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RPG Superstar 2008 Top 6 aka adanedhel9

A Precarious Shrine refers to a small shrine to Murakin, the goblin sea god. Situated in the hold of a beached, but unstable, sailing vessel, the challenge of this encounter is two-fold: the loyal defenders of the shrine, led by the goblin shaman Zaweri, and the potentially dangerous shifting of the hull. Parties will have to coordinate their actions and think on their feet to handle both at once.

A Precarious Shrine is a 5th-level encounter.

Approaching the Shrine

Read or paraphrase the following as the party approaches the vessel:

Just off shore, a once-grand merchant vessel lies on its side on a small sandbar. While the aft appears partially embedded in the sand, the fore hovers unsupported over the water. The masts have broken off, and you can barely make out the words Daughter of Dusk in the Common letters on the aft. Rope ladders and bridges spread across the nearly vertical deck, creating paths between the various hatches and the ground.

Characters with ranks in Knowledge (architecture and engineering) can make a DC 15 check to identify the instability without interacting with the hull. A character who casts detect snares and pits also detects the danger.

Entering the Shrine

The only entrance to the shrine is the hold hatch. The rope bridges and ladders make reaching the hatch easy, but if the characters aren't careful, they could disrupt the vessel's balance without even entering the hold (see Tipping the Daughter of Dusk, below).

Zaweri usually keeps the hatch doors open. Due to the angle of the ship and the destroyed rigging, handling these large doors can be quite difficult. Opening or closing them requires a DC 15 Strength check.

The Shrine

The floor of the shrine is actually the side of the Daughter of Dusk's cargo hold. All ribs and slopes, this floor requires a DC 12 Balance check to walk across. In addition, creatures in the hold can potentially tip the vessel (see Tipping the Daughter of Dusk, below). The chamber is 20 feet tall at the center, tapering to a point afore. The three masts pass overhead; the shrine itself sits just abaft of the aft mast.

The shrine consists of a wooden alter, covered with carvings and religious paraphernalia, and a goblin-sized, gold-plated statue of Murakin. Zaweri attends the shrine nearly constantly, and several petitioners usually join her in prayer. If approached peacefully, Zaweri will feign polite curiosity, but is really just sizing up the intruders and looking for an opening to attack. If the party tips the Daughter of Dusk or otherwise defiles the shrine, she will attack outright.

See below for Zaweri's statistics. The three petitioners are typical goblin warriors (see the MM) with 5 hp each.

Spoiler:

Zaweri CR 3
NE Small Humanoid (goblinoid) Cleric 3
Init +0; Senses darkvision 60 ft.; Listen +2, Spot +2
Aura moderate evil

Defense
AC 21, touch 15, flat-footed 19
(+4 armor, +2 deflection, +2 Dex, +2 shield, +1 size)
hp 19 (3d8+6)
Fort +4, Ref +3, Will +5
Defensive Abilities

Offense
Spd 30 ft. (6 squares)
Melee Morningstar +9 (1d6+4)
Ranged Sling +6 (1d3+4)
Space 5 ft.; Reach 5 ft.
Special Attacks rebuke undead, rebuke water creatures, turn fire creatures
Spells Prepared (CL 3rd):
2—death knell (DC 14), fog cloud*, hold person (DC 14), spiritual weapon
1—bane (DC 13), divine favor, protection from good*, shield of faith (DC 13)
0—create water, cure minor wounds (DC 12), guidance (DC 12), resistance (DC 12)
*domain spells; Domains Evil, Water

Tactics
Before Combat Zaweri prepares for combat by using her wand of bull's strength and casting divine favor and shield of faith. Her statistics reflect these effects.
During Combat She uses bane her first round to weaken her enemies, then hold person to take out the biggest opponent. After that, she readily wades into melee.
Morale Zaweri reluctantly abandons the shrine if the other goblins die. She casts fog cloud or spiritual weapon to cover her escape and uses her feather token to quickly flee across the water.

Base Statistics
AC 19, touch 13, flat-footed 17
(+4 armor, +2 Dex, +2 shield, +1 size)
Melee Morningstar +5 (1d6+1)
Ranged Sling +5 (1d3+1)
Str 12
Grp –1
Skills Climb –1, Jump –1, Swim –3

Statistics
Str 16, Dex 14, Con 13, Int 11, Wis 15, Cha 7
Base Atk +2; Grp +1
Feats Skill Focus (balance), Toughness
Skills Balance +4, Climb +1, Concentration +7, Escape Artist +0, Knowledge (religion) +3, Hide +4, Jump +1, Move Silently +4, Ride +6, Spellcraft +2, Swim –1
Languages Common
SQ
Combat Gear masterwork chain shirt; masterwork heavy wooden shield; masterwork Morningstar; pearl of power, 1st level; silver holy symbol; sling with 20 bullets; spell component pouch; wand of bull's strength (3 charges); wand of cure light wounds (9 charges) Other Gear 16 gp; 8 sp; 3 cp; feather token, swan boat

Special Abilities

Rebuke Undead (Su): Once per day, Zewari can rebuke, control, or bolster undead.

