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Showing posts with label encounters. Show all posts
Showing posts with label encounters. Show all posts

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.
--------------------
Bonesnapper      CR 3
XP 800
Bonesnapper
N Medium magical beast
Init +2; Senses darkvision 60 ft., low-light vision; Perception +8
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 30 (4d10+8)
Fort +6, Ref +6, Will +2
--------------------
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)
--------------------
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
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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
--------------------
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, December 1, 2014

More Side Encounters (A Random 1d10 Table)


  1. PCs are approached by the town sheriff when they arrive in a new town. The town stockade has been attacked on a regular basis by a trio of Bugbears. The Bugbears have been making off with the cattle and it has impacted the towns livelihood. The sheriff asks the PCs to help defend the stockade and defeat the Bugbears. He offers to give the PCs magical amulets that will give them a boon to combat related saving throws if they accept his offer. The sheriff gains to improve his status in town with the townsfolk and the mayor if he can hire the right party to do the job. He has been unsuccessful so far.
  2.  An acolyte of a local temple approaches the PCs and asks them to help recover a magical artifact that was stolen from the temple. The acolyte offers the PCs potions that will increase their hit points during the adventure if they accept the mission. The acolyte stands to gain status if the PCs recover the stolen artifact.
  3. At a time when the PCs are down by the docks they are approached for a job by a messenger. They are invited to a secure locale away from the docks and meet a businessman who says he would like the PCs to infiltrate and investigate the taverns along the docks. He says that too many goods are being pawned off from the top and he wants to know which group is responsible for taking an "extra cut" in the Black Market trade in town. He wants the PCs to investigate the scene around the docks and suggests they start with the Taverns. He sets the PCs up with jobs as dock workers (maintenance and upkeep and logistics support).  The job is simply to gather information and report back. The PCs will gain the ability to move inconspicuously around the docks due to their job cover.
  4. The next time the PCs are in a random encounter fight they get flanked by three Ogres who attack from behind and single out the spell caster for their attacks. The Ogres were hiding in well concealed locations (underground or magically camouflaged). The flanking attack happens after round 2 of the fight. At some point in the fight the initial attackers will feign a fleeing maneuver to split the party. If the party gives chase a second group of attackers will drive up the middle to then split the party into at least two groups. This second group of attackers will use area attacks such as alchemist bombs and flaming oil. This second group will be protected by fighters with great swords. This attack party has been hunting the PCs for some time and some of the attackers may make up members of parties the PCs have defeated in the past.
     
  5. A local temple is being remodeled. The PCs are approached by a Masonry Guild for help. They want the PCs to bribe or negotiate with the temple spiritual leaders for the contract to remodel the temple. The PCs will be rewarded with useful information if they succeed.
  6. A barkeep approaches the PCs for a job. A thief has been pickpocketing his clientele and no one has been able to apprehend the thief.


  7. The PCs meet a disheveled burly dwarf on the road. He has trophies -- the hands of orcs -- tied on a long rope that he has wrapped around his body. He escaped a place called the Caves of Chaos if anyone starts a conversation with him he will tell the tale of his escape. He is looking to join another adventuring party after his last one got eaten up by the denizens of the Caves of Chaos.
  8. The PCs receive a letter from an acquaintance asking for their help. A number of pathfinder society fellows have been kidnapped while working on an archeological dig. The PCs are asked to come help locate and rescue the hostages. To help the PCs, they will be taught a new language to help them navigate the ruins of the archaeologic site. In the process of recovering the hostages the acquaintance wants a certain individual eliminated.

     
  9.  A barkeep needs a bouncer for a few weeks while his regular one heals up from a brawl. He runs a real seedy joint and the PCs are bound to get into some action. He offers the PCs free food, lodging and fee. The real deal is a number of interested individuals have been itching to get even with the PCs for past actions. These nefarious individuals have cooked up this scheme to beat the daylight out of the PCs.
  10. The PCs find a stray puppy along side the road. The dog has a collar and tag that says Spot. What will the PCs do? Will they leave the dog, or adopt it? Or will they attempt to find the dogs owner? What happened to the owner?

    Sunday, November 30, 2014

    Meeting with a Rust Monster

    Intro

     The Dwarf blacksmith Skarfar was digging a new well on his estate when a sinkhole opened up in his digging area. The sinkhole revealed an underground cavern with possible side chambers. Being an ex-adventurer Skarfar grabbed his sword shield and armor and went down into the sinkhole to explore. He discovered it was occupied by at least one rust monster. He fled the scene safely and the rust monster did not immediately pursue him. But, his trouble only started. Two of the rust monsters burrowed into his basement. He battled the rust monsters there and died heroically trying to save his family. The PCs encounter the family when they approach them desperately seeking help to eliminate the new denizens of their basement.

    Map of Skarfar's Estate

     

    Link to download Estate Map

     

    Skarfar's Estate Levels 0 (Basement) and 2


    Link to Download Skarfar's Estate Levels 0 and 2.

