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Contributor, RPG Superstar. Organized Play Member. 102 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


Dark Archive Contributor, RPG Superstar aka Leandra Christine Schneider

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Lol, I knew that some kind of coding joke would show up someday :P. You can tell your Argonauts that it was a good one and I laughed about it despite the final round stress ;-)
(Christine loves simple jokes and the fact that *sneak attack!*...seriously thats the single best d&d one ever!)

I want to thank everyone for putting your faith in me and I will try to submit a proposal that lives up to your expectations.

As for my reply to this rounds entry, I have to apologize. Initially I hoped to be not so brief, but time is my opponent these days, so please excuse the short reply (especially Mr. Evans, you put much work into your discourse about volcano eruptions and I fear my short replies might be less than your work deserves).

Orcs, why orcs?
I decided on the monsters for this encounter after thinking up the scenery (volcano, chase) and I knew that I needed something with a low initial CR to adjust them with NPC class levels, so I could make relatively low CR opponents with lots of HPs (~HD) and fair BAB/DMG values. Monster "mobs" are usually easily defeated by a few area spells and are therefore rarely a threat. These orcs are not really CR 1...they are a mathy CR 1, but in actual play they are much tougher and able to challenge a 6th lvl party.
With this restriction, not many monsters were left to choose from and while I had a look at Hobgoblins, Bugbears and even Dwarves, the chaotic, battle hungry and violent orc style was exactly what I was looking for.
I read an article about the "Hell's Angels" before coming up with the encounter :P
...also this one is weird enough without farspawned legendary formorians for most campaigns (except for Booms campaign of course :P )

Lots of Equipment
I couldn't add more HD/Levels to the orcs because it would have sent the EL through the roof and give the false impression that this encounter is written for a higher level party. So I decided that these creatures were wealthy, which also added to their uniqueness because it gave them a background of being able to craft sleds, weapons, armor, and brew potions (the shaman would have had the feat if he had stats).

The volcano issue
I know this won't be sufficient and maybe even a little disappointing, but my main reason for choosing the (relatively simple) avalanche mechanic was space.
After already touching the 2000 word bar, I needed to keep it as tight as possible to make the encounter read- and playable. There was already so much going on with the main focus on the "chase scene" that the volcano had to play its role as a cool scenery but not as the main actor.
This brings us to the second reason for using the avalanche. Lethality. As Mr. Evans pointed out so well, a full volcanic eruption and especially these pyroclastic flow thingies are super-deadly. TPKing a group after their hard-bought victory against flaming orcs seemed even too cruel for me :P...so I made it much less deadly than it might be realistically while still hoping that the suspension of disbelieve could be held.

but...a little fire dmg...
Yes, that would have been a good addition. With only a sentence I could've made half of the avalanche dmg fire-typed. I missed that and I'd definitely add it in a rewrite.

...and it blows up a little fast too.
I went with the cineastic route and took the removal of the magical totem statue as the excuse for the fast eruption. Adding more magical visuals to the show could make it more believable (...in a fantasy way...it is funny that magic makes things more realistic in d&d, isn't it?).

Moving the Idol after the Encounter
The shaman's super sled will do wonderful as its adamantine vats reduce friction to a minimal degree making it possible to move things nearly regardless of their weight (as long as you don't have to move up-hill :P)....of course the adamantine will bite into the stone and leave trails that can be followed for centuries...even by orcs...

Getting their sleds back up...
The orcs usually walk, with sleds strapped to their back and a few farmers-soon-to-be-sacrifices under their arms. Str 17 is strong ;-) (The shaman's sled is usually carried by four orcs, while the shaman still sits on its top enjoying this benefit of lordship.)

Dark Archive Contributor, RPG Superstar aka Leandra Christine Schneider

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CHASE ON CHARRED GROUND
(EL 7 or 9)

“Faster, faster, faster, until the thrill of speed overcomes the fear of death.“
- Hunter Thompson

ENCOUNTER BACKGROUND
This encounter is set at the top of the Charred Peak, a broiling, slag covered volcano and home of the Ashscar orc tribe. Since time immemorial, Ashscar raiders are a menace to this gloomy land and the screeching of their bone-forged sleds is greatly feared by the people living from the rich harvests the volcanic soil produces. A sled is built from the carcass of an orc’s ancestor and reinforced with bones taken from the region's fierce beasts. Racing it down the mountain to capture more fiery sacrifices, is the greatest joy and honor for an orc warrior.

The PCs braved this hot and hostile environment to seize the Brazen Juggernaut, an ancient magical statue and a centrepiece of the ongoing adventure. After sneaking or fighting their way through the orcish settlement, the heroes crammed the oversized, two thousand pounds heavy idol into the only vehicle capable of moving this behemoth.
Nearly 15 ft. long and 10 ft. wide, the sled of the tribal shaman is as much an object of prestige as it is a vessel. Constructed from the bones of a manticore, adorned with the skulls of the clan’s greatest leaders, and fitted with adamantine lined vats it is capable of bearing this impressive load.
The encounter starts when the PCs guide the sled into one of the ash coated half-tunnels formed from solidified lava, which act as the orc’s high speed paths to the volcano’s base. There, they begin a murderous chase with sled driving, battle hungry orc warriors on their heels.
(Note: This is likely the end of a series of encounters without the chance to rest for the PCs)

OUTLINE AND REFERENCE
Round 1, start – Three sleds manned with a total of six Ashscar orcs chase the PCs (see Ancestral Riders).
Round 2, start – Two Ashscar orcs attempt to board the PC’s sled. (see Ancestral Riders)
Round 2, end – The volcano emits a low growl. (see Volcano!)
Round 3, start – Karak crosses the PC’s path. (see The Flaming Mane)
Round 3, end – An earthquake shakes the mountain. (see Volcano!)
Round 4, start – Karak slams into the PC’s sled. (see The Flaming Mane)
Round 5, end – The PC’s lava channel splits. (see Obstacles)
Round 8, end – The lava tunnels terminate in a ramp. (see Obstacles)
Round 9, end – The volcano erupts. (see Volcano!)

