Rise of The Runelord Anniversary Edition for 4, 5 or 6 Players using The GM’s Guide to Creating Challenging Encounters (SPOILERS!!!!)


Rise of the Runelords

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I have taken it upon myself to redo my "classic" thread for 6 players, Virtue's Original 6 Player Conversion. I have made changes and choices with a lot of the encounters, the biggest choice I made was to use this source book as I create encounters The GM's Guide to Creating Challenging Encounters PDF, Here is the original Paizo thread about the Guide The GM's Guide to Creating Challenging Encounters Thread. I am also a big believer in not wasting time with encounters the PCs will just walk through so most time I will make the minimum Encounter Level plus 1 on the charts from the PDF.

Some of you will not agree with my changes or the challenge I have made some of the encounters. That is ok take what you like don't take things you don't like. That's up to you but I enjoy feedback so please post any you have.

I also now use hero labs so I will be posting Hero Labs write ups for most things also.

I also have some of this is a word doc so you would like the word doc please let me know and ill email it to you.


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Part One Festival and Fire:

Initial Assault:
• One Goblin Warrior per Hero

Goblin Warrior:

Goblin Warrior CR 1/3
XP 135
Male goblin warrior 1 (Pathfinder RPG Bestiary 156)
CE Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 shield, +1 size)
hp 8 (1d10)
Fort +2, Ref +2, Will +0; +1 morale bonus vs. charm and fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee dogslicer +4 (1d4+1/19-20)
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 10, Wis 10, Cha 9
Base Atk +1; CMB +1; CMD 12
Feats Weapon Finesse
Skills Climb +3, Handle Animal +3, Ride +5, Stealth +13; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
Other Gear light wooden shield, dogslicer[ARG]
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).

Goblin Pyros:
• 4 Heroes 1 Warchanter and 3 Goblin Warriors
• 5 Heroes 1 Warchanter and 4 Goblin Warriors
• 6 Heroes 1 Warchanter 1 Goblin Commando non mounted and 3 Goblins Warriors

Goblin Warchanter:

Goblin Warchanter CR 1
XP 400
Goblin bard (savage skald) 2 (Pathfinder RPG Advanced Player's Guide 84, Pathfinder RPG Bestiary 156)
CE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 15 (2d8+1)
Fort +0, Ref +6, Will +3; +1 morale bonus vs. charm and fear, +4 vs. bardic performance, language-dependent, and sonic
--------------------
Offense
--------------------
Speed 30 ft.
Melee dogslicer +6 (1d4/19-20) or
. . scorpion whip +6 (1d3)
Ranged shortbow +6 (1d4/×3)
Special Attacks bardic performance 8 rounds/day (countersong, distraction, inspire courage +1, inspiring blow)
Bard (Savage Skald) Spells Known (CL 2nd; concentration +4)
. . 1st (3/day)—cure light wounds, hideous laughter (DC 13), sleep (DC 13)
. . 0 (at will)—daze (DC 12), ghost sound (DC 12), mage hand, message, spark[APG] (DC 12)
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 10, Int 8, Wis 10, Cha 14
Base Atk +1; CMB +0; CMD 12
Feats Weapon Finesse
Skills Acrobatics +7, Intimidate +6, Knowledge (local) +4, Perception +5, Perform (sing) +7, Ride +7, Spellcraft +3, Stealth +14; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ bardic knowledge +1, versatile performance (sing)
Other Gear studded leather, arrows (20), dogslicer[ARG], scorpion whip[UC], shortbow
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 8 rounds/day) Your performances can create magical effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Versatile Performance (Singing) +7 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks

Goblin Commando (non mounted):

Goblin Comando CR 1
XP 400
Male goblin ranger 2 (Pathfinder RPG Bestiary 156)
NE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 shield, +1 size)
hp 22 (2d10+4)
Fort +4, Ref +6, Will +1; +1 morale bonus vs. charm and fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk horsechopper +4 (1d8+5/×3)
Ranged composite shortbow +7 (1d4+1/×3)
Special Attacks combat style (two-handed weapon[APG]), favored enemy (animals +2)
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 13, Int 8, Wis 12, Cha 8
Base Atk +2; CMB +2; CMD 15
Feats Dog Killer, Horse Hunter, Power Attack
Skills Handle Animal +4, Perception +6, Ride +10, Stealth +14, Survival +6; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ track +1, wild empathy
Combat Gear potion of rage; Other Gear studded leather, buckler, arrows (20), composite shortbow, mwk horsechopper[ARG]
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Dog Killer, Horse Hunter Embracing fear and hatred of your ancestral foes allows you to make particularly telling blows.

Prerequisite: Goblin, Handle Animal 1 rank.

Benefit: You gain a +2 morale bonus on all attack and damage rolls made against dogs and h
Favored Enemy (Animals +2) (Ex) +2 to rolls vs. Favored Enemy (Animals) foes.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Die, Dog, Die!:
• 4 Heroes Brunkel, 1 Goblin Dog, 3 Goblin Warriors
• 5 Heroes Brunkel 1 Goblin Dog 5 Goblin Warriors
• 6 Heroes Brunkel 1 Goblin Dog 1 Warchanter 5 Goblin Warriors

Brunkel:

Brunkel CR 2
XP 600
Goblin fighter 1/rogue (unchained) 2 (Pathfinder RPG Bestiary 156, Pathfinder Unchained 20)
NE Small humanoid (goblinoid)
Init +5; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 14 (+3 armor, +5 Dex, +1 size)
hp 30 (3 HD; 2d8+1d10+8)
Fort +4, Ref +8, Will +0
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk dogslicer +8 (1d4/19-20 plus 2d6 sneak attack) or
. . mwk dogslicer +8 (1d4/19-20 plus 2d6 sneak attack)
Special Attacks sneak attack (unchained) +2d6
--------------------
Statistics
--------------------
Str 11, Dex 20, Con 14, Int 12, Wis 10, Cha 10
Base Atk +2; CMB +1; CMD 16
Feats Accomplished Sneak Attacker, Two-weapon Fighting, Weapon Finesse, Weapon Focus (dogslicer)
Skills Acrobatics +10, Bluff +4, Climb +4, Disable Device +10, Escape Artist +9, Handle Animal +5, Intimidate +5, Knowledge (local) +5, Perception +6, Ride +14, Sleight of Hand +9, Stealth +18, Survival +4, Swim +4; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Goblin
SQ rogue talent (bleeding attack +2), trapfinding +1
Combat Gear necklace of fireballs i, potion of cure light wounds; Other Gear mwk studded leather, mwk dogslicer[ARG], mwk dogslicer[ARG]
--------------------
Special Abilities
--------------------
Bleeding Attack +2 (Ex) Sneak attacks also deal 2 bleed damage/round.
Darkvision (60 feet) You can see in the dark (black and white only).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Goblin Dog:

Goblin Dog CR 1
XP 400
Male goblin dog (Pathfinder RPG Bestiary 157)
N Medium animal
Init +2; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 12 (1d8+6)
Fort +5, Ref +4, Will +1
Immune disease
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +3 (1d6+4)
Special Attacks allergic reaction
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 16, Int 2, Wis 12, Cha 8
Base Atk +0; CMB +3; CMD 15
Feats Toughness
Skills Acrobatics +2 (+10 to jump), Stealth +6
--------------------
Special Abilities
--------------------
Allergic Reaction (DC 13) (Ex) Non-goblins touching you must make a Fort save or take a -2 DEX and CHA penalty for 1 day.
Immunity to Disease You are immune to diseases.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.


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Part Two: Local Heroes

The Boar Hunt:
• 4 Heroes 1 Standard Boar 1 Corrupted Boar
• 5 Heroes 1 Additional HD for Corrupted Boar
• 6 Heroes 2 Additional HD for Corrupted Boar

Corrupted Boar:

Corrupted Boar CR 2
XP 600
Male fiendish boar (Pathfinder RPG Bestiary 36, 294)
N Medium animal
Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception +7
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 natural)
hp 25 (2d8+11)
Fort +7, Ref +3, Will +2
Defensive Abilities ferocity; Resist cold 5, fire 5; SR 7
--------------------
Offense
--------------------
Speed 40 ft.
Melee gore +5 (1d8+6)
Special Attacks smite good
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 18, Int 2, Wis 14, Cha 4
Base Atk +1; CMB +5; CMD 15
Feats Toughness
Skills Acrobatics +0 (+4 to jump), Perception +7
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Smite Good (1/day) (Su) +0 to hit, +2 to damage when used.
Spell Resistance (7) You have Spell Resistance.

Standard Boar:

Standard Boar CR 2
XP 600
Male boar (Pathfinder RPG Bestiary 36)
N Medium animal
Init +0; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 natural)
hp 20 (2d8+9)
Fort +6, Ref +3, Will +1
Defensive Abilities ferocity
--------------------
Offense
--------------------
Speed 40 ft.
Melee gore +4 (1d8+4)
--------------------
Statistics
--------------------
Str 17, Dex 10, Con 17, Int 2, Wis 13, Cha 4
Base Atk +1; CMB +4; CMD 14
Feats Toughness
Skills Acrobatics +0 (+4 to jump), Perception +6
--------------------
Special Abilities
--------------------
Ferocity (Ex) Fight without penalty even while disabled or dying.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Weekly Bazaar
• Merchants from Magnimar come every Fireday there is one magic item dealer with a few odds and ends and potions and scrolls
o Any 1st level scroll 75% / Any 2nd level scroll 50% / Any 3rd level scroll 10%
o Any potion 50%
o Misc Magic items
- Wand of Bulls Str 3rd Level 10 Charges 850 gp
- Wand of Enlarge Person 1st Level 25 Charges 350 gp
- Wand of Acid Arrow 3rd Level 15 Charges 1300 gp
- Silversheen x2 225 gp
- +1 Cold Iron Great Sword 2500 gp
- Bag of Holding Minor 950 gp
- Efficient Quiver 1700 gp

All other encounters stays the same because the number of PCs do not matter.


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Part Three: Glass and Wrath

Against The Goblins:
• 4 Heroes Tsuto and 8 Goblin Warriors
• 5 Heroes Tsuto 8 Goblin Warriors and 1 Goblin Commando
• 6 Heroes Tsuto 8 Goblin Warriors and 2 Goblin Commandos

Tsuto Kauitsu:

Tsuto Kaijitsu CR 3
XP 800
Male half-elf monk (zen archer) 3/rogue (unchained) 1 (Pathfinder RPG Advanced Player's Guide 115, Pathfinder Unchained 20)
LE Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 13 (+1 deflection, +3 Dex, +1 dodge, +2 Wis)
hp 34 (4d8+8)
Fort +4, Ref +8, Will +7; +2 vs. enchantments
Defensive Abilities dual minded; Immune sleep
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike +5 (1d6+1)
Ranged or
. . mwk composite longbow flurry of blows +7/+7 (1d8+1/×3) or
. . mwk composite longbow +8 (1d8+1/×3)
Special Attacks flurry of blows, sneak attack (unchained) +1d6, zen archery
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 12, Wis 14, Cha 10
Base Atk +2; CMB +3; CMD 20
Feats Deflect Arrows, Dodge, Improved Unarmed Strike, Perfect Strike[APG], Point Blank Master[APG], Point-Blank Shot, Precise Shot, Weapon Finesse, Weapon Focus (longbow)
Skills Acrobatics +10 (+14 to jump), Climb +5, Diplomacy +4, Disable Device +11, Disguise +4, Escape Artist +8, Intimidate +4, Perception +10, Perform (wind instruments) +4, Sleight of Hand +9, Stealth +10, Swim +5; Racial Modifiers +2 Perception
Languages Common, Elven, Goblin
SQ elf blood, fast movement, trapfinding +1
Other Gear arrows (20), mwk composite longbow (+1 Str), ring of protection +1, masterwork thieves' tools
--------------------
Special Abilities
--------------------
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Dual Minded +2 Will saves.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +1/+1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Perfect Strike (2d20, 3/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

AT THIS POINT THE HEROES BECOME LEVEL 2

Guard Cave:
• 4 Heroes 2 Sin spawn
• 5 Heroes 2 Advanced Sin spawn
• 6 Heroes 2 Advanced +2 Hitdice Sin spawn

Sin Spawn:

Sin Spawn CR 2
XP 600
Wrathspawn sinspawn (Pathfinder RPG Bestiary 2 246)
NE Medium aberration
Init +6; Senses darkvision 60 ft., scent, sin-scent; Perception +8
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 Dex, +1 dodge, +2 natural)
hp 24 (3d8+6)
Fort +3, Ref +3, Will +5
Immune mind-affecting effects; SR 13
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +4 (1d6+2), 2 claws +4 (1d4+2)
Special Attacks sinful bite
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 10, Wis 14, Cha 12
Base Atk +2; CMB +4; CMD 17
Feats Dodge, Improved Initiative
Skills Acrobatics +2 (+6 to jump), Intimidate +7, Perception +8, Stealth +8, Survival +8
Languages Aklo
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sin-Scent (Su) Sinspawn have scent against creatures whose nature reflects the sinspawn's sin. For example, wrathful sinspawn can scent creatures using rage effects. The GM should adjudicate what creatures a particular sinspawn can scent.
Sinful Bite (DC 12) (Su) 1st bite sickens for d6 min. If bitten while sickened, stagger 1 rd (Will neg).
Spell Resistance (13) You have Spell Resistance.

Washing Pool:
• 4 Heroes 1 Vargouille
• 5 Heroes 1 Advanced Vargouille
• 6 Heroes 2 Vargouille

Vargouille:

Vargouille CR 3
XP 800
Male vargouille (Pathfinder RPG Bestiary 272)
NE Small outsider (evil, extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
hp 50 (5d10+10)
Fort +6, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 30 ft., fly 30 ft. (good)
Melee bite +8 (1d4 plus poison)
Special Attacks kiss, poison, shriek
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 6, Wis 12, Cha 8
Base Atk +5; CMB +4; CMD 16
Feats Ability Focus (shriek), Skill Focus (Stealth), Weapon Finesse
Skills Fly +16, Intimidate +7, Perception +9, Stealth +17
Languages Infernal
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Flight (30 feet, Good) You can fly!
Kiss (DC 18) (Su) A vargouille can kiss a helpless target by making a successful melee touch attack (this provokes attacks of opportunity). A kissed opponent must succeed on a DC 18 Fortitude save or begin a terrible transformation that changes the creature into a var
Poison (DC 14) (Su) Poison: Bite—injury; save Fort DC 14; frequency once; effect damage caused by bite can only be healed with magic if the spellcaster succeeds on a DC 20 caster level check; cure 1 save.
Shriek (DC 16) (Su) Instead of biting, a vargouille can open its distended mouth to shriek. Those within 60 feet (except other vargouilles) who hear the shriek and can clearly see the creature must succeed on a DC 16 Fortitude save or be paralyzed for 2d4 rounds or until

Ancient Prison:
• 4 Heroes 3 Sin Spawn
• 5 Heroes 3 Advanced Sin Spawn
• 6 Heroes 3 Advanced Sin Spawn +2 Hitdice

Prisoner Pits:
• 4 Heroes Koruvus
• 5 Heroes Koruvus and 2 Pit Zombies
• 6 Heroes Koruvus and 4 Pit Zombies

Koruvus:

KORUVUS CR 4
XP 1,200
Male runescarred advanced goblin fighter 3 (Pathfinder Campaign Setting: Lost Cities of Golarion, Pathfinder RPG Bestiary 156, 288)
CE Medium humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception -1
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 48 (3d10+18); fast healing 1
Fort +7, Ref +5, Will +0 (+1 vs. fear)
Immune acid, mind-affecting effects, paralysis, poison
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 longsword +5 (1d8+7/19-20) or
. . adamantine handaxe +5 (1d6+5/×3) or
. . silversheen dagger +5 (1d4+5/19-20)
Special Attacks breath weapon, rune spark
--------------------
Statistics
--------------------
Str 19, Dex 18, Con 18, Int 3, Wis 8, Cha 10
Base Atk +3; CMB +6; CMD 21
Feats Double Slice, Power Attack, Toughness, Two-weapon Fighting
Skills Intimidate +4, Ride +12, Stealth +12; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ armor training 1
Other Gear +1 longsword, adamantine handaxe, silversheen dagger
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Breath Weapon (DC 14) (Su) 20-line; 2d4 acid + nauseated (1 rd.), Ref half and Fort negates
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Immunity to Acid You are immune to acid damage.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rune Spark (3/day) (Su) 3 times per day, a runescarred creature can focus energy from its runes and discharge it through a metal weapon as a ranged touch attack. Upon a successful melee attack, the weapon releases a blast of arcane sparks that daze the target for 1 round an

Pit Zombie:

Pit Zombie CR 1
XP 400
Relentless fast human zombie (Pathfinder Campaign Setting: Classic Horrors Revisited, Pathfinder RPG Bestiary 288, 289)
NE Medium undead
Init +1; Senses darkvision 60 ft., scent; Perception +0
--------------------
Defense
--------------------
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 25 (4d8+4)
Fort +1, Ref +2, Will +4
Immune undead traits
--------------------
Offense
--------------------
Speed 40 ft.
Melee slam +5 (1d6+3)
--------------------
Statistics
--------------------
Str 14, Dex 12, Con —, Int —, Wis 10, Cha 10
Base Atk +3; CMB +5; CMD 16
Feats Toughness
Skills Acrobatics +1 (+5 to jump), Climb +10; Racial Modifiers +4 to survival when tracking by scent
Languages Common
SQ quick strikes
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Darkvision (60 feet) You can see in the dark (black and white only).
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.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Undead Traits Undead have many immunities.

Cathedral of Wrath:
• 4 Heroes Erylium and 2 Sin Spawn
• 5 Heroes Erylium and 3 Sin Spawn
• 6 Heroes Erylium and 4 Sin Spawn

Erylium:

Erylium CR 4
XP 1,200
Quasit demon witch 3 (Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Bestiary 66)
CE Tiny outsider (chaotic, demon, evil, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 18, touch 16, flat-footed 14 (+4 Dex, +2 natural, +2 size)
hp 45 (6 HD; 3d6+3d10+9); fast healing 2
Fort +3, Ref +8, Will +7
DR 5/good or cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10
--------------------
Offense
--------------------
Speed 20 ft., fly 50 ft. (perfect)
Melee +1 returning cold iron dagger +11 (1d2/19-20) or
. . bite +5 (1d4-1), 2 claws +5 (1d3-1 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks hexes (slumber[APG], tongues[APG]), poison
Spell-Like Abilities (CL 6th; concentration +7)
. . At will—detect good, detect magic, invisibility
. . 1/day—cause fear 30 ft radius
. . 1/week—commune
Witch Spells Prepared (CL 3rd; concentration +5)
. . 2nd—hold person (DC 14), summon monster II
. . 1st—command (DC 13), ray of enfeeblement (DC 13), summon monster I
. . 0 (at will)—bleed (DC 12), dancing lights, daze (DC 12), touch of fatigue (DC 12)
. . Patron Shadow
--------------------
Statistics
--------------------
Str 8, Dex 18, Con 13, Int 15, Wis 12, Cha 13
Base Atk +4; CMB +6; CMD 15
Feats Combat Casting, Improved Initiative, Weapon Finesse
[b]Skills
Acrobatics +4 (+0 to jump), Bluff +10, Fly +25, Intimidate +7, Knowledge (arcana) +8, Knowledge (planes) +8, Perception +10, Spellcraft +8, Stealth +21
Languages Abyssal, Common, Infernal, Thassilonian; telepathy (by touch only)
SQ alternate form (su), witch's familiar (raven named Arcane Familiar)
Other Gear +1 returning cold iron dagger
--------------------
Special Abilities
--------------------
Alternate Form (Su) You can assume the form of a bat, monstrous centipede, toad or wolf.
Cause Fear 30 ft radius (1/day) (Sp) Cause Fear (DC 11) 1/day, 30 ft radius
Combat Casting +4 to Concentration checks to cast while on the defensive.
Commune (1/week) (Sp) Commune 1/week, ask 6 questions
Damage Reduction (5/cold iron or good) You have Damage Reduction against all except Good or Cold Iron attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Detect Good (At will) (Sp) As the spell. Caster level 6th
Detect Magic (At will) (Sp) As the spell. Caster level 6th
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Flight (50 feet, Perfect) You can fly!
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Invisibility (At will) (Sp) As the spell, self only. Caster level 6th
Poison (DC 14) (Ex) Poison: Claw—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 2 consecutive saves.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (3 rounds, DC 13) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Telepathy (Touch) (Su) Communicate telepathically if the target has a language.
Tongues (3 minutes/day) (Su) Understand any spoken language, as comprehend languages.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.


Erylium's Familiar:

Erylium's Familiar
Raven (Pathfinder RPG Bestiary 133)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 22 (1d8-1)
Fort +1, Ref +6, Will +8
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +8 (1d3-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 8, Int 7, Wis 15, Cha 7
Base Atk +4; CMB +4; CMD 10
Feats Skill Focus (Perception), Weapon Finesse
[b]Skills
Acrobatics +2 (-6 to jump), Bluff +1, Fly +12, Perception +11, Spellcraft +1, Stealth +16
Languages Abyssal
SQ improved evasion
--------------------
Special Abilities
--------------------
Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

AT THIS POINT THE HEROES WILL BECOME LEVEL 3


The real secret is this: Take the XP reward for the encounter, divide by four, and add in extra encounters for that divided XP reward for each additional player.

For boss and mini-boss encounters, rather than boosting hit dice or levels or the like... add a couple minions. This increases the bad guy action economy and extends how long they survive for.

Dark Archive

Joey - This is very awesome stuff! Thank you for taking the effort to put this together. It's very appreciated.

(waiting until you get to the book 5/6 encounters where my group is currently at, hehe)


ckdragons wrote:

Joey - This is very awesome stuff! Thank you for taking the effort to put this together. It's very appreciated.

(waiting until you get to the book 5/6 encounters where my group is currently at, hehe)

Thank you for the compliment and your welcome.

That could be sometime I'm still working on a little bit of Book 2 but now that I'm back at work I should be able to move through these quickly. Hopefully I catch up to you while it's still valuable.


5 people marked this as a favorite.

Part Four: Thistletop

Refugee Nest:
• 2 Goblin Warriors per Hero

Dog Kennel:
• 1 Goblin Dog per Hero

Tangletooth’s Den:
• No change to this encounter

Gormurt’s Lair:
• 4 Heroes Gormurt
• 5 Heroes Gormurt and 1 scroll of Summon Natures Ally 3
• 6 Heroes Gormurt and 2 scroll of Summon Natures Ally 3

*According to Adventure Path 75 you can summon Axe Beakes with Summon Nature Ally 2 so Gormurt can send quite a few Axe Beaks after the heroes*

Gogmurt:

Gogmurt CR 5
XP 1,600
Male goblin druid 4/rogue (unchained) 2 (Pathfinder RPG Bestiary 156, Pathfinder Unchained 20)
NE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 15 (+4 armor, +3 Dex, +1 dodge, +1 size)
hp 54 (6d8+16)
Fort +7, Ref +8, Will +8; +4 vs. fey and plant-targeted effects
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee flame blade +8 (1d8+3/19-20 plus 2d6 sneak attack) or
. . spear +5 (1d6/×3 plus 2d6 sneak attack)
Special Attacks sneak attack (unchained) +2d6, wild shape 1/day
Druid Spells Prepared (CL 4th; concentration +7)
. . 2nd—animal messenger, flame blade, lesser restoration
. . 1st—charm animal (DC 14), cure light wounds, entangle (DC 14), speak with animals
. . 0 (at will)—flare (DC 13), guidance, mending, stabilize
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 14, Int 10, Wis 16, Cha 11
Base Atk +4; CMB +3; CMD 17
Feats Accomplished Sneak Attacker, Brew Potion, Combat Casting, Dodge, Weapon Finesse
Skills Acrobatics +10, Escape Artist +10, Handle Animal +8, Knowledge (nature) +10, Perception +12, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +16, Survival +11; Racial Modifiers +4 Ride, +4 Stealth
Languages Druidic, Goblin
SQ nature bond (leopard named tangletooth), nature sense, rogue talent (combat trick), trackless step, trapfinding +1, wild empathy, woodland stride
Other Gear +1 hide shirt, flame blade , spear, cloak of resistance +1
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (4 hours, 1/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.


