
Necrovox |

Alright, so this is both Reign of Winter, and homebrew, and I need help making sure what I deliver to my players is on par with the adventure path itself:
Backstory:
So my group consists of 3 NE characters (Sorc2/Ranger2, Wizard4, and Witch4), a CN Cleric4 of Gorum, a CN Gunslinger4, a LG Inquisitor4 of Erastil, and GMPC Nadya Petska (CG Ranger4)...
Now, I offered my players a different route to Whitethrone, one that goes through Hoarwood, that way they could receive treatment for their ailments and sell some of the equipment that they could not sell in Waldsby (which they are now exiled/barred from because of the party's lack of diplomacy.)... Keep in mind that Orm and Mjoli (4 year old children) will be traveling along...
So the party has two routes that will be offered, one that skirts Hoarwood, but takes a whole week; and one that will pass by the cursed town of Crowtop, which no one has visited (and lived to speak of) in about 100 generations (1400 years - since the invasion by Baba Yaga).
I want to develop both routes, at least for one game session in, and when I learn which they are taking can focus fire that one down. After they go to Hoarwood (final destination for those who didn't read the ROW Spoiler) they will take a 4-5 day journey to Lod, and then a keelboat to Riekamesto, where they will travel, by foot, to Whitethrone. I realize this is quite a bit of a derailment from the AP - but anything to better the game experience for my players.
Another reason I am posting this is because I have noticed I am notorious for building ungodly encounters - my players enjoy the challenge, but in honesty I'm not looking to TPK them; to debilitate, badly wound, or even kill one (should they not play a situation correctly) is fine with me...
So let the games begin, I'd like any recommendations, and I'll start by posting some of my ideas, starting with the back story I've decided to add to Crowtop: (Apologies for anything cheesy or spelling errors etc.)
When the Djurstor Condederacy split from Ramarund Haalbrek and his father refused to join into the political battles that began between many of the towns and villages within what is now southern Irrisen. Due to this neutrality, Crowtop had issues finding allies amongst the nearby settlements when Baba Yaga's armies invaded. Bjorn had grown weak and ill from the previous winter, and sent his son, Haalbrek to gather a troupe of soldiers to call for aid. Haalbrek turned to Angar, his old friend, who supplied Haalbrek with a host of 12 men. Once out of sight of Crowtop, Angar's hired men killed Haalbrek, whilst Angar killed Bjorn in his sleep.
That morning Angar announced himself Jarl of Crowtop (since the name was lost I need a name for what it would have been), and killed any who dared leave or appose him. His band of 12 successfully intimidated the impressive 150 or so inhabitants into submission, as most had grown weak or ill due to the winter and lack of food. Angar informed the town that he would treat with Baba Yaga's armies, and if they surrendered the head of the Jarl, that she would spare their lives.
When Baba Yaga's army approached Crowtop, Angar met with them and had informed the host that he had captured the town in the Old Crone's name, and would offer the army refuge in exchange for life. The Old Crone agreed to spare the townspeople, she ordered her army to plunder the town and take the last of the food reserves. That night she instructed a group of giants and winter wolves to construct an encampment surrounding the town: None of the humans were permitted to leave their town.
The Witch Queen's armies moved on, leaving only her token force of giants and winter wolves, who slaughtered any man, woman, or child who attempted to leave the town's palisade walls. The townspeople, weakened with hunger, begged Angar to treat with the invaders, but he remained silent. His hunger growing, he resorted to cannibalism. He instructed his 12 men that they were being tested by the Old Crone, and that if they were to prove they could survive, she would accept them as warriors in her army. The men believed him, and began murdering their fellow townspeople at night.
This continued until there were no longer any people left to eat, Angar instructed his men not to eat each other, and before long they all starved to death. The encampment grew bored with the ruined town, and moved on, leaving the brutally slain and eaten corpses of Crowtop to preserve in the unnatural cold of Baba Yaga's eternal winter.
Angar and his men became ghouls, and preserved by the cold appear as gaunt, sickly versions of themselves.
