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MikeMyler |
![Ningyo](http://cdn.paizo.com/image/avatar/PZO9037-Ningyo.jpg)
Two weeks ago I deathed my rogue and the poor fellow went all to tears, so this week I've prepared something I know he will enjoy - a Zelda quest.
Gannon will be an extra-dimensional deity directing and aiding Gannondorf (half-fiend dire boar rogue/sorcerer), his illegitimate material plane son, who has gathered Boris (my PC - we do a revolving GM format), Tourniquette (the Shining Stone's rogue NPC) and Zelda in order to enact the ritual necessary to materialize the Triforce of Power. First they'll be going through The Steel Tower and Ikana, fighting Twinmold at the end of the dungeon before being let out onto Gerudo desert - home of Gannondorf and his band of thieves. So to complete preparations for Game 1 I need to come up with a full dungeon.
This is where I need the Zelda players. If you can think of some good traps and puzzles from the other games that would translate acceptably into D&D, let me know.
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It's been a quiet spell in the keep and the days are filled with training, leisure and drinking as things have been relatively calm in the region. A few serfs approach the castle requesting assistance and in due order Knight Watch deals with the occasional pack of wolves, rogue bandits and dangerous animals. It seems as if someone, somewhere, decided that everyone deserved a rest.
It's been a few weeks now since Boris left on his trip to gather worshipers. Poonjob and Lenny have begun to gripe about his absence here and there, and then can't be found themselves for a few days. The party is sitting down for dinner and the goblin is unusually somber, bringing up that he and the ranger Lenny could not find their draconic sorcerer friend, but he was at one point in Steel Tower, in Ikana.
If the party still doesn't go looking in Ikana for Boris, they will be approached by Gestalt, Ternik and Gurnak the next day at the keep, as Gestalt has deduced that the disappearance of a princess, Tourniquette and Boris all coincide and that the Shining Stone is interested in creating a temporary partnership with Knight Watch in order to solve this problem. Otherwise have the party meet each other in Tora-tah-tah's Tavern in the small city at the base of the Stone Tower.
Ikana is a kingdom found in the western regions. It has gone through years and years of bloody wars, under the leadership of king, Igos du Ikana of the Ikana Royal Family. Eventually, the kingdom was all but abandoned and destroyed, and became a wasteland. Ikana functions under a monarchy. The king rules from the Ancient Castle of Ikana, situated at the top of Ikana Canyon at the base of the Stone Tower. Prior to the downfall of Ikana, the area was once a grand kingdom in the midst of a bloody war with the Garo. Little is factually known about the wars other than Captain Keeta (Knowledge: Local/History DC 22 now transformed into a massive Stalchild after the Stone Tower's Temple Doors were opened) was the general of the Ikana army and that the Garo would often spy on the kingdom of Ikana from the nearby mountains. Going through the region is a river which eventually becomes a waterfall draining into the Southern Swamp.There is barely any vegetation in Ikana, only some areas of crabgrass and an occasional tree. A massive desert is accessible through the Stone Tower Temple, {Knowledge Nobility/Local/History DC 22) the home of Twinmold, (Knowledge: Geography/Local 22) after traversing the heart of the dungeons there. If no party member has applicable knowledge skills, use Diplomacy with a +2 DC)
Locales
Tora-tah-tah's Tavern - Clearly this place has lost much of its' luster. The hardwood that makes up the entirety of the building has started to splinter and pulp from decades of use and abuse putting the scent of oak into the air. The seats are as comfortable as they are worn and the drink prices seem just as old. The food matches suit. Tora-tah-tah himself is a creature unlike any you've ever seen, with skin the same texture and color as the stone mugs he serves brew as strong as he is from. Huge, orange sized pure black eyeballs dominate his face, with a flat, almost imperceptive snout and a huge mouth. It looks as if he wanted to, he could easily tuck into a ball perfect for rolling. He is unlike anyone else in all of Stone Tower, aside from his brother, Gokara-na-na.
Gokara-na-na's Extremities - Carved straight out of the rock wall of the canyon, there are strange ash and blast scarring outside of the upper windows. The voice of the owner Gokara-na-na can be heard even as you enter town. The inside of the shop is all carved to fit, tables permanently anchored in the walls and floor. The reasons for this become apparent as you see the blast scarring become more pronounced on the ceiling, floor and walls. Sparsely populated by objects of questionable durability, some brand new and shiny, others black with ash.
Ikana Castle - Boxed in by three sides into the back of the canyon, Ikana Castle is a sight to behold. Equal parts are woven into the canyon and free standing, making the several dozen story structure even more magnificent and structurally possible. Guards patrol along every other other wall, the only sights visible against it's hewn mason and natural surface aside from them are long streaming dark green and red banners.
The Stone Temple - Hidden behind Ikana Castle, the Stone Temple is actually a massive granite column as tall as the canyon itself. The first dozen stories make a huge tribal face, the doors making up the figure's mouth. The doors opened once a few decades ago but haven't seen the light of day since.
Ikana River - Emerging from under the Stone Temple, the Ikana River runs through Stone Tower and out into the Kokiri Forest. Rumors persist of Sahaguin or some sort of fish creatures living in the waters but nobody can claim to have seen them or any evidence of their existence.
A few days after arriving in Ikana, if the party hasn't already found Link (Diplomacy DC 19) he will approach them inside of Tora-tah-tah's Tavern. What they haven't learned from gathering information or knowledge checks he will divulge here, and that he may have an idea of who the source of these disturbances is but doesn't want to divulge the name because he has spies everywhere. He suggests that the party make for the Gerudo desert through the Stone Temple while he pursues other possible leads, insisting upon going alone.
