grab some nice looking pieces and shove them in his pouch.
Jeremy’s Improvised Object Table
Ceramic Plate: Ranged Weapon, Range Increment 10’, Damage d3, Critical x2, Bludgeoning (He tosses this like a Frisbee) Medium Vase: One-Handed Weapon, Range Increment 10’, Damage d4, Critical x2, Bludgeoning. (Her tosses this like a basketball) Big Vase: Two-Handed Weapon, Range Increment 10’, Damage d6, Critical x2, Bludgeoning. (He double-underhand tosses this at the enemy’s legs) Table Leg: One-Handed Weapon, Range Increment 10’, Damage d6, Critical x2, Bludgeoning. (He spins this like a handaxe or uses it as a club) Broken Glass: Light Weapon, Damage d3, Critical x2, Slashing (He wields this like a dagger, but it is too poorly shaped to throw) Big Painting: Two-Handed Weapon, Damage d4, Critical x2, Bludgeoning. (He smashes this over the PCs head. For possible humorous effect, the painting might get stuck around to PCs neck with his head poking through) Lamp: Two-Handed Weapon, Damage d6, Critical x2, Bludgeoning. (He swings this like an oversized baseball bat) Random Antique: Ranged Weapon, Range Increment 10’, Damage d3, Critical x2, Bludgeoning. (He tosses this like a baseball)
Some random antiques: Brown tinted honey jar, brass candleholder, blown glass figurine, statuette of famous hero, particularly heavy holy symbol, black wooden music box, clear glass jewelry box, copper scroll case and ornamental crystal ball.
Box of Small Objects: Spreads over two squares, requires DC 10 balance check. Box of Fine Crystal Glasses: Ranged Weapon, Ranged Increment 10’, Grenadelike weapon. Does one damage to everyone in a 5 foot spread, reflex save DC 11 negates.
He can also smack the characters with his crowbar.
Resolution: The amount of gratitude the PCs get depends on how fast they take care of Jeremy. The owners will be happier if less merchandise is broken. Use the following table for the party’s reward:
1 round: 500 gp 2 rounds: 300 gp 3 rounds: 200 gp 4 rounds: 100 gp 5 rounds: 30 gp 6 or more rounds: 5 gp
Otherwise, there is no other fallout. If Jeremy gets away, no one is too upset. If the PCs do not intercede, it is just another crime. If the PCs catch Jeremy, the local law enforcement takes him away, never to be seen by the PCs again. If the PCs slay Jeremy, the law enforcement should react to this as it would in your campaign world.
Special Notes for running this encounter: This encounter is designed to be funny, flavorful and it shouldn’t have any long term effect on your game. To get the most out of it, a few things should be stressed:
-Collateral damage: The encounter will be more fun to run if the PCs actually try to have the poor shop owners things. Play up the fact that everything in the shop looks expensive and be sure to describe what is thrown and how it breaks. Make them want to save some items from Jeremy’s destruction. Have the merchant’s yelling things like “No, not that, it’s a 3rd century porcelain bedpan!” If the party need encouragement, up the ante for having things. Have the merchants yell things like, “I’ll pay handsomely, just stop it from breaking things!” If the characters think of a creative way to save some items (like using a curtain to catch them) up the reward for them. If the characters just knock over tables covered in breakables, the merchants may view the party in the same light as Jeremy.
-Silliness Factor: A Kangaroo Man is robbing an antique shop. Be sure to stress the absurdity of it, as well as the hilarity. Come on! He dropkicked through he window when he could have walked in the door. Stress this fact! Things are constantly falling down, so have some weird effects. Reward silly ideas with funny descriptions. For example, a PC might try to throw an antique dart board like a Frisbee at Jeremy and miss. In response, have Jeremy find the darts and yell, “Bull’s Eye!” as he returns fire.
-Action Packed Encounter: Things are flying overhead and underfoot. People are tripping, clerks are screaming, everything is all over the place! Keep the pace fast, keep the one-liners coming! Use quicker speech and accelerated rolling. The scene won’t take long, but the ridiculous drama works better if done rapidly. You can even extend the encounter by a couple of rounds if the PCs are having a difficult time hitting Jeremy and he doesn’t feel threatened or they are spending time saving antiques. In fact, he might start playing to the party, tossing antiques for the simple purpose of watching the PCs try to catch them before they shatter to the ground, with one liners like, “Head’s up!” “Catch!” “Incoming!” “To the Left!” “No, the right!” or “Gee, this looks expensive.”
The Main Man
Jeremy “The Baroque Bandit” Level 4 Kangooran Rogue Medium Humanoid (Kangooran) Hit Dice: 4d6+12 (26 hp) Initiative: +5 Speed: 30 ft. (6 squares) Armor Class: 19 (+5 Dex +1 Natural +3 Masterwork Studded Leather Armor) -Touch: 15 -Flat Footed: 14 Base Attack/Grapple: +3/+6 Attack: Unarmed Strike +6 Melee (d3+3) or Crowbar +5 (d6+3) Full Attack: Unarmed Strike +6 Melee (d3+3) or Crowbar +5 (d6+3) Space/Reach: 5ft./5ft. Special Attacks: Sneak Attack 2d6 Special Qualities: Evasion, Low Light Vision, Mad Hops, Super Secret Pouch, Trapfinding, Trap Sense +1, Uncanny Dodge Saves: Fort +4, Ref +9, Will +2 Abilties: Str 17, Dex 20, Con 16, Int 10 Wis 12, Cha 12 Skills: Apprentice +7, Bluff +8, Escape Artist +14, Jump +24, Listen +5, Sense Motive +8, Sleight of Hand +16, Spot +4, Tumble +16 Feats: Acrobatic, Improved Unarmed Strike (b), Improvised Weapon Fighting, Quick Draw (b) CR: 5 Languages: Common Treasure: Caltrop, Crowbar, Good Lock, Magnifying Glass, Masterwork Studded Leather Armor, Merchant’s Scale, Potion of Cure Light Wounds, Potion of Jump Alignment: Chaotic Neutral EL: 6
Topped off with a red Stetson hat, Jeremy stands six feet high. His two, long furry ears peak out on either side of his debonair headgear. The brown leather of his studded armor mostly matches the brown fur of his pear shaded body. Around his neck, he wears a bandana, tied, with the wide end facing forward. His pointed face appears strangely intelligent or at least bright and alert. The black nose at the end of his snout seems to be constantly sniffing, as if by instinct. Two alluring deep brown eyes peer out, soaking in every last detail of the world around. Sticking out from the back of his metal trimmed armor is a long tube of a tail that drags against the ground. This strangely shaped body is propped up with two thin, yet muscular legs, the feet on which are housed in extremely long red boots, tied with white laces. Perhaps the most peculiar thing about this creature, who looks so much like an animal, is that his hands are covered with red leather gloves and appear to be no different from a human’s.
Evasion (Ex): Jeremy can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. If helpless, Jeremy does not gain the benefit of evasion.
Mad Hops (Ex): Jeremy receives a +10 racial bonus to jump checks. He may make jumps as he was running. He may take ten on any jump check, even when under stress.
Sneak Attack: If Jeremy can catch an opponent when she is unable to defend herself effectively from Jeremy’s attack, he can strike a vital spot for extra damage. The Jeremy’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Jeremy flanks her target. This extra damage is 2d6 Should the Jeremy score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, Jeremy can make a sneak attack that deals non-lethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal non-lethal damage in a sneak attack, not even with the usual –4 penalty.
Jeremy can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. Jeremy must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach
Super Secret Pouch: Jeremy has a pouch that can hold items located in his belly. His masterwork studded leather armor is custom built to account for this, allowing him access to it. This pouch can hold 30 lbs. of gear with a maximum volume of 2 square feet. *Note: Jeremy’s armor is designed to allow him access to his pouch.
Trapfinding: Jeremy can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a non-magical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Trap Sense (Ex): At 3rd level, Jeremy gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex): Jeremy can react to danger before his senses would normally allow him to do so. He retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Notes on Jeremy’s personality: An up front kind of guy, Jeremy is always witty as he takes his business straight to you. Rather than rely on stealth or subtly, Jeremy struts where ever he walks and spits where ever talks. A loner, he believes in the policy, “If I wants it, I takes it. If I don’t likes it, I breaks it.” He envisions himself a one man crime spree and is always plotting his next heist. Normally, said plot consists of breaking into a place in broad daylight, taking what he wants and bounding away. Only because he has the invincible feeling of youth does he actually think this is a good life plan. So far, he has used the ridiculousness of his appearance to confuse the town guard into thinking some drunk shopkeepers are trying to play a joke, staging poorly designed crimes to get compensation.