Unlike most ghouls, they are unaffected by their hunger during the day, but turn ravenous at night. The crows that now make their home in Crowtop are the souls of the slain and devoured Ulfen. Haalbrek's ghost wanders the surrounding forest, and from time to time will engage his murderers in battle, often dying at their hands, only to find himself reformed the next night in a snowdrift at the base of a hill.
Agnar the Hungry
CR 6
XP 2,400
CE Medium undead, Fighter 4 (Two-Handed Fighter)
Init +9; Senses darkvision 60 ft.; Perception +11
DEFENSE
AC 22, touch 15, flat-footed 17 (+4 Armor, +4 Dex, +4 natural)
hp 76 (2d8+4d10+20)
Fort +8, Ref +6, Will +10
Defensive Abilities channel resistance +4
OFFENSE
Speed 30 ft.
Melee Masterwork Cold-Iron Greataxe +12 (1d12+7) and bite +5 (1d6+5) or bite +10 (1d6+7 plus disease and paralysis) and 2 claws +10 (1d6+7 plus paralysis)
Power Attacks Masterwork Cold-Iron Greataxe +10 (1d12+13) and bite +3 (1d6+7) or bite +8 (1d6+13 plus disease and paralysis) and 2 claws +8 (1d6+13 plus paralysis)
Special Attacks overhand chop +12 (1d12+10), paralysis (1d4+1 rounds, DC 15, affects elves normally), stench
STATISTICS
Str 21, Dex 21, Con —, Int 15, Wis 22, Cha 18
Base Atk +5; CMB +10; CMD 25(+3 vs. Sunder) Sunder +12 (1d12+8)
Feats Civilized Ghoulishness, Deceitful, Improved Initiative, Improved Sunder, Power Attack, Weapon Focus (Greataxe),
Skills Acrobatics +2, Bluff +8, Climb +10, Disguise +9, Intimidate +10, Perception +12, Stealth +6, Survival +12, Swim +3
Languages Ancient Skald
SPECIAL ABILITIES
Disease (Su)
Ghoul Fever: Bite—injury; save Fort DC 16; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based.
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Paralysis (Su)
Creatures damaged by a ghast's natural attacks must make a successful DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Unlike ghouls, A ghast's paralysis even affects elves.
Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.
Stench (Ex)
Ghast's exude an overwhelming stink of death and corruption in a 10-foot radius. Those within the stench must succeed at a DC 15 Fortitude save, or be sickened for 1d6+4 minutes.
Treasure MW Chain Shirt; horned-helm emblazoned with Ancient Skaldic runes “Crow-Eye” Appraise DC20 250gp (failure 185gp); and copper bracers traced with knotwork worth 100 gp (75 gp); MW Cold Iron Great-Axe.
The Hungry
CR 2
XP 600
CE Medium undead Fighter 1
Init +6; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC 18, touch 12, flat-footed 16 (+4 Armor, +2 Dex, +2 natural)
hp 30 (2d8+1d10+6)
Fort +4, Ref +2, Will +5
Defensive Abilities channel resistance +4; Immune undead traits
OFFENSE
Speed 30 ft.
Melee longsword +5 (1d8+3) and bite +0 (1d6+3 plus disease and paralysis) and 1 claw +0 (1d6+1 plus paralysis) or bite +5 (1d6+4 plus disease and paralysis) and 2 claws +5 (1d6+3 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 13, elves are immune to this affect)
STATISTICS
Str 17, Dex 17, Con —, Int 11, Wis 14, Cha 18
Base Atk +2; CMB +5; CMD 18
Feats Civilized Ghoulishness, Improved Initiative, Power Attack
Skills Acrobatics +4, Bluff +5, Climb +7, Disguise +7, Perception +7, Stealth +7, Swim +3
Languages Ancient Skald
SPECIAL ABILITIES
Disease (Su)
Ghoul Fever: Bite—injury; save Fort DC 15; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based.
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast
Treasure Chain Shirt, Longsword
With this, should Angar be Ranger, Rogue, or Fighter/Rogue?
Thoughts? Comments? Suggestions?
EDIT: Fixed Angar's Channel Resistance