Tangletooth:

TANGLETOOTH
Male leopard
N Medium animal
Init +5; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural)
hp 32 (4d8+8)
Fort +6, Ref +9, Will +2
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft.; sprint
Melee bite +6 (1d6+6), 2 claws +6 (1d3+6)
--------------------
Statistics
--------------------
Str 18, Dex 20, Con 15, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +6; CMD 23 (27 vs. trip)
Feats Dodge, Power Attack
Skills Acrobatics +9 (+17 to jump), Climb +8, Stealth +9 (+13 in Undergrowth), Swim +8; Racial Modifiers +4 Stealth in Undergrowth
--------------------
Special Abilities
--------------------
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sprint (1/hour) (Ex) Can move ten times normal speed (500 feet) when you make a charge.
Trip (Ex) You can make a trip attempt on a successful attack.

Summoned Axe Beak:

Summoned Axe Beak CR 2
XP 600
Axe beak (Pathfinder RPG Bestiary 3 29)
N Large animal
Init +3; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 11 (+3 Dex, +2 natural, -1 size)
hp 27 (3d8+9)
Fort +6, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +5 (1d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks sudden charge
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 16, Int 2, Wis 12, Cha 10
Base Atk +2; CMB +7; CMD 20
Feats Run, Skill Focus (Perception)
Skills Acrobatics +3 (+7 to jump with a running start, +11 to jump), Perception +10
--------------------
Special Abilities
--------------------
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Sudden Charge (Ex) On charge, if bite hits then make free trip attack.

Rope Bridge:
• No changes to this encounter

Thistletop:
• 4 Heroes 4 Goblin Warriors 4 Goblin Dogs
• 5 Heroes 5 Goblin Warriors 5 Goblin Dogs
• 6 Heroes 6 Goblin Warriors 6 Goblin Dogs

The Dragon Above:
• 4 Heroes Dragon Guard
• 5 Heroes Dragon Guard
• 6 Heroes Dragon Guard plus 2 HD

* This is one of my own personal addition I love Dragons its a small fiendish black dragon it was another gift from Lamashtu*

Dragon Guard:

Dragon Guard CR 5
XP 1,600
Very young dragon fiendish black (Pathfinder RPG Bestiary 92, 294)
CE Small dragon (water)
Init +6; Senses dragon senses; Perception +13
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 17 (+2 Dex, +6 natural, +1 size)
hp 78 (6d12+18)
Fort +8, Ref +7, Will +7
DR 5/good; Immune acid, paralysis, sleep; Resist cold 10, fire 10; SR 10
--------------------
Offense
--------------------
Speed 60 ft., fly 150 ft. (average), swim 60 ft.
Melee bite +10 (1d6+4), 2 claws +10 (1d4+3)
Special Attacks breath weapon (40-ft line, DC 16, 4d6 acid), smite good
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 16, Int 10, Wis 14, Cha 10
Base Atk +6; CMB +8; CMD 20 (24 vs. trip)
Feats Alertness, Improved Initiative, Skill Focus (Stealth)
Skills Acrobatics +2 (+14 to jump), Fly +13, Handle Animal +6, Intimidate +9, Perception +13, Sense Motive +4, Stealth +18, Swim +20
Languages Draconic
SQ swamp stride, water breathing
--------------------
Special Abilities
--------------------
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Breath Weapon (40-ft line, 4d6 acid, usable every 1d4 rounds, DC 16) As a standard action, affect an area with elemental damage (Ref half).
Damage Reduction (5/good) You have Damage Reduction against all except Good attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Dragon Senses (Ex) See four times as well as a human in dim light and twice as well in normal light.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Flight (150 feet, Average) You can fly!
Immunity to Acid You are immune to acid damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Smite Good (1/day) (Su) +0 to hit, +6 to damage when used.
Spell Resistance (10) You have Spell Resistance.
Swamp Stride (Ex) Move through bogs and quicksand without penalty and at normal speed.
Swimming (60 feet) You have a Swim speed.
Water Breathing (Ex) Can breath and can freely use any abilities underwater.

Pickle Thieves:
• No changes to this encounter

Barracks:
• 2 Goblin Warriors per Hero

Eastern Guard Tower:
• No changes to this encounter

Exercise Yard:
• 1 Goblin Dog per Hero

Caged Horse:
• No Changes to this encounter

Throne Room:
• 4 Heroes Ripnugget, Stickfoot 1 Warchanter and 2 Commandos
• 5 Heroes Ripnugget, Stickfoot 1 Warchanter and 4 Commandos
• 6 Heroes Ripnugget, Stickfoot 1 Warchanter and 6 Commandos

War Chief Ripnugget:

War Chief Ripnugget CR 4
XP 1,200
Male goblin fighter 5 (Pathfinder RPG Bestiary 156)
NE Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception -1
--------------------
Defense
--------------------
AC 24, touch 13, flat-footed 22 (+6 armor, +2 Dex, +2 natural, +3 shield, +1 size)
hp 55 (5d10+13)
Fort +6, Ref +3, Will +0 (+1 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 dogslicer +12 (1d4+7/19-20)
Special Attacks weapon training (light blades +1)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 10, Wis 8, Cha 10
Base Atk +5; CMB +7; CMD 19
Feats Mounted Combat, Mounted Shield[APG], Ride-by Attack, Shield Focus, Spirited Charge, Weapon Focus (dogslicer), Weapon Specialization (dogslicer)
Skills Handle Animal +6, Intimidate +5, Ride +11 (+14 to checks to negate a hit on mount with Mounted Combat), Stealth +11, Survival +3; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ armor training 1
Combat Gear potion of barkskin +2, potion of bull's strength, potion of cure moderate wounds (2); Other Gear mwk breastplate, mwk shield spikes heavy steel shield, +1 dogslicer[ARG]
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Darkvision (60 feet) You can see in the dark (black and white only).
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Mounted Shield Add your Shield (inc Shield Focus) bonus to your mount's AC and Mounted Combat checks.
Ride-By Attack You can move - attack - move when charging mounted.
Shield Focus +1 Shield AC
Spirited Charge Double damage when making a mounted charge (triple with a lance).
Weapon Training (Blades, Light) +1 (Ex) +1 Attack, Damage, CMB, CMD with Light Blades

Stickfoot:

Stickfoot CR 3
XP 800
Male giant gecko lizard (Pathfinder RPG Bestiary 3 186)
N Medium animal
Init +7; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+3 Dex, +2 natural, +3 shield)
hp 32 (4d8+8)
Fort +5, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 40 ft., climb 40 ft.
Melee bite +5 (2d4+3)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 2, Wis 14, Cha 8
Base Atk +3; CMB +5; CMD 18 (22 vs. trip)
Feats Improved Initiative, Nimble Moves, Toughness
Skills Acrobatics +3 (+7 to jump), Climb +22, Perception +8; Racial Modifiers +8 Climb
SQ expert climber
--------------------
Special Abilities
--------------------
Climbing (40 feet) You have a Climb speed.
Expert Climber (Ex) Can climb almost any surface, no matter how sheer, as spider climb.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.

Treasury:
• No Changes to the trap,
• Treasure changes 7500 cp, 2500 sp, 95 gp, 10 pp, 50 badly flawed Malachites
• For each hero over 4 add 1000 cp, 500 sp, 15 gp 2 pp 5 Malachites

Bunyip Lair:
• 4 Heroes Bunyip
• 5 Heroes Advanced Bunyip
• 6 Heroes 2 Bunyip

Bunyip:

Bunyip CR 4
XP 1,200
Male bunyip (Pathfinder RPG Bestiary 2 50)
N Medium magical beast (aquatic)
Init +3; Senses darkvision 60 ft., keen scent, low-light vision; Perception +11
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 70 (7d10+14)
Fort +7, Ref +8, Will +3
--------------------
Offense
--------------------
Speed 10 ft., swim 50 ft.
Melee bite +10 (2d6+3/19-20 plus bleed)
Special Attacks bleed (1d6)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 2, Wis 12, Cha 7
Base Atk +7; CMB +9; CMD 22
Feats Improved Critical (bite), Improved Natural Attack (bite), Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (bite)
[b]Skills
Acrobatics +3 (-5 to jump), Escape Artist +5, Perception +11, Stealth +10, Swim +10
SQ amphibious, blood rage, roar
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Bleed: Bite (1d6) (Ex) Attack causes additional damage at the beginning of the target's turn.
Blood Rage (Ex) A bunyip's blood rage ability activates whenever it detects blood in the water using its keen scent, but otherwise functions as the universal monster rule of the same name.
Darkvision (60 feet) You can see in the dark (black and white only).
Keen Scent (Ex) The creature can notice other creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Roar (DC 15) (Su) A bunyip's roar is supernaturally loud and horrifying. When a bunyip roars (a standard action the creature can perform at will), all hearing creatures with 4 or fewer HD within a 100-foot spread must succeed on a DC 13 Will save or become panicked fo
Swimming (50 feet) You have a Swim speed.

Chieftain’s Harem:
• 4 Heroes Bruthazmus and 4 Goblin Wives
• 5 Heroes Bruthazmus and 4 Goblin Wives 1 Goblin Commando
• 6 Heroes Bruthazmus and 4 Goblin Wives 2 Goblin Commando

Bruthazmus:

Bruthazmus CR 4
XP 1,200
Male bugbear ranger 2 (Pathfinder RPG Bestiary 38)
CE Medium humanoid (goblinoid)
Init +3; Senses darkvision 60 ft., scent; Perception +9
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+3 armor, +3 Dex, +3 natural)
hp 55 (5 HD; 3d8+2d10+20)
Fort +8, Ref +9, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee heavy flail +7 (1d10+4/19-20)
Ranged mwk composite longbow +8 (1d8+5/×3)
Special Attacks combat style (archery), favored enemy (elves +2)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 18, Int 8, Wis 12, Cha 8
Base Atk +4; CMB +7; CMD 20
Feats Deadly Aim, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Skills Intimidate +3, Perception +9, Stealth +15, Survival +9; Racial Modifiers +4 Intimidate, +4 Stealth
Languages Common, Goblin
SQ track +1, wild empathy
Combat Gear +1 elves-bane arrows (4), potion of cure moderate wounds (2); Other Gear mwk hide shirt, arrows (20), heavy flail, mwk composite longbow
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Favored Enemy (Elves +2) (Ex) +2 to rolls vs. Favored Enemy (Elves) foes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Orik’s Chamber:
• No Changes to this encounter

Orik Vancaskertin:

Orik Vancaskertin CR 4
XP 1,200
Male human fighter 5
CN Medium humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 20 (+7 armor, +2 Dex, +3 shield)
hp 62 (5d10+20)
Fort +7, Ref +3, Will +2 (+1 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk bastard sword +10 (1d10+11/19-20)
Ranged composite longbow +7 (1d8/×3)
Special Attacks weapon training (heavy blades +1)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 16, Int 10, Wis 12, Cha 8
Base Atk +5; CMB +7; CMD 21
Feats Exotic Weapon Proficiency (bastard sword), Following Step[APG], Power Attack, Shield Focus, Step Up, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Skills Climb +4, Handle Animal +3, Intimidate +5, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Perception +6, Ride +2, Survival +5, Swim +4
Languages Common
SQ armor training 1
Combat Gear potion of cure moderate wounds; Other Gear +1 chainmail, mwk heavy steel shield, composite longbow, mwk bastard sword, ioun torch ioun stone[APG]
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Following Step You may move 10' with Step Up, and still get a 5' step on your next turn.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shield Focus +1 Shield AC
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

Tentamort Hunting Grounds:
• 4 Heroes Tentamort
• 5 Heroes Advanced Tentamort
• 6 Heroes Advanced Tentamort +2 Hit Dice

Tentamort:

Tentamort CR 4
XP 1,200
Male tentamort (Pathfinder RPG Bestiary 2 261)
N Medium aberration
Init +6; Senses all-around vision, blindsense 30 ft., darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 48 (6d8+12)
Fort +4, Ref +6, Will +7
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft.
Melee sting +7 (1d6+3), tentacle +3 (1d6+1 plus grab)
Space 5 ft.; Reach 10 ft.
Special Attacks constrict (1d6+3), poison
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 2, Wis 14, Cha 6
Base Atk +4; CMB +7 (+11 grapple); CMD 19 (can't be tripped)
Feats Improved Initiative, Lightning Reflexes, Weapon Focus (tentacle)
Skills Acrobatics +2 (-2 to jump), Climb +11, Perception +11
--------------------
Special Abilities
--------------------
All-Around Vision (Ex) You can see in all directions and cannot be flanked.
Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Grab: Tentacle (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Poison: Sting - injury (+Nausea, DC 15) (Ex) Poison—Injury; save Fort DC 15; freq 1/rd for 2 rds; effect 1d4 Con; cure 1 save.

Chapel to Lamashtu:
• 4 Heroes 2 Yeth Hounds
• 5 Heroes
• 6 Heroes 3 Yeth Hounds

Yeth Hound:

Yeth Hound CR 4
XP 1,200
Male yeth hound (Pathfinder RPG Bestiary 286)
NE Medium outsider (evil, extraplanar)
Init +7; Senses darkvision 60 ft., scent; Perception +11
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 65 (6d10+18)
Fort +5, Ref +8, Will +7
DR 5/silver
--------------------
Offense
--------------------
Speed 40 ft., fly 60 ft. (good)
Melee bite +10 (2d6+6)
Special Attacks bay, sinister bite
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 16, Int 6, Wis 14, Cha 10
Base Atk +6; CMB +10; CMD 23 (27 vs. trip)
Feats Ability Focus (bay), Improved Initiative, Skill Focus (Fly)
Skills Acrobatics +3 (+7 to jump), Fly +19, Perception +11, Stealth +12, Survival +11
Languages Abyssal (can't speak)
SQ flight
--------------------
Special Abilities
--------------------
Bay (DC 15) (Su) When a yeth hound howls or barks, all creatures except other evil outsiders within a 300-foot spread must succeed on a DC 15 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successfu
Damage Reduction (5/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Flight (60 feet, Good) You can fly!
Flight (Su) A yeth hound can cease or resume its flight as a free action.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sinister Bite (DC 16) (Su) A yeth hound's bite is treated as evil-aligned for the purpose of overcoming damage reduction. In addition, a good-aligned creature bitten by a yeth hound must make a DC 14 Will save or be shaken for 1 round. If the victim is already suffering from a
Trip (Ex) You can make a trip attempt on a successful attack.

Research Room:
• 4 Heroes Lyrie Akenja and a Summoned Dretch
• 5 Heroes Lyrie Akenja and a Summoned Dretch and 1 Scroll of Monster Summoning 3
• 6 Heroes Lyrie Akenja and a Summoned Dretch and 2 Scrolls of Monster Summoning 3
* She will use these scrolls to summon more of these Dretches*

Lyrie Akenja:

Lyrie Akenja CR 3
XP 800
Male human wizard 4
CE Medium humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 32 (4d6+8)
Fort +3, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks hand of the apprentice (7/day)
Spell-Like Abilities (CL 4th; concentration +5)
. . 3/day—dancing lights
Wizard Spells Prepared (CL 4th; concentration +8)
. . 2nd—invisibility, mirror image, scorching ray
. . 1st—burning hands (DC 16), mage armor, magic missile, shield
. . 0 (at will)—detect magic, mage hand, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 18, Wis 10, Cha 12
Base Atk +2; CMB +2; CMD 15
Feats Alertness, Dodge, Scribe Scroll, Spell Focus (evocation), Varisian Tattoo[ISWG]
Skills Appraise +10, Fly +9, Knowledge (arcana) +11, Knowledge (history) +10, Linguistics +10, Perception +6, Sense Motive +2, Spellcraft +11, Stealth +8
Languages Abyssal, Celestial, Common, Daemonic, Draconic, Goblin, Infernal, Thassilonian
SQ arcane bond (skivver , cat)
Combat Gear wand of magic missile (CL 4th, 25 charges); Other Gear cloak of resistance +1
--------------------
Special Abilities
--------------------
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Hand of the Apprentice (7/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.

Skivver:

Skivver
Male cat (Pathfinder RPG Bestiary 131)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 16 (1d8-1)
Fort +1, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +6 (1d3-4), 2 claws +6 (1d2-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 8, Int 7, Wis 12, Cha 7
Base Atk +2; CMB +2; CMD 8 (12 vs. trip)
Feats Weapon Finesse
[b]Skills
Appraise +1, Climb +6, Fly +13, Linguistics +1, Perception +8, Spellcraft +2, Stealth +20; Racial Modifiers +4 Climb, +4 Stealth
SQ improved evasion
--------------------
Special Abilities
--------------------
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Summoned Dretch:

Summoned Dretch CR 3
XP 800
Advanced dretch demon (Pathfinder RPG Bestiary 60, 288)
CE Small outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 16 (+2 Dex, +5 natural, +1 size)
hp 27 (2d10+11)
Fort +7, Ref +2, Will +5
DR 5/good or cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10
--------------------
Offense
--------------------
Speed 20 ft.
Melee bite +6 (1d4+3), 2 claws +6 (1d4+3)
Spell-Like Abilities (CL 2nd; concentration +2)
. . 1/day—cause fear (DC 11), stinking cloud (DC 13), summon (level 1, 1 dretch 35%)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 18, Int 4, Wis 14, Cha 10
Base Atk +2; CMB +4; CMD 16
Feats Toughness
Skills Acrobatics +2 (-2 to jump), Escape Artist +7, Perception +7, Stealth +11
Languages Abyssal (can't speak); telepathy 100 ft.
--------------------
Special Abilities
--------------------
Damage Reduction (5/cold iron or good) You have Damage Reduction against all except Good or Cold Iron attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Summon (level 1, 1 dretch 35%, 1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.

Trapped Hall:
• No Changes to the trap

Observation Deck:
• 4 Heroes Nulia and a Hound of Lamashtu
• 5 Heroes Nulia and a Hound of Lamashtu and a Summoned Demon
• 6 Heroes Nulia and a Hound of Lamashtu and 2 Summoned Demons

* I made some changes to the challenges of this encounter the summoned demons are more gifts from Lamashtu and I will have them come in mid battle. The hound is a Shadow Mastiff something other then a Yeth Hound and I have a cool pawn for it*

Nulia:

Nulia CR 5
XP 1,600
Male aasimar cleric of Lamashtu 4/fighter 2 (Pathfinder RPG Bestiary 7)
CE Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 19 (+7 armor, +2 deflection, +1 Dex)
hp 70 (6 HD; 4d8+2d10+28)
Fort +10, Ref +3, Will +10 (+1 vs. fear)
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 consecrated bastard sword +12 (1d10+14/19-20) or
. . claw +5 (1d6+6)
Special Attacks channel negative energy 6/day (DC 15, 2d6), ferocious strike
Spell-Like Abilities (CL 6th; concentration +9)
. . 1/day—daylight
Cleric Spells Prepared (CL 4th; concentration +7)
. . 2nd—bull's strength[D], cure moderate wounds, spiritual weapon, weapon of awe[APG] (DC 15)
. . 1st—cure light wounds, divine favor, enlarge person[D] (DC 14), infernal healing[ISWG], shield of faith
. . 0 (at will)—bleed (DC 13), detect magic, read magic, stabilize
. . D Domain spell; Domains Strength (Ferocity subdomain), Demon (Chaos) Evil (Demon (evil) subdomain)
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 14, Int 10, Wis 16, Cha 17
Base Atk +5; CMB +10; CMD 23
Feats Channel Smite, Exotic Weapon Proficiency (bastard sword), Iron Will, Lamashtu's Mark, Power Attack, Weapon Focus (bastard sword)
Skills Acrobatics -2 (-6 to jump), Diplomacy +9, Heal +7, Intimidate +11, Knowledge (planes) +4, Knowledge (religion) +5, Linguistics +4, Perception +5, Ride +2, Sense Motive +7, Spellcraft +4, Survival +7; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Goblin
SQ fury of the abyss
Other Gear +1 breastplate, +1 consecrated bastard sword, sihedron medallion
--------------------
Special Abilities
--------------------
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Channel Negative Energy 2d6 (6/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Ferocity)
Darkvision (60 feet) You can see in the dark (black and white only).
Demon
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Ferocious Strike (+2, 6/day) (Su) +2 damage for a melee attack.
Fury of the Abyss (+2, 6/day) (Su) For 1 rd -2 AC and gain bonus to melee att/dam/CMB
Lamashtu's Mark (1/day, DC 19) Melee hit grants deformity to reduce target's CHA by 1d4 for 1 hour (Fort neg).
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

Hound of Lamashtu:

Hound of Lamashtu CR 5
XP 1,600
Shadow mastiff (Pathfinder RPG Bestiary 3 241)
NE Medium outsider (evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 65 (6d10+18)
Fort +8, Ref +7, Will +5
Defensive Abilities shadow blend
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +10 (1d8+4), tail slap +5 (1d6+2)
Special Attacks bay
--------------------
Statistics
--------------------
Str 19, Dex 15, Con 17, Int 4, Wis 12, Cha 13
Base Atk +6; CMB +10; CMD 22 (26 vs. trip)
Feats Improved Initiative, Iron Will, Power Attack
Skills Acrobatics +2 (+10 to jump), Perception +10, Stealth +11, Survival +10
Languages Common (can't speak)
--------------------
Special Abilities
--------------------
Bay (DC 14) (Su) Creatures in 300 ft (except evil outsiders ) are panicked 1d4 rds (Will neg).
Darkvision (60 feet) You can see in the dark (black and white only).
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shadow Blend (Su) 50% miss chance, unless in full natural daylight or daylight spell.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.

Summoned Demon:

Summoned Demon CR 3
XP 800
Dretch demon (Pathfinder RPG Bestiary 60)
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 45 (4d10+16); fast healing 2
Fort +8, Ref +3, Will +5
DR 5/good or cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 15
--------------------
Offense
--------------------
Speed 20 ft.
Melee bite +7 (1d6+3), 2 claws +7 (1d6+3)
Spell-Like Abilities (CL 2nd; concentration +2)
. . 1/day—cause fear (DC 11), stinking cloud (DC 13), summon (level 1, 1 dretch 35%)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 18, Int 6, Wis 12, Cha 10
Base Atk +4; CMB +7; CMD 19
Feats Improved Initiative, Power Attack
Skills Acrobatics +6 (+2 to jump), Escape Artist +9, Perception +8, Stealth +9
Languages Abyssal (can't speak); telepathy 100 ft.
--------------------
Special Abilities
--------------------
Damage Reduction (5/cold iron or good) You have Damage Reduction against all except Good or Cold Iron attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Spell Resistance (15) You have Spell Resistance.
Summon (level 1, 1 dretch 35%, 1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.

AT THIS POINT THE HEROES WILL BECOME LEVEL 4

Crypt:
• 4 Heroes 2 Shadows
• 5 Heroes 3 Shadows
• 6 Heroes 4 Shadows
• Treasure in one of the crypts there is a Scarab of Golembane

Shadow:

Shadow CR 3
XP 800
Male shadow (Pathfinder RPG Bestiary 245)
CE Medium undead (incorporeal)
Init +2; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 13 (+3 deflection, +2 Dex, +1 dodge)
hp 27 (3d8+9)
Fort +4, Ref +3, Will +4
Defensive Abilities channel resistance +2, incorporeal; Immune undead traits
--------------------
Offense
--------------------
Speed 30 ft., fly 40 ft. (good)
--------------------
Statistics
--------------------
Str —, Dex 15, Con —, Int 6, Wis 13, Cha 16
Base Atk +2; CMB +4; CMD 18
Feats Dodge, Skill Focus (Perception)
Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, -4 in bright light); Racial Modifiers +4 Stealth in dim light, -4 in bright light
SQ create spawn, strength damage
--------------------
Special Abilities
--------------------
Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Create Spawn (Su) A humanoid creature killed by a shadow's Strength damage becomes a shadow under the control of its killer in 1d4 rounds.
Darkvision (60 feet) You can see in the dark (black and white only).
Flight (40 feet, Good) You can fly!
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Incorporeal (Ex) You aren't quite here.
Strength Damage (Su) A shadow's touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.
Undead Traits Undead have many immunities.