SETUP AND PLAY
Light: Gloomy daylight. No concealment or light sensitivity.
Sound: Orcish war cries and the sled’s high pitched screeches.
Important rules: Avalanches, Bull Rush, Climb, Difficult Terrain, Trip Attacks, and Tactics below.

At the start of the encounter, draw the large sled on the grid and allow the PC’s to place their characters anywhere on the vehicle. Point out, that the craft can only be steered from one of the top squares (marked in red) and that all of its spaces are difficult terrain.
After that, place the three orc sleds according to the tactical map, with two orc warriors on each sled (you could use small pieces of cardboard to represent the sleds).
During the encounter, the small sleds move at a speed of approximately 300 ft. per round and the large sled at approximately 270 ft. per round. Illustrate this movement by moving the sleds only according to their relative distance and only at the end of a combat round.
Usually, this means that the small sleds are placed 30 ft. (6 squares) closer to the large sled after everyone has acted in the current round. Sideway movement is only possible for the small sleds. Each round they can move 5 ft. (1 square) to their left or right. In addition, they do not need to use their full speed and may move less, if they want to.
Because of the half-pipe nature of the lava canals, the heavy sled rests at the centre of the course. It cannot move sideways or reduce its speed, although steering it has other benefits as described in the Tactics section.

TACTICS
During an unusual fight like this, several additional options are available to the PCs and their opponents. The most likely ones are described here.

Steering the large sled: A PC located on the front square of the sled (marked in red), can spend a move action to influence the movement of the vehicle. If the PC makes a successful Ride check (DC 15), he can increase the sled’s speed by 10 ft. for the current round (only one such check can be made per round).
If the PC tries to use the brakes in an attempt to reduce the overburdened sled’s speed, it suddenly jerks and the rarely used brakes rip off, trailing a shower of sparks behind. They were not meant to stop a vessel that heavy and there is no easy way to end this hellish fast trip.
Leaving the large sled unguided has no effect since its extreme weight and broad construction stabilize it enough that it will make the trip on its own.

Steering a small sled: A small sled can be steered by weight shifting from any of its squares. Every round, this requires a move action and a Ride check (DC 10) by one of its passengers. Failure results in a crash that removes the sled as well as its riders from the encounter. The crashing riders also take damage (see Falling off). Ashscar orcs usually succeed on this check automatically.
A well steered small sled is 30 ft. faster than the large sled and can move an additional 5 ft. sideways (not diagonally) during a combat round. Sled movement never provokes attacks of opportunity.

Falling off: Creatures falling off a sled take 2d6 points of damage (Reflex save DC 15 for half damage) and are likely unable to continue to participate in this encounter.

Attacking from a sled: Attacking works as usual, sleds are too open to provide any kind of cover.

Jump over: When adjacent to an empty square on a different sled, creatures may try to board the vehicle. Jumping off their sleds requires a move action as well as a Jump check (DC 15). This is a very risky manoeuvre and failing the jump check causes the creature to fall off (see above).

Bull Rush: A character being bull rushed, or shoved from the large sled in a similar fashion, has one last hope of catching himself. Succeeding on a Reflex save (DC 15) allows the character to cling to the sled (see below).

Clinging to the shaman’s sled: Creatures holding themselves at the side of the sled are considered to be climbing (Wall DC 10). They move at the vehicles speed and remain in the nearest empty square adjacent to the sled. Climbing fully onto the vessel requires a move action as well as a Climb check (DC 10). This provokes attacks of opportunity.

Attacking the sleds: The small sleds have a hardness of 5 and 40 hp. The shaman’s sled has a hardness of 8 and 300 hp.

ANCESTRAL RIDERS
Read or paraphrase the following text:

Everything is in rapid motion. Waves of smoke wash across your vehicle as it dashes through the steep, ash filled lava channel, trailing a cloud of grey dust behind. Suddenly, there is the echoing sound of primal war cries, and a split second later, three small sleds skate into view. Despite the motion blur you can clearly see the bloodthirsty warriors behind you and you instantly realize that only a few heartbeats separate them from their target.

The vengeful orcs of the Ashscar tribe will do everything in their power to liberate their shaman’s sled from the outlanders.
At the beginning of the encounter, they already caught up with their prey and only a few feet stand between them and their prize. During their turn, they will attack with thrown javelins (targeting obvious spellcasters first) and try to close with the larger vehicle. Shouting angry cries of war the orcs will switch to melee weapons as soon as they are close enough and some might even try to jump onto the larger sled (see Tactics).
At the start of the second round, two additional Ashscar orcs will leap from the sides of the lava channel onto the PC’s sled. They make a Jump check (DC 18). If successful, place them on the sled, otherwise describe their fatal failure and remove them from the encounter.
If any orcs are alive and on their own sled at round 8, they finally break pursuit, knowing that they are unable to make the jump over the lava stream.

