A21: Snow White – Part 2

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Maps

PLAYERS MAP - APPROVAL FOREST THE HAUNTED FOREST - GM THE HAUNTED FOREST - PLAYER Forest Maze final Snow White GMmap_B Snow White VTTplayermap_B HAUNTED FOREST

 

Audio

Small Waterfall

Thunder w/ Light Rain

Monster Sounds

Horse on Gravel

Crow

Animal Sounds

Blustery Wind

Gurgling Brook

Forest Wildlife

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Table of Contents

Inspired by the old Hessian folk tale with ideas from the fairy tale by the Brothers Grimm

Haunted Forest & Forest Maze cartography by Jonathan G. Nelson
Hillside Cabin cartography by Todd Gamble

 Road adjacent to Haunted Forest

Introduction

Lumi

After the trials and tribulations of the wedding of Prince Ruhtin and Lumi Valtatytar, the young bride has been abducted by a local huntsman and taken deep into the woods that cover much of the lands around the town of Morsain. After following a number of leads that became dead-ends, the PCs have found themselves close to being arrested for kidnap and are even suspected of murder. For now, there is just one glimmer of hope, just one more lead to follow; that Lumi is alive somewhere in the Haunted Forest, a dark place as much full of dread tales and frightening accounts as it is of ravenous creatures and looming undead.

But that is where the PCs must venture - into the Haunted Forest; Attendant Queen Haijyin is confident that Lumi is alive somewhere in there, and as this could be the last chance the PCs have to redeem themselves, they are given the task of venturing into the woods and returning with her, ALIVE.

With this news, Viscount Sihteeri, Prince Ruhtin’s advisor, approaches the PCs once again. Although his outward countenance seems to suggest he has little-to-no faith in them, the party knows he has helped before. Perhaps this is the last time such help will come their way...

 

Maps of the Haunted Forest

THE HAUNTED FOREST - GM

THE HAUNTED FOREST - PLAYER

THE HAUNTED FOREST - Player/VTT Map (click to enlarge)

Part Six: The Haunted Forest

spooky-forest-1The Haunted Forest is located just south of town.  It hugs the south-westerly road along the south side, daring travelers to enter its dark yet alluring clutches.  For many generations, stories of these haunted woods have been told and retold, gaining notoriety and fervor with each telling.  These days no one dares enter the heart of these woods, and those that do never return.

Truth be told these woods aren’t so bad, but those occupants that dwell here prefer that the tall folk continue to feed on the fear and superstition.  In fact the tales originate from the fey, the wild men, and the thieves that make their homes in these woods, and are continually propagated in an attempt to keep others out.

In the forest it can be very cold, and temperatures range from cold weather to severe cold as listed below.  In very rare conditions this forest may be exposed to extreme cold conditions, and even seemingly limitless snow, but this only occurs once every 25-50 years (at GM’s discretion).  In the case of extreme cold, 90% of the flora within the forest (save the trees) will die.

 

Cold Dangers

Cold and exposure deal nonlethal damage to the victim. A character cannot recover from the damage dealt by a cold environment until she gets out of it and warms up again. Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a cold environment is lethal damage.

An unprotected character in cold weather (below 40° F) must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description).

In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well. Characters wearing a cold weather outfit only need check once per hour for cold and exposure damage.

A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.

Extreme cold (Below –20° F) deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. (Below –35° F) At this temperature, blood begins to freeze, and unprotected characters take 1d6 points of lethal damage per round (no save). In addition, a character must make a Fortitude save (DC 15, +1 per previous check) or take 1d2 points of Con damage per minute.

 

 

books

The Alchemist’s Journal

 

Flora

0060-Woad-q75-724x1429Rare vegetation grows in this forest, most likely due to the fey and their ties to otherworldly places.  The first indications that things within this forest are quite different are the fruits and flowers, many of which seem to blossom all year round despite the chill temperatures, snow, and ice.  Only one highly skilled wizard-alchemist knows the following information and although she has recorded it within her journals, she has not told a soul of the location of these woods lest they lose the precious abundant herbs, roots, flowers, and fruits which grow here.  The following are some notes from the pages of her catalog, Fauna und Flora Alchemica.

Alaquora Flower

Location: Scattered along Forest Paths

Frequency: Rare

Season(s): All, blooms year round

Successful harvest and use: Knowledge (nature), Profession (e.g. horticulturalist, botanist) or Craft (alchemy) DC 22 required due to rarity of blooms

160-thick-passion-flowers-q90-826x461

This flower blooms year round, is a orangish-red, and has a star shaped flower the size of a halfling’s hand. This flower remains partially closed until approached by a warm-blooded creature, at which point it raises itself towards the sky, moving from its usual position of facing the ground. As it senses the warmth emanating from the humanoid, it begins to emit an equally warm glow from within and turns toward the approaching creature, opening into full bloom and bathing the creature with a soothing, inviting light.  The light makes one feel at a temperature noticeably above the surrounding air, inside and out, and a feeling of "good" washes over one.  It is quite difficult to pry yourself away from these alluring flowers, yet there is no reason to do so.

No dangers have been had whilst remaining entranced by these beauties other than the random dangers of the forest which may or may not exist within the vicinity of a patch of these gorgeous specimens.

Tests using dogs caused the same results, yet when approached by cold blooded beings (such as a snake), the flower did not glow, nor did it move at all.  The reasoning behind these flower’s actions are as of yet unknown.

Alchemy Notes: After much experimentation, it was found that a cream made from the rhizomes (commonly know as a "creeping root" to non-alchemists), when rubbed upon the skin, created these same feelings of warmth and well-being for a duration of 1-4 hours per ounce applied.   It takes at least 500 flowers and a binding agent to make a 1-ounce portion of this cream.

Note: If it is allowed to freeze or become too warm (next to a fire or such), the cream will become useless and must be discarded.

GM Notes:  These flowers have a magical alluring effect, those who fail a Will DC 15 save will linger near these flowers for 1d2 minutes unless it would be dangerous to do so.  The cream made from these flowers, when applied directly to the skin, warms the subject, thereby preventing the damaging effects of cold climates.  An application will bump back cold conditions by one rating, thus extreme cold conditions become severe cold, and severe cold becomes cold.  Those in standard cold conditions using the cream will actually feel warm as if sitting beside a roaring fire.  A 1-ounce application of this cream will last 1d4+1 hours.  GM may establish price as fitting within her own setting.

 

 

Chendrook Tree

Location: Haunted Forest

Frequency: Common

Season(s): All

Successful harvest and use: Knowledge (nature), Profession (e.g. horticulturalist, botanist) or Craft (alchemy) DC 15

 

This hearty tree grows heavily within the Haunted Forest and comprises 80% of the forest itself.  The tree is said to originate from a land far to the north of this continent, yet there is limited factual evidence to back this up as many texts were burned at the inception of the Klavek Kingdom.

Alchemy Notes: The bark of this tree may be distilled to create a potent alcoholic drink which protects those that drink it from non-magical cold, disease, and poison. Eaten on its own, it has no effect.

GM Notes: The above effects are factual, but last for a mere 1d4+4 minutes after drinking this alcohol.  Care must be taken however, as drinking too much of these spirits causes drunkenness and may also result in blindness (cumulative 10% chance per drink imbibed post initial.)

 

 

Galvoran Root

Location: Fey Glade

Frequency: Rare

Season(s): All

Successful harvest and use: Knowledge (nature), Profession (e.g. horticulturalist, botanist) or Craft (alchemy) DC 25 required for harvesting, due to influence of the fey that live close by the root, and use, as the fey tend to get the highest grade of roots.

 

In a glade where the fey trick, play and taunt, there grows a short, stocky plant with tightly wound leaves.  Galvoran plant smells of onions, yet has an extremely bitter and foul taste.  The plant is edible, but one would surely rather feast on tree bark than dine upon this foul tasting plant.  While the plant itself has little or no value to alchemists, the roots of the Galvoran plant are edible, taste quite good, and have marvelous healing effects for those without potions or clerical magic.

GM Alchemy Notes: Although the author has not yet discovered this, the Galvoran Plant has leaves which give off a foul odor.  A poultice created from this plant, when rubbed on the skin will prevent and ward off any type of fleas.  This poultice lasts 1-2 hours.

GM Notes: When eaten or ground into a pulp and applied to an open wound, this root will heal 1d4 hp.  One plant holds one healing root.  On rare occasions (5% of the time) a group of these plants will grow together and a massive root tying them all together can be dug up resulting in enough healing root for 20 doses.  Doses must be eaten or applied to wounds at least 10 minutes apart, or they will have no further effect as the body can only absorb a small amount of this liquid at a time.  Fey may eat as much as they wish of this root and still enjoy the effects, furthermore the Galvoran Root also gives all Fey 2d4+2 hp per dose and grants a temporary +1 to all types of saving throws for 1d10+10 minutes!

 

 

Juniper Berry

Location: Haunted Forest

Frequency: Rare

Season(s): Spring & Summer

Successful harvest and use: Knowledge (nature), Profession (e.g. horticulturalist, botanist) or Craft (alchemy) DC 22 required due to rarity of good quality berries

 

Hidden in only a few select clearings within the woods, Juniper trees grow.  It is unknown if the trees were planted by Fey, or grow wild, but either way the Fey come to these clearings often to check if the berries are ripe.  When ripe the Juniper berries are picked and taken back to Fey Glade where they are mashed and distilled along with grain spirits (obtained from the thieves who live deeper in the woods, apparently in trade for leaving them alone).  When this mixture is ready it makes for a potent drink which they have named Ginn after the leader of the Haunted Forest Fey.

Alchemy Notes: This berry when mashed, distilled, and combined with grain spirits forms a potent alcoholic drink (named Ginn by the Fey) which prevents the effects of most disease and infection.

GM Notes: Generally 1d20x20 berries can be found ripe upon a tree at any given time.  Occasionally (15% of the time) a tree will be found picked bare with only unripe berries available (these trees were recently harvested by Fey.)  40-50 berries create 1 ounce of juice.

Drinking 1 ounce of Ginn daily will prevent most common diseases found in cities (dysentery and filth fever being the most notable).  It does not protect the drinker from other forms of disease although it may confer a +2 bonus to a saving throw if the imbiber has been consuming the drink for at least 1-2 weeks.

Fey who imbibe a half-ounce of Ginn per day are protected from all forms of disease except the black plague, (originating in the Vast Swamp) of which there is no known cure.

 

 

Slumber Pomum Tree

Location: Forest Maze

Frequency: Uncommon (only within maze)

Season(s): All, with basic fruit in abundance in spring and summer, and waning during fall and winter

Successful harvest and use: Knowledge (nature), Profession (e.g. horticulturalist, botanist) or Craft (alchemy) DC 28 required due to rarity of specific fruit

 

Slumber PomumsThis tree produces a fruit which closely resembles an apple, yet all are advised not to eat from this tree!  Experiments on all kinds of creatures have shown the pomum to induce a deep slumber in particular cases, from which test subjects have never awoken.  Interestingly enough, this slumber appears quite magical, as subjects do not require any form of sustenance or water, and seem to repel all signs of aging.

Alchemy Notes: Attempts to dilute or distill the liquid from the pomum have failed to produce any results and deem potion-making using this fruit impossible.  However, the pomums themselves surely have an insidious application if put in the wrong (or right) hands, as one could quite easily swap out a shiny, red apple for one of these fruits, the consumer of which would fall into a deep slumber, thereby removing them from power without actually killing the subject.  Special Note: Not a single mammalian test subject has yet to awake and I fear my poor little rats may stay sleeping forever!  However, when tested on my pet lizard, the pomum had no effect.  I believe this fruit to only work on mammals, and from additional experimentation, none over 600 lbs.

GM Notes: A pomum is a form of apple and will be mistaken for a regular fruit example unless the character is very skilled (+10) in Profession: Botany or Craft: Alchemy, or has either a Knowledge (nature) or Survival DC 10 or greater.  If a ripe pomum is consumed (even in small amounts), a powerful magical slumber will overtake the individual.  Whilst in this state the person cannot be effected by weather related conditions, does not hunger or thirst, and does not age.  They will never awaken on their own and must rely on outside forces to assist them, or they will slumber for eternity.

Those normally resistant to sleep obtain a Fortitude Save DC 25 to overcome the long-lasting effects, those that succeed still fall asleep for 1d10+10 hours then awaken normally.  Those who fail are affected normally. However, it is possible that the endorphins released when one person kisses another, and are inhaled by the receiver of the kiss, are sufficient to release a chemical and electrical response in the sleeper that is powerful enough to jolt them back to wakefulness. But the person who delivers the kiss has to be deeply in love with the person affected by the pomum, no matter how long that deep love has existed, even if it is love at first sight.

Those who are immune to sleep, such as elves, aren’t affected at all.

Finding Pomums: Ripe pomums are very difficult for the PCs to find in the Haunted Forest.  They do grow on the trees, but it seems that once ripe, the fey immediately pick them and and hide them in the deepest part of the forest, which is so dense it is nearly inaccessible by most.  During spring and summer 1-2 ripe pomums can generally be found per tree, whereas in fall or winter only pomum can be found per 100 trees checked.

The Cure: One who has eaten the fruit of the Pomum Tree may be awoken only by one of three methods.  Firstly, one may use a limited wish, wish  or miracle spell to instantly awaken one who slumbers.  Secondly, a noble quest may be undertaken on the slumberer’s behalf, the results of which must restore and strengthen a family bond which was previously severed.  Thirdly, the powerful magic of true love’s kiss may instantly awaken one who slumbers.  The kiss must be heartfelt and meaningful, and the person performing the kiss must forsake their former life just to spend the rest of their time on this earth with the slumbering individual.

 

How to show you are in love with someone

This heartfelt passion can be confirmed in the following way. Firstly, the person claiming to be in love has to fail a Will DC 20 roll (the older, wiser and more experienced you are, the less likely you are to fall head-over-heels in love) and then make a Sense Motive or Diplomacy DC 20 roll (if you ARE deeply in love, the older, wiser and more experienced you are allows you to explain it to either yourself or another person), and this shows your motives to be pure; even then, it is not so easy to explain the way you feel.

Ah, the path of true love is never smooth or straightforward...

A PC can choose to auto-fail the Will roll, but this only has a temporary effect lasting 1d6 days before the other person realises the professed love doesn’t have any depth, passion or heartfelt desire behind it, just foolish self-delusion or lust. Of course, it may be that the person professing their love now has genuine feelings, so can either make the original rolls as described OR can just make a Sense Motive or Diplomacy DC 28 roll

The person making the Sense Motive or Diplomacy roll gets a +1 bonus for every 3 months they have known the person receiving the kiss. As with many skill checks, rolling a 1 is an instant fail, whilst rolling a 20 is an instant success; neither roll has a retry, as the implication of the rolls is that you are either in love or not. This dictates the strength of the endorphins you give off as the giver of the kiss. A PC cannot take 10 or take 20 with either of these rolls.

Drinking an elixir of love before making the rolls reduces each of the totals rolled by the PC by 2 - in helps convince you that you are in love, but it is harder to explain why.

Drinking an elixir of truth before making the rolls increases each of the totals rolled by the PC by 2 - it means you question your initial feelings, but are more certain about them whatever they are.

 

 

Winterflower

Location: Unknown

Frequency: Legendary

Season(s): Winter

Successful harvest and use: Knowledge (nature), Profession (e.g. horticulturalist, botanist) or Craft (alchemy) DC 40 required due to rarity of blooms. This reduces to as low as DC 30 for harvesting if an experienced guide leads the expedition. The Dc reduces by 1 for every 2 levels of Expert or every 2 points of Profession (mountaineer) the guide has. Whilst these bonuses can be combined, the DC is never lower than 30

 

The Winterflower is the rarest flower in the world. It thrives in cold mountainous region and has a reputation for growing on difficult-to-access mountain peaks and cliffs. It is the only known flower to grow through multiple layers of snow to reach the sunlight.

The chance that the flower I saw was in fact the legendary Winterflower is slim at best, but it did fit all of the fables I have heard since childhood.  Alas, I could not reach the location as it was growing from the side of a dangerous cliff-face above a cabin known by the occupants of the forest to contain seven deadly rogues.  Although temptation begged me to overcome my fears, I could not brave the rogues and the death-defying climb, thus I will never know if it was truly the fabled Winterflower which I saw perched so high above the forest floor.

Alchemy Notes: I have no first hand experience with Winterflower plants, but rumors hold that the leaves, petals, bud, stem, and root may all be utilized with great care to craft all manner of potions, balms, and magical items which allow the user to resist all forms of cold both regular and magical!  Alternatively, there are offensive uses mentioned in ancient tales such as the fable of the man who froze an entire village of orcs by chewing up a petal of the legendary Winterflower and blowing the vapor upon the village.

GM Notes: While this flower does not currently grow within the forest, it may return within the next year or so, and if the PCs are so diligent as to check back often, they may find it flowing in the cold breeze, high above on the edge of the Golvoran Cliffs located in the southeastern part of the forest.

A single Winterflower has been able to historically yield between 10,000-20,000 gp depending on the severity of the winter, thus they are very much sought after and there are those who spend their lives in pursuit of such plants.  They bloom so rarely they are considered a legend through most of the Klavek Kingdom, although in the Klavekian-controlled fishing village of Rybalka (located within Vikmordere) there is an annual celebration honoring the Winterflower.  In recent times a group of adventurers retrieved the rare flower and planted it near the village where it thrived through the winter and was untouched by the occupants of the village.  The flower has since thrown seeds to the wind and now the Winterflower blooms in high flung locations surrounding the great Serpent Lake in Vikmordere.  Most flower-seekers now venture to those lands, leaving some of the former picking grounds free to grow and be found by adventurer’s once again. However, knowing that history has had this plant growing in some of the coldest, most inhospitable environments in the whole kingdom, I have my doubts that a bloom from the relatively warm and wind-free site of a village will be as potent as one from the height of a mountain.

Effects The effects of the Winterflower are many, and varied.  Final say depends on the GM.

Bud (1) 

The bud of the Winterflower is the most potent part of the plant.  It is extremely resistant to cold and can survive in any conditions no matter how cold, normal or magical.  Magical items (generally armor) crafted using the bud (1-2 depending on the size) are permanently resistant to all cold-based attacks and confer the owner a +10 on cold-based saving throws and Cold DR 10 as well as the ability to resist certain effects which may normally freeze an adventurer.

Petals (5)

The petals of the Winterflower are filled with the essence of winter herself.  If one of the petals is chewed and quickly blown from the mouth, a freezing air will rush out causing damage to creatures and placing anyone unable to resist the effects in a temporary stasis under a thick layer of ice as per the Polar Stasis spell as if cast by a level 17 wizard.  The new spell Polar Statis can be found at the end of this adventure.

Leaves (1-3)

The leaves of the Winterflower contain the same cold resistance as the bud albeit not as powerful.  Thus, the leaves are generally used in the concoction of endure elements potions.  One leaf can make 10 such potions, each of which last twice as long as normal.

Stem (1)

The stem of the Winterflower can be used as the internal base of a Staff of Frost.

Roots (1)

The roots of the Winterflower can be used as the core of a Staff of Frost or alternatively can be woven into elven chainmail and the roots imbued with a spell to protect from decay.  Once this has been performed,  a +1 armor bonus is conferred and furthermore grants the wearer of the armor resistance to all normal and magical cold including a white dragon’s breath weapon.  If the roots are ever removed they crumble to dust and all bonuses are lost.  There is a 3% chance that a critical hit on this armor will cause the roots to be severed and therefore destroyed.

With all of these uses, the higher the origin of the flower, the more likely it is that they will successfully imbue the item with magical power. Any flower from a site over 20,000 feet above sea level will automatically work. For every 1,000 feet below this, there is a cumulative 5% chance that the magic will fail and the part of the flower wasted.

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Fauna

 

Ice Frogs

Location: Water sources within forest

Frequency: Uncommon

Season(s): All

Successful gathering and use: Knowledge (nature), Profession (e.g. herpetologist, biologist) or Craft (alchemy) DC 20 required

 

These frogs look just like normal frogs except for the fact that they are clear and appear to be made of ice.  They are cold to the touch yet do not move in a frigid manner as one would expect.  Perhaps these were created through magical experimentation by some long dead wizard, or maybe a goddess of ice and water is responsible.  Whatever the reason, these semi-magical amphibians exist and are unique to these woods so far as I know.

Alchemy Notes: I have always been wary of killing any creature simply for alchemical research, so when I stumbled upon one of these frogs in a small pond,  missing a leg and dying, I took the opportunity to catch it and take it back to the lab.  While examining it closely under a magnifying lens the creature died, and when it did, it melted away as if made of solid ice.  The puddle it formed on the stone table seemed to be normal water.  I absorbed the liquid into a ocean sponge and squeezed it into a glass jar, labeled it and placed it upon my shelf.  A few days later when I had time to again research the liquid, I reached for the jar and was amazed to see the level of water in the jar had reduced ever so slightly, and within the water swam three albino tadpoles.  Realizing that the air supply was quickly depleting I opened the jar and began to care for the tadpoles as they grew.  Not knowing what kind of food they ate I experimented with many materials having no luck until one snowy day, on a whim I decided to try a chunk of snow and ice.  Sure enough the little critters went to town on both items, consuming much of it before it melted but ignoring what had become water.  Over the next few weeks I continued to feed them ice and snow, watching them grow into tiny frogs.  I then released them back into the Haunted Forest from which their "mother" had come.  Although I craved to know more about these unique frogs, I decided not to experiment any further with the creatures.  There are some magical things in this world which should remain a mystery, and are only to be known by the gods themselves.

GM Notes: Ice frogs are as cold as ice to the touch, but do not cause any damage to PCs which pick them up. Crushing or breaking a frog is possible, and the creature will die. As winter turns to spring, ice frogs will voraciously eat any snow and ice they come across, feeding in preparation for the full thaw, after which they will have nothing to feed on. Eventually they will thaw in summer and will become no more than half a dozen tadpoles of which two or three generally survive to adulthood and become ice frogs just in time for a cold Klavekian fall (winter temperatures).  In order to catch an ice frog, the player must first make a DC 20 Search/Perception check followed by a Grapple check against AC/CMD of 18.

 

Frost Crickets

Location: Tall grassy areas, or within bramble bushes (winter)

Frequency: Uncommon, Common around Pomum Trees

Season(s): All

Successful gathering and use: Knowledge (nature), Profession (e.g. orthopterologist, biologist) or Craft (alchemy) DC 20 required

 

Frost crickets can be heard chirping as one travels through the Haunted Forest.  Their eerie song bathes the forest in a thick mist generated by their frost covered legs rubbing together with great intensity.

Alchemy Notes: These crickets while difficult to capture make an excellent potion of ice mist which can be drank then exhaled causing an effect similar to the cricket’s frost mist yet intensified due to the reduction and refinement of the magical frost obtained from the cricket’s legs.  A large quantity of crickets are required to make just a single potion (800-1000), thus the process of catching the insects, skimming their legs, and refining the potion is quite labor intensive, requiring a steady hand and a very patient individual.

Ice Mist (potion): After consuming this potion, the consumer may breathe a cloud of frost mist with a range of 5’-15’ and expanding over the course of 1d4+1 rounds into an area filling 100’x100’.  Anyone near the edges of the area of effect may make a Reflex save DC 15 to dive out of the cloud.  Anyone caught in the cloud has their vision completely obscured and gains total concealment.  Victims also take 1d4 cold damage per round which they remain inside the cloud. The cloud disperses in 1d10+6 rounds or can be instantly dispersed using a wind spell or effect.  A DC 20 Craft (alchemy) check is needed to create this potion.  In order to catch the required number of frost crickets, the players must use a handheld net, like a butterfly net.  The preferred method of catching these crickets is to stomp the ground near the orchestra and wait for them to begin flying and swing the net through the resulting chaos.  A touch attack against AC 18 will net the player 10 crickets.

GM Notes: A hundred of these little insects can generate a cold cloud of mist 10’x10’.  Thus, one thousand frost crickets create a cloud of frost mist 100’x10’ which envelopes any creatures in the area causing 1d2 cold damage per round remaining in the mist.  The mist completely obscures vision, whilst also granting full concealment to creatures within the cloud.  It takes 1d10+6 rounds for an ice mist cloud to disperse.  Frost crickets may only create such a cloud once per day and usually do so only if a predator approaches too close in the tall grasslands of the forest (usually in small clearings and common near Pomum Trees).

The crickets do not purposely "attack" anything, and create this mist as a means of concealing themselves from would be predators, the cold simply drives them off.  It will take a four person party 1d4 rounds per 100 crickets to locate and crush them to death.  If the PCs are enveloped by the cloud it will take them an extra +2 rounds per 100 to do so.  Thus, 400 crickets would take 4d4 rounds to kill, or 4d4+8 rounds to kill whilst enveloped in mist.

Crickets can be killed easily enough by stomping upon them or crushing them with weapons.  A well aimed fireball will make quick work of almost any size group of crickets..

 

 

Parasitic Angel Moth

Location: Any

Frequency: Very Rare

Season(s): All

Successful gathering and use: Knowledge (nature), Profession (e.g. lepidopterist, biologist) or Craft (alchemy) DC 25 required

 

This rare moth appears only at night and glows with a bright, easily visible radiance emitted through cells which absorb sunlight during the day as it rests upon the branches of trees.  This moth, when seen flying over the Haunted Forest, has many times been mistaken for a ghost as its long tendril like follicles trail down all around it like a ghostly apparition wearing a dress or gown.  This moth has such a wondrous glow, many creatures are attracted to its beauty.  This attraction allows the moth to lay eggs under the skin of any who touch her.  The action is painless and barely noticeable.