Collapsed Treasury:
• 4 Heroes Giant Hermit Crab
• 5 Heroes No Change
• 6 Heroes No Change
• Treasure all very old coins
o 4000 Sp
o 875 Gp
o 70 precious stones each worth 10 gp
o A Jade Amulet of Natural Armor +1
o Pearl of Power 1st level

Giant Hermit Crab:

Giant Hermit Crab CR 5
XP 1,600
Male advanced giant crab (Pathfinder RPG Bestiary 50, 288)
N Medium vermin (aquatic)
Init +4; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 17 (+4 Dex, +7 natural)
hp 77 (7d8+35)
Fort +10, Ref +6, Will +4
Immune mind-affecting effects
Weaknesses water dependency
--------------------
Offense
--------------------
Speed 30 ft., swim 20 ft.
Melee 2 claws +10 (1d4+5 plus grab)
Special Attacks constrict (1d4+5)
--------------------
Statistics
--------------------
Str 20, Dex 18, Con 20, Int —, Wis 14, Cha 6
Base Atk +5; CMB +10 (+14 grapple); CMD 24
Skills Perception +6, Swim +13; Racial Modifiers +4 Perception
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Grab: Claw (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Swimming (20 feet) You have a Swim speed.
Water Dependency (Ex) Giant crabs can survive out of the water for 1 hour per point of Constitution. Beyond this limit, a giant crab runs the risk of suffocation, as if it were drowning.

Malfeshnekor’s Prison
• No Change to this encounter
• Treasure
o Two silver Coffers each hold one of the rings
o Ring of Force Shield
o Ring of Counter Spells

Malfeshnekor:

Maleshnekor CR 7
XP 3,200
Male greater barghest (Pathfinder RPG Bestiary 27)
LE Large outsider (evil, extraplanar, lawful, shapechanger)
Init +8; Senses darkvision 60 ft., scent; Perception +16
--------------------
Defense
--------------------
AC 22, touch 13, flat-footed 18 (+4 Dex, +9 natural, -1 size)
hp 115 (9d10+45)
Fort +10, Ref +12, Will +10
DR 10/magic
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +18 (1d8+10), 2 claws +18 (1d8+10)
Space 10 ft.; Reach 5 ft.
Spell-Like Abilities (CL 9th; concentration +14)
. . At will—blink, invisibility sphere, levitate, misdirection
. . 1/day—charm monster (DC 19), crushing despair (DC 19), dimension door, mass bull's strength, mass enlarge person (DC 19)
--------------------
Statistics
--------------------
Str 30, Dex 18, Con 20, Int 18, Wis 18, Cha 20
Base Atk +9; CMB +20; CMD 34 (38 vs. trip)
Feats Combat Casting, Combat Reflexes, Great Fortitude, Improved Initiative, Improved Natural Attack (claw), Lightning Reflexes
Skills Acrobatics +16 (+20 to jump), Bluff +17, Climb +19, Diplomacy +17, Intimidate +17, Perception +16, Sense Motive +16, Stealth +12, Survival +16, Swim +19
Languages Common, Giant, Goblin, Infernal, Worg
SQ change shape (goblin or wolf, polymorph)
--------------------
Special Abilities
--------------------
Change Shape (goblin or wolf, polymorph) (Su) You can change your form.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Concluding the Adventure:
• The Pc’s will be asked to escort any prisoners to Magnimar
• Amieko will request to go with them to testify on her brothers behalf and to get new workers for the Glassworks
• While in Magnimar they will be asked to testify in court in front of Justice Ironbriar
o All prisoners besides Tsuto will be given a choice to join the Black Arrows
o Tsuto will be sentenced to life in the Hells, Ironbriar wants to use him as an agent of the Skinsaw


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The Skinsaw Murders:

Part One: Murder Most Foul:

*Since this entire section is role-playing there is no combat changes*


4 people marked this as a favorite.

Part Two:The Thing in the Attic:

Orderlies Rooms:
• 4 Heroes Gortus and Gurnak
• 5 Heroes unchanged
• 6 Heroes Gortus and Gurnak and Gamter

Gortus, Gurnak, and Gamter:

Gortus and Gurnak CR 3
XP 800
Tiefling brawler 4 (Pathfinder RPG Advanced Class Guide 23, Pathfinder RPG Bestiary 264)
NE Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 45 (4d10+11)
Fort +6, Ref +7, Will +2
DR 2/silver; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +8 (1d8+5) or
. . unarmed strike flurry of blows +6/+6 (1d8+5)
Special Attacks brawler's flurry, knockout 1/day (DC 15), maneuver training (trip +1), martial flexibility 5/day
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 12, Wis 12, Cha 8
Base Atk +4; CMB +7 (+8 trip); CMD 21 (22 vs. trip)
Feats Improved Unarmed Strike, Power Attack, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike)
Skills Acrobatics +10, Bluff +1, Climb +7, Escape Artist +10, Intimidate +6, Perception +8, Stealth +5, Swim +10; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Varisian
SQ brawler's cunning, martial training
Other Gear +1 studded leather
--------------------
Special Abilities
--------------------
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +2/+2 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (2/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockout (1/day, DC 15) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Maneuver Training
Martial Flexibility (move action, 5/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

Pidgit Cell:
• No Change to this Encounter

Pidgit Tergelson:

Pidgit Tergelson CR 6
XP 2,400
Human afflicted dire wererat rogue (unchained, expanded) 6 (Community Created 1, Pathfinder RPG Bestiary 197, Pathfinder Unchained 20)
CE Medium humanoid (human, shapechanger)
Init +5; Senses low-light vision, scent; Perception +11
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural)
hp 62 (6d8+24)
Fort +5, Ref +10, Will +4
Defensive Abilities danger sense +2, evasion, uncanny dodge; DR 5/silver
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +9 (1d4+2 plus disease), 2 claws +10 (1d4+5)
Special Attacks sneak attack (unchained) +3d6
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 16, Int 10, Wis 15, Cha 6
Base Atk +4; CMB +6; CMD 22
Feats Aspect of the Beast[APG], Dodge, Improved Natural Armor, Weapon Finesse, Weapon Focus (claw)
Skills Acrobatics +14, Bluff +7, Climb +11, Diplomacy -2 (+2 to change attitude vs. animals related to lycanthropic form), Escape Artist +14, Intimidate +7, Perception +11, Sleight of Hand +14, Stealth +14, Swim +11
Languages Common
SQ change forms, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, lycanthropic empathy, rogue talents (offensive defense[APG], resiliency, surprise attacks), trapfinding +3
--------------------
Special Abilities
--------------------
Change Forms (Su) Change into Hybrid or Animal forms.
Damage Reduction (5/silver) You have Damage Reduction against all except Silver attacks.
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Lycanthropic Empathy +4 (Ex) Improve the attitude of your type of animal, as if using Diplomacy.
Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe.
Resiliency (1/day) (Ex) When brought to 0 Hp or less, gain 12 temporary Hp for 1 min.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Surprise Attacks +3 (Ex) In surprise round, foes always flat-footed and add bonus sneak attack dam.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Meeting The Doctor:
• No Changes to this Encounter

Erin Habe:

ERIN HABE CR 3
XP 800
Male human expert 5
LN Medium humanoid (human)
Init +2; Senses Perception +12
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 40 (5d8+8)
Fort +2, Ref +3, Will +8
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk silver dagger +5 (1d4/19-20)
--------------------
Statistics
--------------------
Str 13, Dex 14, Con 12, Int 14, Wis 14, Cha 14
Base Atk +3; CMB +4; CMD 16
Feats Alertness, Deceitful, Iron Will, Persuasive
Skills Bluff +12, Craft (Tailor ) +9, Diplomacy +12, Disguise +4, Heal +10, Intimidate +12, Knowledge (local) +10, Perception +12, Profession (Alienist ) +10, Sense Motive +12, Sleight of Hand +10
Languages Common, Shoanti, Varisian
Combat Gear potion of cure light wounds (2); Other Gear +1 padded armor, mwk silver dagger, masterwork artisan's tools
--------------------
Special Abilities
--------------------

Meeting the Patient:
• After the combat and maybe a round or two Grayst awakens as a fully healed Ghoul

Grayst Human Form:

GRAYST SEVILLA CR 3
XP 800
Male human fighter 4
CN Medium humanoid (human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 9, touch 8, flat-footed 9 (-2 Dex, +1 shield)
hp 30 (4d10-4)
Fort +2, Ref -1, Will +2 (+1 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +7 (1d3+10)
--------------------
Statistics
--------------------
Str 18, Dex 6, Con 6, Int 8, Wis 12, Cha 10
Base Atk +4; CMB +6; CMD 16
Feats Improved Initiative, Improved Unarmed Strike, Power Attack, Snapping Turtle Style[UC], Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike)
Skills Climb +8, Intimidate +7, Stealth +0, Survival +5
Languages Common
SQ armor training 1
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free

Grayst Ghoul Form:

GRAYST SEVILLA CR 5
XP 1,600
Male ghoul fighter 4 (Pathfinder RPG Bestiary 146)
CN Medium undead
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +2 natural, +1 shield)
hp 62 (6 HD; 2d8+4d10+16)
Fort +6, Ref +4, Will +7 (+1 vs. fear)
Defensive Abilities channel resistance +2; Immune undead traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +7 (1d3+8) or
. . bite +7 (1d6+8 plus disease), 2 claws +8 (1d6+10)
Special Attacks ghoul fever, paralysis (1d4+1 rounds, elves are immune, DC 13)
--------------------
Statistics
--------------------
Str 18, Dex 16, Con —, Int 10, Wis 16, Cha 14
Base Atk +5; CMB +7; CMD 23
Feats Dodge, Improved Unarmed Strike, Power Attack, Snapping Turtle Style[UC], Weapon Focus (claw), Weapon Specialization (claw)
Skills Acrobatics +7, Climb +10, Intimidate +9, Perception +8, Stealth +8, Survival +7
Languages Common
SQ armor training 1
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Darkvision (60 feet) You can see in the dark (black and white only).
Ghoul Fever (DC 13) (Su) Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex; cure 2 consecutive saves.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Paralysis (1d4+1 rounds, elves are immune, DC 13) This special attack renders the victim immobile. Paralyzed creatures can't move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a F
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Undead Traits Undead have many immunities.

The Necromancer:
• 4 Heroes Caizarlu Zerren and 3 Human Zombies
• 5 Heroes Caizarlu and 5 Human Zombies
• 6 Heroes Caizarlu and 7 Human Zombies

Caizarlu Zerren:

Caizarlu Zerren CR 5
XP 1,600
Male human wizard 6
NE Medium humanoid (human)
Init +0; Senses Perception +2
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 19 (+4 armor, +1 deflection, +4 shield)
hp 57 (6d6+31)
Fort +4, Ref +2, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk silver dagger +2 (1d4-3/19-20)
Wizard Spells Prepared (CL 6th; concentration +11)
. . 3rd—displacement, fireball (DC 18), ray of exhaustion (DC 20), vampiric touch
. . 2nd—acid arrow, ghoul hunger (DC 19), lipstitch (DC 19), mirror image, spectral hand
. . 1st—mage armor, magic missile, ray of enfeeblement (DC 18), ray of enfeeblement (2, DC 18), ray of sickening[UM] (DC 18)
. . 0 (at will)—bleed (DC 17), detect magic, mage hand, prestidigitation
. . Opposition Schools Abjuration, Enchantment
--------------------
Statistics
--------------------
Str 6, Dex 10, Con 14, Int 20, Wis 14, Cha 12
Base Atk +3; CMB +1; CMD 12
Feats Combat Casting, Command Undead, Craft Wand, Greater Spell Focus (necromancy), Scribe Scroll, Spell Focus (necromancy), Undead Master[UM]
Skills Bluff +7, Heal +8, Knowledge (arcana) +14, Knowledge (history) +14, Knowledge (local) +14, Knowledge (religion) +14, Spellcraft +14, Stealth +6
Languages Common, Draconic, Necril, Shoanti, Thassilonian, Varisian
SQ arcane bond (ring of protection +1), bolster, power over undead
Combat Gear potion of cure moderate wounds (2), potion of gaseous form, wand of false life (CL 5th, 20 charges), wand of shield (18 charges); Other Gear mwk silver dagger, ring of protection +1
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Arcane Bond (Ring of protection +1) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Bolster (+2, 3 rounds, 8/day) (Sp) As a standard action, touched undead gains desecrate spell benefits for duration.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Command Undead (DC 14) (Su) Receive Command Undead or Turn Undead as a bonus feat.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Undead Associated School: Necromancy
Undead Master Animate and command more undead

Human Zombie:

Human Zombie CR 3
XP 800
Male human zombie (Pathfinder RPG Bestiary 288)
NE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 28 (4d8+4)
Fort +1, Ref +2, Will +4
DR 5/slashing; Immune undead traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee slam +7 (1d6+6)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con —, Int —, Wis 10, Cha 10
Base Atk +3; CMB +7; CMD 18
Feats Toughness
Languages Common
SQ staggered
--------------------
Special Abilities
--------------------
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Staggered (Ex) Make only a single move or a single attack action each round.
Undead Traits Undead have many immunities.

AT THIS POINT THE HEROES WILL BE FIFTH LEVEL


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Part Three: Walking Scarecrows:

The Hambley Farm:
• Ghoul Scarecrows Unchanged

Ghoul:

Ghouls CR 2
XP 600
Male ghoul (Pathfinder RPG Bestiary 146)
CE Medium undead
Init +7; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 30 (4d8+8)
Fort +3, Ref +4, Will +6
Defensive Abilities channel resistance +2; Immune undead traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +6 (1d6+2 plus disease), 2 claws +6 (1d6+2)
Special Attacks ghoul fever, paralysis (1d4+1 rounds, elves are immune, DC 14)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con —, Int 13, Wis 14, Cha 14
Base Atk +3; CMB +5; CMD 18
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +7, Climb +9, Perception +9, Stealth +10, Swim +6
Languages Common, Necril
--------------------
Special Abilities
--------------------
Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Darkvision (60 feet) You can see in the dark (black and white only).
Ghoul Fever (DC 14) (Su) Ghoul Fever: Bite—injury; save Fort DC 14; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex; cure 2 consecutive saves.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Paralysis (1d4+1 rounds, elves are immune, DC 14) This special attack renders the victim immobile. Paralyzed creatures can't move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a F
Undead Traits Undead have many immunities.

The Farmhouse:
• 4 Heroes Rogors Craesby and 4 Ghouls
• 5 Heroes Rogors Craesby and 6 Ghouls
• 6 Heroes Rogors Craesby and 8 Ghouls

Rogors Craesby:

Rogors Craesby CR 6
XP 2,400
Dread ghoul advanced human expert 6 (Pathfinder RPG Bestiary 288)
CE Medium undead (humanoid, human)
Init +4; Senses darkvision 60 ft., scent; Perception +15
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+4 Dex, +1 dodge, +4 natural)
hp 72 (6d8+36)
Fort +7, Ref +6, Will +9
Defensive Abilities channel resistance +4; Immune undead traits
--------------------
Offense
--------------------
Speed 30 ft., climb 30 ft.
Melee bite +8 (1d6+3 plus paralysis), 2 claws +8 (1d6+3 plus paralysis)
Special Attacks command ghouls, create spawn, paralysis (1d4+1 rounds, DC 17)
--------------------
Statistics
--------------------
Str 16, Dex 18, Con —, Int 16, Wis 18, Cha 20
Base Atk +4; CMB +7; CMD 22
Feats Ability Focus (paralysis), Alertness, Dodge, Weapon Finesse
Skills Bluff +14, Climb +11, Craft (carpentry) +12, Craft (woodworking) +12, Diplomacy +14, Knowledge (engineering) +12, Knowledge (local) +12, Perception +15, Profession (Caretaker ) +13, Sense Motive +15, Survival +21; Racial Modifiers +8 Survival
Languages Common, Elven, Shoanti, Varisian
--------------------
Special Abilities
--------------------
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Climbing (30 feet) You have a Climb speed.
Command Ghouls (Su) Command normal ghouls within 30 ft.
Create Spawn (Su) Those killed, but not eaten, rise as a dread ghoul on the following midnight.
Darkvision (60 feet) You can see in the dark (black and white only).
Paralysis (1d4+1 rounds, DC 17) Attacks paralyze foes. Elves are not immune to this paralysis.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Undead Traits Undead have many immunities.


Just starting a run through of the anniversary edition. Thank you for the hard work, and I look forward to pillaging more from you.


Glad to know someone will be using it please let me know if you have any questions.


Joey Virtue wrote:
Glad to know someone will be using it please let me know if you have any questions.

Oh, I'll be definatly using it. My group's on the way to Magnimar, so everything after that will be adapted in some form. Thank you very much for your work


3 people marked this as a favorite.

Part Four:Misgivings

Ruined Servants Quarters:
• One Carrionstorm per Hero

Carrionstorm:

Carrionstorm CR 3
XP 800
Male advanced carrionstorm (Pathfinder RPG Bestiary)
NE Tiny undead (swarm)
Init +7; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 40 (4d8+16)
Fort +5, Ref +4, Will +8
Defensive Abilities swarm traits; Immune undead traits
Weaknesses vulnerable to channeled energy
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (good)
Melee swarm (1d6)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 16)
--------------------
Statistics
--------------------
Str 6, Dex 16, Con —, Int 2, Wis 18, Cha 18
Base Atk +3; CMB —; CMD
Feats Improved Initiative, Skill Focus (Perception)
Skills Acrobatics +3 (-5 to jump), Fly +15, Perception +13
Languages Necril
SQ pallid bond
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Distraction (DC 16) (Ex) A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC = 10 + 1/2 the distracting creature's HD + that
Flight (40 feet, Good) You can fly!
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Flanking You are immune to flanking.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Staggered Immune to staggered.
Immunity to Stunning You are immune to being stunned.
Pallid Bond (Ex) Won't attack worshipers of Urgathoa or undead. Does 1d3 swarm dmg if attacked.
Swarm Attack (1d6) Creatures with the swarm subtype don't make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for c
Swarm Traits Imm to effects targeting number of creatures (unless mind affect vs. hive mind).
Undead Traits Undead have many immunities.
Vulnerable to Channeled Energy (Ex) You are vulnerable (+50% damage) to channeled energy.

*Changes for my game because I want things to be more challenging and I allow for very good statistics in my games I made all the Haunts Spiteful SRD Haunts*

Entrance Hall:
• Burning Manticore (Spiteful)
o CR 5
o Hp 10
o CL 6th
o Attack +10 touch attack 4d6 Fire DC 17 Reflex Catching Fire

Lounge:
• Worried Wife (Spiteful)
o CR 5
o Hp 10
o CL 6th
o DC 16 Will to Resist

Washroom:
• No Changes to this encounter

Dancing Parlor:
• Dance of Ruin (Spiteful)
o CR 4
o HP 18
o CL 5th
o DC 17 Will Save for both effects

Library:
• Lesha’s Vengeance (Spiteful)
o CR 6
o HP 12
o CL 7th
o DC 18 Will Save for both effects

Aldern’s Bedroom:
• Frightened Child (Spiteful)
o CR 4
o Hp 8
o CL 5th
o DC 16 Will Save to Resist

Guest Bedchamber:
• Phantom Phage (Spiteful)
o CR 5
o Hp 10
o CL 6th
o DC 16 Will Save to Resist

Upstairs Washroom:
• No Changes to this encounter

Master Bedroom:
• Misogynistic Rage (Spiteful)
o CR 6
o HP 27
o CL 7th
o DC 18 Will Save for Both Effects

Gallery:
• The Stricken Family (Spiteful)
o CR 5
o HP 10
o CL 6th
o DC 17 Fortitude Save to Resist

Bedroom:
• Suicide Compulsion (Spiteful)
o CR 6
o Hp 12
o CL 7th
o DC 17 Will Save Resists

Observatory:
• Plummeting Inferno
o CR 6
o HP 12
o CL 7th
o DC 18 Will to Resist 15 Reflex save to stop falling

Private Study:
• Unfulfilled Glories
o CR 4
o HP 8
o CL 5th
o DC 16 Will to Resist

Iesha’s Prison:
• No Changes to this encounter

Iesha Foxglove:

Iesha Foxglove, Revenant CR 6
XP 2,400
Male revenant (Pathfinder RPG Bestiary 2 235)
LE Medium undead
Init +9; Senses darkvision 60 ft., sense murderer; Perception +14
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 16 (+5 Dex, +6 natural)
hp 100 (9d8+45)
Fort +8, Ref +8, Will +8
DR 5/slashing; Immune cold, undead traits; SR 17
Weaknesses self-loathing
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 claws +14 (1d8+7 plus grab)
Special Attacks baleful shriek, constrict (1d6+7)
--------------------
Statistics
--------------------
Str 24, Dex 20, Con —, Int 6, Wis 14, Cha 20
Base Atk +6; CMB +13 (+17 grapple); CMD 28
Feats Cleave, Improved Initiative, Power Attack, Step Up, Weapon Focus (claw)
Skills Intimidate +17, Perception +14
Languages Common
SQ reason to hate
--------------------
Special Abilities
--------------------
Baleful Shriek (DC 19) (Su) Once every 1d4 rounds, a revenant can shriek as a standard action. All creatures within a 60-foot spread must make a DC 18 Will save or cower in fear for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Grab: Claw (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Cold You are immune to cold damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Reason to Hate (Su) A revenant's existence is fueled by its hatred for its murderer. As long as the murderer exists, the revenant exists. If the murderer dies, the revenant is immediately slain. A murderer who becomes undead does not trigger a revenant's destruction. Wh
Self-Loathing (Ex) When confronted with its reflection or any object that was important to it in life, a revenant must make a DC 20 Will save to avoid becoming overwhelmed with self-pity. This condition renders the revenant helpless, and lasts until the revenant is att
Sense Murderer (Su) A revenant knows the direction but not the distance to its murderer - this sense can be blocked by any effect that blocks scrying. Against its murderer, a revenant has true seeing and discern lies in effect at all times (CL 20th); these abilities can
Spell Resistance (17) You have Spell Resistance.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Undead Traits Undead have many immunities.

Kitchen:
• 4 Heroes two Rat Swarms
• 5 Heroes two Advanced Rat Swarms
• 6 Heroes 3 Rat Swarms

Rat Swarm:

Rat Swarm CR 4
XP 1,200
Male rat swarm (Pathfinder RPG Bestiary 232)
N Tiny animal (swarm)
Init +7; Senses low-light vision, scent; Perception +10
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 68 (7d8+28)
Fort +8, Ref +8, Will +3
Defensive Abilities swarm traits
--------------------
Offense
--------------------
Speed 20 ft., climb 15 ft., swim 15 ft.
Melee swarm (2d6)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 16)
--------------------
Statistics
--------------------
Str 2, Dex 16, Con 16, Int 4, Wis 12, Cha 1
Base Atk +5; CMB —; CMD
Feats Fleet, Improved Initiative, Skill Focus (Perception), Toughness
Skills Acrobatics +8 (+4 to jump), Climb +11, Perception +10, Stealth +16, Swim +11
--------------------
Special Abilities
--------------------
Climbing (15 feet) You have a Climb speed.
Distraction (DC 16) (Ex) A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC = 10 + 1/2 the distracting creature's HD + that
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Staggered Immune to staggered.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swarm Attack (2d6) Creatures with the swarm subtype don't make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for c
Swarm Traits Imm to effects targeting number of creatures (unless mind affect vs. hive mind).
Swimming (15 feet) You have a Swim speed.

Vorel’s Workshop:
• Origins of Lichdom
o CR 5
o HP 10
o CL 6th
o DC 16 Will to Resist

The Pit:
• Ghoulish Uprising
o CR 5
o HP 10
o CL 6th
o DC 18 Save for all three effects

AT THIS POINT THE HEROES WILL BECOME LEVEL 6

Feeding Cave:
• 4 Heroes Skaveling and Carrion Maggot Swarm
• 5 Heroes Advanced Skaveling and Carrion Maggot Swarm
• 6 Heroes 2 Skaveling and a Carrion Maggot Swarm
*The Carrion Maggot Swarm is my own invention I converted the 3.5 Carrion Crawler to Pathfinder and then I took the Advanced Bestiary and gave the swarm template making a swarm of baby carrion crawlers. Its hiding in the body and wont attack until someone gets with 5 feet of the body.*
o On the treasure I made the Adamantine Sword a +1 Adamantine Long Sword and added a suit of +1 Shadow Chain Shirt

Skaveling:

Skaveling CR 6
XP 2,400
Male skaveling bat (Pathfinder RPG Bestiary 2 42)
CE Large undead
Init +8; Senses blindsense 120 ft., darkvision 60 ft.; Perception +17
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 15 (+4 Dex, +1 dodge, +6 natural, -1 size)
hp 90 (11d8+22)
Fort +5, Ref +7, Will +10
Immune undead traits
--------------------
Offense
--------------------
Speed 20 ft., fly 40 ft. (good)
Melee bite +10 (2d8+18 plus paralysis)
Space 10 ft.; Reach 5 ft.
Special Attacks disease, paralysis (1d4+1 rounds, DC 17), screech
--------------------
Statistics
--------------------
Str 22, Dex 18, Con —, Int 8, Wis 16, Cha 14
Base Atk +8; CMB +12; CMD 30
Feats Dodge, Flyby Attack, Improved Initiative, Mobility, Power Attack, Skill Focus (Stealth)
Skills Acrobatics +4 (+0 to jump), Fly +20, Perception +17, Stealth +20; Racial Modifiers +4 perception for blindsense
Languages Undercommon
--------------------
Special Abilities
--------------------
+4 Perception for Blindsense +4 to Perception checks while using blindsense.
Blindsense (120 feet) (Ex) Sense things and creatures without seeing them.
Darkvision (60 feet) You can see in the dark (black and white only).
Disease (DC 17) (Su) Ghoul Fever: Bite - injury; save Fort DC 16; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight (Pathfinde
Flight (40 feet, Good) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Paralysis (1d4+1 rounds, DC 17) This special attack renders the victim immobile. Paralyzed creatures can't move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a F
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Screech (1/day, DC 17) (Su) Once per day as a standard action, a skaveling can screech as a mobat, save that those who are affected are stunned for 1d3 rounds unless they make a DC 17 Fortitude save. The save DC is Charisma-based.Once per day as a standard action, a mobat c
Undead Traits Undead have many immunities.