Rebuke Water Creatures (Su): Zewari can use her Rebuke Undead ability against creatures with the water subtype in addition to undead.

Turn Fire Creatures (Su): Zewari can use her Rebuke Undead ability to turn or destroy creatures with the fire subtype.

Tipping the Daughter of Dusk

The Daughter of Dusk's balance is very precarious. If the party places 500 pounds or more of weight on the fore half of the ship (the area marked A on the map), it will tip into the water. The party can avoid this tipping by placing weight on the aft portion of the ship: for example, with an additional 200 pounds abaft, the Daughter of Dusk will only tip with 700 pounds afore. Likewise, if 500 pounds are removed from the aft, the ship will also tip.

Characters on the fore when it begins to tip can choose to make a Reflex save (DC 15) to jump aft 5 feet, potentially re-balancing the ship. Characters aware of the dangerous nature of the vessel can ready an action to move abaft if it starts to tip.

If the ship does tip, it does so within seconds. Any creature in or on the vessel must make an immediate Balance check (DC 16) or fall. The hold hatch becomes completely submerged. If the hold doors are open, water nearly instantly fills area A, making it extremely difficult to right the ship. The sudden flood of water batters anyone in the area, dealing 2d6 damage (Reflex DC 15 halves).

If the hold doors are closed, 50 pounds of water enters the hold every round. If left undisturbed, the hold will fill after 10 minutes. Opening the hold door while water is seeping in means pushing against tons of water, requiring a DC 30 Strength check, and results in the sudden flooding of the hold (as detailed above). Once area A is filled, the pressures have equalized, and opening the doors requires no more effort than before.

If Zaweri and the petitioners were not yet aware of the party when the Daughter of Dusk begins tipping, she will immediately realize that something is wrong and will begin investigating. Zaweri herself doesn't know of the danger (the goblins are too light to unbalance the vessel by itself) and could make the situation worse by moving to the fore.

Rewards

Zaweri is a CR 3 opponent, and the other goblins are CR 1/3 each. They all have appropriate equipment that can be salvaged by the PC's.

Treat the entire Daughter of Dusk as a CR 3 trap. If the party tips the vessel, or takes action to prevent it from tipping, they earn the appropriate amount of experience.

The statue of Murakin is worth 2,800 gp. However, as it weights 400 pounds, removing it from the Daughter of Dusk safely could prove to be difficult, and transporting it to market could be challenging as well. The remaining religious items (two candles in golden candleholders, a silver holy symbol, and a jeweled incense bowl) are worth 120 gp in total.

History

About one year ago, the merchant vessel Daugther of Dusk began her first voyage to Zavaten Gura. As she sailed past goblin territory, a heavy fog beset her and her crew. The sailors, blindly navigating unknown waters, found their ship grounded on a sandbar just off the goblin shore. The crew, fearful for their lives, abandoned the ship, taking what they could and fleeing in dinghies down the shore to civilized lands.

Zaweri took the sudden and inexplicable arrival of the sailing ship as a sign from Murakin, the god of the sea. She gathered some of her tribe members and took claim of the grounded vessel, using its hold for religious gatherings. As her followers increased, her shrine grew; by selling off the contents of the ship, Zaweri was able to commission the golden statue of Murakin.

However, the Daughter of Dusk did not sit on stable ground, and during one particularly vigorous ceremony, the vessel suddenly and catastrophically listed to port, killing many of the faithful. Despite Zaweri's pleas to the contrary, many in the flock interpreted the event as a warning from Kobinalu, god of the earth, to return to solid land.

Although her numbers decreased considerably, Zaweri held onto her belief in the miraculous appearance of the ship. She rebuilt the shrine, with the golden Murakin as the centerpiece, and still holds rites there.

RPG Superstar 2008 Top 6 aka adanedhel9

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An inky thunderhead
does sound the clash of drums.
A harbinger of dread:
those born of lightning come.

Thematic Link: The three monsters below share a connection to the fury of storms: the thunderstruck form from the clash of lightning and necromancy; the cloud golem merges the natural force of weather with the artificiality of arcane construction; and the squallherds control the winds that shape storms.

Thunderstruck

The charred corpse rises from the ground. Its burnt skin crackles with electricity as the smell of ozone fills the air. Though lifeless, the corpse's eyes seethe with hatred.

Thunderstruck are the undead remains of those unlucky enough to die from a lightning strike, or other potent source of electricity, while near a source of necromantic energy. The force of the lightning, combined with the fury of the one struck, triggers the latent necromantic power of the area, transforming the corpse. The result is a malicious spirit imbued with the power of storms.

Jealous of the opportunities stolen from them, thunderstruck hate all living creatures. Most stay in the wilderness during fair weather, happy with destroying the local wildlife. When storms come, more intelligent thunderstruck descend on cities to wreak havoc among the civilized peoples.

Usually content with their random carnage, intelligent thunderstruck will often develop vendettas against creatures that show control over the weather. Simple jealousy gives way to anger at those who collude with the deadly natural forces. Thunderstruck will hunt such foes, actively seeking vengeance for their lost lives. They will fight to their own destruction, if necessary, to kill such an opponent.