Alchemy Notes: The blood of a parasitic angel moth larva can make an interesting poison which, when ingested, causes the consumer to lose life force immediately.  Preliminary tests have shown this ill effect to occur in every single instance save one, leading me to believe this poison is most potent.  Attempts to reduce and concentrate the poison have failed creating a useless viscous black liquid.

Poison: Angel Blood Poison - 1d4+2 hp loss (permanent), Fortitude DC 25 to avoid ill effects.

GM Notes: A potential victim of the parasitic angel moth may roll a Spot/Perception DC 15 to see the eggs being inserted via a tiny follicle protruding from the abdomen of the large insect.  A successful Reflex DC 20 save allows the PC to jump back in time to avoid the insertion of the parasite.  If the parasite is inserted it grows within the PC feeding on 1 hp per week for a period of 1d4+4 weeks.  This hit point loss is permanent and there is no way to restore hp lost in this way, save a miracle, limited wish, or wish spell.  Eventually a small pus-filled sack on the PC's back (spotted with Perception DC 20 by a comrade only whilst individual naked) explodes and a larva emerges and begins to search for plant life to consume and grow.  The larvae grows for 1d4+4 days before going into a cocoon and finally emerging as another parasitic angel moth.

 

 

Paralytic Fleas

Location: See below

Frequency: See below

Season(s): See below

Successful gathering and use: Knowledge (nature), Profession (e.g. entomologist, biologist) or Craft (alchemy) DC 20 (uncommon), 25 (rare) or 30 (very rare) required

 

Paralytic Fleas are common in summer months both on animals and in tall grass, they are uncommon in spring and autumn on animals and rare in tall grass, and they are very rare in winter in tall grass, yet still uncommon on animals within the forest.

It is usually recommended that travelers in the Haunted Wood sleep under a tree at night, this is to avoid the onslaught of terrible paralytic fleas which spread like wildfire in these woods during the summer months. For some yet-unestablished reason, the fleas need tall grasses to hunt most effectively, and the lack of grass around the roots and base of a tree tends to put the fleas off.

Alchemy Notes: These fleas are horrible to behold and have no apparent alchemical use!  When they bite any mammal, it becomes paralyzed.  In the meantime these little ravenous specks begin to feast upon the poor creature causing further paralysis.  It is rare, but occasionally, so many fleas congregate in one area that they drink blood from a creature until it is simply skin and bones.  Of course this takes many days, but imagine the feeling of being awake and aware, yet unable to move as hundreds of thousands of fleas suck your blood.

GM Notes: A single bite from a paralytic flea requires a Fortitude DC 10.  Failure means the creature is paralyzed for 1d2+1 rounds.  Each subsequent bite after failure tacks on an additional 1d2+1 rounds during which time more fleas congregate in the area.  For every 10 fleas drinking blood the PC loses 1 hp every hour.  The number of fleas appearing is up to the GM.  Paralytic fleas are meant to be an extreme nuisance, but should not be used while the PCs are involved in combat (except to liven up an otherwise easy battle for the players), nor should the fleas be used to knock down the entire party as this could result in a TPK... by fleas, and that’s just mean.

How to ward off the fleas:  Galvoran Plant (see Galvoran Root in Flora section) has leaves which give off a foul odor.  A poultice created from this plant, when rubbed on the skin will prevent and ward off these fleas.  One application of this poultice will last 1-2 hours.

 

 

Luminescent Bats

Location: Trees

Frequency: Rare, Common in Summer

Season(s): All

Successful gathering and use: Knowledge (nature), Profession (e.g. chiropterologist, biologist) or Craft (alchemy) DC 15 (common) or 25 (rare) required

 

Glowing bats flitting around the night’s sky over these woods have further reinforced the rumors of these woods being haunted.  Dissecting these bats has revealed that they obtain their special luminescence from a rare gland which secretes glowing liquid through their sweat glands and spreads over their leathery skin.  This glow attracts insects from all over the forest and the bats swarms go into a feeding frenzy.

Alchemy Notes: The luminescent gland may be removed from these bats.  The liquid can be used for myriad applications in which a glowing substance is needed.  The liquid is viscous and sticky and can easily be bottled and thrown to reveal combatants using darkvision to their advantage.  At least 40 luminescent glands are needed to create one normal sized potion bottle of this liquid.

GM Notes: The glowing liquid produced by the glands may be treated as low lamp light providing only 5’ of visibility, yet allowing others to easily spot the target in darkness (incurring a +2 to hit for all targeting this "glowing opponent".)

 

 

Nocturnal Laughing Squirrels

Location: Trees

Frequency: Common

Season(s): All, very active in Fall

Successful gathering and use: Knowledge (nature), Profession (e.g. rodentologist, biologist) or Craft (alchemy) DC 12 (common everywhere) required

 

"The first time I heard the laugh of these squirrels I thought some kind of demonic munchkin was trailing me through the forest.  The shrill, high pitched noise which these creatures make can only be described as laughter.  These squirrels come out to play and gather nuts and berries only during the nighttime.  They are especially active in fall, gathering all that they can in preparation for the extremely cold Klavek winter. They are not very fearful of travelers and often approach campsites at night to steal bits of foods and stash them away inside holes within the trees.  They have been known to occasionally grab something shiny such as a magical ring or trinket and make off with it, usually awakening the party with rolling laughter echoing through the forest, creating the general assumption that small humanoid bandits made off with their goods.  The laughter has been thought to have been many things by travelers I have met in the woods, from halflings to kobolds, and even demons."

Alchemy Notes: One day I stumbled upon a dead squirrel and dissected it back at my lab to see if there was anything inside I could use in my potions, salves, or balms.  Unfortunately, there were no organs or other body parts which showed any signs of use after my initial tests.  I did however find a multitude of items within the creature’s stomach including a magic ring, a six-sided die, a tiny belt silver belt buckle, and a diminutive whetstone.  Who knew these little critters were walking treasure hoards?

GM Notes: Nocturnal squirrels frequent campsites, especially those with a warm fire.  They are not scared of the flames like some creatures are.  If the PCs are camping near a tree there is a 20% chance that nocturnal squirrels will be in the tree above them.

If a nocturnal squirrel is killed there is a 10% chance that its stomach contains at least 1d4 items of value.  If four items are found there is a 30% chance that there is also an additional item, a small sized magical item (GM’s choice).

 

 

werewolf-clipart-1

Encounters in the Haunted Forest

For Flora and Fauna encounters the GM may use the previously listed options as he or she sees fit.  For monstrous encounters you may roll below, once per hour of travel within the forest.

Day: 60 minutes of travel = 30% chance of encounter, reduced to 15% if party remains stationary.

Night: 60 minutes of travel = 60% chance of encounter, reduced to 45% if party remains stationary.

 

If an encounter is called for, roll percentile dice for frequency, then choose from the appropriate encounter table.  Add 10% to the final roll if it is nighttime.  Add 20% if it is nighttime and the PCs are wandering about the forest, away from a roaring fire.

Common (01-50)

Bear, Brown or Grizzly CR 5

(1) Brown Bear (3.5)

BROWN BEAR

Size/Type: Large Animal

Hit Dice: 7d8+28 (59 hp)

Initiative: +1

Speed: 40 ft. (8 squares)

Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14

Base Attack/Grapple: +4/+16

Attack: Claw +11 melee (1d8+8)

Full Attack: 2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4)

Space/Reach:  10 ft./5 ft.

Special Attacks:  Improved grab

Special Qualities:  Low-light vision, scent

Saves:   Fort +9, Ref +6, Will +3

Abilities:  Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6

Skills:  Listen +4, Spot +7, Swim +12

Feats:  Endurance, Run, Track

Environment:  Cold forests

Organization:  Solitary or pair

Challenge Rating:  5

Treasure:  None

Alignment:  Always neutral

These massive carnivores weigh more than 1,800 pounds and stand nearly 9 feet tall when they rear up on their hind legs. They are bad-tempered and territorial. The brown bear’s statistics can be used for almost any big bear, including the grizzly.

COMBAT

A brown bear attacks mainly by tearing at opponents with its claws.

Improved Grab (Ex): To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Skills: A brown bear has a +4 racial bonus on Swim checks.

Broad, powerful muscles move beneath this massive bear's brown fur, promising both speed and lethal force.

(1) Grizzly Bear (PF)

Grizzly Bear              CR 5

XP 1,200

N Large animal

Init +1; Senses low-light vision, scent ; Perception +6

 

DEFENSE

AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, –1 size)

hp 42 (5d8+20)

Fort +8, Ref +5, Will +2

 

OFFENSE

Speed 40 ft.

Melee 2 claws +7 (1d6+5 plus grab), bite +7 (1d6+5)

Space 10 ft.; Reach 5 ft.

 

STATISTICS

Str 21, Dex 13, Con 19, Int 2, Wis 12, Cha 6

Base Atk +3; CMB +9 (+13 grapple); CMD 20 (24 vs. trip)

Feats Endurance, Run, Skill Focus (Survival)

Skills Perception +6, Survival +5, Swim +14; Racial Modifiers +4 Swim

ECOLOGY

Environment cold forests

Organization solitary or pair

Treasure none

 

A large, powerful omnivore, the grizzly bear inhabits many of the world's forested hills. Equally happy consuming nuts, berries, fish, or small mammals, the grizzly is nonetheless fiercely territorial, and will chase off—or, failing that, kill and eat—any intruders it views as competition.

 

When faced with a foe or small group of threats, the grizzly attempts to subdue or kill with its claws. When it can, the bear tries to grab a single target to deal continual damage until that target is dead, unconscious, or escapes.

 

Section 15: Copyright Notice - Pathfinder Roleplaying Game Bestiary

Pathfinder RPG Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

 

Calathgar CR 4

(2) Calathgar (3.5)

Calathgar

Size/Type Small plant

Hit Dice 6d8+12 (39)

CR 4

Initiative +8

Speed 20 ft., climb 20 ft.

Armor Class 16 (+4 Dex, +1 natural, +1 size), touch 15, flat-footed 12

Base Attack/Grapple +4/+5

Attack flower +7 melee (1d6+2 plus 1d6 cold) or 2 tendrils +7 melee (1d4+2)

Full Attack flower +7 melee (1d6+2 plus 1d6 cold) or 2 tendrils +7 melee (1d4+2)

Space/Reach 5 ft./ 5 ft. (10 ft. with tendrils)

Special Attacks seed spray (15-ft. cone, 4d6 cold damage, Reflex DC 14 for half, usable every 1d4 rounds)

Special Qualities cold healing, darkvision 30 ft., immunity to cold, low-light vision, mold mulch, plant traits, scent, vulnerability to fire

Saves Fort +6, Ref +6, Will +4

Abilities Str 14, Dex 19, Con 14, Int 6, Wis 15, Cha 12

Skills Hide +17

Feats Blind-Fight, Combat Reflexes, Improved Initiative

Environment cold forests

Organization solitary, growth (2–8), garden (9–25)

Challenge Rating 4

Treasure standard

Alignment Neutral

Languages Sylvan (cannot speak)

 

SPECIAL ABILITIES

Cold Healing (Ex)

Calathgars are healed by cold. Anytime a calathgar is subjected to cold damage, it regains 1 hit point (regardless of the amount of cold damage dealt). When in areas of severe cold (such as arctic regions or near brown mold), a calathgar gains fast healing 1.

Mold Mulch (Ex)

Upon being reduced to 0 hit points, a calathgar withers and swiftly decays, transforming into a 5-foot patch of brown mold. If a calathgar is killed by fire, the mold immediately grows into a 10-foot patch. If it is killed in a space already occupied by brown mold, that mold patch doubles in size just as though fire had been brought near. The area within 30 feet of brown mold is cold enough to activate a calathgar’s cold healing and the persistent effect of its seed spray. Brown mold deals 3d6 points of non-lethal cold damage to all creatures within 5 feet of it.

Seed Spray (Ex)

Once every 1d4 rounds, up to 3 times per day, a calathgar can expel a blast of thorny, frozen seeds in a 15-foot cone. All creatures in this area take 4d6 points of cold damage (Reflex DC 15 for half ). In frigid climes—areas where the temperature is 40 degrees or colder—these seeds cling to those they strike, dealing an additional 1d6 points of cold damage on the following round. The save DC is Constitution-based.

(2) Calathgar (PF)

The acrid scent of vinegar wafts from this shield-sized blossom. Amid shocking blue petals slowly twitches a cluster of sharp stamens arranged like a ring of teeth within a leafy muzzle.

Calathgar                   CR 4

XP 1,200

N Small plant

Init +8; Senses darkvision 30 ft., low-light vision, scent; Perception +2

 

DEFENSE

AC 16, touch 15, flat-footed 12 (+4 Dex, +1 natural, +1 size)

hp 39 (6d8+12)

Fort +6, Ref +6, Will +4

Defensive Abilities cold healing; Immune cold, plant traits

Weaknesses fire vulnerability

 

OFFENSE

Speed 20 ft., climb 20 ft.

Melee flower +7 (1d6+2 plus 1d6 cold), 2 tendrils +7 (1d4+2)

Space 5 ft.; Reach 5 ft. (10 ft. with tendrils)

Special Attacks seed spray (15-ft. cone, 4d6 cold damage, Reflex DC 14 for half, usable every 1d4 rounds)

 

STATISTICS

Str 14, Dex 19, Con 14, Int 6, Wis 15, Cha 12

Base Atk +4; CMB +5; CMD 19 (21 vs. trip)

Feats Blind-Fight, Combat Reflexes, Improved Initiative

Skills Stealth +17

Languages Sylvan (cannot speak)

SQ mold mulch

SPECIAL ABILITIES

Cold Healing (Ex)

Calathgars are healed by cold. Anytime a calathgar is subjected to cold damage, it regains 1 hit point (regardless of the amount of cold damage dealt). When in areas of severe cold (such as arctic regions or near brown mold), a calathgar gains fast healing 1.

 

Mold Mulch (Ex)

Upon being reduced to 0 hit points, a calathgar withers and swiftly decays, transforming into a 5-foot patch of brown mold. If a calathgar is killed by fire, the mold immediately grows into a 10-foot patch. If it is killed in a space already occupied by brown mold, that mold patch doubles in size just as though fire had been brought near. The area within 30 feet of brown mold is cold enough to activate a calathgar’s cold healing and the persistent effect of its seed spray. Brown mold deals 3d6 points of non-lethal cold damage to all creatures within 5 feet of it.

 

Seed Spray (Ex)

Once every 1d4 rounds, up to 3 times per day, a calathgar can expel a blast of thorny, frozen seeds in a 15-foot cone. All creatures in this area take 4d6 points of cold damage (Reflex DC 15 for half ). In frigid climes—areas where the temperature is 40 degrees or colder—these seeds cling to those they strike, dealing an additional 1d6 points of cold damage on the following round. The save DC is Constitution-based.

 

ECOLOGY

Environment cold forests

Organization solitary, growth (2–8), garden (9–25)

Treasure standard

 

Known to grow in the depths of the densest frozen forests, realms where icicles rarely melt from the snow-cloaked trees, calathgars, or "hail lilies," grow to a size and possess an alien beauty that make their cuttings greatly desired in civilized lands. Yet, what few beside the wariest hunters and most knowledgeable denizens of the forests realize is that hail lilies are more than mere flowers—their fully grown varieties possess not only a deadly way of spreading their frozen seeds but also an even more dangerous trait: thought. Known among their own kind as calathgars, these ice-tinged plants move slowly and possess little in the way of society, yet they perceive their surroundings, know when their frigid gardens are threatened, feel pain, and—most tenaciously—seek a chilling revenge when their young are despoiled. The blooms of a fully grown calathgar measures 3 feet in diameter, though some have reported flowers up to 5, 8, and even 10 feet wide. Able to crawl on three tendrillike roots, one of these plants might stand as high as 4 feet off the ground, and when heavy with seeds might weigh as much as 50 pounds.

 

Ecology

Calathgars are immediately identifiable, even from a distance, by their sky-blue petals, a color repeated by few other forms of plant life in such size or brilliance. Yet typically, these blooms only unfurl during the brightest hours of the day or when the plants feel threatened. At all other times, calathgars keep their flowers closed, defending the sensitive structures within and presenting large, blue-gray sepals to the outside world. Calathgar young look little different from tall blue flowers—hence many horticulturists identify them merely as hail lilies. It takes nearly a year for a juvenile calathgar to display any kind of concerted movement, aside from the opening and closing of their petals and a few markedly un-plant-like twitches. Their sense of scent and ability to communicate function as soon as their buds first grow—typically within 2 weeks of sprouting from the cold earth. Two rings of sensory organs help calathgars remain aware of their surroundings: a cluster of lobes at the base of the flower and another situated around the stamen within. Both are capable of not just deciphering light in an approximation of visual sight, but also receiving information via a highly developed kind of scent. This sense of smell is much more developed in the plants than their ability to see—though at close ranges their sight can prove just as accurate as most humanoids. To this end, most communication between the plants is scent-based, utterly silent, and often imperceptible to non-plant creatures. At times when the plants feel threatened, however, they exude a smell like vinegar or, if angry, a coppery odor.

For all their developments as a species, calathgars possess a strange connection, even symbiosis, with a far less complex type of growth: brown mold. Notorious for its ability to drain the warmth from an area and freeze the unwary, brown mold not only benefits calathgars—allowing them to grow comfortably in areas they might otherwise find inhospitably warm—but it also pervades the roots and internal structures of the plants. Some suggest that calathgars might be some advanced form of brown mold, yet the idea is typically dismissed, as such mutually beneficial relationships are well documented in the world of mundane flora. As a calathgar grows to maturity, brown mold thrives within its flower and internal structures, aiding in keeping the growth cool and providing it with frigid defensive abilities and a way to spread its seeds—freezing and clinging to creatures that come near before dropping off later. The flowers provide the mold ample places to grow, and defense from creatures that might threaten it. The adult plants also prove so riddled with nutrients upon which the fungus flourishes that should a calathgar violently die amid brown mold, the fungal patch instantly explodes with growth—typically to the detriment of whatever ended the calathgar’s life.

 

Habitat & Society

Calathgars have little in the way of society, other than grouping together for mutual defense. Despite their intellects, the plants’ psyches prove distinctive and alien in comparison to those of animals and sentient creatures. They have little interest in emotions, culture, or ambition, yet they possess nearly flawless memories and an understanding of experiences which they can share with other calathgars by scent as easily as (and far more effectively than) humanoids can pass on information by speech. Yet where calathgars do seem most like humanoids is in their capacity to care for their young and seek reprisal should any harm befall them. Should an immature calathgar be trampled, plucked, or otherwise ruined, adults do all they can to pursue and deal vengeance upon those who murdered their young, planting a new generation in the killer’s frozen flesh. While calathgars can be reasoned with and most prove generally accepting of honest apologies from those capable of communicating with them, like most enraged parents, an incensed calathgar is rarely in a mood to speak.

 

Section 15: Copyright Notice - Pathfinder Adventure Path #34: Blood for Blood Pathfinder Adventure Path #34: Blood for Blood. © 2010, Paizo Publishing, LLC; Author: Neil Spicer.

 

Fey Wolverine CR 3

Fey Wolverine (3.5)

Fey Wolverine

Size/Type Medium animal (fey)

Hit Dice 3d8+9 (22 hp)

Initiative +4

Speed 30 ft., burrow 10 ft., climb 10 ft.

Armor Class 15 (+4 Dex, +1 natural), touch 14, flat-footed 11

Base Attack/Grapple +2/+3

Attack 2 claws +3 melee (1d6+1), bite +3 (1d4+1)

Full Attack 2 claws +3 melee (1d6+1), bite +3 (1d4+1)

Space/Reach 5 ft./5 ft.

Special Attacks rage

Special Qualities camouflage, cold resistance 10, damage reduction 5/cold iron, electricity resistance 10, low-light vision, scent, spell-like abilities

Saves Fort +5, Ref +5, Will +2; +4 on saves vs. mind-affecting effects

Abilities Str 13, Dex 19, Con 15, Int 4, Wis 12, Cha 12

Skills Climb +10, Listen +7, Spot +10

Feats Skill Focus (Spot), Toughness

Environment cold forests

Organization solitary

Challenge Rating 3

Treasure none

Alignment Neutral

 

Spell-like Abilities

1/day – entangle, faerie fire, glitterdust

3/day – dancing lights

 

 

SPECIAL ABILITIES

Camouflage (Ex)

A fey creature can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment. It gains a +4 racial bonus on Stealth checks. This bonus does not stack with any racial Stealth bonus possessed by the base creature.

 

Rage (Ex)

A wolverine that takes damage in combat flies into a rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to AC. The creature cannot end its rage voluntarily.

 

Section 15: Copyright Notice - Pathfinder Campaign Setting: Lands of the Linnorm Kings

Pathfinder Campaign Setting: Lands of the Linnorm Kings © 2011, Paizo Publishing, LLC; Authors: Matthew Goodall, Jonathan Keith, Colin McComb, and Rob McCreary.

Fey Wolverine (PF)

This stocky, muscular mammal is the size of a badger, its snarling lips revealing a mouth full of yellow teeth.

 

Fey Wolverine          CR 3

XP 800

N Medium animal (fey)

Init +4; Senses low-light vision, scent; Perception +10

 

DEFENSE

AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)

hp 22 (3d8+9)

Fort +5, Ref +5, Will +2; +4 on saves vs. mind-affecting effects

DR 5/cold iron; Resist cold and electricity 10

 

OFFENSE

Speed 30 ft., burrow 10 ft., climb 10 ft.

Melee 2 claws +3 (1d6+1), bite +3 (1d4+1)

Special Attacks rage

Spell-like Abilities

1/day – entangle, faerie fire, glitterdust

3/day – dancing lights

 

STATISTICS

Str 13, Dex 19, Con 15, Int 4, Wis 12, Cha 12

Base Atk +2; CMB +4; CMD 16 (20 vs. trip)

Feats Skill Focus (Perception), Toughness

Skills Climb +10, Perception +10

SQ camouflage

 

SPECIAL ABILITIES

Camouflage (Ex)

A fey creature can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment. It gains a +4 racial bonus on Stealth checks. This bonus does not stack with any racial Stealth bonus possessed by the base creature.

 

Rage (Ex)

A wolverine that takes damage in combat flies into a rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to AC. The creature cannot end its rage voluntarily.

 

ECOLOGY

Environment cold forests

Organization solitary

Treasure none

 

Wolverines are territorial, especially when it comes to food, and have been known to defend their kills against much larger predators, such as black bears. They are fearsome opponents, launching into a frenzy when wounded. They tend to give off a very strong, unpleasant musk smell when angry.

Armed with powerful jaws, strong legs, and a thick hide, wolverines are remarkably strong for their size. They are reckless in battle and throw themselves at their foes, clawing and biting furious.

 

Section 15: Copyright Notice - Pathfinder Campaign Setting: Lands of the Linnorm Kings

Pathfinder Campaign Setting: Lands of the Linnorm Kings © 2011, Paizo Publishing, LLC; Authors: Matthew Goodall, Jonathan Keith, Colin McComb, and Rob McCreary.

 

Wolf CR 1

Wolf (3.5)

WOLF

Size/Type:  Medium Animal

Hit Dice:  2d8+4 (13 hp)

Initiative:  +2

Speed: 50 ft. (10 squares)

Armor Class:  14 (+2 Dex, +2 natural), touch 12, flat-footed 12

Base Attack/Grapple:  +1/+2

Attack: Bite +3 melee (1d6+1)

Full Attack:  Bite +3 melee (1d6+1)

Space/Reach:  5 ft./5 ft.

Special Attacks:  Trip

Special Qualities:  Low-light vision, scent

Saves:   Fort +5, Ref +5, Will +1

Abilities:  Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6

Skills:  Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*

Feats:  TrackB, Weapon Focus (bite)

Environment:  Temperate forests

Organization:  Solitary, pair, or pack (7–16)

Challenge Rating:  1

Treasure:  None

Alignment:  Always neutral

 

Wolves are pack hunters known for their persistence and cunning.

COMBAT

A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear.

Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

 

Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent.

Wolf (PF)

This powerful canine watches its prey with piercing yellow eyes, darting its tongue across sharp white teeth.

Wolf    CR 1

XP 400

N Medium animal

Init +2; Senses low-light vision, scent; Perception +8

 

DEFENSE

AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)

hp 13 (2d8+4)

Fort +5, Ref +5, Will +1

 

OFFENSE

Speed 50 ft.

Melee bite +2 (1d6+1 plus trip)

 

STATISTICS

Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6

Base Atk +1; CMB +2; CMD 14 (18 vs. trip)

Feats Skill Focus (Perception)

Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent

 

ECOLOGY

Environment cold or temperate forests

Organization solitary, pair, or pack (3–12)

Treasure none

 

Wandering alone or in packs, wolves sit at the top of the food chain. Ferociously territorial and exceptionally wide-ranging in their hunting, wolf packs cover broad areas. A wolf's wide paws contain slight webbing between the toes that assists in moving over snow, and its fur is a thick, water-resistant coat ranging in color from gray to brown and even black in some species. Its paws contain scent glands that mark the ground as it travels, assisting in navigation as well as broadcasting its whereabouts to fellow pack members. Generally, a wolf stands from 2-1/2 to 3 feet tall at the shoulder and weighs between 45 and 150 pounds, with females being slightly smaller.

 

Dire Wolf CR 3

Dire Wolf (PF)

DIRE WOLF

Size/Type: Large Animal

Hit Dice:  6d8+18 (45 hp)

Initiative:  +2

Speed:  50 ft. (10 squares)

Armor Class:            14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12

Base Attack/Grapple:  +4/+15

Attack:  Bite +11 melee (1d8+10)

Full Attack:  Bite +11 melee (1d8+10)

Space/Reach:            10 ft./5 ft.