Spoiler:
This brutish humanoid’s skin is ash grey and covered with hundreds of artfully cut scars. He brandishes a gigantic, axe and his eyes are as black as the steel from which his weaponry is forged. Fuelled by an unearthly fury, the scars on his skin glow with hot, orange light as he charges into the fray.

Ashscar Orc CR 1
Fiendish orc warrior 3
CE Medium humanoid (extraplanar, orc)
Init +0; Senses darkvision 60 ft.; Listen -2, Spot -2

Defense
AC 14, touch 10, flat-footed 14
(+4 chainshirt)
hp 23 (3d8+3 and 1d8+3 temporary)
Fort +4, Ref +1, Will -1; +1 against fear effects
Resist cold 5, fire 5; SR 8

Offense
Spd 30 ft.
Melee masterwork greataxe +8 (1d12+4/x3) or
shortsword +7 (1d6+3)
Ranged javelin +4 (1d6+3)
Space 5 ft.; Reach 5 ft.
Special Attacks smite good

Tactics
Before Combat Ashscar orcs quaff a potion of aid before combat. Their stats have been adjusted for this effect.
During Combat Orcs gang up against a single individual, striking it down with their heavy axes before choosing another victim. If facing an especially difficult opponent, they try to bull rush him off the sled.
Morale Ashscar orcs perceive death differently. They never flee battle.
Base Statistics hp 16, masterwork greataxe +7, shortsword +6, javelin +3, no bonus on saves against fear effects.

Statistics
Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Base Atk +3; Grp +6
Feats Skillfocus (jump), Skillfocus (ride)
Skills Jump +4, Ride +9
Languages Common, Orc
SQ light sensitivity
Other Gear chainmail, 3 javelins, masterwork greataxe, shortsword,
Special Abilities

Light Sensitivity (Ex)
Orcs are dazzled in bright sunlight or within the radius of a daylight spell.

Smite Good (Su) Once per day the creature can make a normal melee attack to deal 3 extra points of damage against a good foe.

VOLCANO!
As described in the adventure, the theft of the totem has caused the volcano to wake from its uneasy slumber.
At the end of the second round, the mountain emits a low growl. Any character can make a Knowledge (nature) or Survival check (DC 15) to realize that the volcano is about to erupt. Characters aware of that fact are not surprised by the earthquake that shakes the mountain in the third round.
At the end of the third round, the ground shakes violently. Any character standing upright has to succeed on a Reflex save (DC 15) or fall prone. Creatures aware of the earthquake gain a +4 competence bonus on this save.
At the end of the ninth round, the volcano finally erupts, annihilating the (mostly evacuated) orc settlement, filling the lava tubes with molten stone and showering the region with a hail of stones and ash. Creatures at the top of the mountain (up to point 4 on the map) are treated as if within the bury zone of an avalanche (see DMG) while those between point 4 and 8 are in the slide zone.
Characters at the bottom (past point 8 on the map) of the mountain only take 2d6 points of damage (Reflex save DC 15 to avoid). If the heroes are subject of the more severe effects of the avalanche, increase the Encounter Level to 9 and award XP for a CR 7 threat.

THE FLAMING MANE
The orc known as Karak the Flaming Mane is the shaman’s son and feared for his combat prowess, cunning and fiendish powers. He yearns to prove his worth to his father by reclaiming what was taken by the PCs. Racing along an alternate route down the mountain, he catches up with the PCs later in the encounter.
During the third round of combat Karak’s alternate course features a jumping ramp that catapults his sled across the PCs’ path. He can easily be seen by anyone on the large sled and the orcs fight especially reckless this turn.
At the start of the fourth round, Karak’s path meets the hero’s route again and this time he proves his daredevil nature. In a stunning manoeuvre, he crashes his sled down on the top of the PC’s vehicle, while catching his own fall with his wings. Everyone on top of the craft takes 1d6 points of damage. Place Karak on an empty square of the sled. If there is no such square, move an Ashscar orc to a clinging position on the sled.

Spoiler:
This winged orc is a living inferno. His clothes are ablaze and everything except a heavy black breastplate is on fire. Untouched by the heat of the flames, the creature grins gleefully and in his clawed hands a barbed chain quivers, hungry to flay the flesh from his opponent’s bones.

Karak, the Flaming Mane CR 5
Half-fiend orc fighter 4
CE Medium outsider (native, orc)
Init +2; Senses darkvision 60 ft.; Listen -1, Spot -1

Defense
AC 18, touch 12, flat-footed 16
(+5 breastplate, +2 Dex, +1 natural)
hp 49 (4d10+20 and 1d8+3 temporary)
Fort +9, Ref +3, Will +0; +1 against fear effects
DR 5/magic; Immune poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 14

Offense
Spd 20 ft.; fly 20 ft (average)
Melee +1 spiked chain +13 (2d4+11) and bite +7 (1d6+3) or
2 claws + 12 (1d4+7) and bite +7 (1d6+3)
Ranged javelin +7 (1d6+7)
Space 5 ft.; Reach 5 ft.
Special Attacks smite good

Spell-Like Abilities (CL 4):
3/day--darkness
1/day--desecrate

Tactics
Before Combat Karak used potions of aid and bear’s endurance before combat. His stats have been adjusted for these effects. Also, he drenched himself and his clothes with oil and lit it on fire. The fire burns during the entire encounter, dealing 1d3 points of damage to Karak (no damage because of his fire resistance) and anyone grappling him.
During Combat Karak knows that his spiked chain is a superior weapon. Every round he uses it to trip (+11) his opponents, possibly earning attacks due to his Improved Trip feat.
Morale If reduced to less than 20 hp while fighting a melee threat, he uses his Combat Expertise feat to full effect (-4 attack +4 AC).
As a last resort, Karak uses his wings to leap off the sled. Although he is unable to match the sled’s speed, he will follow the PCs and attack them in the Ash fields (point 9 on the map), utilizing his flight and reach.
Base Statistics hp 41, +1 spiked chain +12, claw + 11, bite + 6, javelin +6, Fort +7, no bonus on saves against fear effects, Con 16.

