I plan on making a side quest based around Father Grimburrow. When the party begins to explore the prison they will find a Weeping Skeleton that just so happens to be the Fathers "Falsely Imprisoned Brother." Explaining why the good father and his clerics had not dealt with the problem since it was to much for him to face the horrors of his past and i also like the idea of the towns people being slightly afraid and respectful of the good father. Anyway the party will hopefully take the diplomatic route and try to free the brother from his souls imprisonment by proving his innocence with evidence gathered within what remains of the prison. Anyway the meat of it is this:
:The royal family member killed a fellow in a rage and the brother had stumbled upon the mishap getting framed for it when the guards arrived. Being beaten by the guards so that he could not speak in his own defense they framed him with the murder. Hauling him off to harrowstone. Left chained in his cell his innocent soul was tormented as he was burned alive in the fire.
Proof
: Wardens journal holds an investigation on some of his guards and the possibility of there corruption that he as investigation with a list of possible innocent inmates w/ Gorban Grimburrow as one of the victims.
:Use Speak with Dead on the victim buried in the graveyard.
:Tormented Guard's Ectoplasmic Essence raving about it's hidden treasure and it's need to leave and enjoy it. Hinting that the PC's need to search the Guard dorms to find a hidden cache containing this fellows journal and 200gp. DC 15 Perception if they encoutner this fellow first or DC 20 Perception to find it by searching the area beforehand.
They can Bluff Gorban's skeletal spirit with a DC 25 Bluff check to disperse the haunt by telling him they have proved his innocence to the town and cleared the Grimburrow name. If they Fail this Bluff check the skeleton becomes:
Enraged Gorban:
Gorban Grimburrow CR 3
XP 800
*A Medium Undead (Human, Fire)
Init +6; Senses Perception +10
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DEFENSE
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AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
hp 25 (4d8+8)
Fort +3, Ref +2, Will +4
DR 5/Bludgeoning Immunity Fire
Weaknesses Cold Vulnerability
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OFFENSE
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Speed 30 ft.
Melee 2 claws +4 (1d4+1 plus 1d6 Fire)
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STATISTICS
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Str 12, Dex 12, Con 0, Int 12, Wis 10, Cha 14
Base Atk +3; CMB +4; CMD 15
Languages Common
SQ Undead Traits
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SPECIAL ABILITIES
Fiery Aura (Ex)
Creatures adjacent to a burning skeleton take 1d6 points of fire damage at the start of their turn. Anyone striking a burning skeleton with an unarmed strike or natural attack takes 1d6 points of fire damage.
Fiery Death (Su)
Gorban explodes into a burst of flame when it dies. Anyone adjacent to the skeleton when it is destroyed takes 1d6 points of fire damage. A Reflex save (DC 11) halves this damage.
Enraged Gorban bursts into flames shattering the rusted chains holding him in his cell as he charges cursing the PC's for attempting to deceive and yelling at them to end his torment. Dousing with Holy Water will suppress the fire affects for 1d4+1 rounds delaying Fiery Death until this affect fades. Also allowing for a DC 25 Diplomacy or DC 30 Intimidate check to return him to a coherent state.
Or they can actually gather the evidence and prove him innocent bringing Father Grimburrow to face his past and ask forgiveness of his brother for not believing in his innocence the whole time. Gaining the party 3 Trust with the town and The Temple to offer healing for free to the party even if they have not yet met the requirements or some such boon.
Just wanted to post this up here to maybe get some feedback and anything i could add or adjust. I know the monster looks strong dealing with a party of 5 and for the most part there very experienced so i'm not to worried about that. Anyway thoughts?
Hmm interesting stuff here. I had them roll initiative checks to determine how they arrived and gave the PC's all letters from Kendra requesting they attend his funeral on the day they should show up. Depending on who was from where they showed up at different times, but all in all attended the funeral at the same time. Some meeting before hand, while others met at the funeral. I told my group about the undead just due to the fact i didn't want them to make a character that did almost nothing to undead and just feel useless almost the entire game. If you didn't tell them you could always toss in some Looters or maybe some other type of low level monsters hiding in various parts of the prison just to make the non undead spec'd people feel useful and appreciated.
Have a small group of 3-5 people was wondering if there was anyone or any groups of people looking for more members or to join up. Currently running a campaign of lvl 7 atm. Post here or toss me an email at garandor@gmail.com if interested. Just moved back to the Roanoke area. Our schedule plans are every Sunday usually but if we find were free during the week we meet up randomly then aswell.
*(Trait)Resilient: Gain a +1 trait bonus on Fortitude saves.
*(Trait)Quick Reactor: Gain a +1 trait bonus on Reflex saves.
* Extra Hex - Cackle
* Improved Initiative - +4 bonus on initiative checks
* Extra Hex - Misfortune
•Bonus Feat: Humans select one extra feat at 1st level.
•Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Class Abilities:
Hex (DC=10 + 1/2 the witch’s level + the witch’s Intelligence modifier.
*Evil Eye (Su):A target within 30' takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect.
*Cackle (Su):Cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
*Healing (Su): This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds
*Misfortune (SU): cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
dagger
travel sack w/
- 7 days rations, bedroll, 20' frayed rope, commoner's outfit
Masterwork ceremonial silk armor
everburning torch
1 smokestick
1 thunderstone
2 tanglefoot bags
2 potions / cure light wounds
2 scrolls of mage armor
1 scroll of ghostbane dirge
1 scroll of obscuring mist
383 gp
Background:
Lucretia the Vile, despoiler of Ansolon, terror of the western marches. Ebenezer’s little girl.
He never did figure out where he and her mother had gone wrong, but somewhere along the way their sweet, talented daughter had grown into one of the most powerful wizards of her generation, and one of the most villainous. The stories of her atrocities and vile experiments are used to scare little children even now, ten years after brave and noble adventures put her in the grave. Eb understood why it had to be done, but it broke his heart nonetheless. Her brutal rise to power and subsequent fall had cost him everything. His wife fled in shame, his neighbours shunned and cursed him, his business failed, and when the toad in the gutter started talking to him he knew that his love for his daughter had cost him his sanity as well.
Or had it? He couldn’t make out everything the toad said, but he understood enough. Enough to learn things. Enough to begin to believe that his darling daughter wasn’t completely gone after all. Redemption for both of them might still be within reach. All he had to do was follow where the toad led, decipher the clues it whispered to him, and use the powers it taught him to do…something. That last part was still a little unclear, but Eb was sure he would figure that out as he went.
Familiar:
Lucretia the Vile - affectionately known as "Lulu"
Toad, Diminutive animal
Init +1; Senses low-light vision, scent; Perception +5
DEFENSE
AC 15, touch 15, flat-footed 14 (+1 Dex, +4 size)
hp 7 (HD= char lvl, HP = half PC)
Fort +0, Ref +3, Will +5
OFFENSE
Speed 5 ft.
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 1, Dex 12, Con 6, Int 1, Wis 15, Cha 4
Base Atk +1; CMB –3; CMD 2 (6 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +5, Stealth +21; Racial Modifiers +4 Stealth
Special Abilities: +3 to master's HP, Alertness, improved evasion, share spells, empathic link