Travelers can encounter thunderstruck anywhere thunderstorms naturally occur, but always outdoors. Combat is much more likely during stormy weather, when the thunderstruck are at full power and are looking to cause mayhem.

Sample Thunderstruck
This example uses a manticore as the base creature.

Thunderstruck Manticore CR 5
CE Large Undead (augmented magical beast)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Listen +5, Spot +9
Aura

Defense
AC 20, touch 12, flat-footed 17
(+3 Dex, +8 natural, –1 size)
hp 39 (6d12); fast healing 6 (outdoors during a thunderstorm)
Fort +2, Ref +5, Will +6
Defensive Abilities Immune electricity, sonic

Offense
Spd 30 ft. (6 squares), fly 50 ft. (clumsy)
Melee 2 claws +7 (2d4+5+1d6 electricity) and
slam +5 (1d8+2+1d6 electricity) and
bite +5 (1d8+2+1d6 electricity)
Ranged 6 spikes +6 (1d8+2/19–20)
Space 10 ft.; Reach 5 ft.
Special Attacks spikes, shock

Tactics
Before Combat A thunderstruck manticore stalks its prey, preferring to attack from above when its targets are distracted.
During Combat A thunderstruck manticore begins most attacks with a volley of spikes, then closes. In the outdoors, it often uses its powerful wings to stay aloft during battle.
Morale A thunderstruck manticore flees if outnumbered, or if evenly matched in clear weather. They never flee if an opponent shows the ability to influence the weather.

Statistics
Str 20, Dex 17, Con —, Int 3, Wis 12, Cha 9
Base Atk +3; Grp +12
Feats Flyby Attack, Multiattack, Track*, Weapon Focus (spikes)
Skills Hide –1, Listen +5, Spot +9, Survival +1; Manticores have a +4 racial bonus on Spot checks
Languages Common
SQ
Combat Gear —; Other Gear

Special Abilities

Spikes (Ex): With a snap of its tail, a manticore can loose a volley of six spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only twenty-four spikes in any 24-hour period.

Shock (Su): A thunderstruck deals an extra 1d6 electricity damage on any melee attack it makes.

Ecology
Environment Warm marshes
Organization Solitary, pair, or gang (3–8)
Treasure Standard
Alignment Always Chaotic Evil
Advancement 7–16 HD (Large); 17–18 HD (Huge)
Level Adjustment

Creating a Thunderstruck
"Thunderstruck" is an acquired template that can be added to any corporeal aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, outsider, plant, or vermin susceptible to a lightning strike (hereafter referred to as the base creature).

Size and Type: The creature's type changes to undead, and it gains the augmented subtype. It retains any subtypes except alignment subtypes (such as good) and subtypes that indicate kind (such as goblinoid). Size is unchanged.

Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), and raise the remaining Hit Dice to d12s.

Armor Class: The creature's natural armor bonus improves by +2.

Base Attack: A thunderstruck has a base attack bonus equal to 1/2 its Hit Dice.

Attack: A thunderstruck retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the vampire retains this ability. A creature with natural weapons retains those natural weapons.

Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the thunderstruck's size. (Use the base creature's slam damage if it’s better.)

Size : Damage
Fine : 1
Diminutive : 1d2
Tiny : 1d3
Small : 1d4
Medium : 1d6
Large : 1d8
Huge : 2d6
Gargantuan : 2d8
Colossal : 4d6

In addition, any melee attack, whether natural or manufactured, deals extra electricity damage (as indicated in the shock ability description).

Special Attacks: A thunderstruck retains the base creature's special attacks and gains the special attack described below.

Shock (Su): A thunderstruck deals an extra 1d6 electricity damage on any melee attack it makes.

Special Qualities: A thunderstruck gains the special quality described below.

Fast Healing (Ex): A thunderstruck heals a number of hit points per round equal to its Hit Dice, provided it is outdoors during a thunderstorm.

Immunity to Electricity and Sonic: A thunderstruck cannot be further hurt by what ended its natural life.

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD +2.

Abilities: Dex +2, Int –4 (minimum 1). As an undead, a thunderstruck has no Constitution score.

Climate/Terrain: As base creature.

Organization: Solitary, pair, or gang (3–8)

Challenge Rating: As base creature, ignoring class levels.

Treasure: As base creature.

Alignment: Always chaotic evil.

Advancement: As base creature (or — if base creature's advancement is by character class).

Level Adjustment:

Cloud Golem

Dense puffs of cloud fill out an iron skeleton to the form of a well-muscled giant. Occasional blasts of cold mist pour out between the metal ribs, only to be drawn in again, creating the illusion of breath. Its steady, golden eyes remain constant among the shifting hues of mist and fog.

The Cerulean Sisterhood first crafted the cloud golems as defenders of their floating ziggurat. The Sisters hid their new guardians, capable of self-sustained flight and concealment, amongst the jungle mists around Jhansi. Many an unsuspecting intruder fell under the sudden force of living cloud bound with iron. As Iskandria's influence grew, the secrets of the cloud golem spread across the Material Planes.