Statistics
Str 24, Dex 15, Con 20, Int 14, Wis 8, Cha 8
Base Atk +4; Grp +11
Feats Combat Expertise*, Combat Reflexes*, Exotic Weapon Proficiency (spiked chain), Improved Trip*, Skillfocus (ride)
Skills Climb +10, Intimidate +2, Jump +10, Ride +12, Tumble +2
Languages Abyssal, Common, Draconic, Orc
SQ light sensitivity
Combat Gear cure moderate wounds potion (2); Other Gear breastplate, 3 javelins, +1 spiked chain
Special Abilities

Light Sensitivity (Ex)
Orcs are dazzled in bright sunlight or within the radius of a daylight spell.

Smite Good (Su) Once per day the creature can make a normal melee attack to deal 4 extra points of damage against a good foe.

OBSTACLES
Any character steering the sled at the end of the fifth round, has to make a difficult choice. Read or paraphrase the following text:

As your sled screeches around another curve in the lava tube, the view clears and reveals a split in your path. The channel on your right hand side is filled with a cloud of choking ash, while the one on the left hand side seems to be composed of shiny black and very smooth stone. Within the blink of an eye, you have to make your choice!

Allow all PCs to make a Spot check (DC 20, characters with stonecunning gain a +4 circumstance bonus on this check). Successful characters realize that the stone’s blackness is oil that leaks from the ground since the recent earthquake.
Depending on their choice, the sixth and seventh round of the encounter is affected by the terrain they travel through. If the sled was not steered in the fifth round, choose the path it takes randomly.
The right path is filled with clouds of ash. All creatures have to hold their breath and are blinded during the two rounds. The DCs of any checks required to steer a vehicle are increased by 4 during this time.
The left path is slick with flammable oil that covers all vehicles and creatures travelling through it. Any source of fire (including the Flaming Mane) instantly ignites the oil. It burns for 3 rounds dealing 1d6 points of fire damage per round.
At the end of the eighth round, the lava tubes terminate in a ramp that launches the PC’s sled across a burning lava stream. The sled takes 4d6 points of damage and comes to a surprisingly soft halt in the nearby ash field (difficult terrain). Continue combat at the base of the flame-spewing mountain until the PCs defeat their opponents, then jump to “Concluding the Encounter”.

CONCLUDING THE ENCOUNTER
If the PCs’ escape is successful, the eruption of the volcano will distract the orcs for a few days until they regroup and attempt to strike back. They are eager to reclaim sled and statue, and believe that only these items will calm the fire god’s wrath. If Karak was killed, his father will seek bloody revenge and abuse the orcs' blind faith for his own vendetta.

Treasure: Due to its unusual construction, the orc sled can be used as an impressive sled or carriage (see PHB, transport) or it can be sold for 2000 gp to an interested collector. If Karak was killed, his +1 spiked chain likely got entangled somewhere on the sled.

Ad Hoc XP Award: Fighting these well equipped orcs on their home terrain is significantly more difficult. Award +10% XP for any defeated orc and also award XP for orcs that were simply outrun instead of being killed.

ADAPTING THE ENCOUNTER

Spoiler:
  • This encounter also works in other environments. A snowy mountain with tubes of ice or a mud covered hill with dried riverbeds and a mudslide.
  • If there are more than four adventurers, you should increase the size of the shaman’s sled.
  • This encounter is challenging for a party of 6th to 7th level. You can increase the challenge by advancing the monsters, but spellcasters of a higher level might circumvent most of the encounter’s dangers.

Dark Archive Contributor, RPG Superstar aka Leandra Christine Schneider

1 person marked this as a favorite.

MIND THE MACHINE

“How I, then a young girl, came to think of, and to dilate upon, so very hideous an idea?”

-Mary Shelly

Presented Monsters:

Complexity Golem (CR 15)
A universal equation so intricate and complex, it gained an otherworldly sentience of its own.

Dungeon Core (CR 8)
Located at the centre of a dungeon complex, this amalgam of brain, spine and chain causes the very structure it inhabits to come to life and fight any intruders.

Dream Distilled Creature Template (CR +1)
Drawn from the world of dreams by an ingenious alchemical process, these distorted reflections of creatures or individuals become terrifying foes or precious allies.

Thematic Link:
The most dreadful creatures are those we create ourselves. Their bodies crafted in the image of our most sinister thoughts, they inspire fear because they are a part of us instead of being created by nature, chance or some greater evil.
The three creatures presented here are linked by being literally born from the minds of their makers – a thought, a dream and even brain and personality itself replace ordinary steel, stone or clay in the creation of these alien and soulless monsters.
Furthermore, these creatures have several mechanical features in common. They are of the “Construct” type and can be used by players and DMs alike. The “Construction” paragraph in their description details how they can be created by a character with the “Craft Construct” feat and the “Dream Distilled Creature Template” features a level adjustment.
Although all three monsters can be used in the same adventure, they do not depend on each other and function separately if they need to.