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Gannon, Nalfeshnee Demon Lord of the Vile Pit CR 16
CE Huge Outsider, Speed 30ft (40 ft Fly, poor)
Darkvision 60ft, True Seeing, Perception +31
Unholy Aura (DC 23), Init +5
AC 29 (13 Touch, 28 FF); HP 203
CMB +31, CMD 46
Fort +22, Ref +9, Will +21
DR 10/Good; Immune to Electricity, Poison; Resist Acid, Cold, Fire/10
Spell Resistance 25, Space 15 ft, Reach 15ft
Melee Bite +23/+18/+13 (3d8+11, 19-20), Claws +23/+23 (2d6+11)
Trident of the Triforce of Evil +30/+25/+20 (2d10+24+2d6 vs Good, Crit x3; Magical +7, Unholy, Throwing, Returning, Seeking)
Unholy Nimbus: 3/Day, free action. Next round 60ft light burst, Will DC 22 or dazed 1d10 rounds with visions of madness
Spells: At Will - Call Lightning (DC 18), Feeblemind (DC 20), Greater Dispel Magic, Slow (DC 18), Greater Teleport (self +50lbs or objects only)
1/Day Summon (level 5, 1 nalfeshnee 20%, 1d4 hezrous 40% or 1d4 vrocks 50%)
Str 32, Dex 13, Con 29, Int 23, Wis 22, Cha 20
Gannondorf, CE Large Anthropomorphic Half-Fiend Dire Boar Rogue 4/Sorcerer 6 CR 16
Spd 40ft Space 10ft Reach 5ft
Init +4; Darkvision 60ft, Scent; Perception +18
AC 36 (10 + 10 Armor + 4 Shield -1 size, +4 Dex , +7 natural, +1 misc +1 insight)
HP: 160; DR 7/ - , Cold/Fire/Elec Resistance 5, SR 27
Fort +13 Ref +15 Will +10
Str 31, Dex 18, Con 20, Int 18, Wis 14, Cha 26
BAB +11/+6/+1; CMB +22; CMD 36
Claws +21/+21/+16/+11 (1d6+10, Crit x2, Magical, 11/Day)
Sword of Execution +24/+19/+14 (3d6+16+1 Bleed, Crit 18-20/x2; +1 Magical, Wounding, Throwing, Distanced, Returning - 60K)
Ranged +15 (3d6+16+1 Bleed, Crit 18-20/x2)
Feats: Alertness, Combat Expertise, Dodge, Diehard, Endurance, Greater Trip, Improved Feint, Improved Trip, Leadership, Supernatural Damage Reduction
Skills: Acrobatics +14, Bluff +14, Diplomacy +18, Intimidate +18, Knowledge: Arcana +14, Perception +18, Sense Motive +18, Spellcraft +14, Use Magic Device +18
Rogue Talents: Bleeding Wound, Combat Trick (Greater Feint), Sneak Attack +2d6, Evasion, Uncanny Dodge, Trap Sense +1, Trapfinding
Bloodline Powers - Claws, Damage Resistances, Cause Fear, Bull's Strength, Rage
Ferocity(Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Smite good(Su): 1/day a half-fiend creature can smite a good foe and add an additional 7 damage(based on HD) to the attack. If the smite is used against a foe that is not good it adds no additional damage but the smite is still used for the day.
Immunity to Poison
Spells 1st (8): Shield, Magic Missile, Feather Fall, Ray of Enfeeblement, Cause Fear; 2nd (7): Mirror Image, Blindness/Deafness, Bull's Strength 3rd (5): Blink, Rage
Equipment: Sword of Execution, +4 Adamantine Breastplate, Cape of the Mountebank, Winged Boots, Contingency (<10 HP) Planeshift, Eyes of the Eagle, Glove of Storing Keen Edges, Dusty Rose Iouon Stone, Rope of Entanglement (AC 22, 12 HP, Hardness 10, DR 5/Slashing, 20ft range, DC 20 Str or EscArt to break free)
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The Company of the Shining Stone
Gestalt NE Human Wizard 10
Spd 30ft, Arcane Sight 60ft, Perception +2
HP 75; AC 31 (10+9A+4S+3D+2D+2N+1M)
Init +3; BAB +5; CMB +6; CMD 19
Fort +5, Ref +6, Will +9
Bonded Quarterstaff +7 (1d6+2, Magic)
Telekinetic Fist +8 Ranged Touch, 1d4+5 Force Damage, 7/Day (Standard Action 30ft Range)
Str 12, Dex 16, Con 14, Int 18, Wis 14, Cha 12
1st - Shield, Magic Missile x5
2nd - Scorching Ray x5
3rd - Suggestion, Fly, Hold Person x2 (DC 17)
4th - Fire Shield, Stoneskin, Enervation, Dimension Door (DC 18)
5th - Cone of Cold, Baleful Polymorph x2, Telekinesis (DC 19, DC 23 Transmutation)
Feats: Scribe Scroll, Dodge, Toughness, Spell Focus and Greater Spell Focus: Transmutation (+4 to DCs), Armor Proficiencies Light and Medium, Arcane Armor Training, Arcane Armor Mastery
School Specialization: Transmutation (Exclude Conjuration and Illusion) - Physical Enhancement- Con +2, Telekinetic Fist, Change Shape 10 Rounds/Day
Skills: Appraise +14, Knowledge (Arcana) +14, Knowledge (Planes) +14, Knowledge (Dungeoneering) +14, Knowledge (History) +9, Knowledge (Geography) +9, Spellcraft +14
Equipment: +3 Elven Chainmail (No Arcane Spell Chance Failure) 10k, Ring of Protection +2, Amulet of Natural Armor +2, Potion of Heal, Potion of Haste, Continual Flame Stone
Ternik, N Dwarven Fighter 10
Spd 30ft, Low Light Vision, Perception +2
AC 37 (10+10A+7S+3D+2D+3N+2M)
HP 149; Damage Reduction 3/-
Init +3; BAB +10/+5; CMB +14; CMD 27
Fort +11, Ref +8, Will +7
+1 Dwarven Waraxe +18/+13 (1d10+9, Crit x3)
+1 Composite Shortbow +14/+9 (1d8+5, Crit x3)
Str 18, Dex 16, Con 20, Int 12, Wis 14, Cha 10
Bravery - +2 to Will vs Fear, Armor Training - -2 to AC Penalty, +2 to Max Dex, Normal Speed in Medium Armor, Weapon Training: Axes +2 to Dmg/Atk, Shield +1 to Dmg/Atk
Feats: Weapon Focus, Weapon Specialization: Dwarven Waraxe, Dodge, Two-Weapon Fighting, Two-Weapon Defense, Toughness, Shield Focus, Greater Shield Focus, Iron Will, Lightning Reflexes, Combat Expertise
Skills: Climb +9, Intimidate +10, Survival +12, Swim +9
Equipment: +1 Dwarven Waraxe 2k, +3 Lion's Shield (3/Day, Free Action shield Bite:+13/+8, 2d6+3) 21k, +4 Dwarven Breastplate 31k, +1 Composite Shortbow, 20 Arrows 2k, Ring of Protection +2, Amulet of Natural Armor +3, Potion of Heal, Potion of Haste, Continual Flame Stone
Gurnak, NE Large Sized Half-Orc Barbarian 10
Spd 40ft, Reach 10ft, Darkvision 60ft, Perception +17
HP 150 (170 Raging); Damage Reduction 4/- (5/- Raging)
AC 18, 16 Raging (10+7A+2D+1M - 1S)
Init +2; BAB +10/+5; CMB +18; CMD 29
Fort +13 (+15 Rage), Ref +6, Will +5 (+7 Rage)
+4 Falchion +21/+16, 2d6+14, 15-20/x2 Crit, Magical +3
+1 Composite Longbow +14/+9, 1d10+8, x3 Crit, 20 Arrows
Str 24, Dex 14, Con 18, Int 8, Wis 14, Cha 8
Rage, Fast Movement, Improved Uncanny Dodge, Trap Sense +3 Rage Powers: Mighty Swing (Auto Confirm 1 Crit), Renewed Vigor (2d8 + Con HP), Increased Damage Reduction, No Escape, Unexpected Strike (Surprise AoO 1/Day), Permanently Enlarged
Feats: Dodge, Weapon Focus, Improved Critical: Falchion, Critical Focus (+4 on crit confirms), Toughness
Skills: Acrobatics +12, Intimidate +9, Perception +12