The final phase of construction of a cloud golem must take place during a thunderstorm. As the final spell is cast, a tower of cloud and lightning descends from the storm to the empty skeleton. This tower grants form and life to the golem, fusing cloud, elemental spirit, and iron into a cohesive whole.

Whenever possible, the elemental spirit that drives a cloud golem reforms the construct's body with vapor taken from the local environment. While this allows the golem to repair itself, it also makes it susceptible to changes in the atmosphere. The masters of these golems have found ways to use this to their advantage, while others have determined how to use this trait to disable them.

As is typical with all golems, the cloud golem loyally serves one master, and most encounters with a cloud golem involve that master. Beyond these situations, flying travelers may meet a cloud golem that is running an errand or defending an airborne site. Few masters would put a cloud golem in an enclosed structure, where other golems would serve better.

Cloud Golem CR 10
NN Large Construct
Init –1; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0
Aura emit cloud

Defense
AC 20, touch 8, flat-footed 21
(Dex –1, natural +12, size –1)
hp 96 (12d10+30); fast healing 5 (in fog or cloud)
Fort +4, Ref +3, Will +4
Defensive Abilities emit cloud DR 10/adamantine; Immune ability damage, ability drain, critical hits, death effects, disease, energy drain, exhaustion, fatigue, magic, mind-affecting effects, necromancy effects, non-lethal damage, paralysis, poison, sleep effects, stunning
Offense
Spd 40 ft. (8 squares), fly 40 ft. (perfect)
Melee 2 slams +13 (2d6+5)
Ranged
Space 10 ft.; Reach 10 ft.
Special Attacks

Tactics
Before Combat A cloud golem's master typically directs it to use its Emit Cloud ability as combat approaches, giving it the advantage of surprise and concealment.
During Combat Unless directed otherwise, a cloud golem attacks the opponent closest to its master. Whenever possible, it stays above its target, using its reach and Emit Cloud ability to maintain concealment.
Morale A cloud golem only leaves combat if ordered to by its master. If the master dies, it stops fighting.

Statistics
Str 21, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +9; Grp +19
Feats
Skills
Languages
SQ beserk, construct traits
Combat Gear —; Other Gear

Special Abilities

Berserk (Ex): When a cloud golem enters combat, there is a cumulative 1% 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 smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 20 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.

Emit Cloud (Ex) Once per round, as a free action, a cloud golem can emit a thick cloud. This cloud functions exactly like the fog cloud spell, centered on the golem, with a duration of 1 round. Note that since the cloud dissipates before the start of the golem's next round, it cannot use this ability to fulfill the condition for its fast healing.

Fast Healing (Su): Whenever a cloud golem is in a cloud or other foggy environment, it gains fast healing 5.

Flight (Su): A cloud golem can cease or resume flight as a free action.

Immunity to Magic (Ex): A cloud 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 cloud golem within the area of an acid fog spell absorbs the fog. The normal effect of the spell ends, but for the remainder of the spell's duration, the golem's slam attacks deal an extra 2d6 acid damage.

A cloud golem within the area of a cloudkill spell absorbs the cloud. The normal effect of the spell ends, but for the remainder of the spell's duration, the golem is stunned, with no saving throw.

A cloud golem within the area of an incendiary cloud spell absorbs the cloud. The normal effect of the spell ends, but for the remainder of the spell's duration, the golem's slam attacks deal an extra 3d6 fire damage.

A cloud golem within the area of a mind fog spell instantly goes berserk (see Berserk entry above). So long as the golem remains within the mind fog, its creator cannot regain control over it.

A cloud golem within the area of a solid fog spell absorbs the cloud. The normal effect of the spell ends, but for the remainder of the spell's duration, the golem is slowed, as the slow spell, with no saving throw.

A cloud golem within the area of a stinking cloud spell absorbs the cloud. The normal effect of the spell ends, but for the remainder of the spell's duration, any creature hit by the golem's slam attack must make a Fortitude save (with the same DC as the original spell) or become nauseated for 1d4+1 rounds.

Ecology
Environment Any
Organization Solitary or gang (2–4)
Treasure None
Alignment Always Neutral
Advancement 13-20 HD (Large); 21-42 (Huge)
Level Adjustment

Construction

A cloud golem's body forms around a skeleton of iron and precious metals worth 1,500 gp; building this framework requires a DC 15 Craft (armorsmithing) or DC 15 Craft (weaponsmithing) check.

CL 11th; Craft Construct, animate objects, control winds, fog cloud, caster must be at least 11th level; Price 44,000 gp; Cost 23,500 + 1,700 xp.

Squallherd

Elven figures with mottled grey skin and tangled white hair glide around the clouds on transparent wings. Occasional flashes of lightning accompany their passes, and the clouds seem to reshape themselves before their paths.

Squallherds are the shepherds of the sky and the guiders of weather. Using powerful blasts of wind, they push fronts across the vast expanse of heavens, often creating massive, destructive storms. The squallherds follow some unknown sign in their drives; they have little care for the effects of the storms on the world below.