COMPLEXITY GOLEM

(Complexity Golems are usually invisible. See the “Incomprehensible” ability for details.)
The creature appears large and heavy, drifting swiftly and silently towards you. Faintly humanoid in shape it is composed of impossible angles, sharp-edged spheres and mono-dimensional planes in all colours and none. Its perfect existence disproves reality where it touches it, yet you seem to witness a flaw in its mind breaking supremacy.

A complexity golem is a cosmic equation designed to come to life. Created by the incredibly intelligent minds of accomplished wizards or psions, these creatures undertake every action their masters command in a logical and systematic way. While able to follow even most difficult commands, a complexity golem is alien to this world and its basic laws. Unable to grasp the meaning of emotion, life and linear time they seem to be mindless and disembodied automatons to us.

Complexity Golem CR 15
Always N Large Construct (Incorporeal)
Init +2; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0

Defense
AC 14, touch 14, flat-footed 12
(+3 deflection, +2 Dex, -1 size)
hp 129 (18d10+30)
Fort +6, Ref +8, Will +6
Defensive Abilities incomprehensible
DR 5/-; Immune immunity to magic, immunity to psionics

Offense
Spd fly 30 ft. (perfect)
Melee 2 incorporeal touches +15/+15 (disprove existence)
Space 10 ft.; Reach 10 ft.
Special Attacks disprove existence

Tactics
Before Combat Usually a complexity golem is instructed to follow its opponents prior to confrontation in an attempt to analyze their strategy.
During Combat A complexity golem is able to fight tactically. It flanks, disarms and sunders when it is appropriate.
Morale If ordered to, these creatures fight until they are destroyed.

Statistics
Str -, Dex 15, Con -, Int -, Wis 11, Cha 16
Base Atk +13; Grp -
Feats -
Skills -
Languages Common
SQ construct traits, incorporeal traits

Special Abilities

Disprove Existence (Su) The attacks of a complexity golem disprove the fundamental laws that allow their opponents to exist. A creature hit by a complexity golem’s touch is affected by a disintegrate spell (CL 15, DC 19). The save DC is Charisma based. This ability has no effect when used against a complexity golem.

Immunity to Magic (Ex) A complexity 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 disintegrate spell heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points that fade away after 1 minute.
A feeblemind spell cast at a complexity golem applies a -6 penalty to its Charisma score and negates the golem’s invisibility. Both effects last 1d6 rounds.
The golem gets no saving throw against any of these effects and they never miss because of its incorporeality.

Immunity to Psionics (Ex) Complexity golems are immune to effects that are subject to power resistance. In addition, certain powers function differently against the creature, as noted below.
A psionic disintegrate power heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points that fade away after 1 minute.
An insanity power manifested against a complexity golem causes the golem to act as if confused for 1d6 rounds.
The golem gets no saving throw against any of these effects and they never miss because of its incorporeality.

Incomprehensible (Ex) A complexity golem’s structure is ungraspable by all but the most extraordinary minds. As a result the creature is invisible. This ability is constant, allowing a complexity golem to remain invisible even when attacking. It is inherent and not subject to the invisibility purge spell.
A creature with an Intelligence score of 20 or greater can see the golem despite this ability. In addition it can choose to make Will instead of Fortitude saves against the golem’s disprove existence ability.

Ecology
Environment Any
Organization Solitary or gang (2-4)
Treasure None
Alignment Always neutral
Advancement 19-26 HD (Large), 27-34 HD (Huge)
Level Adjustment -

ECOLOGY
Constructed with the creator’s mental image deeply ingrained in its existence, a complexity golem is mostly loyal to its master. Despite the fact that it is dangerous to control an entity so alien to the most basic principles of the human way of life, many spellcasters covet the prestige of commanding a living prove of their own intelligence.
Driven by logic alone, a complexity golem will commit even the worst atrocities against nature to complete its mission. Some gods have come to consider the construction of this creature to be an anathema to their own creation and therefore a cosmic crime.
CONSTRUCTION
A complexity golem has no body that needs to be created. It is an invented principle drawn to the world of the living by magic and thought alone. Creating an equation that complex is a herculean effort, since many of its variables are hidden in obscure bits of knowledge. The creator needs to uncover an uncountable number of these secrets to complete his equation.
History books, religious scrolls, dungeon maps and other seemingly unrelated texts containing the necessary information have to be obtained. This requires three separate Knowledge (any three) checks DC 30 as well as the expense of 10,000 gp.
CL 17th; Craft Construct, disintegrate, limited wish, caster must be at least 17th level and have an Intelligence score of at least 25; Price 170,000 gp; Cost 90,000 gp + 7200 XP or
ML 17th; Craft Psionic Construct, psionic disintegrate, bend reality, manifester must be at least 17th level and have an Intelligence score of at least 25; Price 170,000 gp; Cost 90,000 gp + 7200 XP.

ADVANCED COMPLEXITY GOLEM
A complexity golem of huge size can only be seen by someone with an Intelligence score of at least 24 (see the “Incomprehensible” ability). In addition, its “Disprove Existence” ability acts as a maximized disintegrate spell with a caster level of 19.

USE IT TONIGHT

Spoiler:
  • Slaying a complexity golem sometimes causes the knowledge it was created from to be imprinted on its vanquisher. You might want to simulate this by showering a victorious player with several handouts, ranging from "meaningless" to "next adventure hook".
  • Lacking the intelligence to craft a complexity golem himself, a magician has created an expensive dream distilled copy. Unfortunately, the first weakly worded commands allowed it to break free of its feeble master.