Special Attacks:  Trip

Special Qualities:  Low-light vision, scent

Saves:            Fort +8, Ref +7, Will +6

Abilities:  Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10

Skills:             Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*

Feats:             Alertness, Run, TrackB, Weapon Focus (bite)

Environment:  Temperate forests

Organization:  Solitary or pack (5–8)

Challenge Rating:  3

Treasure:  None

Alignment:  Always neutral

 

Dire wolves are efficient pack hunters that will kill anything they can catch.

 

Dire wolves are mottled gray or black, about 9 feet long and weighing some 800 pounds.

 

COMBAT

 

Dire wolves prefer to attack in packs, surrounding and flanking a foe when they can.

 

Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

 

Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.

 

*It also has a +4 racial bonus on Survival checks when tracking by scent.

Dire Wolf (PF)

This immense black wolf is the size of a horse, its fangs as large and sharp as knives.

Wolf, Dire                   CR 3

XP 800

N Large animal

Init +2; Senses low-light vision, scent; Perception +10

 

DEFENSE

AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)

hp 37 (5d8+15)

Fort +7, Ref +6, Will +2

 

OFFENSE

Speed 50 ft.

Melee bite +7 (1d8+6 plus trip)

Space 10 ft.; Reach 5 ft.

 

STATISTICS

Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10

Base Atk +3; CMB +8; CMD 20 (24 vs. trip)

Feats Run, Skill Focus (Perception), Weapon Focus (bite)

Skills Perception +10, Stealth +3, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent

ECOLOGY

Environment cold or temperate forests

Organization solitary, pair, or pack (3–8)

Treasure none

 

An enormous version of a normal wolf, dire wolves represent the wolf in its most primal form. These creatures follow the same basic behaviors of regular wolves, but are much more aggressive. Dire wolves often serve giants as hunting companions and vicious guard animals. Some ferocious humanoids and woodsmen use trained dire wolves as mounts. Darker than normal wolves, dire wolves' coats tend toward blacks and deep mottled grays. An adult dire wolf is typically about 9 feet long and weighs roughly 800 pounds.

 

Wolverine CR 2

Wolverine (3.5)

WOLVERINE

Size/Type:  Medium Animal

Hit Dice:  3d8+15 (28 hp)

Initiative:  +2

Speed:  30 ft. (6 squares), burrow 10 ft., climb 10 ft.

Armor Class:            14 (+2 Dex, +2 natural), touch 12, flat-footed 12

Base Attack/Grapple:  +2/+4

Attack:  Claw +4 melee (1d4+2)

Full Attack: 2 claws +4 melee (1d4+2) and bite –1 melee (1d6+1)

Space/Reach:            5 ft./5 ft.

Special Attacks:  Rage

Special Qualities:  Low-light vision, scent

Saves:            Fort +7, Ref +5, Will +2

Abilities:  Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10

Skills:             Climb +10, Listen +6, Spot +6

Feats:             Alertness, Toughness, TrackB

Environment:  Cold forests

Organization:  Solitary

Challenge Rating:  2

Treasure:  None

Alignment:  Always neutral

 

These creatures are similar to badgers but are bigger, stronger, and even more ferocious.

 

COMBAT

Rage (Ex): A wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily.

 

Skills: Wolverines have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

 

This stocky, muscular mammal is the size of a badger, its snarling lips revealing a mouth full of yellow teeth.

Wolverine (PF)

Wolverine                  CR 2

XP 600

N Medium animal

Init +2; Senses low-light vision, scent; Perception +10

 

DEFENSE

AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)

hp 22 (3d8+9)

Fort +5, Ref +5, Will +2

 

OFFENSE

Speed 30 ft., burrow 10 ft., climb 10 ft.

Melee 2 claws +4 (1d6+2), bite +4 (1d4+2)

Special Attacks rage

 

STATISTICS

Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 10

Base Atk +2; CMB +4; CMD 16 (20 vs. trip)

Feats Skill Focus (Perception), Toughness

Skills Climb +10, Perception +10

 

SPECIAL ABILITIES

Rage (Ex)

A wolverine that takes damage in combat flies into a rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to AC. The creature cannot end its rage voluntarily.

 

ECOLOGY

Environment cold forests

Organization solitary

Treasure none

 

Wolverines are territorial, especially when it comes to food, and have been known to defend their kills against much larger predators, such as black bears. They are fearsome opponents, launching into a frenzy when wounded. They tend to give off a very strong, unpleasant musk smell when angry.

 

Armed with powerful jaws, strong legs, and a thick hide, wolverines are remarkably strong for their size. They are reckless in battle and throw themselves at their foes, clawing and biting furious.

 

Wolverine, Dire CR 4

Dire Wolverine (3.5)

DIRE WOLVERINE

Size/Type:  Large Animal

Hit Dice:  5d8+23 (45 hp)

Initiative:  +3

Speed:  30 ft. (6 squares), climb 10 ft.

Armor Class:            16 (–1 size, +3 Dex, +4 natural), touch 12, flat-footed 13

Base Attack/Grapple:  +3/+13

Attack:  Claw +8 melee (1d6+6)

Full Attack:  2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3)

Space/Reach:  10 ft./5 ft.

Special Attacks:  Rage

Special Qualities:  Low-light vision, scent

Saves:            Fort +8, Ref +7, Will +5

Abilities:  Str 22, Dex 17, Con 19, Int 2, Wis 12, Cha 10

Skills:             Climb +14, Listen +7, Spot +7

Feats:             Alertness, Toughness, TrackB

Environment:  Cold forests

Organization:  Solitary or pair

Challenge Rating:  4

Treasure:  None

Alignment:  Always neutral

 

Dire wolverines grow to about 12 feet in length and can weigh as much as 2,000 pounds.

 

COMBAT

Dire wolverines attack opponents wantonly, fearing no other creatures.

 

Rage (Ex): A dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged dire wolverine gains +4 Strength, +4 Constitution, and –2 AC. The creature cannot end its rage voluntarily.

 

Skills: A dire wolverine has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Dire Wolverine (PF)

This terrible wolverine is as large as a bear, its jaws and claws oversized and brutal, its eyes dark and filled with rage.

Dire Wolverine        CR 4

XP 1,200

N Large animal

Init +7; Senses low-light vision, scent; Perception +12

 

DEFENSE

AC 16, touch 12, flat-footed 13 (+3 Dex, +4 natural, –1 size)

hp 42 (5d8+20)

Fort +7, Ref +7, Will +2

 

OFFENSE

Speed 30 ft., climb 10 ft.

Melee 2 claws +6 (1d8+4), bite +6 (1d6+4)

Space 10 ft.; Reach 5 ft.

Special Attacks rage

 

STATISTICS

Str 19, Dex 17, Con 17, Int 2, Wis 12, Cha 10

Base Atk +3; CMB +8; CMD 21 (25 vs. trip)

Feats Improved Initiative, Skill Focus (Perception), Toughness

Skills Climb +12, Perception +12

 

SPECIAL ABILITIES

Rage (Ex)

A dire wolverine that takes damage in combat flies into a rage on its next turn, madly clawing and biting until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to AC. The creature cannot end its rage voluntarily.

ECOLOGY

Environment cold forests

Organization solitary or pair

Treasure none

 

Dire wolverines tend to be even more territorial than their smaller wolverine cousins, and they defend to the death the areas where they choose to live, often selecting humanoid-settled regions as their own and then fearlessly tearing the settlements apart. Dire wolverines grow to about 12 feet in length and can weigh as much as 2,000 pounds.

 

Section 15: Copyright Notice - Pathfinder RPG Bestiary

Pathfinder RPG Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

 

Uncommon (51-75)

Huldra CR 4

Huldra (3.5)

This beautiful woman smiles coyly, but as she turns, her foxlike tail and the wood-lined hollow inside her back reveal her true fey nature.

 

Huldra

Size/Type Medium fey

Hit Dice 7d6+14 (38 hp)

Initiative +3

Speed 30 ft.

Armor Class 16 (+3 Dex, +3 natural), touch 13, flat-footed 13

Base Attack/Grapple +3/+7

Attack slam +7 melee (1d6+4) or tail slap +7 melee (1d6+4 plus 1d4 Cha damage)

Full Attack slam +7 melee (1d6+4) or tail slap +7 melee (1d6+4 plus 1d4 Cha damage)

Space/Reach 5 ft./5 ft.

Special Attacks lashing tail, manipulate luck

Special Qualities cold resistance 10, darkvision 60 ft., immune to charm and compulsion effects, low-light vision, regeneration 3 (acid or fire), scent

Saves Fort +4, Ref +8, Will +7

Abilities Str 19, Dex 17, Con 14, Int 12, Wis 14, Cha 19

Skills Bluff +16, Disguise +16, Escape Artist +13, Hide +13, Knowledge (nature) +11, Listen +10, Spot +10, Use Magic Device +14

Feats Deceitful, Dodge, Mobility, Power Attack

Environment cold forests and mountains

Organization solitary, pair, or family (3–8)

Challenge Rating 4

Treasure standard

Alignment CN

Languages Common, Giant, Skald, Sylvan

 

Spell-Like Abilities (CL 4th; concentration +8)

 

Constant—detect snares and pits, endure elements, pass without trace

3/day—charm person (DC 15), daze monster (DC 16), wood shape

1/day—deep slumber (DC 17)

 

 

SPECIAL ABILITIES

Lashing Tail (Su)

A huldra’s tail slap is a primary attack. In addition, each time a huldra damages a creature with her tail slap, she deals 1d4 points of Charisma damage, causing her target to grow progressively more deformed and ugly with each strike. A DC 15 Fortitude save negates the Charisma damage. The save DC is Constitution-based.

 

Manipulate Luck (Su)

Once per day, a huldra can manipulate another creature’s luck by spending a full-round action, during which the huldra must remain in physical contact with the target creature. When the huldra uses this ability, she must choose whether she is imparting good luck or bad luck. A creature granted good luck gains a +2 luck bonus on all saving throws, attack rolls, and skill checks, while a creature afflicted with bad luck takes a –4 penalty on all saving throws, attack rolls, and skill checks. A DC 17 Will save negates the effect. Huldras cannot be the target of this ability. This effect lasts for 24 hours and is a curse effect. The save DC is Charisma-based.

Huldra (PF)

This beautiful woman smiles coyly, but as she turns, her foxlike tail and the wood-lined hollow inside her back reveal her true fey nature.

 

Huldra            CR 4

XP 1,200

CN Medium fey

Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +12

 

DEFENSE

AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural)

hp 38 (7d6+14); regeneration 3 (acid or fire)

Fort +4, Ref +8, Will +7

Immune charm and compulsion effects; Resist cold 10

 

OFFENSE

Speed 30 ft.

Melee slam +7 (1d6+4), tail slap +7 (1d6+4 plus 1d4 Cha damage)

Special Attacks lashing tail, manipulate luck

Spell-Like Abilities (CL 4th; concentration +8)

 

Constant—detect snares and pits, endure elements, pass without trace

3/day—charm person (DC 15), daze monster (DC 16), wood shape

1/day—deep slumber (DC 17)

 

STATISTICS

Str 19, Dex 17, Con 14, Int 12, Wis 14, Cha 19

Base Atk +3; CMB +7; CMD 21

Feats Deceitful, Dodge, Mobility, Power Attack

Skills Bluff +16, Disguise +16, Escape Artist +13, Knowledge (nature) +11, Perception +12, Stealth +13, Use Magic Device +14

Languages Common, Giant, Skald, Sylvan

 

SPECIAL ABILITIES

Lashing Tail (Su)

A huldra’s tail slap is a primary attack. In addition, each time a huldra damages a creature with her tail slap, she deals 1d4 points of Charisma damage, causing her target to grow progressively more deformed and ugly with each strike. A DC 15 Fortitude save negates the Charisma damage. The save DC is Constitution-based.

 

Manipulate Luck (Su)

Once per day, a huldra can manipulate another creature’s luck by spending a full-round action, during which the huldra must remain in physical contact with the target creature. When the huldra uses this ability, she must choose whether she is imparting good luck or bad luck. A creature granted good luck gains a +2 luck bonus on all saving throws, attack rolls, and skill checks, while a creature afflicted with bad luck takes a –4 penalty on all saving throws, attack rolls, and skill checks. A DC 17 Will save negates the effect. Huldras cannot be the target of this ability. This effect lasts for 24 hours and is a curse effect. The save DC is Charisma-based.

ECOLOGY

Environment cold forests and mountains

Organization solitary, pair, or family (3–8)

Treasure standard

 

Huldras are fey creatures that legend claims were originally created by troll witches to lure humans into their clutches. Huldras are aware of this tale and find it both insulting and unbelievable, yet the legend persists. There is no greater way to inflame a huldra’s anger than to speak about this myth, and huldras’ hatred of all things trollish is well documented.

A huldra appears to be a beautiful human woman when viewed from the front, yet two distinctive features mark the huldra as something supernatural: her long foxlike tail, and the fact that she has no back—merely a hole that reveals her body to be a hollow, bark-lined shell. Most huldras wear their hair long to mask their backs, and they prefer long gowns to hide their tails when interacting with humanoids. Though huldras are not ashamed of their status, they react extremely negatively to those who point out their tails. So long as humanoids are respectful, however, huldras tend to be curious about other races, and may aid those who pass through their territories by telling them the best places for hunting or fishing. In some cases, huldras may even become enamored with the woodcutters and other outdoor adventurers they encounter, taking them to their beds, but these romances usually end in disappointment and misunderstanding shared by both sides.

Despite their relatively lithe frames, huldras are deceptively strong—stories abound of them performing astonishing feats of strength, like straightening horseshoes, and their natural weapons are quite potent.

 

Section 15: Copyright Notice - Pathfinder Campaign Setting: Lands of the Linnorm Kings

Pathfinder Campaign Setting: Lands of the Linnorm Kings © 2011, Paizo Publishing, LLC; Authors: Matthew Goodall, Jonathan Keith, Colin McComb, and Rob McCreary.

 

Mandragora CR 4

Mandragora (3.5)

Mandragora

Size/Type Small plant

Hide Dice 5d8+15 (37 hp)

Initiative +4

Speed 40 ft., burrow 10 ft., climb 40 ft.

Armor Class 17 (+4 Dex, +2 natural, +1 size), touch 15, flat-footed 13

Base Attack/Grapple +3/+8 grapple

Attack bite +8 melee (1d6+2 plus grab) or 2 slams +8 melee (1d4+2 plus poison)

Full Attack bite +8 melee (1d6+2 plus grab) or 2 slams +8 melee (1d4+2 plus poison)

Space/Reach 5 ft./5 ft. (10 ft. with slam)

Special Attacks blood drain (1d2 Constitution), shriek

Special Qualities acid resistance 5, cold resistance 5, electricity resistance 5, low-light vision, plant traits, vulnerable to supernatural darkness

Saves Fort +7, Ref +7, Will +2

Abilities Str 15, Dex 18, Con 17, Int 8, Wis 13, Cha 10

Skills Climb +10, Hide +14 (+22 in vegetation), Spot +9, Racial Modifiers +8 Climb, +8 Stealth in vegetation

Feats Lightning Reflexes, Skill Focus (Spot), Weapon Finesse

Environment cold or temperate forests

Organization solitary, pair, or grove (3–12)

Challenge Rating 4

Treasure standard

Alignment Chaotic Evil

Languages Abyssal, Common

 

SPECIAL ABILITIES

Poison (Ex)

Slam—injury; save Fort DC 15; frequency 1/round for 4 rounds; effect confusion and fatigue; cure no saves but "act normally" result on the confusion behavior table ends the effect.

 

Shriek (Su)

Once per day as a standard action, a mandragora can give voice to an unsettling shriek. All creatures within a 30-foot spread of a shrieking mandragora must make a DC 15 Will save or become nauseated for 1d4 rounds. This is a sonic, mind-affecting ability. The save DC is Constitution-based.

 

Vulnerable to Supernatural Darkness (Ex)

In areas of supernatural darkness (such as those created by deeper darkness, but not by darkness), a mandragora is slowed, as the slow spell.

A mandragora rises spontaneously from a mandrake root that has drawn nutrition from the corpse or ichor of a demon. A typical mandragora stands at just over 3 feet tall and only weighs 30 pounds. However, its size hides the creature’s fantastic strength and brutality. When a mandragora attacks, its fingers grow into whipping, thorny vines nearly 10 feet long, with which it makes its slam attacks.

A mandragora rarely strays far from its lair amid tangled roots or vines, but when it encounters any other creature, it attacks regardless of the odds. However, a mandragora can usually recognize druids and does not attack them or their animal companions unless they attack it first. It has no qualms about attacking a druid’s allies.

When mandragora poison is mixed with its thick, gooey, sap-like blood and 1,000 gp worth of alchemical reagents, the resulting fluid can be used as a focus for the scrying spell. The fluid only lasts for the duration of the spell’s casting time and resulting effects but the subject of the spell takes a –4 penalty on the save to resist it.

A mandrake root that is growing on or near a demon’s corpse or ichor has a 2% chance of awakening as a mandragora within a day of first absorbing the tainted material. A creature that wants to create a mandragora can do so with alchemy; the process requires a day of work, a mandrake root, several pints of ichor or the body of a demon of CR 6 or above, and a successful DC 25 Craft (alchemy) check. The newly created mandragora is hostile, even to its creator.

Mandragora (PF)

This filthy creature resembles a small, wide-mouthed fat child made from leaves, vines, tree bark, dirt, and pallid tubers.

 

Mandragora              CR 4

XP 1,200

CE Small plant

Init +4; Senses low-light vision; Perception +9

 

DEFENSE

AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)

hp 37 (5d8+15)

Fort +7, Ref +7, Will +2

Immune plant traits; Resist acid 5, cold 5, electricity 10

Weaknesses vulnerable to supernatural darkness

 

OFFENSE

Speed 40 ft., burrow 10 ft., climb 40 ft.

Melee bite +8 (1d6+2 plus grab), 2 slam +8 (1d4+2 plus poison)

Space 5 ft.; Reach 5 ft. (10 ft. with slam)

Special Attacks blood drain (1d2 Constitution), shriek

 

STATISTICS

Str 15, Dex 18, Con 17, Int 8, Wis 13, Cha 10

Base Atk +3; CMB +4 (+8 grapple); CMD 18

Feats Lightning Reflexes, Skill Focus (Perception), Weapon Finesse

Skills Climb +10, Perception +9, Stealth +14 (+22 in vegetation); Racial Modifiers +8 Climb, +8 Stealth in vegetation

Languages Abyssal, Common

 

SPECIAL ABILITIES

Poison (Ex)

Slam—injury; save Fort DC 15; frequency 1/round for 4 rounds; effect confusion and fatigue; cure no saves but "act normally" result on the confusion behavior table ends the effect.

 

Shriek (Su)

Once per day as a standard action, a mandragora can give voice to an unsettling shriek. All creatures within a 30-foot spread of a shrieking mandragora must make a DC 15 Will save or become nauseated for 1d4 rounds. This is a sonic, mind-affecting ability. The save DC is Constitution-based.

 

Vulnerable to Supernatural Darkness (Ex)

In areas of supernatural darkness (such as those created by deeper darkness, but not by darkness), a mandragora is slowed, as the slow spell.

 

ECOLOGY

Environment cold or temperate forests

Organization solitary, pair, or grove (3–12)

Treasure standard

 

A mandragora rises spontaneously from a mandrake root that has drawn nutrition from the corpse or ichor of a demon. A typical mandragora stands at just over 3 feet tall and only weighs 30 pounds. However, its size hides the creature’s fantastic strength and brutality. When a mandragora attacks, its fingers grow into whipping, thorny vines nearly 10 feet long, with which it makes its slam attacks.

A mandragora rarely strays far from its lair amid tangled roots or vines, but when it encounters any other creature, it attacks regardless of the odds. However, a mandragora can usually recognize druids and does not attack them or their animal companions unless they attack it first. It has no qualms about attacking a druid’s allies.

When mandragora poison is mixed with its thick, gooey, sap-like blood and 1,000 gp worth of alchemical reagents, the resulting fluid can be used as a focus for the scrying spell. The fluid only lasts for the duration of the spell’s casting time and resulting effects but the subject of the spell takes a –4 penalty on the save to resist it.

A mandrake root that is growing on or near a demon’s corpse or ichor has a 2% chance of awakening as a mandragora within a day of first absorbing the tainted material. A creature that wants to create a mandragora can do so with alchemy; the process requires a day of work, a mandrake root, several pints of ichor or the body of a demon of CR 6 or above, and a successful DC 25 Craft (alchemy) check. The newly created mandragora is hostile, even to its creator.

 

Section 15: Copyright Notice - Bestiary 2

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

 

Winter Wolf CR 5

Winter Wolf (3.5)

WINTER WOLF

Size/Type:  Large Magical Beast (Cold)

Hit Dice:  6d10+18 (51 hp)

Initiative:  +5

Speed:  50 ft. (10 squares)

Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14

Base Attack/Grapple:  +6/+14

Attack:  Bite +9 melee (1d8+6 plus 1d6 cold)

Full Attack:  Bite +9 melee (1d8+6 plus 1d6 cold)

Space/Reach:            10 ft./5 ft.

Special Attacks:  Breath weapon, freezing bite, trip

Special Qualities:  Darkvision 60 ft., immunity to cold, low-light vision, scent, vulnerability to fire

Saves:            Fort +8, Ref +6, Will +3

Abilities:  Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10

Skills:             Hide –1*, Listen +6, Move Silently +7, Spot +6, Survival +1*

Feats:             Alertness, Improved Initiative, Track

Environment:  Cold forests

Organization:  Solitary, pair, or pack (3–5)

Challenge Rating:  5

Treasure:  1/10 coins; 50% goods; 50% items

Alignment:  Usually neutral evil

 

A winter wolf grows about 8 feet long and stands about 4-1/2 feet at the shoulder. It weighs about 450 pounds.

 

Winter wolves can speak Giant and Common.

 

COMBAT

Winter wolves typically hunt in packs. Their size, cunning, and formidable breath weapon allow them to hunt and kill creatures much larger than themselves. A pack usually circles an opponent, each wolf attacking in turn to exhaust it. If they’re in a hurry, white wolves try to pin their foes.

 

Breath Weapon (Su): 15-foot cone, once every 1d4 rounds, damage 4d6 cold, Reflex DC 16 half. The save DC is Constitution-based.

 

Freezing Bite (Su): A winter wolf deals an extra 1d6 points of cold damage every time it bites an opponent, as if its bite were a frost weapon.

 

Trip (Ex): A winter wolf that hits with a bite attack can attempt to trip the opponent (+8 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the winter wolf.

 

Skills: Winter wolves have a +1 racial bonus on Listen, Move Silently, and Spot checks. Winter wolves have a +2 racial bonus on Hide checks. *Their natural coloration grants them a +7 racial bonus on Hide checks in areas of snow and ice. A winter wolf has a +4 racial bonus on Survival checks when tracking by scent.

Winter Wolf (PF)

This bear-sized wolf has white fur and a rime of frost around its muzzle. Its eyes are pale blue, almost white in color.

 

Winter Wolf               CR 5

XP 1,600

NE Large magical beast (cold)

Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +11

 

DEFENSE

AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 size)

hp 57 (6d10+24)

Fort +9, Ref +6, Will +3

Immune cold

Weaknesses vulnerability to fire

 

OFFENSE

Speed 50 ft.

Melee bite +10 (1d8+7 plus 1d6 cold and trip)

Space 10 ft.; Reach 5 ft.

Special Attacks breath weapon (every 1d4 rounds, 15-ft. cone, 6d6 cold damage, Reflex half DC 17)

 

STATISTICS

Str 20, Dex 13, Con 18, Int 9, Wis 13, Cha 10

Base Atk +6; CMB +12; CMD 23 (27 vs. trip)

Feats Improved Initiative, Run, Skill Focus (Perception)

Skills Perception +11, Stealth +4 (+10 in snow), Survival +5; Racial Modifiers +2 Perception, +2 Stealth (+8 in snow), +2 Survival

Languages Common, Giant

ECOLOGY

Environment cold forests and plains

Organization solitary, pair, or pack (6–11)

Treasure standard

 

Winter wolves are larger, smarter, more ferocious variants of worgs with white fur and a deadly breath weapon.

 

A typical winter wolf is 8 feet long, stands 4-1/2 feet tall at the shoulder, and weighs about 450 pounds. Winter wolves will often ally themselves with frost giants, hill giants, and other large humanoids, serving entire tribes of giants as both scouts and guards.

 

Rare (76-90)

Drake, Forest CR 4

(1) Forest Drake (3.5)

This green-scaled dragon has two powerful legs and a pair of long, leathery wings. A long spike adorns its thrashing tail.

Forest Drake           

Size/Type Large dragon (earth)

Hit Dice 5d12+10 (42 hp)

Initiative +6

Speed 30 ft., fly 60 ft. (average), swim 30 ft.

Armor Class 17 (+2 Dex, +6 natural, –1 size), touch 11, flat-footed 15

Base Attack/Grapple +5/+10

Attack bite +8 (1d8+4) and tail slap +3 (1d8+2)

Full Attack bite +8 (1d8+4) and tail slap +3 (1d8+2)

Space/Reach 10 ft./10 ft.