Things You Need to Know (New Mechanics)
Kangooran Traits -+2 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, +2 Wisdom -Medium Size -Base Land Speed 30 ft -Low-Light Vision: Can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. Retains the ability to distinguish color and detail under these conditions. -+2 Racial Bonus on Sleight of Hand and Escape Artist Checks -Mad Hops: +10 racial bonus on jump checks. Counts as running on all jump checks, regardless of whether or not it was. May take 10 on any jump check, even under stress. -Natural Armor +1 -Super Secret Pouch: Located on the belly, this natural container holds up to 30 lbs. of goods. -Bonus Feat: Improved Unarmed Strikes. Kangoorans are natural boxers (Note below). -[LINK TO PICTURE REMOVED] EDIT: Above link no longer available. -Bonus Feat: Quick Draw. Kangoorans have fast and deceptive hands. -Level Adjustment: +2 -CR Adjustment: +1 -Automatic Languages: Common -Bonus Languages: Elven, Giant, Gnomish, Halfling, Sylvan -Favored Class: Rogue
For lack of a better description, Kangoorans look exactly like oversized kangaroos, except that they are somewhat taller (6 feet on average) and have longer arms with bigger hands and opposable thumbs. They are covered in fur which range from shades of dark grey to tan and all colors between.
If you don’t want to add Kangoorans to your game, than you need no history to them. Simply chalk it up to magical evolution gone wildly right and have them be an extremely rare nomadic race that the PCs will never run into again.
Or, if you’d like a brief history to integrate, read below:
Kangoorans are a species of nomadic humanoids that seek to perfect the arts of jumping and boxing, as both are as natural to them as looting and burning is to orcs. They love the desert, as the barren openness gives them room to jump long distances and great heights, but inevitably they travel through forests, mountains and jungles, seeking obstacles to challenge their leaping prowess. Unfortunately for them, the economy of the world does not support those whose only life wish is to box and jump, so many become thieves to support their passions. Kangoorans travel in packs with a strong sense of kindred with their own kind. They will usually be encountered in pairs or packs of 10-20, never forming larger groups or permanent settlements. While they often go to the city briefly to make some quick cash, they prefer the natural environments and the road. A rare few appreciate the jumping possibilities of the cities and stick around, before getting arrested or run out of town. A few have become cat burglars of legend, leaping through second story windows and shoving any valuable which isn’t nailed down into their pouch.
Improvised Weapon Fighting Prerequisite: BaB +1 Benefit: The penalty for fighting with an improvised weapon is reduced to –1. Special: The character counts as proficient with all improvised weapons for the purpose of applying special abilities and feats. This feat provides no benefit to using normal weapons that the character is not proficient with (e.g. exotic weapons without the appropriate feat). Normal: Characters take a –4 penalty when using an improvised weapon.
Author’s note: Jeremy does not put the bandana over his face when he robs the store simply because there is no way someone would not be able to identify him. He wears it for bandito purposes only.
Boettcher and Wein's Confectionary Shop: In an upscale district of a city of the Dungeon Master’s choice, a small boutique-style shop sells some of the most exquisite candy in the multiverse. Cotton candy so finely spun that eating it is like biting pink, sweet-tasting air . . . lemon drops so tart that they cause tears to stream from the eyes of the person ingesting them, and which cause her tongue to spasm slightly . . . chocolate-covered cherries so moist and creamy that eating one is almost a sexual experience . . . all of these are only the most mundane pleasures available for sale to well-heeled customers at Boettcher and Wein Confectionary. For the discerning customer, there are Efreeti Red-Hots (caution should be exercised; they detonate if dropped or shaken violently), Succubus Lips (soft, tangy, and chewy), and Lady’s Fingers (for the ghoul in us all) also available upon request.
Some of the shop’s most ardent admirers even claim that its wares are so tasty that they’d gladly trade their souls for an unlimited supply. Most folk dismiss such talk as mere hyperbole, but even the most literal-minded customer agrees that Herr Wein and Fraulein Boettcher make very good candy. A few wits even chuckle that the shop’s two owners must have sold their own souls for the talent required to produce such delectable confections. Disturbingly, they’re half right.
Nasal Wein, one of the owners, is a powerful but aged wizard. As he felt the tightening grip of old age upon his limbs, he grew desperate to prolong his life, and finally turned to dark powers in his search for the means to stave off death. Calling upon the denizens of Baator, he made contact with a great pit fiend, Akanow, offering his soul in exchange for longevity beyond the reach of mortals.
Everything was fine for a while; Nasal’s aging ceased, and he was content for the moment as he conducted research in search of a means to cheat his soul back from the fiend. In retaliation, Akanow allowed Wein to begin to age again, and when the panicked wizard begged for mercy, the devil suggested that Wein should institute some kind of yearly ritual with which offer reassurance of his continued loyalty. Soon, the old wizard found himself agreeing to provide, once per year, the sacrifice of an innocent in exchange for his continued life. As additional insurance against further attempts on his part to avoid his contractual obligations, Akanow also dispatched an erinyes to keep Nasal Wein company. Calling herself Madame Boettcher, she quickly assumed a position as a suspiciously authoritative assistant to Nasal as he began to settle himself into a good position from which to meet his sacrificial obligations.
As a noted planar scholar, gourmand, and alchemist, Nasal was already a skilled cook. His fondness for desserts, in particular, proved inspirational, and he soon determined that a candy shop would attract a large number of relatively innocent customers. The lure of exotic sweets and confections, he predicted, would prove especially irresistible to local children, whom he could then trap and use to fuel his own ebbing vitality. His erinyes companion quickly agreed with his plan, delighted by the irony of hiding a nugget of evil under a veneer of innocent pleasure as if it were a lump of sweet, gooey caramel under a coating of almond marzipan.
Thus, Fraulein Boettcher and Herr Wein went into business, and quickly became a success in their chosen base of operations. Wein kept his usual form: a cheerful, bearded and mustached old man with red cheeks and a pug nose, with twinkling blue eyes. The erinyes, showing an unusually impish sense of humor for a devil, took the form of a tall, pale-skinned young woman with hair like spun gold, cherry-like lips, and crystalline eyes. To help ensure that Herr Wein obtained only the purest and most innocent victims, she also took care to assume a pleasing body shape. This author believes that the best way to assure that the reader understands his meaning is to call for a small exercise. The appropriate adjective to describe Fraulein Boettcher is “buxom.” Repeat with me: blond, blue-eyed, buxom. Blond, blue-eyed, buxom. Buxom, buxom, buxom, buxom, buxom, buxom, buxom, b-b-b-b-b-b-bbbbrrr-bbbrrr-brr . . . .
. . .
. . . Ahem. The aforementioned Fraulein makes gratuitous references to naughty children and spankings, bends over unnecessarily while wearing short skirts, enjoys lollipops in highly graphic ways, and otherwise encourages male customers from the ages of twelve to ninety (or the non-human equivalents) to indulge in the sin of lust, relying on her exotic accent and other . . . assets . . . to encourage hapless onlookers to damn themselves. Female customers, especially those with waistlines thickened by the merchandise, suffer a similar influence—except that their sin is envy.
Herr Wein, for his part, seems immune to Fraulein Boettcher’s charms. The more suspicious townsfolk consider that perhaps he likes little boys instead, and take care not to let their children go into his shop alone, but for the most part his lack of interest is attributed to his old age and apparently benevolent nature. The truth is that Nasal knows that Fraulein Boettcher really is there to make sure that he isn’t a “naughty boy,” and that his gut-twisting fear of her combines with guilt over the deaths of the children he preys upon, with devastating consequences for his libido.
Description of the Shop:[INDENT]1.) The Shopfront[/INDENT]
Narration]As you enter the shop, a tiny bell tinkles somewhere nearby to announce your presence. Immediately, your nose is assailed by a wide variety of sweet odors— wrote:
As you enter the shop, a tiny bell tinkles somewhere nearby to announce your presence. Immediately, your nose is assailed by a wide variety of sweet odors—chocolate, cinnamon, nutmeg, and other delicacies are readily in evidence, along with less readily identifiable but still delicious scents, nearly enough to make your head swim.
Visually, the shop is also a feast; a veritable rainbow of colors gleams from the tables, shelves, and jars scattered around the display room, showcasing a staggering array of candies, pastries, and other sweets. Even the cloth draperies around the displays are a repast for the eye; the chocolate section is swathed in cream-colored silk draperies to emphasize the milky smoothness of the candies there, for example, whereas a table heaped with baskets of colorfully-striped hard candies is enveloped in dark green velvet to emphasize the shining hardness of the confections there. It’s hard to decide what looks tastiest.
A narrow doorway behind the counter is labeled “Employees Only” in Common.
This room is where the majority of the shop’s sales take place, as it is basically a show room. Displays of sweets line the walls on row after row of shelves, or lie heaped upon tables in the middle of the shop floor. The most expensive and colorful merchandise is racked nearest to the door, to encourage new arrivals to the shop to stop and look at it (and hopefully buy it upon an impulse); the cheapest candies are sold by the scoop from the rows and rows of glass jars behind the polished stone counter which runs across the back of the narrow boutique. Fraulein Boettcher is almost always present in this part of the store, if it is open for business. Herr Wein also spends a considerable amount of time here, but since he produces most of the merchandise, he spends more time closeted in the back of the shop, in its kitchen/workroom.