DUNGEON CORE

A massive pillar of rusty steel, cogs and moving iron chains dominates the room. Oil seeps from several cracks like black blood pouring out of a wound. Its stench fills the air and mingles with the smell of raw meat. At the centre of the pillar, greyish coils of flesh form a bloated, pulsating brain and its twitching spine. As it witnesses your presence, the movement of cogs and chains accelerates while angry sparks rain down like orange waterfalls.
The almost human scream of metal grinding against metal echoes through the hall.

A dungeon core is the heart of a gigantic creature that controls a whole building. It is rooted to a structure, bound to its creator, and to a degree it is part of both. Charged with the protection and defence of a dungeon or other stationary building, it commands a deadly assortment of spells as well as the ability to control doors, traps and all other mechanical features of its home.
The core itself is a massive pillar of steel interlinked with a dazzling amount of moving chains and gears that disappear into nearby walls. Like a spider in its web, a humanoid brain with attached spine resides at its heart.

Dungeon Core CR 8
Usually N Large Construct
Init -5; Senses darkvision 60 ft., low-light vision; Listen +17, Spot +17

Defense
AC 8, touch 4, flat-footed 8
(-5 Dex, +4 natural, -1 size)
hp 85 (10d10+30); fast healing 1
Fort +3, Ref -2, Will +5
Defensive Abilities foil teleport; DR 10/adamantine

Offense
Spd -
Melee slam +1 (1d6-5)
Space 10 ft.; Reach 10 ft.

Spell-Like Abilities (CL 10th):
At will—detect magic, quickened message
1/day--alarm, dispel magic, hold portal, illusory wall (DC 17), minor image (DC 15), obscure object (DC 15), see invisibility, silence (DC 15), stone shape
1/week--animate objects, telekinesis (DC 18), wall of stone (DC 18)

Tactics
Before Combat As soon as it is aware of intruders within its area of control, it alerts allies with its message ability and proceeds to close and lock strategically placed doors to guide the trespassers towards traps and easily defendable positions.
If its enemies prove to be serious threats, the dungeon core starts to use its limited spell-like abilities to hinder them or to enhance its allies in combat. If it is in no immediate danger, it always uses its foil teleport ability.
During Combat The dungeon core tires to hold opponents at bay with any spell-like abilities it still has as well as desperately calling for help with its message ability.
Morale A dungeon core can’t flee battle, but it tries to parley if left without other options.

Statistics
Str 1, Dex 1, Con -, Int 17, Wis 14, Cha 16
Base Atk +7; Grp +6
Feats Alertness, Negotiator, Quicken Spell-Like Ability (message)
Skills Concentration +13, Diplomacy +5, Knowledge (arcana) +10, Knowledge (religion) +9, Knowledge (dungeoneering) +16, Listen +17, Sense Motive +4, Spot +17
Languages Common, Giant, Goblin, Terran; telepathy (see bound to creator)
SQ bound to creator, construct traits, control area

Special Abilities

Bound to Creator (Ex) A dungeon core is permanently bound to its creator. They can communicate telepathically at any distance as long as they are on the same plane and while he is within the dungeon core’s area of control, he can’t be flanked or flat-footed.
If a dungeon core is destroyed, its creator takes 2d6 points of Intelligence damage.

Control Area (Ex) The area within 300 ft. of the dungeon core’s position is treated as its controlled area and the dungeon core has several abilities within it. It can see and hear (make Spot and Listen checks) from any manufactured wall within the area. As a move action, it can open, close, lock or unlock any door, activate or deactivate any trap or any other similar mechanical feature in the area. In addition, any spell-like ability it activates may origin from any wall in the area instead of originating from the core itself (touch spells can affect anything that touches a wall).
A character with the trapfinding class feature can make a Search check (DC 10 + 1 per HD of the dungeon core) to detect the presence of a dungeon core and a Disable Device check (DC 20 + 1 per HD of the dungeon core) removes a 5ft. square from the dungeon core’s area of control for 1 hour.
A dungeon core is permanently rooted to the spot where it was created and can’t be moved from the position it occupies. It automatically resists all trip, bull rush or other attempts to move it.

Foil Teleport (Su) A dungeon core can counter any spell with the teleportation descriptor, if the spell teleports anything into a space within the core’s area of control. The spell has no effect and the dungeon core takes 1d6 points of damage per level of the countered spell. This ability activates automatically without requiring an action.

Ecology
Environment Underground
Organization Solitary
Treasure Standard
Alignment Same as creator (Usually neutral)
Advancement 9-12 HD (Large), 13-16 HD (Huge)
Level Adjustment -

ECOLOGY
Nearly helpless when faced in battle, a dungeon core is terrified of anything that could penetrate its defences. This paranoia causes it to overreact easily and more than one wizard has lost precious dungeon dwellers to blade and poison of suddenly activating traps.
In addition to this inborn fear, a dungeon core is a fiercely territorial creature. While it does not demand to be the most powerful creature within its realm, it expects a certain respect and acknowledgement for the protection it grants. Anyone ignoring this request, except its creator, will be either hindered or even attacked as soon as the core witnesses a chance.
Aside from these habits, the personality of the core resembles that of its creator to an unsettling degree and some dungeon cores even have faint memories from a time before their creation.