Special Attacks acidic cloud

Special Qualities aquatic adaptation, darkvision 60 ft., immune to acid, paralysis, and sleep, low-light vision, scent, speed surge

Save Fort +6, Ref +6, Will +4

Str 19, Dex 14, Con 14, Int 9, Wis 11, Cha 12

Skills Fly +8, Hide +6, Intimidate +9, Listen +8, Spot +11, Stealth +6, Swim +20

Feats Improved Initiative, Power Attack, Skill Focus (Spot)

Environment any forests

Organization solitary, pair, or rampage (3–12)

Challenge Rating 4

Treasure standard

Alignment Lawful Evil

Languages Draconic

 

SPECIAL ABILITIES

Acidic Cloud (Su)

A forest drake can, as a standard action, spit a ball of acid that bursts into a cloud on impact. This attack has a range of 60 feet and deals 4d6 points of acid damage (Reflex DC 14 half) to all creatures within the resulting 10-foot-radius spread. The cloud remains for 1d4 rounds once created, acting as a 10-foot-radius obscuring mist (it no longer causes damage), but a strong wind disperses it in a single round. Once a forest drake has used its acidic cloud breath, it cannot do so again for 1d6 rounds. The Reflex save is Constitution-based.

 

Aquatic Adaptation (Ex)

A forest drake can breathe underwater indefinitely and can freely use its breath weapon and other abilities while underwater. The acidic cloud created by that attack dissipates after 1 round if used underwater.

 

Speed Surge (Ex)

Three times per day as a swift action, a forest drake may draw on its draconic heritage for a boost of strength and speed to take an additional move action in that round.

 

Forest drakes are the degenerate cousins of green dragons, possessed of cruel cunning but little actual wit. Like most drakes, forest drakes are bullies, prowling deep forests in search of their favorite prey—elves and fey. Forest drakes eagerly attack communities of such forest creatures unless driven off with arrows or other shows of force.

 

Like many other drake types, forest drakes organize themselves in packs called "rampages," and keep communal lairs in secluded forest locations. Such packs are usually made up of siblings who break from the pack only during mating season. A forest drake pack has a distinct pecking order, with younger and newer members receiving the least desirable portions of pack kills and the fewest mating options.

 

Forest drakes mate once a year, but do little to raise their offspring. A female lays a clutch of four to eight eggs, but abandons her young as soon as they hatch. Forest drake hatchlings immediately band together in a pack.

 

While few survive so long, forest drakes can live up to 200 years. Forest drakes are typically about 10 feet long with equally long tails, and weigh around 1,000 pounds.

(1) Forest Drake (PF)

This green-scaled dragon has two powerful legs and a pair of long, leathery wings. A long spike adorns its thrashing tail.

Forest Drake            CR 4

XP 1,200

LE Large dragon (earth)

Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +11

 

DEFENSE

AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)

hp 42 (5d12+10)

Fort +6, Ref +6, Will +4

Immune acid, paralysis, sleep

 

OFFENSE

Speed 30 ft., fly 60 ft. (average), swim 30 ft.

Melee bite +8 (1d8+4), tail slap +3 (1d8+2)

Space 10 ft.; Reach 10 ft.

Special Attacks acidic cloud

 

STATISTICS

Str 19, Dex 14, Con 14, Int 9, Wis 11, Cha 12

Base Atk +5; CMB +10; CMD 22

Feats Improved Initiative, Power Attack, Skill Focus (Perception)

Skills Fly +8, Intimidate +9, Perception +11, Stealth +6, Swim +20

Languages Draconic

SQ aquatic adaptation, speed surge

 

SPECIAL ABILITIES

Acidic Cloud (Su)

A forest drake can, as a standard action, spit a ball of acid that bursts into a cloud on impact. This attack has a range of 60 feet and deals 4d6 points of acid damage (Reflex DC 14 half) to all creatures within the resulting 10-foot-radius spread. The cloud remains for 1d4 rounds once created, acting as a 10-foot-radius obscuring mist (it no longer causes damage), but a strong wind disperses it in a single round. Once a forest drake has used its acidic cloud breath, it cannot do so again for 1d6 rounds. The Reflex save is Constitution-based.

 

Aquatic Adaptation (Ex)

A forest drake can breathe underwater indefinitely and can freely use its breath weapon and other abilities while underwater. The acidic cloud created by that attack dissipates after 1 round if used underwater.

 

Speed Surge (Ex)

Three times per day as a swift action, a forest drake may draw on its draconic heritage for a boost of strength and speed to take an additional move action in that round.

 

ECOLOGY

Environment any forests

Organization solitary, pair, or rampage (3–12)

Treasure standard

 

Forest drakes are the degenerate cousins of green dragons, possessed of cruel cunning but little actual wit. Like most drakes, forest drakes are bullies, prowling deep forests in search of their favorite prey—elves and fey. Forest drakes eagerly attack communities of such forest creatures unless driven off with arrows or other shows of force.

 

Like many other drake types, forest drakes organize themselves in packs called "rampages," and keep communal lairs in secluded forest locations. Such packs are usually made up of siblings who break from the pack only during mating season. A forest drake pack has a distinct pecking order, with younger and newer members receiving the least desirable portions of pack kills and the fewest mating options.

 

Forest drakes mate once a year, but do little to raise their offspring. A female lays a clutch of four to eight eggs, but abandons her young as soon as they hatch. Forest drake hatchlings immediately band together in a pack.

 

While few survive so long, forest drakes can live up to 200 years. Forest drakes are typically about 10 feet long with equally long tails, and weigh around 1,000 pounds.

 

Section 15: Copyright Notice - Bestiary 2

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang

Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim

Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob

McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider,

Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material

by Jonathan Tweet, Monte Cook, and Skip Williams.

 

Lycanthrope, Werebear CR 4

(1) Werebear, Hybrid Form (3.5)

Werebear, Hybrid Form

Size/Type:  Large Humanoid (Human, Shapechanger)

Hit Dice:  1d8+1 plus 6d8+30 (62 hp)

Initiative:  +1

Speed:  30 ft. (6 squares)

Armor Class:   17 (–1 size, +1 Dex, +7 natural), touch 10, flat-footed 16

Base Attack/Grapple:  +5/+18

Attack:  Greataxe +11 melee (1d12+13/x3); or claw +13 melee (1d6+9)

Full Attack:   Claw +13 melee (1d6+9) and greataxe +9 melee (1d12+4/x3) and bite +11 melee (1d8+4) or 2 claws +13 melee (1d6+9) and bite +11 melee (1d8+4)

Space/Reach:  10 ft./10 ft.

Special Attacks: Curse of lycanthropy

Special Qualities:   Alternate form, bear empathy, damage reduction 10/silver, low-light vision, scent

Saves:  Fort +12, Ref +6, Will +4

Abilities:  Str 29, Dex 13, Con 20, Int 10, Wis 11, Cha 8

Skills:  Handle Animal +3, Listen +4, Spot +5, Swim +9

Feats:    Endurance, Iron WillB, Multiattack, Power Attack, Run, TrackB

Environment:  Cold forests

Organization:  Solitary, pair, family (3–4), or troupe (2–4 plus 1–4 brown bears)

Challenge Rating:  5

Treasure:  Standard

Alignment:  Always lawful good

 

Werebears in humanoid form tend to be stout, well-muscled, and hairy. Their brown hair is thick, and males usually wear beards. They may have reddish, blond, ivory, or black hair, matching the color of the ursine form. They dress in simple cloth and leather garments that are easy to remove, repair, or replace

 

COMBAT

Werebears fight just as brown bears do in animal form. In humanoid or hybrid form, they favor large, heavy weapons such as greataxes or greatswords. The werebear’s greataxe is a Medium weapon, so it can wield the axe in one hand in hybrid form.

 

 

Alternate Form (Su): A werebear can assume the form of a brown bear or a bear-humanoid hybrid.

 

Bear Empathy (Ex): Communicate with bears and dire bears, and +4 racial bonus on Charisma-based checks against bears and dire bears.

 

Curse of Lycanthropy (Su): Any humanoid or giant hit by a werebear’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

 

Improved Grab (Ex): To use this ability, a werebear must be in bear form and must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

 

Skills: Werebears have a +4 racial bonus on Swim checks in any bear form.

The werebear presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

(1) Werebear, Hybrid Form (PF)

This humanoid is covered in shaggy fur and carries a heavy axe in one of his clawed hands.

Werebear (Hybrid Form)                CR 6

XP 2,400

Human natural werebear ranger 4

LG Large humanoid (human, shapechanger)

Init +2; Senses low-light vision, scent; Perception +8

 

DEFENSE

AC 23, touch 11, flat-footed 21 (+4 armor, +2 Dex, +8 natural, -1 size)

hp 46 (4d10+20)

Fort +6, Ref +6, Will +2

DR 10/silver

 

OFFENSE

Speed 30 ft.

Melee masterwork battleaxe +10 (2d6+5/×3), bite +3 (1d8+2 plus curse of lycanthropy), claw +3 (1d6+2 plus grab)

Ranged masterwork throwing axe +7 (1d6+5)

Space 10 ft.; Reach 10 ft.

Special Attacks favored enemy (orcs +2)

Ranger Spells Prepared (CL 1st; concentration +2)

1st—detect poison

 

STATISTICS

Str 21, Dex 14, Con 19, Int 12, Wis 12, Cha 8

Base Atk +4; CMB +8 (+12 grapple); CMD 20

Feats Endurance, Point-Blank Shot, Power Attack, Run, Weapon Focus (battleaxe)

Skills Climb +9, Handle Animal +6, Heal +8, Knowledge (nature) +8, Perception +8, Stealth +3, Survival +8, Swim +10

Languages Common

SQ change shape (human, hybrid, and bear; polymorph), favored terrain (forest +2), hunter’s bond (companions), lycanthropic empathy (bears and dire bears), track +2

 

ECOLOGY

Environment any forests

Organization solitary, pair, family (3–6), or troupe (3–6 plus 1–4 black or grizzly bears)

Treasure NPC gear (chain shirt, masterwork battleaxe, 2 masterwork throwing axes, other treasure)

 

In their humanoid forms, werebears tend to be muscular and broad-shouldered, with stark facial features and dark eyes. Their hair is usually red, brown, or black, and they look like they are used to a lifetime of hard work. Though by far the most benign of common lycanthropes, werebears are shunned by most normal folk, who fear and mistrust their animal transformations. Most live as recluses in forested areas or in small family units among their own kind. They avoid confrontations with strangers but do not hesitate to drive evil humanoids out of their territory.

 

Some werebears are angry and violent, because of either temperament or a lifetime of harassment from others, and these mean ones aren’t afraid to put an axe in a trespasser’s face or eat someone who pushes them too far. Cool-headed werebears don’t like to speak of these individuals with strangers.

 

Section 15: Copyright Notice - Bestiary 2

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang

Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim

Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob

McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider,

Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material

by Jonathan Tweet, Monte Cook, and Skip Williams.

 

Lycanthrope, Wereboar CR 2

(1) Wereboar, Hybrid Form (3.5)

Wereboar, Hybrid Form

Size/Type:  Medium Humanoid (Human, Shapechanger)

Hit Dice:  1d8+4 plus 3d8+12 (34 hp)

Initiative:  +0

Speed:  30 ft. (6 squares)

Armor Class:  18 (+8 natural), touch 10, flat-footed 18

Base Attack/Grapple:  +3/+6

Attack:  Battleaxe +6 melee (1d8+4/x3) or claw +6 melee (1d4+3)

Full Attack  Battleaxe +6 melee (1d8+4/x3) and gore +1 melee (1d6+1); or 2 claws +6 melee (1d4+3) and gore +1 melee (1d6+1)

Space/Reach:  5 ft./5 ft.

Special Attacks:  Curse of lycanthropy

Special Qualities:  Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent

Saves:   Fort +9, Ref +3, Will +3

Abilities:  Str 17, Dex 11, Con 18, Int 10, Wis 11, Cha 8

Skills:  Handle Animal +3, Intimidate +3, Listen +5, Spot +4

Feats:  AlertnessB, Improved Bull Rush, Iron WillB, Power Attack,

Environment:  Temperate forests

Organization:  Solitary, pair, brood (3–4), or troupe (2–4 plus 1–4 boars)

Challenge Rating:  4

Treasure:  Standard

Alignment:  Always neutral

A wereboar in humanoid form tends to be a stocky, muscular individual of average height. It dresses in simple garments that are easy to remove, repair, or replace.

COMBAT

In any form, wereboars are as ferocious as normal boars. When in hybrid form, they fight with a weapon and their dangerous gore attack.

Alternate Form (Su): A wereboar can assume the form of a boar or a boar-humanoid hybrid.

Boar Empathy (Ex): Communicate with boars and dire boars, and +4 racial bonus on Charisma-based checks against boars and dire boars.

Curse of Lycanthropy (Su): Any humanoid or giant hit by the wereboar’s gore attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Ferocity (Ex): A wereboar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

The wereboar presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

(1) Wereboar, Hybrid Form (PF)

This potbellied creature has the body of a man and the head of a crazed boar. Large tusks jut from his upper jaw.

Wereboar (Hybrid Form)                CR 2

XP 600

Human natural wereboar barbarian 2

CN Medium humanoid (human, shapechanger)

Init +1; Senses low-light vision, scent; Perception +7

 

DEFENSE

AC 14, touch 9, flat-footed 13 (+3 armor, +1 Dex, +2 natural, –2 rage)

hp 30 (2d12+17)

Fort +8, Ref +1, Will +4

Defensive Abilities ferocity, uncanny dodge; DR 10/silver

 

OFFENSE

Speed 40 ft.

Melee dagger +8 (1d4+6/19–20), bite +3 (1d4+3 plus curse of lycanthropy), gore +3 (1d8+3)

Ranged dagger +3 (1d4+3/19–20)

Special Attacks rage (8 rounds/day), rage powers (animal fury)

 

STATISTICS

Str 23, Dex 13, Con 23, Int 10, Wis 14, Cha 8

Base Atk +2; CMB +8; CMD 19

Feats Power Attack, Toughness

Skills Handle Animal +4, Intimidate +4, Knowledge (nature) +5, Perception +7, Profession (farmer) +4

Languages Common

SQ lycanthropic empathy (boars and dire boars), fast movement, change shape (human, hybrid, and boar; polymorph)

 

ECOLOGY

Environment any forests or plains

Organization solitary, pair, brood (3–8), or troupe (3–8 plus 1–4 boars)

Treasure NPC gear (studded leather armor, 2 daggers, other treasure)

In their humanoid forms, wereboars tend to be stout with upturned noses, bristly hair, and a noticeable overbite. They usually have red, brown, or black hair, though a few are golden blond, pale blond, or even bald. Chin whiskers are common, but males often can’t grow full beards. Because they can be stubborn and aggressive when riled up, wereboars usually live in their own communities rather than mixing with non-lycanthropes; a wereboar’s farm or ranch doesn’t look out of the ordinary. Wereboars tend to have large families with many children.

Many wereboars are known to have especially bad tempers, rivaling those of murderous werewolves, and even other lycanthropes tend to avoid them. This suits the wereboars fine, especially as some weretigers and werewolves have been known hunt young wereboars.

Note that the statistics presented here for wereboars assume that the creatures are in their barbarian rage—if the creatures are encountered at another time, simply adjust their statistics accordingly.

Section 15: Copyright Notice - Bestiary 2

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang

Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim

Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob

McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider,

Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material

by Jonathan Tweet, Monte Cook, and Skip Williams.

 

Very Rare (91-98)

Bear, Dire CR 7

(1) Dire Bear (3.5)

DIRE BEAR

Size/Type:  Large Animal

Hit Dice:  12d8+51 (105 hp)

Initiative:  +1

Speed: 40 ft. (8 squares)

Armor Class:  17 (–1 size, +1 Dex, +7 natural), touch 10, flat-footed 16

Base Attack/Grapple:  +9/+23

Attack: Claw +19 melee (2d4+10)

Full Attack:  2 claws +19 melee (2d4+10) and bite +13 melee (2d8+5)

Space/Reach:  10 ft./5 ft.

Special Attacks:  Improved grab

Special Qualities:  Low-light vision, scent

Saves:  Fort +12, Ref +9, Will +9

Abilities:  Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10

Skills:  Listen +10, Spot +10, Swim +13

Feats:  Alertness, Endurance, Run, Toughness, Weapon Focus (claw)

Environment:  Cold forests

Organization:  Solitary or pair

Challenge Rating:  7

Treasure:  None

Alignment:  Always neutral

 

The omnivorous dire bear usually does not bother creatures that try to avoid it, but will aggressively defend a kill or other source of food. It will not hesitate to rip apart anything that might contain something edible.

 

A typical dire bear is 12 feet long and weighs as much as 8,000 pounds.

 

COMBAT

A dire bear attacks by tearing at opponents with its claws.

 

Improved Grab (Ex): To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity

(1) Dire Bear (PF)

Spittle drips from this feral bear's roaring maw, and its matted fur is broken in places by wicked, bony growths.

 

Dire (or Cave) Bear              CR 7

XP 3,200

N Large animal

Init +5; Senses low-light vision, scent; Perception +12

 

DEFENSE

AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)

hp 95 (10d8+50)

Fort +12, Ref +8, Will +4

 

OFFENSE

Speed 40 ft.

Melee 2 claws +13 (1d6+7 plus grab), bite +13 (1d8+7)

Space 10 ft.; Reach 5 ft.

 

STATISTICS

Str 25, Dex 13, Con 21, Int 2, Wis 12, Cha 10

Base Atk +7; CMB +15 (+19 grapple); CMD 26 (30 vs. trip)

Feats Endurance, Improved Initiative, Iron Will, Run, Skill Focus (Perception)

Skills Perception +12, Swim +19; Racial Modifiers +4 Swim

 

ECOLOGY

Environment cold forests

Organization solitary or pair

Treasure incidental

 

Larger, more aggressive, and far more deadly than its lesser cousins, the dire bear (known to barbarian tribes variously as the cave bear or the short-faced bear) is a primeval menace indeed. This behemoth avoids more civilized reaches of the world, preferring to dwell in remote wilderness locations. A dire bear is a rare and terrifying sight—especially to those not used to normal bears.

 

Unlike most bears, a dire bear is short-tempered and swift to anger when confronted with intruders in its territory. Like a grizzly, a dire bear attempts to subdue or kill with its claws. However, a dire bear is far more likely (and willing) to begin biting a grabbed foe.

 

Legendary (99-00)

Witchfire CR 9

(1) Witchfire (3.5)

Witchfire

Size/Type Medium undead (incorporeal)

Hit Dice 10d12+70 (125 hp)

Initiative +10

Speed fly 50 ft. (perfect)

Armor Class 24 (+7 deflection, +6 Dex, +1 dodge), touch 24, flat-footed 17

Base Attack/Grapple +7/ +13

Attack incorporeal touch +13 melee (8d6 fire plus witchflame) or witchflame bolt* +13 ranged (8d6 fire plus witchflame)

Full Attack incorporeal touch +13/+8 melee (8d6 fire plus witchflame) or witchflame bolt* +13/+8 ranged (8d6 fire plus witchflame)

Space/Reach -/-

Special Attacks

Special Qualities darkvision 60 ft., incorporeal, immune to fire, sound mimicry (animal noises), spell-like abilities, undead traits, witchflame

Saves Fort +10, Ref +11, Will +10

Abilities Str —, Dex 22, Con —, Int 17, Wis 16, Cha 25

Skills Bluff +17, Fly +14, Intimidate +20, Knowledge (any two) +13, Move Silently +19, Sense Motive +16, Spot +16

Feats Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Environment any swamps or woodlands

Organization solitary or coven (3 witchfires and hags—see "Witchfire Covens")

Challenge Rating 9

Treasure standard

Alignment Chaotic Evil

Languages Auran, Common, Giant

 

 

Spell-Like Abilities (CL 9th); concentration +16

At will—dancing lights, disguise self, ghost sound (DC 17), invisibility, pyrotechnics (DC 19), ray of enfeeblement (DC 18)

1/day—summon (level 4, 2 will-o’-wisps 50%)

 

SPECIAL ABILITIES

Witchflame (Su)

Any creature damaged by the incorporeal touch or ranged bolt attacks of a witchfire must succeed on a DC 22 Will save or become engulfed in sickly green flames. While these eerie flames deal no additional damage, the affected creature glows as per faerie fire and becomes sickened. While under the effects of the witchflame, the victim gains vulnerability to fire and takes half again as much damage (+50%) from fire attacks of any sort. This effect persists for 10 minutes. The supernatural flames can only be extinguished before this duration expires by a break enchantment, miracle, remove curse, or wish spell—the effective caster level of the witchflame is equal to the witchfire’s HD (CL 10th for most witchfires). Any creature entering the same square as a witchfire or striking it with a melee attack must succeed on a DC 22 Will save or begin burning with witchflame, even if the attack would not otherwise harm the witchfire because of its incorporeal nature. A bolt of witchflame has a range of 60 feet with no range increment. The save DCs are Charisma-based.

When an exceptionally vile hag or witch dies with some malicious plot left incomplete, or proves too horridly tenacious to succumb to the call of death, the foul energies of these wicked old crones sometimes spawn incorporeal undead known as witchfires. These ghostly creatures appear much as they did in life, although the grotesque undead energy that births them makes them appear young and attractive and wreathes their insubstantial bodies in a powerful aura of sickly green flame, a ghostly fire referred to as "witchflame" in local legends.

Strings of will-o’-wisps are often found in the immediate vicinity of witchfires and are typically led by the undead, leading scholars to speculate that the creatures feed off of a witchfire’s flames and fury.

(1) Witchfire (PF)

Bathed in sickly green flames, this insubstantial specter of a beautiful young woman floats just off the ground.

Witchfire                    CR 9

XP 6,400

CE Medium undead (incorporeal)

Init +10; Senses darkvision 60 ft.; Perception +16

 

DEFENSE

AC 24, touch 24, flat-footed 17 (+7 deflection, +6 Dex, +1 dodge)

hp 115 (10d8+70)

Fort +10, Ref +11, Will +10

Defensive Abilities incorporeal, witchflame; Immune fire, undead traits

 

OFFENSE

Speed fly 50 ft. (perfect)

Melee incorporeal touch +13 (8d6 fire plus witchflame)

Ranged witchflame bolt* +13 (8d6 fire plus witchflame)

Spell-Like Abilities (CL 9th); concentration +16

At will—dancing lights, disguise self, ghost sound (DC 17), invisibility, pyrotechnics (DC 19), ray of enfeeblement (DC 18)

1/day—summon (level 4, 2 will-o’-wisps 50%)

 

STATISTICS

Str —, Dex 22, Con —, Int 17, Wis 16, Cha 25

Base Atk +7; CMB +13; CMD 31

Feats Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Skills Bluff +17, Fly +14, Intimidate +20, Knowledge (any two) +13, Perception +16, Sense Motive +16, Stealth +19

Languages Auran, Common, Giant

SQ sound mimicry (animal noises)

 

SPECIAL ABILITIES

Witchflame (Su)

Any creature damaged by the incorporeal touch or ranged bolt attacks of a witchfire must succeed on a DC 22 Will save or become engulfed in sickly green flames. While these eerie flames deal no additional damage, the affected creature glows as per faerie fire and becomes sickened. While under the effects of the witchflame, the victim gains vulnerability to fire and takes half again as much damage (+50%) from fire attacks of any sort. This effect persists for 10 minutes. The supernatural flames can only be extinguished before this duration expires by a break enchantment, miracle, remove curse, or wish spell—the effective caster level of the witchflame is equal to the witchfire’s HD (CL 10th for most witchfires). Any creature entering the same square as a witchfire or striking it with a melee attack must succeed on a DC 22 Will save or begin burning with witchflame, even if the attack would not otherwise harm the witchfire because of its incorporeal nature. A bolt of witchflame has a range of 60 feet with no range increment. The save DCs are Charisma-based.

ECOLOGY

Environment any swamps or woodlands

Organization solitary or coven (3 witchfires and hags—see "Witchfire Covens")

Treasure standard

 

When an exceptionally vile hag or witch dies with some malicious plot left incomplete, or proves too horridly tenacious to succumb to the call of death, the foul energies of these wicked old crones sometimes spawn incorporeal undead known as witchfires. These ghostly creatures appear much as they did in life, although the grotesque undead energy that births them makes them appear young and attractive and wreathes their insubstantial bodies in a powerful aura of sickly green flame, a ghostly fire referred to as "witchflame" in local legends.

 

Strings of will-o’-wisps are often found in the immediate vicinity of witchfires and are typically led by the undead, leading scholars to speculate that the creatures feed off of a witchfire’s flames and fury.

 

Section 15: Copyright Notice - Bestiary 2

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang

Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim

Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob

McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider,

Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material

by Jonathan Tweet, Monte Cook, and Skip Williams.

 

Treant, Twisted CR 9

A new monster, the statistics are provided at the end of this adventure.


man-eating-plant-1

Important Note: Number of monsters occurring is up to the GM, but it is recommended that the total CR not raise above 4-5 during the day and above 6-7 at night if possible unless the party requires a very significant challenge and encounters thus far have proved too trivial for the overall strength of the party.

 

 

 

 

Locations within the Haunted Forest

The Haunted Forest locations

Bottomless Pit

This legendary pit is normally very difficult to find, taking either a Knowledge (geography) or Knowledge (local) DC 32 roll to find if being deliberately searched for; it is an elusive feature of the forest. However, there is a cumulative chance that an individual or party will "just come across" the pit in the course of their time in the Haunted Forest. This chance is equal to 1% per party member per 5 minutes they spend in the forest, which means a party of 4 will definitely come across it after a little over 2 hours, whilst a party of 20 would be guaranteed  to find it in just about 25 minutes.