Equipment: +4 Falchion 32k, +1 Composite Longbow 2k, +1 Light Adamantine Breastplate 15k, Ring of Sustenance 6k, Eyes of the Eagle 5k, Potion of Heal, Potion of Haste, Continual Flame Stone
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Link, LG Half-Elf Paladin 5/Fighter 6
Spd 40ft, Low-Light Vision 120ft, Perception +10
HP 124, AC 45 (10+11A+9S+6D+4D+4N+1M)
Init +9; BAB +11/+6/+1; CMB +15; CMD 31
Fort +19, Ref +14, Will +15
+5 Master Sword +23/+23/+18/+13, 1d8+1d6Elec+13 (+2d6 vs Evil, Crit 18-20/x2+1d10 Elec; Ranged Touch when at full HP, 2d6+5 Force damage)
+5 Composite Longbow +22/+17, 1d8+10 (Crit x3)
+3 Starknife +20/+15, 1d4+8 (Crit x3, Distanced, Returning, Seeking, 40ft)
Str 20, Dex 22, Con 20, Int 18, Wis 18, Cha 20
Feats: Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, Weapon Focus, Weapon Specialization: Longsword, Shield Focus, Greater Shield Focus
Skills: Acrobatics +11, Climb +11, Diplomacy +10, Handle Animal +11, Heal +9, Intimidate +11, Knowledge (religion) +9, Knowledge (history) +5, Perception +10, Ride +13, Sense Motive +10, Stealth +11, Swim +11
Aura of Good, Detect Evil, Smite Evil 2/Day (+5 to Atk, +4 to Dmg, +5 Deflection to AC) , Divine Grace, Lay on Hands (+2d6 HP, 7/Day), Aura of Courage (Immune to Fear), Divine Health (Immune to all Diseases), Mercy (Fatigued), Channel Positive Energy (3/Day, +2d6 HP), Divine Bond (Epona), Bravery +2, Armor Training 1, Weapon Training: Blades
Equipment: Master Sword +5 (Holy, Keened, Ghost Touch, Shocking Burst, Speed, Init +4), Elven Chain +5, Mirror Shield +5 ( Spell Turning 5/Day), Boots of Striding and Springing, Cloak of Elvenkind, Amulet of Natural Armor +4, Ring of Protection +4, Hookshot (Rod of Ropes - 600 ft of rope, Grapple Gun/Fishing Line up to 1,000 lbs or Bull Rush with User's CMB)
Epona LG Large-Sized Horse
Spd 80ft, Low-Light Vision 120ft, Scent, Perception +4
HP 55 AC 32 (10+14A+2D-1S+ 6N+1M)
Init +2; BAB +3; CMB +11; CMD 23
Fort +7, Ref +6, Will +2
Str 19, Dex 14, Con 17, Int 6, Wis 12, Cha 6
Bite +7 (1d4+4, Crit x2) and Hooves +5/+5 (1d6+2, Crit x2)
Skills: Acrobatics +4, Perception +4
Feats: Dodge, Toughness, Defensive Combat Training
Link, Share Spells, Evasion
Equipment: +5 Full Platemail, Horseshoes of Speed
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You walk into a room that is MASSIVE. It has to be magically constructed and it must be some sort of tesseract. It's several football fields in volume, and appears to be a self-sustaining desert in the bottom of the dungeon.
A Gargantuan Insect, consisting of two large, segmented worm-like creatures which each have large pincers and three large eyes with rows of legs coming off their bodies, sharing a tail on their stinger.
Twinmold CR 13
NE Gargantuan Magical Insect
Spd 40ft, Climb 15ft, Space 20 ft. Reach 15 ft.
Darkvision 60ft, Tremorsense 40ft, Perception +16
Init +1; HP: 252; Each head has 126 HP.
DR 4/ - , SR 23, Cold/Fire Resistance 10
AC 22 (FF 21 Touch 7) CMB +34; CMD 45
Fort +21, Ref +12, Will +8
Bite +28, 3d6+18, Crit x2
Constrict +42, 3d8+12, Crit x2
6 Rakes (only with successful Constrict) +28, 1d6+6, Crit x2
Swallow Whole (+8 acid) +44, 3d8+12, Crit x2
Full Attack: Bite (w/Improved Grab) +28/+28 2d6+18, Crit x2
Stinger +30, 2d12+18, Crit x2
On each successful attack with the stinger, Twinmold's poison takes hold. Initial save Fort DC 18 or -2 Dex/Str, Secondary in five rounds or -1d4 Dex/Str.
Special Attacks Poison, Improved Grab, Constrict
Str 34, Dex 13, Con 25, Int 7, Wis 14, Cha 12
Skills: Acrobatics +3, Climb +14, Craft (Weaponsmithing) +0, Handle Animal +3, Intimidate +3, Perception +4, Ride +3, Survival +4, Swim +14
Improved Grab(Ex): After hitting with a melee bite attack, it can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict in the same round as a free action.
Constrict(Ex): As a grapple attack the creature can squeeze its opponent viciously.
Questions? Constructive comments? Negative criticisms? I'm interested in hearing it all - let me know what is or is not good, what could go and what must stay, and what I can do to spice up and put more flavor into this quaint module for 10th level NPCs. They'll have a level 10 Paladin (w/Holy Avenger), a level 10 combat Rogue and a level 6 cleric or level 4 ranger. Am I stacking the odds against them too unfairly?
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DeathQuaker RPG Superstar 2015 Top 8 |
![Old Marm](http://cdn.paizo.com/image/avatar/LuckyMarm.jpg)
I would just make Gannondorf a particularly porky looking orc, still with the half-fiend template. I think that would be easier than trying to anthropomorphize a dire boar and still have good feel and flavor. (But either way is fine.)
As for puzzles, what I'd suggest is looking at maps and walkthroughs of your favorite Zelda games and picking out what you'd like the best. Some of the maps of the later games would probably be particularly easy to adapt. I'd just avoid anything that makes them have to run through the same dungeon many times to flip switches, sort of thing.
If you're concerned the enemies are too powerful, you may want to give your PCs some advantages in the form of special items (much like Link collects in the games) and to have them figure out tricks to weaken the enemies (hit the idol in the back of the room to lower the enemy's DR kind of thing).
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Kenjishinomouri |
![Elf Archer](http://cdn.paizo.com/image/avatar/10_archer_final.jpg)
You may want to consider making gannondorf an orc warlock. Thats what I did when I made him so long ago. It makes him act much like gannondorf from ocarina of time, he can fly and shoot demonic energy, as well as have some extra tricks, he is described as a "sorcerer" after all and I feel that class emulates the way he is described in the game.
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MikeMyler |
![Ningyo](http://cdn.paizo.com/image/avatar/PZO9037-Ningyo.jpg)
Deathquaker: It'll be a glamer effect that briefly shimmers during the fights and falls once they finally subdue him later on. I never liked that Gannondorf was such a pretty penny.
