Emkrah

Brodyz's page

Goblin Squad Member. 101 posts (155 including aliases). No reviews. No lists. 1 wishlist. 2 aliases.



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Dave Gross wrote:

Their names are Azra and Malena, and they've been waiting patiently in my idea folder since I turned in Prince of Wolves. I would love to revisit them one day, but the stars have not yet aligned.

One day...

Yes please.

Also, I would like to read a story with really high level characters. It would be interesting to see an author's take on really powerful magic, advanced rogue abilities, upper level combat feats, etc... as a counterpoint, what goes on inside the head of a really powerful character? What keeps them humble? Uncorrupted? In line with the law when they could just conquer a town on their own? How would they interact with leaders of nations? That sort of thing...


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Majuba wrote:
Between the RPG line, the Companion line, and the Campaign Setting line, there is tons of crunch available to fill most any niche concept. The power creep has at least been slow, though painful after all the effort put in to balance the Core Rules.

I agree. Perhaps it is because I am in my 40's and find my RPG time limited, but I have not read half the books/PDFs I own. I suppose I am in the minority, at least in this thread, in that I feel I have plenty of options to play with. I can't keep up, and I am losing interest in trying to do so. (Skipped Mythic altogether).

I enjoy the world building focus. I like the fact that there is one world that covers so many different genres. Want to play horror? Head to Ustalav. Want to explore desert ruins? Take a ship to Osirion. Pirates, far east, guns, northern snow barbarians, interplanetary pulp, it’s all there. (I certainly do not miss having to buy products for 8 or more different campaign settings). When it comes to the Campaign Setting line, I much prefer the books that detail a locale over one that revisits monsters. I enjoy the creativity, the history, the details that bring Golarion to life.

But that's just me. Like the poster I quoted, I just wanted to offer a different opinion that what I am seeing in most of this thread. Except for LazarX and DeathQuaker, who just ninja'd me.


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But seriously, I gave the new edition a try for a couple years. It wasn't for me or my players. I began running a 3.5 game again when I discovered Pathfinder. Made the switch and ever looked back.

It is absolutely helped by the constant development, but also because of the quality of Paizo products, the focus on Adventures and world building, and the passion of Paizo employees and the Paizo supporting gaming community. The OGL, and all of the third party development, is also good for everyone.

Just my 2cp.


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Herbo wrote:

It's because of me. When I stop playing 3.X and its various mutations and offspring, the entire thing will come to an apocalyptic end.

You're welcome planet Earth!

Thanks Herbo!


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I am a GM who runs APs and modules.

I find the most useful flip mats and map packs for me fall into 2 categories:
1. Specific adventure tie-in. As an example, I bought the Town Square for RotR AE, City Streets for Dawn of the Scarlett Sun, and Caravans for Jade Regent. I am really excited about the Thornkeep Flip-Mat pack. I like when an encounter in an adventure tells me to use a certain map. It really does make things easier.
2. Uber-generic maps. I have purchased a couple of the forest flip mats, the warehouse, urban tavern, things that can be used in any setting, anytime. I purchased the Bandit Lair mainly for the reverse side - a plain open green wilderness with some dirt that I could use for any generic outdoor location. Gamescapes Story Maps have some really great generic maps - like grassland, wasteland, and desert steppes - but they are not the same size as the Paizo maps, so Paizo flip mats are my map of choice for consistency’s sake. If you guys could produce those types of generic maps, that would be awesome.

About synergy:
I ordered the Shops pack to go with the City Streets. I was thrilled that the dockside pub crawl fits perfectly next to the dockside warehouse. What I would like is the best of both worlds…I wish the Flip-Mat: Dungeon was the dungeon under Kaer Maga. I wish all of the rural town type maps fit next to each other. I wish all of the city related maps fit next to each other like giant tiles. I would love to see the borders of each flip mat with a similar theme fit next to similarly themed counterparts with the exact same graphics. Forest blends with swamp, swamp blends with Bandit Lair, with deep forest, etc…Again, with the option of growing large sets.

Thanks


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Vazhko Doorsmasher wrote:
Brodyz, I love and am *ahem* "borrowing" several of your ideas and props for my group. Thanks for posting them!

Thanks for the bump. I created cards when I was doing my Carrion Hill conversion, and I continued with Wake of the Watcher, which is where my group is at the moment. I print them on cardstock and cut them out. When they discover something or "loot the body" I had out the parchment looking general description, but as they examine and identify items I hand them the individual ones.

Also, I was very much inspired by Evil Paul's thread here for making individual handouts. I had actually created this batch before he posted his Wake of the Watcher set, and I think many of his descriptions are really worth checking out.

So, here are my Wake of the Watcher handouts:

Temple of the Indomitable Sea 1

Temple of the Indomitable Sea 2

Undiomede House 1

Undiomede House 2

Undiomede House 3

Undiomede House 4

Mi Go caverns 1

Mi Go caverns 2

Mi Go caverns 3 (Dark Rider items)

The Book of Abstruse Geometries

This may be my last batch as, sadly, my players don't really read or appreciate them. They just zero in on the "functions as..." line.


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The optimal time is between books 3 and 4. Geographically speaking, Carrion Hill would be the next stop after the battle in Feldgrau at the end of Broken Moon. That was why I leveled it up, so it would be appropriate to the power level of the PCs at that point. Have fun!


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I would like to chime in on this...I have been playing TTRPG's off and on for 30+ years. My group gets together for about 2.5 hours each week (most of the time) when we spend time socializing and playing.

Personally, I am very happy with a lot of focus on one part of the world. Unfortunately I will never have the opportunity to GM or play in a wide variety of AP's, modules, or anything else. My Carrion Crown game has been running for 8 months and we are still only half way though.

I am planning to run the Rise of the Runelords Anniversary and I will purchase everything related to the campaign and the areas involved just as I did for Carrion Crown. I like having so many references, ideas, and details to pour through to make my campaign as immersive and detailed as possible.

So I for one want to thank you for making this the Year of Varisia.

And a dungeon crawl in each issue of Shattered Star just increased my enthusiasm for eventually running it by at least 50%.


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Oh, and Crove's Spellbook updated with Cat's Grace handout is here.


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OK, as I was prepping for tonight's game I realized there were a couple more issues with Keeper Crove as presented above, so here is an updated version...(Added cat's grace, fixed dagger attack, couple other minor adjustments.)

Keeper Crove
CR 12
19,200 XP
Male old human cleric of the Old Cults 5/conjurer 5 /mystic theurge 3
CE Medium humanoid (human)
Init +3; Perception +11

Defense
AC 25, touch 15, flatfooted 22 (+4 armor, +4 shield, +2 deflection, +3 dex, +2 natural)
hp 68 (5d8+8d6+13+5)
Fort +9, Ref +7, Will +18

Offense
Speed 30 ft., flying 60 ft. (perfect)
Melee +1 dagger +6 (1d4+1/19–20)
Special Attacks channel negative energy (3d6, DC 14, 3/day), vision of madness [melee touch +5](+/–2, 7/day), acid dart [ranged touch +9](1d6+2 acid, 7/day)

Cleric Spells Prepared (CL 8th)
4th (3+1) - confusion D(Will DC20), dismissal (Will DC 20), order’s wrath (Will DC 20) summon monster IV
3rd (4+1) - cure serious wounds, invisibility purge, searing light (x2; 5d8), rageD
2nd (4+1) - cure moderate wounds, owl’s wisdom, summon monster II (2), touch of idiocy
1st (5+1) - command (DC 17), doom (DC 17), protection from evil, lesser confusionD (DC17), shield of faith
0 (4) (at will) -bleed, detect magic, detect poison, read magic
D Domain spell; Domains Knowledge, Madness

