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Sunday, August 7, 2016

A Bag of Teeth: A 1d6 Table

The party finds a bag tied with string containing a random collection of the following teeth:

A 1d6 Table

 Die roll and result

1: Black dragon teeth 3d20
2: Male human teeth 2d10
3. Mixed gender Elf teeth 3d20
4. Male Kobold teeth 4d12
5. Wolf teeth 5d10
6. Owlbear teeth 6d12

Sunday, April 3, 2016

The Chess Room

The Chess Room

A CC3+/DD3 drawing for my PFRG campaign.

I made the following room as part of a larger map ... a tomb... for my PFRPG campaign. I wanted to share it with you in case you feel like adding it to your campaign.
Chess Room Made with CC3+/DD3
Chess Room
The room is actually a puzzle. I grabbed it from the Chapter 3 (page 17) Lich Combat Strategies -  Lich Lairs - Puzzle Traps - "The Chess Chamber of Lich Lord Fortinbras" in The Complete Guide to Liches, Goodman Games, 2005 by Michael Ferguson. Available from RPGNow.


Download Map

Mapped with CC3

 





Monday, March 2, 2015

Caves of Little Chaos


The PCs are approached by the townsfolk of a new town they have entered. The story is 3 men have been kidnapped from the town by priests and a number of undead. The townsfolk followed the kidnappers and determined they are holed up in a cave system on the outskirts of the township. The towns folk want the PCs to intervene and rescue the kidnapped men. In reality, the kidnappers are followers of ORCUS and they kidnapped the men to begin a ritual to raise from the dead a number of powerful ORCUS clerics. The PCs have little time to rescue the kidnapped victims. In fact they have but three days to accomplish the task before the ritual will be complete and the undead champions raised.

Map of the Caves of Little Chaos

Download the entire encounter

Mapped with CC3

Monday, February 23, 2015

Bonesnapper Encounter

Here is something my PCs will encounter in an upcoming session. They will encounter three of these creatures. The PCs will actually become lost first and stumble upon their warren. I like to use the old school rules for getting lost in the wilderness. It is bound to happen at some point in the game as my PCs are exploring an area looking for a dungeon entrance. They have maps based on word-of-mouth so the party has to really explore the area.


This creature resembles a man-sized upright dinosaur with gray-green flesh mottled with gray spots. Its eyes are scarlet and its teeth are yellow.
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Bonesnapper      CR 3
XP 800
Bonesnapper
N Medium magical beast
Init +2; Senses darkvision 60 ft., low-light vision; Perception +8
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Defense
--------------------
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 30 (4d10+8)
Fort +6, Ref +6, Will +2
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Offense
--------------------
Speed 30 ft.
Melee bite +7 (1d8+2), tail slap +6 (1d8+2)
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Statistics
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Str 14, Dex 14, Con 15, Int 2, Wis 12, Cha 10
Base Atk +4; CMB +6 (+10 grapple); CMD 18
Feats Multiattack[B], Weapon Focus (bite)
Skills Perception +8, Stealth +7 (+11 in warm forests); Racial Modifiers +4 Stealth in warm forests, racial skill modifier
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Ecology
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Environment warm forests
Organization solitary or pack (2–4)
Treasure standard
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Grab (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Racial Skill Bonus (+2 Perception) You have the listed racial skill modifier.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Monday, February 16, 2015

Bugbear Ambusher

A Bugbear Ambusher has been tracking -- hunting-- the PCs in my game. Here are the stats for him.