The puzzles are what I'm hung up on. Last time I ran the game, I made individual maps for every player (then six =P) and had them go through different delayed-effect stepping stones which made up their unique mazes. So now they're expecting something fantastic but I don't know where to go with that. I was thinking of trying the thing Gabe from Penny-Arcade did with the lasers (http://www.penny-arcade.com/2009/9/30/light-and-mirror-puzzle-dd/) but my fiscal situation right now doesn't scream "run out to the craft store and spend $20 on crap for one night of D&D". I was looking more for, "my favorite Zelda puzzle was this, this is why I loved it, and this is how you can probably implement it in game terms without getting too complicated for players to enjoy". I do suppose that's a bit much, but I'll browse my face off for something memorable I can put them through.
The special items to help them get through the adventure (something with the Zoras and specialized Masks of Aquatic Movement perhaps?) and the weaken-the-boss things are definitely elements I overlooked that I will be making good on though. Gracias.
Kenjishinomouri: Changing his class levels to Warlock is definitely a sound idea. Pathfinder doesn't demand too much change from 3.5 and with some tweaking here or there it should work out just fine.
Thank you both. These are wonderful contributions that will make the game far more engaging for my PCs.
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MikeMyler |
![Ningyo](http://cdn.paizo.com/image/avatar/PZO9037-Ningyo.jpg)
Revised Gannondorf
Gannondorf, CE Large Half-Fiend Orc (Native Outsider) Warlock 12 CR 14
Spd 30ft, Fly 60ft (average); Space 10ft Reach 5ft
Init +8; Darkvision 60ft, Tremorsense 60ft; Perception +21
AC 32 (10 + 7 Armor + 4 Shield -1 size, +8 Dex, +2 natural, +1 misc +1 insight)
HP: 127 ; DR 7/Stone, Cold/Fire/Elec Resistance 10, SR 27
Fort +9 Ref +16 Will +12
Str 18, Dex 26, Con 20 , Int 20, Wis 18, Cha 20
BAB +9/+4; CMB +14; CMD 32
Sword of Execution (Falchion) +13/+8 (3d4+13+1 Bleed, Crit 15-20/x2; +1 Magical, Wounding)
Bite +12 (1d8+4, Crit x2) Claws +7/+7 (1d6+2, Crit x2)
Eldritch Blast +17/+12 or +15/+15/+10 (12d6 Fire or 10d6 of Hellfire for 1/2 damage to Fire Immune or 8d6 of Unholy; Ranged Touch, 55ft, Crit x2)
Feats: Daylight Adaptation, Improved Natural Armor, Leadership, Improved Damage Reduction, Point Blank Shot, Rapid Shot
Skills: Bluff +17, Intimidate +17, Knowledge (Arcana) +17, Knowledge (History) +8, Knowledge (Planes) +9, Perception +21, Sense Motive +17, Stealth +20, Spellcraft +17, Use Magic Device +17
Ferocity: An orc is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Immune to Poison, Magical Death Effects
Smite Good 1/day Gannondorf can smite a good foe and add an additional 12 damage to the attack. If the smite is used against a foe that is not good it adds no additional damage but the smite is still used for the day.
Spell-Like Abilities: Darkness 3/day, Desecrate 1/day, Unholy Blight 1/day, Poison 3/day, Contagion 1/day, Blasphemy 1/day; Caster Level 12
Class Abilities: Eldritch Blast, Sphere, Fiendish Similarities, Sphere x5, Call Fiends (1/day summon an outsider with CR<3 than Character Level, more if CR is reduced by two per doubling - 1 CR 10 fiend, 2 CR 8, 4 CR 6, 8 CR 4, 16 CR 2), Hellfire Blast, Damage Reduction, BF: Harmless Form (Change Shape into a medium sized Humanoid, +10 to disguise checks - mirrors show true form), Dark Blast, Fiendish Servant
Spheres
Advanced Death - Immune to Magical Death Effects. Healed by negative energy. Death Knell, Ghoul Gauntlet, Vampiric Touch, Enervation, Raise Dead, Symbol of Death ALL 3/Day, DC 21
Advanced Seduction - +2 Bluff/Diplomacy/SenseMotive
Entice Gift, Suggestion, Glibness, Charm Monster, Sympathy, Mass Suggestion ALL 3/Day DC 21
Voracity - Heal 5HPs per negative level/ability point inflicted.
Death Knell, Shadow Spray, Vampiric Touch, Enervation, Magic Jar, Power Leech ALL 1/Day DC 21
Equipment: Sword of Execution, Bracers of Armor +7, Cape of the Mountebank, Contingency (<10 HP) Planeshift, Eyes of the Eagle, Glove of Storing Keen Edges, Dusty Rose Iouon Stone, Rope of Entanglement (AC 22, 12 HP, Hardness 10, DR 5/Slashing, 20ft range, DC 20 Str or EscArt to break free), Permanency Enlarge Person
This is going to play far better than the previous build.
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MikeMyler |
![Ningyo](http://cdn.paizo.com/image/avatar/PZO9037-Ningyo.jpg)
Worked out the dungeon levels and drew up some maps as well as fixing a few monsters and adding a couple more. I think this is going to be a pretty Zelda-riffic experience and I'd be just beside myself if some folks tried putting their groups through it and shared how it was. THIS BOOK: http://www.kobolds-keep.net/smoke/Zelda%20D20%20Sourcebook.pdf A Zelda RPG ready for D&D use, was an excellent aid.
The Stone Temple
Level 1: Platforms to jump across (DCs of 10s and 12s with some optional longer jumps) as they roll d20+BAB vs Deku's d20+BAB to try and hit the Deku with their own seed shots - if they take a hit, they get a -5 to their check. If they do not remove at least 5 Deku (keeping the total number of deku vague to speed things along) then the seeds will become a shower requiring a reflex save DC 16 or a -10 to their acrobatics check, a -5 on a success (but no damage). The final platform leads down to level 2.
Level 2: A tesseract room of eight hallways: 1, 3, 5, and 7 lead back to themselves, 2, 4 and 6 lead to rooms with Deku and 2 BDSTs, the way they came leads now to Vitreous, two Bloody Dire Skeletal Tigers and the key they need. Unlocking the door to level 3.
Level 3: First the Arrghus holding a key inside of a 90ftx40ftx40ft pool of water, and then a huge hall with a long 20ft wide bridge in the center and a gigantic ceiling. Here the bebelith has been trapped - on one perpendicular side, accessible via ropes, is a switch to free him - the other side, via deku and platforms (same rules as level 1), has a Magnetization Disc (+10 vs Disarm attempts, +20 vs Disarmoring attempts). At the end of the hall is are the stairs leading down to level 4.
Level 4: A room that is MASSIVE. It has to be magically constructed and it must be some sort of tesseract. It's several football fields in volume, and appears to be a self-sustaining desert in the bottom of the dungeon and it contains Twinmold. After defeating him, the sands sweep away and cover it's body, revealing the exit out to Gerudo desert.