Carrion Maggot Swarm:

Carrion Maggot Swarm CR 6
XP 2,400
Carrion crawler swarm
N Diminutive aberration (swarm)
Init +5; Senses darkvision 60 ft., scent; Perception +10
--------------------
Defense
--------------------
AC 23, touch 19, flat-footed 18 (+5 Dex, +4 natural, +4 size)
hp 65 (7d8+21)
Fort +4, Ref +7, Will +7
Defensive Abilities swarm traits
--------------------
Offense
--------------------
Speed 30 ft., climb 15 ft.
Melee swarm (2d6)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 15), paralysis
--------------------
Statistics
--------------------
Str 1, Dex 20, Con 14, Int 1, Wis 15, Cha 6
Base Atk +5; CMB —; CMD
Feats Alertness, Combat Reflexes, Multiattack, Toughness
[b]Skills
Climb +21, Perception +10, Sense Motive +4, Stealth +22, Survival +7
--------------------
Special Abilities
--------------------
Climbing (15 feet) You have a Climb speed.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Distraction (DC 15) (Ex) A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC = 10 + 1/2 the distracting creature's HD + that
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Staggered Immune to staggered.
Paralysis (DC 15) Thouse hit by a carrion crawler's tentacle attack must succeed a fortitude save or be paralyzed for 2d4 rounds. The DC is Constitution-based
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swarm Attack (2d6) Creatures with the swarm subtype don't make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for c
Swarm Traits Imm to effects targeting number of creatures (unless mind affect vs. hive mind).

Dangerous Mold:

• No Changes to this encounter

Ghoulish Guardians

• 4 Heroes 6 Ghouls
• 5 Heroes 7 Ghouls
• 6 Heroes 8 Ghouls

The Grave

• 2 Ghouls per Hero

The Vent

• 4 Heroes 5 Goblin Rogue Ghasts
• 5 Heroes 6 Goblin Rogue Ghasts
• 6 Heroes 7 Goblin Rogue Ghasts

Goblin Rogue Ghast:

Goblin Ghast CR 4
XP 1,200
Goblin ghast rogue (unchained) 4 (Pathfinder RPG Bestiary 156, Pathfinder Unchained 20)
CE Small undead (humanoid)
Init +10; Senses darkvision 60 ft.; Perception +11
Aura stench (10 ft., DC 14, 1d6+4 minutes)
--------------------
Defense
--------------------
AC 21, touch 17, flat-footed 15 (+6 Dex, +4 natural, +1 size)
hp 45 (4d8+20)
Fort +5, Ref +10, Will +5
Defensive Abilities channel resistance +2, danger sense +1, evasion, uncanny dodge; Immune undead traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +10 (1d6+2 plus paralysis plus disease), 2 claws +10 (1d4+6 plus paralysis)
Special Attacks ghoul fever, paralysis (1d4+1 minutes, DC 16), sneak attack (unchained) +2d6
--------------------
Statistics
--------------------
Str 14, Dex 23, Con —, Int 12, Wis 18, Cha 18
Base Atk +3; CMB +4; CMD 20
Feats Ability Focus (paralysis), Improved Initiative, Weapon Finesse
Skills Acrobatics +13, Climb +9, Disable Device +15, Knowledge (local) +8, Perception +11, Ride +10, Sense Motive +11, Sleight of Hand +13, Stealth +21, Swim +9; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Goblin
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (bleeding attack +2, fast stealth), trapfinding +2
--------------------
Special Abilities
--------------------
Bleeding Attack +2 (Ex) Sneak attacks also deal 2 bleed damage/round.
Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Ghoul Fever (DC 14) (Su) Ghoul Fever: Bite—injury; save Fort DC 14; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex; cure 2 consecutive saves.
Paralysis (1d4+1 minutes, DC 16) This special attack renders the victim immobile. Paralyzed creatures can't move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a F
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stench (10 feet, 1d6+4 minutes, DC 14) Living creatures in aura's range are sickened for listed duration (Fort neg).
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Undead Traits Undead have many immunities.

Vorel’s Lab

• 4 Heroes The Skinsaw Man and 2 Ghoul Rogues and Vorel’s Legacy
o Aldern has Fast Heal 5 as long as he is in Vorel’s Lab
• Vorel’s Legacy (Spiteful)
o CR 5
o HP 10
o CL 6th
o DC 16 Will Save
• 5 Heroes The Skinsaw Man, and 3 Ghoul Rogues and Vorel’s Legacy
• 6 Heroes The Skinsaw Man and 4 Ghoul Rogues and Vorel’s Leagacy

The Skinsaw Man:

The Skinsaw Man CR 8
XP 4,800
Male dread ghast human aristocrat 3/rogue (unchained) 4 (Pathfinder Unchained 20)
CE Medium undead (humanoid, human)
Init +11; Senses darkvision 60 ft.; Perception +14
Aura stench (20 ft., DC 17, 1d6+4 minutes), unnatural aura (30 ft.)
--------------------
Defense
--------------------
AC 24, touch 16, flat-footed 18 (+4 armor, +5 Dex, +1 dodge, +4 natural)
hp 118 (7d8+66)
Fort +10, Ref +13, Will +9
Defensive Abilities channel resistance +4, danger sense +1, evasion, uncanny dodge; Immune undead traits
--------------------
Offense
--------------------
Speed 30 ft., climb 30 ft.
Melee +1 war razor +13 (1d4+8/19-20) or
. . bite +10 (1d8+2 plus paralysis), 2 claws +10 (1d6+2 plus paralysis)
Special Attacks command ghasts and ghouls, create spawn, paralysis (1d4+1 minutes, DC 19), sneak attack (unchained) +3d6
--------------------
Statistics
--------------------
Str 19, Dex 24, Con —, Int 18, Wis 18, Cha 24
Base Atk +5; CMB +9; CMD 27
Feats Ability Focus (paralysis), Accomplished Sneak Attacker, Dodge, Improved Initiative, Multiattack, Weapon Finesse
Skills Acrobatics +17 (+22 to make high or long jumps, +27 to jump), Bluff +17, Climb +18, Diplomacy +17, Disable Device +13, Escape Artist +12, Intimidate +17, Knowledge (local) +14, Knowledge (nobility) +14, Perception +14, Ride +11, Sense Motive +13, Sleight of Hand +15, Stealth +22, Swim +17; Racial Modifiers +10 Acrobatics to jump
Languages Common, Elven, Varisian
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (bleeding attack +2, fast stealth), trapfinding +2
Other Gear +1 studded leather, +1 war razor[ISWG], ring of jumping, ring of swimming, sihedron medallion, stalker's mask[UE]
--------------------
Special Abilities
--------------------
Bleeding Attack +2 (Ex) Sneak attacks also deal 2 bleed damage/round.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Climbing (30 feet) You have a Climb speed.
Command Ghasts and Ghouls (Su) Command normal ghasts and ghouls within 30 ft.
Create Spawn (Su) Those killed, but not eaten, rise as a dread ghoul on the following midnight.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Paralysis (1d4+1 minutes, DC 19) This special attack renders the victim immobile. Paralyzed creatures can't move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a F
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stench (20 feet, 1d6+4 minutes, DC 17) Living creatures in aura's range are sickened for listed duration (Fort neg).
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Undead Traits Undead have many immunities.
Unnatural Aura (30 ft.) (Su) Animals do not willingly approach the creature unless the animal's master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check.

Ghoul Rogue:

Ghoul Rogue CR 4
XP 1,200
Ghoul rogue (unchained) 4 (Pathfinder RPG Bestiary 146, Pathfinder Unchained 20)
CE Medium undead
Init +9; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 12 (+5 Dex, +2 natural)
hp 52 (6d8+16)
Fort +3, Ref +9, Will +6
Defensive Abilities channel resistance +2, danger sense +1, evasion, uncanny dodge; Immune undead traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +9 (1d6+2 plus disease), 2 claws +9 (1d6+5)
Special Attacks ghoul fever, paralysis (1d4+1 rounds, elves are immune, DC 15), sneak attack (unchained) +3d6
--------------------
Statistics
--------------------
Str 14, Dex 20, Con —, Int 12, Wis 14, Cha 14
Base Atk +4; CMB +6; CMD 21
Feats Ability Focus (paralysis), Accomplished Sneak Attacker, Improved Initiative, Weapon Finesse
Skills Acrobatics +14, Climb +11, Disable Device +16, Escape Artist +14, Perception +11, Sense Motive +10, Stealth +14, Swim +10
Languages Common, Varisian
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (bleeding attack +3, combat trick), trapfinding +2
--------------------
Special Abilities
--------------------
Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage/round.
Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Ghoul Fever (DC 13) (Su) Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex; cure 2 consecutive saves.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Paralysis (1d4+1 rounds, elves are immune, DC 15) This special attack renders the victim immobile. Paralyzed creatures can't move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a F
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Undead Traits Undead have many immunities.


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Part Five: Chasing The Skinsaw

Entering Magnimar:

*This is something im adding to my game*

As the PCs come to the gate into Magnimar, those familiar with the city note that the city guards seems to be edger, more on alert, and nervous; at least more than usual. Drithnar Kaddren, the guard sergeant sees the Sihedron rune on the amulet that (PC) is wearing. The sergeant asks the adventurers to wait a second while he gets some paperwork. The sergeant goes into the office and comes out in about 15 seconds. He says something over his shoulder. Kaddren yells, "Now!" and guards appear with live steel and cocked crossbows. The sergeant then tells the adventures, "You are under arrest Place you weapons on the ground - slowly. Any spellcasting will be met with deadly force."
The sergeant then either takes them to Lt. Licot (if the PCs are not belligerent) or Lt. Licot appears (if it looks like combat is about to happen). The lieutenant asks the sergeant, "What in the Nine Hells is going on Sergeant Kaddren?" The sergeant says nothing (and it is obvious that the sergeant doesn't particularly like the lieutenant) but points at (PC wearing the amulet). The lieutenant looks at (PC), does a double take, and then sighs heavily. He tells the sergeant to back down as he walks over to join the sergeant and the other guards. Sgt. Kaddren begins to protest at this but Lt. Licot cuts him off and says, "You did well sergeant and you will be commended. But trust me; these people aren't what we are looking for."
Again Sgt. Kaddren protests, at this Licot gets stern and orders the sergeant to stand down. He then turns to the PCs and apologizes, "I'm sorry about that bit of confusion I hope you were not unduly troubled. The city guards have certain orders that they must obey."
If the PCs express interest, Lt. Licot appraises them carefully, then invites then to his office where he will "Discuss the matter more fully out of hidden ears."
Once the PCs and the lieutenant are away from the street and presumably in Licot's office, the lieutenant explains about the rash of murders in Magnimar. "Merchants, politicians, crooked guards, and moneylenders have been showing up dead - their bodies mutilated, faces missing, and chests carved with seven-pointed stars."
"Obviously tensions are high and Sgt. Kaddren, a young man in an influential family of Magnimar, was currying favor and attempting to make a coup to advance his career. He's a good sort," Licot says, "just quick to jump to conclusions and make rash assumptions."
If the PCs ask to become involved in the investigation, Licot will look doubtful, frown, and then saw, "Well, you would have to take that inquiry to the Halls of Virtue in the Capital District. One of the Justices there will have to make that decision."
If the PCs continue to question Licot, Licot will stop them and say, "Look. I understand that you are goodly sorts and you want to keep people from being hurt or murdered, and I applaud that. But I am under orders not to discuss these things with outsiders. What I have told you so far can be heard in any tavern or festhall in the city.
"Now, if you have other information you can tell me and I can pas that on to the city and the guard." He sits back and waits for their response.
Assuming the PCs tell them what they suspect, or about Aldern Foxglove's involvement, or anything about the Brotherhood of the Seven, Licot will start to take notes. Once this is done, Licot will excuse himself, showing the PCs out. He will then hurry off into the city to take his findings to the appropriate people.
Behind the scenes: Licot hurries to the Halls of Justice and tells the PCs' information to the first Justice he can find (Justice Ironbriar of course). Ironbriar then sets things up so that Licot is either taken captive (if the PCs were friendly with the lieutenant) or killed. His body (or his trussed form) will be found at the Seven's Sawmill.
If the PCs go to the Halls of Justice, they will either find Ironbriar or be shown to Ironbriar. Ironbriar will politely listen to their tale, ask appropriate questions, and try to figure out exactly how much the PCs know. If the PCs show Ironbriar the keys they have found, Ironbriar will immediately recognize the key's heraldry as the Foxglove family's heraldry. He will attempt to take the key from the PCs, but won't push it if the PCs refuse.
Once this is done, Ironbriar will ask where the PCs are staying in town (if they haven't arranged lodging he recommends The Scarlet Raven, an inn off Three Mast Street, near the Avenue of Sails). He will then caution them to not share this information with anyone, implying that there may be an insider in the Halls of Justice working with the murderer. Ironbriar will again thank them, politely but distantly, and show them to the door.
After the PCs leave, Ironbriar will set his merry band of murders on the PCs' trail and they will have visits in the nights by assassins. Any attempt to track down Licot will fail; even Kaddren will become worried at Licot's absence. Attempts to find Ironbriar will also fail, his seneschal (a middle-aged gnome by the name of Ivohn Windchaser) will say that he is one city business and it is unknown when he will return.
Hopefully, the PCs will then take things into their own hands and investigate Foxglove Manor on their own. However, they should be one or two more faceless stalkers at the townhouse, and all the skinsaw men at the Seven's Sawmill should be alert and ready for the PCs when they come to the sawmill.

Foxglove Townhouse:

• 4 Heroes 2 Faceless Stalker Rogues
• 5 Heroes 2 Faceless Stalker Rogues 1 Standard Faceless Stalker
• 6 Heroes 3 Faceless Stalker Rogues
o The third Faceless Stalker is in the form of Rogors Craesby
o The Nest Egg should be 50 PP per Hero

Faceless Stalker Rogue:

Faceless Stalker Rogue CR 6
XP 2,400
Male faceless stalker rogue (unchained) 2 (Pathfinder RPG Bestiary 2 122, Pathfinder Unchained 20)
CE Medium aberration (shapechanger)
Init +9; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)
hp 72 (7d8+30)
Fort +5, Ref +9, Will +6; +4 vs. gaze, odor-based, sonic
Defensive Abilities evasion; DR 5/piercing or slashing
--------------------
Offense
--------------------
Speed 30 ft.
Melee slam +10 (1d8+7 plus grab)
Space 5 ft.; Reach 10 ft.
Special Attacks Blood Drain (1 con), sneak attack (unchained) +4d6
Spell-Like Abilities (CL 5th; concentration +7)
. . Constant—tongues
--------------------
Statistics
--------------------
Str 20, Dex 20, Con 19, Int 13, Wis 14, Cha 14
Base Atk +4; CMB +9 (+13 grapple); CMD 24
Feats Accomplished Sneak Attacker, Improved Initiative, Improved Natural Attack (slam), Weapon Finesse, Weapon Focus (slam)
Skills Acrobatics +15, Bluff +12, Disguise +16, Escape Artist +21, Perception +12, Sleight of Hand +13, Stealth +13; Racial Modifiers +4 Disguise, +8 Escape Artist
Languages Aquan, Common
SQ change shape, faceless, rogue talent (bleeding attack +4), trapfinding +1
--------------------
Special Abilities
--------------------
Bleeding Attack +4 (Ex) Sneak attacks also deal 4 bleed damage/round.
Blood Drain (1 con) (Ex) Drain blood to inflict Con dam to foe grappled at end of your turn.
Change Shape (medium humanoid, alter self) (Su) You can change your form.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (5/piercing or slashing) You have Damage Reduction against all except Piercing or Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Faceless (Su) In its natural form, a faceless stalker has no discernible facial features. It gains a +4 bonus on saving throws made to resist attacks or effects that target the senses. This includes gaze attacks, odor-based attacks, sonic attacks and similar attac
Grab: Slam (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Sneak Attack (Unchained) +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Faceless Stalker:

Faceless Stalker CR 4
XP 1,200
Faceless stalker (Pathfinder RPG Bestiary 2 122)
CE Medium aberration (shapechanger)
Init +8; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 50 (5d8+20)
Fort +5, Ref +5, Will +6; +4 vs. gaze, odor-based, sonic
DR 5/piercing or slashing
--------------------
Offense
--------------------
Speed 30 ft.
Melee slam +7 (1d6+6 plus grab)
Space 5 ft.; Reach 10 ft.
Special Attacks Blood Drain (1 con), sneak attack +2d6
Spell-Like Abilities (CL 5th; concentration +8)
. . Constant—tongues
--------------------
Statistics
--------------------
Str 18, Dex 18, Con 18, Int 13, Wis 15, Cha 16
Base Atk +3; CMB +7 (+11 grapple); CMD 21
Feats Combat Reflexes, Deceitful, Improved Initiative
Skills Bluff +10, Disguise +14, Escape Artist +20, Sleight of Hand +9, Stealth +12; Racial Modifiers +4 Disguise, +8 Escape Artist
Languages Aquan, Common
SQ change shape, faceless
--------------------
Special Abilities
--------------------
Blood Drain (1 con) (Ex) Drain blood to inflict Con dam to foe grappled at end of your turn.
Change Shape (medium humanoid, alter self) (Su) You can change your form.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (5/piercing or slashing) You have Damage Reduction against all except Piercing or Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Faceless (Su) In its natural form, a faceless stalker has no discernible facial features. It gains a +4 bonus on saving throws made to resist attacks or effects that target the senses. This includes gaze attacks, odor-based attacks, sonic attacks and similar attac
Grab: Slam (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.

AT THIS POINT THE HEROES WILL BECOME LEVEL 7


I don't suppose you have this in a format that would lend itself to easier printing? If not, I'll probably be transcribing this to Word soon. I'm about to start an Anniversary Edition campaign.


GinoA wrote:
I don't suppose you have this in a format that would lend itself to easier printing? If not, I'll probably be transcribing this to Word soon. I'm about to start an Anniversary Edition campaign.

I have it in Word with out the stats if that helps The stats I have in Hero Labs if you want them also all i need is your email


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Part Six:The Seven's Sawmill

The Undermill:
• 4 Heroes 3 Skinsaw Cultists
• 5 Heroes 4 Skinsaw Cultists
• 6 Heroes 5 Skinsaw Cultists

Skinsaw Cultist:

Skinsaw Cultist CR 4
XP 1,200
Male human cleric of Norgorber 2/rogue (unchained) 3 (Pathfinder Unchained 20)
NE Medium humanoid (human)
Init +7; Senses Perception +10
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 15 (+3 armor, +2 deflection, +3 Dex, +1 dodge)
hp 42 (5d8+10)
Fort +6, Ref +6, Will +6
Defensive Abilities danger sense +1, evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 war razor +8 (1d4+6/19-20)
Special Attacks channel negative energy 2/day (DC 10, 1d6), sneak attack (unchained) +3d6
Domain Spell-Like Abilities (CL 2nd; concentration +4)
. . 5/day—bleeding touch (1 round), copycat (2 rounds)
Cleric Spells Prepared (CL 2nd; concentration +4)
. . 1st—cause fear[D] (DC 13), divine favor, magic weapon, shield of faith
. . 0 (at will)—bleed (DC 12), guidance, light, mending
. . D Domain spell; Domains Death, Trickery (Thievery subdomain)
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 14, Int 10, Wis 14, Cha 8
Base Atk +3; CMB +5; CMD 20
Feats Accomplished Sneak Attacker, Dodge, Improved Initiative, Precise Strike[APG], Weapon Finesse
Skills Acrobatics +10, Climb +8, Intimidate +4, Knowledge (local) +8, Perception +10 (2 vs. creatures that aren't immune to fear), Sleight of Hand +10, Stealth +10, Swim +4
Languages Common
SQ rogue talent (bleeding attack +3), trapfinding +1
Combat Gear potion of cure light wounds; Other Gear studded leather, +1 war razor[ISWG], skinsaw mask
--------------------
Special Abilities
--------------------
Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage/round.
Bleeding Touch (1 round, 5/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Cleric Channel Negative Energy 1d6 (2/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Domain (Thievery)
Copycat (5/day) (Sp) Create a single mirror image duplicate
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Lumber Collection:
• 4 Heroes 4 Skinsaw Cultists
• 5 Heroes 5 Skinsaw Cultists
• 6 Heroes 6 Skinsaw Cultists

Log Splitters:
• 4 Heroes 4 Skinsaw Cultists
• 5 Heroes 5 Skinsaw Cultists
• 6 Heroes 6 Skinsaw Cultists

Workshop:
• 4 Heroes 2 Skinsaw Cultists
• 5 Heroes 3 Skinsaw Cultists
• 6 Heroes 4 Skinsaw Cultists

Ironbriar’s Office:
• 4 Heroes Justice Ironbriar
• 5 Heroes Justice Ironbriar and a scroll of Summon Monster 5 (a Kyton)
• 6 Heroes Justice Ironbriar and a scroll of Summon Monster 6 (rolling a 2 on the D3 getting 2 Kytons)

Justice Ironbriar:

Justice Ironbriar CR 8
XP 4,800
Male elf cleric of Norgorber 6/rogue (unchained) 3 (Pathfinder Unchained 20)
NE Medium humanoid (elf)
Init +9; Senses low-light vision; Perception +15
--------------------
Defense
--------------------
AC 26, touch 19, flat-footed 20 (+5 armor, +3 deflection, +5 Dex, +1 dodge, +2 shield)
hp 100 (9d8+44)
Fort +10, Ref +11, Will +10; +2 vs. enchantments
Defensive Abilities danger sense +1, evasion; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 adamantine short sword +16/+11 (1d6+9/19-20)
Special Attacks channel negative energy 4/day (DC 14, 3d6), sneak attack (unchained) +3d6
Domain Spell-Like Abilities (CL 6th; concentration +9)
. . 7/day—copycat (6 rounds)
. . 6/day—dazing touch
Cleric Spells Prepared (CL 6th; concentration +9)
. . 3rd—dispel magic, poison (DC 16), suggestion[D] (DC 16), summon monster III
. . 2nd—cure moderate wounds, hold person (DC 15), hold person (DC 15), invisibility[D], spiritual weapon
. . 1st—charm person[D] (DC 14), command (DC 14), cure light wounds, divine favor, shield of faith
. . 0 (at will)—detect magic, light, read magic, stabilize
. . D Domain spell; Domains Charm, Trickery
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 16, Int 14, Wis 16, Cha 12
Base Atk +6; CMB +9; CMD 25
Feats Accomplished Sneak Attacker, Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (short sword)
Skills Acrobatics +10, Bluff +12, Diplomacy +10, Intimidate +8, Knowledge (local) +10, Knowledge (religion) +10, Linguistics +7, Perception +15, Sense Motive +7, Sleight of Hand +15, Stealth +15; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Halfling, Infernal, Varisian
SQ elven magic, rogue talent (weapon training), trapfinding +1
Combat Gear potion of bear's endurance, potion of cat's grace, wand of cure moderate wounds (18 charges), wand of undetectable alignment (30 charges); Other Gear +1 mithral chain shirt, +1 mithral buckler, +1 adamantine short sword, reaper's mask, sihedron medallion
--------------------
Special Abilities
--------------------
Cleric Channel Negative Energy 3d6 (4/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Charm) Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copycat (7/day) (Sp) Create a single mirror image duplicate
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Dazing Touch (6/day) (Sp) Melee touch attack dazes foe for 1 rd, Immune if more HD than your level.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Summoned Kyton:

Justice Ironbriar CR 8
XP 4,800
Male elf cleric of Norgorber 6/rogue (unchained) 3 (Pathfinder Unchained 20)
NE Medium humanoid (elf)
Init +9; Senses low-light vision; Perception +15
--------------------
Defense
--------------------
AC 26, touch 19, flat-footed 20 (+5 armor, +3 deflection, +5 Dex, +1 dodge, +2 shield)
hp 100 (9d8+44)
Fort +10, Ref +11, Will +10; +2 vs. enchantments
Defensive Abilities danger sense +1, evasion; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 adamantine short sword +16/+11 (1d6+9/19-20)
Special Attacks channel negative energy 4/day (DC 14, 3d6), sneak attack (unchained) +3d6
Domain Spell-Like Abilities (CL 6th; concentration +9)
. . 7/day—copycat (6 rounds)
. . 6/day—dazing touch
Cleric Spells Prepared (CL 6th; concentration +9)
. . 3rd—dispel magic, poison (DC 16), suggestion[D] (DC 16), summon monster III
. . 2nd—cure moderate wounds, hold person (DC 15), hold person (DC 15), invisibility[D], spiritual weapon
. . 1st—charm person[D] (DC 14), command (DC 14), cure light wounds, divine favor, shield of faith
. . 0 (at will)—detect magic, light, read magic, stabilize
. . D Domain spell; Domains Charm, Trickery
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 16, Int 14, Wis 16, Cha 12
Base Atk +6; CMB +9; CMD 25
Feats Accomplished Sneak Attacker, Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (short sword)
Skills Acrobatics +10, Bluff +12, Diplomacy +10, Intimidate +8, Knowledge (local) +10, Knowledge (religion) +10, Linguistics +7, Perception +15, Sense Motive +7, Sleight of Hand +15, Stealth +15; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Halfling, Infernal, Varisian
SQ elven magic, rogue talent (weapon training), trapfinding +1
Combat Gear potion of bear's endurance, potion of cat's grace, wand of cure moderate wounds (18 charges), wand of undetectable alignment (30 charges); Other Gear +1 mithral chain shirt, +1 mithral buckler, +1 adamantine short sword, reaper's mask, sihedron medallion
--------------------
Special Abilities
--------------------
Cleric Channel Negative Energy 3d6 (4/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Charm) Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copycat (7/day) (Sp) Create a single mirror image duplicate
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Dazing Touch (6/day) (Sp) Melee touch attack dazes foe for 1 rd, Immune if more HD than your level.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Dark Archive

Awesome work! Very much appreciated.


