Emkrah

Brodyz's page

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


RSS

1 to 50 of 101 << first < prev | 1 | 2 | 3 | next > last >>

Campaign Setting:
Classic Horrors Revisited
Rule of Fear
Undead Revisited

Module: Carrion Hill


In my campaign I

Show:
replaced Galdana with Kendra Lorrimar. After Haunting of Harrowstone she was invited to Caliphas by AA, an old family friend, and took up a position at the Quarterfaux Archives. Now, several months later, the PC's have arrived in Caliphas to find that Kendra is engaged to AA.
Eventually they will find out that Kendra is in fact decended from Tar Baphon. I re-wrote many aspects of Ashes at Dawn, and clues in the Abbey will lead them back to AA's manorhouse. A secret room will have a wall set up that tracks Tar Baphon's lineage to Petros Lorrimar. I felt this was better for my campaign as the PC's who survived HoH built up a relationship with Kendra. So it will be she that they need to rescue in Part 6.
They still meet the Count at the Haraday Theater, but I lessened his role.


Ullapool wrote:
I understand the 6 negative levels coming from the module (as per needing to eat the keepers to gain those levels back) but can you show me where they appear in the versions you created?

Hi Ullapool,

OK, let me see if I can clear this up...

1st version listed - this is the CR14 version that was built up per regular level progression as appropriate (theoretically) for the adventure. This version does not have the 6 negative levels built into the stat block. What is presented would be a starting point.

2nd version listed - My group has 5 players and are a bit OP, so I added the Advanced Template to create the CR 15 version. This version also DOES NOT account for the negative levels.

3rd version listed - This is version 2 with the six negative levels included in the stat block. For example, the version 2 has +24 bite, but version 3 is +18 bite. This is the version I used, as written, and it was a grand battle.
I listed version 2 and version 3 as CR15 since the module did the same thing – the New Monster stat block in the back listed the Spawn as CR10, and had this:

Carrion Hill wrote:
Weakness 6 negative levels (or fewer), not included in these totals

The final encounter in the module also listed it as CR10 with the intent of including negative levels. So, both of my versions are listed as CR15. Doesn't make sense, I know, but I tried to stick as closely to the logic of design as the original.

Please let me know if you have any additional questions.


BUMP...still would like this to be a sticky....


IMC Kendra is now engaged to AA. I have re-outlined a lot of Ashes as the "investigate vampire murders to eventually find out you missed the Whispering Way" did not work for me.

Anyway, on topic, like Zhangar says it would depend on the disposition of the body. Also, since the party has not yet encountered Vrood, have the Dark Riders even left yet? Perhaps the rider bound for Caliphas could abscond with the corpse to be used in the Carrion Crown formula.

As far as resurrection goes, AA could pay someone else to do it if you think the character would have an issue being raised by AA. Any hey, the player no longer has control. Not that as a GM you should force the issue, but who is to say that the witch does not want to live again? How old was she? You see where I am going....this is potentially a really cool way to use the witch as a villain in the future. She could become a really nasty enemy if made undead by AA or one of his more powerful allies. I wouldn't waste her on Vrood. Imagine your players reaction when they encounter her in Gallowspire...


Aklo.

The Book of Abtuse Geometries discovered in Wake of the Watcher is written in Aklo. Also, if you intend to insert Carrion Hill into the adventure path, Aklo is very useful there also.


1 person marked this as a favorite.
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.


1 person marked this as a favorite.

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!


Once again, well done. I especially like the 'Alien Parasite' and I am going to modify my handout to reflect this change. Also, it is very helpful that you posted all of the Raven's Head variants. My group just entered the Mi-Go tunnels just this past Wednesday, so I still have time to sub a variant, and you have made it really easy to compare versions.
Thanks again!


Wow! And I mean WOW! That is awesome!

My wife and I are refinancing and we close next Friday, so I will finally be able to subscribe to the minis...Can't wait!


"Oh, wait, I have boots of water walking. I charge!"
-The Paladin in Castle Forlorn, an old Ravenloft adventure, who went after the undead loch ness monster creature that was more of a really powerful set dressing than a creature to engage in combat. Neither he nor his boots were ever seen again.


I didn't know we could vote for sticky, so here is my ballot:
Yes


This is a great idea, and I would like to thank Evil Paul for assembling this.
Might I shamelessly suggest my Carrion Hill conversion for anyone who wants to include that module?


@ GâtFromKI: Crane Riposte reduces the attack penalty to -1.

@ Elnarak: You would either need to be fighting defensively the entire turn, or perform a move action and then fight defensively as the Standard Action when you attack.