Wizard Spells Prepared (CL 8th)
4th (3) – black tentacles (DC19), dimension door, greater invisibility
3rd (4) -clairaudience/clairvoyance, mad monkeys**, spiked pit* (Ref DC17), stinking cloud (DC 18)
2nd (4) - cat’s grace, glitterdust (DC 17), summon swarm, web (Ref DC 17)
1st (5) -color spray (2, DC 15), endure elements, mage armor, shield
0 (4) (at will) -acid splash, light, mage hand, open/close
Opposition schools evocation, necromancy
Concentration +19 (+23 casting on defensive)
Melee touch +5
Ranged touch +9

Tactics
Before Combat Crove casts mage armor each morning. When informed/aware of the intruders he also casts shield (+4 shield bonus to AC), shield of faith (+2 deflection bonus to AC), cat’s grace (+4 Dex) and owl’s wisdom (+4 Wis), all included in stats above. If the spawn approaches, he also casts protection from evil and begins summoning monsters.
During Combat Crove is prepared to fight the spawn, not a group of PCs. He uses color spray, stinking cloud, searing light and summoned monsters to hamper the PCs and give him time to escape if possible. He will summon swarm on any spell casters. Summoned monster stats follow this entry.
Morale If reduced to less than 20 hit points by the PCs, Crove casts dimension door to area D31 followed by greater invisibility. He then releases the chaos beast in a desperate attempt to finish off the PCs. Crove will attempt to use dismissal on the Spawn as a last resort.

Statistics
Str 7(-1), Dex 16 (+3), Con 12(+1), Int 18(+4), Wis 22(+6), Cha 10(0)
Base Atk +6; CMB +5; CMD 18
Feats Alignment Channel, Augment Summoning, Combat Casting, Extend Spell(B), Improved Channel, Scribe Scroll, Spell Focus (conjuration), Spell Penetration, Superior Summoning**, Uncanny Concentration**
Skills Appraise +8, Fly +5, Diplomacy +10, Heal +10, Intimidate +11, Knowledge (arcana) +18, Knowledge (history) +16, Knowledge (local) +12, Knowledge (planes) +18, Knowledge (religion) +16, Linguistics +10, Perception +11, Sense Motive +12, Spellcraft +16, Survival +6
Languages Abyssal, Aklo, Common, Undercommon, Varisian
SQ aura, arcane bond (signet ring), combined spells (1st, 2nd), lore keeper (24), summoner’s charm (+2 round), variant channeling (madness)
Combat Gear dagger +1, potion of fly, scroll of binding, wand of restoration (8 charges); Other Gear Cold Iron Holy Symbol of the Great Old Ones (amulet of natural armor +2 and pearl of power (2nd) , cloak of resistance +2, signet ring, 575 gp

Variant Channeling: Madness: Heal—Creatures gain a channel bonus on saving throws against confusion, insanity, rage, and similar effects. Harm—Creatures are confused until the end of your next turn.

*APG
**Ultimate Magic


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Here are the stats for Crove's Summoned Monsters:
All summoned creatures: Range: 85 ft; Duration: 15 rounds

Mad Monkeys: MONKEY SWARM

Stats:
N Tiny animal (swarm)
Init +3; Senses low-light vision; Perception +5
DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 28 (3d8+15)
Fort +8, Ref +8, Will +2
Defensive Abilities half damage from weapons, swarm traits
OFFENSE
Speed 30 ft., climb 20 ft.
Melee swarm (2d6 plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 14)
STATISTICS
Str 11, Dex 16, Con 21, Int 2, Wis 12, Cha 11
Base Atk +2; CMB —; CMD —
Feats Lightning Reflexes, Weapon Finesse
Skills Acrobatics +11, Climb +10, Perception +5; Racial Modifiers +4 Acrobatics, +8 Climb
SQ coordinated swarm
SPECIAL ABILITIES
Coordinated Swarm (Ex) A monkey swarm coordinates its attacks more than a typical swarm, and deals swarm damage one step higher than a swarm of its HD would normally cause.
Monkeys sometimes travel in huge colonies of hundreds of individuals. In such quantities, these primates can become quite dangerous, capable of overwhelming many foes by their sheer numbers.
Unlike most swarms, monkey swarms work well together. A swarm of monkeys does not possess a true hive mind, but it is capable of working in tandem with other swarms to make basic tactical decisions in combat.
Mad Monkeys:
You summon a swarm of screeching, mischievous monkeys.
The swarm understands and obeys your commands and has the statistics of a monkey swarm (Bestiary 2 212). Creatures failing a saving throw against the mad monkeys’ distraction attack are deafened for 1 minute as well as nauseated. The monkeys attempt one disarm or steal combat maneuver each turn as a free action against any creature that begins its turn in the swarm, using your caster level plus your casting ability score bonus (Intelligence for wizards; Wisdom for druids and oracles; Charisma for bards, sorcerers, and summoners) for its CMB. Recovering an item from the monkeys requires a successful disarm or steal attempt against that CMD. An object stolen by the monkeys takes swarm damage each round the swarm is in possession of the object.
CMB +19

Summon Swarm: Rat Swarm

Stats:
N Tiny animal (swarm)
Init +6; Senses low-light vision, scent; Perception +8
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 22 (3d8+9)
Fort +6, Ref +5, Will +2
Defensive Abilities swarm traits
OFFENSE
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee swarm (1d6 plus disease)
Space 10 ft.; Reach 0 ft.
Special Attacks disease, distraction (DC 12)
STATISTICS
Str 6, Dex 15, Con 17, Int 2, Wis 13, Cha 2
Base Atk +2; CMB —; CMD —
Feats Improved Initiative, Skill Focus (Perception)
Skills Balance +6, Climb +10, Perception +8, Stealth +14, Swim +10; Racial Modifiers uses Dex to modify Climb and Swim
SPECIAL ABILITIES
Disease (Ex) Filth fever: Swarm— injury; save Fort DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

Summon Monster I: Fiendish Poison Frog

Stats:
N Tiny animal
Init +1; Senses low-light vision; darkvision 60’, Perception +3
DEFENSE
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 6 (1d8+2)
Fort +4, Ref +3, Will –1
Resist Cold/5, Fire/5
SR 6
OFFENSE
Speed 10 ft., swim 20 ft.
Melee bite +3 (1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks smite good 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against good foes; smite persists until target is dead or the fiendish creature rests).
STATISTICS
Str 6, Dex 12, Con 15, Int 1, Wis 9, Cha 10
Base Atk +0; CMB +1; CMD 9 (13 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +5 (+1 jumping), Perception +3, Stealth +13, Swim + 9; Racial Modifiers +4 Acrobatics (+8 jumping), +4 Stealth; uses Dex to swim
SPECIAL ABILITIES
Poison (Ex) Injury; save Fort DC 10; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save

Summon Monster II: Fiendish Giant Spider

Stats:
N Medium vermin
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 22 (3d8+9)
Fort +6, Ref +4, Will +1
Resist Cold/5, Fire/5
Immune mind-affecting effects
SR 7
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +4 (1d6+2 plus poison)
Special Attack web (+5 ranged, DC 12, hp 2), smite good 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against good foes; smite persists until target is dead or the fiendish creature rests).
STATISTICS
Str 15, Dex 17, Con 16, Int —, Wis 10, Cha 2
Base Atk +2; CMB +4; CMD 17 (29 vs. trip)
Skills Climb +16, Perception +4 (+8 in webs), Stealth +7 (+11 in webs); Racial Modifiers +4 Perception, +4 Stealth (+8 in webs), +16 Climb
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.
The statistics above are for a web-spinning spider. Hunting spiders lose the web ability but gain a +8 racial modif ier on Acrobatics checks. All giant spiders have a +2 racial bonus on poison save DCs.