    Map of Rust Monster Warren


    Link to Download Rust Monster Warren

    Encounter Description

    Skarfar's Estate
    Ground level
    1. Living room
    2. Dining Room
    3. Hallway
    4. Kitchen
    5. Pantry
    6. Privy
    7. Blacksmith Shop

    Basement Level

    Two rust monsters have burrowed into the basement. Skarfars' body is in the workshop. This is also where the rust monsters are.

    1. General Storage
    2. Workshop
    3. Library
    4. Long-term storage

    2nd Level

    1. Hallway
    2. Antechamber
    3. Hallway
    4. Guest Rooms
    5. Childrens Room
    6. Master Bedroom
    7. Show room and entertainment room


    Warrens

    1. Entrance to the Rust Monster Warren

    The entrance is treacherous terrain because some of Skarfar’s digging and well equipment fell into the sinkhole and are occupying the entrance space. Further complicating the problem is a wall of rock and debris that must be cleared away for the PCs to traverse further into the warren. The Rust Monsters can easily climb around the rock wall. One hour minimum to dig around rock wall. The family wants to PCs to eliminate the creatures in the basement and check the warrens for more creatures. The only light into the sinkhole is from the sky above. PCs must bring their own light into the warren.

    2. Puzzle Room or Role-playing Challenge
    The Cavern is pitch black and the floor is flooded in water 5’ high. A pool of water has settled here. PCs must cross it and dig their way into the next area. Water is very cold. Chance of hypothermia. It will take the PCs and hour to dig around the rock debris. Again, rust monsters can climb over it easily. They can also fight in the water easily. Chance of encountering a rust monster 25% per 15 minutes. 1 in 6 chance that water will suddenly flow into the chamber and fill the chamber above the PCs heads. Characters smaller than 5’ will have a certain immediate problem if they enter the chamber.

    3. Trick or Setback
    Once the PCs enter this area the entrance from area 2 collapses and water stars to fill up the chamber. To top it off the way to area 3 is also blocked off by a rock pile and the PCs will need to dig through it to get to area 4. It will take an hour of digging to open up the way to area 4. To back out of area three back to area 2 will take 24 hours.

    4. Battle with a Rust Monster Lord

    Unless the PCs already encounter three rust monsters from any random encounters there will be three of them and a rust monster lord in the chamber.

    5. The Reward

    In a corner of the chamber is a sack with 5 sweet water potions and 3d6 gems worth up to 1800 gp. A small creek flows out of this chamber and the PCs can follow it out if they crawl. It comes out 500' east of the Skarfar Esatate. When the PCs return to the Estate, the widow offers the PCs the Estate for 250,000 gp or 75% of the PCs wealth -- whichever is higher. She plans to sell the estate and move back to her clan with her children. She wants to leave in a hurry. The rust monsters destroyed every metal object in the basement.


    =====================================================================
    Rust monster stats
    This insectile monster has four legs, a strange propeller-shaped protrusion at the end of its tail, and two long, feathery antennae.
    --------------------
    Rust Monster #1 CR 3
    XP 800
    Male rust monster (Pathfinder RPG Bestiary 238)
    N Medium aberration
    Init +3; Senses darkvision 60 ft., scent; Perception +12
    --------------------
    Defense
    --------------------
    AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
    hp 27 (5d8+5)
    Fort +2, Ref +4, Will +5
    --------------------
    Offense
    --------------------
    Speed 40 ft., climb 10 ft.
    Melee tentacle +1 (Rust), bite +6 (1d3)
    --------------------
    Statistics
    --------------------
    Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
    Base Atk +3; CMB +3; CMD 16 (20 vs. trip)
    Feats Ability Focus (rust), Skill Focus (Perception), Weapon Finesse
    Skills Acrobatics +3 (+7 to jump), Climb +8, Perception +12
    SQ rust, scent metals
    --------------------
    Ecology
    --------------------
    Environment any underground
    Organization solitary, pair, or nest (3-10)
    Treasure incidental (no metal treasure)
    --------------------
    Special Abilities
    --------------------
    Climbing (10 feet) You have a Climb speed.
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Rust (DC 15) (Su) A rust monster's antennae are a primary touch attack that causes any metal object they touch to swiftly rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition-a second hit destroys the item. A rust mon
    Scent (Ex) Detect opponents within 15+ feet by sense of smell.
    Scent Metals (Ex) This ability functions much the same as the scent ability, except that the range is 90 feet and the rust monster can only use it to sense metal objects (including creatures wearing or carrying metal objects).

    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.