LEVEL 1
Deku N Small Plant CR 1
HP 5; Init: +0; Spd: 20 ft
AC: 13 (+1 size, +2 natural)
Seed shot +1 ranged (1d3 subdual)
Fort +3, Ref +0, Will -1
Str 11, Dex 11, Con 13, Int 10, Wis 8, Cha 10
Skills: Hide +4, Spot +1
Deku scrubs are tiny sentient plants that live in most forests. A deku scrub is about a foot and a half tall and weighs about 20 pounds. It has two foot-like appendages, a pair of primitive eyes, and a “mouth” that it uses to absorb water and nutrients. Broad leaves cover it and provide natural camouflage. Deku scrubs speak Sylvan.
Bloody Skeletal Dire Tigers NE Large Undead CR 8
Spd 40ft, Space 10ft, Reach 5ft
Init +7; Low-Light Vision, Scent; Perception +12
AC 19 (10 + 2 Dex + 8 Nat - 1 Size)
HP: 91; DR 5/Bludgeoning
Fort +6, Ref +6, Will +9
Str 27, Dex 17, Con -, Int -, Wis 10, Cha 14
BAB +11/+6/+1; CMB +19 (+23 Grapple); CMD 31 (+35 vs Trip)
2 Claws +18/+18 (2d4+8 plus grab) Bite +18 (2d6+8, plus grab)
Feats: Improved Init, Iron Will, Run, Skill Focus (Perception), SkilL Focus (Stealth), Weapon Focus (bite, claw)
Skills: Acrobatics +3, Stealth +2, Swim +8
Immune to Cold; Fast Healing 7; Channel Resistance +4
Deathless: Destroyed at 0 hit points but after one hour get 1 hit point, and fast heal back up. Permanently killed when destroyed by positive energy, reduced to 0 hit points in a bless or hallow, or if the remains are sprinkled with a vial of holy water.
LEVEL 2
Vitreous N Huge Aberration CR 8
Speed: 20ft, Space 10ft, Darkvision 60ft, Perception +20
HP 120; Init: +0; DR 8/-
Defense: 10 (-2 size, +2 Natural)
Base Attack/Grapple: +6/+13
Slam +13 melee (2d4+7)
Special Attacks: Lightning blast
Fort +7, Ref +3, Will +6
Str 25, Dex 11, Con 18, Int 3, Wis 10, Cha 3
Skills: Perception +20
Feats: Alertness
Lightning Blast (Su): Every 4 rounds, Vitreous can constrict its pupil and release a 30 foot cone of lightning 8d6. Reflex DC 26
Vitreous is a gigantic, all-seeing eye, sitting in a puddle of slime with a myriad of smaller eyes sitting in front of it. It guards a hoard of treasures.
Starts combat by sitting in slime, sending smaller eyes to attack (twenty) (Small aberrations, 1d8 hp, slam +0 melee, 1 hp damage), and emitting lightning blasts from its pupil. When it loses all of its smaller eyes, Vitreous jumps out of the slime puddle and starts charging.
LEVEL 3
Arrghus NE Huge Aberration CR 9
Spd: fly 20 ft. (clumsy), Swim 30 ft; Space 10ft
Darkvision 60ft, Perception +20
HP: 58; Init: +1; DR 10/Cold Iron
AC: 11 (-2 size, +1 Dex, +2 racial)
Fort +2, Ref +3, Will +6
Slam +8 melee (1d6+8)
Str 26, Dex 12, Con 10, Int 3, Wis 10, Cha 3
Skills: Perception +20
Feats: Power Attack
Satellites (Ex): Arrghus has 20 Tiny crustaceans floating around him. They have an AC 15 and 5 HP, and have to be removed from his body before they can be attacked. Every attack that hits him has a 50% chance of hitting a tiny crustacean until he is down to 10, when Concealment becomes 20%.
Arrghus is a giant sea jelly-like monster with a single gigantic eyeball and a number of small creatures attached to its skin. Ganon created this hideous monstrosity to guard the treasures of the Watergate Dungeon by conducting magical experiments on biris and baris, the sea jellies of Hyrule.
Bebelith CE Huge outsider (chaotic, evil, extraplanar) CR 10
Spd 40ft, Climb 20ft; Space 15ft; Reach 15ft
Init +5; Darkvision 50ft, scent; Perception +16
AC 22 (10+1 Dex, +13 Natural, -2 Size)
BAB +12; CMB +23; CMD 34 (46 vs Trip)
HP 150; DR 10/Good; Telepathy 100ft
Fort +15, Ref +11, Will +7
Bite +19 (2d6+9 plus Rot) 2 Claws +19 (2d4+9, 19-20/x2 Crit)
Special Attacks: Dismantle Armor (On successful claw attacks, peel away armor and shield as a free action with a CMB. DC 25 Reflex save or the armor is broken and loses 1/2 it's HP), Penetrating Strike (Natural weapons are chaotic and magical to beat DR), Rot (Fort DC 23 or 2 points of Con, cured with two consecutive saves or a Heal, 5 round duration), Web +11 Ranged, DC 23, 12 HP
Planeshift (Bebelith only) - At Will
Str 28, Dex 12, Con 24, Int 11, Wis 13, Cha 13
Feats: Cleave, Improved Crit (claws), Improved Init, Iron Will, Lightning Reflexes, Power Attack
Skills: Acrobatics +16, Climb +32, Perception +16, Sense Motive +16, Stealth +16, Survival +16
LEVEL 4
Twinmold NE Gargantuan Magical Insect CR 13
Spd 40ft, Climb 15ft, Space 20 ft. Reach 15 ft.
Darkvision 60ft, Tremorsense 40ft, Perception +16
Init +1; HP: 252; Each head has 126 HP.
DR 4/ - , SR 23, Cold/Fire Resistance 10
AC 22 (FF 21 Touch 7) CMB +34; CMD 45
Fort +21, Ref +12, Will +8
Bite +28, 3d6+18, Crit x2
Constrict +42, 3d8+12, Crit x2
6 Rakes (only with successful Constrict) +28, 1d6+6, Crit x2
Swallow Whole (+8 acid) +44, 3d8+12, Crit x2
Full Attack: Bite (w/Improved Grab) +28/+28 2d6+18, Crit x2
Stinger +30, 2d12+18, Crit x2
On each successful attack with the stinger, Twinmold's poison takes hold. Initial save Fort DC 18 or -2 Dex/Str, Secondary in five rounds or -1d4 Dex/Str.
Special Attacks Poison, Improved Grab, Constrict
Str 34, Dex 13, Con 25, Int 7, Wis 14, Cha 12
Skills: Acrobatics +3, Climb +14, Craft (Weaponsmithing) +0, Handle Animal +3, Intimidate +3, Perception +4, Ride +3, Survival +4, Swim +14
Improved Grab(Ex): After hitting with a melee bite attack, it can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict in the same round as a free action.
Constrict(Ex): As a grapple attack the creature can squeeze its opponent viciously.
A Gargantuan Insect, consisting of two large, segmented worm-like creatures which each have large pincers and three large eyes with rows of legs coming off their bodies, sharing a tail on their stinger.