4 people marked this as a favorite.

Part Seven:Shadow of Time

The Scarecrows Lair:
• 4 Heroes The Scarecrow
• 5 Heroes The Scarecrow and a Symbol of Stunning Trap on the concealed on the Floor that goes off when anyone besides Scarecrow or Ironbriar cross it.
• 6 Heroes The Scarecrow and a Symbol of Stunning and a Symbol of Stunning Trap that goes off when anyone besides the Scarecrow of Ironbriar cross it.

The Scarecrow:

The Scarecrow CR 8
XP 4,800
Male awakened flesh golem fighter 2 (Pathfinder Campaign Setting: Classic Horrors Revisited)
CE Large construct
Init +5; Senses darkvision 60 ft., low-light vision; Perception +13
--------------------
Defense
--------------------
AC 22, touch 10, flat-footed 21 (+1 Dex, +12 natural, -1 size)
hp 150 (11d10+43)
Fort +6, Ref +4, Will +7 (+1 vs. fear)
DR 5/adamantine; Immune construct traits, immunity to magic
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 scythe +15/+10/+5 (2d6+19/19-20/×4) or
. . 2 slams +8 (2d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks berserk
--------------------
Statistics
--------------------
Str 22, Dex 12, Con —, Int 12, Wis 14, Cha 10
Base Atk +11; CMB +15; CMD 29
Feats Devastating Strike[UC], Improved Critical (scythe), Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Toughness, Vital Strike, Weapon Focus (scythe)
Skills Climb +19, Perception +13, Stealth +13, Swim +10
Languages Common, Varisian
SQ open mind
Other Gear +1 scythe, cloak of elvenkind
--------------------
Special Abilities
--------------------
Berserk (Ex) When a flesh golem enters combat, there is a cumulative 5% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object sma
Construct Traits (+30 HP) Constructs have many immunities.
Damage Reduction (5/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Devastating Strike Deal extra damage when using Vital Strike bonus
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Magic (Ex) A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

• A magical attack that deals cold or fire damage slo
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Open Mind (Ex) Unlike other constructs, awakened flesh golems are susceptible to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Vital Strike Standard action: x2 weapon damage dice.

The Terrible Stair:
• 4 Heroes there are 2 Bells to be dropped
• 5 Heroes there are 3 Bells to be dropped
• 6 Heroes there are 4 Bells to be dropped

The Bells:
• 4 Heroes 1 Faceless Stalker Rogue and 2 Faceless Stalkers
• 5 Heroes 1 Faceless Stalker Rogue and 3 Faceless Stalkers
• 6 Heroes 2 Faceless Stalker Rogues and 2 Faceless Stalkers
*All the Faceless Stalkers are in form of Skinsaw Cultist*

The Angel:
• 4 Heroes Xanesha and Faceless Stalker Rogues
• 5 Heroes Xanesha and 2 Faceless Stalker Rogues
• 6 Heroes Xanesha and 3 Faceless Stalker Rogues
*All the Faceless Stalkers are in form of Skinsaw Cultist*

Xanesha:

Xanesha CR 9
XP 6,400
Male lamia matriarch rogue (unchained) 2 (Pathfinder RPG Bestiary 2 175, Pathfinder Unchained 20)
CE Large monstrous humanoid (shapechanger)
Init +12; Senses darkvision 60 ft., low-light vision; Perception +18
--------------------
Defense
--------------------
AC 26, touch 17, flat-footed 18 (+1 armor, +8 Dex, +8 natural, -1 size)
hp 180 (14 HD; 2d8+12d10+73)
Fort +9, Ref +20, Will +11; +4 vs. visual effects, +2 resistance bonus vs. poison
Defensive Abilities evasion; Immune mind-affecting effects; SR 19
--------------------
Offense
--------------------
Speed 40 ft., climb 40 ft., swim 40 ft.
Melee impaler of thorns +18/+13/+8 (1d8+26/19-20/×3)
Space 10 ft.; Reach 5 ft.
Special Attacks sneak attack (unchained) +2d6, wisdom drain
Spell-Like Abilities (CL 12th; concentration +20)
. . At will—charm monster (DC 22), ventriloquism (DC 19)
. . 3/day—deep slumber (DC 21), dream, major image (DC 21), mirror image, suggestion (DC 21)
Sorcerer Spells Known (CL 6th; concentration +14)
. . 3rd (5/day)—cure serious wounds
. . 2nd (7/day)—invisibility, silence (DC 20)
. . 1st (8/day)—cure light wounds, divine favor, feather fall, magic missile
. . 0 (at will)—acid splash, dancing lights, detect magic, ghost sound (DC 18), mage hand, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 22, Dex 26, Con 18, Int 18, Wis 14, Cha 26
Base Atk +13; CMB +19; CMD 38 (can't be tripped)
Feats Accomplished Sneak Attacker, Arcane Strike, Combat Casting, Combat Reflexes, Improved Critical (longspear), Improved Initiative, Power Attack, Silent Spell, Vital Strike, Weapon Finesse
Skills Acrobatics +28 (+36 to jump), Bluff +25, Climb +28, Diplomacy +24, Knowledge (arcana) +17, Knowledge (local) +20, Perception +18, Sense Motive +18, Spellcraft +17, Stealth +12, Swim +20; Racial Modifiers +4 Acrobatics, +4 Bluff
Languages Abyssal, Common, Draconic, Giant, Thassilonian
SQ change shape (fixed Medium humanoid form, alter self), rogue talent (combat trick), trapfinding +1, undersized weapons
Combat Gear medusa mask[UE]; Other Gear impaler of thorns, sihedron medallion, snakeskin tunic[UE]
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Change Shape (fixed Medium humanoid form, alter self) (Su) You can change your form.
Climbing (40 feet) You have a Climb speed.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Silent Spell Cast a spell with no verbal components. +1 Level.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (19) You have Spell Resistance.
Swimming (40 feet) You have a Swim speed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Undersized Weapons (Ex) The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.
Vital Strike Standard action: x2 weapon damage dice.
Wisdom Drain (DC 24) (Su) A lamia matriarch drains 1d4 points of Wisdom each time she hits with her melee touch attack. The first time each round that she strikes a foe with a melee weapon, she also drains 1 point of Wisdom. A DC 21 Will save negates the Wisdom drain. Unlike

Concluding the Adventure:
• Lord Mayor Grobaras thanks them invites them to his home for a great dinner and each 2500 Gp for saving his life but his adviser whispers something into his ear and he changed to giving them each 6000 Gp
• Grobaras grants the heroes the title to the Foxglove Townhouse
• At the dinner Grobaras names the Players, Heroes of Magnimar now all non-magic items are at 75% of cost as long as they keep up a good name within the city.
• Within 2 weeks they are called to Grobaras’s Office and told that after going through all of Ironbriars notes he had been hiding a lot of reports from the town of Turtleback Ferry. Many of the reports are about a group known as the Graul’s terrorizing the citizens. They attempted to contact the rangers of Fort Rannick to ask about the Graul’s but there has been no return contact, but with the Black Arrows that sometimes happens for weeks at a time. Grobraras would like the heroes to investigate both the things and if all goes well they will be compensated for there time when they return.


Thank you very much for your hard work!
Since I'm a new GM that is running this AP with 5 PCs I'll definitely use this!

Please, email me the doc with the changes, if it's no trouble, here:
fabrizio.musella@gmail.com

Grand Lodge

Thank you for this work. Quite enjoy the changes and it makes my sessions go nicely! You had mentioned modified hero lab files for these encounters? I would love to get those from you.


I just ran the lower parts of the tower and the fight with Xenesha a bit last night. I have a party of 6 players and I wanted to weigh in on the Bell traps.

Per the book the bell trap hits 1d4 PCs with a +15 (6d6 Bludg.) and a DC 15 reflex save or they fall down. DC 16 perception or flatfooted. I upped it to 1d6 PCs and ended up hitting 4 of them.

I waited until the PCs were halfway up the tower before the bells fell. So a failed reflex save results in a 12d6 falling damage.

I would be very very careful about putting in more than two bells. A +15 to attack will hit just about anyone except the most heavily armored. Anyone dex based who misses the preception check will be hit.

21 average damage pretty much deals ~ 1/3 of a lvl 7 PCs health. A failed reflex save results in another 42 damage. Average damage and you have just killed a low con support character and come damn close to killing a tanky fighter/paladin. Our bard was hit for 22 damage and failed the reflex save. Fortunately the Wizard had feather fall and everyone else passed the save.

4 bells = 4d4 targets with +15 to attack each. Thats an average of TEN HITS against a 6 person party. Two people taking 12d6 damage that require two DC 15 reflex saves to avoid another 12d6 damage just sounds like you are trying to kill PCs. If you do this, I would change up the way that the bells attack PCs and drop them for flavor. (My party was very worried about the three remaining bells and very glad that they did not get dropped on them.)


I was going strictly by the CR numbers my pcs also have better stats and hit points than most characters going through the AP but after looking at your numbers I will have to look again and when the bell or bells will be dropped with the distance they will fall.

As for the hero labs files I need your email and I can send you the first two books worth.


Each game is different and you know your PCs stats while I do not. I just wanted to point that out to anyone who was semi blindly following your changes and surprise TPKs their party as random chance makes the party bard takes 24d6 damage. (assuming a failed save.

We used a 15 point buy and roll for HP so the 4 bell hits walloped my party.


1 person marked this as a favorite.

Yeah this is what my players have for stats and HP

Character Creation

So for all my mods GMs need to check cause they will be more difficult then most.

The Exchange

I would just like to say I wish I would have had access to this work when I ran RotRL for my home group. They steamrolled parts one and two so easily that I put cranked up the difficulty of every enemy from then on. Sadly this increased the rate at which they earned XP making them gain power more quickly than they should have. I felt pretty proud of myself for the level of challenge I provided... funnily enough all but I think one of the deaths were the same player because he kept expecting his superb optimization skills would make him impervious to bad luck * poor decisions. But many of the deaths were epic. I think his favorite was when Nualia sacrificed the heart of his Aasimar Paladin to Lamashtu granting her some sort of boon (I think I added the fiendish template to her or something).

Ultimately, I we had a lot of fun until the group fell apart due to real life interfering in free time (a divorce, a new job, a pregnancy, and .. i never learned what).


5 people marked this as a favorite.

The Hook Mountain Massacre:

Part One: In the Hook's Shadow

The Strange Firepelt:
• 4 Heroes Rukus Graul and 2 Graul Hounds
• 5 Heroes Rukus Graul and 4 Graul Hounds
• 6 Heroes Rukus Graul and 6 Graul Hounds

Rukus Graul:

Rukus Graul CR 8
XP 4,800
Male human ogrekin fighter 8 (Pathfinder RPG Bestiary 2 204)
CE Medium humanoid (giant, human)
Init +7; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+1 armor, +3 Dex, +5 natural)
hp 114 (8d10+48)
Fort +11, Ref +5, Will +5 (+2 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 corrosive spear +13/+8 (1d8+20/19-20/×3 plus 1d6 acid)
Special Attacks weapon training (spears +1)
--------------------
Statistics
--------------------
Str 22, Dex 16, Con 20, Int 8, Wis 12, Cha 6
Base Atk +8; CMB +11; CMD 27
Feats Cleave, Cleaving Finish[UC], Greater Weapon Focus (spear), Improved Critical (spear), Improved Initiative, Intimidating Prowess, Iron Will, Power Attack, Weapon Focus (spear), Weapon Specialization (spear)
Skills Handle Animal +5, Intimidate +12, Perception +6, Survival +9
Languages Common
SQ armor training 2, deformed hand, thick skin
Other Gear armored kilt, +1 corrosive spear, belt of giant strength +2
--------------------
Special Abilities
--------------------
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Deformed Hand One hand can't wield weapons; -2 penalty on attack rolls with two-handed weapons.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Thick Skin Improve natural armor bonus by +2.
Weapon Training (Spears) +1 (Ex) +1 Attack, Damage, CMB, CMD with Spears

Graul Hound:

Graul Hounds CR 3
XP 800
Riding dog (Pathfinder RPG Bestiary 87)
N Medium animal
Init +3; Senses low-light vision, scent; Perception +11
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 55 (6d8+18)
Fort +8, Ref +8, Will +3
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +7 (1d8+4)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 17, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +7; CMD 20 (24 vs. trip)
Feats Improved Natural Armor, Improved Natural Attack (bite), Skill Focus (Perception)
Skills Acrobatics +8 (+20 to jump), Perception +11; Racial Modifiers +4 to survival when tracking by scent
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

The Graul Farm:
• 4 Heroes Crowfood and a Camouflaged Spiked Pit Trap
• 5 Heroes Crowfood and 2 Camouflaged Spiked Pit Traps
• 6 Heroes Crowfood and 3 Camouflaged Spiked Pit Traps

*Crowfood is the master of hit in run coming out of the corn spring attack sneak attacking and running back into the corn trying to set people up to follow him into the spiked pits filling the corn field, there are more of these throughout the corn field.*

Crowfood:

Crowfood CR 8
XP 4,800
Male human ogrekin fighter 4/rogue (unchained, scout) 4 (Pathfinder RPG Advanced Player's Guide 134, Pathfinder RPG Bestiary 2 204, Pathfinder Unchained 20)
CE Medium humanoid (giant, human)
Init +2; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 22, touch 14, flat-footed 19 (+4 armor, +1 deflection, +2 Dex, +1 dodge, +4 natural)
hp 102 (8 HD; 4d8+4d10+44)
Fort +10, Ref +7, Will +5 (+1 vs. fear)
Defensive Abilities danger sense +1, evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 ogre hook +14/+9 (1d10+19/×3)
Special Attacks scout's charge, sneak attack (unchained) +3d6
--------------------
Statistics
--------------------
Str 24, Dex 14, Con 20, Int 8, Wis 12, Cha 8
Base Atk +7; CMB +12; CMD 28
Feats Accomplished Sneak Attacker, Dodge, Iron Will, Mobility, Power Attack, Spring Attack, Surprise Attack, Weapon Finesse, Weapon Focus (ogre hook), Weapon Specialization (ogre hook)
Skills Acrobatics +12 (+16 to jump), Bluff -5, Climb +16, Diplomacy -5, Disable Device +10, Disguise -5, Handle Animal +3, Intimidate -5, Perception +12, Stealth +12
Languages Common
SQ armor training 1, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, doglegs, rogue talents (bleeding attack +3, combat trick), trapfinding +2
Combat Gear potion of cure moderate wounds; Other Gear hide armor , +1 ogre hook[UE], amulet of natural armor +1, ring of protection +1
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage/round.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Doglegs The ogrekin's legs bends like a dog's. It gains a +10 racial bonus on its base land speed.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Surprise Attack You can burst out at a foe and strike before it realizes what you are doing.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.

Camouflaged Spiked Pit Trap:

Camouflaged Spiked Pit Trap CR 5
Type mechanical; Perception DC 25; Disable Device DC 20
Trigger location; Reset manual
Effect multiple targets (all targets in a 10-ft.-square area) fall (10 feet deep, Reflex DC 20 avoids); spikes (+15 melee, 1d4 spikes per target for 1d4+5 each plus poison), poison (ogre spider venom—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d4 Str and 1d4 Dex; cure 1 save)

Farmhouse Porch:
• No Changes to this encounter

Family Room:
• No Changes to this encounter

Dining Room:
• No Changes to this encounter

Playpen:
• One Ogrekin fighter per Hero

*For the Ogrekin fighter since there are so many different extra ones you will have to give each of them your own set of deformities*

Ogrekin Fighter:

Extra Grauls CR 4
XP 1,200
Human ogrekin fighter 4 (Pathfinder RPG Bestiary 2 204)
CE Medium humanoid (giant, human)
Init +6; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+3 armor, +2 Dex, +3 natural)
hp 58 (4d10+24)
Fort +8, Ref +3, Will +4 (+1 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft.
Melee ogre hook +8 (1d10+15/×3)
--------------------
Statistics
--------------------
Str 21, Dex 14, Con 18, Int 8, Wis 12, Cha 6
Base Atk +4; CMB +7; CMD 21
Feats Furious Focus[APG], Improved Initiative, Iron Will, Power Attack, Toughness, Weapon Focus (ogre hook), Weapon Specialization (ogre hook)
Skills Climb +10, Handle Animal +2, Perception +6, Survival +6, Swim +9
Languages Common
SQ armor training 1
Other Gear hide shirt, ogre hook[UE]
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

Mammy’s Room:
• 4 Heroes Mammy Graul and 3 Ogre Zombies
• 5 Heroes Mammy Graul and 4 Ogre Zombies
• 6 Heroes Mammy Graul and 5 Ogre Zombies

*To fit Mammies Ogre Lover Zombies the room needs to be expanded to the west by about 20 feet*

Mammy Graul:

Mammy Graul CR 10
XP 9,600
Male human ogrekin necromancer 10 (Pathfinder RPG Bestiary 2 204)
CE Medium humanoid (giant, human)
Init -2; Senses life sight (10 feet, 10 rounds/day), low-light vision; Perception +13
--------------------
Defense
--------------------
AC 21, touch 8, flat-footed 21 (+4 armor, -2 Dex, +5 natural, +4 shield)
hp 124 (10d6+79)
Fort +7, Ref +1, Will +7
DR 10/adamantine
--------------------
Offense
--------------------
Speed 30 ft., fly 60 ft. (good)
Spell-Like Abilities (CL 10th; concentration +10)
. . 3/day—touch of fatigue (DC 12)
Arcane School Spell-Like Abilities (CL 10th; concentration +14)
. . 7/day—grave touch (5 rounds)
Necromancer Spells Prepared (CL 10th; concentration +14)
. . 5th—blood boil (DC 21), suffocation[APG] (DC 21), waves of fatigue
. . 4th—bestow curse (DC 20), black tentacles, dimension door, enervation, stoneskin
. . 3rd—displacement, fly, ray of exhaustion (DC 19), slow (DC 17), vampiric touch
. . 2nd—blindness/deafness (DC 18), false life, ghoul touch (DC 18), invisibility, mirror image, spectral hand
. . 1st—grease, mage armor, ray of enfeeblement (DC 17), ray of enfeeblement (DC 17), reduce person (DC 15), vanish[APG] (DC 15)
. . 0 (at will)—detect magic, ghost sound (DC 14), read magic, touch of fatigue (DC 16)
. . Opposition Schools Enchantment, Evocation
--------------------
Statistics
--------------------
Str 20, Dex 6, Con 18, Int 18, Wis 10, Cha 10
Base Atk +5; CMB +10; CMD 18
Feats Combat Casting, Command Undead, Craft Wand, Greater Spell Focus (necromancy), Scribe Scroll, Spell Focus (necromancy), Spell Specialization[UM], Time Stutter, Toughness, Varisian Tattoo[ISWG]
Skills Fly +17, Intimidate +13, Knowledge (arcana) +17, Knowledge (religion) +17, Perception +13, Sense Motive +10, Spellcraft +17
Languages Abyssal, Common, Giant, Infernal, Necril
SQ arcane bond (staff of minor arcana), obese, power over undead, thick skin
Combat Gear potion of cure serious wounds, staff of minor arcana[UE], wand of enervation (CL 8th, 6 charges), wand of vampiric touch (CL 8th, 18 charges)
--------------------
Special Abilities
--------------------
Arcane Bond (Staff of minor arcana) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Command Undead (DC 15) (Su) Receive Command Undead or Turn Undead as a bonus feat.
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Flight (60 feet, Good) You can fly!
Grave Touch (5 rounds, 7/day) (Sp) As a standard action, touch shakes living foe 5 rds (frighten 1 rd if already shaken).
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Life Sight (10 feet, 10 rounds/day) (Su) Gain special blindsight which only sees living and undead.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Obese The ogrekin takes a -2 penalty to Dexterity (minimum score of 1).
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Blood Boil) Pick one spell and cast it as if you were higher level
Thick Skin Improve natural armor bonus by +2.
Time Stutter (1/day) (Sp) Use time stop for 1 round
Varisian Tattoo (Necromancy) Spells from chosen school gain +1 caster level.

Ogre Zombie:

Ogre Zombie CR 5
XP 1,600
Fast advanced ogre zombie (Pathfinder RPG Bestiary 220, 288, 288, 289)
NE Large undead
Init +2; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 20, touch 10, flat-footed 18 (+2 Dex, +10 natural, -1 size, -1 untyped penalty)
hp 65 (10d8+10)
Fort +3, Ref +5, Will +7
Immune undead traits
--------------------
Offense
--------------------
Speed 50 ft.
Melee slam +14 (1d8+12)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 26, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +7; CMB +16; CMD 27
Feats Toughness
Skills Acrobatics +2 (+10 to jump)
Languages Giant
SQ quick strikes
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
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.
Undead Traits Undead have many immunities.

Bedroom:
• No Changes to this encounter

Hucker’s Lair:
• 4 Heroes Hucker Graul and Chuckles and Drooler
• 5 Heroes Hucker Graul and 3 Donkey Rats
• 6 Heroes Hucker Graul and 4 Donkey Rats

Donkey Rat:

Chuckles and Drooler CR 5
XP 1,600
Advanced donkey rat (Pathfinder RPG Bestiary)
N Medium animal
Init +11; Senses low-light vision, scent; Perception +11
--------------------
Defense
--------------------
AC 20, touch 18, flat-footed 12 (+7 Dex, +1 dodge, +2 natural)
hp 78 (6d8+42)
Fort +12, Ref +12, Will +8
--------------------
Offense
--------------------
Speed 40 ft., climb 20 ft., swim 20 ft.
Melee bite +10 (1d8+9)
--------------------
Statistics
--------------------
Str 22, Dex 24, Con 24, Int 2, Wis 22, Cha 12
Base Atk +4; CMB +10; CMD 28 (32 vs. trip)
Feats Dodge, Improved Initiative, Improved Natural Attack (bite)
[b]Skills
Acrobatics +7 (+11 to jump), Climb +18, Perception +11, Stealth +12, Swim +18
--------------------
Special Abilities
--------------------
Climbing (20 feet) You have a Climb speed.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (20 feet) You have a Swim speed.