Summon Monster III: Fiendish Gorilla

Stats:
N Large animal
Init +2; Senses low-light vision, darkvision 60’, scent; Perception +8
DEFENSE
AC 14, touch 11, flat-footed 12; (+2 Dex, +3 natural, –1 size)
hp 25 (3d8+12)
Fort +9, Ref +5, Will +2
Resist Cold/5, Fire/5
SR 8
OFFENSE
Speed 30 ft., climb 30 ft.
Melee 2 slams +5 (1d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks smite good 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against good foes; smite persists until target is dead or the fiendish creature rests).
STATISTICS
Str 19, Dex 15, Con 18, Int 2, Wis 12, Cha 7
Base Atk +2; CMB +8; CMD 20
Feats Great Fortitude, Skill Focus (Perception)
Skills Acrobatics +6, Climb +16, Perception +8

Summon Monster IV: Fiendish Dire Ape

Stats:
N Large animal
Init +2; Senses low-light vision, darkvision 60’, scent; Perception +8
DEFENSE
AC 15, touch 11, flat-footed 13; (+2 Dex, +4 natural, –1 size)
hp 38 (4d8+20)
Fort +7, Ref +6, Will +4
Resist Cold/5, Fire/5
SR 9
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +8 (1d6+6), 2 claws +6 (1d4+6)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d4+8), smite good 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against good foes; smite persists until target is dead or the fiendish creature rests).

STATISTICS
Str 23, Dex 15, Con 20, Int 2, Wis 12, Cha 7
Base Atk +3; CMB +10; CMD 22
Feats Iron Will, Skill Focus (Perception)
Skills Acrobatics +6, Climb +18, Perception +8, Stealth +2


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I realized that I did not note the source book on some of Yarresh's talents: hide in plain sight is in Ultimate Combat; fast getaway is in the APG.

I also left off the ghoul fever from the SQ:
Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based.

Finally, the +20 stealth does not account for the +15 bonus from the shadow armor. With the armor Yarresh's stealth is +35.


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I just realized I did not post the zombies in Rupman's Vat...

ADVANCED RELENTLESS HUMAN ZOMBIE
CR 3
XP 800
NE Medium undead
Init +2; Senses darkvision 60 ft., scent; Perception +2

DEFENSE
AC 19, touch 14, flat-footed 15(+1 armor, +4 natural, +4 dex)
hp 29 (4d8+11)
Fort +3, Ref +5, Will +6
Immune undead traits

OFFENSE
Speed 40 ft., climb 20 ft.
Melee slam +8 (1d6+7)

STATISTICS
Str 21(+5), Dex 18(+4), Con —, Int —, Wis 14(+2), Cha 14(+2)
Base Atk +3; CMB +8; CMD 22
Feats ToughnessB
Skills Climb +13, Survival +2 (tracking by scent +6)
SQ Quick Strikes (Ex): Whenever a fast zombie takes a full attack action, it can make one additional slam attack at its highest base attack bonus.
Gear The hard leather aprons the zombies wear confers a +1 armor bonus.


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OK, I did the Spawn before I completed Keeper Crove. Here are the basic notes: To move the creature from CR10 to CR14 I added 7 HD, as follows: Bestiary 1 chart notes a 70hp increase. Average d8 is 4.5, plus 5 for the Spawn's Con score = 9.5 per HD. 70/9.5 = 7.37, or 7HD. Ability Score increase: +1 Dex. Add skill points: 49. Add Feats: 4.

SPAWN OF YOG-SOTHOTH

Stat Block:
CR 14
38,400 XP
CE Large aberration (extraplanar)
Init +7; Senses blindsight 30 ft., darkvision 60 ft.; Perception +27
Aura stench (Fort DC 25, 10 rounds)

DEFENSE
AC 25, touch 12, flat-footed 22 (+3 Dex, +13 natural, –1 size)
hp 199 (21d8+105)
Fort +12, Ref +12, Will +15
Defensive Abilities natural invisibility, DR 10/magic; Immune cold, fire; Resist sonic 10; SR 25
Weakness 6 negative levels (or fewer), not included in these totals

OFFENSE
Speed 30 ft., climb 30 ft.
Melee 1 bite +22 (2d8+8/19–20), 4 tentacles +21 (2d8+4/19-20 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks blood drain, devastation

TACTICS
During Combat ia! Kill everything!
Morale The spawn will attack until destroyed.

STATISTICS
Str 26(+8), Dex 16(+3), Con 21(+5), Int 17(+3), Wis 17(+3), Cha 20(+5)
Base Atk +15; CMB +24; CMD 36
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Improved Critical (bite), Improved Critical (tentacle), Improved Initiative, Improved Natural Attack (tentacles), Lightning Reflexes, Multiattack, Vital Strike, Weapon Focus (tentacles)
Skills Climb +40, Escape Artist +27, Intimidate +29, Knowledge (arcana) +24, Perception +27, Spellcraft +27, Stealth +23
Languages Aklo

SPECIAL ABILITIES
Blood Drain (Ex) If a spawn of Yog-Sothoth establishes or maintains a pin with a tentacle, it drains blood via tiny slavering mouths that open along the tentacle’s length, dealing 1d4 points of Constitution damage.
Devastation (Ex) As a full-round action, the spawn can assault a structure, dealing 4d6+16 points of damage to the structure in that round.
Natural Invisibility (Ex) This ability is constant—a spawn is invisible at all times, even when attacking. This ability is subject to effects like invisibility purge, glitterdust, and faerie fire, but cannot be dispelled.

I also added the Advanced Template for the creature in my campaign:
ADVANCED SPAWN OF YOG-SOTHOTH

Stat Block:
CR 15
51,200 XP
CE Large aberration (extraplanar)
Init +7; Senses blindsight 30 ft., darkvision 60 ft.; Perception +29
Aura stench (Fort DC 27, 10 rounds)

DEFENSE
AC 29, touch 14, flat-footed 24 (+5 Dex, +15 natural, –1 size)
hp 227 (21d8+133)
Fort +14, Ref +14, Will +17
Defensive Abilities natural invisibility, DR 10/magic; Immune cold, fire; Resist sonic 10; SR 25
Weakness 6 negative levels (or fewer), not included in these totals

OFFENSE
Speed 30 ft., climb 30 ft.
Melee 1 bite +24 (2d8+10/19–20), 4 tentacles +23 (2d8+6/19-20 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks blood drain, devastation

TACTICS
During Combat ia! Kill everything!
Morale The spawn will attack until destroyed.

STATISTICS
Str 30(+10), Dex 20(+5), Con 25(+7), Int 21(+4), Wis 21(+4), Cha 24(+7)
Base Atk +15; CMB +26; CMD 40
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Improved Critical (bite), Improved Critical (tentacle), Improved Initiative, Improved Natural Attack (tentacles), Lightning Reflexes, Multiattack, Vital Strike, Weapon Focus (tentacles)
Skills Climb +42, Escape Artist +29, Intimidate +31, Knowledge (arcana) +26, Perception +29, Spellcraft +29, Stealth +25
Languages Aklo

SPECIAL ABILITIES
Blood Drain (Ex) If a spawn of Yog-Sothoth establishes or maintains a pin with a tentacle, it drains blood via tiny slavering mouths that open along the tentacle’s length, dealing 1d4 points of Constitution damage.

Devastation (Ex) As a full-round action, the spawn can assault a structure, dealing 4d6+24 points of damage to the structure in that round.