![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
MikeMyler |
![Ningyo](http://cdn.paizo.com/image/avatar/PZO9037-Ningyo.jpg)
It's been a while. This is what's been going on with the party.
Much has occurred. The party soon after fought a Froghemoth (just like it sounds), dropped Roc eggs onto bandits waiting to ambush them and then died soon after the paladin was kidnapped, caged in Gannon's dimension. They broke free, got the people they needed out, killed most of the Company of the Shining Stone (freeing the Rogue after killing just the fighter and barbarian) and lost their Holy Avenger. HOWEVER, while there the greedy rogue dropped from Neutral Good to True Neutral when he knowingly exposed Boris the Dragon Disciple to a Book of Opposite Alignment - from which he failed his save, changing from Neutral Good to Neutral Evil.
In the next game they traveled to a far off island, saved some druids, influenced a chain of reactions from a legend (shoggoth!), and destroyed a vile worm wizard thing. During their time there the Rogue fails a save vs Insanity gas and drops to Chaotic Evil. After returning to their Keep, Boris' Church to himself has finished the basic construction and has gotten onto detailed work.
An ambassador arrives from a country to the north under seige by it's neighbors. After a mushroom trip in the wilds (not my idea, but my PC got a +1 to his Wisdom!) the party splits, the rogue heading for the attacking kingdom. After routing a few battallions the paladin and Boris arrive at the castle as the rogue teleports in via a scroll with the corpse of the opposing country's king. After destroying most of the head of command and their heavy troops (clay golems) Boris and the rogue kidnap and charm the new Battallion Commander and get a treaty signed, basically handing over both Saxodsky, the nation under seige and Moldnistrea, the attacking state, to Trianestra - the small country that our characters have established as their territory outside their keep. During these escapades, the Paladin finally realizes that Boris is evil (not that the Rogue has also become evil) and has not acted on that knowledge yet.
It's my turn to run again. My idea is for a tribal man from the woods to arrive at the keep with a message inscribed on a piece of bark reading: "Your performance was most satisfactory at the Arcane Fair. I would very much like to see you and your compatriots for an audience in my court. Do be so kind as to oblige me. I look forward to seeing you. With Regards, The Grand Wizard Prend." (In one of the previous games they attended a spellcasting tournament as a backdrop to a larger plot). When Boris touches it, he gets hit with a Flesh to Stone. Hopefully this takes him right out of the game so I don't need to worry about his involvement. I assume this means that the PCs will take the Ranger NPC and track the tribal. They get led into a trap of Summoned Nature's Allies by the Shaman of a tribe which worships a local Green Dragon (Prend) who masquerades as a wizard for the tournament each year, and collects statues of the winners. He also is the unspoken lord of this territory, which the Rogue and Boris want to annex into Trianestra. This is a smaller thing to occupy the players while I get a bigger thing set up with either the Imperial Alliance to the south or the Nation of Connorea to the Northeast (although the Port City-State of Lethis is to the west, they have established level 18 casters - these level 12 characters are not ready for that).
There is also the Church of the Green Avenger to consider, which at this point is becoming something like a religious mafia. There is an Awakened Rabbit with a level of Sorcerer as well as a few arcane apprentices in that wing of the church, two fifth level warriors in the militarized wing and the Rogue leads the shadow wing. Presiding over the general population is a 6th level Cleric.
The Siege of Prendergast!
As construction continues on the Church of the Green Avenger, a woodsman arrives with a piece of bark on which a message is written in Draconic, which he hands to a follower/worker while growling and then scampers off. It reads:
"Your performance was most satisfactory at the Arcane Fair. I would very much like to see you and your compatriots for an audience in my court. Do be so kind as to oblige me. I look forward to seeing you. With Regards, The Grand Wizard Prend."
As soon as Boris touches the bark, he must make a DC 30 Fortitude save or become Petrified via Flesh to Stone. Only Boris must make this check and on a successful save the charge on the bark is lost and loses all magical properties. With a successful DC 25 Survival Check they can follow his trail, moving a few miles each day through underbrush, vines and thorns. Otherwise they are doomed to be lost - see the appropriate section in the book.
A week after traveling into the Forests of Entri they enter the territory of the Green Claw. Every half mile or so is a statue.
"Set into the ground with no living thing within fifteen feet of it is an ebony tree that is devoid of foliage. Staked and tied against it are the skeletal bones of a myriad of creatures. The legs are birdlike, the torso from an owlbear, the several arms of a girrallon, the skeletal wings of some giant bird and the slender predatory skull of something otherwise unrecognizable. The visage in front of you is clearly fiendish." (Successful Knowledge: Nature or History Check 25 - Displacer Beast)
Passing the statues and entering the territory, they will begin to get followed by Hawkeye, the Druid's familiar. Once they work themselves into the forest as far as they can get, the track going cold instantly, Grenthed the Shaman emerges from the woods with nine summoned Girallons.
“Emerging from the wood equidistantly with a 5 Girallons on each side, encircling the three of you, is a tall, slender wood elf female dressed in a set of black dragonhide fullplate. The plant life contorts around her, equally desiring to be near her and terrified of actually getting her attention. When she speaks it with a smooth and slow wisdom that resonates in dissonance with the forest around you.”
A quick talk is had where she commands them to leave as they have already procured the statue of what is now Boris - if the PCs are smart and drag it out longer than a minute and a half (in-game time), the summoned Girallons begin to disappear. If not, the Druid departs and they attack.
After traveling for a while they will find that there is one gigantic tree larger than all the others, and that it seems to be in the center of Green Claw territory. As they approach any side of the tree, there will be a Fiendish Giant Flytrap waiting for them about 50 feet from the trunk. With Tremorsense and the amount of cover from foliage it can get within reach to snatch at minimum one of the party members for a surprise round.
Once they've thwarted it, they will be approached by a fancifully dressed Gnome playing the lute. This is Tahrr Entz the Glabrezu, a demon who used to have worshippers in these woods. The past century or so, however, a more powerful foe has taken root and now they worship him. This is unacceptable for Tahrr, but he lacks the power to overcome both the Tribe and the Dragon. If, however, the Player Characters have any interest in resolving this matter for him he would be MORE than happy to make it worth their while and offer what limited magical assistance is available to him (a Wish spell). All that he requires in return is that they leave all but their friend up in the trees, for him to help. All of this will be veiled in lies. If they manage to see through his ruse and combat ensues, he will first Reverse Gravity and then attempt to summon allies, following with Power Word Stun, Chaos Hammer, Unholy Blight and Confusion. Ultimately if he doesn't think he can win he'll flee, leaving the PCs to climb the tree.
"A small fancifully dressed Gnome cautiously gripping his lute wanders towards you from the base of the tree. 'Ho there! You wouldn't be looking for those statues would you?' His spiel: 'Well it's a pleasure to meet you. The knightwatch, I assume! You must be Feeliu. You are so very well known in these parts. And you, Archibald. Well just the kind of adventurers I was hoping to see! My dilemma, gentlemen, is thus: I told an old adventuring friend about these statues, which an old drunk barbarian in a tavern informed me about. He is incredibly interested and wants them for research, to restore these people to their natural state and all you understand. For a few weeks now I've been trying to get up there to do recon so my friend can teleport here, but the Tribe simply will not let me! I can't do it myself; I'm infirm, you see, but I am predigiously talented with scrolls and my wizard friend, Alteer, provided me with a scroll to give one good adventurer, like yourselves, a boost in their desire and ability to get him to those statues! So what do you say boys?"