The overall dimensions of the room are 20 ft. wide by 40 ft. long. Tables, display stands, and other encumbrances take up quite a bit of the floor space, however, and they make combat in this part of the shop difficult. If a table is overturned, there is a 50% chance that its display included a large number of hard, round candies or an assortment of squishy confections with slippery fillings. In the event of a spill, treat the area in a 5-foot radius around an overturned table as if it were an uneven flagstone floor with light obstruction, requiring a DC 12 Balance check for characters to run or charge. Failure by 4 or less means that a character may not run or charge, but may otherwise act normally. Failure by 5 or more causes the character to fall prone. At the DM’s discretion, the various tables, racks, and other shop furniture may be used as cover. If a fight breaks out here, Nasal Wein is likely to hear it from his usual station in the Kitchen/Workroom area, and will join the fray within 1d3 rounds.
[INDENT]Roll d100: 01-75—Frau Boettcher is minding the shop, and Herr Wein is in the workroom. 1d6-2 males (commoner 1, exp 1, or ari 1) of any humanoid race are present, flirting with her. 76-86—Frau Boettcher and Herr Wein are chatting pleasantly with one of their best customers as they fill an order. 86-99—Herr Wein is watching the shop while Frau Boettcher does something else (what this might be should be determined by the DM).[/INDENT]
[INDENT]Treasure: A successful Search check (DC 20) uncovers a hidden compartment under the counter in this room. Fraulein Boettcher stores her +1 flaming composite longbow (+5 Str bonus) here.[/INDENT]
Narration]This room is perhaps 20 feet wide by 40 ft long, with a high ceiling to help keep the air nearest the floor cool, and thereby to help prevent the small stove the far end from heating the room enough to place candies in danger of melting after they have been cooled on one of the stone tables that take up a large quantity of the floor space. Sacks of sugar, casks of fruit (fresh and dry), and bundles of spices and flowers line the walls and shelves to fuel the production of Boettcher and Wein’ wrote:
This room is perhaps 20 feet wide by 40 ft long, with a high ceiling to help keep the air nearest the floor cool, and thereby to help prevent the small stove the far end from heating the room enough to place candies in danger of melting after they have been cooled on one of the stone tables that take up a large quantity of the floor space. Sacks of sugar, casks of fruit (fresh and dry), and bundles of spices and flowers line the walls and shelves to fuel the production of Boettcher and Wein’s confectionary business.
A large portion of one wall’s length is taken up by a vast mechanical contraption of belts, levers, and spinning wheels. It appears to be some kind of magically-powered engine for taffy-pulling—presumably that’s the elastic substance being stretched, twirled, and kneaded by the machine and then spooled onto a rack to dry. All in all, the whole room is spotlessly clean, and looks like someplace where a great deal of work is done on a regular basis. It smells as delicious as the front room of the shop.
A sturdy wooden staircase leads upward.
This is where the magic happens. Nasal Wein spends most of his waking hours here, directing a veritable legion of unseen servant spells as they churn ingredients, wipe down tables, wash dishes, and otherwise aid him in the production of exotic and not-so-exotic candy.
[INDENT]Secret Door (Search DC 30): One of several cupboards built into the wall of this room is actually a cleverly-disguised door. When a switch is flipped by lifting a large glass bottle marked “essence of cabbage” from a shelf in the cupboard, the entire section swings outward, revealing that its rear has been sheathed in a thin layer of lead to hide the aura of a permanent phase door in the wall. Only Nasal Wein can use the phase door, and he can bring up to one Medium creature with him per trip (see the spell description in the 3.5 Player’s Handbook for more details). Passing through the wall in this manner leads to a staircase which winds downward into the cellar of the building. Fraulein Boettcher usually employs her greater teleport spell-like ability when she wants access to the cellar.
Magical Trap: CR 6; spell; spell trigger; no reset; spell effect (fire trap, 13th-level wizard, 1d4+13 fire, DC 19 Reflex save half damage); Search DC 29; Disable Device DC 29. Hidden with Nystul’s magic aura to prevent its detection by the casual use of detect magic.
Treasure: Four heavy silver plates are set into the floor, one in each corner of the room, but can be levered out of place with a DC 20 Str check. See the entry for the new magical item, “Plates of Service” below.[/INDENT]
[INDENT]In addition to these plates, an entire wall’s worth of cupboards surrounding the aforementioned secret door contains Nasal’s massive collection of exotic sweeteners, gathered from across the planes. The collection is too large and varied to enumerate in detail here, but the DM might find the following list of examples inspirational in populating the sweetener menu for his or her own game:[/INDENT]
[INDENT][INDENT]1) Stygian Locusts: this is from a tree, not an insect. The Stygian locust tree is renowned across the multiverse for its extremely hard, almost stone-like wood, for its longevity (a specimen over 5000 years of age is not considered old), and for the incredible sweetness of the bean-like pods which it produces as fruit. These pods have an interesting side effect when ingested by humanoids: a whole locust pod contains a substance which acts as a mild hallucinogen in such creatures. Nasal sometimes uses diluted portions of these in his candies to induce euphoria.
2) Arcadian Honey: harvested from the hives of bees raised in the Peaceable Kingdoms of Arcadia, this honey is infused with the lawful essence of that plane. It acts as a mild sedative in large doses, and is the basis for one of Nasal’s best-selling confections—Sleepy Buns. Since he began offering them for sale, many a weary mother has blessed his genius as their children drifted peacefully off for an afternoon nap instead of embarking upon a sucrose-fueled rampage.
3) Succubus Milk: Nasal keeps this sweetener sealed tightly in an insulated bottle, which he keeps in a small tank of water (replenished daily as the insulated bottle’s heat causes it to boil away). Besides its qualities as a sweetener, this substance is a mild poison (Fort DC 13, 1d6/1d6 Str damage) and an extremely potent aphrodisiac. For exorbitant fees, Nasal is willing to don a special protective apron, face mask, and set of gauntlets, and prepare a half-dozen chocolates with this material, for use as a marital aid.[/INDENT]
The overall worth of this collection is sizable, but only if the player characters can successfully locate another candy-maker of Nasal’s skill before these sweeteners spoil. To most other individuals, the collection is too esoteric and dangerous to be of any use.[/INDENT]
[INDENT]Combat:[/INDENT] In the event of combat in this room, Fraulein Boettcher is likely to hear a fight with Nasal Wein. In such a case, she will arrive in 1d4 rounds, and will begin combat by flying upward, using the high ceiling in the kitchen to stay out of reach of the player characters, and then attempting to use her entangle extraordinary ability in conjunction with the taffy drying on the rack along one wall, in hopes of decreasing their ability to fight effectively. See the stat block for the Fraulein, below, and/or consult the animate rope spell description in the 3.5 Player’s Handbook.. She will subsequently use her spell-like abilities to disorganize her victims and soften them up for her arrow-fire.
[INDENT]3.) Upstairs[/INDENT] There is little of interest upstairs; Fraulein Boettcher keeps a bedroom here, but seldom spends time in it. Nevertheless, it has all of the things one might expect of a bedroom: a bed, a small table, a chair, a wardrobe to hold a few changes of clothing, and even a bedpan. A scattering of personal belongings are arranged on the table to help reinforce the illusion that someone really uses this 15 foot long by 10 foot wide room.
Nasal Wein’s office and bedroom are also here, sharing a common hallway with Fraulein Boettcher’s room. Wein seldom comes upstairs during the daylight hours, rising before dawn to prepare his spells each day and returning to his study after sunset to keep his accounts for business before going to bed. The study, a 10 foot by 15 foot room, is undecorated and somewhat unremarkable; there are a few books on arcane matters on a shelf behind Nasal’s desk; an Appraise check against DC 20 indicates that they are worth approximately 100 gp as a set. A drawer holds a sheaf of parchment, a bottle of ink, and a silver-plated pen worth about 15 gp.
Nasal’s bedroom is considerably larger, and contains a comfortable bed with a feather mattress, thick blankets, and a heavy comforter to keep the old wizard’s age-enfeebled bones warm at night. A night table, a larger table with two chairs, a wardrobe, and a wash stand complete the furnishings in this 20 foot wide by 30 foot long room.
[INDENT]Search (Search DC 25): A sliding platform built into the underside of the bed bears a flat, heavy chest, locked in three places with extremely complicated mechanisms (Nasal keeps the keys on him at all times; the Open Lock DC is 30). The chest itself is bolted heavily to the platform to prevent it from being moved. The platform is trapped, as is the chest. See below for details. [/INDENT] [INDENT]On Platform: Fusillade of Greenblood Oil Darts: CR 7; mechanical; touch trigger (attached); manual reset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13 Fortitude save resists, 1 Con/1d2 Con); multiple targets (1d8 darts per target in a 10 ft. by 10 ft. area); Search DC 25, Disable Device DC 25.[/INDENT]
On Chest: [INDENT]Magical Trap: CR 6; spell; spell trigger; no reset; spell effect (fire trap, 13th-level wizard, 1d4+13 fire, DC 19 Reflex save half damage); Search DC 29; Disable Device DC 29. Hidden with Nystul’s magic aura to prevent its detection by the casual use of detect magic.[/INDENT]
If the chest is opened, the player characters will find that it is lined with lead as a foil to divination magic, and that a second box constructed entirely of steel is bolted into its interior. Three more locks of the same quality as the exterior locks (Open Lock DC 30) must be opened in order to gain access to its contents. A symbol is inscribed on the lid of this inner box, set to trigger if it is touched.