Natural Invisibility (Ex) This ability is constant—a spawn is invisible at all times, even when attacking. This ability is subject to effects like invisibility purge, glitterdust, and faerie fire, but cannot be dispelled.

Following is the advanced version that includes the 6 negative levels for ease of gaming (This is the stat block that I intend to use. 
ADVANCED SPAWN OF YOG-SOTHOTH

Stat block:
CR 15
51,200 XP
CE Large aberration (extraplanar)
Init +7; Senses blindsight 30 ft., darkvision 60 ft.; Perception +23
Aura stench (Fort DC 27, 10 rounds)

DEFENSE
AC 29, touch 14, flat-footed 24 (+5 Dex, +15 natural, –1 size)
hp 197 (21d8+133)
Fort +8, Ref +8, Will +11
Defensive Abilities natural invisibility, DR 10/magic; Immune cold, fire; Resist sonic 10; SR 25
Weakness 6 negative levels (included in totals)

OFFENSE
Speed 30 ft., climb 30 ft.
Melee 1 bite +18 (2d8+10/19–20), 4 tentacles +17 (2d8+6/19-20 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks blood drain, devastation

TACTICS
During Combat ia! Kill everything!
Morale The spawn will attack until destroyed.

STATISTICS
Str 30(+10), Dex 20(+5), Con 25(+7), Int 21(+4), Wis 21(+4), Cha 24(+7)
Base Atk +15; CMB +20; CMD 34
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Improved Critical (bite), Improved Critical (tentacle), Improved Initiative, Improved Natural Attack (tentacles), Lightning Reflexes, Multiattack, Vital Strike, Weapon Focus (tentacles)
Skills Climb +36, Escape Artist +23, Intimidate +25, Knowledge (arcana) +21, Perception +23, Spellcraft +23, Stealth +19
Languages Aklo

SPECIAL ABILITIES
Blood Drain (Ex) If a spawn of Yog-Sothoth establishes or maintains a pin with a tentacle, it drains blood via tiny slavering mouths that open along the tentacle’s length, dealing 1d4 points of Constitution damage.

Devastation (Ex) As a full-round action, the spawn can assault a structure, dealing 4d6+24 points of damage to the structure in that round.

Natural Invisibility (Ex) This ability is constant—a spawn is invisible at all times, even when attacking. This ability is subject to effects like invisibility purge, glitterdust, and faerie fire, but cannot be dispelled.


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ADVANCED CHAOS BEAST
CR 11
XP 12,800
CN Medium outsider (chaotic, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +21

DEFENSE
AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +3 natural)
hp 149 (13d10+78)
Fort +13, Ref +12, Will +7
Defensive Abilities amorphous, resistant to transformation; SR 18

OFFENSE
Speed 20 ft.
Melee 4 claws +20 (1d6+6 plus corporeal instability)

TACTICS
During Combat The chaos beast attacks one creature until it succumbs to corporeal instability, then changes to another target and repeats this process. It leaves the area once all its opponents are amorphous. Morale The chaos beast tries to flee if brought below 30 hp.

STATISTICS
Str 22(+6), Dex 19(+4), Con 20(+5), Int 14(+2), Wis 16(+3), Cha 15(+2)
Base Atk +13; CMB +19; CMD 32 (can’t be tripped)
Feats Ability Focus (corporeal instability), Dodge, Improved Initiative, Improved Natural Armor, Mobility, Toughness, Weapon Focus (claw)
Skills Acrobatics +22 (+18 jump), Climb +24, Escape Artist +22, Perception +21, Stealth +22, Swim +24

SPECIAL ABILITIES
Corporeal Instability (Su) Claw—contact (curse); save Fort DC 21; effect amorphous body and 1 Wisdom drain per round (see below); cure 3 consecutive saves. The save DC is Con-based. A creature cursed with an amorphous body becomes a spongy, shapeless mass. Unless the victim manages to control the effect (see below), its shape constantly melts, flows, writhes, and boils. An affected creature is unable to hold or use any item. Clothing, armor, helmets, and rings become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Speed is reduced to 10 feet or one-quarter normal, whichever is less. The victim gains the amorphous quality, but cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).
A victim can temporarily regain its own shape by taking a standard action to attempt a DC 15 Will save (this check DC does not vary for a chaos beast with different Hit Dice or ability scores). A success reestablishes the creature’s normal form for 1 minute. Spells that change the victim’s shape (such as alter self, beast shape, elemental body, and polymorph) do not remove the curse, but hold the creature in a stable form (which might not be its own form, depending on the spell) and prevent additional Wisdom drain for the duration of the spell; shapechange and stoneskin have a similar effect. The victim takes 1 point of Wisdom drain from mental shock every round that it ends its turn in an amorphous shape—upon being drained to 1 Wisdom, further Wisdom drain ceases and the amorphous body effect is permanent until removed via magic (no further number of saving throws can cure the condition at this time).

Resistant to Transformation (Ex) Transmutation effects, such as polymorphing or petrification, force a chaos beast into a new shape, but at the start of its next turn, it immediately returns to its normal form as a free action.

Notes:
I noticed that the Chaos Beast, as listed in the Bestiary 2, had slightly different Stats than the one presented in the module, so I used the Bestiary 2 version as the base creature.
Adding the Advanced template brought the creature up to CR 8. I needed it to be a CR11 based on my analysis of the module. According to the Monster Advancement rules in the Bestiary I needed to add 4 HD, as follows: CR 8 to CR 11 is a difference on 45hp based on Table 2-1. Average hp for a d10 monster is 5.5 +5 hp for its Con. Therefore, 45hp / 10.5 = 4.29, rounded down to 4. I probably could have gone to 14 though.


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The morlock in D28:

GROT SH'DAK
CR 7
3,200 XP
Advanced morlock barbarian 4 (Bestiary 209, Core 31)
CE Medium monstrous humanoid
Init +10; Senses darkvision 120 ft., scent; Perception +10

DEFENSE
AC 18, touch 15, flat-footed 11 (+6 dex, +3 natural, +1 dodge, -2 rage)(+4 vs movement AoA)
hp 91 (3d10+15+4d12+20+14 rage)
Fort +12, Ref +12, Will +8 (+3 vs spells, supernatural abilities and spell like abilities)
Immune disease, poison
Weaknesses light blindness

OFFENSE
Speed 50 ft., climb 30 ft.
Melee club +13/+8 (1d6+6), bite +8 (1d4+6)
Special Attacks leap attack, sneak attack +1d6, swarming

TACTICS
During Combat The morlock rages and attacks. The statistics include the modifications for the rage.
Morale The morlock fights to the death.

STATISTICS
Str 22(+6), Dex 23(+6), Con 24(+7), Int 9(-1), Wis 18(+4), Cha 10(-)
Base Atk +7/+2; CMB +13; CMD 29
Feats Dodge, Improved Initiative, Lightning Reflexes, Mobility
Skills Acrobatics +17, Climb +26, Intimidate +8, Perception +10, Stealth +10 (+14 in caverns); Racial Modifiers +4 Stealth in caverns, +8 Acrobatics, +16 Climb
Languages Undercommon
SQ fast movement, expert climber, rage (15 rounds), raging leaper (+4), superstitious (+3), trapsense +1, uncanny dodge
Gear club (made from the cell bed frame)

SPECIAL ABILITIES
Expert Climber (Ex) A morlock can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, a morlock is treated as constantly being under a nonmagical version of the spell spider climb, save that it cannot cling to smooth surfaces. This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16 racial bonus.

Leap Attack (Ex) As a standard action, a morlock may make a single attack during a jump. It can make this attack at any point along the course of the leap—the start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity for leaving a threatened square.