Bugbear Ambusher CR 11
XP 12,800
Bugbear ranger (trapper) 8 (Pathfinder RPG Bestiary 38, Pathfinder RPG Ultimate Magic 65)
CE Medium humanoid (goblinoid)
Init +7; Senses darkvision 60 ft., scent; Perception +11
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Defense
--------------------
AC 26, touch 15, flat-footed 22 (+5 armor, +1 deflection, +3 Dex, +1 dodge, +5 natural, +1 shield)
hp 101 (11 HD; 3d8+8d10+36)
Fort +11, Ref +14, Will +7
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Offense
--------------------
Speed 30 ft.
Melee +1 longsword +16/+11/+6 (1d8+6/19-20) or
+1 shortsword +16/+11 (1d6+6/19-20) or
mwk dagger +18/+13/+8 (1d4+5/19-20) or
mwk dagger +18/+13/+8 (1d4+5/19-20)
Special Attacks combat style (two-weapon combat), favored enemies (elves +4, gnomes +2)
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Tactics
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Before Combat An ambusher sets traps along a trail or at a watering hole, and then jumps anyone who gets ensnared.
During Combat An ambusher focuses on targets that have not been incapacitated by his traps first. Once they are taken care of, he has time to slowly torment the remaining victims.
--------------------
Statistics
--------------------
Str 20, Dex 17, Con 16, Int 11, Wis 16, Cha 6
Base Atk +11; CMB +17; CMD 31
Feats Dodge, Double Slice, Endurance, Improved Initiative, Improved Natural Armor, Improved Two-weapon Fighting, Quick Draw, Two-weapon Defense, Two-weapon Fighting, Two-weapon Rend
Skills Climb +11, Disable Device +19, Intimidate +15, Perception +11, Stealth +19, Survival +11; Racial Modifiers +4 Intimidate, +4 Stealth
Languages Common, Goblin
SQ favored terrains (swamp +4, underground +2), hunter's bond (companions), swift tracker, track +4, trap, trapfinding +4, wild empathy +6, woodland stride
Combat Gear potion of cure light wounds (2), potion of cure moderate wounds (2), potion of invisibility; Other Gear +1 chain shirt, +1 longsword, +1 shortsword, mwk dagger, mwk dagger, amulet of natural armor +1, cloak of resistance +1, ring of protection +1, 271 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Exploding Trap (modification) (Ex) (Su) Effect A ranger can only add this to a fire trap. The trap explodes in fire, filling all squares adjacent to the trap and dealing a number of points of fire damage equal to 1d6 + 1/2 the ranger's level (Reflex negates). If it is an extraordina
Favored Enemy (Elves +4) (Ex) +4 to rolls vs. Favored Enemy (Elves) foes.
Favored Enemy (Gnomes +2) (Ex) +2 to rolls vs. Favored Enemy (Gnomes) foes.
Favored Terrain (Swamp +4) (Ex) +4 to rolls when in Favored Terrain (Swamp).
Favored Terrain (Underground +2) (Ex) +2 to rolls when in Favored Terrain (Underground).
Freezing Trap (Su) Effect The trap creates a burst of ice that damages and encases the triggering creature. The creature takes 1d3 points of cold damage + 1/4 the ranger's level and is entangled and stuck to the ground, similar to the effect of a tanglefoot bag.
Hunting Companions (3 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Snare Trap Effect The trap constricts around a limb or other part of the triggering creature's body (Reflex avoids). The creature cannot move from the location of the trap, unless the ranger included a "leash" when setting the trap, in which case the cre
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +4 Add the listed bonus to survival checks made to track.
Trap (7/day, DC 17) At 5th level, a trapper learns how to create a snare trap and one other ranger trap of her choice. At 7th level and every two levels thereafter, she learns another trap. The trapper can use these traps a total number of times per day equal to 1/2 her
Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Two-Weapon Rend Deal extra 1d10+7 if you hit a foe with both main and off hand weapons.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Monday, February 9, 2015

Kobold Gang (A Random Pathfinder RPG Encounter)


Created with Hero Lab®



Here is an encounter for the Pathfinder RPG game.
4 Kobold Blades
2 Kobold Snipers
1 Kobold Scalecaster
1 Kobold Master Trapper
1 Kobold Bomber


Kobold Blade X 4    CR 3

XP 800

Kobold fighter 4 (Pathfinder RPG Advanced Race Guide 132)

LE Small humanoid (reptilian)

Init +4; Senses darkvision 60 ft.; Perception +2


Defense


AC 22, touch 15, flat-footed 18 (+6 armor, +4 Dex, +1 natural, +1 size)

hp 30 (4d10+4)

Fort +4, Ref +5, Will +1 (+1 vs. fear)

Weaknesses light sensitivity


Offense


Speed 30 ft.