Unlike many of their fey kin, squallherds are very structured and organized. Moving a storm requires significant coordination and dedication: scouts monitor conditions, drivers push the front, and others support and defend the drivers. This organization drives not only storm fronts, but also squallherd society. Adolescent squallherds look forward to their first drive and the mark of adulthood earned by it. Those drivers talented enough to enter into the ranks of the scouts gain much respect and a position of leadership in the clan.

When not herding storm fronts, squallherd clans relax in mountain-top settlements called aeries. These settlements feature few buildings and structures, but a clan will return to the same aerie year after year. Other clans rarely even approach another clan's aerie: squallherds closely defend their homes and are quick to assume ill intent of intruders.

Most encounters with squallherds will occur in mountainous regions near their settlements. However, their drives take them all over the Material Plane, so adventurers could meet them anywhere. When encountering strangers, a lone squallherd (a scout if available) will challenge the intruders while the remainder ready to fight or flee.

Squallherd CR 3
LN Medium Fey
Init +2; Senses low-light vision; Listen +7, Spot +7
Aura

Defense
AC 17, touch 12, flat-footed 15
(+2 armor, +2 Dex, +2 natural, +1 shield)
hp 13 (3d6+3)
Fort +2, Ref +5, Will +4
Defensive Abilities DR 5/cold iron Resist cold 5, electricity 5, sonic 5

Offense
Spd 30 ft. (6 squares), fly 40 ft. (good)
Melee short spear +2 (1d6+1/x3)
Ranged short spear +2 (1d6+1/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks become bolt
Spell-Like Abilities (CL 3rd):
At will—gust of wind (DC 13)

Tactics
Before Combat Whenever possible, squallherds ambush from foggy or cloudy areas.
During Combat Squallherds try to enter combat with Become Bolt, striking multiple opponents if possible. When fighting in groups, some squallherds use gust of wind to maintain distance while others use ranged attacks.
Morale A sqaullherd does not leave combat if he feels that his clan or the drive is in danger. Otherwise, they flee any time they are outnumbered, using Become Bolt to put distance between themselves and their foes.

Statistics
Str 13, Dex 15, Con 12, Int 10, Wis 13, Cha 13
Base Atk +1; Grp +0
Feats Ability Focus (become bolt), Blind-fight
Skills Balance +1, Climb +0, Escape Artist +1, Hide +11 (+15 in fog or cloud), Knowledge (nature) +8, Listen +7, Move Silently +7, Spot +7, Survival +7 (+9 in aboveground natural environments), Swim –1; Squallherds have a +4 racial bonus to Hide in foggy or cloudy environments
Languages Auran, Common
SQ endure heights
Combat Gear buckler, leather armor, 5 short spears Other Gear

Special Abilities

Become Bolt (Su): A Squallherd can charge with such natural fury that he actually becomes a miniature lightning bolt. Three times per day, he can take a full-round action to move ten times his normal fly speed (400 feet) in a straight line. During this move, he can move through any creature in his path; any such creature takes 1d8 electricity damage (Reflex save DC 14). A squallherd draws no attacks of opportunity when moving this way. The save DC is Constitution-based and includes a +2 bonus from Ability Focus.

Endure Heights (Ex): Squallherds are resistant to the effects of extreme height. They can survive comfortably in conditions as cold as –120 degrees Fahrenheit, and they can breathe the rarified air found at the height of storm clouds.

Ecology
Environment Any aboveground
Organization Solitary, pair, drive (10–20 plus 2–3 3rd-level scouts), or clan (30–40 plus 6–12 3rd-level scouts, 1–2 3rd-level shamans, and 5–10 noncombatants)
Treasure Standard
Alignment Usually Lawful Neutral
Advancement 4–6 HD (Medium), 7–9 HD (Large) or by class; Favored Class Ranger
Level Adjustment +2

RPG Superstar 2008 Top 6 aka adanedhel9

So you don't like what I've done with the place? Ah, well, I'm just getting started. A pity you won't live to see the result.

A nature spirit from the demon plane, Kotalya is a twisted mockery of the more common benevolent nymphs. Although she shares said nymphs' otherworldly beauty, there is no mistaking her for one. Her oily, black hair frames a pale face marked by vivid purple eyes. Leathery, ash-blue wings emerge from her scaled back, and her fingers end in viciously sharp claws. Clad in cobbled-together scraps of fur, none can doubt how she treats the local wildlife.

One of the last of her kin, Kotalya fled the war-torn demon lands for a woodland lake in the Material Plane. She found the pristine wilderness there disgusting and unsuitable for her domain. To correct this, she used her alchemical and magical talents to convert the lake into a pool of sickening sludge and filth – now known as Demonlake. She worked similar transformations on the local wildlife, twisting the flora and fauna to her whims: vile, thorny trees offer no fruit to the hungry, while sinewy wolves with fiery eyes stalk unwary travelers.

Despite Kotalya's malevolence towards the local wildlife, she feels no immediate need to spread her influence past her home. She contents herself with survival away from the strife of the demon plane, in a home of her own making. However, if threatened, she will defend her lands relentlessly. Often, she will hunt travelers who simply wander into her domain, more for fun than for own protection.