Swarming (Ex) Morlocks dwell and fight in cramped quarters every day of their lives, and as such are quite adept at swarming foes. Up to two morlocks can share the same square at the same time. If two morlocks in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.


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Zhezek's Item Cards

ZHEZEK
CR 7
3,200 XP
Male derro fighter 4 (Bestiary 70, Core 55)
CE Small humanoid (derro)
Init +9; Senses darkvision 60 ft.; Perception +1

DEFENSE
AC 22, touch 17, flat-footed 16 (+3 armor, +5 Dex, +1 dodge, +2 natural, +1 size)
hp 70 (3d8+15+4d10+20)
Fort +10, Ref +7, Will +9
SR 18
Weaknesses vulnerability to sunlight
Special bravery +1

OFFENSE
Speed 20 ft.
Melee +1 knife +13/+8 (1d3+2/19-20 plus poison)
Ranged repeating light crossbow +12/+7 (1d8/19–20 plus poison)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 3rd)
At will—darkness, ghost sound (Will DC 15)
1/day—daze (Will DC 15), sound burst (Fort DC 17)

TACTICS
During Combat In the first round of combat Zhezek will apply poison to one of his long thin knives as the lunatics attack. Then he prefers to use his spell like abilities and poisoned crossbow before joining the melee.
Morale Zhezek fights to the death.

STATISTICS
Str 13(+1), Dex 20(+5), Con 20(+5), Int 8(-1), Wis 5(-3), Cha 20(+5)
Base Atk +6/+1; CMB +7; CMD 22
Feats Dodge, Improved Initiative, Intimidating Prowess, Weapon Finesse, Weapon Focus (knife), Vital Strike
Skills Intimidation +9. Perception +1, Stealth +11
Languages Aklo, Undercommon
SQ armor training 1, bravery +1, madness, poison use
Gear +1 leather armor, +1 knife, repeating light crossbow with 10 poisoned bolts, satchel containing 2 doses of medium spider venom and 45gp.

SPECIAL ABILITIES
Madness (Ex) Derros use their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove a derro’s madness. If this occurs, the derro gains 6 points of Wisdom and loses 6 points of Charisma.
Poison Use (Ex) Derros are not at risk of poisoning themselves when handling poison. They use Medium spider venom to poison their crossbow bolts, and generally carry 10 pre-poisoned bolts at all times.
Vulnerability to Sunlight (Ex) A derro takes 1 point of Con damage after every hour it is exposed to sunlight.

Medium Spider Venom
Type poison, injury; Save Fortitude DC 14
Frequency 1/round for 4 rounds
Effect 1d2 Str damage; Cure 1 save


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LUNATIC
CR 3
XP 3,200
Male or female human rogue 4
NE Medium humanoid (human)
Init +3; Senses Perception +6

DEFENSE
AC 14, touch 14, flat-footed 14 (+3 Dex, +1 dodge)
hp 26 (4d8+8)
Fort +3, Ref +7, Will +1

OFFENSE
Speed 30 ft.
Melee improvised weapon +5 (1d6+2)
Ranged improvised thrown weapon +6 (1d6+2)
Special Attacks sneak attack +2d6

TACTICS
During Combat The lunatics use improvised weapons (typically some kind of club made from a table or chair leg) and attack the closest opponent.
Morale The lunatics fight until dead.

STATISTICS
Str 14(+2), Dex 15(+3), Con 14(+2), Int 10(-), Wis 8(-1), Cha 13(+2)
Base Atk +3; CMB +5; CMD 18
Feats Catch Off-Guard, Dodge, Stealthy
Skills Acrobatics +10, Climb +8, Craft (any one) +4, Escape Artist +12, Intimidate +5, Perception +6, Perform (Sing) +7, Sense Motive +6, Sleight of Hand +10, Stealth +12, Survival +6
Languages Common
SQ bleeding attack, evasion, fast stealth, trapfinding, trap sense +1, uncanny dodge


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Orderly Item Cards

ORDERLY
CR 5
XP 3,200
Human warrior 7
NE Medium humanoid
Init +4; Senses Perception +5

DEFENSE
AC 20, touch 10, flat-footed 20 (+10 armor)
hp 52 (7d10+14)
Fort +6, Ref +2, Will +1

OFFENSE
Speed 20 ft.
Melee +1 shock club +12/+7 (1d6+4+ 1d6 electrical) or
spiked gauntlet +10/+5 (1d4+3) or
sap +10/+5 (1d6+3 nonlethal)
Space 5 ft.; Reach 5 ft.

STATISTICS
Str 16(+3), Dex 11(-), Con 12(+1), Int 6(-2), Wis 9(-1), Cha 8 (-1)
Base Atk +7/+2; CMB +10 (+12 bull rush); CMD 20 (22 vs. bull rush)
Feats Alertness, Improved Bull Rush, Improved Initiative, Weapon Focus (club), Power Attack
Skills Intimidate +5, Perception +5, Sense Motive +2
Languages Common
Combat Gear +1 shock club, tanglefoot bags (2); Other Gear +1 half-plate, heavy steel shield, sap, spiked gauntlet

Notes: I combined elements from the Turnkey in the Game Mastery Guide and the existing orderly and added 2 levels of warrior for this CR5 version.


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ADVANCED VIOLET FUNGUS
CR 4
XP 800
N Large plant
Init +0; Senses low-light vision; Perception +2

DEFENSE
AC 19, touch 9, flat-footed 19 (+10 natural, -1 size)
hp 90 (8d8+54)
Fort +12, Ref +2, Will +4
Immune plant traits

OFFENSE
Speed 10 ft.
Melee 4 tentacles +12 (1d6+7 plus rot)
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 24(+7), Dex 10(-), Con 24(+7), Int —, Wis 15(+2), Cha 13(+2)
Base Atk +6; CMB +14; CMD 24

SPECIAL ABILITIES
Rot (Ex) A creature struck by a violet fungus’s tentacle must succeed on a DC 19 Fortitude save or the flesh around the point of contact swiftly begins to rot away, exposing raw bone with shocking swiftness. This hideous affliction causes 1d4 points of Strength damage and 1d4 points of Constitution damage. This is a poison effect. The save DC is Constitution-based.

Notes: Added advanced template, 4 racial hit dice and made it large.


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Keeper Hyve Item Cards
Also, here are the other items from the Elm Way Church, both above ground and below.

KEEPER HYVE
CR 10
9600 XP
Male human poisoner rogue 11 (Core 67, APG 134)
NE Medium humanoid
Init +8; Perception +15

DEFENSE
AC 21, touch 17, flat-footed 16 (+4 armor, +2 deflection, +4 Dex, +1 dodge)
hp 65 (11d8+11+5)
Fort +4, Ref +11, Will +4
Special Defenses evasion, uncanny dodge, improved uncanny dodge, +1 vs ingested poisons, +4 vs nauseated or sickened

OFFENSE
Speed 30 ft.
Melee rapier +13/+8 (1d6+1/18–20)
Ranged mwk light crossbow +13 (1d8/19–20)
Special Attacks sneak attack +6d6

TACTICS
Before Combat If Hyve hears the PCs coming before they spot him, he gathers up his violet venom and hides behind the central pillar in the pool of shallow water, hoping to ambush the PCs.
During Combat Hyve opens combat with a ranged sneak attack, then resorts to throwing vials of violet venom as grenade-like missiles (affecting struck targets and all within 5 feet). He will apply poison to his rapier in preparation for melee, then relies on Greater Feint to maximize his sneak attacks with his rapier.
Morale Keeper Hyve fights until brought below 15 hit points, at which point he attempts to escape by leaping into the sluice (area C3) and sliding down to area C4. If he survives the journey, he hides in area C4 and prepares another sneak attack with his ranged weapon. If cornered here, he’ll fight to the death.