If they can succeed on beating average Perception checks (+11) they may be able to get up to the canopy without being noticed. If not they find their path subtly leading to the treetop village of the Green Claws and are quickly surrounded and herded to the central branch by dozens of barbarians. There is a pit 50ft across carved 20ft down into the wood with a sickly green well in the center.
“Dropping into the pit in front of you is probably the most fit thing you’ve ever seen, a primal elf. He peaks above seven feet in height and is rippling with lithe muscle with a grace matched only by brute strength. Your unease with him turns to a mutual respect tinged with fear as he begins to speak, unholstering the two picks slung across his back and dipping them into the well, where you notice the phrases ‘Murderstick’ and ‘Murderpick’ on his weapons. His voice echoes in the pit as he bellows, “You have invaded the territory of the Green Claw Tribe. We have but one law in our territory - Do not tread where you may bleed. The Green Claws leave no tracks. - Therefore my sister and I Grenthed challenge the two of you to combat. Draw your blades, dip them into the Well of Prend and prepare to die.””
The two of them will answer any questions related to the battle but otherwise remain silent until someone rolls initative, where Grenthel Rages and Grenthed Wild Shapes into something Huge. As the battle moves on she will change to Diminutive size and try to revive Grenthel, calling in Hawkeye to create a distraction.
After successfully subduing their two leaders, the Green Claw tribe descend onto the bodies, ripping out pieces of flesh to consume (brain and heart included) while stripping the bodies of what they can, they then disband into the woods. The Druid’s Full Plate will probably be all the PCs can salvage. A perception check in the pit will yield granite and with an Intelligence Check DC 15 they can figure out where above them it fell from - leading them to Prend’s lair. As they climb and clear the giant bough, they see this:
“Strolling casually among dozens of statues is a miserly old man with a gigantic wizard’s hat, nearly as tall as he is. As he passes each statue he spends a moment of reflection in each, sometimes casting a small Illusion spell that replays the events of each Arcane Tournament Champion. Among the assembled petrified spellcasters are creatures of every race, some powered through divinity. The only dragon disciple among them, however, is Boris, who takes the center of all the statues (also being the largest). It is here where he stops to look directly and and address you. “Welcome to my home. I saw what you did below, but that’s not a great matter. They can be easily replaced. I have to do so because of one or another roving bands of adventurers anyway. Tell me, do you like my collection?””
From there the party is welcome to attempt negotiation, but success is unlikely. Prend is not interested in sharing his lands, and will be absolutely and totally unwilling to release any of the petrified spellcasters (of which only three are evil, including Boris)
Grenthel Elven Barbarian 11/Ranger 2 CR 13
Init +6; Spd 40ft; Low-Light Vision; Perception +21
AC 25 = 10+ 6 Dex+ 6 Armor+ 1 Shield + 2 Deflection
HP: 162; BAB +13/+8/+3; CMB +19; CMD 25; DR 2/ -
Fort +13, Ref +12, Will +4
Melee: +18/+13/+8 Heavy Pick (1d6+7+1d6 Acid, Crit 19-20/x4) and +18/+13/+8 Light Pick (1d4+7, Crit 19-20/x4)
Special Abilities: Fast Movement, Improved Uncanny Dodge, Trap Sense +3, Greater Rage (Fiend Totem and Lesser and Greater, Improved Damage Reduction, Mighty Swing), Favored Enemy: Humans +1, Track, Wild Empathy, Combat Style: Two-Weapon Fighting
Skills: Acrobatics +22, Climb +22, Knowledges (Geography, Nature) +12, Intimidate +18, Perception +21, Survival +19, Stealth +24
Feats: Double Slice, Improved Two-Weapon Fighting, Greater Two Weapon Fighting, Two-Weapon Defense, Improved Critical: Heavy Pick, Improved Critical: Light Pick, Toughness
Str 22, Dex 22, Con 16, Int 16, Wis 12, Cha 16
Equipment: +1 Furious Corrosive Heavy Pick (+3 Raging), +1 Furious Corrosive Light Pick (+3 Raging), +2 Mithral Shirt with Moderate Fortification, +2 Ring of Protection
RAGING - HP: 195 , DR 3/ -, Str 28, Con 22, Will +7
Full Attack +23/+18/+13 Heavy Pick (1d6+12+1d6 Acid, Crit 19-20/x4) and +23/+18/+13 Light Pick (1d4+12+1d6 Acid, Crit 19-20/x4) and Gore +18 (1d8+5 Piercing)
Barbed, anyone striking with a melee weapon, unarmed strike or natural weapon takes 1d6 piercing.
Aura of Menace: Good creatures adjacent are Shaken and take 2d6 Slashing at the beginning of the barbarian's turn. Neutral are Shaken but take no damage. Evil are unaffected.