KOTALYA, MISTRESS OF DEMONLAKE CR 9 [7 Nymph, +2 Half-fiend]

Female Half-fiend Nymph
CE Medium Outsider (Extraplanar)
Init +7 [Dex +7]; Senses darkvision 60 ft., low-light vision; Listen +12 [9 ranks, +3 Wis], Spot +12 [9 ranks, +3 Wis]
Aura blinding beauty

DEFENSE

AC 26 [10, +5 deflection, +7 Dex, +4 natural), touch 22 [10, +5 deflection, +7 Dex],
flat-footed 19 [10, +5 deflection, +4 natural]
(+5 deflection, +7 Dex, +4 natural)
hp 33 (6d6+12 [Fey Hit Die, +2 Con, x6])
Fort +11 [+2 Fey base Fort, +2 Great Fortitude, +2 Con, +5 Cha], Ref +17 [+5 Fey base Ref, +7 Dex, +5 Cha], Will +13 [+5 Fey base Will, +3 Wis, +5 Cha]
Defensive Abilities DR 10/cold iron, 5/magic; Immune poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 16 [10, +6 Hit Dice]

OFFENSE

Spd 40 ft. [30 ft., +10 ft. enhancement], fly 30 ft. (average), swim 20 ft.
Melee claw +11 [+3 BAB, +7 Dex, +1 enhancement] (1d4+3 [medium half-fiend claw, +1 enhancement, +2 Str]) and
claw +10 [+3 BAB, +7 Dex] (1d4+2 [medium half-fiend claw, +2 Str]) and
bite +5 [+3 BAB, +7 Dex, –5 secondary] (1d6+1 [medium half-fiend bite, +1 half Str])
Ranged dagger +10 [+3 BAB, +7 Dex] (1d4+2 [medium dagger, +2 Str])
Space 5 ft.; Reach 5 ft.
Special Attacks smite good, stunning glance
Spell-Like Abilities (CL 7th):
1/day—dimension door (DC 19 [10, +4 spell level, +5 Cha])
(CL 6th):
3/day—darkness
1/day—desecrate, unholy blight (DC 19 [10, +4 spell level, +5 Cha])
Spells Prepared (CL 7th):
4th—freedom of movement (DC 17 [10, +4 spell level, +3 Wis])
3rd—call lightning (DC 16 [10, +3 spell level, +3 Wis]), dominate animal (DC 16 [10, +3 spell level, +3 Wis]), poison (DC 16 [10, +3 half CL, +3 Wis])
2nd—barkskin, cat's grace (DC 15 [10, +2 spell level, +3 Wis]), heat metal (DC 15 [10, +2 spell level, +3 Wis]), summon swarm
1st—entangle (DC 14 [10, +1 spell level, +3 Wis]), longstrider, magic fang (DC 14 [10, +1 spell level, +3 Wis]), obscuring mist, speak with animals
0—detect magic, flare (DC 13 [10, +0 spell level, +3 Wis], x2), guidance (DC 15 [13, +0 spell level, +3 Wis]), light, resistance (DC 13 [10, +0 spell level, +3 Wis])

TACTICS

Before Combat Kotalya will typically cast barkskin, longstrider, and freedom of movement on herself as soon as she feels she is entering a dangerous situation. She adds cat's grace and magic fang shortly before combat begins. Her stat block reflects these spells.

During Combat Kotalya likes to stay airborne, using her spells and special abilities to disrupt her foes. She will nearly always enter combat with Blinding Beauty active; she'll only turn it off if she has significant help from allies. Typically, she will start combat with call lightning to allow her to deal damage at range. If drawn into melee, Kotalya won't shy away from fighting with her natural weapons, but if she can, she'll use entangle, obscuring mist, or summon swarm to bind her foes or dimension door to move out of their reach. She uses her Stunning Glance or cast poison to disable high-priority targets, particularly arcane casters.

Morale Kotalya is quick to flee if she feels overpowered. In particular, she will try to escape if the opponent shows significant ability to fly or if over half of her allies fall without removing the same number of opponents. If she finds herself in combat without help or surprise, she will immediately flee.

Base Statistics
Init +5 [Dex +5]
AC 21 [10, +5 deflection, +5 Dex, +1 natural], touch 20 [+5 deflection, +5 Dex], flat-footed 16 [+5 deflection, +1 natural]
(+5 deflection, +5 Dex, +1 natural)
Ref +15 [+5 Fey base Ref, +5 Dex, +5 Cha]
Spd 30 ft.
Melee 2 claws +8 [+3 BAB, +5 Dex] (1d4+2 [medium half-fiend claw, +2 Str]) and
bite +3 [+3 BAB, +5 Dex, –5 secondary] (1d6+1 [medium half-fiend bite, +1 half Str])
Ranged dagger +8 [+3 BAB, +5 Dex] (1d4+2 [medium dagger, +2 Str])
Dex 21 [nymph 17, +4 half-fiend]
Skills Escape Artist +14 [9 ranks, +5 Dex], Hide +14 [9 ranks, +5 Dex], Move Silently +14 [9 ranks, +5 Dex], Ride +7 [0 ranks, +2 synergy (Handle Animal), +5 Dex], Use Rope +5 [0 ranks, +5 Dex] (+7 with bindings [0 ranks, +2 synergy (Escape Artist), +7 Dex])