STATISTICS
Str 10(-), Dex 19(+4), Con 12(+1), Int 16(+3), Wis 13(+1), Cha 8(-1)
Base Atk +8/+3; CMB +8; CMD 25
Feats Combat Expertise, Dodge, Greater Feint, Improved Feint, Improved Initiative, Mobility, Skill Focus (Knowledge [history]), weapon finesse
Skills Bluff +13, Climb +13, Craft (alchemy) +17, Craft (poison) +17, Diplomacy +8, Disable Device +16, Heal +2, Intimidate +13, Knowledge (history) +13, Knowledge (planes) +5, Knowledge (religion) +5, Perception +15, Sense Motive +15, Sleight of Hand +13, Stealth +18
Languages Common, Varisian
SQ poisoner rogue* (poison use, master poisoner [craft (alchemy) +5]), bleeding attack (6), fast stealth, finesse rogue, hunter's surprise*, iron guts**, lasting poison*, swift poison*

Combat Gear +1 rapier, masterwork light crossbow, bolts (20), violet venom (4, see below); Other Gear +1 studded leather, ring of protection +2, belt of incredible dexterity +2, key to area D8, 500 gp

Treasure: A fully equipped alchemist lab sits at both the northeast and southwest wings of the cavern.

Violet Venom: Poison—contact; save Fort DC 13, frequency 1/minute for 6 minutes, effect 1d2 Strength and 1d2 Con damage; cure 1 save; cost 800 gp. (Pathfinder RPG Bestiary 274)

Notes: The original text listed 3d6 sneak attack, but a 7th level rogue is 4d6. Removed extra skill point per level (-7) for being human and added an extra rogue talent (6th level from APG) and 5hp. +48 skill points. Poisoner Rogue archetype appears in APG 134.
*APG
**Ultimate Combat


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Keeper Myre's Item Cards
Myre's Retreat Item Cards
Also, here is a Flame Strike Template. Just print on cardstock, score, fold and glue the tab. It is to scale.

KEEPER MYRE
CR 10
9,600 XP
Male human oracle of bones 11 (Advanced Player's Guide 42)
NE Medium humanoid (human)
Init +2; Perception +0

DEFENSE
AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex); shield of faith (+3 deflection 11 minutes)
hp 92 (11d8+22)
Fort +7, Ref +4, Will +9

OFFENSE
Speed 30 ft.
Melee +2 defending quarterstaff +9/+4 (1d6+2) or dagger +8/+3 (1d4)
Ranged ray +10
Oracle Spells Known (CL 11th; concentration +21)
5th (4/day)—cleanse*, flame strike (Ref DC 21), mass cure light wounds, slay living (Fort DC 23)
4th (7/day)—air walk, cure critical wounds, death ward, divination, fear (Will DC22), freedom of movement, restoration
3rd (7/day)—animate dead, bestow curse (Will DC 21), borrow fortune*, cure serious wounds, dispel magic, locate object, magic circle against chaos, magic circle against good
2nd (7/day)—cure moderate wounds, desecrate, dread bolt**, eagle's splendor, false life, resist energy, oracle's burden*(Will DC20), spiritual weapon, undetectable alignment
1st (7/day)— bane (Will DC 17), comprehend languages, cure light wounds, divine favor, doom (Will DC 19), forbid action**(Will DC 17), magic stone, murderous command**(Will DC 17), ray of sickening**(Fort DC 19), restore corpse**, sanctuary (Will DC 17), shield of faith
0 (at will)—bleed (Will DC 18), detect magic, detect poison, guidance, light, mending, purify food and drink, read magic, stabilize
Mystery: tongues

TACTICS
Before Combat Myre is paranoid and casts undetectable alignment and false life (17 hp) every day. As soon as he hears combat he drinks a potion of see invisibility, then casts eagles' splendor and activates his bone armor. His statistics reflect these enhancements.
During Combat Myre hates melee combat and will let his zombies do the work for him, hanging back to summon an 11 HD Fast Zombie with his undead servitude ability (stats below). After pulling aside his leather curtain to allow him line of sight into area B2 he will attack from range with his soul siphon ability to weaken opponents before unleashing his other deadly spells.
All the while, he shrieks and yells, in Aklo or Infernal, phrases like, “Die, you filthy mercenaries!” or “You’ve no right to be in here!”
Morale Myre realizes a death by mercenary is preferable to death by spawn of Yog-Sothoth, so he fights to the death. If captured alive, he shrieks and cries and babbles madly in Aklo or Infernal, saying things like, “It’s all Crove’s fault!” and “I can hear it coming! Kill me before it gets me!” See Part Five for advice on what the PCs might be able to extract from a captured Keeper.
Base Statistics Without his enhancements, Myre's statistics are Cha 19; AC 11, touch 11, flat-footed 10; reduce spell DC, concentration and all Cha based skills by 2.

STATISTICS
Str 8(-1), Dex 12(+1), Con 14(+2), Int 13 (+1), Wis 10 (-), Cha 23 (+6)
Base Atk +8/+3; CMB +7; CMD 18
Feats Abundant Revelation** (soul siphon), Combat Casting, Command Undead(B), Extra Revelation* (Raise the Dead), Greater Spell Focus (necromancy), Great Fortitude, Iron Will, Point Blank Shot, Spell Focus (necromancy)
Skills Bluff (+10), Craft (+8), Diplomacy (+10), Disguise (+8), Heal (+7), Intimidate (+10), Knowledge (history) (+14), Knowledge (planes) (+16), Knowledge (religion) (+14), Profession (brick maker) (+10), Sense Motive (+9), Spellcraft (+12), Stealth (+6)
Languages Aklo, Common, Infernal, Varisian
SQ oracle’s curse (tongues), revelations (armor of bones [+8 armor], raise the dead [11HD Fast Zombie], spirit walk [1/day, 11 minutes], soul siphon [ranged touch +10, 3/day, 6 minutes], undead servitude)
Combat Gear +2 defending quarterstaff, masterwork dagger, ring of counterspells (contains magic missile) Other Gear potion of see invisibility (x2); Other Gear purse with 35gp, keys to all the doors in Rupman’s Vat, key to area D8

Notes: Since the party just encountered a powerful necromancer (Auren Vrood) I thought this change would be fun but still maintain the flavor of the original Myre.
I used the favored class option in the APG of adding an extra spell known as opposed to an extra hp or skill rank.
*Advanced Player's Guide, **Ultimate Magic

SUMMONED FAST HUMAN ZOMBIE
CR 5
XP 1,600
NE Medium undead
Init +2; Senses darkvision 60 ft.; Perception +0

DEFENSE
AC 20, touch 12, flat-footed 18 (+8 natural, +2 dex)
hp 52 (11d8+3)
Fort +3, Ref +5, Will +7
Immune undead traits

OFFENSE
Speed 40 ft.
Melee slam +12/+7/+12 (1d6+5)

STATISTICS
Str 18(+4), Dex 14(+2), Con —, Int —, Wis 10(-), Cha 11(-)
Base Atk +8/+3; CMB +12; CMD 24
Feats Toughness
Special Qualities Quick Strikes (Ex): Whenever a fast zombie takes a full attack action, it can make one additional slam attack at its highest base attack bonus. (included above)


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I am placing the items at the top...