Hucker Graul:

Hucker Graul CR 8
XP 4,800
Human ogrekin barbarian (unchained) 2/rogue (unchained) 6 (Pathfinder RPG Bestiary 2 204, Pathfinder Unchained 8, 20)
CE Medium humanoid (giant, human)
Init +8; Senses all-around vision, low-light vision; Perception +10
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 16 (+4 armor, +4 Dex, +4 natural, -2 untyped penalty)
hp 122 (8 HD; 6d8+2d12+64)
Fort +11, Ref +9, Will +5
Defensive Abilities danger sense +2, evasion, improved uncanny dodge
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 spiked chain +15/+10 (2d4+18 plus 4d6 sneak attack)
Special Attacks rage (12 rounds/day), rage power (accurate stance +1), sneak attack (unchained) +4d6
--------------------
Statistics
--------------------
Str 23, Dex 18, Con 22, Int 8, Wis 12, Cha 8
Base Atk +6; CMB +13; CMD 24
Feats Accomplished Sneak Attacker, Exotic Weapon Proficiency (spiked chain), Extra Rage, Improved Initiative, Power Attack, Skill Focus (Craft [traps]), Weapon Finesse, Weapon Focus (spiked chain)
Skills Acrobatics +14 (+18 to jump), Climb +14, Craft (traps) +17, Disable Device +18, Handle Animal +9, Perception +10, Stealth +14
Languages Common
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, fast movement, heart of the fields, rogue talents (bleeding attack +4, combat trick, cunning trigger[APG], weapon training), speech impediment, trapfinding +3, vestigial twin
Combat Gear potion of cure moderate wounds; Other Gear +1 hide shirt, +1 spiked chain, amulet of natural armor +1
--------------------
Special Abilities
--------------------
Accurate Stance +1 (Ex) Gain a +1 bonus to melee and thrown weapon att.
All-Around Vision (Ex) You can see in all directions and cannot be flanked.
Bleeding Attack +4 (Ex) Sneak attacks also deal 4 bleed damage/round.
Cunning Trigger (Ex) As a swift action, can trigger any trap in 30 ft that you constructed.
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Heart of the Fields +4 (Craft [traps], 1/day) 1/day, ignore an effect that would make you fatigued or exhausted. +1/2 character level to the selected Craft or Profession skill.
Improved Uncanny Dodge (Lv >=12) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 12+.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 12 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Sneak Attack (Unchained) +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Speech Impediment The ogrekin's mouth and throat are deformed, causing it to slur and stutter. It has difficulty speaking, takes a -2 penalty on all skill checks that rely upon speech, and has a +20% spell failure chance when casting any spell with a verbal component.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Vestigial Twin A malformed twin's head juts out from the ogrekin, providing the ogrekin with all-around vision.

Tendriculos Pit:
• 4 Heroes Muck Graul
• 5 Heroes Advanced Muck Graul
• 6 Heroes Advanced Muck Graul

Muck Graul:

Muck Graul CR 7
XP 3,200
Tendriculos (Pathfinder RPG Bestiary 2 259)
N Huge plant
Init +4; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 20, touch 8, flat-footed 20 (+12 natural, -2 size)
hp 112 (11d8+44)
Fort +11, Ref +5, Will +5
Immune acid, plant traits
--------------------
Offense
--------------------
Speed 20 ft.
Melee bite +10 (2d6+13 plus grab), 2 tentacles +8 (1d6+6 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks paralysis (1d6 rounds, DC 19), swallow whole (2d6 acid + paralysis, AC 16, 11 hp)
--------------------
Statistics
--------------------
Str 24, Dex 10, Con 18, Int 4, Wis 10, Cha 4
Base Atk +8; CMB +14 (+18 grapple); CMD 27 (can't be tripped)
Feats Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Skill Focus (Stealth)
Skills Acrobatics +0 (-4 to jump), Perception +10, Stealth +2 (+10 in undergrowth); Racial Modifiers +8 Stealth in undergrowth
Languages Sylvan (can't speak)
--------------------
Special Abilities
--------------------
Grab: Bite (Huge) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Tentacle (Huge) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Acid You are immune to acid damage.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Paralysis (1d6 rounds, DC 19) This special attack renders the victim immobile. Paralyzed creatures can't move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a F
Plant Traits Plants have many immunities.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Swallow Whole (2d6 acid + paralysis, AC 16, 11 HP) (Ex) You can swallow smaller targets whole.

Kennel:
• 1 Ogrekin Fighter per Hero

Prison:
• 4 Heroes Biggin’
• 5 Heroes Advanced Biggin’
• 6 Heroes Advanced Biggin

Biggin':

Biggin CR 8
XP 4,800
Ogre spider (Pathfinder RPG Bestiary 3 254)
N Huge vermin
Init +4; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 16 (+4 Dex, +8 natural, -2 size)
hp 145 (13d8+52)
Fort +12, Ref +8, Will +5
Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 40 ft., climb 40 ft.
Melee bite +13 (2d8+9 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attacks poison, web (+11 ranged, DC 20, 13 hp)
--------------------
Statistics
--------------------
Str 22, Dex 18, Con 18, Int —, Wis 12, Cha 2
Base Atk +9; CMB +17; CMD 31 (39 vs. trip)
Skills Acrobatics +4 (+8 to jump), Climb +30, Perception +5, Stealth +0; Racial Modifiers +16 Climb, +4 Perception, +4 Stealth
SQ compression
--------------------
Special Abilities
--------------------
Climbing (40 feet) You have a Climb speed.
Compression (Ex) Move through areas 1/4 normal space without squeezing or 1/8 while squeeze.
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Poison: Bite - Injury (+1d4 Dex, DC 22) (Ex) Bite—Injury; save Fort DC 22; freq 1/rd for 6 rds; effect 1d4 Str; cure 1 save.
Tremorsense (60 feet) Sense creatures and objects in contact with ground or water.
Web (+11 ranged, 13 hp, 8/day, DC 20) (Ex) You can set or toss webbing.

AT THIS POINT THE HEROES WILL BECOME 8th LEVEL

Dark Archive

Could you explain how you built the stat block for Biggin? It doesn't match the default creature in Bestiary 3 and can't see how the Advanced template was applied (+4 all stats except Int, +2 natural armor). Is this a special version you created?


I just added additional hit dice to it, like 6 or 7 I think additional Hit Dice increasing its CR by 1 for every 2 HD

The advanced template was not applied cause that can be done on the fly by anyone.

Dark Archive

Ah, thank you, Joey! I'm reviewing your posted stat blocks to get ideas how to modify my encounters for my existing group that is currently in book 5. Sorry if my question came across too strongly. Great work on this post!


Not at all did you look at the guide book in my first post it helps tons. So does hero labs


I am starting my second run through of RotRL. We have six party members and this is going to make my life SO easy. Especially since I may be starting nursing school soon. Keep up the excellent work JV.


Nice! I will definetly use that for the upcoming Hookmountain adventure! :)


I almost have the Fort done that was a very challenging part of the adventure cause of the size of the area and if they mess up and all the Kreegs attack them at once they will easily get over run. So it has been a balancing act for sure.


3 people marked this as a favorite.

Part Two: Retaking Rannick

Patrolling the Area:
*At all times there are 2 Scouting Parties looking for food and Intruders there is a 50% chance of encountering a pair per hour around the Fort. *

*A Hunting Party is sent out if a Scouting Party goes missing.*

Scouting Party:
• 4 Heroes 2 Kreeg Scouts
• 5 Heroes 2 Kreeg Scouts
• 6 Heroes 3 Kreeg Scouts

Kreeg Scout:

Kreeg Scout CR 7
XP 3,200
Ogre rogue (unchained) 6 (Pathfinder RPG Bestiary 220, Pathfinder Unchained 20)
CE Large humanoid (giant)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +12
--------------------
Defense
--------------------
AC 21, touch 12, flat-footed 18 (+4 armor, +3 Dex, +5 natural, -1 size)
hp 105 (10d8+46)
Fort +10, Ref +9, Will +5
Defensive Abilities danger sense +2, evasion, uncanny dodge
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 short sword +11/+6 (1d8+7/19-20) or
. . +1 short sword +11 (1d8+7/19-20)
Space 10 ft.; Reach 10 ft.
Special Attacks sneak attack (unchained) +4d6
--------------------
Statistics
--------------------
Str 22, Dex 16, Con 18, Int 8, Wis 10, Cha 6
Base Atk +7; CMB +14; CMD 27
Feats Accomplished Sneak Attacker, Double Slice, Iron Will, Night Stalker, Stealthy, Two-weapon Fighting, Weapon Finesse
Skills Acrobatics +14 (+18 to jump), Bluff +2, Climb +15, Disable Device +11, Escape Artist +9, Intimidate +2, Perception +12, Sense Motive +4, Sleight of Hand +7, Stealth +16, Survival +8, Swim +10
Languages Giant
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (bleeding attack +4, combat trick, fast stealth), trapfinding +3
Other Gear +1 studded leather, +1 short sword, +1 short sword
--------------------
Special Abilities
--------------------
Bleeding Attack +4 (Ex) Sneak attacks also deal 4 bleed damage/round.
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Night Stalker In shadow/darkness ignore size pen to Stealth and gain +2 bonus.
Sneak Attack (Unchained) +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Hunting Party:
• 4 Heroes 1 Kreeg Fighter and 4 Kreeg Ogres
• 5 Heroes 1 Kreeg Fighter and 6 Kreeg Ogres
• 6 Heroes 2 Kreeg Fighters and 4 Kreeg Ogres

Kreeg Fighter:

Kreeg Fighter CR 8
XP 4,800
Ogre fighter 5 (Pathfinder RPG Bestiary 220)
CE Large humanoid (giant)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +7
--------------------
Defense
--------------------
AC 18, touch 8, flat-footed 17 (+5 armor, +1 Dex, +5 natural, -1 size, -2 untyped penalty)
hp 120 (9 HD; 4d8+5d10+50)
Fort +13, Ref +3, Will +5 (+1 vs. fear)
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 ogre hook +16/+11 (2d8+23/19-20/×3)
Ranged throwing axe +11 (1d8+8)
Space 10 ft.; Reach 10 ft.
Special Attacks weapon training (axes +1)
--------------------
Statistics
--------------------
Str 24, Dex 12, Con 20, Int 6, Wis 12, Cha 6
Base Atk +8; CMB +15; CMD 25
Feats Cleave, Cleaving Finish[UC], Improved Critical (ogre hook), Iron Will, Power Attack, Raging Brute, Weapon Focus (ogre hook), Weapon Specialization (ogre hook)
Skills Acrobatics +0 (+4 to jump), Climb +11, Intimidate +5, Perception +7
Languages Giant
SQ armor training 1
Combat Gear potion of cure moderate wounds; Other Gear +1 hide armor, +1 ogre hook[UE], throwing axe (2)
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Darkvision (60 feet) You can see in the dark (black and white only).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Raging Brute (1 minutes/day) Gain benefits of rage power for 1 minute.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.
Weapon Training (Axes) +1 (Ex) +1 Attack, Damage, CMB, CMD with Axes

Kreeg Ogre:

Kreeg Ogre CR 4
XP 1,200
Ogre fighter 1 (Pathfinder RPG Bestiary 220)
CE Large humanoid (giant)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +5
--------------------
Defense
--------------------
AC 16, touch 8, flat-footed 16 (+3 armor, +5 natural, -1 size, -1 untyped penalty)
hp 55 (5 HD; 4d8+1d10+21)
Fort +10, Ref +1, Will +3
--------------------
Offense
--------------------
Speed 40 ft.
Melee ogre hook +9 (2d8+15/×3)
Ranged throwing axe +4 (1d8+6)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 22, Dex 10, Con 18, Int 6, Wis 10, Cha 6
Base Atk +4; CMB +10; CMD 20
Feats Iron Will, Power Attack, Raging Brute, Weapon Focus (ogre hook)
Skills Acrobatics -1 (+3 to jump), Climb +10, Intimidate +2, Perception +5
Languages Giant
Other Gear hide shirt, ogre hook[UE], throwing axe (2)
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Raging Brute (1 minutes/day) Gain benefits of rage power for 1 minute.
Reckless Abandon (+/-1) (Ex) Trade AC penalty for to hit bonus while raging.

East Gate:
• No Changes to this encounter

Old Guard Post:
• 4 Heroes 1 Kreeg Fighter and 2 Kreeg Ogres
• 5 Heroes 1 Kreeg Fighter and 3 Kreeg Ogres
• 6 Heroes 1 Kreeg Fighter and 4 Kreeg Ogres

Cook House:
• 4 Heroes 1 Kreeg Fighter and 1 Kreeg Ogres
• 5 Heroes 1 Kreeg Fighter and 2 Kreeg Ogres
• 6 Heroes 1 Kreeg Fighter and 3 Kreeg Ogres

South Gate:
• 4 Heroes 1 Kreeg Fighter and 3 Kreeg Ogres
• 5 Heroes 1 Kreeg Fighter and 5 Kreeg Ogres
• 6 Heroes 1 Kreeg Fighter and 6 Kreeg Ogres

New Barracks:
• No Changes to this encounter

Secret Armory:
• No Changes to this encounter

Ravine:
• No Changes to this encounter

Crypt:
• No Changes to this encounter

Lorgus Fenker:

Lorgus Fenker CR 8
XP 4,800
Spectre (Pathfinder RPG Bestiary 256)
LE Medium undead (incorporeal)
Init +7; Senses darkvision 60 ft.; Perception +22
Aura unnatural aura
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 13 (+3 deflection, +3 Dex, +1 dodge)
hp 90 (10d8+30)
Fort +6, Ref +6, Will +10
Defensive Abilities channel resistance +2, incorporeal; Immune undead traits
Weaknesses resurrection vulnerability, sunlight powerlessness
--------------------
Offense
--------------------
Speed 30 ft., fly 80 ft. (perfect)
Special Attacks create spawn, energy drain (2 levels, DC 18)
--------------------
Statistics
--------------------
Str —, Dex 16, Con —, Int 14, Wis 16, Cha 16
Base Atk +7; CMB +10; CMD 24
Feats Blind-fight, Dodge, Improved Initiative, Skill Focus (Perception), Weapon Focus (melee touch attack)
Skills Fly +11, Intimidate +16, Knowledge (history) +12, Knowledge (religion) +15, Perception +22, Stealth +16, Survival +13
Languages Common, Dwarven, Giant
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Create Spawn (Su) Any humanoids slain by a spectre become spectres themselves in 1d4 rounds.

Spawn so created are less powerful than typical spectres, and suffer a -2 penalty on all d20 rolls and checks, receive -2 hp per HD, and only drain one level on a touch
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Drain (2 levels, DC 18) (Ex) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Flight (80 feet, Perfect) You can fly!
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Incorporeal (Ex) You aren't quite here.
Resurrection Vulnerability (Su) A raise dead or similar spell cast on a spectre destroys it (Will negates). Using the spell in this way does not require a material component.
Sunlight Powerlessness (Ex) Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and is staggered.
Undead Traits Undead have many immunities.
Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so unless a master succeeds at a DC 25 Handle Animal, Ride, or wi

Workroom:
• 4 Heroes 1 Kreeg Fighter
• 5 Heroes
• 6 Heroes 1 Kreeg Fighter and 1 Kreeg Ogre

Armory:
• 4 Heroes 1 Kreeg Fighter and 1 Kreeg Ogre
• 5 Heroes 1 Kreeg Fighter and 1 Kreeg Ogre
• 6 Heroes 1 Kreeg Fighter and 1 Kreeg Ogre

Infirmary:
• 4 Heroes 1 Kreeg Fighter 1 Kreeg Fighter
• 5 Heroes 1 Kreeg Fighter 1 Kreeg Ogre
• 6 Heroes 2 Kreeg Fighters

Barracks:
• 4 Heroes 1 Kreeg Fighter and 4 Kreeg Ogres
• 5 Heroes 1 Kreeg Fighter and 6 Kreeg Ogres
• 6 Heroes 2 Kreeg Fighter and 4 Kreeg Ogres

Chapel:
• 4 Heroes Jaagrath Kreeg
• 5 Heroes Jaagrath Kreeg and 2 Kreeg Ogres
• 6 Heroes Jaagrath Kreeg and 1 Kreeg Fighter

Jaagrath Kreeg:

Jaagrath Kreeg CR 11
XP 12,800
Ogre barbarian (invulnerable rager) 8 (Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Bestiary 220)
CE Large humanoid (giant)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +11
--------------------
Defense
--------------------
AC 16, touch 5, flat-footed 15 (+6 armor, +1 Dex, +5 natural, -1 size, -5 untyped penalty)
hp 210 (12 HD; 4d8+8d12+104)
Fort +18, Ref +4, Will +8; +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
DR 10/lethal, 5/—; Resist cold 1, extreme endurance
--------------------
Offense
--------------------
Speed 50 ft.
Melee +1 human -bane ogre hook +22/+17/+12 (2d8+26/19-20/×3 plus 2d6 vs. Human )
Space 10 ft.; Reach 10 ft.
Special Attacks rage (24 rounds/day), rage powers (increase damage reduction +1, no escape, reckless abandon[APG], renewed vigor 2d8+8, superstition +4, witch hunter[APG])
--------------------
Statistics
--------------------
Str 32, Dex 12, Con 26, Int 7, Wis 12, Cha 7
Base Atk +11; CMB +23; CMD 29
Feats Extra Rage Power[APG], Extra Rage Power[APG], Improved Critical (ogre hook), Intimidating Prowess, Iron Will, Power Attack
Skills Acrobatics +0 (+8 to jump), Climb +17, Intimidate +21, Perception +11
Languages Giant
SQ fast movement
Other Gear +2 lamellar (leather) armor[UC], +1 human -bane ogre hook[UE], belt of giant strength +2
--------------------
Special Abilities
--------------------
Damage Reduction (10/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (1) You have the specified Energy Resistance against Cold attacks.
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Increase Damage Reduction +1 (Ex) While raging, your DR increases by 1.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
No Escape (1/rage) (Ex) As an imm action, move up to 2x speed to follow withdrawing foe.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (24 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-3) (Ex) Trade AC penalty for to hit bonus while raging.
Renewed Vigor 2d8+8 Hp (1/day) (Ex) As a standard action while raging, you can heal yourself the listed amount.
Superstition +4 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Witch Hunter +3 (Ex) Bonus to damage spellcasters while raging.

Commanders Quarters:
• 4 Heroes Dorella Kreeg and 1 Kreeg Fighter
• 5 Heroes Dorella Kreeg and 2 Kreeg Fighters
• 6 Heroes Dorella Kreeg and 3 Kreeg Fighters

Dorella Kreeg:

Dorella Kreeg CR 10
XP 9,600
Ogre sorcerer 9 (Pathfinder RPG Bestiary 220)
CE Large humanoid (giant)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +15
--------------------
Defense
--------------------
AC 24, touch 10, flat-footed 24 (+4 armor, +1 deflection, +6 natural, +4 shield, -1 size)
hp 152 (13 HD; 9d6+4d8+74)
Fort +11, Ref +6, Will +11
--------------------
Offense
--------------------
Speed 40 ft.
Space 10 ft.; Reach 10 ft.
Bloodline Spell-Like Abilities (CL 9th; concentration +13)
. . At will—fleeting glance (9 rounds/day)
. . 7/day—laughing touch
Sorcerer Spells Known (CL 9th; concentration +13)
. . 4th (5/day)—confusion (DC 22), crushing despair (DC 22), poison (DC 18)
. . 3rd (7/day)—deep slumber (DC 21), dispel magic, hold person (DC 21), lightning bolt (DC 17)
. . 2nd (7/day)—daze monster (DC 20), hideous laughter (DC 20), invisibility, mirror image, touch of idiocy
. . 1st (7/day)—charm person (DC 17), entangle (DC 15), expeditious retreat, mage armor, shield, sleep (DC 19)
. . 0 (at will)—acid splash, dancing lights, daze (DC 18), detect magic, mage hand, mending, message, read magic
. . Bloodline Fey
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 18, Int 8, Wis 14, Cha 18
Base Atk +7; CMB +12; CMD 23
Feats Combat Casting, Eschew Materials, Greater Spell Focus (enchantment), Improved Initiative, Iron Will, Lightning Reflexes, Spell Focus (enchantment), Toughness, Will of Giants
Skills Acrobatics +0 (+4 to jump), Climb +9, Knowledge (arcana) +3, Perception +15
Languages Giant
SQ woodland stride
Other Gear amulet of natural armor +1, headband of alluring charisma +2, ring of protection +1
--------------------
Special Abilities
--------------------
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fleeting Glance (9 rounds/day) (Sp) As a standard action, turn self invisible as greater invisibility.
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Laughing Touch (7/day) (Sp) As a standard action, if melee touch hits, foe can take only move actions for 1 rd.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Will of Giants You gain immunity to enchantment effects that target only humanoids.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Tribunal:
• 4 Heroes 1 Kreeg Fighter and 2 Kreeg Ogres
• 5 Heroes 1 Kreeg Fighter and 4 Kreeg Ogres
• 6 Heroes 2 Kreeg Fighters and 2 Kreeg Ogres

Lucrecia’s Retreat:
• 4 Heroes Lucrecia
• 5 Heroes Lucrecia and a Scroll of Summon Monster 6 Summoning An Invisible Stalker
• 6 Heroes Lucrecia and a Scroll of Summon Monster 7 Summoning 2 Invisible Stalkers

Lucrecia:

Lucrecia CR 11
XP 12,800
Lamia matriarch sorcerer 3 (Pathfinder RPG Bestiary 2 175)
CE Large monstrous humanoid (shapechanger)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +20
--------------------
Defense
--------------------
AC 33, touch 17, flat-footed 28 (+4 armor, +3 deflection, +5 Dex, +8 natural, +4 shield, -1 size)
hp 190 (15 HD; 3d6+12d10+76)
Fort +10, Ref +15, Will +14
DR 10/adamantine; Immune mind-affecting effects; SR 19
--------------------
Offense
--------------------
Speed 40 ft., climb 40 ft., swim 40 ft.
Melee +1 flaming dagger +22/+17/+12 (1d4+13/17-20 plus 1d6 fire) or
. . +1 frost dagger +22/+17/+12 (1d4+13/17-20 plus 1d6 cold)
Space 10 ft.; Reach 5 ft.
Special Attacks wisdom drain
Spell-Like Abilities (CL 12th; concentration +19)
. . At will—charm monster (DC 21), ventriloquism (DC 18)
. . 3/day—deep slumber (DC 22), dream, major image (DC 20), mirror image, suggestion (DC 22)
Bloodline Spell-Like Abilities (CL 9th; concentration +16)
. . 10/day—laughing touch
Sorcerer Spells Known (CL 9th; concentration +16)
. . 4th (5/day)—dimension door, stoneskin
. . 3rd (8/day)—cure serious wounds, displacement, haste
. . 2nd (8/day)—enthrall (DC 19), hold person (DC 21), invisibility, silence (DC 19)
. . 1st (8/day)—charm person (DC 18), divine favor, entangle (DC 18), mage armor, shield, shield of faith
. . 0 (at will)—dancing lights, daze (DC 19), detect magic, ghost sound (DC 17), mage hand, mending, open/close (DC 17), prestidigitation
. . Bloodline Fey
--------------------
Statistics
--------------------
Str 24, Dex 20, Con 18, Int 16, Wis 14, Cha 24
Base Atk +13; CMB +24; CMD 39 (can't be tripped)
Feats Arcane Strike, Double Slice, Eschew Materials, Greater Two-weapon Fighting, Improved Critical (dagger), Improved Two-weapon Fighting, Inscribe Magical Tattoo, Two-weapon Fighting, Weapon Focus (dagger)
Skills Acrobatics +20 (+28 to jump), Bluff +24, Climb +15, Craft (tattoo) +12, Intimidate +15, Knowledge (arcana) +21, Knowledge (Local) +10, Perception +20, Sense Motive +16, Spellcraft +21, Swim +19; Racial Modifiers +4 Acrobatics, +4 Bluff
Languages Common, Draconic, Giant, Thassilonian
SQ change shape (fixed Medium humanoid form, alter self), undersized weapons, woodland stride
Combat Gear caster's tattoo (lesser), wand of scorching ray (CL 7th, 22 charges); Other Gear +1 flaming dagger, +1 frost dagger, sihedron medallion
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Change Shape (fixed Medium humanoid form, alter self) (Su) You can change your form.
Climbing (40 feet) You have a Climb speed.
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Inscribe Magical Tattoo You can craft magical tattoos.
Laughing Touch (10/day) (Sp) As a standard action, if melee touch hits, foe can take only move actions for 1 rd.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Spell Resistance (19) You have Spell Resistance.
Swimming (40 feet) You have a Swim speed.
Undersized Weapons (Ex) The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.
Wisdom Drain (DC 23) (Su) A lamia matriarch drains 1d4 points of Wisdom each time she hits with her melee touch attack. The first time each round that she strikes a foe with a melee weapon, she also drains 1 point of Wisdom. A DC 21 Will save negates the Wisdom drain. Unlike
Woodland Stride (Ex) Move through undergrowth at normal speed.