This is because it is actually a case of the Pit finding the party. It is an unliving entity, one that came about as a result of originally being an entranceway to a mineshaft. When the mine was worked out, the shaft became a place to drop unwanted items, including prisoners or enemies. It was deep, over 300 feet, and death was certain for almost everyone thrown in it. As the years went by the souls, spirits and essence of all those living beings disposed of down it seeped into the rock of the cavern at its bottom and began to soak up the sides of the shaft, as water can be drawn upwards against gravity, until the result of this mix of undead material - the rotting bodies, slowly consumed by creatures able to scale the walls of the shaft, and the inner attributes of those same bodies - caused the organic material of the pit to take on a life (or rather, unlife) of its own.

The Bottomless Pit is an incorporeal, brownish, worm-like creature, around 200 feet long and about 7 feet wide. It "burrows" through the ground, although its nature means it doesn’t have to shift any soil or rock out of the way, and it can pass through water as easily as any other material. When it senses anything living, it will follow it for 1d10+10 minutes, judging the strength of the creature or creatures, before forming a hidden pit ahead of it on its chosen path. The Bottomless Pit needs to be still for 3 rounds for the volume of soil or rock it is inhabiting to become as incorporeal as it is, forming a deep drop into inky nothingness.

However, this is compounded by an anomaly within the makeup of the Bottomless Pit which is that when a creature that has fallen into it reaches the 190 feet mark, it momentarily enters the ethereal plane, only to re-emerge at a place 20 feet below the entrance to the Bottomless Pit’s worm-like body. This property has lead to the belief that there are mysterious bottomless pits dotted all over the forest.

As such, the Bottomless Pit causes no direct physical damage. Instead, as a creature falls down the created shaft, it bounces of the corporeal edges of it, effectively putting itself at the risk of being touched by the incorporeal sides of the Pit. This has the same effect as being struck by a wraith with regard to the draining of Constitution, but not the hit point loss due to the impact. The creature keeps falling until its Con is zero, at which point it becomes part of the Bottomless Pit’s fabric. Alternatively, if a creature tries to climb up the sides of the Bottomless Pit, they automatically receive the Constitution damage every round , again until its Con reaches zero.

 

The only ways for a PC to escape the creature are to:

  • attempt to magically Conjure (teleport) herself out of the creature, although doing so whilst falling and taking Con damage isn’t easy

  • destroy the creature by attacking it from the inside as she falls before it kills her

  • or by having another PC see falling party member as she reappears at the 20 feet mark and somehow grab her.

All of these are particularly unappealing, and death-leading-to-undeath usually occurs. The Bottomless Pit moves off once it has disposed of the life force of whoever falls into it, depositing the bodies in the soil or rock that had moments before been incorporeal. This last point is the reason bodies can be found entombed in the strangest of places when mines are dug or dungeons excavated.

(1) Bottomless Pit (3.5E)

Bottomless Pit

 

Size/Type: Colossal Undead (Incorporeal)

Hit Dice: 21d12 (136 hp)

Initiative: +13

Speed: Fly 60 ft. (good) (12 squares)

Armor Class: 17 (-8 size, +9 Dex, +6 deflection) touch 17, flat-footed 8

Base Attack/Grapple: +10/-

Attack: Incorporeal touch +11 melee (1d6 Constitution drain)

Full Attack: Incorporeal touch +11 melee (1d6 Constitution drain)

Space/Reach: 10 ft./0 ft.

Special Attacks: Constitution drain

Special Qualities: Darkvision 60 ft., daylight powerlessness, incorporeal traits, +2 turn resistance, lifesense 60 ft., undead traits, unnatural aura

Saves: Fort +11, Ref +16, Will +16

Abilities: Str -, Dex 28, Con -, Int 18, Wis 18, Cha 22

Skills: Hide +33, Intimidate +30, Knowledge (geography) +28, Knowledge (local) +28, Listen +28, Search +28, Sense Motive +28, Spot +28, Survival +4 (+6 following tracks AND keep from getting lost /avoiding natural hazards)

Feats: AlertnessB, Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Great Fortitude (x 2), Improved InitiativeB, Mobility, Track

Environment: Underground, can exist overground

Organisation: Solitary (unique)

Challenge Rating: 10

Treasure: None

Alignment: Lawful Evil

 

Spell-like Abilities

None

 

Combat

The Bottomless Pit is an incorporeal, brownish, worm-like creature, around 200 feet long and about 7 feet wide. It "burrows" through the ground, although its nature means it doesn’t have to shift any soil or rock out of the way, and it can pass through water as easily as any other material. When it senses anything living, it will follow it for 1d10+10 minutes, judging the strength of the creature or creatures, before forming a hidden pit ahead of it on its chosen path. The Bottomless Pit needs to be still for 3 rounds for the volume of soil or rock it is inhabiting to become as incorporeal as it is, forming a deep drop into inky nothingness.

However, this is compounded by an anomaly within the makeup of the Bottomless Pit which is that when a creature that has fallen into it reaches the 190 feet mark, it momentarily enters the ethereal plane, only to re-emerge at a place 20 feet below the entrance to the Bottomless Pit’s worm-like body. This property has lead to the belief that there are mysterious bottomless pits dotted all over the forest.

As such, the Bottomless Pit causes no direct physical damage. Instead, as a creature falls down the created shaft, it bounces of the corporeal edges of it, effectively putting itself at the risk of being touched by the incorporeal sides of the Pit. This has the same effect as being struck by a wraith with regard to the draining of Constitution, but not the hit point loss due to the impact. The creature keeps falling until its Con is zero, at which point it becomes part of the Bottomless Pit’s fabric. Alternatively, if a creature tries to climb up the sides of the Bottomless Pit, they automatically receive the Constitution damage every round , again until its Con reaches zero.

 

The only ways for a PC to escape the creature are to:

- attempt to magically Conjure (teleport) herself out of the creature, although doing so whilst falling and taking Con damage isn’t easy

- destroy the creature by attacking it from the inside as she falls before it kills her

- or by having another PC see falling party member as she reappears at the 20 feet mark and somehow grab her.

All of these are particularly unappealing, and death-leading-to-undeath usually occurs. The Bottomless Pit moves off once it has disposed of the life force of whoever falls into it, depositing the bodies in the soil or rock that had moments before been incorporeal. This last point is the reason bodies can be found entombed in the strangest of places when mines are dug or dungeons excavated.

(1) Bottomless Pit (PF)

 

Bottomless Pit         CR 10

XP 9,600

Init +4; Senses blindsight 90 ft., lifesense 60 ft.; Perception +23

 

DEFENSE

AC 17, touch 17, flat-footed 8 (-8 size, +9 Dex, +6 deflection)

hp 210 (21d8+126)

Fort +22, Ref +20, Will +18

Defensive Abilities undead traits

 

OFFENSE

Speed Fly 60 ft. (good) (12 squares)

Melee Incorporeal touch +19 (1d4+31)

Space 5 ft.; Reach: 5 ft.

Special Attacks:

 

STATISTICS

Str -, Dex 28, Con -, Int 18, Wis 18, Cha 22

Base Atk +10; CMB ; CMD

Feats: -

Skills: Perception +23, Stealth +27

 

ECOLOGY

 

Environment: Underground

Organisation: Solitary

Treasure: None

 

Combat

 

The Bottomless Pit is an incorporeal, brownish, worm-like creature, around 200 feet long and about 7 feet wide. It "burrows" through the ground, although its nature means it doesn’t have to shift any soil or rock out of the way, and it can pass through water as easily as any other material. When it senses anything living, it will follow it for 1d10+10 minutes, judging the strength of the creature or creatures, before forming a hidden pit ahead of it on its chosen path. The Bottomless Pit needs to be still for 3 rounds for the volume of soil or rock it is inhabiting to become as incorporeal as it is, forming a deep drop into inky nothingness.

However, this is compounded by an anomaly within the makeup of the Bottomless Pit which is that when a creature that has fallen into it reaches the 190 feet mark, it momentarily enters the ethereal plane, only to re-emerge at a place 20 feet below the entrance to the Bottomless Pit’s worm-like body. This property has lead to the belief that there are mysterious bottomless pits dotted all over the forest.

As such, the Bottomless Pit causes no direct physical damage. Instead, as a creature falls down the created shaft, it bounces of the corporeal edges of it, effectively putting itself at the risk of being touched by the incorporeal sides of the Pit. This has the same effect as being struck by a wraith with regard to the draining of Constitution, but not the hit point loss due to the impact. The creature keeps falling until its Con is zero, at which point it becomes part of the Bottomless Pit’s fabric. Alternatively, if a creature tries to climb up the sides of the Bottomless Pit, they automatically receive the Constitution damage every round , again until its Con reaches zero.

 

The only ways for a PC to escape the creature are to:

- attempt to magically Conjure (teleport) herself out of the creature, although doing so whilst falling and taking Con damage isn’t easy

- destroy the creature by attacking it from the inside as she falls before it kills her

- or by having another PC see falling party member as she reappears at the 20 feet mark and somehow grab her.

All of these are particularly unappealing, and death-leading-to-undeath usually occurs. The Bottomless Pit moves off once it has disposed of the life force of whoever falls into it, depositing the bodies in the soil or rock that had moments before been incorporeal. This last point is the reason bodies can be found entombed in the strangest of places when mines are dug or dungeons excavated.

 

feyglade

Feyglade

This wide clearing in the forest teems with life.  There is an immense oak tree on the north end of the glade.  Numerous fey and wild animals are out in the open, simply going about their lives.

As you step into a nice, wide open clearing in the forest, you are surprised to see a large number of fey creatures visible and though some have taken interest in your arrival, none seems particularly threatened by you.  Visible throughout the glade are a large number of small colored barrels.  Some have faces painted on them, some are all one color, while still others have patterns on them.  There are crude, yet beautiful, tables and chairs scattered through the glade.  The chair seat all manner of fey and the tables are covered in wonderful smelling foods and games.  After a moment, one small fey, a pixie, separates from the pack and flies over to you.

"Hello!" she says in a high pitched voice.  "Welcome to our home!  You can stay here, as long as you aren’t meanies!"  She looks you over for a moment, watching to see how you’ll react.  When you don’t immediately attack, she continues.  "My name’s Doch.  Come in!  You can meet Queen Drona!"

Doch takes you over to one particular table, where a woman sits contemplating the playing pieces of a board game that you do not recognize, whilst her opponent, a small creature that seems entirely made out of sticks and branches, waits patiently.  Finally, the woman moves one of her pieces and says, "Buait" with a smile.  The stick person smacks its hands together in appreciation, hops down from its chair and runs off to play another game.  The woman stands and turns to smile at you.

"Welcome to our glade," she says, bowing her head slightly.  "I am Drona.  Those who live here call me ‘Queen,’ but we don’t have much use for many rules or rulers here.  I am the oldest, to be sure, and the others think that makes me the wisest as well.  I saw that you were greeted by Doch, so I assume she told you not to be mean," she says with a grin.  "This is true.  We welcome you to our home, as long as you harm no other.  It is almost meal time.  Please join me."

Drona is exactly what she claims to be: the oldest fey in this glen.  She has no ulterior motives, she just wants to see her "people" live their lives the way they want to.  Although she rejects their title of Queen, doing so silently, she will fight fiercely to defend her home and her family.  As long as the PCs aren’t violent, she will remain peaceful.

The meal is pleasant, with the fey taking each bite taken with a bit of reverence.  If asked about this trait, Drona will explain that the plants and animals that make up the meal are considered family by the fey and by eating these family members, their spirit lives on in each one of the diners.

After the meal is over and the dishes taken away to be washed in a nearby stream, several of the smaller and more energetic fey rush or fly over to Drona , all of them wanting to play a game.  Drona laughs and asks what game they want to play.

"We want to teach our new friends how to play kasta!"

Playing Kasta

Kasta is a game of rolling barrels.  The barrels that you saw when you walked into the glade are gathered and two grids made of sticks are rolled out onto the ground.

 

There are eight colors or designs of barrels:

Solid colors: red, blue, green, purple

Designs: yellow with a stylized smiley face, orange with black arrows (the arrows mean nothing; they’re just decoration), black with yellow dots, and a bright multicolored swirl

The grids are  20 ft. by 20 ft. and are made up of squares that are 1 ft. on a side.  The barrels are divided up evenly between two large grids and are placed randomly in the half of the grid furthest away from the player, until the ten rows away from the player are filled.  The remaining barrels (about 100 total) are then divided up between the two players.  The tiny and diminutive fey then climb into the barrels to be rolled.  They find rolling in barrels dizzying and hilarious and as such, this game is incredibly fun for them.

The object of the game is to roll the barrels toward the far end of the grid and if the barrel lands adjacent to at least two barrels are the same color or design, they are removed from the grid.  The first person to clear their grid wins.  If no barrels are removed after five throws, five more barrels are added to the section of the grid closest to the competitor.

To play kasta, a player must make a ranged attack roll against an AC of 14 (10 + small size (+1) + rolling on uneven ground (+3)).  Feats like Point-Blank Shot and Throw Anything affect this roll normally, while Weapon Focus or Weapon Specialization do not apply.  If the player misses by less than 5, the barrel rolls to a space adjacent to where they intended.  If the player misses by more than 5, the barrel rolls to a space that is two spaces away from where they intended.

Between each toss, a fey who is not playing will adjust results so that each barrel is in one square.  These fey will also remove any barrels that connect with two or more matching barrels and place down any new barrels that are required.  The winner of the game is presented with a faerie skirt.

Faerie Skirt

Aura faint abjuration; CL 3rd

Slot wrist

Weight -

 

Description

This is a ring of brightly colored flowers bound together by long, thin reeds tied in a knot.  It fits around the waist of a tiny Fey, but around the wrist of a small or medium creature.  The faerie skirt grants the wearer a +4 circumstance bonus to the wearer’s Charisma for 24 hours, at which point the flowers wither and the reed dries out and breaks.  The faerie skirt also grants a +4 circumstance bonus to Diplomacy with any creature with the Fey subtype for 24 hours.

 

Construction

Craft Wondrous Item; eagle’s splendor; creator must be Fey

Cost 2,000 gp

(1) Drona (3.5)

Clothed in verdant lichen and flowers of broom, meadow, sweet, and oak, this shapely maiden has skin of velvety moss and living grass for hair. A crown of flowers bloom within her hair.  A regal serenity graces her countenance as she approaches, her outstretched, root-like hands brushing the tips of the tallest grass—the wind itself whispers around her feet as patches of clover, heather, and milkweed mark her every step.

 

Drona  

Size/Type Medium fey

Hit Dice 9d6+72 (103 hp)

Initiative +10

Speed 30 ft.

Armor Class 23 (+6 Dex, +1 dodge, +6 natural), touch 17, flat-footed 16

Base Attack/Grapple +4/+10

Attack 2 claws +8 melee (1d8+4) or masterwork sling +9 ranged (1d4+4)

Full Attack 2 claws +8 melee (1d8+4) or masterwork sling +9 ranged (1d4+4)

Special Attacks -

Special Qualities allergen aura (DC 22, 1d6 rounds), change shape, damage reduction 5/cold iron, low-light vision, spell-like abilities, verdant step, wild empathy +13

Saves Fort +11, Ref +12, Will +11

Abilities Str 22, Dex 22, Con 27, Int 14, Wis 17, Cha 24

Skills Diplomacy +19, Escape Artist +13, Handle Animal +12, Hide +18 (+22 in grasslands), Heal +9, Knowledge (nature) +14, Listen +14, Perform (wind) +16, Search +4, Sense Motive +15,Spot +14,  Survival +15; Racial Modifiers +4 Stealth in grasslands

Feats Combat Casting, Improved Initiative, Iron Will, Dodge, Mobility

Environment temperate plains

Organization unique

Challenge Rating 8

Treasure double standard (masterwork sling with 20 sling bullets, other treasure)

Alignment Chaotic Neutral

Languages Aklo, Common, Sylvan

 

 

Spell-Like Abilities (CL 11th; concentration +21)

Always active—endure elements, nondetection

Constant—speak with plants

At will— create water, dancing lights, detect animals or plants, entangle (DC 18), plant growth, whispering wind

3/day—command plants, deep slumber (DC 20), modify memory (DC 21), move earth, spike growth (DC 20), summon nature's ally IV

1/day—fire seeds, goodberry, hallucinatory terrain (DC 21), lesser geas (DC 20), plant shape II

 

 

SPECIAL ABILITIES

Allergen Aura (Ex)

 

Drona exudes an aura of pollen and other irritating allergens that forces living creatures within 30 feet to make a DC 22 Fortitude save or become sickened, coughing and sneezing for 1d6 rounds. Creatures who successfully save cannot be affected by Drona’s aura for 24 hours. Drona can suppress this aura at Will as a free action. The save DC is Constitution-based.

 

Change Shape (Su)

 

Drona can assume a single unique humanoid shape or the form of a prairie owl once per day for up to 7 hours as if using the spell polymorph. These hours do not need to be consecutive and Drona can return to her normal shape as a free action.

 

Nature's Infusion (Su)

 

Once per day, while surrounded by any field or fertile plain, Drona may infuse herself with borrowed life energy from nearby plants and nutrients in the ground. This ability functions exactly like false life (CL 11th) but lasts only 1 hour.

 

Verdant Step (Su)

 

Every stride taken by Drona causes small plants, grasses, and wildflowers to sprout from the ground, though she can suppress this effect if she desires. While within a plain of tall grass, brush, or similar undergrowth, Drona may also step through such plant-life and emerge at any other point within the same field (potentially miles away). This ability functions similar to transport via plants, but Drona can only transport herself and does not require a plant equal to her size. This ability is usable three times per day.

 

Wild Empathy (Ex)

 

This works like the druid’s wild empathy class feature, except Drona has a +6 racial bonus on the check.

(1) Drona (PF)

Clothed in verdant lichen and flowers of broom, meadow, sweet, and oak, this shapely maiden has skin of velvety moss and living grass for hair. A crown of flowers bloom within her hair.  A regal serenity graces her countenance as she approaches, her outstretched, root-like hands brushing the tips of the tallest grass—the wind itself whispers around her feet as patches of clover, heather, and milkweed mark her every step.

 

Drona    CR 8

XP 4,800

CN Medium fey

Init +10; Senses low-light vision; Perception +15

Aura allergen (DC 22, 1d6 rounds)

 

DEFENSE

AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)

hp 103 (9d6+72)

Fort +11, Ref +12, Will +11

DR 5/cold iron

 

OFFENSE

Speed 30 ft.

Melee 2 claws +8 (1d8+4)

Ranged masterwork sling +9 (1d4+4)

Spell-Like Abilities (CL 11th; concentration +21)

Always active—endure elements, nondetection

Constant—speak with plants

At will— create water, dancing lights, detect animals or plants, entangle (DC 18), plant growth, whispering wind

3/day—command plants, deep slumber (DC 20), modify memory (DC 21), move earth, spike growth (DC 20), summon nature's ally IV

1/day—fire seeds, goodberry, hallucinatory terrain (DC 21), lesser geas (DC 20), plant shape II

 

STATISTICS

Str 22, Dex 22, Con 27, Int 14, Wis 17, Cha 24

Base Atk +4; CMB +10; CMD 27

Feats Combat Casting, Improved Initiative, Iron Will, Dodge, Mobility

Skills Diplomacy +19, Escape Artist +13, Handle Animal +12, Heal +9, Knowledge (nature) +14, Perception +15, Perform (wind) +16, Sense Motive +15, Stealth +18 (+22 in grasslands), Survival +15; Racial Modifiers +4 Stealth in grasslands Languages Aklo, Common, Sylvan

SQ change shape, verdant step, wild empathy +13

 

SPECIAL ABILITIES

Allergen Aura (Ex)

 

Drona exudes an aura of pollen and other irritating allergens that forces living creatures within 30 feet to make a DC 22 Fortitude save or become sickened, coughing and sneezing for 1d6 rounds. Creatures who successfully save cannot be affected by Drona’s aura for 24 hours. Drona can suppress this aura at Will as a free action. The save DC is Constitution-based.

 

Change Shape (Su)

 

Drona can assume a single unique humanoid shape or the form of a prairie owl once per day for up to 7 hours as if using the spell polymorph. These hours do not need to be consecutive and Drona can return to her normal shape as a free action.

 

Nature's Infusion (Su)

 

Once per day, while surrounded by any field or fertile plain, Drona may infuse herself with borrowed life energy from nearby plants and nutrients in the ground. This ability functions exactly like false life (CL 11th) but lasts only 1 hour.

 

Verdant Step (Su)

 

Every stride taken by Drona causes small plants, grasses, and wildflowers to sprout from the ground, though she can suppress this effect if she desires. While within a plain of tall grass, brush, or similar undergrowth, Drona may also step through such plant-life and emerge at any other point within the same field (potentially miles away). This ability functions similar to transport via plants, but Drona can only transport herself and does not require a plant equal to her size. This ability is usable three times per day.

 

Wild Empathy (Ex)

 

This works like the druid’s wild empathy class feature, except Drona has a +6 racial bonus on the check.

 

ECOLOGY

Environment temperate plains

Organization unique

Treasure double standard (masterwork sling with 20 sling bullets, other treasure)

 

Section 15: Copyright Notice - Pathfinder Adventure Path #33: The Varnhold Vanishing

Pathfinder Adventure Path #33: The Varnhold Vanishing. © 2010, Paizo Publishing, LLC; Author: Greg A. Vaughan.

 

 

At some point during their time in the Feyglade, the PCs may notice that the Fey stay out of the eastern part of the glade, such as when gathering barrels or running around playing.  If asked about this, read this section aloud

"Our former brother Skogi lives there now," Drona says sadly.  "Well, ‘lives’ may not be the right word.  One day, he came back from the forest and was laughing and laughing about a trick he played on a young girl.  He was always mischievous and playful, but over time, he felt worse about this trick, because he went back to see her and found that this was no prank.  She was still asleep, even after many years.

"He went out into the world and gathered many panes of mismatched glass until he had built himself a glass coffin, saying that it ‘was what he deserved.’  He lies there now, out to the east.  He is determined to lay there forever.  He placed himself in the casket, closed the lid, and ate a pomum fruit, putting himself to sleep.  His last wish was to be left undisturbed."

If the PCs wish to go see Skogi, Drona won’t stop them although she will not permit them to pick any fruit from the large slumber pomum tree which grows nearby.

feyglade slumber pomums

Drona asks that the PCs respect Skogi's wishes and leave him undisturbed.  If the PCs decide to view Skogi, read the following:

In an area where no snow seems to have fallen, you come across a casket made of many different types of glass.  As the light passes through the panes, the light diffuses into rainbows on the ground and trees.

Inside the casket lays a Fey with his eyes closed.  In his hands rests the rotted remains of a pomum fruit.  Even in his slumber, the look on his face tells you of his unhappiness.

If Skogi's coffin is opened, nothing happens, although it will take a DC 15 Dexterity check not to break the lid off, since it was hastily attached.  If Skogi's body is moved or the casket damaged or destroyed, nothing will happen immediately, but Drona and the other fey will know what has taken place and will insist that you leave Feyglade and not return.  If the PCs argue, they will be attacked.

If the PCs are successful when dealing Malthazar (in the next section), and the young girl is woken and allowed to return to the life she wants to live, Skogi will revive and pledge to care for the girl, even from afar, as a way to show his remorse for his original actions. He will carry out this task to the best of his abilities for the rest of his days., although no one will ever know he is there.

 

 

Entrance to the Forest Maze

The Forest Maze

The Story of Malthazar, Minotaur of the Maze

minotaur-pictures-2

Malthazar is a warrior from far off lands where minotaurs rule.  He was a scout for his people, venturing off into the forest to track fey spies and orc thieves which infiltrated their kingdom.  One day, whilst tracking a particularly elusive group of men, Malthazar found himself, for the first time, lured into a trap.  The Minotaur ranger was captured by human men which spoke a strange language and wore tall fur hats.

After a long journey upon the ocean in complete darkness, Malthazar found himself in a strange land.  It was cold like his home, but devoid of much of the vast forests and wildlife of which he was accustomed.  Soon after arriving he found himself caged and displayed as a beast for spectators to gawk over.  One day, a wealthy human man with a heavy purse came to visit, but he was unlike the others, with a look of sympathy, need, and even sorrow etched upon his old face.  The man visited Malthazar’s abusive "master", and soon after Malthazar was transferred to the man’s care.

The minotaur came to live with the wealthy man and his daughter deep in the woods known as the Haunted Forest.  The man told Malthazar he was now free and had a choice to make.  He could leave the forest and roam free, or stay and live with the man and his daughter also free, but with others who would treat him as an equal.  The human man’s daughter was still very young, and without mother.  When the father would leave to earn money for the two, she would be left in the confines of the forest, completely exposed to the wilds of the land and in dire need of protection.  It is not that the father thought her incapable of protecting herself, but she was not yet old enough to truly fend for herself whilst he was away.  The man offered to pay the minotaur with food, shelter, and gems in trade for protecting his daughter whilst he was away.  Malthazar chose to stay, finding the girl reminiscent of his own daughter who had been killed by fey spies long ago, when she was still very young and also not ready to defend herself.

In return for protecting the girl, Malthazar asked only for three things, a special magical chain armor with a heart bearing horns on a metal plate over his chest, and two magical battle axes designed to Malthazar’s specifications.  The man agreed, and after a long search for the right crafters, Malthazar had his armor and weapons.  It was shortly after receiving these fine gifts that the father disappeared.  There was no warning, and no clues left as to his disappearance.  Malthazar had sworn to protect the girl, thus could not be off searching for the father or those who may have been responsible for his disappearance.  This is how it came to pass that a Minotaur and a human girl came to live together, as family as the years rolled by.  Malthazar was her guardian, but she came to love him as a father, for he protected, provided, and most of all, loved her.