Yarresh's Item Cards
Yarresh's writ
Sunless Grove Item Cards 1
Sunless Grove Item Cards 2
Pnakotic Manuscripts

YARRESH
CR 10
9600 XP
Male ghoul rogue 10
CE Medium undead
Init +10; Senses darkvision 60 ft.; Perception +14

DEFENSE
AC 25, touch 19, flat-footed 25 (+4 armor, +2 deflection, +6 Dex, +1 dodge, +2 natural) (Improved uncanny dodge)
hp 102 (2d8+10d8+36)
Fort +6, Ref +13, Will +9; evasion

OFFENSE
Speed 30 ft.
Melee bite +15/+10 (1d6+3 plus disease and paralysis) and 2 claws +15/+10 (1d4+3 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 13, elves are immune to this effect), sneak attack +5d6

TACTICS
During Combat Yarresh relies on his surprise attack ability to disable an opponent on the first round of combat. He prefers hit-and-run tactics to merely slugging it out with the PCs, and either flees to the northeast (with the intent of sneaking up on them later) or hides in the water at area A11.
Morale Yarresh would rather live and seek revenge than die at the hands of surface-dwellers. If brought below 20 hit points, he flees to the northeast... though he may return later and skulk about the city, possibly running into the PCs at an inopportune time.

STATISTICS
Str 16(+3), Dex 22(+6), Con —, Int 10(-), Wis 17(+3), Cha 16(+3)
Base Atk +8/+3; CMB +11; CMD 29
Feats Dodge, Evasion, Improved Initiative, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (bite), Weapon Focus (claw)
Skills Acrobatics +19, Bluff +18, Climb +18, Intimidate +16, Perception +18, Stealth +20, Swim +16
Languages Aklo, Common
SQ bleeding attack, fast getaway, fast stealth, hide in plain sight (underground), surprise attack, trapfinding +5, trapsense +3
Gear ring of protection +2, +1 shadow studded leather, bracers of dexterity +2, belt pouch with 35gp and a writ.


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Each update I post will contain a link at the topm to item cards, as applicable, or links to other goodies I may post. Also, if anyone wants the Word 2007/2010 versions of anything (better formats) please let me know.

Dark Creeper Item Cards

DARK CREEPER
CR 6
XP 2400
Male Dark Creeper Knife Master Rogue 5 (Bestiary 53, Core 67, Ultimate Combat 72)
CN Small humanoid (dark folk)
Init +5; Senses see in darkness; Perception +13

DEFENSE
AC 19, touch 16, flat-footed 14 (+3 armor, +5 Dex, +1 size) and +2 dodge vs. light blades
hp 42 (3d8+6, 4d8+8)
Fort +4, Ref +13, Will +3; evasion, uncanny dodge
Weaknesses light blindness

OFFENSE
Speed 30 ft.
Melee dagger +12 (1d3+1/19–20 plus poison)
Special Attacks death throes, sneak attack (+4d8)
Spell-Like Abilities (CL 3rd)
At will—darkness, detect magic

STATISTICS
Str 9 (-1), Dex 21 (+5), Con 14 (+2), Int 13 (+1), Wis 12 (+1), Cha 10 (0)
Base Atk +5; CMB +3; CMD 20
Feats Blind-Fight, Combat Expertise, Evasion, Improved Feint, Skill Focus (Sleight of Hand), Weapon Finesse, Uncanny Dodge, Weapon focus (dagger)
Skills Acrobatics (+6), Appraise (+1), Bluff (+8), Climb (+7), Craft (+1), Diplomacy (0), Disable Device (+6), Disguise (+8), Escape Artist (+13), Intimidate (+8), Knowledge (dungeoneering) (+1), Knowledge (local) (+1), Linguistics (+1), Perception (+13), Perform (0), Profession (+1), Sense Motive (+9), Sleight of Hand (+14), Stealth (+15), Swim (+7), and Use Magic Device (0)
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Dark Folk
SQ bladesense +2, befuddling strike, hidden blade +2, poison use, rag armor, weapon training
Gear +1 small dagger, potion of blur, small +1 rag armor, hidden dagger, sling & 20 bullets, rag purse with 25gp

SPECIAL ABILITIES
Death Throes (Su) When a dark creeper is slain, its body combusts in a flash of bright white light, leaving its gear in a heap on the
ground. All creatures within a 10-foot burst must make a DC 13 Fortitude save or be blinded for 1d6 rounds. Other dark creepers
within 10 feet are automatically blinded for at least 1 round, due to their light blindness. The save is Constitution-based.

Poison Use (Ex) Dark creepers are skilled in the use of poison and never risk accidentally poisoning themselves. Dark creepers favor a foul-smelling black paste distilled from certain deep-underground fungi known as black smear—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.

Rag Armor (Ex) A dark creeper’s multiple layers of filthy rags function as leather armor when worn by one of their kind.
See in Darkness (Su) A dark creeper can see perfectly in darkness of any kind, including that created by deeper darkness.

Hidden Blade: A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade. This ability replaces trapfinding.

Sneak Stab (Ex): A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit (UM 130), kukri, punching daggers, starknife, or swordbreaker dagger (APG 178), she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability.

Blade Sense (Ex): At 3rd level, a knife master is so skilled in combat involving light blades that she gains a +1 dodge bonus to AC against attacks made against her with light blades. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level. This ability replaces trap sense.

Notes: I added 5 levels of rogue with the knifemaster archetype from Ultimate Combat.


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OK, so I finally had some time over the weekend to work on updating Carrion Hill for my Carrion Crown game. I am just about complete, but I figured I would start posting to see if I could get any feedback on the earlier encounters before we play this Wed 4/18.

So first, the analysis portion of our program...

Here is the rewards analysis of the original module. This is based on the maximum possible value if the players take everything noted. Once I am finished with the update I will post my finished rewards analysis.

Here is the encounter analysis of both versions. Please not I have not worked on Keeper Crove yet, hence the highlight.

On to the encounters...I will be posting throughout the week as time allows...


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Estovion Lazarov Spell Compendium
A worn spellbook of black leather, smelling faintly of earth and wet dog, contains the following entries:

From the Fourth Cycle of Power: Conjure Tentacles of the Void
Charm Monster
Control Conjured Creature
Dimensional Escape Door
Conjure Monster

From the Third Cycle of Power: Assume Misty Form
Stroke of lightning
Summon Cloud of Sulfurous Odor
Conjure Monster

From the Second Cycle of Power: See In Darkness
Read Mind
Dust of Twilight
Alhadard’s Lazer Finger
Conjure Phase’s Webbing

From the First Cycle of Power: Hasty Feet
Protection of the Mage
Alhazard’s Energy Dart
Veiling Mist
Wizard’s Shield

Yes, they are just different names for the spells in the book...


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I agree with Evil Paul. This was brought up in an earlier thread and it is a great idea.

My players saw an invitation on her table from the professor's old friend, one AA, to join him in Caliphas. He had arranged a post for her at the Quarerfaux Archives.

I had originally thought about turning her into a Vampire but I much prefer the idea of replacing Count Galdana with her.

I was fortunate in that one of my players developed a relationship with her during their time in Ravengro, so I am really looking forward to bringing her character back.