STATISTICS

Str 14 [nymph 10, +4 half-fiend], Dex 25 [nymph 17, +4 enhancement, +4 half-fiend], Con 14 [nymph 12, +2 half-fiend], Int 20 [nymph 16, +4 half-fiend], Wis 17 [nymph 17], Cha 21 [nymph 19, +2 half-fiend]
Base Atk +3 [+3 Fey BAB]; Grp +5 [+3 BAB, +2 Str]
Feats Great Fortitude, Skill Focus (Concentration), Weapon Finesse
Skills [(8 Outsider skill points, +5 Int) x (3, +6 Hit Dice) = 117 skill points] Appraise +5 [0 ranks, +5 Int] (+7 with alchemy [0 ranks, +2 synergy (Craft), +5 Int]), Bluff +14 [9 ranks, +5 Cha], Concentration +14 [9 ranks, +3 Skill Focus, +2 Con], Craft (alchemy) +14 (9 ranks, +5 Int], Diplomacy +9 [0 ranks, +2 synergy (Bluff), +2 synergy (Sense Motive), +5 Cha], Disguise +5 [0 ranks, +5 Cha] (+7 when acting [0 ranks, +2 synergy (Bluff), +5 Cha]), Escape Artist +16 [9 ranks, +7 Dex], Handle Animal +14 [9 ranks, +5 Cha], Heal +12 [9 ranks, +3 Wis], Hide +16 [9 ranks, +7 Dex], Intimidate +16 [9 ranks, +2 synergy (Bluff), +5 Cha], Listen +12 [9 ranks, +3 Wis], Move Silently +16 [9 ranks, +7 Dex], Ride +9 [0 ranks, +2 synergy (Handle Animal), +7 Dex], Sense Motive +12 [9 ranks, +3 Wis], Survival +12 [9 ranks, +3 Wis], Spot +12 [9 ranks, +3 Wis], Use Rope +7 [0 ranks, +7 Dex] (+9 with bindings [0 ranks, +2 synergy (Escape Artist), +7 Dex]); Kotalya has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard; she can always choose to take 10 on a Swim check, even if distracted or endangered; she can use the run action while swimming, provided she swims in a straight line.
Languages Common, Sylvan
SQ wild empathy
Combat Gear 5 daggers; Other Gear none

SPECIAL ABILITIES

Blinding Beauty (Su): This ability affects all humanoids within 30 feet of Kotalya. Those who look directly at her must succeed on a DC 18 [10, +3 half Hit Dice, +5 Cha] Fortitude save or be blinded permanently as though by the blindness spell. Kotalya can suppress or resume this ability as a free action. The save DC is Charisma-based.

Smite Good (Su): Once per day Kotalya can make a normal melee attack to deal extra damage equal to her HD (+6) against a good foe.

Stunning Glance (Su): As a standard action, Kotalya can stun a creature within 30 feet with a look. The target creature must succeed on a DC 18 [10, +3 half Hit Dice, +5 Cha] Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.

Unearthly Grace (Su): Kotalya adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).

Wild Empathy (Ex): This power works like the druid's wild empathy class feature, except that Kotalya has a +6 racial bonus on the check.

ALLIES

Kotalya has at her beck and call a host of fiendish creatures and semi-aware plants. These "pets" accompany Kotalya everywhere within her domain, acting as servants and guardians for their master.

In addition, Kotalya has taken a band of renegade druids under her wings. These druids, drawn to a more brutal side of nature, call themselves the Claws of Demonlake. They enforce Kotalya's will and spread her distorted version of nature — as well as terror and pain — throughout the region. Though the Claw's enthusiasm abroad amuses her, Kotalya only asks them to defend and maintain her new home.

PLOT HOOKS

Kotalya's defiling has polluted the Rilamor River. Once rich with fish, the pollution has turned the river barren. Fields watered from the Rilamor yield sickly crops and little harvest. Healers in riverside settlements are in high demand, as Blinding Sickness borne by the river strikes many who drink from it.

Kotalya has sent the Claws of the Demonlake out to hunt the remnants of the druids that previously kept her region. She intends to draw the members of that conclave into her domain, where she will hunt them for sport.

Although beyond her ability, Kotalya hopes to bring a select number of her fiendish kin into the paradise she has created in the Material Plane. To that end, she has recently made contact with the demons who brought her to this plane in the first place.

RPG Superstar 2008 Top 6 aka adanedhel9

Every destination a new adventure.

Capital: Tara Akalein (population 36,000).

Notable Settlements: Rimgate (population 7,000).

Ruler: Salar Adove, Master of the Map (CN half-elf bard 12).

Government: Oligarchy. A band of adventurers, exiled from their homeland, founded Moros Akalein and the first Vagrant Council. Over the years, as the original members died or retired, the Council elected new members, chosen from the citizens for their bravery, loyalty, and ingenuity. Although the Vagrant Council enjoys exclusive governance over Moros Akalein, it rarely exercises its power, allowing the citizens to govern themselves.