Melee mwk rapier +11 (1d4+2/18-20)

Ranged mwk light crossbow +10 (1d6/19-20)


Statistics


Str 10, Dex 18, Con 10, Int 13, Wis 10, Cha 8

Base Atk +4; CMB +3 (+5 dirty trick); CMD 17 (19 vs. dirty trick)

Feats Combat Expertise, Improved Dirty Trick, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier)

Skills Craft (traps) +3, Intimidate +6, Knowledge (dungeoneering) +8, Perception +2, Stealth +13; Racial Modifiers +2 Craft (traps), +2 Perception

Languages Common, Draconic

SQ armor training 1

Combat Gear elixir of fire breath, potion of cure moderate wounds; Other Gear mwk breastplate, mwk light crossbow with 10 bolts, mwk rapier


Special Abilities


Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.

Light Sensitivity (Ex) Dazzled as long as remain in bright light.


Kobold warriors are more prudent than brave. They usually opt to attack from hiding with ranged weapons, and move into melee only when absolutely necessary—such as when the chief doesn’t give them any other option.



Kobold Bomber    CR 1

XP 400

Kobold alchemist (alchemical trapper) 2 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Advanced Race Guide 132)

LE Small humanoid (reptilian)

Init +3; Senses darkvision 60 ft.; Perception +3


Defense


AC 19, touch 14, flat-footed 16 (+4 armor, +3 Dex, +1 natural, +1 size)

hp 12 (2d8)

Fort +2, Ref +6, Will +1; +2 bonus vs. poison

Resist poison resistance

Weaknesses light sensitivity


Offense


Speed 30 ft. (20 ft. in armor)

Melee mwk spear +2 (1d6-1/×3)

Ranged bomb +6 (1d6+2 Fire) or

   sling +5 (1d3-1)

Special Attacks bomb 6/day (1d6+2 fire, DC 13)

Alchemist (Alchemical Trapper) Extracts Prepared (CL 2nd; concentration +4)

   1st—adjuring stepUC, endure elements, shield


Tactics


During Combat The kobold uses her mutagen and extracts to strengthen her defense, and throws bombs at her enemies.


Statistics


Str 8, Dex 16, Con 8, Int 15, Wis 13, Cha 8

Base Atk +1; CMB -1; CMD 12

Feats Brew Potion, Extra BombsAPG, Throw Anything

Skills Acrobatics +2 (-2 to jump), Craft (traps) +9, Disable Device +5, Escape Artist +2, Knowledge (engineering) +4, Perception +3, Stealth +9; Racial Modifiers +2 Craft (traps), +2 Perception

Languages Common, Draconic, Gnome

SQ alchemy (alchemy crafting +2), bomb trap, mutagen (+4/-2, +2 natural armor, 20 minutes), poison use

Combat Gear potion of invisibility, acid, alchemist's fire (3); Other Gear chain shirt, mwk spear, sling, 8 gp


Special Abilities


Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.

Bomb 1d6+2 (6/day, DC 13) (Su) Thrown Splash Weapon deals 1d6+2 fire damage.

Bomb Trap (20 minutes) (Su) Use one of your bombs to make a trap.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Light Sensitivity (Ex) Dazzled as long as remain in bright light.

Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 minutes.

Poison Resistance +2 (Ex) +2 to save vs. Poison.

Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.

Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.


Kobold tricksters are experts at crafting deadly traps—both magical and mundane—and at striking from concealment while their enemies are distracted by the traps’ effects.


Kobold Master Trapper    CR 4

XP 1,200

Kobold rogue 5 (Pathfinder RPG Advanced Race Guide 132)

LE Small humanoid (reptilian)

Init +8; Senses darkvision 60 ft.; Perception +11


Defense


AC 20, touch 14, flat-footed 17 (+5 armor, +3 Dex, +1 natural, +1 size)

hp 31 (5d8+5)

Fort +2, Ref +10, Will +2

Defensive Abilities evasion, trap sense +1, uncanny dodge

Weaknesses light sensitivity


Offense


Speed 30 ft. (20 ft. in armor)

Melee dagger +3 (1d3-1/19-20)

Ranged mwk shortbow +9 (1d4-1/×3)

Special Attacks sneak attack +3d6


Tactics


During Combat If the master trapper’s enemies aren’t near her traps, she fires arrows or uses her necklace of fireballs.