From Core:
Fighting Defensively as a Standard Action: You can choose to fight defensively when attacking. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 to AC for the same round.

So theoretically you could move while in Dragon or Panther without the penalty for fighting defensively (helpful with the Panther AoO counterattack, then switch to Crane and fight defensively when you attack. You would then be able to use Crane Wing/Crane Riposte between your turns.

Just make sure you always announce which style you are currently using so there is no confusion (or better yet, role-play it). If I were your GM (oh wait, I am) I would always assume that you are in the last stance you announced.


@Spyderz - Thanks!

I wanted to maintain a balance of his power. My group played through the module in the order it was written - First they visited Rupman's Vats, then they went to the Elm Way Church, then Crove's Asylum. Once they entered the Asylum I knew they would not be able to rest until the adventure was over. So, denizens of Crove's Asylum + Keeper Crove + Spawn of Yog Sothoth = trouble. There are 5 members of the party, and they are actually still 8th level. I did not want to throw 5th level spells at them also.
Admittedly, the group walked over the guards and lunatics, but the Chaos Beast was a great fight. They should encounter Crove this week, as well as the Spawn.


1 person marked this as a favorite.

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%.


Rakshaka wrote:
Thank you very much for doing this! I plan on incorporating this module into the AP and am looking forward to using some of your reworked stats when we get there.

You are very welcome. I am glad some other GM's are planning on using my work.


1 person marked this as a favorite.

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


2 people marked this as a favorite.

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


And I think that about wraps up Carrion Hill. I realize that Crove has a lot of summon spells, so feel free to swap out others. Perhaps another buff spell would be good, given the amount of time he should have to prepare once the lunatics start screaming.
Enjoy!


1 person marked this as a favorite.

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


And....Crove's Spellbook.

OK, lunch hour done...


As I was working up Crove's spellbook I realized that I used spiked pit as a 2nd level spell. Replace with summon monster II, and replace summon monseter III with the spiked pit.


Here are item cards for some of the other items in Crove Asylum:

Crove Asylum Cards.


Crove Items 1
Crove Items 2

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 +1; Perception +11

DEFENSE
AC 23, touch 13, flatfooted 22 (+4 armor, +4 shield, +2 deflection, +1 dex, +2 natural)
hp 68 (5d8+8d6+13+5)
Fort +9, Ref +5, Will +18

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

Cleric Spells Prepared (CL 8th) Concentration +19 (+23 casting on defensive)
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 (DC 18)
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) Concentration +19 (+23 casting on defensive)
4th (3) – black tentacles (DC19), dimension door, greater invisibility
3rd (4) -clairaudience/clairvoyance, mad monkeys**, stinking cloud (DC 18), summon monster III
2nd (4) -glitterdust (DC 17), spiked pit* (Ref DC17), 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

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) 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, 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 12 (+1), Con 12(+1), Int 18(+4), Wis 22(+6), Cha 10(0)
Base Atk +6; CMB +5; CMD 16
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

Notes: In looking at Crove's stats, it seems that he began with the Heroic NPC ability scores and shuffled a few of the numbers around to come up with 18,15,12,10,10,7 at 1st level. +1 was added to the 15 at 4th level, ending with the original ability scores. However, there should have been another +1 at 8th level, and +2 for being human. I added another +1 at 12th level, to end with the current stats above. I removed the dimensional steps ability as the character was never an 8th level conjurer. Also, I could not figure out how Crove's original Will save was +13 (3rd lvl cleric +3, 3rd lvl wiz +3, 3rd lvl Mystic +2, Wis +3, cloak +1 = +12), so his upgraded Will is +14 now. Other adjustments: +4 levels; +1 Ability; +24 skill points; +2 feats; +1 bonus wizard feat. Also, I rebuilt the skills from the ground up.

I like aatea's version with the variant channeling, so I included it. 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


@aatea: Thanks for building him. It will be a great basis to compare him to my work in progress...

I find it interesting that Hero Lab does not allow Protection from Evil for him. Is there backup in the rules somewhere? That does not sound familiar to me at all.

I am looking at what is still highlighted on my sheet...I have not finalized 1st and 3rd level wizard spells, have not updated equipment yet, and I am still working on his tactics. I intend to stat up all of his summoned monsters, as well as doing his item card. Also I still need to apply his spell focus to the cleric spell DC's.

Also, here was my feat selection: Alignment Channel, Augment Summoning, Combat Casting, Extend Spell(B), Improved Channel, Scribe Scroll, Spell Focus (conjuration), Spell Penetration, Superior Summoning**, Uncanny Casting**

Since my players will likely encounter Crove this week I will get him finished, with cards and all...