[INDENT]Magical Trap: CR 5; spell; spell trigger; no reset; spell effect (symbol of sleep, 13th-level wizard, DC 20 Will save negates); Search DC 30; Disable Device DC 30.[/INDENT]
The content of this inner box is Nasal’s spellbook, which he keeps under heavy protection and concealment in order to safeguard it from his erinyes “partner.” See Nasal’s stat block for information about the contents of the book. In truth, his book is of little interest to Fraulein Boettcher at the present time. This is a matter of good luck for Nasal, since most of his traps would prove little more than an annoyance even if the erinyes sprang them.
[INDENT]4.) The Cellar[/INDENT]
Narration]The air in this long, narrow cellar is cold and damp, fostering the growth of the sharp-smelling mildew which permeates the room. An undertone of decay makes its sickly-sweet presence known, as well, presumably coming from something associated with the blackened, wetly-glistening stone altar at the far end of the room. Everburning torches flicker sullenly in sconces along the walls, shedding enough light to make it easy for a human to see.
A second glance at the altar reveals that a selection of heavy iron chains is bolted into its sides, their ends fitted with manacles. Their presence makes it evident that whatever is customarily sacrificed upon the bloodstained monolith is unwilling to be so treated.
Nearest you, a heavy wooden workbench with a glass pane to cover its top stands against one wall, next to several large sets of shelving which bear stoppered jars full of alchemical reagents, squiggly glass tubing, large bottles, portable burners, and other tools of the alchemist’ wrote:
The air in this long, narrow cellar is cold and damp, fostering the growth of the sharp-smelling mildew which permeates the room. An undertone of decay makes its sickly-sweet presence known, as well, presumably coming from something associated with the blackened, wetly-glistening stone altar at the far end of the room. Everburning torches flicker sullenly in sconces along the walls, shedding enough light to make it easy for a human to see.
A second glance at the altar reveals that a selection of heavy iron chains is bolted into its sides, their ends fitted with manacles. Their presence makes it evident that whatever is customarily sacrificed upon the bloodstained monolith is unwilling to be so treated.
Nearest you, a heavy wooden workbench with a glass pane to cover its top stands against one wall, next to several large sets of shelving which bear stoppered jars full of alchemical reagents, squiggly glass tubing, large bottles, portable burners, and other tools of the alchemist’s arts. Several heavy iron-bound wooden chests also occupy space in this part of the room.
A large clear space between the two areas is mostly taken up by wide expanse of mortar which has been spread across the flagstones to make them flat and even. Someone has carved a painstakingly detailed, circular diagram into this surface, consisting of two concentric rings. The space between them has been filled in with a multitude of smaller diagrams, arcane symbols, and cryptic phrases in a variety of different languages. The entire arrangement appears to have been filled in with silver afterwards to form a permanent summoning circle upon the floor of the chamber.
Gaining access to this part of the building is exceedingly difficult, since Nasal has bricked up the entrance to the staircase that would ordinarily allow access to it; most NPCs never even guess that the cellar exists, and neither would most player characters. If the party uncovers the hidden door in the kitchen/workroom, then it is likely that they will eventually figure out that there is a hidden room in the building. See “Adapting Boettcher and Wein to Your Game,” below, for more information about how to lead the player characters into the cellar.
The cellar is 20 feet wide and just over 60 feet long, with masonry walls. The ceiling is constructed as a series of vaults, giving the entire place the feel of an old crypt. Nasal keeps his magical laboratory in this extensive, windowless basement, along with a summoning circle and a small altar which he uses in the sacrificial rites which prolong his life. The floor is mostly composed of uneven flagstones (requiring a DC 10 Balance check for a character to charge or run across them; failure by 4 points or less prevents the character from running or charging, but he or she can otherwise act normally), but one corner of the chamber has had its floor pried up to allow Nasal to dispose of the bodies of his victims with a discrete burial. The chests in the alchemical lab are mostly filled with treasure, which Nasal is hoarding here in preparation for item creation (he plans to acquire the scrying spell and then use the remaining money to buy the materials needed to fashion a crystal ball, the better to keep an eye on possible threats). [INDENT]Treasure: 1,000 pp, 10,000 gp, alchemist’s lab[/INDENT]
NPCs:[INDENT]Nasal Wein Human male con 13: CR 13; Medium humanoid (human); Hit Dice 13d4; 32 hp; Init +0; Spd 30 ft. (6 squares); AC 11 (11 touch, 11 flat-footed); BAB/Grapple +6/+5; Atk +6 melee (1d4-2/19-20, masterwork alchemical silver dagger); Full atk +6/+1 melee (1d4-2/19-20, masterwork alchemical silver dagger); SA spells; SQ summon familiar; AL CN; SV Fort +7, Reflex +7, Will +11; Str 9, Dex 10, Con 10, Int 20, Wis 11, Cha 18. Skills and Feats: Bluff +12, Concentration +15, Craft (alchemy) +17, Decipher Script +15, Diplomacy +9, Knowledge (arcana) +21, Knowledge (planes) +17, Profession (confectioner) +13, Speak Language (Abyssal, Common, Draconic, Ignan, Infernal, Undercommon), Spellcraft +21 (+2 bonus to learn conjuration spells); Augment Summoning, Create Wondrous Item, Empower Spell, Extend Spell, Greater Spell Focus (Conjuration), Scribe Scroll, Silent Spell, Spell Focus (Conjuration), Spell Penetration. Typical Wizard Spells Prepared: 0th—acid splash*, detect poison, detect magic, ghost sound, prestidigitation; 1st—alarm, charm person, disguise self, grease (x2), magic missile (x2); 2nd—extended mage armor, extended unseen servant, glitterdust, scorching ray (x2), web*; 3rd—dispel magic, empowered magic missile, magic circle against chaos/evil/good/law (x2), stinking cloud*, summon monster III; 4th—dimensional anchor, empowered scorching ray (x2), Evard’s black tentacles*, heightened glitterdust, heightened charm person; 5th—dismissal, heightened grease*, silent dimension door, teleport (x2); 6th—analyze dweomer, planar binding, summon monster VI*; 7th—empowered cloudkill*, prismatic spray. * denotes a bonus spell slot gained from school specialization. Spellbook Contents: 0th—all sor/wiz cantrips listed in the 3.5 Player’s Handbook, except for those from the schools of necromancy and transmutation; 1st—alarm, charm person, disguise self, grease, mage armor, magic missile, Nystul’s magic aura, unseen servant; 2nd—continual flame, glitterdust, scorching ray, web; 3rd—dispel magic, magic circle against chaos/evil/good/law, stinking cloud, summon monster III; 4th—dimension door, dimensional anchor, Evard’s black tentacles, fire trap; 5th—cloudkill, dismissal, symbol of sleep, teleport; 6th—analyze dweomer, contingency, planar binding, summon monster VI; 7th—phase door, prismatic spray. Possessions: circlet of persuasion, cloak of resistance +3, masterwork alchemical silver dagger, necklace of adaptation, potion of fly, potion of invisibility, potion of mirror image, ring of mind shielding, ring of protection +1, spellbook (market value 5425 gp).