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I added this letter for the PC's to find in Schloss Caromarc to help tie things together:

My Dear Count,
I have enjoyed our most recent discourse on the nature of the spontaneous creation of certain types of undead. In my many years of study on the subject, I have also attempted to discern the secrets from my own study of Osirian remains, those hulking mummies so prevalent in that desert environ. Perhaps when I travel back to the north country I will regale you with stories of my exploits in that dusty land. It has been a long time since I have enjoyed your company in person. Although I have grown greatly from the student I once was, the time I shared with you and Petros in study and event disagreement is one I shall always cherish.
However, I digress from the purpose of this current missive. Some retainers of mine have business in Lepidstadt in the coming weeks, and I was hoping to impose upon your intellect and unique point of view. They will be carrying a rather curious Tome, and I would love to have your learned opinion of it. If it is not too much of an imposition, please expect visitors toward the end of the month.
Regards,
Adivion Adrissant


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This is a letter my group found in the Living Museum near the mummy. Just another way to tie the campaign together:

My Dear Count,
I have enjoyed our most recent discourse on the nature of the spontaneous creation of certain types of undead. In my many years of study on the subject, I have also attempted to discern the secrets from my own study of Osirian remains, those hulking mummies so prevalent in that desert environ. Perhaps when I travel back to the north country I will regale you with stories of my exploits in that dusty land. It has been a long time since I have enjoyed your company in person. Although I have grown greatly from the student I once was, the time I shared with you and Petros in study and event disagreement is one I shall always cherish.
However, I digress from the purpose of this current missive. Some retainers of mine have business in Lepidstadt in the coming weeks, and I was hoping to impose upon your intellect and unique point of view. They will be carrying a rather curious Tome, and I would love to have your learned opinion of it. If it is not too much of an imposition, please expect visitors toward the end of the month.
Regards,
Adivion Adrissant

Since his endgame is so close, he is not worried about offending the Count by having his agents take control of the Beast and lock up the count.


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I just realized that Google Docs allows PDF's. I slapped together a couple of anti-orc posters that my group will see on the gates to Tamrivema tonight. There is a half orc in the party, so that could be interesting...

Here is the link...

Go to this link.

I hope I pasted the link properly...

Oh, I used images from a Google images search for orcs, so if any of the art is copyrighted then I will take them down.


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My group started the HoH on Pharast 16, so the following weekend was the Firstbloom fstival. I wrote up the following handout (in nice script on vellum) but I do not have any accounts to post pdfs, so I thought I would offer the text here. A big thanks goes to my friend Jeff Ibach and his Ultimate Toolbox for some inspiration.

The PC's had a great time on Fireday and then Starday before the zombies attacked. This was much more interesting than the town hall meeting.

Firstbloom Festival
Hear Ye, Hear Ye,
Citizens of Ravengro, come one, come all to the Annual FirstBloom Festival, 20-22 Pharast, 4711.

Schedule of Events

Fireday, 20 Pharast
4pm - Wedding of Erlantz & Iskra, Presided by Father Grimburrow, Central Gazebo
5pm - 9pm- Open Air Market and entertainers
6pm - Rooster Fights, Dragomir Farm
6pm - Cake bake Off, Bastista's Bakery
9pm - Performance of "Legend of the Shudderwood" by the Tamrivena Players

Starday, 21 Pharast
7am - Service, Temple of Pharasma
8am - 4 pm - Open Air Market and entertainers
10am - 12pm - Seed trading & harvest yield planning, Ravengro Grain Exchange
1pm 2 pm - Canterwall County Quilt Display, Town Hall
5pm - Ale Tasting and Brewing Competition, The Laughing Demon
7pm - Pharismin Candle Ceremony, Father Grimburrow, riverside
9pm - Battle of the Bards, Outward Inn basement tavern

Sunday, 22 Pharast
9am - Service, Temple of Pharasma
11am - Sausage Cook-off, Outward Inn Beergarten
12pm - Awards Presentation, Town Council, Central Gazebo
Best Cakes
Best Sausage
Best Flower Arrangement
Best Quilt
Best Ale
1 pm - Apprenticeship Announcements, Central Gazebo
Jorfa, smithng, Ravengro Forge
Luramin Taigh, Jeweler, The Silk Purse
Lau Feng, rope and netmaking, Master netmaker
Gabon Jasone of the Cooper's Guild of Ravengro
Alendru Ghoroven, wizarding
2pm:-Closing Remarks, Councilman Hearthmount, Central Gazebo


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OK, so my players have finished the Haunting of Harrowstone close to 4th level. There were missed opportunities for XP, and a fifth PC joined near the end. So I figured they would need another encounter on their way north before meeting the Crooked Kin (They will probably end up getting into some sort of trouble in Tamrivena given that one of the PC's is a half orc) but I digress.
Rule of Fear has an interesting little blurb about Clover's Crossing, and since the group will pass nearby, I thought I would put together a little encounter. I just spent the last coulpe hours working on the next post. Our game night is Wednesday, so I was just hoping for some feedback if anyone sees this thread tomorrow.

Common Knowledge: The town of Clover’s Crossing has been an abandoned ruin for over 10 years after the church of Pharasma collapsed into a sinkhole, killing the priests and the faithful worshippers.
Spoken in whispers, it is said that the night after the collapse, screaming could be heard throughout the town as the remaining living townsfolk were dragged into the pit by humanoid creatures with long, sharp teeth, and pallid flesh stretched tightly over starved frames.

Families in the outlying farms abandoned their homesteads and moved to Ravengro. The investigators sent by the council from Tamrivena were never seen again.

The Old Road takes a wide swath around Clover’s Crossing, but one can still follow the old tracks to the town…

Summary: 12 Years ago Vauran Grimburrow's son Balthazar left Ravengro for adventure. Joining the army in Lastwall, Balthazar was trained in the Legion and became a victorious warrior specializing in close combat with the orc hordes. One night, however, his host was patrolling the hill country near the Path River when they were set upon by a horde of undead. Balthazar fought to the last man, and when his host was lost, he fell, expecting to wake in Pharasma's boneyard. But a cruel fate awaited him, for when he woke the hunger for human flesh consumed him. By night he journeyed through Ustalav's Canterwall County on a fevered mission to return home.
Some bit of control remained as he entered the Church of Pharasma in Ravengro, only to be spurned away by his brother, the good Father Grimburrow. Vauran could not destroy his ghoulish brother however, a shame that will haunt him always. Balthazar left, and discovered the cave system that led underneath the town of Clover's Crossing. It was there that his hatred of Pharasma burned deep, and he used his knowledge of engineering and his ghoulish minions to cause the sinkhole. He saved the town's priest however, and enslaved him to regenerate the flesh of the dead townsfolk week after week for 10 years to provide sustenance to Balthazar and his ghouls. The priest lives still, locked away in the darkness with a shattered mind, casting Restore Corpse on his former parishioners to forever feed the horrible undead.


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All of the suggestions are brilliant. Someone in another post had mentioned Kendra being invited to Caliphas by an old family friend, AA.

My plan:
Thought that was a great idea, and I intend to use the letter of sorrow above with something added like:
"If you ever find yourself in need of a change of scenery, I would be most happy to welcome you to Caliphas."
In my game, the PC who was developing a relationship with Kendra was just killed when Gurtis expolded. Now this town and the manor house hold nothing but bad memories, so she intends to take AA up on his offer. She told the PC's this already, but having them find the letter will help keep AA's name in their minds (or at least written in their campaign journal.) I think adding Kendra into the Path much later will be fun. Who knows what will have happened to her by then?


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The bard in our group gained extra trust points because he is working with Councilwoman Faravan on a land purchase. He is building contacts in the grainary and the brewery, and posted employment notices. He is also performing in the Outward Inn as Sarianna's performance schedule allows. By showing that he is planning on setting down roots in town a lot of folks have opened up to him.
Our Paladin, who is a smith, secured a job working at the forge with Jorfa. The professor's funeral was Pharast 16 (random), so Planting Week officially begins this Fireday and she needs extra help. He spends his days repairing farm equipment, working with Jorfa and her assistants. Another trust building opportunity...
If you view Ravengro as a living, breathing town then the PC's actions may provide realistic opportunities to grow trust. Award them as you see fit while working within the intention of the system provided.