Statistics


Str 8, Dex 18, Con 12, Int 10, Wis 13, Cha 8

Base Atk +3; CMB +1; CMD 15

Feats Improved Initiative, Lightning Reflexes, Skill Focus (Craft [traps])

Skills Acrobatics +9 (+5 to jump), Appraise +8, Climb +4, Craft (traps) +15, Disable Device +13, Escape Artist +9, Perception +11, Sleight of Hand +9, Stealth +13; Racial Modifiers +2 Craft (traps), +2 Perception

Languages Draconic

SQ rogue talents (cunning trigger, trap spotter), trapfinding +2

Combat Gear necklace of fireballs i; Other Gear +1 chain shirt, dagger, mwk shortbow with 20 arrows, masterwork artisan's tools, masterwork thieves' tools, 62 gp


Special Abilities


Cunning Trigger (Ex) As a swift action, can trigger any trap in 30 ft that you constructed.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.

Light Sensitivity (Ex) Dazzled as long as remain in bright light.

Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.

Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.

Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.

Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.


Kobold tricksters are experts at crafting deadly traps—both magical and mundane—and at striking from concealment while their enemies are distracted by the traps’ effects.


Kobold Scalecaster    CR 1/2

XP 200

Kobold sorcerer 1 (Pathfinder RPG Advanced Race Guide 132)

LN Small humanoid (reptilian)

Init +7; Senses darkvision 60 ft.; Perception +3


Defense


AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)

hp 7 (1d6+1)

Fort +0, Ref +3, Will +3

Weaknesses light sensitivity


Offense


Speed 30 ft.

Melee 2 claws -2 (1d3-3)

Ranged light crossbow +4 (1d6/19-20)

Special Attacks claws (2, 1d3, 5 rounds/day)

Sorcerer Spells Known (CL 1st; concentration +3)

   1st (4/day)—burning hands (DC 13), charm person (DC 13)

   0 (at will)—dancing lights, detect magic, flare (DC 12), ray of frost

   Bloodline Draconic


Statistics


Str 4, Dex 16, Con 10, Int 10, Wis 13, Cha 15

Base Atk +0; CMB -4; CMD 9

Feats Eschew Materials, Improved Initiative

Skills Craft (traps) +2, Perception +3, Stealth +11, Use Magic Device +6; Racial Modifiers +2 Craft (traps), +2 Perception

Languages Draconic

SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die)

Combat Gear scroll of mage armor, scroll of vanish, silversheen, caltrops; Other Gear light crossbow, 54 gp


Special Abilities


Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.

Claws (5 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage

Darkvision (60 feet) You can see in the dark (black and white vision only).

Eschew Materials Cast spells without materials, if component cost is 1 gp or less.

Light Sensitivity (Ex) Dazzled as long as remain in bright light.

Scroll of mage armor Add this item to create a scroll with spells on it.

Scroll of vanish Add this item to create a scroll with spells on it.


Kobolds see sorcery as proof of their draconic heritage.


Kobold Sniper X2    CR 1/2

XP 200

Kobold fighter 1 (Pathfinder RPG Advanced Race Guide 132)

LE Small humanoid (reptilian)

Init +3; Senses darkvision 60 ft.; Perception +4


Defense


AC 18, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 natural, +1 size)

hp 12 (1d10+2)

Fort +3, Ref +3, Will +1

Weaknesses light sensitivity


Offense


Speed 30 ft.

Melee shortsword +1 (1d4-1/19-20)

Ranged mwk light crossbow +6 (1d6/19-20)


Statistics


Str 9, Dex 17, Con 12, Int 12, Wis 12, Cha 8

Base Atk +1; CMB -1; CMD 12

Feats Point-blank Shot, Precise Shot

Skills Acrobatics +3, Craft (traps) +7, Perception +4; Racial Modifiers +2 Craft (traps), +2 Perception

Languages Common, Draconic

Combat Gear alchemist's fire; Other Gear studded leather, mwk light crossbow, shortsword


Special Abilities


Darkvision (60 feet) You can see in the dark (black and white vision only).