Fraulein Boettcher Erinyes rog 3: CR 11; Medium outsider (baatezu, evil, extraplanar, lawful); Hit Dice 9d8+45 plus 3d6+15; 110 hp; Init +9; Spd 30 ft. (6 squares), fly 50 ft. (good); AC 23 (touch 15, flat-footed 18); BAB/Grapple +11/+16; Atk +17 melee (1d4+5/19-20 masterwork cold iron dagger), or +17 ranged (1d8+6/x3 plus 1d6 fire +1 flaming mighty composite longbow (+5 Str bonus)), or +16 ranged (rope (entangle)); Full atk +17/+12/+7 melee (1d4+5/19-20 masterwork cold iron dagger), or +17/+12/+7 ranged (1d8+6/x3 plus 1d6 fire +1 flaming mighty composite longbow (+5 Str bonus)), or +16 ranged (rope (entangle)); SA entangle, sneak attack +2d6, spell-like abilities, summon baatezu; SQ damage reduction 5/good, darkvision 60 ft., evasion, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 20, telepathy 100 ft., trap sense +1, trapfinding, true seeing; AL LE; SV Fort +12, Reflex +14, Will +11; Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 20. Skills and Feats: Bluff +15, Concentration +17, Diplomacy +9, Disguise +15 (+2 when in character), Escape Artist +17, Gather Information +15, Hide +17, Knowledge (arcana) +14, Knowledge (planes) +14, Listen +16, Move Silently +17, Search +14, Sense Motive +16, Spot +16, Survival +4 (+6 following tracks), Use Rope +5 (+7 with bindings); Dodge, Mobility, Quick Draw, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run. Entangle (Ex): An erinyes normally carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level 16th). An erinyes can hurl its rope 30 feet with no range penalty. Typically, an erinyes entangles a foe, lifts it into the air, and drops it from a great height. Spell-Like Abilities: At will—greater teleport (self plus 50 pounds of objects only), charm monster (DC 19), minor image (DC 17), unholy blight (DC 19). Caster level 12th. The save DCs are Charisma-based. Summon Baatezu (Sp): Once per day Fraulein Boettcher can attempt to summon 2d10 lemures or 1d4 bearded devils with a 50% chance of success. This ability is the equivalent of a 3rd-level spell. True Seeing (Su): Fraulein Boettcher continuously uses true seeing, as the spell (caster level 14th). Possessions: rope, +1 flaming mighty composite longbow (+5 Str), hat of disguise, masterwork cold iron dagger.[/INDENT]
New Magic Item [INDENT]Plate of Service: This square sheet of silver is approximately one foot on a side, and nearly an inch thick. Once per day, anyone within 30 feet of it may speak a command word to bring forth an unseen servant, as the spell. The effect lasts for 8 hours. Faint conjuration; CL 8th; Create Wondrous Item, unseen servant; Price 8000 gp; Weight 30 lbs.[/INDENT]
Adapting Boettcher and Wein to Your Game: Almost any large city has the population and the demand necessary to sustain a sweet shop. People like candy. Boettcher and Wein’s shop may prove slightly too rich for the blood of a DM who prefers a low-magic campaign, since a large portion of the wares for sale here are faintly magical in and of themselves, or are produced with the aid of magic. The fact that Nasal Wein is also a relatively high-level wizard may also present a stumbling block, as might Fraulein Boettcher’s unusual advancement method (as a rogue, rather than as an erinyes). To remedy this issue, it’s simple enough to drop Wein and Boettcher by about three character levels each (or more, in Wein’s case). The overtly magical nature of Wein’s products can be smoothed over relatively easily; this location loses much of its incidental flavor but none of its utility if Boettcher and Wein sell extremely fine mundane candy instead of faintly magical candy.
Increasing the difficulty of an encounter with the pair can be accomplished by raising their levels. If desired, it would also be reasonable to include one or more imps as reinforcements for Fraulein Boettcher (their alternate form ability makes it easy for them to masquerade as pets).
Introducing the player characters to this lair is simple enough; adventurers often have more money than they know what to do with, and a randy young bard with his eye on a cute barmaid may decide that the thing to do is to get her some really fancy chocolates. A darker note could be introduced by having a wealthy NPC hire the party to investigate the disappearance of her young son, who slipped out of the house one afternoon with his allowance of spending money, and was last seen strolling down the same street as the one on which the candy shop is located. From there, a locate object or locate creature spell might provide the characters with reason to be suspicious of the candy-makers.
Alternatively, a party with a paladin might find itself in for a series of embarrassing disagreements with the locals when the paladin detects an evil aura upon the buxom and extremely friendly Fraulein Boettcher, and attempts to investigate further.
The Inn of the Welcome Traveler History and Description
This Inn may be added to any campaign setting or supplant any existing Inn that a campaign already has outlined. The Inn of the Welcome Traveler works best along a trade route in a semi-secluded area, or a place of moderate forestation. For this entry the Inn of the Welcome Traveler will be placed in the Forgotten Realms Campaign Setting. This Inn may be used as a short mini adventure or as a simple resting spot for the non observant or caring adventuring party. The Inn of the Welcome Traveler is a place for the weary traveler to rest. Has been, going on the better part of two decades. Owned originally by a couple of young human entrepreneurial brothers, Dryden and Nathan Hundon, who sold the business after finding out that owning an Inn was not as simple as selling ale and spirits and that some patrons get drunk and angry. However their wisdom was not as misplaced as their business sense in regards to its location. Located on the south eastern tip of the Archwood along what travelers and traders call the “The Dawnpost”, this inn is but a day or two away from Archenbridge and a five plus days travel to Ordulin, capital of Sembia. Indeed this is why the couple, Thomas and Meredith Greenmantle, bought the Inn of the Welcome Traveler from the desperate brothers.
Thomas Greenmantle and Meredith Greenmantle are simple human merchants that realized their kindly ways and old world ideals of trading were quickly losing them money from the new class of merchants that are becoming more and more popular. So, with what money they had left, they bought out the Hundon brothers. Ever since then the Greenmantles have fixed up, added on to and made a respectable name of The Inn of the Welcome Traveler.
For the past three years of the establishments two decade long run, the Greenmantles have done their best business. With six cozy rooms, two “Traveler Suites” and a large common sleeping room, the Inn can give rest too approximately seventy heads within her walls. Outside there is a moderate sized barn and hitching post for travelers to feed and keep their mounts. The Greenmantles room is located in the basement directly beneath the main room along with the Inns foodstuff and supplies. The main room is of average make but the Greenmantles keep everything to a polished shine.
Like every Inn it seems the owners are known throughout the region for something special and the Inn of the Welcome Traveler is no different. Mrs. Greenmantle has created a cake that is quickly becoming known as a must have dessert. Simple called Mantlecakes, this cake is soft, moist and always eaten warm. The cake actually is baked with apples within and then placed inside a pre-cooked cinnamon crust. Fresh cherries are placed on top as well as a light apple glaze to make one very sweet after dinner treat. Dinners and lunches always include fresh baked bread as well as in season fruit which is served buffet style at the bar. Soups, meats and vegetable meals are ordered and served at the patrons table. Breakfasts are hearty, as the Greenmantles will remind you are an important trait for any breakfast, and include bread and fruit in the aforementioned buffet style. Milk is available as are eggs and sausages.
The Inn is haunted by the people that the bandits killed which will be further discussed in the DM notes. Design elements and other notes, such as NPC actions, are given at the end of the entry under DM Notes. Character details are given stat blocks under the Characters section.
Introduction to the Inn of the Welcome Traveler
DM Reads]After walking for what seems like forever you now find yourself standing in front of a two tiered building of good repair. The walls are whitewashed and clean and closed green shutters cover the two large windows that flank a simple green door that will take your weary legs three steps up to get to. These wooden steps are painted green as well along with a sign hanging above the door. In bold blue writing she gives her name, The Inn of the Welcome Traveler. To the immediate left lies a small squat housing which is also whitewashed. Thanks to the cool breeze you can smell horse dung coming from within the barn and stable. The place is quiet.
Main Room Description[/u wrote:
After walking for what seems like forever you now find yourself standing in front of a two tiered building of good repair. The walls are whitewashed and clean and closed green shutters cover the two large windows that flank a simple green door that will take your weary legs three steps up to get to. These wooden steps are painted green as well along with a sign hanging above the door. In bold blue writing she gives her name, The Inn of the Welcome Traveler. To the immediate left lies a small squat housing which is also whitewashed. Thanks to the cool breeze you can smell horse dung coming from within the barn and stable. The place is quiet.[/quote] [u]Main Room Description
DM Reads]Upon entrance you find yourself staring into an empty dining hall and barroom area. The rectangular room is roughly even on all sides. On top of clean floors sit approximately 25 tables with four high back wooden chairs sitting underneath each. The bar hosts 4 stools and, just like the other chairs, they too are empty. On the eastern wall to the right of you is a fireplace without fire. The rear wall by the bar has stairs leading up to the left and heavy curtains cover a doorway to the right and a doorway behind the bar. The left wall houses paintings and drawings of good quality. The room is dimly lit by the candles sitting on the tables. This is a nice place you think to yourself but a bit empty. The curtain behind the bar opens as a short and stocky older women walks out. “ wrote:
Upon entrance you find yourself staring into an empty dining hall and barroom area. The rectangular room is roughly even on all sides. On top of clean floors sit approximately 25 tables with four high back wooden chairs sitting underneath each. The bar hosts 4 stools and, just like the other chairs, they too are empty. On the eastern wall to the right of you is a fireplace without fire. The rear wall by the bar has stairs leading up to the left and heavy curtains cover a doorway to the right and a doorway behind the bar. The left wall houses paintings and drawings of good quality. The room is dimly lit by the candles sitting on the tables. This is a nice place you think to yourself but a bit empty. The curtain behind the bar opens as a short and stocky older women walks out. “Welcome to my Inn Travelers…staying the night?”
The room is rectangular roughly 100ft. by 100ft. with a height of 10ft. The bar stands about 4ft. high and is about 90ft. inwards offering a 10ft. walk space behind it. Underneath the bar are the kegs of ale and a coin drawer. The content amount of each is left up to the DMs discretion. The “woman” is actually Fredrick who is disguised by use of his skill and a Hat of Disguise. Again, actions will be noted in the DM notes section.