One day, while Malthazar was out hunting, a fey tricked the girl into wandering far from the cabin to a small clearing where a beautiful apple tree grew, covered with succulent red apples, ripe for the picking.  The fey convinced the girl to pick one and take a bite, which upon doing caused the girl to fall into a deep, magical slumber.  When Malthazar returned he searched madly for the girl, and upon finding her attempted to wake her.  No matter how hard he tried, he could not wake the girl.

As the weeks went on the Minotaur realized that the girl would not die, and as her sworn protector he knew what he must do.  Using the ancient technique known to all Minotaurs in his realm, and imbued by the god of the Minotaurs himself, Malthazar began to craft a maze within which to place her body.  He used his two magical axes and from the forest chopped a path which wound and wound, then circled back, then in on itself, until he was satisfied that it could confuse any intruder to the woods.  He hid her body deep within the maze, and stood at the only correct path so that any who would find their way through the maze would have to pass through him before they could harm the girl.  There he still stands to this day, guardian over the Forest Maze and protector to the girl that slumbers for eternity.

Forest Maze final

The Maze

The Forest Maze twists and turns, writhes and wiggles through the dense Haunted Forest.  A GM has a choice here depending upon how their game is progressing or the style of their play group.  If the players wish to speed things up and simply get to the bottom of this side quest, ruling it out as a key plot point and continuing, than you may wish to simply skip the maze via a series of successful perception or skill checks by the most observant members of the party.  Alternatively, if your group is known for revelling in a side trek, and frequently enjoy challenges and puzzles, you may use the maze as drawn and included with this adventure, or download a maze from the internet of the appropriate difficulty for your group.  If you’re a creative individual and love to make makes, you may prepare your own maze, in advance, and allow the PCs to make their way through your maze.  Regardless of which maze you use, make sure that the PCs are keeping a map, or they will be asking you to give them directions whence they become lost, obviously not in your job description!  As they progress through the maze, throw in a few random encounters, deceased adventurers (for treasure), and some wilderness style traps for extra fun!  If your players enjoy this sort of diversion, than this could possibly extend long enough to cover an entire game session, or at least a good portion of one.

It is important that you read your group’s overall attitude and take the appropriate queues so that this can be used as an fun-filled diversion, or an enjoyable addition to the game, not as an annoyance to those that wish to progress more rapidly through the forest.

 

 

The Twin Bridges

Within the maze there are two bridges which seem to change location at random.

Sometimes, whilst attempting to solve the maze, the PCs will find themselves standing before a long gap over a fast flowing, ice cold stream, while other times, and apparently at random, the PCs find a finely made and decorated wooden bridge spanning the same gap.  The GM may either decide randomly via the dice (50/50 chance) or choose to make things appropriately difficult for the group depending upon their abilities.  Obviously the PCs may attempt to climb down to the stream wade through the cold water, but this water is frigid year-round, and will cause the rapid onset of severe hypothermia, whilst in winter (at least) there are blocks of ice being pulled along that act like a trap if not carefully avoided.

Snow White traditional art 1

Glass Case

In the center of the forest maze is a glass case surrounded by three Slumber Pomum Trees.  The glass case is designed to withstand any attack and even repels magic.  It cannot be removed from this area and if any attempt is made the glass case falls to the ground and cannot be moved by any means.  The magic which binds the case here is tied to the girl, the fey of the wood, and the spirits which still dwell in, and haunt this forest (such as the girl’s mother and brother who tragically died within the confines of these woods).

Inside the glass case sleeps a beautiful girl.  The curse which causes her eternal sleep can only be lifted by one of the three conditions which are listed in the next section.

 

 

The Slumber Pomum Trees

At the center of the forest maze are three Slumber Pomum trees which are covered in rich, red, ripe apples to tempt the PCs.  Those of weak willpower (Will DC 10) may be tempted to approach the tree and take a bite from one.  If Malthazar warned them about the tree, then no save is needed.

 

 

The Poisoned Apple

The girl was actually poisoned by a pomum fruit which look identical to apples, yet have a terrible side effect when eaten: eternal slumber.

The Cure: One who has eaten the fruit of the Pomum Tree may be awoken only by one of three methods.  Firstly, one may use a limited wish spell to instantly awaken one who slumbers.  Secondly, a noble quest may be undertaken on the slumberer’s behalf, the results of which must restore and strengthen a family bond which was previously severed.  Thirdly, the powerful magic of true love’s kiss may instantly awaken one who slumbers.  The kiss must be heartfelt and meaningful, and the person performing the kiss must forsake their former life just to spend the rest of their time on this earth with the slumbering individual.

 

 

Curing the Girl

If cured, the girl will thank the PCs graciously.  If Malthazar is still alive he will give the leader of the PC’s group one of his axes as a gift of gratitude, then takes the girl from these woods, to live in another isolated place, far from the fey.

If the PCs killed Malthazar and the girl learns this she will grow very angry with them unless the PCs are able to calm her down and convince her that they had no choice (either Diplomacy DC 20 or Bluff DC 20 depending upon their true actions and motives).  If she is calmed down she will begin crying and ask the PCs to help escort her either back home to her cabin (50%), or back to the nearby town of Morsain (50%).  The seven short folk now live in the cabin, so the group will be in for a surprise.  Treat the girl as a standard peasant girl with 10 AC and 2 hp.  She has no weapons and is not skilled in combat.  If the PCs are attacked her most common response is to flee in the other direction as fast as her feet will carry her.

 

 

Confronting the Minotaur

If the PCs attempt to parley with Malthazar they will have a very difficult time.  Only on a DC30 Diplomacy will Malthazar even agree to speak with them, otherwise he does all his talking with his axes.

Should Malthazar be defeated, just before dying (or if subdued) he shall beg them not to harm the girl, and tell them of her magical slumber, finally pleading with them to help her, before he ceases speaking entirely.

Should the PCs succeed in diplomacy, then Malthazar will attempt to discern if they are reliable and trustworthy folk through a series of questions to test their loyalty to their land, their fellow countrymen, and even their loyalty to the crown itself just to gauge their lawfulness and good nature.  If he deems them of good heart and trustworthy, he will tell them his story in its entirety and beg for their assistance in finding a cure for the girl.

Malthazor (3.5)

Malthazor, Minotaur of the Maze

With the body of a powerfully built man and the head of a snarling bull, this creature stomps its hooves as if preparing to charge.

 

Size/Type Large Monstrous Humanoid Male Minotaur Ranger 2

Hit Dice 8d10+16 (61 hp)

Initiative +0

Speed 30 ft.

Armor Class 20  (+6 armor, -1 size, +5 natural), touch 9, flat-footed 20

Base Attack/Grapple +8/+12

Attack Chevalsille (Silver Battleaxe) +8 melee (2d6+4/x3) and Feybane (Cold Iron Battleaxe) or Gore (Minotaur) +5 melee (1d6+1/x2)

Full Attack Chevalsille (Silver Battleaxe) +8/+3 melee (2d6+4/x3) and Feybane (Cold Iron Battleaxe) +7 melee (2d6+2/x3) or Gore (Minotaur) +5 melee (1d6+1/x2) and Greataxe +10/+5 melee (3d6+4/x3)

Space/Reach 10 ft./10 ft.

Special Attacks Powerful charge (gore +11, 2d6+6)

Special Qualities darkvision 60 ft., Favored Enemy (Fey +2), Natural Cunning, Track +1, Wild Empathy +0

Saves Fort +9, Ref +8, Will +6

Abilities Str 17, Dex 10, Con 15, Int 10, Wis 12, Cha 7

Skills Bluff -2 (+0 vs. Fey), Climb +8, Fly -2, Heal +8, Hide +7, Intimidate +9, Listen +16 (+18 vs. Fey), Move Silently +7, Sense Motive +1 (+3 vs. Fey), Spot +16 (+18 vs. Fey), Survival +14 (+16 vs. Fey, +15 to track), Swim +12

Feats Great Fortitude, Improved Bull Rush, Power Attack -3/+6, Self-Sufficient, Two-weapon Fighting

Environment The Haunted Forest

Organization Unique

Challenge Rating 5

Treasure Standard (greataxe, other treasure)

Alignment Neutral Good

Languages Giant

Combat Gear Chevalsille (Silver Battleaxe), Feybane (Cold Iron Battleaxe), Greataxe, Minotaur Chain (minotaur only); Other Gear Potion of cure serious wounds, Potion of displacement

 

Special Abilities

 

Darkvision (60 feet) You can see in the dark (black and white vision only).

Favored Enemy (Fey +2) (Ex) +2 to rolls vs Favored Enemy (Fey).

Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity.

Natural Cunning (Ex) Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.

Power Attack -3/+6 You can subtract from your attack roll to add to your damage.

Powerful charge (gore +11, 2d6+6) (Ex) Your charge attacks deal additional damage.

Malthazor (PF)

Malthazor, Minotaur of the Maze

With the body of a powerfully built man and the head of a snarling bull, this creature stomps its hooves as if preparing to charge.

 

Malthazor Minotaur of the Maze    CR 5

XP 1600

Male Minotaur Ranger 2

NG Large Monstrous Humanoid

Init +0; Senses Darkvision; Perception +16

Defense

AC 20, touch 9, flat-footed 20 (+6 armor, -1 size, +5 natural)

hp 61 (8d10+16)

Fort +9, Ref +8, Will +6

 

Offense

Speed 30 ft.

Melee Chevalsille (Silver Battleaxe) +8/+3 (2d6+4/x3) and

Feybane (Cold Iron Battleaxe) +7 (2d6+2/x3) and

Gore (Minotaur) +5 (1d6+1/x2) and

Greataxe +10/+5 (3d6+4/x3)

Space 10 ft.; Reach 10 ft.

Special Attacks Powerful charge (gore +11, 2d6+6)

Ranger Spells Prepared (CL 0, 10 melee touch, 7 ranged touch):

 

Statistics

Str 17, Dex 10, Con 15, Int 10, Wis 12, Cha 7

Base Atk +8; CMB +12 (+14 Bull Rushing); CMD 22 (24 vs. Bull Rush)

Feats Great Fortitude, Improved Bull Rush, Power Attack -3/+6, Rugged Northerner, Two-weapon Fighting

Skills Bluff -2 (+0 vs. Fey), Climb +8, Fly -2, Heal +6, Intimidate +9, Perception +16 (+18 vs. Fey), Sense Motive +1 (+3 vs. Fey), Stealth +7, Survival +12 (+14 vs. Fey, +13 to track), Swim +12

Languages Giant

SQ Favored Enemy (Fey +2), Natural Cunning, Track +1, Wild Empathy +0

Combat Gear Chevalsille (Silver Battleaxe), Feybane (Cold Iron Battleaxe), Greataxe, Minotaur Chain (minotaur only); Other Gear Potion of cure serious wounds, Potion of displacement

 

ECOLOGY

Environment Temperate ruins or underground

Organization Solitary, pair, or gang (3-4)

Treasure Standard (greataxe, other treasure)

 

Special Abilities

Darkvision (60 feet) You can see in the dark (black and white vision only).

Favored Enemy (Fey +2) (Ex) +2 to rolls vs Favored Enemy (Fey).

Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity.

Natural Cunning (Ex) Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.

Power Attack -3/+6 You can subtract from your attack roll to add to your damage.

Powerful charge (gore +11, 2d6+6) (Ex) Your charge attacks deal additional damage.

Rugged Northerner You treat extreme cold conditions as severe cold, and severe cold as cold weather conditions. You are not impacted at all by normal cold weather conditions. In addition, you do not become fatigued by frostbite or hypothermia.

 

 

druid-art-15

Pondy Falls

Pondy Falls is fed by a large stream which originates in the Galvoran Cliffs, and after crashing down from a far off ledge, gathers in a small lake before feeding this area.  Another elevation change creates a beautiful waterfall framed by gray stone, and seemingly glowing with the emerald green of the forest.  The serene snow reflects off the water as it gathers in a small pond before flowing down the hill in the direction of the forest’s edge.

Pondy Pond contains small fish, pond skippers, and beautiful pond plants able to withstand the cold climate and sometimes freezing conditions.

 

Sorrowater

There’s an unexplained feeling of sadness which washes over beings visiting this pond.  Unbeknownst to most, a young boy drowned here more than twenty years ago.  Shaylona, the mother of the boy wept beside the pond for many days before wandering aimlessly into the forest to die.  She was never seen again, although from time to time the spirit of a young woman can be seen standing at the edge of these woods, gazing upon the pond below the waterfall.  If approached, the spirit flees, crying into the forest before vanishing into the darkness of the underbrush.

If one of the PCs spots the spirit and is adept at communicating with such creatures, and extreme care is taken by all the PCs, and compassion freely exuded, the spirit just may come forth and tell her story.  Her guilt is severe.  If the PCs can find and remove her son’s bones from the bottom of the pond, then bury them within the forest, she will reward them with her assistance anytime the PCs are within the Haunted Forest.  Her power is weak, so she warns that she may only arrive once per cycle of the moon when summoned to help them.

 

Locating Items in Pondy Pond

Pondy Pond is deepest at the point closest to the waterfall, reaching almost forty feet deep, and the bottom gradually rises heading away from the falls.  The center of the pond is about thirty feet deep.  Swimming in Pondy Pond is a DC 15 Swim check, unless the PC swims under the waterfall, in which case the DC rises to 20.

Search/Perception DC / Results (cumulative check)

DC 18 / Locate the boy’s bones

DC 22 / (1d4+1) Gems worth (1d20x10 each)

DC 27 / Ring of Protection+1

DC 32 / Dagger+2

*Note: A high roll scores that item and everything listed prior.  For example a 30 scores the Ring of Protection +1, 1d4+1 gems, and the PC located the boy's lost bones.  An 18 locates only the boy's bones.

 

The Spirit of Shaylona

  • Summoned by calling her name once per lunar cycle.  Arrives within 1d4+4 rounds in day, 1d4 rounds at night, and if summoned near the pond she will arrive in 1d2 rounds day or night.
  • Actions: Scare enemies or manifest herself long enough to set off a trap, free one from bonds, or perform other simple actions.
  • She will only be able to make a single action which affects the normal material world (free from bonds, etc.)
  • After arriving only stays for 1d3 rounds.

 

The Waterfall

Pondy Falls creates powerful negative ions which repel the sadness of the pond should the curse of the drowned boy be removed.  This invigorates the spirit, and after the crisp, cold mist falls to one’s face, they will feel replenished, refreshed, and revived as well as invigorated and ready to take on any challenge (all minor magical effects of ill nature and simple disease is removed).

Hidden within the waterfall itself is a water elemental, which in turn is bound to a Decanter of Endless Water disguised with a spell of invisibility.  One of the seven small folk that live in the cabin in the woods stole this from a travelling wizard long ago and found a use for it here.  Not only does the endless supply of water enhance the girth of the stream, but it continues to function even when the stream freezes completely over.  Furthermore, the water elemental acts as guardian to the cave entrance, handily disguised behind the waterfall.

If the PCs discover the cave (Search/Perception DC 25), the water elemental will attack them, moving freely up and down the waterfall, into the pond, and even throughout the gurgling, ice cold stream.  Those hit by the water elemental will slowly move into a state of hypothermia as the water is quite chill, nearly frozen coming from the tall Galvoran Cliffs above and furtherly chilled by the icy winds.

 

 

Pondy Falls Cave

The cave at Pondy Falls is small and unremarkable.  It is quite simply the exit (or entrance) to the small folk’s secret tunnel which originates beneath their cabin and also serves to conceal their treasure (at the end of this tunnel, yet furtherly hidden as described in the section detailing the cabin).  The tunnel itself is only 3 ft. tall and 4 ft. wide at its largest section, and becomes very cramped and nearly impossible to navigate for tall folk.  This is not to say it is impossible to use, but those that do so will be very noisy and have trouble moving about, especially if attacked by a swarm of angry insects!

After a tight crawl through narrow, muddy, and winding passages, the party will encounter a swarm of centipedes which the small folk have trained to take food scraps and leave them alone as they pass through the tight cave.  If the PCs attempt to feed them fresh food of any kind, they will ignore the PCs; otherwise they will attack.  Turning around in this cave is impossible and combat can only be attempted by the PC at the front, although all PCs may take damage from the swarm’s attacks.  All attacks by the lead PC suffer a -4 to -8 penalty and spellcasting also becomes quite difficult (the actual penalty is linked to weapon size - small is -4, medium is -6, large is -8. There is no room to swing a cat. Piercing weapons are a little easier to use here, so they have their penalty reduced by 2, to -2, -4 and -6 respectively. Spellcasting is similarly affected, with any spell that requires a somatic component to cast  having its saving throw reduced by 2 for a small caster, 4 for a medium caster and 6 for a large caster). GMs may use this encounter as they wish depending on the PCs current strength and resources.  Please note that the PCs are sneaking in the back door (whether they know it or not), and this will shorten the adventure considerably, any deterrents should be used for a party which prefers a longer adventure, while a party which simply wishes to "rush through" should be permitted a little leeway to speed things along.

Trained Centipede Swarm (3.5)

TRAINED CENTIPEDE SWARM

Size/Type: Diminutive Vermin (Swarm)

Hit Dice: 9d8–9 (31 hp)

Initiative: +4

Speed: 20 ft. (4 squares), climb 20 ft.

Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14

Base Attack/Grapple: +6/—

Attack: Swarm (2d6 plus poison)

Full Attack: Swarm (2d6 plus poison)

Space/Reach: 10 ft./0 ft.

Special Attacks: Distraction, poison

Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits

Saves: Fort +5, Ref +7, Will +3

Abilities: Str 1, Dex 19, Con 8, Int —, Wis 10, Cha 2

Skills: Climb +12, Spot +4

Feats: Weapon FinesseB

Environment: Underground

Organization: Solitary, tangle (2–4 swarms), or colony (7–12 swarms)

Challenge Rating: 4

Treasure: None

Alignment: Always neutral

 

COMBAT

A centipede swarm seeks to surround and attack any living prey it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.

Distraction (Ex): Any living creature that begins its turn with a centipede swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

 

Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d4 Dex. The save DC is Constitution-based.

 

Skills: A centipede swarm has a +4 racial bonus on Spot checks and a +8 racial bonus on Climb checks, and uses its Dexterity modifier instead of its Strength modifier for Climb checks. A centipede swarm has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Trained Centipede Swarm (PF)

Trained Centipede Swarm

 

A writhing mass of legs and poisonous pincers swarms across the ground in a deadly, undulating wave.

 

TRAINED CENTIPEDE SWARM CR 4

XP 1,200

N Diminutive vermin (swarm)

Init +4; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +4

 

DEFENSE

AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)

hp 31 (9d8–9)

Fort +5, Ref +7, Will +3

Defensive Abilities swarm traits, Immune weapon damage

 

OFFENSE

Speed 30 ft., climb 30 ft.

Melee swarm (2d6 plus poison)

Space 10 ft.; Reach 0 ft.

Special Attacks distraction (DC 13), poison

 

STATISTICS

Str 1, Dex 19, Con 8, Int —, Wis 10, Cha 2

Base Atk +6; CMB —; CMD

Feats Weapon FinesseB

Skills Climb +12, Perception +4; Racial Modifiers +4 Perception

 

ECOLOGY

Environment temperate or warm forest or underground

Organization solitary, pair, or tangle (3–6 swarms)

Treasure none

 

SPECIAL ABILITIES

Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

The passage continues along, eventually leading directly below the cabin of the seven short folk, where a hidden side passage (Search/Perception DC 25) leads to a secret treasure room where all of the coins and gems the folk find are kept along with secret messages from their organization.  At this apparent dead end, another passage climbs vertical with finely made steel handholds leading up to a wooden trap door which when opened is covered by an old dusty rug beneath a wooden dining room table in the common room of the cabin.  More information on the cave and the cabin is available in the next section.

 

 

 

 

Cabin of the 7 Short Folk

Snow White dwarves

The Cabin of the 7 Short Folk is a regularly sized cabin and it would appear that humans lived here if not for the seven small homemade rocking chairs placed haphazardly upon the elevated wooden porch.

 

Backstory

This cabin was originally built by a human man and his wife, they had hoped to live out their lives close to nature and have the freedoms which come with a natural setting.  After bearing two children, a boy and a girl, the wife begged her husband to make their home more secure.  From time to time wild animals and monsters would wander far too close to their home and the wife feared for the lives of their children.

The man needed more materials to construct safeguards, traps, and a secret room, so he took to the nearby town in search of work.  Through a bit of intellect, a lot of skill, and an incredible amount of luck, the man became wealthy practically overnight!  Within just a few short weeks the man returned to his family with supplies and enough riches to handle anything which could come their way.  Sadly, all the wealth in the world could not save his son from drowning at "Pondy Pond", a place which the boy himself had named.  The father was away when this occurred, and by the time he returned, his wife had lost her mind and fled into the deepest and darkest recesses of the forest.  The man searched and searched, but despite many weeks of searching, he could not locate her.

After the tragedy of losing both his son and wife, the man vowed to find a guardian to protect the sole member of his family, his daughter.  After a long and difficult search the man finally found the perfect protector, a minotaur named Malthazar.  But fate and tragedy had not finished their taxing visit upon this small family, and whilst away on what was to be a very short journey, the father became lost in the world of men, never to return.  During his final absence, the daughter was tricked into eating a poisoned apple and fell into a deep slumber.  The minotaur was devastated that he was away from the home when this happened.  Soon after, the minotaur Malthazar moved away from the home with the slumbering girl knowing he could not adequately protect her at all times in this location.  He went into a dense portion of the woods and with two mighty axes began to build a maze which would hide the poisoned girl from those that would do her harm.

Seven short folk came to make their home in the abandoned forest cabin, utilizing the available supplies and dried foods, and building traps and secret doors to further enhance the security of the structure.  They also dug caverns and holes and pits in an attempt to dissuade larger folk from following them should they find themselves on the run.

After establishing a solid base of operations, the small folk set about spying on travellers out at the main road which led to town, learning the patterns of commerce, military and royalty brigades.  After many months of taking notes, one by one, the small folk travelled to town and began planting rumors of hauntings in the nearby forest, and ghosts which appeared to travellers along the road.  At the same time, the other six, dressed as ghosts using sheets, lanterns and a little bit of flying powder scared the gold out of travellers.  Those few that turned to attack were put to sleep with a magical gas the seven folk carried with them wherever they went.  The travellers would then be ransacked, their goods all stolen with no trace of anything left.  Wagons were disassembled and used to add on to the cabin and horses let loose in the woods for monsters to consume.  When the travellers awoke they would find themselves in the forest, naked as the day they were born with no knowledge of where their goods, or their horses went.  This is how the roadside robberies began, and they continue to this day!  So much in fact, that few rarely if ever travel this road at night anymore.  Usually it is the rare new traveller to these lands that finds him or herself confronting a band of brigands parading as floating apparitions!

Every once in awhile the seven small folk capture a member of the Klavekian military, a visiting dignitary or diplomat, or a member of the royal retinue.  The small folk generally seek information on Klavekian troop movements and operations, diplomatic relations with neighboring countries and even Mohkba and her fellow towns and villages, and the local royal family’s recent edicts, plots, ploys, and affairs.  Whenever possible, the small folk obtain details on the layout of the castle interior as well as her defenses, the schedules of all who live within including changes of guard and other security operations.  Also, details on the dungeon, jailors, and means of escape are also recorded in great detail.

In all cases, the subject is captured and questioned.  These interrogations often include the use of illusions, making the subject think they are being questioned by angry spirits.  Along with the angry spirits, the Small Folk will make use of various alcoholic spirits.  These drinks will lower the captives resistance to the illusions, as well as make them "loosen up," so when the Small Folk begin tickling the captives feet with feathers or trip the captives as they try to walk around, it will seem funnier than it is, making the subject more likely to talk.  Those with guilty consciences often speak quickly.  Once the Small Folk have gotten the answers they want, or at least the answers they can get, they give the captive a heavily spiced juniper berry liqueur.  Once the captive is thoroughly sedated, the Small Folk strip the subject, bundle them up, and carry them to the edge of the Haunted Forest to make their own way back to the castle.

Snow White GMmap_B

Snow White VTTplayermap_B

Hillside Cabin - Players Map (click to enlarge)

Approaching the Cabin

Those rolling a successful Spot/Perception DC 12 check will easily spot small bootprints in the mud approaching the house, although these could be missed by a party intent on reaching their target.

What the party most likely is not aware of, is the multitude of traps ready and armed for their arrival(or any other victim of the small folk’s pillaging conquests for that matter).

As the party approaches the elevated porch have the party roll a Spot/Perception DC 20 to notice a series of levers underneath the porch.  Anyone that approaches these levers may fall into a pit trap only 10’ deep yet filled with black pudding.  The cold temperatures have slowed the pudding down so that it may only make an action once every two rounds for the first 8 rounds, after that it attacks normally.

Pit Trap (CR 1)

XP 400

 

Type mechanical; Perception DC 20; Disable Device DC 20

 

EFFECTS

Trigger location; Reset manual

Effect 20-ft.-deep pit (2d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft.-square area)
Additional Effects Combat with Black Pudding (below)

Advanced Black Pudding (3.5)

Advanced Black Pudding

 

Size/Type: Gargantuan ooze

Hit Dice: 18d10+144 (243 hp)

Initiative: -5

Speed: 20 ft. (4 squares), climb 20 ft.

Armor Class: 1 (-4 size, -5 Dex), touch 1, flat-footed 1

Base Attack/Grapple: +13/+38

Attack: Slam +17 melee (3d6+12 plus 3d6 acid)

Full Attack: Slam +17 melee (3d6+12 plus 3d6 acid)

Space/Reach: 20 ft./20 ft.