Light Sensitivity (Ex) Dazzled as long as remain in bright light.

Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Precise Shot You don't get -4 to hit when shooting or throwing into melee.


Kobold warriors are more prudent than brave. They usually opt to attack from hiding with ranged weapons, and move into melee only when absolutely necessary—such as when the chief doesn’t give them any other option.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Monday, February 2, 2015

Random Encounters (A Random 1d10 Table)

  1. The party finds a crate of 1d8 sweet water potions.
  2. The PCs encounter a group of 9 Spriggans. Their attitude towards the PCs is indifferent.
  3. The PCs encounter 6 wild heavy horses in the middle of nowhere. The horse actually welcome the PCs and approach the party.
  4. PCs encounter 5 Ogres. They are unfriendly to the PCs but don't attack at first sight.
  5. The PCs encounter 5 Skunks that are hostile to the PCs on sight. Skunks win the surprise round and go first.
  6. The PCs encounter 7 Giant Boring Beetles. The Beetles are hostile and attack outright.
  7. PCs encounter 3 hostile Bonesnappers.
  8. 2 Brown bears attack the party at night while they are sleeping.
  9. 9 giant bombardier beetles surround the party and attack.
  10. A Pack of 30 dire rats swarm the party and attack.

Monday, January 26, 2015

Random Side Encounters (A Random 1d10 Table)

  1. The PCs comes across the burned ruins of a village. The site is currently being used by s secret sect that wishes to remain unknown. Village consists of 3 wooden towers,  a manor, an inn, 9 cottages, a temple and is surrounded by a wooden wall. The PCs would be unwelcome visitors.
     
  2. The Tax collector seeks out the PCs and takes 33.3% of the PCs wealth. This tax also includes a tax on magic items including weapons. If the PCs put up a fight they will be imprisoned for evading taxes. The tax collector is backed up buy a number of guards.

     
  3. The local thieves guild approches the characters and informs them they need to pay a delving tax to the guild. The current tax rate is 23%. Failure to pay the guild will result in certain accidents and thefts to the party members and the guild will target the PCs for future thefts.
  4. The PCs are given a castle/keep for their good deeds. Trouble is the facility is a money pit and needs a serious infusion of cash to make it liveable. It needs a lot of renovation and upkeep. It will take a minimum of 33% of the parties income right away with an equal amount each month at a minimum to maintain it.
  5. The mayor and political leaders of the town the PCs are based in approach them and ask for an infusion of cash to offset the damage to the town caused my a recent disaster (PCs might of had a hand in it). They ask for 65% of the PCs wealth.
  6. While the party is wandering along some road, trail or pathway in the wilderness, a dragon does a strafing flyby with his/her breath weapon intentionally missing the party. The dragon flies away laughing.
  7. The PCs come across the unearthed demi-plane of the Dragonfly-crawler.
  8. Living expenses have suddenly become very high and the PCs need to find a delve to come up with cash to survive. They also need to investigate why the cost of living has become catastrophic. The towns folk are looking to the PCs for aide, both financial and situational.
  9. The party comes across a giant massive frog that swallows players but does not eat them. It carries them off to parts unknown.
  10. The party finds a tree house filled with spell books.

Monday, January 19, 2015

Salvorhan's Tower Basement Level (A Hand Drawn Map)

Here is Salvorhan's basement level of his tower. A hand drawn map. If time permits I will fill in the room keys with their flavor text. I am still in the process of developing the dungeon dressing at this time. Feel free to use this map in your campaign as you see fit.

  

Salvorhan's Tower -- Basement Level

Monday, January 12, 2015

Salvorhan's Tower Ground Level (A Hand Drawn Map)

Here is a map of the ground level for Salvorhan's Tower. If I find the time I will post the text that goes along with the room keys. Just don't have the time to do this right now. I'm still filling in the details myself on this map. Feel free to use this map and enjoy it. Have a great day!


Here is the link to download the map