Common Sleeping Room Description
DM Reads]No one is currently occupying the room and the faint light from the common shows that large room is clean and very simplistic. Approximately twenty-two cots are arranged in a square. The room is approximately 45ft.x45ft. and there is a 5ft. walk space between each cot. Unlit lanterns are spaced 10ft apart from one another. Heavy support beams run lengthwise across the ceiling.
Upstairs [/u wrote:
No one is currently occupying the room and the faint light from the common shows that large room is clean and very simplistic. Approximately twenty-two cots are arranged in a square. The room is approximately 45ft.x45ft. and there is a 5ft. walk space between each cot. Unlit lanterns are spaced 10ft apart from one another. Heavy support beams run lengthwise across the ceiling.[/quote] [u]Upstairs
DM Reads]The stairs take you up to an open common area. There are three common rooms in front of you, four to your left and two to your right. Behind you and to the left two oak doors mark what you guess are the suites.
Common Patron Rooms (may be used for all 9 rooms)[/u wrote:
The stairs take you up to an open common area. There are three common rooms in front of you, four to your left and two to your right. Behind you and to the left two oak doors mark what you guess are the suites.[/quote] [u]Common Patron Rooms (may be used for all 9 rooms)
DM Reads]These simple rooms have a simple cot (DM may add more cots) and a small anteroom for a restroom. A small window faces is shuttered closed. There is a simple desk with candle in the corner of the room. These rooms are 15ft.x15ft.
Suite Rooms[/u wrote:
These simple rooms have a simple cot (DM may add more cots) and a small anteroom for a restroom. A small window faces is shuttered closed. There is a simple desk with candle in the corner of the room. These rooms are 15ft.x15ft.[/quote] [u]Suite Rooms
DM Reads]This room has a regular bed, replete with pillows, that is located in the corner of the room. The polished wood floor has a rug on top of it of simple pattern. A desk rests against the wall directly across from the bed. Between the two there is a closed simple door which you would assume is the restroom. There is an unlit torch that hangs from the center beam of the ceiling. A shuttered window is on the opposite wall of the door. These rooms are 45ftx35ft.
The Greenmantles and the five patrons, as well as their belongings, are located downstairs. The downstairs area is locked where Frederick and Dianna have put the patrons and Greenmantles until they can figure out a way to escape cleanly.
Behind the Bar[/u wrote:
This room has a regular bed, replete with pillows, that is located in the corner of the room. The polished wood floor has a rug on top of it of simple pattern. A desk rests against the wall directly across from the bed. Between the two there is a closed simple door which you would assume is the restroom. There is an unlit torch that hangs from the center beam of the ceiling. A shuttered window is on the opposite wall of the door. These rooms are 45ftx35ft.[/quote] The Greenmantles and the five patrons, as well as their belongings, are located downstairs. The downstairs area is locked where Frederick and Dianna have put the patrons and Greenmantles until they can figure out a way to escape cleanly.
[u]Behind the Bar
DM Reads]The bar has a ten foot walkway with a curtain that opens into a simple kitchen that you figure would be common for an inn. There is a small pantry here as well. You notice an open trap door with a set of stairs going down.
The bar has a ten foot walkway with a curtain that opens into a simple kitchen that you figure would be common for an inn. There is a small pantry here as well. You notice an open trap door with a set of stairs going down.[/quote] [u]Downstairs
DM Reads]Downstairs you see boxes and barrels of ale and spirits by the light of a couple of lanterns. About twenty feet ahead of you is a door that is closed.
The room is the bedroom of the Greenmantle couple and recent residents that are captured. The room is not locked as the Greenmantles never bothered installing one. The PCs can free the Greenmantles and the patrons who will offer them a reward of 200gp and free lodging for as long as the PCs wish.
DM Notes Basically the layout is fairly simple and straightforward. The PCs should be given Spot checks against Fredericks Disguise check and Sense Motive checks vs. his Bluff checks. Frederick will do his best (while disguised as Mrs. Greemantle) to dissuade the PCs the PCs from staying at the Inn saying that it is closed for renovation. He will, however, concede a couple of rooms if pressed offering what the Inn has.  wrote:
Downstairs you see boxes and barrels of ale and spirits by the light of a couple of lanterns. About twenty feet ahead of you is a door that is closed.[/quote] The room is the bedroom of the Greenmantle couple and recent residents that are captured. The room is not locked as the Greenmantles never bothered installing one. The PCs can free the Greenmantles and the patrons who will offer them a reward of 200gp and free lodging for as long as the PCs wish.
DM Notes Basically the layout is fairly simple and straightforward. The PCs should be given Spot checks against Fredericks Disguise check and Sense Motive checks vs. his Bluff checks. Frederick will do his best (while disguised as Mrs. Greemantle) to dissuade the PCs the PCs from staying at the Inn saying that it is closed for renovation. He will, however, concede a couple of rooms if pressed offering what the Inn has. Dianna waits behind the curtain overhearing the conversation and will help Frederick if the PCs attack suddenly.
If the PCs decide to stay the evening they will be confronted by a few ghosts who will try their best to tell their story. The story being that they were murdered by Frederick. If the PCs decide to take action it will probably happen in the common room as Dianna or Frederick is usually on watch at night, which is when the ghosts make themselves known to the PCs. The actions of Dianna and Frederick took place mere hours before the PCs arrived.
Characters Frederick, Male Human Rog3: CR 3; Size M (5 ft., 6 in. tall); HD 3d6; hp 9; Init +3 (+3 Dex); Spd. 30 ft.; AC 14 (+3 Dex, Leather); Attack +1/+5 (dagger) melee, or +5 ranged; SV Fort +1, Ref +6, Will +4; AL NE; Str: 9, Dex: 16, Con: 10, Int: 13, Wis: 17, Cha: 12. Languages Spoken: Common, Elf. Skills and feats: Bluff +10, Decipher Script +7, Diplomacy +6, Disguise +4, Gather Information +7, Hide +9, Intimidate +4, Listen +9, Move Silently +3, Open Lock +7, Sense Motive +9, Spot +3, Tumble +8, Use Rope +7; Weapon Finesse (Dagger), [Evasion], Skill Focus (Bluff), Quick Draw. Possessions: 350gp (taken from patrons and personal wealth) Dagger+1 MW Leather Armor Short Sword Hat of Disguise
Dianna, Female Elf Sor3: CR 3; Size M (5 ft., 1 in. tall); HD 3d4; hp 8; Init +4 (+4 Dex); Spd 30 ft.; AC 14 (+4 Dex); Attack +1 melee, or +5 ranged; SV Fort +1, Ref +5, Will +4; AL CE; Str 11, Dex 18, Con 11, Int 13, Wis 12, Cha 17. Languages Spoken: Common, Elven, Gnoll. Skills and feats: Bluff +9, Hide +4, Knowledge (Arcana) +6, Knowledge (Nature) +2, Listen +3, Move Silently +4, Search +3, Spellcraft +6, Spot +3; Combat Casting, Eschew Materials. Possessions: MW Dagger Potion of Invisibility Potion of Cure Light Wounds Wand of Magic Missles (1st level) 10 charges Sorcerer Spells Known (6/6): 0th -- Dancing Lights, Daze, Disrupt Undead, Ghost Sound, Mage Hand. 1st -- Charm Person, Burning Hands, Sleep.
Dianna and Frederick may be scaled to a higher level. The DMG, pages 123 and 125, will give more information. Dianna wishes to kill the remaining survivors but Frederick will use them as a trade if his life is in extreme danger.
Ghosts Same as found in Monster Manual pg. 117 except template is added to 1st level commoner. These ghosts will not attack or help PCs.
Greenmantles and living patrons Treat the Greenmantles as 2nd level Experts and the patrons as 1st level Commoners. More information can be found in the DMG (pg. 103 CH. 4).
THE REALM OF SOLIRIS – A 13TH LEVEL LAIR AND ENCOUNTER
Background His first and fondest memories are images of Her. Now, those memories are all that remain…
From his earliest childhood, Soliris can remember spending endless hours staring at images of Taiia, Sun Goddess and the object of his worship. As he matured, Soliris’ worship turned to lust and he became consumed by one overwhelming desire; to gaze upon Taiia’s godly form with his own eyes.
Soliris’ father, Solmatuur, had also pledged his life to Her. As a young man, Solmatuur joined the Purifying Flame sect, eventually becoming a Justiciar of Taiia. He spent his life as a cleric in Her service, exacting Taiia’s punishments on wrongdoers. However, despite Solmatuur’s lifelong devotion to Taiia, She chose never to reveal Herself to him.
For his part, Soliris could not bear the thought of never seeing his Goddess. Rather than wasting his life as an obedient cleric simply waiting for Taiia to grace him with Her presence, Soliris vowed to seek Her out. His lustful obsession drove him down the Ranger’s path, where he spent his days searching and honing his tracking skills. In his tireless quest to see the Goddess, Soliris ventured throughout the Planes, often encountering Justiciars along the way. He befriended many, gaining bits of information on Taiia’s possible whereabouts, and learning some of their more “roguish” ways (although he spent far more time perfecting his skills as a Ranger). He devoted endless hours each day in pursuit of his Goddess until one summer morning, after many years of searching, his obsession became a reality.