Grenthed, Elven Druid 11 CR 11
Init +3; Spd 30ft; Low-Light Vision; Perception +28
AC 25 =10+10 Armor+3 Dex+2 Deflection
HP 100; BAB +8/+3; CMB +10; CMD 26
Fort +9, Ref +6, Will +13
Melee +10/+5; Ranged +11
Spells
0th At Will Detect Magic, Light, Mending, Purify Food/Drink, Read Magic, Stabilize
1st 6+1 Calm Animals, Cure Light Wounds x4, Entangle x2
2nd 6+1 Hold Animal, Barkskin (+4 NA) x2, Bear's Endurance, Bull's Strength, Flame Blade, Owl's Wisdom
3rd 5+1 Dominate Animal, Poison x3, Cure Moderate Wounds (2d8+10), Greater Magic Fang (+2)
4th 4+1 Summon Nature's Ally IV, Cure Serious Wounds (3d8+11) x3, Reincarnate
5th 3+1 Beast Shape III, Animal Growth, Baleful Polymorph, Cure Critical Wounds (4d8+11)
6th 2+1 Antilife Shell, Greater Dispel Magic x2
Special Abilities: Nature Bond (Animal Domain), Nature Sense (+2 K/N and Survival), Orisons, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature’s Lure, Wild Shape (4/Day, Diminutive to Huge Animals as Beast Shape III, Small to Large Elemental/Plant as Elemental Body III/Plant Shape II), Venom Immunity, Speak with Animals 14 Rounds/Day
Skills: Fly +18, Handle Animal +16, Knowledges (Geography, Nature) +11, Perception +28, Spellcraft 16, Survival +20
Feats: Combat Casting, Dodge, Mobility, Natural Spell, Skill Focus: Perception, Toughness
Equipment: Dragonhide Fullplate of Wild Speed, +2 Ring of Protection
Str 14, Dex 16, Con 14, Int 14, Wis 22, Cha 14
Hawkeye; Small Neutral Evil Hawk 9HD
Speed 10 ft, Fly 80 ft (Average)
AC 19 =10+4 Dex+5 natural armor
HP: 36+8d8
Fort +7, Ref +9, Will +4
Attack: +8 Bite (1d4+3) Talons +3/+3 (1d4+1)
Str 14, Dex 18, Con 14, Int 14, Wis 14, Cha 9
Skills: Fly +11, Perception +17, Stealth +21
Feats: Run, Skill Focus (Stealth), Skill Focus (Perception), Stealthy
Special Abilities: Link, Share Spells, Evasion, Devotion
Girallon N Large Magical Beast CR 6
Spd 40ft, Climb 40ft; Space 10ft, Reach 5ft
Init +7; Darkvision 60 ft, Scent; Perception +11
AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, –1 size)
HP 86; BAB +7; CMB +12; CMD 25
Fort +9, Ref +8, Will +5
Melee: Bite +10 (1d6+4), 4 Claws +10 (1d4+4; if two or more hit, +1d4+6 Rend)
Feats: Improved Initiative, Iron Will, Skill Focus (Perception), Toughness
Skills: Climb +14, Perception +11, Stealth +5
Str 19, Dex 17, Con 18, Int 2, Wis 12, Cha 7
Giant Fiendish Flytrap N Huge Plant CR 11
Spd 10ft; Space 15ft; Reach 15ft
Init +8; Darkvision 60ft, Tremorsense 60ft; Perception +10
AC 22, touch 12, flat-footed 18 (+4 Dex, +10 natural, –2 size)
HP 149; BAB +9; CMB +18 (+22 grapple); CMD 32 (can't be tripped)
Fort +17, Ref +8, Will +5
DR 5/Good; Resist Cold,Fire/10; SR 16
Immune: Mind-Affects, Paralysis, Poison, Polymorph, Sleep, Stun; Resist Acid 20
Melee Bites +15/+15/+15/+15 (1d8+7 plus grab)
Feats: Cleave, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite)
Skills: Perception +10, Stealth +9 (+17 in undergrowth)
Str 25, Dex 18, Con 25, Int 1, Wis 12, Cha 6
Engulf: Turn begins with opponent two sizes smaller grappled, it closes jaws with new CMB as a Pin. 1d8+7 and 2d6 Acid. Airtight.
Tearhh Entz the Glabrezu CE Huge Outsider CR 13
Init +0; Darkvision 60 ft, True Seeing; Perception +26
Spd 40ft; Space 15ft; Reach 15ft
AC 28, touch 8, flat-footed 28 (+20 natural, –2 size)
HP 200; BAB +12; CMB +24; CMD 34
Fort +18, Ref +4, Will +11
DR 10/Good; Immune: Electricity, Poison; Resist Acid, Cold, Fire/10; SR 24
Melee: Pincers +20/+20 (2d8+10/19–20), Claws +20/+20 (1d6+10), Bite +20 (1d8+10)
Special Attacks: Rend (2 Pincers, 2d8+15)
Spell-Like Abilities (CL 14th) Constant—True Seeing
At Will—Chaos Hammer (DC 19), Confusion (DC 19), Dispel Magic, Mirror Image, Reverse Gravity (DC 22), Greater Teleport (self plus 50lbs of objects only), Veil (self only), Unholy Blight
1/day—Power Word Stun, Summon (level 4, 1 glabrezu 20% or 1d2 vrocks 50%)
1/month—Wish (granted to a mortal humanoid only)
Feats: Cleave, Great Cleave, Improved Critical (pincer), Persuasive, Power Attack, Vital Strike
Skills: Bluff +28, Diplomacy +22, Intimidate +22, Knowledge (History, Local) +18, Perception +26, Sense Motive +18, Stealth +7, Use Magic Device +17
Languages: Abyssal, Celestial, Draconic; Telepathy 100 ft.
Str 31, Dex 11, Con 31, Int 16, Wis 16, Cha 20
Prend, Mature Adult Green Dragon LE Huge Dragon (Air) 17HD CR 13
Init +0; Darkvision 120ft, Blindsense 60ft; Perception +27
Speed 40ft, Fly 200ft (Poor), Swim 40ft
Space 15ft; Reach 10ft (15ft with Bite)
Aura: Frightful Presence (210ft, DC 21)
AC 30 (Touch 8, Flat-Footed 30; +22 natural, -2 size)
HP 195; BAB +17; CMB +28; CMD 38 (42 vs. trip)
DR 10/Magic; SR 24; Immune: Acid, Paralysis, Sleep
Fort +15, Ref +10, Will +15
Melee: Bite +24 (2d8+13/19-20), 2 Claws +24 (2d6+9/19-20), 2 Wings +22 (1d8+4), Tail Slap +22 (2d6+13)
Special Attacks: Breath Weapon (50-ft. cone, DC 23, 14d6 Acid), Crush (Small creatures, DC 23, 2d8+13)
Spell-Like Abilities (CL 17th; Concentration +20)
At Will—Charm Person (DC 14), Entangle (DC 14), Suggestion (DC 16)
Spells Known (CL 7th; Concentration +10)
3rd (5/Day)—Fireball (DC 16), Haste
2nd (7/Day)—Alter Self, Detect Thoughts (DC 15), Mirror Image
1st (7/Day)—Magic Missile, Shield, Silent Image (DC 14), Summon Monster I, Ventriloquism (DC 14)
0 (At Will)—Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Message, Resistance, Prestidigitation
Str 29, Dex 10, Con 21, Int 16, Wis 17, Cha 16
Feats: Alertness, Cleave, Flyby Attack, Great Cleave, Improved Critical (Bite, Claws), Iron Will, Multiattack, Power Attack
Skills: Fly +12, Knowledge (Arcane, Nature) +23, Perception +27, Spellcraft +23, Stealth +12, Survival +23, Swim +37, UMD +23
Languages Common, Draconic, Elven, Sylvan
Special Abilities: Trackless Step, Water Breathing, Woodland Stride
LOOT: Potion of Greater Magic Fang (+3), Robe of Blending, +1 Thundering Speeded Repeating Heavy Crossbow, 16,000 Gold
THE QUESTIONS I POSE TO YOU:
What do I do with the Paladin? He's not keen on doing anything else with the character - we talked about maybe going Anti-Paladin or something but he had no interest in it. According to the Cursed Opposite Alignment rules Boris isn't supposed to want to change his alignment back and doing so is quite a pain in the ass.
Nobody knows that the Rogue has gone insane and evil either - I can get that to come out in the next game though, but should I? It'd be about the same time frame for when Boris became Evil and got exposed.
Ideas for Wilderness traps.
I'm thinking the tribe could live up in a grand tree that is tied to the dragon, so upon his death (he living in the highest reaches of the canopy) the whole thing topples down slowly, but that's an after the fact kind of thing.
Trapped by the Druid via plenty of Summoned Animals. Maybe have her Dominate Animal a Tyrranosaur and have it run them off their trail to the tribe's dwellings?