Windspirit wrote:

Very Nice....I decided to forget about WotW and will use ur Carrion Hill as a filler.

Thanks for all teh aweseom work.

You are quite welcome. I have used much of your GM Material sheets, so I am glad I could give back...


As a GM, I use voices and accents constantly. I draw on characters from movies and TV to match NPC's in the game. (Everyone from General Zod to Fat Bastard to The Man with No Name to BBC newscasters has made an appearance.) I start planning voices as I read the AP's and I keep track with notes on my NPC sheets.

My players appreciate it as it helps with the roleplaying and can make for some memorable villains and supporting cast.


Darkstrom wrote:
This is great Brodyz. I am wondering, however, did you ever update Crove? I'd love to see his completed stat block. I plan on inserting Carrion Hill in the same place you do so this has been great!

Actually yes...I was working on him this past weekend. 5th level cleric/5th level conjurer/3rd mystic.

I still have to do his items, as well as other items in Crove Asylum also.

I should be posting soon, so stay tuned!


I was an old school gamer from the days when you rolled 3d6 and built your character around the results. I let my players use the 25 point buy for Carrion Crown, which is the first Paizo AP I have run, and I have been upgrading encounters ever since. When I start running the Rise of the Runelords Anniversary I am absolutely going with the recommended 15 point buy.


If you have the PDF version of the AP, module or whatever you can copy the map from the PDF, paste it into a Word document, then right click on the graphic and save as a picture file. You can then send the picture file to Staples for printing, and you can specify the size, giving you your poster map without dealing with the release issue for a reasonable price.


My group just started Carrion Hill, which I updated for Carrion Crown here, (you will see shades of your upgrade in the first couple encounters) and I intend to include this subsystem in my game through Wake of the Watcher. Thanks for the work you did on all this.


A player in my game is an 8th level gnome oracle of flame and he loves it. "Burn it" is his catchphrase and lifestyle. Last week I GM'ed a villainous 11th level Oracle of Bones and he was quite a dangerous opponent to the entire party.


I use Romanian for activation words and flavor phrases for post-Whispering Tyrant Ustalav in my Carrion Crown game.


Ashiel wrote:
Smite evil's pretty clear. Either the enemy is dead, or you've rested. If the enemy isn't dead because of Regeneration, then the enemy simply is not dead. You could keep smiting its limp body over and over and over, driving it into the negatives further and further and further.

I agree with Ashiel. As a GM I tend to consider a creature "dead" at zero if there is no way for a creature to heal itself. Now, that is not to say an enemy cannot be healed by their ally, because that has certainly happened. However, in my group it is understood that part of the "loot the body" process after combat involves making sure the enemy stays dead.

In your case with the Paladin, it may be rather fun to see how the Paladin reacts when it cannot smite another creature on the battlefield until he/she figures out that the troll must be "finished off."


I have been waiting for some cool Vileness in Pathfinder (A certain 3.5 Vile book maintains its space among all the PF stuff on my bookshelf) and I think this will fit the bill!


A couple of notes from my campaign:
1. 2 of the PC's were slain during the battle with Vrood. One left instructions that he wanted to be resurrected, so Carrion Hill was the logical place for that to occur. The second player made up an alchemist with a focus on poisons, who was in the city helping the Crows with their investigation of the black market poison trade. (More tie-ins...)
2. Besides resurrecting the elf, some of the PS's wanted to spend their gold on equipment and supplies. However, due to the issues in the city, many of the shops were closed until the "frightful occurrences" are ended.
3. My group has a paladin. He wanted to answer the Mayor's call. The others wanted to lend a hand to restore order and get the shops open again.
4. During the initial investigation the group found a simple note in Marshan's ruined house: "Thank you for your valuable insight. Enclosed is the item I promised. A.A." Well, that got them completely hooked as they had been seeing letters from A.A. throughout my campaign.


Dotting for when I run the Anniversary edition...


1 person marked this as a favorite.

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.


1 person marked this as a favorite.

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.


1 person marked this as a favorite.

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.


1 person marked this as a favorite.

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.


2 people marked this as a favorite.

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.


2 people marked this as a favorite.

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


2 people marked this as a favorite.

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


2 people marked this as a favorite.

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.


2 people marked this as a favorite.

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.


1 person marked this as a favorite.

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


2 people marked this as a favorite.

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)


Here are the resources given to the adventurers upon their return to the streets above.

1 to 50 of 101 << first < prev | 1 | 2 | 3 | next > last >>