On that day, in the coolness of the dawn, Solaris was tracking in a glen immediately south of Tel Vanorrah. There, he came upon a small stream and, for a fleeting moment, he glimpsed Taiia’s nude form as She bathed at the water’s edge. He was completely overcome! But Her naked body was the last thing Soliris ever saw, for as punishment for viewing Her without permission, Taiia struck Soliris with Her radiance, permanently blinding him. As further punishment, Taiia vowed Soliris would never again feel the warmth of the sun. She banished him to live in darkness in a Realm of Her own creation, which now bears his name. There Soliris remains, ignorantly searching for a cure for his blindness; hoping against hope to see his Goddess once again and renew the image seared into his memory.
Plot Hook Soliris became somewhat infamous as perhaps the only mortal to view Taiia’s naked form and his story spawned a small but ardent group of followers. Known as the Cult of the Sightless One, his devotees are mostly former worshippers of Taiia whose transgressions against the faith resulted in their excommunication. Now, out of spite for the Goddess, they have rallied to Soliris’ cause and dutifully aid him in his quest to regain his sight. In fact, some members of the Cult are so loyal, they actually donate their own eyes to Soliris. Most, however, prefer to “donate” the eyes of others and they relentlessly attack both man and beast, carefully extracting the eyes of their victims. Once secured, the Cultists take their “offerings” to the Realm of Soliris, which can only be accessed through their shrine located in the Northwest quadrant of Tel Vannorah. In the Realm, the wizard Rasulmann experiments on the eyes for his master, Soliris.
The Cult has been very active lately, and the PCs encounter the Cult’s victims almost daily. They embark on a quest to destroy the Sect. The PCs are able to locate the shrine somewhat easily either through a DC 15 gather information check, by bribing local officials, or simply by talking with local clerics still loyal to Taiia. After defeating any Cultists in the shrine, the PC’s search for the leader behind the attacks. In a locked (DC 30) but untrapped room, they locate a dimensional portal and hesitantly step through…
The Realm of Soliris
Narration]You pass without incident through the gate, only to find yourself immersed in utter blackness. You appear to be standing on solid ground, but even this is uncertain, since you can’ wrote:
You pass without incident through the gate, only to find yourself immersed in utter blackness. You appear to be standing on solid ground, but even this is uncertain, since you can’t see as far as the tip of your nose (let alone, down to your feet). The air is thick with a sulfurous fog, which pains your lungs as you breathe. The scent of rotten eggs fills your nostrils, bringing tears to your eyes, and the stillness of the air carries no sound. You’re afraid to even move, fearing you might step off the edge of whatever precipice you might be standing on.
The PCs have entered the Realm of Soliris, a demiplane created by the Goddess Taiia. The Realm is separate from all other planes and can only be accessed via one planar gate (the one used by the PCs). The Realm’s traits are as follows:
Physical Traits: Gravity and time function as they do on the Material Plane. With respect to its dimensions, the Realm of Soliris is essentially a hollow globe with a diameter of approximately 300 feet. Magical darkness permeates the plane, and there is no illuminating body (i.e. no sun, moon, or stars). Non-magical light sources do not function in the Realm. The Realm is Alterable Morphic (see DMG, pg. 148).
Elemental and Energy Traits: The Realm of Soliris is air-dominant. However, without any sunlight to burn it off, a thick sulfuric mist has collected throughout the Realm. Any creature unaccustomed to the atmosphere not warded by a Protection from Energy (acid) or Resist Energy (acid) spell takes 1d6 points of damage each hour (no save), beginning immediately upon arrival. In addition, the acidic fog provides 30% concealment. Finally, the mist obstructs vision, making it difficult to retrieve stored objects. PCs attempting to retrieve a stored object during combat must succeed on a DC 15 Search check.
Alignment Traits: The Realm is strongly evil-aligned (see DMG, pg 149). All non-evil creatures take a -2 penalty on Charisma, Intelligence, and Wisdom based checks.
Enhanced Magic Traits: Spells that generate darkness or use acid (i.e. those with the darkness or acid descriptors) are enhanced in the Realm of Soliris. Such spells are cast as if they were prepared with the Maximize Spell feat, though they don’t require the higher spells slots.
Impeded Magic Traits: Spells that use or generate light (i.e. those with the light descriptor) and spells that grant some form of vision (e.g. Darkvision, True Seeing) may fizzle when cast within the Realm. A spellcaster attempting such spells must succeed on a Spellcraft check (DC 20 + the level of the spell). Successfully cast light and vision spells have their ranges and durations halved.
Immediately after reading the descriptor above, the DM should instruct the PCs to make a 1d6 damage roll for the effects of the fog. Following their checks, the PCs will likely attempt to establish light. Remember the Realm is shrouded in magical Darkness. As such, darkvision is ineffective and the PCs will need a Daylight or higher spell in order to see. Once light is established…
Narration]You are standing in the middle of what appears to be a broken cobblestone path about 30 feet wide, boarded on the east and west by crystal clear bodies of water. As you peer through the yellowed air, you vaguely see the path leads north.
The “ wrote:
You are standing in the middle of what appears to be a broken cobblestone path about 30 feet wide, boarded on the east and west by crystal clear bodies of water. As you peer through the yellowed air, you vaguely see the path leads north.[/quote] The “water” in the pond is actually sulfuric acid, which is clear in liquid form. Briefly touching the acid deals 1d6 points of damage, while total immersion or swallowing deals 10d6 damage each round. Additionally, any character walking to within 5 feet of either the left or right bank is overcome by noxious fumes. The character must make a DC 13 Fortitude save or take 1 point of Constitution damage. All such characters must make a second save 1 minute later or take another 1d4 points of Constitution damage. This second save is required even if the PC moves away from the acid pools.
Unbeknown to the players, a Beholder lies hidden on the path at a distance of 45 feet. The Beholder is typical for a creature of its kind except it has Blindsight (Ex) (60ft.). See MMI, page 26 for the Beholder’s statistics. The DMG (page 290) and MM1 (page 306) discuss the game mechanics for the Blindsight (Ex) special ability. If the PCs don’t successfully spot the creature within a few moments, the Beholder attacks in a surprise round. After defeating the Beholder, the PCs should follow the path to arrive at the doorstep of Soliris’ home…
Narration]At the far end of the path, you come to a large wall, which extends in all directions beyond the reach of your light. Except for its pale yellow color, the wall is unremarkable. Doors or windows are not immediately evident.
In actuality, the wall is formed of caked sulfuric acid which has been accumulated from the atmosphere.  wrote:
At the far end of the path, you come to a large wall, which extends in all directions beyond the reach of your light. Except for its pale yellow color, the wall is unremarkable. Doors or windows are not immediately evident.[/quote] In actuality, the wall is formed of caked sulfuric acid which has been accumulated from the atmosphere. Touching or attempting to scale the wall with an exposed hand does 2d6 points of damage (no save). The same damage is done when searching for the door if the search check (DC 30, retries allowed) fails by more than 5. If the check is successful, an Arcane Eye sensor opens the door without the PC making contact with the wall. As the PCs enter…
Narration]Entering the structure provides no respite from the fog, which casts a heavy haze throughout a dimly lit room. To your left, you notice a few open wooden crates filled with empty mason jars. On the eastern wall, you see a work desk covered with vials, beakers, and other containers, along with several razor sharp scalpels. On the north wall hangs a large tapestry depicting Taiia, naked with arms outstretched. A door in the west wall opens… wrote:
Entering the structure provides no respite from the fog, which casts a heavy haze throughout a dimly lit room. To your left, you notice a few open wooden crates filled with empty mason jars. On the eastern wall, you see a work desk covered with vials, beakers, and other containers, along with several razor sharp scalpels. On the north wall hangs a large tapestry depicting Taiia, naked with arms outstretched. A door in the west wall opens…
The wizard Rasulmann enters the 40X40X20 room, followed by another Beholder (same stats as above). Rasulmann is a 10th level Drow wizard whose stats are presented on page 125 of the DMG. A battle begins, with no surprise round for either party. After the fight, the PCs will likely explore the west room for treasure (Rasulmann and the Beholder have none). Finding nothing of value, the PCs will likely search the lab, again finding no treasure.