Summoned Invisible Stalker:

Summoned Invisible Stalker CR 7
XP 3,200
Invisible stalker (Pathfinder RPG Bestiary 181)
N Medium outsider (air, elemental, extraplanar)
Init +9; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 16 (+5 Dex, +6 natural)
hp 100 (7d10+42)
Fort +11, Ref +12, Will +5
Defensive Abilities natural invisibility; Immune bleed, critical hits, flanking, paralysis, poison, precision damage, sleep, stunning
--------------------
Offense
--------------------
Speed 30 ft., fly 30 ft. (perfect)
Melee 2 slams +12 (2d6+4)
--------------------
Statistics
--------------------
Str 18, Dex 20, Con 22, Int 14, Wis 16, Cha 11
Base Atk +7; CMB +11; CMD 26
Feats Combat Reflexes, Improved Initiative, Lightning Reflexes, Weapon Focus (slam)
Skills Acrobatics +15, Bluff +10, Fly +23, Knowledge (planes) +12, Perception +13, Sense Motive +13, Stealth +15 (+35 while moving or +40 while still vs. foes who can't see invisible), Survival +13
Languages Aquan, Auran, Common
SQ improved tracking
--------------------
Special Abilities
--------------------
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Flight (30 feet, Perfect) You can fly!
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Tracking (Ex) No penalty to survival when tracking at any speed.
Natural Invisibility (Ex) +20/+40 stealth and +2 attack vs. foes who can't see invisibility.

Lizard Warrens:
• No Change to this encounter

AT THIS POINT THE HEROES WILL BECOME 9th LEVEL


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Part Three: The Rain Comes Down

Saving the School Children:
• No Changes to this encounter

The Night Belly Boa:

Night Belly Boa CR 8
XP 4,800
Large anaconda snake (Pathfinder RPG Bestiary 255)
N Large animal
Init +4; Senses low-light vision, scent; Perception +16
--------------------
Defense
--------------------
AC 22, touch 13, flat-footed 18 (+4 Dex, +9 natural, -1 size)
hp 140 (9d8+72)
Fort +13, Ref +10, Will +6
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +15 (1d8+24 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d6+18)
--------------------
Statistics
--------------------
Str 34, Dex 18, Con 24, Int 5, Wis 16, Cha 6
Base Atk +6; CMB +17 (+23 grapple); CMD 33 (35 vs. grapple, can't be tripped)
Feats Improved Grapple, Improved Natural Attack (bite), Power Attack, Skill Focus (Perception), Toughness
Skills Acrobatics +17 (+13 to jump), Climb +20, Perception +16, Stealth +10, Swim +24; Racial Modifiers +8 Acrobatics, +4 Perception, +4 Stealth
--------------------
Special Abilities
--------------------
Climbing (20 feet) You have a Climb speed.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (20 feet) You have a Swim speed.

Black Magga Rises:
• No Changes to this encounter except she will be at full health

Black Magga:

Black Magga CR 15
XP 51,200
Black magga
CE Gargantuan outsider (aquatic, native)
Init +4; Senses all-around vision, darkvision 60 ft.; Perception +22
--------------------
Defense
--------------------
AC 30, touch 6, flat-footed 30 (+24 natural, -4 size)
hp 285 (15d10+165)
Fort +20, Ref +11, Will +9
DR 15/cold iron, 15/magic; Immune death effects, mind-affecting effects, petrification, polymorph; Resist acid 20, cold 20; SR 26
--------------------
Offense
--------------------
Speed 20 ft., swim 60 ft.
Melee bite +25 (2d8+14/19-20), 4 tentacles +20 (2d6+7 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks breath of madness, constrict (2d6+14), energy drain (2 levels, DC 22)
Spell-Like Abilities (CL 15th; concentration +20)
. . Constant—invisibility purge
. . At will—death knell (DC 17), prayer
. . 3/day—demand (DC 23), dimensional anchor, divination, dominate person (DC 20), greater command (DC 20)
. . 1/day—commune, dream, unhallow
--------------------
Statistics
--------------------
Str 38, Dex 10, Con 32, Int 25, Wis 18, Cha 20
Base Atk +15; CMB +33 (+35 bull rush, +37 grapple); CMD 43 (45 vs. bull rush, can't be tripped)
Feats Awesome Blow, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike
Skills Acrobatics +18 (+14 to jump), Intimidate +23, Knowledge (arcana) +25, Knowledge (history) +22, Knowledge (nature) +22, Knowledge (planes) +25, Knowledge (religion) +22, Perception +22, Sense Motive +22, Spellcraft +25, Stealth +6, Survival +19, Swim +40
Languages Aboleth, Abyssal, Aklo, Celestial, Common, Draconic, Giant, Infernal, Thassilonian
SQ transdimensional tentacles, warp dimensions
--------------------
Special Abilities
--------------------
All-Around Vision (Ex) You can see in all directions and cannot be flanked.
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Breath of Madness (1/minute, DC 28) (Su) 1d6 Wis dam & confusion 1d6 rds to creatures in 60 ft cone (Will part).
Damage Reduction (15/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Reduction (15/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Drain (2 levels, DC 22) (Ex) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Energy Resistance, Acid (20) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (20) You have the specified Energy Resistance against Cold attacks.
Grab: Tentacle (Gargantuan) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Death Effects You are immune to death effects.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Petrification You are immune to Petrification.
Immunity to Polymorph You are immune to Polymorph effects.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Spell Resistance (26) You have Spell Resistance.
Swimming (60 feet) You have a Swim speed.
Transdimensional Tentacles (Su) Reach through walls and solid barriers to attack opponents if not dimension locked.
Vital Strike Standard action: x2 weapon damage dice.
Warp Dimensions (DC 28) (Su) Teleporting foes in 300 ft make DC21 CL check. If fail, then lose spell & nausea d6 rds (Fort neg).

Gorger and Chaw’s Lair:
• 4 Heroes 2 Ettins Fighters
• 5 Heroes 2 Advanced Ettin Fighters
• 6 Heroes 3 Ettin Fighters

Ettin Fighter:

Ettin Fighter CR 8
XP 4,800
Ettin fighter 2 (Pathfinder RPG Bestiary 130)
CE Large humanoid (giant)
Init +4; Senses low-light vision; Perception +13
--------------------
Defense
--------------------
AC 20, touch 9, flat-footed 20 (+3 armor, +8 natural, -1 size)
hp 114 (12 HD; 10d8+2d10+38)
Fort +13, Ref +3, Will +5 (+1 vs. fear)
--------------------
Offense
--------------------
Speed 40 ft.
Melee mwk light flail +14/+9 (2d6+13/19-20) or
. . mwk light flail +14/+9 (2d6+10/19-20)
Ranged javelin +8 (1d8+7)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 24, Dex 10, Con 16, Int 6, Wis 10, Cha 12
Base Atk +9; CMB +14 (+16 overrun); CMD 27 (29 vs. overrun)
Feats Cleave, Improved Critical (light flail), Improved Initiative, Improved Overrun, Iron Will, Power Attack, Two-weapon Rend, Weapon Focus (light flail)
Skills Acrobatics +0 (+4 to jump), Handle Animal +9, Intimidate +5, Perception +13; Racial Modifiers +4 Perception
Languages Ettin
SQ superior two-weapon fighting
Other Gear mwk hide shirt, javelin, mwk light flail, mwk light flail
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Improved Overrun You don't provoke attacks of opportunity when overrunning, and foe can't choose to avoid you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Superior Two-Weapon Fighting (Ex) An ettin fights with a flail or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons.

Ettins, or two-headed giants, are vicious and unpr
Two-Weapon Rend Deal extra 1d10+10 if you hit a foe with both main and off hand weapons.

Ogre Demolition Crew:
• 4 Heroes 1 Kreeg Fighter and 4 Kreeg Ogres (None Exhausted)
• 5 Heroes 1 Kreeg Fighter and 6 Kreeg Ogres
• 6 Heroes 2 Kreeg Fighters and 4 Kreeg Ogres

Battlefield:
• One Advanced Troll Per Hero

Advanced Troll:

Troll CR 6
XP 2,400
Advanced troll (Pathfinder RPG Bestiary 268, 288)
CE Large humanoid (giant)
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +12
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 16 (+4 Dex, +7 natural, -1 size)
hp 90 (6d8+54); regeneration 5 (acid or fire)
Fort +14, Ref +6, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +11 (1d8+8), 2 claws +11 (1d6+8)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+12)
--------------------
Statistics
--------------------
Str 26, Dex 18, Con 28, Int 10, Wis 14, Cha 10
Base Atk +4; CMB +13; CMD 27
Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
Skills Intimidate +15, Perception +12, Stealth +4
Languages Giant
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Regeneration 5 (acid or fire) Heal HP quickly and cannot die.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
[

Observation Pool:
• 4 Heroes Grazuul and 1 Grazuul Wife
• 5 Heroes Grazuul and 2 Grazuul Wives
• 6 Heroes Grazuul and 3 Grazuul Wives

Grazuul:

Grazuul CR 10
XP 9,600
Scrag troll fighter 5 (Pathfinder RPG Bestiary 268)
CE Large humanoid (aquatic, giant)
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +13
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 14 (+4 Dex, +5 natural, -1 size)
hp 170 (11 HD; 6d8+5d10+93); regeneration 5 (acid or fire)
Fort +17, Ref +7, Will +6 (+1 vs. fear)
--------------------
Offense
--------------------
Speed 20 ft., swim 40 ft.
Melee +1 vicious adamantine trident +15/+10 (2d6+17/19-20 plus 2d6) or
. . bite +10 (1d8+6), 2 claws +10 (1d6+6)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+10), weapon training (spears +1)
--------------------
Statistics
--------------------
Str 25, Dex 18, Con 26, Int 8, Wis 12, Cha 6
Base Atk +9; CMB +14; CMD 31
Feats Combat Reflexes, Improved Critical (trident), Improved Iron Will, Iron Will, Multiattack, Power Attack, Rending Fury[UC], Weapon Focus (trident), Weapon Specialization (trident)
Skills Acrobatics +4 (+0 to jump), Perception +13, Swim +20
Languages Giant
SQ amphibious, armor training 1
Other Gear +1 vicious adamantine trident
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Regeneration 5 (acid or fire) Heal HP quickly and cannot die.
Rending Fury Need half the normal number of attacks to deal rend damage
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (40 feet) You have a Swim speed.
Weapon Training (Spears) +1 (Ex) +1 Attack, Damage, CMB, CMD with Spears

Grazuul Wife:

Grazuul Wife CR 6
XP 2,400
Advanced scrag troll (Pathfinder RPG Bestiary 268, 288)
CE Large humanoid (aquatic, giant)
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +13
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 16 (+4 Dex, +7 natural, -1 size)
hp 84 (6d8+48); regeneration 5 (acid or fire)
Fort +13, Ref +6, Will +5
--------------------
Offense
--------------------
Speed 20 ft., swim 40 ft.
Melee bite +10 (1d8+7), 2 claws +10 (1d6+7)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+10)
--------------------
Statistics
--------------------
Str 25, Dex 18, Con 27, Int 10, Wis 13, Cha 10
Base Atk +4; CMB +12; CMD 26
Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
Skills Acrobatics +4 (+0 to jump), Intimidate +16, Perception +13, Swim +15
Languages Giant
SQ amphibious
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Darkvision (60 feet) You can see in the dark (black and white only).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Regeneration 5 (acid or fire) Heal HP quickly and cannot die.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (40 feet) You have a Swim speed.

Floodgate Controls:
• 4 Heroes 2 Skull Rippers
• 5 Heroes 2 Advanced Skull Rippers
• 6 Heroes 3 Skull Rippers

Skull Ripper:

Skull Ripper CR 9
XP 6,400
Skull ripper
CN Large construct
Init +3; Senses darkvision 60 ft., low-light vision; Perception +2
Aura dread visage (30 ft., DC 18)
--------------------
Defense
--------------------
AC 24, touch 12, flat-footed 21 (+4 armor, +3 Dex, +8 natural, -1 size)
hp 150 (15d10+30)
Fort +5, Ref +10, Will +7
DR 5/adamantine; Immune construct traits; Resist cold 10; SR 20
--------------------
Offense
--------------------
Speed 40 ft., climb 40 ft.
Melee 2 claws +20 (2d6+17/19-20), sting +15 (1d10+8/19-20)
Space 10 ft.; Reach 10 ft.
Special Attacks behead, grab, poison
--------------------
Statistics
--------------------
Str 28, Dex 16, Con —, Int 6, Wis 14, Cha 12
Base Atk +15; CMB +21 (+25 grapple); CMD 38 (46 vs. trip)
Feats Combat Reflexes, Improved Critical (claw), Improved Critical (sting), Lightning Reflexes, Power Attack, Stealthy, Weapon Focus (claw), Weapon Focus (sting)
Skills Acrobatics +3 (+7 to jump), Climb +17, Escape Artist +5, Stealth +18
Languages Thassilonian (can't speak)
--------------------
Special Abilities
--------------------
Behead (Ex) The skull ripper is an expert at collecting its favorite trophies-skulls-and once it's grappled a foe, it can try to behead its victim with a single gut-wrenching rip. This attempt to tear off the victim's head deals 4d6+18 points of damage-if this d
Climbing (40 feet) You have a Climb speed.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Construct Traits (+30 HP) Constructs have many immunities.
Damage Reduction (5/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dread Visage (30 feet, DC 18) (Su) Skull rippers are fearsome in appearance.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Grab (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison (DC 17) (Ex) Poison deals 1d2 Dex damage, 1/round for 4 rounds, cure 2 consecutive saves.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Spell Resistance (20) You have Spell Resistance.

Infernal Engines:
*There are a set of double doors to this room that have a Sihedron indentation in the center of the door. The door is Arcane locked Caster level 20. To open it either needs to be dispelled or A Sihedron Medallion needs to be placed in the indentation for the doors to open.*


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Part Four: The Haunted Heart

Whitewillow:

The Standing Stones:
• Shortly after the PC reach a clearing, which is resting on more solid ground, the clearing contains a circle of standing stones in its middle. As they approach the standing stones a mysterious-looking woman dressed in a flowing green robe steps out from behind one of the stones. Long green hair hangs down from a hood that covers most of her face, all that can be seen is her soft, white-skinned chin and delicate lips.

• “Greetings, travelers, and welcome to Whitewillow,” she said in a melodious voice. “What brings you here?” She will talk to the PCs and claims to be one of Myriana’s sister and that she is missing from White Willow and that maybe the Hermit can help them find her. (Yap whispers that he doesn’t know her or of this Hermit)

• 4 Heroes 1 Witchfire and 2 Advanced Will O Wisp
• 5 Heroes 1 Witchfire and 3 Advanced Will O Wisp
• 6 Heroes 1 Witchfire and 4 Advanced Will O Wisp

Witchfire:

Witchfire CR 9
XP 6,400
Witchfire (Pathfinder RPG Bestiary 2 284)
CE Medium undead (incorporeal)
Init +10; Senses darkvision 60 ft.; Perception +16
--------------------
Defense
--------------------
AC 25, touch 25, flat-footed 18 (+8 deflection, +6 Dex, +1 dodge)
hp 140 (10d8+80)
Fort +11, Ref +11, Will +10
Defensive Abilities incorporeal, witchflame; Immune fire, undead traits
--------------------
Offense
--------------------
Speed 30 ft., fly 50 ft. (perfect)
Melee incorporeal touch +13 touch (8d6 fire plus witchflame)
Ranged witchflame bolt +13 (8d6 fire plus witchflame)
Spell-Like Abilities (CL 9th; concentration +17)
. . At will—dancing lights, disguise self, ghost sound (DC 18), invisibility, pyrotechnics (DC 20), ray of enfeeblement (DC 19)
. . 1/day—summon (level 4, 2 will-o'-wisps 50%)
--------------------
Statistics
--------------------
Str —, Dex 22, Con —, Int 17, Wis 16, Cha 26
Base Atk +7; CMB +13; CMD 32
Feats Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility
Skills Bluff +18 (+26 to mimic sounds (including accents and speech patterns, if a voice mimic) listened to for at least 10 min), Fly +14, Intimidate +21, Knowledge (Geography) +13, Knowledge (Nature ) +13, Perception +16, Sense Motive +16, Stealth +19
Languages Auran, Common, Giant, Sylvan
SQ sound mimicry (animal noises)
--------------------
Special Abilities
--------------------
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Flight (50 feet, Perfect) You can fly!
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fire You are immune to fire damage.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Incorporeal (Ex) You aren't quite here.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Sound Mimicry (animal noises) (Ex) You can perfectly imitate certain sounds.
Summon (level 4, 2 will-o'-wisps 50%, 1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr
Undead Traits Undead have many immunities.
Witchflame (DC 23) (Su) Any creature damaged by the incorporeal touch or ranged bolt attacks of a witchfire must succeed on a DC 22 Will save or become engulfed in sickly green flames. While these eerie flames deal no additional damage, the affected creature glows as per {i

Will o Wisp:

Will O Wisp CR 7
XP 3,200
Advanced will-o'-wisp (Pathfinder RPG Bestiary 277, 288)
CE Small aberration (air)
Init +15; Senses darkvision 60 ft.; Perception +19
--------------------
Defense
--------------------
AC 30, touch 28, flat-footed 18 (+5 deflection, +11 Dex, +1 dodge, +2 natural, +1 size)
hp 74 (9d8+18)
Fort +5, Ref +14, Will +11
Defensive Abilities natural invisibility; Immune immunity to magic
--------------------
Offense
--------------------
Speed 30 ft., fly 50 ft. (perfect)
Special Attacks shock 2d8
--------------------
Statistics
--------------------
Str 5, Dex 32, Con 14, Int 17, Wis 20, Cha 18
Base Atk +6; CMB +2; CMD 29
Feats Alertness, Blind-fight, Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +23, Bluff +13, Escape Artist +23, Fly +33, Perception +19, Sense Motive +7, Stealth +27 (+47 while moving or +40 while still vs. foes who can't see invisible), Survival +17
Languages Abyssal, Aklo, Common, Draconic
SQ feed on fear
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Darkvision (60 feet) You can see in the dark (black and white only).
Feed on Fear (Su) Any time a will-o'-wisp is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5.
Flight (50 feet, Perfect) You can fly!
Immunity to Magic (Ex) Will-o'-wisps are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.
Natural Invisibility (Ex) +20/+40 stealth and +2 attack vs. foes who can't see invisibility.
Shock 2d8 The Will-o'-Wisp deals 2d8 electricity damage with a melee touch attack.

Heart of Sadness:
• No Changes to this encounter

Myriana:

Myriana CR 11
XP 12,800
Advanced nymph ghost (Pathfinder RPG Bestiary 144, 217, 288)
CG Medium undead (fey, incorporeal)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +27
Aura blinding beauty (DC 29)
--------------------
Defense
--------------------
AC 30, touch 30, flat-footed 22 (+12 deflection, +8 Dex)
hp 180 (10d8+120)
Fort +27, Ref +27, Will +25
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; DR 10/cold iron; Immune undead traits
--------------------
Offense
--------------------
Speed fly 30 ft. (perfect)
Melee corrupting touch +13 touch (11d6)
Special Attacks corrupting gaze (DC 27), telekinesis (DC 27)
Spell-Like Abilities (CL 8th; concentration +20)
. . 1/day—dimension door
Druid Spells Prepared (CL 7th; concentration +13)
. . 4th—dispel magic, reincarnate
. . 3rd—call lightning (DC 21), dominate animal (DC 19), summon nature's ally III
. . 2nd—chill metal (DC 18), flaming sphere (DC 20), gust of wind (DC 20), heat metal (DC 18), warp wood (DC 18)
. . 1st—charm animal (DC 17), entangle (DC 17), faerie fire, obscuring mist, produce flame, speak with animals
. . 0 (at will)—detect magic, flare (DC 18), light, mending
--------------------
Statistics
--------------------
Str —, Dex 26, Con —, Int 20, Wis 22, Cha 34
Base Atk +5; CMB +13; CMD 35
Feats Ability Focus (blinding beauty), Combat Casting, Eschew Materials, Greater Spell Focus (evocation), Spell Focus (evocation)
Skills Diplomacy +25, Escape Artist +21, Fly +29, Handle Animal +22, Heal +16, Intimidate +25, Knowledge (nature) +18, Perception +27, Sense Motive +19, Stealth +29, Swim +29; Racial Modifiers +8 Perception, +8 Stealth
Languages Common, Druidic, Elven, Giant, Sylvan, Treant
SQ inspiration, stunning glance, unearthly grace, wild empathy +28
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Blinding Beauty (DC 29) (Su) Blind humanoids in 30 ft if they look at the nymph (Fort neg). Can suppress as a free action.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Corrupting Gaze (DC 27) (Su) Gaze attack deals 2d10 HP + 1d4 CHA.
Corrupting Touch (DC 27) (Su) Touch does 11d6 damage from aging, ignoring most resistances (Fort half).
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Flight (30 feet, Perfect) You can fly!
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Incorporeal (Ex) You aren't quite here.
Inspiration (Su) Chosen creature gains +4 to Will saves and Craft/Perform checks while carries a mark of favor.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Rejuvenation (Su) Ghosts can return after a few days.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Stunning Glance (DC 27) (Su) As a standard action can stun one creature in 30 ft for 2d4 rds (Fort neg).
Telekinesis (DC 27) (Su) Use Telekinesis every 1d4 rounds.
Undead Traits Undead have many immunities.
Unearthly Grace (Su) This creature adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.
Wild Empathy +28 (Ex) Improve the attitude of an animal, as if using Diplomacy.

AT THIS POINT THE HEROES WILL BECOME LEVEL 10


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Part Five: Harrowing The Hook

Entrance:
• 1 Kreeg Fighter per Hero

Chokepoint:
• 4 Heroes Lunderbud and 2 Kreeg Fighters
• 5 Heroes Lunderbud and 3 Kreeg Fighters
• 6 Heroes Lunderbud and 4 Kreeg Fighters

Lunderbud:

Lunderbud CR 11
XP 12,800
Hill giant fighter 4 (Pathfinder RPG Bestiary 150)
CE Large humanoid (giant)
Init +1; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 25, touch 10, flat-footed 24 (+6 armor, +1 Dex, +9 natural, -1 size)
hp 190 (14 HD; 10d8+4d10+98)
Fort +18, Ref +5, Will +4 (+1 vs. fear)
Defensive Abilities rock catching
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 ironwood greatclub +17/+12/+7 (2d8+24/19-20) or
. . 2 slams +10 (1d8+7)
Ranged rock +7 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (120 feet)
--------------------
Statistics
--------------------
Str 27, Dex 12, Con 24, Int 8, Wis 10, Cha 5
Base Atk +11; CMB +17; CMD 31
Feats Cleave, Cleaving Finish[UC], Devastating Strike[UC], Great Cleave, Improved Critical (greatclub), Improved Vital Strike, Power Attack, Vital Strike, Weapon Focus (greatclub), Weapon Specialization (greatclub)
Skills Acrobatics -1 (+3 to jump), Climb +12, Intimidate +8, Perception +10
Languages Giant
SQ armor training 1
Other Gear +1 scale mail, +1 ironwood greatclub
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Devastating Strike Deal extra damage when using Vital Strike bonus
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (120 feet) (Ex) You can throw big rocks. They hurt.
Vital Strike Standard action: x2 weapon damage dice.