    Rust Monster Lord Stat Block
    Rust Monster, Rust Lord CR 7
    XP 3,200
    Male rust lord rust monster (Pathfinder Campaign Setting: Dungeon Denizens Revisited)
    N Large aberration
    Init +3; Senses darkvision 60 ft., metalsense, scent; Perception +20
    --------------------
    Defense
    --------------------
    AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, -1 size)
    hp 85 (10d8+40)
    Fort +9, Ref +6, Will +8
    Resist fire 10; SR 16
    --------------------
    Offense
    --------------------
    Speed 40 ft., burrow 20 ft., climb 20 ft.
    Melee tentacle +12 (Rust), bite +15 (1d8+8)
    Space 10 ft.; Reach 15 ft.
    Special Attacks bloodrust
    --------------------
    Statistics
    --------------------
    Str 27, Dex 17, Con 19, Int 2, Wis 13, Cha 8
    Base Atk +7; CMB +16; CMD 29 (33 vs. trip)
    Feats Ability Focus (rust), Great Fortitude, Multiattack[B], Skill Focus (Perception), Weapon Focus (bite)
    Skills Acrobatics +3 (+7 to jump), Climb +16, Perception +20
    SQ rust, scent metals
    --------------------
    Special Abilities
    --------------------
    Bloodrust (Ex) Antenne's touch causes 1d4 Con dam.
    Burrowing (20 feet) You have a Burrow speed.
    Climbing (20 feet) You have a Climb speed.
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
    Metalsense (100 feet) (Ex) Sense metal in blood, foils conceal unless from interposed metal item.
    Rust x2 (DC 25) (Su) A rust monster's antennae are a primary touch attack that causes any metal object they touch to swiftly rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition-a second hit destroys the item. A rust mon
    Scent (Ex) Detect opponents within 15+ feet by sense of smell.
    Scent Metals (Ex) This ability functions much the same as the scent ability, except that the range is 90 feet and the rust monster can only use it to sense metal objects (including creatures wearing or carrying metal objects).
    Spell Resistance (16) You have Spell Resistance.

    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.

    PDF of entire encounter


    Monday, November 24, 2014

    Random Side Trek Encounters (A Random 1d4 Table)

    1. Up ahead on and along side the road are several piles of leaves (1d8). As the party approaches within close combat distance a number of kobolds springs fourth from the leaf piles and attack the party. The attacking party includes a number of blade armed kobolds, snipers and a spell caster. There are also delayed traps in the encounter.

    2. A bugbear ranger (trapper) has been hunting the party and has set a nasty multi-man trap along the trail. The trap functions as a large area net trap that surrounds the party and hauls the collected bunch up to the trees. This is followed by two swinging logs that bash into the suspended party. Trap CR 35, Perception 44, Disable Device 44. Damage from logs 6d6 per character in the net.
       
    3.  The characters receive a letter or message from an acquaintance asking for their help. The family gem store was raided by bandits and they took all the gold and jewels. The acquaintance wants the PCs to get back the goods from the bandits. If the PCs are successful this will raise the acquaintances status in the family and he/she will be seen as someone with connections who can get things done. The acquaintance promises to reward the PCs with a special weapon or piece of equipment for their next adventure and will give them a percentage increase on gems they trade in the future.
    4. A powerful notable barbarian is going around the area spreading lies about the local blacksmith guild master. He or she is saying the guild masters goods and practices are questionable. The guild master in question has sought out the PCs help because the barbarian is quite influential on the townsfolk. Little do the PCs know, but the barbarian is working for a rival guild master who wants to take over the blacksmith business.

    Monday, November 17, 2014

    Random Side Encounters (A Random 1d10 Table)





    I have been busy with my postgraduate school work and have neglected to keep up with the daily random RPG tables. I am going to switch to a weekly publishing format for the random table for a while as I keep up with my studies. The following table has been generated with data from the Generic Game Master's Helper program by Prism Hobbies. The program is available here http://rpg.drivethrustuff.com/product/18871/The-Generic-Game-Masters-Helper?it=1&filters=0_0_31813_0_0.

    1.       A rusty short sword lay here on the ground. It has the word Glilaran carved in its hilt.
    2.       A hooting noise is coming from the west. If anyone looks in that direction a large owl will be seen flying toward them. It flies quickly over their heads, hooting the entire time. Within moments it has flown out of sight to the east.
    3.       About fifty yards away you can see a large deer. It's a buck, and it spots your group. After a moment of staring, the buck breaks and runs off.
    4.       You see a young child ahead on the road. She is running toward you and as she approaches you can see that she has a look of terror on her face.
    5.       A white domestic cat runs up from behind you. As it passes it hisses and keeps running.
    6.       You hear an explosion that comes from somewhere ahead of you. The ground rumbles under you shortly after you hear the sound.
    7.       You come upon a merchant in a covered wagon. He is selling animal hides and clothing.
    8.       Someone notices the shadow of something passing overhead. As you look up you see what looks like a man flying, about 500 feet off the ground. He flies off to the southeast and is gone in less than a minute.
    9.       You come to a place in the road where it seems that the roots of a large oak tree have grown out of the ground and lay across the road. The oak is off to the right of the road. It is a tall, very old tree. One large root comes out of the ground about a foot from the road and spans the length of the road before it goes back into the ground on the other side.
    10.   A Horse can be seen standing calmly in the distance. It is a beautiful white stallion with no rider.