Soliris’ chamber is to the north, accessible only through an entrance hidden behind the tapestry of Taiia. A DC 25 search check reveals the hidden door. To notice the “Iris” trap (stats to follow) behind the tapestry, the DC is 30. Separate checks are required to notice the door and the trap. If any PC lifts the tapestry without first disarming the trap, the trap goes off. The door to Soliris’ chamber is unlocked. The PCs enter to find…
Narration]You enter what appears to be an open courtyard. A ceiling is not visible, and the wall through which you passed stretches in either direction beyond the grasp of your light, apparently curving inward a circle. Uneven hewn-stone slabs sporadically coated with some form of blackened growth comprise the floor, and the texture and color of the wall is similar to that of the previously explored exterior. Heavily rusted wrought iron shelving perhaps 30 feet high lines both sides of the wall. Countless glass jars of every shape and size, each containing a bloodshot eyeball, rest uneasily on the shelves. The eyes stare intently into the mist, painfully aware of the sacrifice they have made. Creatures of every race and kind stand motionless throughout the center of the courtyard, the agony of their deaths still evident on their eyeless faces. Their arms reach longingly for the shelves, perhaps hoping to take back their offering to Soliris.
The PCs are in fact “ wrote:
You enter what appears to be an open courtyard. A ceiling is not visible, and the wall through which you passed stretches in either direction beyond the grasp of your light, apparently curving inward a circle. Uneven hewn-stone slabs sporadically coated with some form of blackened growth comprise the floor, and the texture and color of the wall is similar to that of the previously explored exterior. Heavily rusted wrought iron shelving perhaps 30 feet high lines both sides of the wall. Countless glass jars of every shape and size, each containing a bloodshot eyeball, rest uneasily on the shelves. The eyes stare intently into the mist, painfully aware of the sacrifice they have made. Creatures of every race and kind stand motionless throughout the center of the courtyard, the agony of their deaths still evident on their eyeless faces. Their arms reach longingly for the shelves, perhaps hoping to take back their offering to Soliris.[/quote] The PCs are in fact “outside” again. They are standing in Soliris’ courtyard, a vast and open expanse in the center of the Realm. The courtyard is circular, perhaps 100 feet in diameter, and the shelves against the outer wall completely enclose the yard. The motionless figures are mummified victims whose eyes proved somewhat useful in Rasulmann’s experiments. The creatures obviously long to have their eyes returned (a goal quite contrary to that of Soliris), and they would prove useful combatants if properly motivated through an Animate Dead or similar spell.
Soliris is located in the center of the courtyard. He is aware of the PCs, thanks to his Monocle (see below) and he begins to prepare for an attack…
Statistics Block Soliris Male Human Ranger 10/Rogue 5: CR 15; Medium-size humanoid; HD 10d8+10 plus 5d6+5; hp 80; Init +9; Spd 30ft.; AC 26, touch 18, flat-footed 21; Base Atk +13; Grp +17; Atk +21 melee (1d6+6/15-20, +2 keen rapier) or +21 ranged (1d8+6/x3, Eyes of the Sun bow); Full Atk +21/+16/+11 (1d6+6/15-20, +2 keen rapier) or +21/+16/+11 ranged (1d8+6/x3, Eyes of the Sun bow); SA sneak attack +3d6; SQ Blindsight (Ex) from Monocle, Evasion (Ex) , trapfinding, Trap Sense (Ex) +1, Uncanny Dodge (Ex), Favored Enemy (Ex) elves +4, Favored Enemy (Ex) dwarves +4, Favored Enemy (Ex) humans +2, Wild Empathy (Ex), Combat Style (Ex) archery, Animal Companion (Ex), Improved Combat Style (Ex), Woodland Stride (Ex). Swift Tracker (Ex); AL LE; SV Fort +9, Ref +16, Will +8; Str 18 (belt), Dex 21 (gloves), Con 12, Int 10, Wis 14, Cha 8.
Skills and Feats Hide +22, Knowledge (Nature) +13, Move Silently +22, Survival +17, Sense Motive +13, Climb +21, Jump +21, Tumble +14; Improved Initiative, Weapon Finesse (Rapier), Iron Will, Weapon Focus (Rapier), Weapon Focus (Eyes of the Sun bow), Point Blank Shot, Power Attack, Endurance, Track, Rapid Shot, Many Shot. Note on skills: Because of Blindsight (Ex), Soliris does not need to make spot or listen checks to notice any character within 60ft.
Ranger Spells Prepared (2/2; save DC 12 + spell level): 1st-delay poison, entangle; 2nd – 2 cure light wounds
Possessions: +3 mithral breastplate, gloves of Dexterity +4, ring of protection +3, belt of giant strength +4, +2 keen rapier, boots of speed, Eyes of the Sun bow, Monocle of Soliris, 30 arrows
With respect to tactics, Soliris uses his Blindsight (Ex) ability to best advantage by remaining outside of the range of his opponents’ light source. He accomplishes this by activating his of boots of speed. From a distance and in the shadows, he attacks mercilessly with his composite longbow, the Eyes of the Sun. Note that the bow’s seeking ability ignores the concealment granted by the fog. At range, he also takes full advantage of his rapid shot feat. If opponents have light or vision out to 60 feet (after considering the effects of the fog), he will close to within 30 feet and hopefully, with improved initiative, gain at least one sneak attack. Within 30 feet, Soliris will continue to fire his bow, employing his manyshot feat. Soliris will unsheathe his keen rapier against opponents who manage to close within melee range.
Soliris does not have an animal companion.
Unique Abilities and Treasure
Blindsight (Ex): This special ability is granted by the Monocle of Soliris (see description below). See MM1 page 306 for a description of the ability.
Monocle of Soliris: Soliris wears a monocle over one eye which grants the wearer continuous use of the Blindsight (Ex) special ability out to a distance of 60 feet. The monocle was created by one of Soliris’ devotees and was presented to him as a gift. Moderate divination; CL 9th; Craft Wondrous Item; True Seeing; Price 30,000gp. Note to the judges – Price does not strictly follow Table 7-33 in the DMG. Price was estimated by reference to Goggles of Night, which grant dark vision (60 ft.) for 12,000gp. Also note the Goggles of Minute Seeing, which also use the True Seeing spell, yet cost only 1,250gp.
Eyes of the Sun: Soliris inherited this +2 seeking composite longbow (+4 STR bonus) from his father, Solmatuur. The face of the bow is intricately carved with numerous eyes, which appear to be closed. Upon utterance of the command word, the eyes open, granting the shooter a clear view of the target and providing him with a +20 insight bonus on his next attack roll as per the True Strike spell. The True Strike ability can be used up to five times per day. Strong Divination; CL 12th; Craft Magic Arms and Armor, True Strike and True Seeing; Price 20,600gp; Cost 10,700gp +792 XP
Trap and Unique Poison Description Iris Pollen Vapor Trap: CR 8; magic device; visual trigger (True Seeing); automatic reset; gas; never miss; onset delay (1 round); poison (Iris pollen – see below); multiple targets (all targets within 10 feet of the trap); Search DC 30; Disable Device DC 30. Cost: 50,000gp, 1,800XP.
Iris Pollen (Iris, in this case, refers to the flower – not the part of the eye) is a DC 15 inhaled poison. The initial damage, which is instantaneous, is blindness. Secondary damage is 2d6 Dex. The price is 1,500gp.
Modifying the Realm of Soliris to Your Campaign
With respect to background, I selected Taiia as Soliris’ patron goddess, primarily because I was looking for a female sun deity. Additionally, I found the descriptions of her followers (and their propensity to intentionally blind themselves) useful for the plot hook. I also think her symbol (a solar disk with three eyes) is particularly appropriate. Finally, I also wanted to give Soliris some Rogue levels. Soliris learns those skills from members of Taiia’s prestige class, the Justiciars, which have sneak attack abilities. Information on Taiia is found starting on page 203 in Deities and Demigods. If your campaign strictly follows the core books, Ehlonna will work just fine, as she also has the sun domain. Of course, you could always make Soliris a female…perhaps she could catch a glimpse of Pelor’s manhood as he takes a wizz in a cow pasture!!
The Realm itself is pretty much plug and play. The only adjustments would be to increase or decrease the damage done by the acid fog, touching the building, walking near the pool, etc. Note that, as written, damage done from the acid pretty closely follows the acid effects described in the DMG on page 302.
With respect to the Iris trap, you can increase or decrease the damage done by the poison as you see fit. However, the cost of the trap is pretty high because it is magical with an automatic reset. It also has rather costly material components. It might not be appropriate for very low level campaigns.
With respect to Rasulmann and the Beholders, they are pretty much template creatures. Adjust their HD or class levels accordingly to scale the encounter up or down. You could also substitute one or multiple Gauths in place of the Beholder if you are trying to reduce the EL. With respect to the Beholder, I would recommend keeping the Blindsight.
With respect to Soliris, again, he can be easily adjusted by adding or subtracting Ranger levels. You might also want to add an animal companion. He is pretty heavy on items (about 145,000gp worth of possessions). While this is reasonable for a CR 15 bad guy, you may want to adjust accordingly. With respect to treasure, the monocle should prove useful to any PC without darkvision (or even one with it), but it is pretty costly. Again, it may not be appropriate for a very low level campaign. As for the Eyes of the Sun bow, you can scale it up or down by adjusting the enhancement bonus from +2. Note that the seeking ability adds +1.
Thanks for reading this…hopefully, you’ll see an element you might like to use in your game!!!