CONSTRUCTION
Creating a dungeon core is a two-step process. Installing the mechanical features and enhancing the structure the core is going to inhabit costs 1000 gp per HD of the dungeon core and requires a Craft (trapmaking) check (DC 10 + the dungeon core’s HD). The process requires one week per HD, during which the creator must be able to work within the area the dungeon core is going to control.
After completing this work, the creator must suffer through an hour-long and excruciatingly painful process. After swallowing a mixture of alchemical compounds, he grows a second brain and spine. Both have to be cut from the body to be installed as the new formed sentience of the creature (the required cure serious wounds spell takes care of the wound this process inflicts).
CL 12th; Craft Construct, animate objects, cure serious wounds, imbue with spell ability caster must be at least 12th level; Price 40,000 gp; Cost 25,000 gp + 2000 XP

ADVANCED DUNGEON CORE
A dungeon core’s “control area” ability increases in size as it gains HD. Add 30 ft. to the radius of the controlled area for every HD the creature gains. If the dungeon core advances to huge size, its 1/day spell-like abilities become usable at will and its 1/week abilities usable 1/day (CL equal to HD).

USE IT TONIGHT

Spoiler:
  • Two dungeon cores have been created with their areas of control nearly touching. Both constructs are keen on destroying the other and they use everything their respective dungeons have to offer. This includes any PC stumbling into this game of “Kill the Core”.
  • Recently awoken to a psychic consciousness, this ancient dungeon core gained the “phrenic creature” template. It locked its dungeon down and has started to repay its inhabitants for their disrespectfulness. Being imprisoned inside a dungeon waging war on itself, the PCs can take sides or exploit the situation.

DREAM DISTILLED CREATURE

A dream distilled creature is the mercury-extracted essence of an entity from the dreams of a sleeping person. Through the hands of a gifted alchemist, dragons, devils, deceased friends or even the dreamer itself can be plucked from the hazy dream world and sculpted into a creature of near lifelike resemblance.
The resulting construct has roughly the same habits, abilities and sometimes even memories of the original creature as well as mysterious dream powers, but in direct comparison it always seems flawed and lifeless.

CREATING A DREAM DISTILLED CREATURE

“Dream Distilled” is an inherited template that can be added to any creature (referred to hereafter as the base creature).
A dream distilled creature uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: A dream distilled creature’s type changes to construct and it gains the augmented subtype paired with the creature’s original type if appropriate. Do not recalculate base attack bonus, HD, saves or skill points. Size is unchanged.

Abilities: Str -2, Dex -2, Int -2, Wis -2, Cha -2. Abilities are not reduced below 3. Ignore the adjustment if it would lower the base creature’s ability further. A dream distilled creature has no Constitution score, adjust its hit points accordingly and add bonus hit points based on the creature’s size.

Special Qualities: A dream distilled creature gains the damage reduction and living dream special qualities as well as additional special qualities as listed below.

Damage reduction (Su)
2/adamantine (if 9 HD or less) or 5/adamantine (if 10 HD or more).

Living Dream (Ex)
Formed out of a dream, certain spells affect a dream distilled creature differently. A sleep spell repairs 1d12 points of damage, a deep slumber spell repairs 3d12 points of damage, a dream spell repairs 5d12 points of damage and a nightmare spell deals 5d12 points of damage. Additionally, a dream distilled creature regains 1 hit point per HD, if it remains motionless and in contact with an intelligent sleeping creature for 8 hours.

Dream Distilled: A dream distilled creature gains one of the special qualities listed below if it has 9 HD or less or two special abilities if it has 10 HD or more. Despite their names, the choice of special abilities is not restricted by the exact dream the creature is created from, since every dream contains traces of the abilities presented.

Dream Haze(Su) Surrounded by a hazy dream shroud, any creature ending its turn in a space adjacent to the creature, is dealt 1d4 points of nonlethal damage per 2 HD of the dream distilled creature (at least 1d4). If more than one creature with this ability is adjacent, only the creature with the most HD deals damage. A dream distilled creature may activate or deactivate this ability as a free action.

Fever Dream (Su) Distorted and smouldering, this creature warps the ground it threads upon. If it uses a move action to move, the spaces the creature occupied the end of the last round is treated as impassable terrain that doesn’t block lines of effect for 1 round. A dream distilled creature is never hindered by this ability and may activate or deactivate it as a free action.

Nightmare Born (Su)
Creatures fighting a nightmare born monster are either locked in battle or inclined to keep their distance. Any opponent starting its turn adjacent to the dream distilled creature can’t take a 5ft. step this round. This is a mind-affecting fear effect.
Additionally, the dream distilled creature is immune to the nightmare spell.

Recurring Dream (Su) Instead of being destroyed, these creatures can recreate themselves from the minds of their friends. Once per day, instead of being reduced to 0 HP or below by a damage dealing effect, the creature can make a Will save (DC = damage dealt). If successful, the dream distilled creature instantly teleports to a space adjacent to an ally within 30ft. (as the dimension door spell) and remains at 1 HP, leaving only a silver cloud of mercury behind.
If no ally is present, this ability has no effect.

Wishful Dream (Su)
Radiating pure hope, the presence of the dream distilled creature inspires its allies to fight valiantly. At the start of a combat encounter, any ally adjacent to the dream distilled creature gains 2 temporary hit points per HD of the dream distilled creature. This is a mind-affecting effect. The temporary hit points fade away at the end of the encounter and never stack with those granted by the wishful dream ability of other dream distilled creatures.