Special Attacks: Acid, constrict 2d8+12 plus 2d6 acid, improved grab

Special Qualities: Blindsight 60 ft., split, ooze traits

Saves: Fort +14, Ref +1, Will +1

Abilities: Str 27, Dex 1, Con 26, Int 0, Wis 1, Cha 1

Skills: Climb +16

Feats: -

Environment: Underground

Organisation: Solitary

Challenge Rating: 13

Treasure: None

Alignment: Always neutral

 

The typical black pudding measures 15 feet across and 2 feet thick. It weighs about 18,000 pounds. This one is bigger at 20 feet across and 3 feet thick, weighing about  48,000 pounds.

 

Combat

 

A black pudding attacks by grabbing and squeezing their prey.

 

Acid (Ex)

The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 27 Reflex saves (this save is is adjusted for its additional Hit Dice and higher Constitution score). A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based.

 

The pudding’s acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Constrict (Ex)

 

A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid.

Improved Grab (Ex)

 

To use this ability, a black pudding must hit with its slam 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.

Split (Ex)

 

Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

Skills

 

A black pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Advanced Black Pudding (PF)

This black, amorphous blob piles up on itself, a quivering mound of midnight sludge that glistens darkly before surging forward.

 

Black Pudding   CR 13

XP 25,600

N Gargantuan ooze

Init –5; Senses blindsight 60 ft.; Perception –5

 

DEFENSE

AC 5, touch 1, flat-footed 10 (–4 size, –5 Dex, +4 natural)

hp 225 (18d8+144)

Fort +11, Ref –2, Will –2

Defensive Abilities split, ooze traits

 

OFFENSE

Speed 20 ft., climb 20 ft.

Melee slam +18/+13/+8 (2d6+7 plus 2d6 acid plus grab)

Space 25 ft.; Reach 20 ft.

Special Attacks constrict (2d6+7 plus 2d6 acid), corrosion

 

STATISTICS

Str 24, Dex 1, Con 26, Int —, Wis 1, Cha 1

Base Atk +13; CMB +24 (+28 grapple); CMD 23 (33 vs. bull rush, can't be tripped)

Skills Climb +15

SQ ooze traits, suction

 

SPECIAL ABILITIES

Acid (Ex)

A black pudding secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Each time a creature suffers damage from a black pudding's acid, its clothing and armor take the same amount of damage from the acid. A DC 23 Reflex save prevents damage to clothing and armor. A metal or wooden weapon that strikes a black pudding takes 2d6 acid damage unless the weapon's wielder succeeds on a DC 23 Reflex save. If a black pudding remains in contact with a wooden or metal object for 1 full round, it inflicts 21 points of acid damage (no save) to the object. The save DCs are Constitution-based.

 

Corrosion (Ex)

An opponent that is being constricted by a black pudding suffers a –4 penalty on Reflex saves made to resist acid damage applying to clothing and armor.

 

Split (Ex)

Slashing and piercing weapons deal no damage to a black pudding. Instead, the creature splits into two identical puddings, each with half of the original's current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

 

Suction (Ex)

The black pudding can create powerful suction against any surface as it climbs, allowing it to cling to inverted surfaces with ease. A black pudding can establish or release suction as a swift action, and as long as it is using suction, it moves at half speed. Because of the suction, a black pudding's CMD score gets a +10 circumstance bonus to resist bull rush, awesome blows, and other attacks and effects that attempt to physically move it from its location.

ECOLOGY

Environment any underground

Organization solitary

Treasure none

 

Black puddings are the scavengers of the underworld, constantly on the lookout for a meal. They can sense organic or metallic objects within 60 feet and mindlessly attack such items or beings until they are dissolved or the ooze is killed. A black pudding reproduces by breaking off a piece of its body and forming a new, smaller black pudding, which grows to full size in 1 month's time. Some of the more intelligent creatures in the underworld use black puddings as natural garbage disposals, creating stone pits to house the pudding and throwing organic refuse or foes in as needed.

 

Larger specimens of black puddings have been encountered in the deepest parts of the world, with Gargantuan individuals having up to 30 HD. Other colored puddings are rumored to exist, with white ones living in the arctic, brown ones living in swamps, and tan ones living in deserts.

 

 

Seven Levers

There are seven levers located under the porch.

Who can resist pulling a lever just to see what it does?

Lever One: Opens a nearby vent where steam from the earth below was redirected from the caves through a metal tube and directed at the face of any tall folk who may pull this lever.  Thus, a cloud of hot steam and sulphurous gas blasts the PC that pulled the lever in the face, causing 1d4+4 (no save) points of damage due to the heat and requiring a Fortitude DC 15 save or else the individual will inhale significant quantities of poisonous gas, thereby disabling the victim for the next 1d20 minutes.  In addition, the tube has a small whistle built into the pipe, and the loud noise caused by the gas and steam rushing out notifies anyone within the cabin that intruders are outside.

 

Lever Two: Triggers a separate vent to lever one, which releases high pressurized air, in turn also blowing through a whistle which emits a high pitched noise inaudible to most humanoids.  Within 1d4+2 rounds a massive swarm of luminescent bats arrive, 4d10x100 in total.  These bats squeak and flap like mad around the PCs and the location of the whistle which continues blowing for 1d10 rounds after the bat’s arrival.  Meanwhile, there is a 5% cumulative chance per round that either the bats OR the flailing PCs slam into another lever, thereby triggering the effects on the bats and any PCs nearby.  After the whistle ceases functioning most of the bats withdraw, although a few may remain and cling to the PC’s backpacks and folds in their clothing making for an interesting surprise later on.  The noise the bats make of course warns the small folk inside the cabin that there just may be a group of intruders lurking outside.

 

Lever Three: When this lever is yanked a barrel of ice-cold water situated on the porch directly above the PCs flips over and empties out onto the porch, running through the cracks in the porch and all over the PCs.  There is a 30% chance the PCs will get wet and may catch hypothermia if they are unable to disrobe and find a fire to warm themselves.  There is a 20% chance that one of the small folk inside hear the sound of the pot dumping the water and only a 10% chance they will act on it.  Obviously if the PCs yell out due to the cold, or simply in frustration this last percentage quadruples to 40%!

 

Lever Four: The rascal that created this lever also created the pit trap filled with black pudding and hopes that whoever fell in the pit is close enough to the lever to encounter its ill effects.  When pulled a large tube concealed in the rock under the cabin spews forth over a thousand tiny goose feathers which stick to anything wet or sticky (especially black pudding goo). immediately in front of the tube (Reflex DC 16 save to move out of the way, meaning the next person could be hit).  It is impossible to get all these feathers off save for a hot bath back in town, and you will smell strongly of goose to any creature that can scent; any carnivorous creature that can use scent will attack the closest PC smelling of goose over any other.  The small folk inside will not hear this trap go off.

 

Lever Five: When the fifth lever is pulled it lights a small fuse running from behind the lever boxes and through the dirt nearby.  The fuse itself was expertly hidden among rocks and other debris so as to make it very difficult to spot (Spot/Perception DC 20).  If the water from lever 3 spilled into this area the fuse will burn, then smolder, and finally extinguish.  However, if the large barrel of water did not hit this area the fuse will burn and trigger four equally spaced piles of black powder which erupt in a shower of sparks and small explosions.

Anyone near one of these piles (40% chance if the PCs are under the porch, and 90% chance if they are near the levers) takes the following damage per pile: 1d10-1 damage and is blinded for 1d4 rounds, furthermore, smoke inhalation causes minor asphyxiation lasting 1d2+1 rounds and temporarily decreasing the PC's Constitution by one point for 1 hour. A Reflex DC 16 roll saves for half damage, and this reduces by 1 for every 5 feet you are away from a pile  The sounds made by these minor explosions warn anyone inside the cabin that intruders are outside and enjoying their traps.

 

Lever Six: This lever has a small wooden sign above it upon which is etched in chalk "Happy bats and happy fairies, live in the forest; quite contrary, to your belief that this wood is haunted, is the fact that you are hunted!" Although quite nonsensical, a small hint is given at the results of this trap, for if the lever is pulled, a small nozzle tucked in the shadows of the deck above sprays 20 pints of invisible fey blood all over the PCs (Reflex DC 22 avoids this via the hissing sound of the blood being projected under pressure).  Within 1d10+6 rounds a number of fey will arrive to investigate the smell of their slain kin and engage the PCs. These can be at the GM’s choice, but have at least one per PC plus one additional creature if levels are below those of the PCs or one fewer than the number of PCs if greater.

Anyone standing outside the area under the porch is unaffected, though if they accompany the others who have blood upon them the fey will consider them partners in the supposed murder of their kinsmen.  The trap itself will not alert the small folk inside the cabin as to the PCs presence, but the ensuing combat has a cumulative 15% chance per round to tip them off that something is going on out there.  Of course if the PCs make any loud noises such as screaming or firing off huge spells this percentage chance is automatically pushed to 100%.

 

Lever Seven: The moment someone touches this lever an arc of electricity shoots up and strikes the PC causing 1d6+6 damage.  If the PC is wearing metal armor this shock increases as follows: by 1d6 for studded leather, 2d6 for banded or splint, 3d6 for chain, and 4d6 for plate of any kind. The PC may not be able to let go of the lever once grasped unless succeeding on a strength check DC 18.

Alternatively, the lever may simply be pulled which ends the flow of magical electricity being generated from inside the panel from a wand of lightning bolts.  If a PC continues to hold the lever, she will suffer an extra 2d6 damage per round until released or pulled.  Anyone in direct contact with the PC takes equal damage.  The magic wand which powers this effect has only 20 charges left, thus will last an equal number of rounds, or suspend expending charges once a PC lets go, pulls the lever, or is killed and drops off.  This trap is silent and will not let anyone in the house know that the PCs are coming. Pulling the lever opens a small panel to reveal the wand.

 

 

Stairs to the Porch

The stairs to the porch are set up with a rather devious trap door which dumps a PC into a pit filled with paralytic fleas with two doors which shut over top of the PC providing no means of easy escape and a surprisingly small yet devious threat to contend with!

Stair Pit Trap (CR 4)

XP 1,200

 

Type mechanical; Perception DC 25; Disable Device DC 25

 

EFFECTS

Trigger location; Reset automatic

Effect 25-ft.-deep pit (2d6+2 falling damage); DC 22 Reflex avoids; single target.  Paralytic Flea bites (special: see description below).

 

The way the trap works is as follows:

1. The stairs are halfling/gnome sized so that medium creatures tend to skip over a few steps with each bound up to the porch, thus the trap is initiated when any of the first three steps (steps 1-3) have weight over 50 pounds applied to them.

2. The next three steps (steps 4-6) must all be stepped on in order to disarm the trap.  Most medium sized humanoids skip over at least one of these steps on their way up (90% chance unless otherwise stated by player).  If any of these three steps are skipped the trap will be armed.

3.  The third and final phase of the trap are the three steps (steps 7-9) which are bolted together yet poised to drop open like a trap door (if the trap is armed), dropping the victim into a pit 5’ deep from stairs to ground, then a hole which drops an additional 20’ into the earth for a total fall distance of 25’ (2d6+2 damage).  Furthermore, the pit is filled with 30 paralytic fleas, half of which are still alive. (See Haunted Forest section on Fauna for additional information on paralytic fleas).  Finally, after the victim falls into the pit, two doors close upon the pit and the three stairs also close making escape very unlikely, if not impossible.

 

 

Elevated Porch

The long wooden porch is cluttered with seven little rocking chairs, seven wooden side tables, with seven little ashtrays designed to empty and rest seven little pipes.

Each rocking chair is tied to one another with slender ropes of water-strengthened bark.  When relaxing the small folk disengage the ropes by pressing a small button near the base of each rocking chair and pull the ropes out with thick leather gloves.  To reactive the chairs is quite the ordeal, but it is the job of the most industrious of the seven thieves to do so each evening.  Every once in awhile the thief has a bit too much to drink and passes out prior to completing his task.  There is a 20% chance that the thief has failed to reactivate the trap.  If your roll shows that the trap is in fact deactivated, roll percentile dice again to determine if the thief is inside asleep (01-60), inside awake (61-90), or outside asleep in one of the chairs (91-00).  If the latter of the three, than the PCs have the opportunity to capture and interrogate the rogue who is drunk enough to tell them what they need to know about the house.

If the PCs are having a particularly tough time you can always throw them a bone and let them stumble upon the sleeping thief rather than rolling to determine results.  The thief was meant to be setting the trap, but in his drunken state, he managed to trigger it and is now asleep in the chair, pinned to it The rogue will not give up any information about his fellow short folk’s personal lives, the secret organization they work for, or the secret doors within the house.  He will however reveal anything they want to know about the girl who has been staying with them and the nature and location of all the traps within the house (of course this does require some effort and significant role-playing on the playgroup’s part).

Rocking Chair Trap (CR 6)

XP 2,400

 

Type magical/mechanical; Perception DC 20; Disable Device DC 20

 

EFFECTS

Trigger touch; Reset manual

Effect Atk +15 ranged (1d4+4 cumulative damage for 7 total rounds, Reflex DC 22 avoids additional damage, initial damage still incurred.)

The bark ropes binding the chairs together are magical and have three effects.  The first effect is that when the rope is contacted, it pulls all of the chairs into a circle around the intruder(s).  Secondly, it activates both an entangle and a warp wood spell, allowing roots and grasses to grow up through the floorboards of the porch and hold the offender(s) in place.  A PC can avoid being entangled with a DC 14 Reflex save.  The second effect is that the chairs begin to shift and grow two arms each.  These chairs are made of freely-given treant wood.  These arms form large wooden fists that begin to beat the offender(s) for 1d4+4 points of nonlethal bludgeoning damage for 7 rounds.  Each chair has an AC of 13, hardness of 5, and 15 hit points.  Dispel magic will eliminate the entangle spell, but will not affect the chairs themselves.

 

 

Main Entry Door

The main entry to the seven short folk’s cabin is locked and protected by three traps, a poison needle, an electrified door knob, and a "pit trap" (which actually just causes a hole to open in the porch, emptying the PC standing there under the porch and triggering 1d6 levers at random).

The door is locked (DC 30), anyone attempting to pick the lock may potentially set off one or all of the following traps unless they are spotted in advance.

Door Knob Trap, Poisoned Needle (CR 1)

XP 400

Type mechanical; Perception DC 20; Disable Device DC 20

EFFECTS

Trigger touch; Reset none

Effect Atk +10 (poison needle; 1d3 plus greenblood oil)

 

 

Electrified Door Knob (CR 4)

XP 1,200

Type mechanical; Perception DC 25; Disable Device DC 20

EFFECTS

Trigger touch; Reset none

Effect electricity arc (6d6 electricity damage, DC 20 Reflex save for half damage); single target.

 

Pit Trap (CR 1)

XP 400

Type mechanical; Perception DC 20; Disable Device DC 20

EFFECTS

Trigger location; Reset manual

Effect 20-ft.-deep pit (2d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft.-square area)
Additional Effects Triggers 1d6 levers below porch at random

 

After gaining entry to the cabin and the door is pushed open, a hanging bell will chime quite loudly notifying any occupants that visitors are imminent.  The small folk will either arm themselves and take an offensive stance in the two doorways to the common room, take a defensive stance in the common room, or exit through one of the two main secret passages.  Their choice will be determined based on the PCs actions in the forest to date.

The small folk have a number of fey spies which have been watching the PC’s actions and have been reporting to the small folk.  If the small folk believe the PCs to be able to withstand their defenses as well as a combat scenario, they may choose to withdraw and leave the cabin completely.  Half the group will leave through the secret exit in the wall whilst the other half leave through the trapdoor under the rug.  Those that choose to exit through the cave will surely snag any of the treasure stash that they can carry seeing as they can use it to again set up shop in another location far from here.

 

Entryway

The entryway contains three pit traps (marked on map).  Both doors into the common room are trapped with "numbing needles" which are propelled out from tiny holes in the wall, just above the door.

Pit Trap (CR 1)

XP 400

Type mechanical; Perception DC 20; Disable Device DC 20

EFFECTS

Trigger location; Reset manual

Effect 20-ft.-deep pit (2d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft.-square area)

 

Numbing Needles Trap (CR 7)

XP 3,200

Type magical and mechanical; Bypass hidden switch (Perception DC 30); Perception DC 25; Disable Device DC 25

EFFECTS

Trigger location; Onset Delay 1 round; Reset manual

Effect numbing needles (Atk +5 melee, 1d6 damage plus 2 Dexterity damage); multiple targets (all creatures in contact with walls, floor, or ceiling)

 

 

Doors to Common Room

Both the doors to the common room are trapped as described in the previous section.  If the small folk know that the PCs are coming they split up with two backstabbers waiting in place to be hidden behind the door upon opening, three with ranged weapons behind the table and using it for 25% cover, and two more rangers hiding behind barrels and crates using them for 50%-75% cover.  Upon opening the door the five with ranged weapons begin to fire, drawing the PCs into the room.  Once the group has moved fully into the room, the two backstabbers move in targeting first any cleric they see, followed any wizard/sorcerer in a party, attempting to knock out the group’s spellcasters quickly.  After the backstabbers have struck, those with ranged weapons continue to fire, now targeting the spellcasters until either they drop, or the small folk rangers are engaged in melee by the other party members.

The group consists of the following folks. Their full details are at the end of the adventure:

The leader is Iloinen, a man who ultimately sees good everywhere and will often give someone the benefit of the doubt. He is half elven, half Tallfellow.

Tohtori takes care of the short folk, and does the curing, of course. He is a deep halfling.

Mieleton is a Lightfoot halfling who is just not very wise about making sensible decisions.

Vasynyt is lazier than the other short folk, and is rather lax in performing duties. Always dreaming of the next tale or song. He is a rock gnome.

Parskia, a forest gnome, is always investigating and finds his large gnome nose in awkward places.

Ujo is just a little uncomfortable around the opposite sex. He is too darn Charismatic for his own good, but as a hill dwarf, he doesn't realise it.

Juro, the group’s deep dwarf, well, he doesn't get out much and likes his own way.

 

(1) Lumi Valkea Valtatytar (3.5)

Lumi Valkea Valtatytar (Snow White, Valta’s daughter)

Size/Type: Medium humanoid (Human, female) Expert 3

Hit Dice: 3d6 (13 hp)

Initiative: +3

Speed:  30 ft.

Armor Class: 13 (+3 Dex), touch 13, flat-footed 10

Base Attack/Grapple: +2/+3

Attack: +3 unarmed strike (1d3+1 nonlethal)

Full Attack: +3 unarmed strike (1d3+1 nonlethal)

Space/Reach: 5 ft. / 5 ft.

Special Attacks: -

Special Qualities: -

Saves: Fort +1, Ref +4, Will +3

Abilities: Str 13, Dex 17, Con 10, Int 16, Wis 10, Cha 17

Skills: Decipher Script +8, Diplomacy +11, Gather Information +6, Knowledge (history) +9, Knowledge (local) +12, Knowledge (nobility and royalty) +9, Listen +6, Sense Motive +8, Speak Language +3, Spot +6

Feats: Diligent, Negotiator, Skill Focus (Knowledge: local)

Challenge Rating: 2

Treasure: None

Alignment: Lawful Good

Languages Aquan, Common, Giant, Gnome, Halfling, Sylvan, Terran

(1) Lumi Valkea Valtatytar (PF)

Lumi Valkea Valtatytar       CR 1

XP 400

Human Expert 3

LG Medium Humanoid (human)

Init +3; Senses -; Perception +6

 

DEFENSE

AC 13, touch 13, flat-footed 10 (+3 Dex)

hp 13 (3d8)

Fort +3, Ref +4, Will +3

 

OFFENSE

Speed 30 ft.

Melee unarmed strike +3 (1d3+1 nonlethal

 

STATISTICS

Str 13, Dex 17, Con 10, Int 16, Wis 10, Cha 17

Base Atk +2; CMB +3; CMD 16

Feats Great Fortitude, Persuasive, Skill Focus (Knowledge [local])

Skills Diplomacy +11, Intimidate +5, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +12, Knowledge (nobility) +9, Linguistics +9, Perception +6, Perform (oratory) +9, Profession (librarian) +6, Ride +6, Sense Motive +6

Languages Aquan, Common, Giant, Gnome, Halfling, Sylvan, Terran

 

If the fight is going poorly then the leader will hide inside an empty crate and close the lid whilst the rest of the small folk draw the party into the secret bedroom and passage beyond through the rest of the traps.  Meanwhile the leader crawls out of the crate and attempts to escape through the secret trap door hidden beneath the rug (under the table) and through the passages below (of course taking the treasure with him).  If the rest of the group is able to escape, they all meet up at Pondy Falls cave until they are able to determine their next course of action.

 

 

Secret Doors

Trapdoor to Treasure Cave

This trapdoor can be found with a successful Search/Perception DC 20.  The trapdoor opens into the caves below.  Only small sized creatures may fit through the caves.  After entering the initial cave one must backtrack and push aside a disguised wall made from wooden boards with adhered rock chunks and debris from the cave (Spot/Perception 25).  Once opened one will find the following.

Secret Treasure Stash

50 pp

Assorted gems of large and medium sizes, totalling 6,550 gp

1 wand of hold person (15 charges)

1 wand of charm person (15 charges)

1 wand of hallucinatory terrain (8 charges)

The wands are to assist the small folk if they need to escape from the area and are being pursued.  They will not hesitate to use the wands until all of the charges have been expended.

100 pp.

 

Door to the Bedroom

A secret door may be found on the eastern wall with a Spot/Perception DC 20.  This secret door leads to the bedroom, and is triggered by pressing the red nose of a laughing, drunk man in a painting hanging upon the wall.  Once triggered, a wooden panel folds away revealing a long bedroom in the room beyond.  The room is fairly cold and sparse.  Seven tiny beds and a makeshift human sized cot, each with a grey woollen blanket on it, fill this room. The small bed in the middle of the group is a Bed of Alertness. The 7 short folk take turns to sleep in this. The blankets are Blankets of Warmth

Each bed has a small blanket box underneath it, built into the floor. At night, these contain all the weapons and armor of the short folk. If removed, the blanket boxes lose their magical ability and become simple wooden crates.

There’s space for little else.

 

Beds of Alertness

This rod is indistinguishable from any normal wooden bed. It has a headboard that curves around and slightly over whoever is sleeping in it. The headboard is carved with creatures known for their watchfulness, both visual and aural.

If the headboard of a bed of alertness is activated by the person who intends to sleep in it, for the next 8 hours the bed senses any creature within 120 feet who intends to harm the sleeper. At the same time, the bed creates the effect of a prayer spell upon all creatures friendly to the possessor in a 20-foot radius. Immediately thereafter, the bed sends forth a mental alert to these friendly creatures, waking them and warning them of possible danger from the unfriendly creature or creatures within the 120-foot radius. These effects last for 10 minutes, and the bed can perform this function once per day.

Once the user is awake, the bed bestows a +1 insight bonus on initiative checks. If the headboard is grasped firmly, the bed enables the holder to use detect evil, detect good, detect chaos, detect law, detect magic, discern lies, light, or see invisibility. Each different use is a standard action.

Lastly, the bed can be used to simulate the casting of a veil spell, disguising any other people within the range that are no more than 30 feet apart. The bed can perform this function once per day.

Moderate abjuration, divination, enchantment, and evocation; CL 11th; Craft Wondrous Item, alarm, detect chaos, detect evil, detect good, detect law, detect magic, discern lies, light, see invisibility, prayer,veil; Price 85,000 gp.

 

Blanket of Warmth

This gray woollen blanket makes the wearer feel a minimum temperature of what is necessary to feel warm. For example, a human would feel a minimum of 70 degrees Fahrenheit (21 Celsius). This blanket has no effect if the wearer is in temperature that is higher than what is considered warm for it. Wearer is immune to hypothermia.

Faint abjuration; CL 3rd;  Craft Wondrous Item, resist energy; Cost: 5,000 GP

 

Underbed Make-space Blanket Box

This appears to be a common wooden blanket box, about 3 feet by 1.5 feet by 1 foot in size. The make-space blanket box opens into a nondimensional space: its inside is larger than its outside dimensions. Regardless of what is put into the blanket box, it weighs a fixed amount. This weight, and the limits in weight and volume of the box’s contents, are as follows:

Box Weight: 18 lbs

Contents Weight Limit: 325 lbs

Contents Volume Limit: 40 cu. ft.

Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest; Price 3,250 gp

 

 

Secret Entry/Exit

The secret entry/exit into the caves may be located with a Spot/Perception DC 15.  Once the door is opened, a crate must be pushed aside in order for tall folk to enter.  This takes at least 1 round as the crate is filled to the brim with useless rocks dug out from the cave.  This gives the small folk time to rush across a pit and pull a short and lightweight plank with them.  This  then leaves a gap between them and their pursuers, forcing anyone following to either fall into the 20’ deep pit (2d6 damage) that has barbed spikes at the bottom, or attempt to leap across (Acrobatics/Jump DC 22).  The next pit is bypassed in exactly the same way by the small folk, whilst the third still has its plank across when the PCs get to it, with the fleeing short folk just out of sight. However, the plank is now the trap.