The Vagrant Council chooses one of their own to become the Master of the Map. This individual becomes the official head of state for the nation and gains control of the map of Phoroneus. Considering the requirements of the map, the Vagrant Council chooses this individual not only for leadership potential, but also for the willingness to sacrifice for the sake of the nation.

Alignment: Chaotic Neutral.

Description: Moros Akalein is notable for the simple fact that it does not occupy one single location. At any time, the city and the surrounding lands will disappear, only to reappear in some other location, hundreds or even thousands of miles away. This power is controlled by the map of Phoroneus, a major artifact kept under heavy guard in the capitol.

Activating the map of Phoroneus causes the map, as well as all the land within a 100-mile radius, to a depth of one mile, to instantaneously move to a new location specified by the user. When the land arrives at its destination, any existing land, including plants, animals, and constructions, is harmlessly shunted to the side. When the map is next activated and leaves, the surrounding land peacefully fills the gap left behind. Activating the map of Phoroneus requires a significant sacrifice by the user: the maximum age of the user is immediately, inevitably, and irreversibly reduced by 15% every time the map is activated.

Stumbled upon by the adventurers who would eventually form the first Vagrant Council, the map of Phoroneus is the literal center of Moros Akalein. In years past, it has been used to relocate the nation for many reasons: to keep it safe in times of war, famine, drought, or plague; to exploit position for military or economic purposes; or simply for a change of scenery. For the safety of the nation and its people, only the Master of the Map is allowed to use it. In times of crisis, past Masters of the Map have sacrificed their lives to activate the map and save their home.

Moros Akalein currently resides in the foothills of a dwarf kingdom; it arrived there three years ago. For the most part, the dwarves mistrust the Wandering Nation, and few will set foot on its soil. Yet the local economy is booming, due in no small part to the presence of new markets.

The city of Tara Akalein grew around the map of Phoroneus. Ruled by adventurers, the city became a haven for wanderers and artists of all races and nations. This diversity has led to tensions: race-based conflicts are common within the city. However, when things go smoothly, the city features a lively blending of cultures found in few other places. The city's industry tends to adapt to whatever resources are locally available: in these dwarven lands, the city is clouded in the smoke of smithies, many of which produce unique pieces featuring blending of racial artistries. Beyond industry, the city is home to libraries and universities that have been kept out of harm's way for centuries, making Tara Akalein a destination for truthseekers.

Surrounding Tara Akalein are miles of farmland and wilderness. Much like the urban population, the rural population is quite diverse. Crops and livestock from all over the world feed the citizens of Moros Akalein. While the wild regions primarily feature flora and fauna from temperate forests (where the map of Phoroneus was originally found), diverse wildlife has found its way into various locations within the nation. Unfortunately, these wilderness areas hold a diverse population of monsters as well.

At the edge of the 100-mile radius defined by the map of Phoroneus lies a large stone wall. Built by the citizens of Moros Akalein during a time of war, the wall originally had only one gate. As the memories of war faded, a settlement sprouted at this gate. Rimgate, as it is called, became a center for trade and travel. Whenever the land moves, the merchants of Rimgate quickly extend their streets and buildings past the gate to cater to those who would not enter Moros Akalein itself. Sometimes the masters of these shops and inns are left behind when the land moves. Over the centuries, other, similar towns have popped up wherever the wall has crumbled, but Rimgate remains the largest such town.

The Vagrant Council keeps the people of Moros Akalein happy by staying out of their way. Only the gravest of situations and most important of decisions warrant direct action from the Council. Despite the official hands-off policy, an unofficially sactioned police and military force keeps the peace both at home and abroad and enforces the Council's will when necessary. Made of up of adventurers loyal to the Wandering Nation, it is from this service that future members of the Vagrant Council are typically chosen.

DM Secrets: Unbeknownst to the citizens and goverment of Moros Akalein, the depths of the land hold an infestation of duergar, which is now spreading into the dwarven lands.

The ancient red dragon Heneraxic has become obsessed with making the map of Phoroneus the centerpiece of his collection. To that end, he has trailed the Wandering Nation for over one hundred years, gathering allies and waiting for his opportunity to strike.

Contrary to the official histories, the first Vagrant Council stole the map of Phoroneus from a cult of Phoroneus - a cult which still exists today.

RPG Superstar 2008 Top 6 aka adanedhel9

Torch of Solidity
This wooden torch, wrapped in bands of iron and glass, emits a steady white light.

A torch of solidity functions as a normal torch, but its light also interferes with incorporeal creatures. Any incorporeal creature within 20 feet of a lit torch of solidity is affected normally by corporeal weapons and magic. Their own attacks lose the ability to pass through natural armor, armor, and shields. In addition, such creatures cannot enter solid objects, though those already inside an object when affected may choose to remain there.

A torch of solidity burns for 1 hour; once this hour has passed, it becomes completely non-magical. However, it can be extinguished as easily as a normal torch. If this happens, it may be relit later, and the time spent unlit does not count towards the 1 hour limit.

Moderate evocation; CL 9; Craft Wondrous Item, wall of force; Price 4,500 gp.