CR: +1
Organization: Solitary or same as base creature.
Alignment: Any (usually same as base creature)
Level Adjustment: +2

SAMPLE DREAM DISTILLED CREATURE

Spoiler:

The small humanoid has the nose of a bat, chipped and pointed ears and almost glowing yellow eyes. The odour of faeces and untreated furs surrounds it, forming a visible cloud of vapour that dulls your senses. There seems to be more to these fumes than a disgusting reek and your skin grows numb as you prepare to defend yourself against the blows of the beast’s rusty morningstar.

Dream Distilled Goblin CR 1
Usually NE Small Construct (Augmented Humanoid, Goblinoid)
Init +0; Senses darkvision 60 ft., low-light vision; Listen +1, Spot +1
Aura dream haze 5 ft.

Defense
AC 14, touch 11, flat-footed 14
(+1 size, +2 leather armor, +1 light shield)
hp 14 (1d8+10)
Fort +2, Ref +0, Will -2
DR 2/adamantine

Offense
Spd 30 ft.
Melee morningstar +1 (1d6-1)
Ranged javelin +2 (1d4-1)
Space 5 ft.; Reach 5 ft.

Tactics
During Combat A dream distilled goblin starts combat by throwing its javelin. It hopes that his opponents will close to melee and become victims of his dream haze.
Morale A dream distilled goblin flees combat if reduced to 5 HP or less.

Statistics
Str 9, Dex 11, Con -, Int 8, Wis 7, Cha 4
Base Atk +1; Grp -4
Feats Alertness
Skills Hide +4, Listen +1, Move Silently +4, Ride +3, Spot +1
Languages Common, Goblin
SQ Construct traits, living dream
Other Gear leather armor, light shield, small javelin, small morningstar
Special Abilities

Dream Haze (Su) Surrounded by a hazy dream shroud, any creature ending its turn in a space adjacent to the goblin, is dealt 1d4 points of nonlethal damage. If more than one creature with this ability is adjacent, only the creature with the most HD deals damage. A dream distilled creature may activate or deactivate this ability as a free action.

Living Dream (Su) Formed out of a dream, certain spells affect a dream distilled goblin differently. A sleep spell repairs 1d12 points of damage, a deep slumber spell repairs 3d12 points of damage, a dream spell repairs 5d12 points of damage and a nightmare spell deals 5d12 points of damage. Additionally, a dream distilled goblin regains 1 hit point, if it remains motionless and in contact with an intelligent sleeping creature for 8 hours.

Ecology
Environment Temperate plains
Organization Solitary
Treasure Standard
Alignment Usually neutral evil
Advancement By character class; Favored Class Rogue
Level Adjustment +2

ECOLOGY
Bound by a magical pact, a dream distilled creature is forced to obey its alchemist despite having a mind and conscience of its own. Some creators try to enforce a strict system of commands and rules to keep the often differently aligned creature under control, while others are more lenient, hoping to achieve a sense of trust or even companionship.
However this relation plays out, a dream distilled creature becomes free-willed at the time its creator dies and occasionally this process is accelerated by the construct itself. Once free, they often try to live the life of the creature they resemble. Shunted because of their strange abilities and flaws, or envious of the life others live, many dream distilled creatures either become loners, outcasts or sometimes even murderers in an attempt to find their place.

CONSTRUCTION
The body of a dream distilled creature is composed of dream altered mercury. To craft it, a sleeping creature with the ability to dream must rest in an alchemical apparatus. Mercury worth 1000 gp per HD of the constructed creature is distilled through the dreamer’s body, a drop at a time. The process requires a Craft (alchemy) check DC 10 + 1 per HD of the created construct.
To successfully create a dream distilled creature, the alchemist must have a caster level, at least equal to the creatures CR. The dreamer must have at least as many HD as the created creature and has to succeed on a Knowledge check as if he were to identify the creature created (see the Knowledge skill for the rules on how to identify a creature).
The alchemist counts as the creator of the creature and has to pay all costs involved. However, dreamer and alchemist can be the same person.
CL equal to CR; Craft Construct, animate objects; Price: CR of the creature, squared and multiplied by 1000 gp; Cost: see the Craft Construct feat.

USE IT TONIGHT

Spoiler:
  • If you prefer a game without resurrection abilities, or if a slain hero (or villain) is unable to return from the dead for any reason, a dream distilled doppelganger might be a way to bring a very similar character back to play.
  • An opponent of the heroes has managed to distil them from his nightmares. He now delights in using them for his evil schemes. For one session, the players take the role of the dream distilled servants, trying to pervert the commands of their enemy and to defeat him in an attempt to win their freedom.

Dark Archive Contributor, RPG Superstar aka Leandra Christine Schneider

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Arcane Anvil: This deep black anvil was forged in magical fire and carved with hundreds of arcane runes that still glow brightly.
Employed by the armies of Hell or other forces that often rely on magical weaponry, this anvil can consume the power of a magic weapon or armor and bestow it upon the next item that is placed on it.
Any magic weapon or armor positioned on the anvil and then struck by a hammer repeatedly for one hour is utterly destroyed as its magic charges the anvil, overwriting any previously consumed enhancements.
The next nonmagical masterwork weapon or armor touching anvil instantly gains all enhancements of the consumed item and discharges the anvil. Enhancements that are not compatible with the newly created item are lost forever. (For example, if the last consumed item was a keen rapier +3 and the touching item a masterwork mace, the item created is a mace +3. If the touching item is an armor of any kind instead, it does not gain any magical properties because weapon and armor enhancements aren’t compatible.)

Moderate transmutation; CL 10th; Craft Wondrous Item, [i]fabricate; Price 20,000 gp; Weight 150 lb.