Clanhold:
• 4 Heroes 1 Kreeg Fighter and 12 Kreeg Ogres
• 5 Heroes 2 Kreeg Fighters and 12 Kreeg Ogres
• 6 Heroes 3 Kreeg Fighters and 12 Kreeg Ogres

Circle of Sisters:
• This room is empty

Abandoned Shrine:
• 4 Heroes 3 Annis Hags and Lamatar Bayden
• 5 Heroes 3 Advanced Annis Hags and Lamatar Bayden
• 6 Heroes 3 Advanced Annis Hags and an Advanced Lamatar Bayden
o The Hags have used a Veil to make themselves appear as beautiful woman captives of Lamatar
o Don’t forget Whenever all three hags as a coven are within 10 feet of one another, all three of them can work together to use any of the following spell-like abilities: animate dead, baleful polymorph (DC 18), blight (DC 17), bestow curse (DC 17), clairaudience/clairvoyance, charm monster (DC 17), commune, control weather, dream, forcecage, mind blank, mirage arcana (DC 18), reincarnate, speak with dead, veil (DC 19), vision. If you advance the Hags don’t forget to add the plus two on all DCs

Hags:

The Hags CR 6
XP 2,400
Annis hag (Pathfinder RPG Bestiary 3 16)
CE Large monstrous humanoid
Init +1; Senses darkvision 60 ft.; Perception +14
--------------------
Defense
--------------------
AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, -1 size)
hp 85 (7d10+28)
Fort +8, Ref +6, Will +7
DR 5/bludgeoning; SR 17
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +14 (1d6+8), 2 claws +14 (1d6+8 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 2d6+12)
Spell-Like Abilities (CL 7th; concentration +7)
. . 3/day—alter self, fog cloud
--------------------
Statistics
--------------------
Str 26, Dex 12, Con 18, Int 13, Wis 14, Cha 10
Base Atk +7; CMB +16 (+20 grapple); CMD 27
Feats Alertness, Blind-fight, Great Fortitude, Intimidating Prowess
Skills Acrobatics +1 (+5 to jump), Bluff +7, Diplomacy +7, Intimidate +18, Perception +14, Sense Motive +4, Stealth +7
Languages Common, Giant
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Spell Resistance (17) You have Spell Resistance.

Lamatar Bayden:

Lamatar Bayden CR 10
XP 9,600
Wight ranger 8 (Pathfinder RPG Bestiary 276)
LE Medium undead (cold)
Init +5; Senses darkvision 60 ft.; Perception +21
--------------------
Defense
--------------------
AC 26, touch 14, flat-footed 22 (+5 armor, +4 Dex, +7 natural)
hp 146 (12 HD; 4d8+8d10+56)
Fort +11, Ref +12, Will +8
Immune cold, undead traits
Weaknesses vulnerable to fire
--------------------
Offense
--------------------
Speed 40 ft.
Melee slam +7 (1d6+5 plus 1d6 cold plus energy drain)
Ranged +1 icy burst composite longbow +15/+10/+5 (2d6+12/×3 plus 1d6 cold)
Special Attacks combat style (archery), energy drain (1 level, DC 16), favored enemies (giants +4, humans +2)
Ranger Spells Prepared (CL 5th; concentration +7)
. . 2nd—barkskin, protection from energy
. . 1st—gravity bow[APG], longstrider
--------------------
Statistics
--------------------
Str 18, Dex 20, Con —, Int 12, Wis 14, Cha 18
Base Atk +11; CMB +12; CMD 30
Feats Blind-fight, Deadly Aim, Endurance, Improved Natural Attack (slam), Manyshot, Point-Blank Shot, Power Attack, Skill Focus (Perception), Vital Strike
Skills Acrobatics +4 (+8 to jump), Climb +12, Handle Animal +17, Intimidate +15, Knowledge (geography) +8, Knowledge (nature) +8, Knowledge (religion) +8, Perception +21, Sense Motive +15, Stealth +25, Survival +15; Racial Modifiers +8 Stealth
Languages Common, Giant
SQ create spawn, favored terrains (cold +2, mountainous +4), hunter's bond (companions), resurrection vulnerability, swift tracker, track +4, wild empathy +12, woodland stride
Other Gear +1 chain shirt, +1 icy burst composite longbow (+4 Str)
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Create Spawn (Su) Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a -2 penalty on all d20 rolls and checks, as well as -2 hp per HD. Spawn are under the comman
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Damage: Slam (1d6 cold) (Ex) The creature's attack or attacks deal the specified amount of energy damage in addition to their normal damage.
Energy Drain (1 level, DC 16) (Ex) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Favored Enemy (Giants +4) (Ex) +4 to rolls vs. Favored Enemy (Giants) foes.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Favored Terrain (Cold +2) (Ex) +2 to rolls when in Favored Terrain (Cold).
Favored Terrain (Mountain +4) (Ex) +4 to rolls when in Favored Terrain (Mountain).
Hunting Companions (2 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Cold You are immune to cold damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Resurrection Vulnerability (Su) A raise dead or similar spell cast on a wight destroys it (Will negates). Using the spell in this way does not require a material component.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +4 Add the listed bonus to survival checks made to track.
Undead Traits Undead have many immunities.
Vital Strike Standard action: x2 weapon damage dice.
Vulnerable to Fire You are vulnerable (+50% damage) to Fire damage.
Wild Empathy +12 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

As Dread Kings of Old:
• 4 Heroes Barl Breakbones and a Stone Giant Body Guard and 2 Stone Giant Zombies
• 5 Heroes Barl Breakbones and 2 Stone Giant Body Guards and 2 Stone Giant Zombies
• 6 Heroes Barl Breakbones and 2 Stone Giant Body Guards and 4 Stone Giant Zombies

* I made this encounter a real challenge running it at level +4*

Barl Breakbones:

Barl Breakbones CR 12
XP 19,200
Stone giant necromancer 8 (Pathfinder Campaign Setting: Inner Sea Magic 17, Pathfinder RPG Bestiary 151)
NE Large humanoid (giant)
Init +4; Senses darkvision 60 ft., life sight (10 feet, 8 rounds/day), low-light vision; Perception +25
--------------------
Defense
--------------------
AC 28, touch 13, flat-footed 24 (+4 armor, +4 Dex, +11 natural, -1 size)
hp 221 (20 HD; 8d6+12d8+101)
Fort +15, Ref +11 (+4 to catch a thrown rock), Will +13
Defensive Abilities improved rock catching
--------------------
Offense
--------------------
Speed 40 ft.
Melee mwk earth breaker +18/+13/+8 (3d6+26/19-20/×3) or
. . 2 slams +11 (1d8+10)
Ranged rock +12 (1d8+14)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (180 feet)
Spell-Like Abilities (CL 12th; concentration +12)
. . 3/day—touch of fatigue (DC 12)
Arcane School Spell-Like Abilities (CL 8th; concentration +12)
. . 7/day—grave touch (4 rounds)
Necromancer Spells Prepared (CL 8th; concentration +12)
. . 4th—animate dead, black tentacles, fear (2, DC 20), wall of blindness/deafness[ACG] (DC 20)
. . 3rd—displacement, fireball (DC 17), pain strike[APG] (DC 17), ray of exhaustion (DC 19), vampiric touch (2)
. . 2nd—command undead (DC 18), ghoul hunger (DC 18), ghoul touch (2, DC 18), mirror image, spectral hand
. . 1st—mage armor, magic missile (4), ray of enfeeblement (2, DC 17)
. . 0 (at will)—detect magic, mage hand, read magic, touch of fatigue (DC 16)
--------------------
Statistics
--------------------
Str 27, Dex 19, Con 19, Int 18, Wis 14, Cha 10
Base Atk +13; CMB +18; CMD 36
Feats Arcane Strike, Combat Casting, Craft Wand, Eschew Materials, Greater Spell Focus (necromancy), Improved Critical (earth breaker), Power Attack, Scribe Scroll, Spell Focus (necromancy), Turn Undead, Undead Master[UM], Varisian Tattoo[ISWG], Weapon Focus (earth breaker)
Skills Acrobatics +4 (+8 to jump), Climb +18, Fly +25, Knowledge (arcana) +27, Knowledge (religion) +20, Perception +25, Spellcraft +27, Stealth +20 (+28 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Ettin, Shoanti, Terran, Thassilonian, Varisian
SQ arcane bond (sihedron medallion), power over undead
Combat Gear potion of cure serious wounds (2), potion of fly, wand of enervation (CL 8th, 15 charges); Other Gear mwk earth breaker[UE], headband of vast intelligence +2, sihedron medallion
--------------------
Special Abilities
--------------------
Arcane Bond (Sihedron Medallion) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Gluttony (Necromancy) The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Grave Touch (4 rounds, 7/day) (Sp) As a standard action, touch shakes living foe 4 rds (frighten 1 rd if already shaken).
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Improved Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save with a +4 racial bonus.
Life Sight (10 feet, 8 rounds/day) (Su) Gain special blindsight which only sees living and undead.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rock Throwing (180 feet) (Ex) You can throw big rocks. They hurt.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Turn Undead (DC 14) (Su) Receive Command Undead or Turn Undead as a bonus feat.
Undead Master Animate and command more undead
Varisian Tattoo (Necromancy) Spells from chosen school gain +1 caster level.

Stone Giant Body Guard:

Stone Giant Body Guard CR 10
XP 9,600
Stone giant fighter 2 (Pathfinder RPG Bestiary 151)
NE Large humanoid (giant)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +14
--------------------
Defense
--------------------
AC 24, touch 12, flat-footed 21 (+1 armor, +3 Dex, +11 natural, -1 size)
hp 160 (14 HD; 12d8+2d10+72)
Fort +16, Ref +7 (+4 to catch a thrown rock), Will +7 (+1 vs. fear)
Defensive Abilities improved rock catching
--------------------
Offense
--------------------
Speed 40 ft.
Melee mwk greatclub +21/+16/+11 (2d8+13/19-20) or
. . 2 slams +14 (1d8+4)
Ranged rock +9/+4/-1 (1d8+13)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (180 feet)
--------------------
Statistics
--------------------
Str 28, Dex 16, Con 20, Int 10, Wis 12, Cha 10
Base Atk +11; CMB +21; CMD 34
Feats Deadly Aim, Improved Critical (greatclub), Iron Will, Martial Weapon Proficiency (greatclub), Point-Blank Shot, Power Attack, Precise Shot, Quick Draw, Weapon Focus (greatclub)
Skills Acrobatics +3 (+7 to jump), Climb +13, Intimidate +14, Perception +14, Stealth +5 (+13 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Giant
Other Gear mwk armored kilt, mwk greatclub
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Improved Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save with a +4 racial bonus.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rock Throwing (180 feet) (Ex) You can throw big rocks. They hurt.

Zombie Stone Giant:

Stone Giant Zombie CR 8
XP 4,800
Relentless fast advanced stone giant zombie (Pathfinder Campaign Setting: Classic Horrors Revisited, Pathfinder RPG Bestiary 151, 288, 288, 289)
NE Large undead
Init +5; Senses darkvision 60 ft., scent; Perception +0
--------------------
Defense
--------------------
AC 25, touch 14, flat-footed 20 (+5 Dex, +11 natural, -1 size)
hp 140 (16d8+16)
Fort +5, Ref +10, Will +10
Immune undead traits
--------------------
Offense
--------------------
Speed 50 ft.
Melee slam +22 (1d8+16), 2 slams +22 (1d8+11)
Ranged rock +16 (1d8+16)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 32, Dex 20, Con —, Int —, Wis 10, Cha 10
Base Atk +12; CMB +24; CMD 39
Feats Toughness
Skills Acrobatics +5 (+13 to jump), Climb +19; Racial Modifiers +4 to survival when tracking by scent
Languages Common, Giant
SQ quick strikes
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Darkvision (60 feet) You can see in the dark (black and white only).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
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.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Undead Traits Undead have many immunities.


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So there are the first three books

I hope you guys have enjoyed it.

Someone asked about a word doc of the monster write ups would people be interested in this I can do some work on hero labs and make it happen but I want to know its wanted before I do it.


As someone who regularly referenced your original work for my party of 6, is there any way to convince you to keep going? We're in the middle of the raid that kicks off book 4.


Oh im not stopping I was just saying I was half way done LOL.

I plan on running all the way through.


:) Again, appreciation for your work. :)


Dude, this is AWESOME. Keep going.


Is there anything in the format anyone would like changed or modified?

Dark Archive

I think you have a very good format, especially with using the spoiler html. Makes it very concise and easy to follow/read. Thank you!

Now hurry up and finish before my players complete book 5!!! LOL
:-P :) :) :) :) :) :-P


Im trying im almost done with the raid


3 people marked this as a favorite.

The Fortress of The Stone Giant:

Part One: Stones Over Sandpoint

The Northgate Siege:
• One Stone Giant per Hero

Stone Giant:

Stone Giant CR 8
XP 4,800
Stone giant (Pathfinder RPG Bestiary 151)
N Large humanoid (giant)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +12
--------------------
Defense
--------------------
AC 23, touch 12, flat-footed 20 (+3 Dex, +11 natural, -1 size)
hp 132 (12d8+60)
Fort +13, Ref +7 (+4 to catch a thrown rock), Will +7
Defensive Abilities improved rock catching
--------------------
Offense
--------------------
Speed 40 ft.
Melee mwk greatclub +15/+10 (2d8+22) or
. . 2 slams +9 (1d8+7)
Ranged rock +7/+2 (1d8+13)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (180 feet)
--------------------
Statistics
--------------------
Str 28, Dex 16, Con 20, Int 10, Wis 12, Cha 10
Base Atk +9; CMB +16; CMD 32
Feats Iron Will, Martial Weapon Proficiency (greatclub), Point-Blank Shot, Power Attack, Precise Shot, Quick Draw
Skills Acrobatics +3 (+7 to jump), Climb +13, Intimidate +12, Perception +12, Stealth +5 (+13 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Giant
Other Gear mwk greatclub
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Improved Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save with a +4 racial bonus.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rock Throwing (180 feet) (Ex) You can throw big rocks. They hurt.

Chaos at Tanner’s Bridge:
• 4 Heroes 3 Stone Giants and 3 Dire Bears
• 5 Heroes 3 Stone Giants and 4 Dire Bears
• 6 Heroes 4 Stone Giants and 4 Dire Dears

Dire Bear:

Dire Bear CR 7
XP 3,200
Dire bear (Pathfinder RPG Bestiary 31)
N Large animal
Init +6; Senses low-light vision, scent; Perception +12
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, -1 size)
hp 120 (10d8+60)
Fort +13, Ref +9, Will +6
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +14 (1d8+8), 2 claws +14 (1d6+8 plus grab)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 26, Dex 14, Con 22, Int 2, Wis 12, Cha 10
Base Atk +7; CMB +16 (+20 grapple); CMD 28 (32 vs. trip)
Feats Endurance, Improved Initiative, Iron Will, Run, Skill Focus (Perception)
Skills Acrobatics +2 (+6 to jump with a running start, +6 to jump), Perception +12, Swim +20; Racial Modifiers +4 Swim
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Dragonfire Inferno:
• There is no change to this encounter except for the changes to Longtooth in general

Longtooth:

Longtooth CR 12
XP 19,200
Juvenile dragon fire-infused red (Pathfinder RPG Bestiary 98)
CE Large dragon (fire)
Init +6; Senses dragon senses, smoke vision; Perception +17
Aura frightful presence (120 ft., DC 19)
--------------------
Defense
--------------------
AC 34, touch 11, flat-footed 32 (+4 armor, +2 Dex, +15 natural, +4 shield, -1 size)
hp 208 (13d12+78); fire healing 1
Fort +14, Ref +10, Will +9
Defensive Abilities elemental body; Immune fire, paralysis, sleep
Weaknesses vulnerable to cold
--------------------
Offense
--------------------
Speed 50 ft., fly 200 ft. (poor); firewalking (200 ft.)
Melee bite +16 (3d6+23/19-20 plus 1d6 fire), 2 claws +15 (1d8+16 plus 1d6 fire), tail slap +10 (1d8+23 plus 1d6 fire), 2 wings +10 (1d6+8 plus 1d6 fire)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (40-ft cone, DC 22, 8d10 fire), fire breath (6d6 fire, 30 feet, DC 22, 1/1d4 rounds), heat (1d6 fire)
Spell-Like Abilities (CL 13th; concentration +16)
. . At will—detect magic, pyrotechnics (DC 15)
Sorcerer Spells Known (CL 3rd; concentration +6)
. . 1st (6/day)—mage armor, shield, vanish[APG] (DC 14)
. . 0 (at will)—arcane mark, detect magic, mage hand, open/close (DC 13), read magic
--------------------
Statistics
--------------------
Str 24, Dex 14, Con 22, Int 16, Wis 12, Cha 16
Base Atk +13; CMB +17; CMD 33 (37 vs. trip)
Feats Arcane Strike, Hover, Improved Critical (bite), Improved Initiative, Improved Natural Attack (bite), Power Attack, Quick Draw, Weapon Focus (bite)
[b]Skills
Acrobatics +15 (+23 to jump), Appraise +19, Bluff +19, Diplomacy +19, Fly +12, Intimidate +19, Knowledge (arcana) +19, Perception +17, Spellcraft +19
Languages Common, Draconic, Giant, Thassilonian
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Breath Weapon (40-ft cone, 8d10 fire, usable every 1d4 rounds, DC 22) As a standard action, affect an area with elemental damage (Ref half).
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (120 feet) You can see in the dark (black and white only).
Dragon Senses (Ex) See four times as well as a human in dim light and twice as well in normal light.
Elemental Body (Ex) 25% change to avoid bleed, precesion, poison, paralysis, sleep or stunning effects and damage.
Fire Breath (1/1d4 rounds, DC 22) (Su) 30 ft., 6d6 fire, Reflex DC 22 half, 1/1d4 rounds
Fire Healing (Ex) Heal 1 hp/round in contact with fire. 1 hp/10 hp magical fire damage.
Firewalking (200 ft.) (Su) Walk, climb, and fly when in contact with fire.
Flight (200 feet, Poor) You can fly!
Frightful Presence (120 feet, 5d6 rds, DC 19) This special quality makes a creature's very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range i
Heat (1d6 fire) The creature generates so much heat that its mere touch deals additional fire damage. The creature's metallic melee weapons also conduct this heat.
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Immunity to Fire You are immune to fire damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Smoke Vision (Ex) Vision is not hindered by smoky conditions.
Vital Strike Standard action: x2 weapon damage dice.
Vulnerable to Cold You are vulnerable (+50% damage) to Cold damage.

Mill Pond:
• 4 Heroes Teraktinus and 2 Stone Giants
• 5 Heroes Teraktinus and 3 Stone Giants
• 6 Heroes Terakinus and 4 Stone Giants

Teraktinus:

Teraktinus CR 12
XP 19,200
Stone giant ranger 4 (Pathfinder RPG Bestiary 151)
CE Large humanoid (giant)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +21
--------------------
Defense
--------------------
AC 30, touch 14, flat-footed 26 (+5 armor, +1 deflection, +4 Dex, +11 natural, -1 size)
hp 204 (16 HD; 12d8+4d10+100)
Fort +18, Ref +12 (+4 to catch a thrown rock), Will +7
Defensive Abilities improved rock catching
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 dwarf-bane heavy pick +22/+17/+12 (2d6+11/19-20/×4 plus 2d6 vs. Dwarf) or
. . +1 light pick +22/+17 (1d8+11/19-20/×4) or
. . 2 slams +17 (1d8+5)
Ranged rock +12 (1d8+15)
Space 10 ft.; Reach 10 ft.
Special Attacks combat style (two-weapon combat), favored enemy (dwarves +2), rock throwing (180 feet)
Ranger Spells Prepared (CL 1st; concentration +3)
. . 1st—lead blades[APG]
--------------------
Statistics
--------------------
Str 30, Dex 18, Con 22, Int 10, Wis 14, Cha 12
Base Atk +13; CMB +24; CMD 39
Feats Double Slice, Endurance, Improved Critical (heavy pick), Improved Critical (light pick), Improved Two-weapon Fighting, Power Attack, Two-weapon Fighting, Two-weapon Rend, Weapon Focus (heavy pick), Weapon Focus (light pick)
Skills Acrobatics +4 (+8 to jump), Intimidate +6, Knowledge (geography) +5, Knowledge (nature) +5, Perception +21, Stealth +19 (+27 in rocky terrain), Survival +15; Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Giant
SQ favored terrain (mountainous +2), hunter's bond (companions), track +2, wild empathy +5
Other Gear +2 hide shirt, +1 dwarf-bane heavy pick, +1 light pick, ring of protection +1
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Dwarves +2) (Ex) +2 to rolls vs. Favored Enemy (Dwarves) foes.
Favored Terrain (Mountain +2) (Ex) +2 to rolls when in Favored Terrain (Mountain).
Hunting Companions (2 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Improved Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save with a +4 racial bonus.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rock Throwing (180 feet) (Ex) You can throw big rocks. They hurt.
Track +2 Add the listed bonus to survival checks made to track.
Two-Weapon Rend Deal extra 1d10+15 if you hit a foe with both main and off hand weapons.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Beer or Death:
• 4 Heroes 3 Stone Giants
• 5 Heroes 4 Stone Giants
• 6 Heroes 5 Stone Giants

Looting Scarnetti Manor:
• One Stone Giant per hero

Retreat!:
• Teraktinus is Slain.
• Longtooth is slain of forced to flee back to the Jorgenfirst
• Over half the combined Stone Giants and Dire Bears are slain not including Teraktinus


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Part Two: Journey to the Jorgenfist:

AT THIS POINT THE HEROES WILL BECOME LEVEL 11

Ogre Cattle Rustlers:
• One Ogre Cattle Rustler per hero

Ogre Cattle Rustler:

Ogre Cattle Rustler CR 8
XP 4,800
Ogre barbarian (invulnerable rager) 5 (Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Bestiary 220)
CE Large humanoid (giant)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +10
--------------------
Defense
--------------------
AC 15, touch 6, flat-footed 14 (+4 armor, +1 Dex, +5 natural, -1 size, -4 untyped penalty)
hp 145 (9 HD; 4d8+5d12+68)
Fort +15, Ref +3, Will +7; +3 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
DR 3/—, 6/lethal; Resist extreme endurance
--------------------
Offense
--------------------
Speed 50 ft.
Melee +1 ogre hook +17/+12 (2d8+25/19-20/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks rage (17 rounds/day), rage powers (no escape, reckless abandon[APG], superstition +3, witch hunter[APG])
--------------------
Statistics
--------------------
Str 30, Dex 12, Con 24, Int 6, Wis 12, Cha 6
Base Atk +8; CMB +18; CMD 26
Feats Extra Rage Power[APG], Extra Rage Power[APG], Improved Critical (ogre hook), Iron Will, Power Attack
Skills Acrobatics +0 (+8 to jump), Climb +14, Intimidate +7, Perception +10
Languages Giant
SQ fast movement
Other Gear mwk lamellar (leather) armor[UC], +1 ogre hook[UE]
--------------------
Special Abilities
--------------------
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Damage Reduction (6/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white only).
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
No Escape (1/rage) (Ex) As an imm action, move up to 2x speed to follow withdrawing foe.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (17 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.
Superstition +3 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Witch Hunter +2 (Ex) Bonus to damage spellcasters while raging.

Storval Stairs:
• Two Hill Giants per Hero

Hill Giant:

Hill Giant CR 7
XP 3,200
Hill giant (Pathfinder RPG Bestiary 150)
CE Large humanoid (giant)
Init -1; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 20, touch 8, flat-footed 20 (+3 armor, -1 Dex, +9 natural, -1 size)
hp 110 (10d8+50)
Fort +12, Ref +2, Will +5
Defensive Abilities rock catching
--------------------
Offense
--------------------
Speed 40 ft.
Melee mwk greatclub +13/+8 (2d8+16) or
. . 2 slams +6 (1d8+5)
Ranged rock +1 (1d8+10)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (120 feet)
--------------------
Statistics
--------------------
Str 25, Dex 8, Con 20, Int 6, Wis 10, Cha 7
Base Atk +7; CMB +13; CMD 24
Feats Furious Focus[APG], Iron Will, Martial Weapon Proficiency (greatclub), Power Attack, Weapon Focus (greatclub)
Skills Acrobatics -1 (+3 to jump), Climb +13, Intimidate +5, Perception +6
Languages Giant
Other Gear mwk hide shirt, mwk greatclub
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.
Rock Throwing (120 feet) (Ex) You can throw big rocks. They hurt.

Iron Peak Patrol:
• Four Heroes 3 Stone Giants and 3 Dire Bears
• Five Heroes 4 Stone Giants and 4 Dire Bears
• Six Heroes 5 Stone Giants and 5 Dire Bears

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