Pit Trap (1st pit)                               CR 4

XP 1200

Type mechanical; Perception DC 20; Disable Device DC 20

EFFECTS

20-ft.-deep pit (2d6 falling damage); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4 damage each plus 1 point of damage to armor from barbs); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft.-square area))

 

Camouflaged Pit Trap (2nd pit)     CR 3

XP 800

Type mechanical; Perception DC 25; Disable Device DC 20

EFFECTS

30-ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft.-square area)

 

Collapsing Fixed Plank and Hideous Laughter Trap (3rd pit) CR 3

XP 800

Type mechanical and magic; Perception DC 20; Disable Device DC 25 (fixed plank), DC 27 (hideous laughter)

Trigger location (plank) and touch (hideous laughter); Reset repair (plank) and automatic reset (hideous laughter)

Effect 20-ft. deep pit (2d6 falling damage) with hideous laughter (3 rounds); DC 20 Reflex avoids plank, Will DC 13 avoids the hideous laughter); multiple targets (10-ft. middle section of the 20-ft. plank)

 

If the PCs get Lumi away from the spies, they find that she is actually sympathetic to them, not through coercion but because they way they describe their plight has tugged on her heartstrings. She will go back with the PCs, but will become a firm advocate of integration with the short folk nations.

Of course, the PCs may end up as great friends with the spies. If this happens, a party is thrown, and the PCs are subjected to an evening of storytelling, songs, and drinking. The PCs will find themselves in the middle of a wild night of celebration, as the short folk toast Lumi, the party, and each other over and over again. Each time there is a round of drinks, a PC has to make a Fortitude DC 10 save, plus one for each drink consumed, to avoid becoming entirely and wholly drunk. There will be at least 8 drinks, as each of the short folk and Lumi says her or his piece, but there will be more as the  PCs are encouraged to join in with the chance to give thanks.

Depending on the way the PCs have treated the short folk, they will either still be in the cabin when they wake up, or they will have dumped the PCs on the road closest to Morsain. In either case, no harm will befall the PCs. If the short folk are friendly, they will take the PCs to where Snow White goes to relax, and try to show the party that she is happy. If the rogues are still grumpy with the PCs in any way, remember to wrap up warmly as it has just hit below freezing, and this will be necessary when they are dumped close to the nearest guard post back towards the town.

 

 

The Crone with the Crown in her eyes

As they encounter the spies, and engage them in whatever way, what the PCs don’t know is that the Attendant Queen is tracking them, and Lumi as well, thanks to the items she gave them earlier. As they either fight the spies or become their friends, the disguised Attendant Queen manages to speak with Lumi, offering her a pomum that is poisoned. Again, she has used her mirror to find out about the girl, this time to track her down.

Lumi falls foul of this, and the Attendant Queen replaces a piece of Lumi’s jewellry with an invisible amulet of sleep, a cursed item that acts as a permanent symbol of sleep, leaving a person in what appears to be suspended animation. As with all cursed items, it doesn’t reveal itself to be what it is under most magical detection.

 

Haijyin catches up with Lumi

Attendant Queen Haijyin uses the blood and hair of Lumi to track down the girl deep in the forest. She travels there using phantom steed, leaves the horse a short distance away to wait for her, and moves towards the hut. After casting hallucinatory terrain and misdirection (in case her ring of mind-shielding is somehow overcome - she is nothing if not cautious) and seem to be a tree to keep her hidden. She waits patiently until Lumi moves out of the hut for some fresh air, or to gain some brief respite from either the party or the fighting (which she will flee).

On seeing Lumi, the Attendant Queen casts detect thoughts to plan how to approach her. She will then use disguise self to match Lumi’s state of mind. Haijyin approaches her and either simply talks with her (if the party is taking place) or leads her to safety (if the fight is taking place). She will cast hypnotic pattern as part of her conversation before offering Lumi an apple. As the young woman takes it, Haijyin casts poison and gently touches the back of her hand; Lumi fails the save, falling unconscious as her Con reduces to 3 and her hit points to 1.

The Attendant Queen drags Lumi to a fallen tree and lays her out along it. She places the cursed amulet of sleep around Lumi’s neck and then casts plant growth over it all. Haijyin then uses dimension door to get back to her phantom steed and rides back to Morsain.

All of this will take a minute from the time Lumi steps through the door of the hut.

Of course, this only goes smoothly for the Attendant Queen ONLY if no-one else comes through the door, either as part of the fight or as a natural occurrence during the party. In either case, a Spot/Perception DC 32 from the moment Lumi steps through the door allows a PC or short folk to notice that she is missing from the hut. This reduces by 1 for each round after Lumi has gone outside.

If anyone leaves the hut to directly search for Lumi (and this could be something that stops a fight, at the GM’s discretion), they will have to overcome the effects of the hallucinatory terrain. If anyone sees the Attendant Queen in whatever disguise she adopts, they can attack, but Haijyin and Lumi will be over 100 feet away from the hut at first (Spot/Perception DC 30). If disturbed, the Attendant Queen will simply cast poison, place the amulet of sleep around Lumi’s neck, and flee using dimension door.

 

Amulet of Sleep

This device is typically worn on a chain or as a brooch, although it takes on the qualities of the skin of the person wearing it, melding into them. It appears, to magical analysis, to improve healing by restoring lost ability points, as if it is an amulet of lesser restoration. Actually, the amulet plunges the wearer into a comatose-like sleep. The only ways to wake are by the kiss of a true love, a wish or miracle, or by making the wearer drink an elixir of love, which causes the amulet to rise back out of the skin, and then casting remove curse.

Moderate abjuration; CL 9th; Craft Wondrous Item, bestow curse, symbol of sleep; Price 1,200 gp.

 

If the PCs and/or short folk pursue her, Haijyin will cast all her summon monster spells and convert her druid spells to summon nature’s ally spells. Each spell will act as a Level 1 spell, calling as many small vipers, fiendish (monster) and standard (ally), as possible. They will seem to rain down on the party, crawling into clothing and armor and threatening with their poisonous attack every round. Remember, because of her Augmented Summoning feat, all of Haijyin’s summoned creatures have +4 to Strength and Constitution scores, giving +2 to all attacks and damage, +2 hp per HD, and +2 to Fortitude saves.

(see text) Small Viper (3.5)

Small Viper

Size/Type:  Small Animal

Hit Dice:  1d8 (4 hp)

Initiative:  +7

Speed:  20 ft. (4 squares), climb 20 ft., swim 20 ft.

Armor Class: 17 (+1 size, +3 Dex, +3 natural),, touch 14, flat-footed 14

Base Attack/Grapple:   +0/–6

Attack:  Bite +4 melee (1d2–2 plus poison)

Full Attack:  Bite +4 melee (1d2–2 plus poison)

Space/Reach:  5 ft./5 ft.

Special Attacks:  Poison

Special Qualities:  Scent

Saves:             Fort +2, Ref +5, Will +1

Abilities:  Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2

Skills: Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6

Feats: Improved Initiative, Weapon FinesseB

Environment:  Temperate marshes

Organization:  Solitary

Challenge Rating:  1/2

Treasure:  None

Alignment:  Always neutral

Advancement:  —

Level Adjustment:  —

 

These creatures range widely in size. They are not particularly aggressive, but will often lash out with a bite attack before attempting to retreat.

 

Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

 

COMBAT

 

Viper snakes rely on their venomous bite to kill prey and defend themselves.

 

Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. The save DC varies by the snake’s size, as shown on the table below. The save DCs are Constitution-based.

 

Size     Fort DC

Small 10

(see text) Small Fiendish Viper (3.5)

Small Fiendish Viper

Size/Type:  Small Magical Beast (extraplanar)

Hit Dice:  1d8 (4 hp)

Initiative:  +7

Speed:  20 ft. (4 squares), climb 20 ft., swim 20 ft.

Armor Class: 17 (+1 size, +3 Dex, +3 natural),, touch 14, flat-footed 14

Base Attack/Grapple:   +0/–6

Attack:  Bite +4 melee (1d2–2 plus poison)

Full Attack:  Bite +4 melee (1d2–2 plus poison)

Space/Reach:  5 ft./5 ft.

Special Attacks:  Poison, Smite Good (+1 damage vs. good foe)

Special Qualities:  darkvision 60 ft., resistance to cold 5, resistance to fire 5, scent, spell resistance 6

Saves:             Fort +2, Ref +5, Will +1

Abilities:  Str 6, Dex 17, Con 11, Int 3, Wis 12, Cha 2

Skills: Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6

Feats: Improved Initiative, Weapon FinesseB

Environment:  Any evil-aligned plane

Organization:  Solitary

Challenge Rating:  1/2

Treasure:  None

Alignment:  Neutral Evil

Advancement:  —

Level Adjustment:  —

 

These creatures range widely in size. They are not particularly aggressive, but will often lash out with a bite attack before attempting to retreat.

 

Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

 

COMBAT

 

Viper snakes rely on their venomous bite to kill prey and defend themselves.

 

Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. The save DC varies by the snake’s size, as shown on the table below. The save DCs are Constitution-based.

 

Size     Fort DC

Small 10

(see text) Tiny Viper (PF)

Viper   CR 1/2

 

XP 200

N Tiny animal

Init +3; Senses low-light vision, scent; Perception +9

 

 

Defense

AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)

hp 3 (1d8–1)

Fort +1, Ref +5, Will +1

 

Offense

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee bite +5 (1d2–2 plus poison)

Space 2-1/2 ft.; Reach 0 ft.

 

 

Statistics

Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2

Base Atk +0; CMB +1; CMD 8 (can't be tripped)

Feats Weapon Finesse

Skills Climb +11, Perception +9, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth

 

Ecology

 

Environment any temperate and warm

Organization solitary

Treasure none

 

Special Abilities

 

Poison (Ex) Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.

 

Vipers are not particularly aggressive snakes, but their poisonous bite can be deadly.

(see text) Tiny Fiendish Viper (PF)

Fiendish Viper            CR 1/2

 

XP 200

N Tiny Magical Beast (extraplanar)

Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +9

 

Defense

AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)

hp 3 (1d8–1)

Fort +1, Ref +5, Will +1

Resist cold, fire 5; SR 6

 

 

Offense

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee bite +5 (1d2–2 plus poison)

Special Attacks Smite Good (+0 to hit, +1 damage to good foe)

Space 2-1/2 ft.; Reach 0 ft.

 

Statistics

Str 4, Dex 17, Con 8, Int 3, Wis 13, Cha 2

Base Atk +0; CMB +1; CMD 8 (can't be tripped)

Feats Weapon Finesse

Skills Climb +11, Perception +9, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth

 

Ecology

Environment any temperate and warm

Organization solitary

Treasure none

 

Special Abilities

 

Poison (Ex) Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.

 

Vipers are not particularly aggressive snakes, but their poisonous bite can be deadly.

When the PCs rush to the aid of Lumi, they will find her engulfed by a mass of local flora that has been attracted here the Attendant Queen’s plant growth spell. However, the mix of arcane and divine energy that has been flowing around this area has triggered a reaction in the surrounding plant life and it decides to fight back. Lumi’s body is now covered by a Gravewrap.

Gravewrap (3.5)

Gravewrap

 

Size/Type: Huge Plant

Hit Dice: 9d8+54 (94 hp)

Initiative: +1

Speed: 10 ft. (3 squares)

Armor Class: 18 (-2 size, +1 Dex, +9 natural), touch 9, flat-footed 17

Base Attack/Grapple: +6/+21

Attack: Tendril (main) +11 melee (3d8+7)

Full Attack: Tendril (main) +11 melee (3d8+7) and 2 tendrils +6 melee (1d8+2)

Space/Reach : 15 ft./15 ft.

Special Attacks: Engulf, improved grab, paralysis

Special Qualities: Low-light vision, plant traits, regeneration 10

Saves: Fort +12, Ref +4, Will +5

Abilities: Str 24, Dex 12, Con 22, Int 3, Wis 10, Cha 3

Skills: Hide +9, Listen +2, Move Silently +1, Spot +2

Feats: Alertness, Improved Natural Attack, Iron Will, Power Attack

Environment: Graveyards and burial sites

Organization: Solitary

Challenge Rating: 6

Treasure: 1/10th coins; 50% goods; 50% items

Alignment: Always neutral

Advancement: 10-16 HD (Huge); 17-27 HD (Gargantuan)

Level Adjustment:

 

A gravewrap can quickly smother anything up to a length of 15 feet. It weighs about 2,500 pounds.

 

Animals and other plant creatures are unnerved by the presence of a gravewrap. They avoid it and any place it has been within the last 24 hours as it has the air of an undead shrine.

 

Combat

Slowly and steadily moving over stone sarcophagi and tombstones alike (making them looking like nothing more than a large bushes), a gravewrap attacks stealthily, showing no fear. It attempts to engulf as much flesh as it can, as quickly as it can, whenever a person passes within range.

 

Improved Grab (Ex)

To use this ability, a gravewrap must hit a creature at least one size smaller than itself with its main tendril 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 try to engulf the opponent in the following round. A gravewrap can also use its improved grab ability on a side tendril attack. If it wins the grapple check, it establishes a hold, picks up the opponent, and transfers it to under its bulk as a free action, automatically dealing main tendril damage.

 

Engulf/Paralysis (Ex)

A gravewrap can try to wrap a Medium or smaller creature in its body as a standard action. The gravewrap attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and strikes the engulfed victim with a +4 bonus on its attack roll. It can still use its whip-like tail to strike at other targets.

 

Once under the plant’s mass, the opponent must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds by the gravewrap’s naturally poisonous juices, taking 2d6 points of acid damage per round. A new save is required each round inside the plant. The save DC is Constitution-based. A smothered creature that avoids paralysis can climb out of the mass with a successful grapple check. This returns it to edge of the plant’s mass where another successful grapple check is needed to get free. A smothered creature can also cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gravewrap’s interior (AC 14). Once the creature exits, the plant’s regenerative capacity closes the hole; another swallowed opponent must cut its own way out. A Huge gravewrap’s bulk can smother 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Regeneration (Ex)

Slashing weapons and fire deal normal damage to a gravewrap A gravewrap that loses part of its overall mass can regrow it in 1d6 minutes. Placing the severed portion against the mass enables it to reattach instantly.

Gravewrap (PF)

GRAVEWRAP                         CR 6

 

XP 2,400

N Huge plant

Init +5; Senses low-light vision; Perception +8

 

DEFENSE

 

AC 21, touch 9, flat-footed 19 (+1 Dex, +12 natural, –2 size)

hp 76 (9d8+36); regeneration 10 (slashing or fire)

Fort +10, Ref +6, Will +5

Immune acid, plant traits

 

OFFENSE

 

Speed 15 ft.

Melee main tendril +9 (2d6+5 plus grab), 2 tendrils +4 (1d6+1 plus grab)

Space 15 ft.; Reach 15 ft.

Special Attacks paralysis (3d6 rounds, DC 18), engulf (2d6 acid damage plus paralysis, AC 15, 7 hp)

 

STATISTICS

 

Str 20, Dex 12, Con 18, Int 3, Wis 10, Cha 3

Base Atk +6; CMB +13 (+17 grapple); CMD 22 (can’t be tripped)

Feats Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Stealth)

Skills Perception +8, Stealth +3 (+11 in undergrowth); Racial Modifiers +8 Stealth in undergrowth

Languages Sylvan (cannot speak)

 

ECOLOGY

 

Environment any graveyard or burial grounds

Organization solitary

Treasure standard

 

A gravewrap can quickly smother anything up to a length of 15 feet. It weighs about 2,500 pounds.

 

Animals and other plant creatures are unnerved by the presence of a gravewrap. They avoid it and any place it has been within the last 24 hours as it has the air of an undead shrine.

 

Combat

Slowly and steadily moving over stone sarcophagi and tombstones alike (making them looking like nothing more than a large bushes), a gravewrap attacks stealthily, showing no fear. It attempts to engulf as much flesh as it can, as quickly as it can, whenever a person passes within range.

 

Improved Grab (Ex)

To use this ability, a gravewrap must hit a creature at least one size smaller than itself with its main tendril 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 try to engulf the opponent in the following round. A gravewrap can also use its improved grab ability on a side tendril attack. If it wins the grapple check, it establishes a hold, picks up the opponent, and transfers it to under its bulk as a free action, automatically dealing main tendril damage.

 

Engulf/Paralysis (Ex)

A gravewrap can try to wrap a Medium or smaller creature in its body as a standard action. The gravewrap attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and strikes the engulfed victim with a +4 bonus on its attack roll. It can still use its whip-like tail to strike at other targets.

 

Once under the plant’s mass, the opponent must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds by the gravewrap’s naturally poisonous juices, taking 2d6 points of acid damage per round. A new save is required each round inside the plant. The save DC is Constitution-based. A smothered creature that avoids paralysis can climb out of the mass with a successful grapple check. This returns it to edge of the plant’s mass where another successful grapple check is needed to get free. A smothered creature can also cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gravewrap’s interior (AC 14). Once the creature exits, the plant’s regenerative capacity closes the hole; another swallowed opponent must cut its own way out. A Huge gravewrap’s bulk can smother 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Regeneration (Ex)

Slashing weapons and fire deal normal damage to a gravewrap. A gravewrap that loses part of its overall mass can regrow it in 1d6 minutes. Placing the severed portion against the mass enables it to reattach instantly.

 

If the PCs go after "the crone", they find she has disappeared into thin air, pretty much literally. The dimension door, expeditious retreat and phantom steed ensure the Attendant Queen is long gone.

 

 

The enemy of my enemy

At this point, the PCs and spies may understand that they are fighting for the same thing, even if they are on different sides, but too late realise they’ve made a mistake. Rushing back to Lumi, they find her seemingly dead; the PCs do what they can to save her. But what next?

If the PCs have the upper hand in any fight, the short folk will look to melt away into the undergrowth at this point, taking full advantage of their small size to disappear along a number of animal trail that have been allowed to develop over time. Pursuit by any PC that is medium will be at 50% his usual movement rate due to the cramped conditions and unfamiliarity with the twists and turns. Large creatures move at 25% their movement rate or can attempt 50% and take 1d4 damage from scratches and scrapes each round. Small PCs can move at full movement rate but will need to make a Balance/Acrobatic DC 5 roll every round to avoid tripping over for 1d4 damage.

If the fight is about equal, the short folk will offer to hear the PCs out. At first, there will be some disagreement between the short folk and the PCs as to how to solve the problem, requiring either a Diplomacy DC 20 if the party was happening and the mood has to go from friendly to helpful OR DC 1 if the two groups are going to be just co-operative OR two steps of DC 25 to go from hostile to indifferent and then EITHER DC 15 if the two groups are going to be just co-operative OR DC 30 if the relationships has to become helpful.

If any of these rolls is simply too high for the party, yet they are making an effort to work with the short folk, allow them to attempt a 3-step process - hostile to unfriendly (DC 20), unfriendly to indifferent (DC 15) and indifferent to friendly (DC 15), perhaps with the rolls being made by different party members, supported by others. Different viewpoints sway different members of the short folk, who are naturally suspicious of people changing their actions.

If the short folk have the upper hand in a fight, they will subdue the party, tie them up, and then revive them. They will state that they are going to go to Morsain and see if they can "strike a blow" for non-Klaveks everywhere by returning Lumi. They state that they will release the PCs on their return.

If the PCs and short folk agree to work together, there will need to be some mutual healing and possibly restoration. If the Diplomacy goes well, Tohtori and Ujo will suggest this and start to do what is needed.

If the party had been taking place, there may well be the need to sober up via magical healing - if nothing is done, a penalty to any Dexterity-based skill of -1 per 2 toasts that had been drunk should be introduced, with this penalty reducing by 1 every 2 hours.

 

 

Attempting to wake Lumi

As stated in the description of the amulet, the only ways to wake Lumi are a wish or miracle spell, an elixir of love and remove curse, or the kiss of a true love. You can use the same mechanic for this as is described for the pomum to establish if a PC is a true love.

Alternatively, if and when one of the PCs kisses her, have Lumi wake up with the words, "My darling, I thought you’d never show your true feelings for me! I’ve watched you these last few days, but didn’t think you’d even really noticed me."

If roused, Lumi will describe how the Huntsman took her into the forest in order to kill her, but couldn’t do it. Whilst he hesitated, the 7 short folk rescued her and have cared for her since. This may clear up a loose end or two in the players’ minds. If asked about the crone, Lumi will state that she believes the old woman lives in another part of the Haunted Forest, if rumor is to be believed.

Now the PCs have to decide who to support and how. No matter what, Prince Ruhtin will deal with the Short Folk as spies, as they are at hidden war with the people of Morsain. A truce might be possible for a short while, but the spies would be determined to exact some kind of revenge on the city if given the chance. Whatever happens, it’ll be problematic for the PCs, not least because Lumi is now perhaps on the spies’ side.

 

 

Part Seven: Return to Morsain

The PCs will need to return to Morsain with Lumi, possibly with the spies along for the trip. They have to decide whether to tell Prince Ruhtin (who will want to deal with the spies, even though they saved Lumi), tell King Tolkovar through Viscount Sihteeri (very dangerous for all concerned!) or go ahead guerilla-fashion and try to fix the problem. Lumi may or may not want to/be able to fight. The Attendant Queen will have a large protective retinue, as members of the Grinning Ragamuffins come to her aid, making an all-out battle a messy option, but not an impossible one. So they may have to gather evidence from the traps, the attack on the room, the poisoning at the feast, the Huntsman and the final attack in the wood, possibly using Spellcraft to recognise what has been cast, and then confront the Attendant Queen and engage in a short, sharp fight to hold her.

 

Getting into the Palace

As the PCs approach the palace, about half a mile from home, there will be a welcoming committee in full royal regalia - or at least what looks like a welcoming party. Attendant Queen Haijyin has organized a number of the Grinning Ragamuffins to stop the PCs and Lumi getting back alive. Half will approach the party and attempt to Bluff the PCs into accompanying them, then lead them down a quieter street where the other half approach from behind. If just the PCs are coming back to the castle, there will be 4 Grinning Ragamuffins. If the PCs AND the short folk are together, there will be additional members of the group, consisting of 1 member who will fight with Iloinen and 1 member for every 2 of the other short folk who came along, meaning there may be an additional 4 attackers for a total of 8.

(See text) Grinning Ragamuffins (3.5)

Grinning Ragamuffins (3.5)

Size/Type Medium human Rogue 8

Hit Dice 8d6 (28 hp)

Initiative +7

Speed 30 ft.

Armor Class 16 (+3 armor, +3 Dex), touch 13, flat-footed 13

Base Attack/Grapple +6/+7

Attack +7 morningstar melee (1d8+1) or +10 light crossbow ranged (1d8/19-20)

Full Attack +7/+2 morningstar melee (1d8+1) or +8/+8/+3 light crossbow ranged (1d8/19-20)

Space/Reach 5 ft./5 ft.

Special Attacks sneak attack +4d6

Special Qualities evasion, improved uncanny dodge, Trapfinding, trapsense +2, uncanny dodge

Saves Fort +2, Ref +9, Will +2

Abilities Str 12; Dex 17; Con 11; Int 14; Wis 11; Cha 10

Skills Balance +13, Bluff +11, Climb +11, Hide +13, Jump +11, Knowledge (local) +13, Listen +11, Move Silently +13, Spot +11, Tumble +13

Feats Improved Initiative, Point Blank Shot, Rapid Shot, Weapon Focus (light crossbow)

Challenge Rating 8

Alignment Lawful Evil

Languages Common, Draconic, Dwarven

 

SPECIAL ABILITIES

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

 

Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked.

 

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

 

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

 

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

 

The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

 

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

 

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

 

A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

 

Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

 

Finding a non-magical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic traps has a DC of 25 + the level of the spell used to create it.

 

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic traps generally has a DC of 25 + the level of the spell used to create it.

 

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

 

 

Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

 

Trap sense bonuses gained from multiple classes stack.

 

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

 

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

(see text) Grinning Ragamuffins (PF)

Grinning Ragamuffins (PF) CR 7

XP 3,200

LE Medium human Rogue 8

Init +7; Senses ; Perception

 

DEFENSE

AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)

hp 36 (8d8)

Fort 2; Ref +9; Will +2

 

OFFENSE

Speed 30 ft.

Melee +7/+2 morningstar (1d8+1)

Ranged +8/+8/+3 light crossbow (1d8/19-20)

Special Attacks sneak attack +4d6

 

STATISTICS

Str 12; Dex 17; Con 11; Int 14; Wis 11; Cha 10

Base Atk +6; CMB +7; CMD 20

Feats Improved Initiative, Point Blank Shot, Rapid Shot, Weapon Focus (light crossbow)

Skills Acrobatics +12, Bluff +10, Climb +10, Disguise +10, Escape Artist +12, Intimidate +10, Knowledge (local) +12, Perception +10, Sense Motive +10, Stealth +12

Languages Common, Draconic, Dwarven

SQ evasion, fast stealth, improved uncanny dodge, ninja trick (deadly range), offensive defense, resiliency, terrain mastery (urban), trapfinding, trap sense +2, uncanny dodge

 

SPECIAL ABILITIES

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

 

Fast Stealth (Ex)

 

This ability allows a rogue to move at full speed using the Stealth skill without penalty.

 

Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked.

 

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

 

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

 

Ninja Trick (Deadly Range (Ex)): A rogue increases the range at which she can deal sneak attack damage by 10 feet. A ninja can take this trick more than once. Its effects stack.

 

Offensive Defense (Ex)

 

When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round.

 

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

 

The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

 

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

 

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

 

A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

 

Terrain Mastery (Ex)

 

Benefit: A rogue with this talent gains a favored terrain as the ranger ability of the same name, though the favored terrain ability does not increase with her level as the ranger’s ability does.

 

Special: A rogue can take this ability multiple times, each time applying it to a new terrain, and granting all other favored terrains a +2 increase to the favored terrain bonus.

 

Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

 

Finding a non-magical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic traps has a DC of 25 + the level of the spell used to create it.

 

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic traps generally has a DC of 25 + the level of the spell used to create it.

 

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

 

 

Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

 

Trap sense bonuses gained from multiple classes stack.

 

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

 

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

 

 

 

 

 

 

Back in the Palace: A Royal Audience

There are a number of possible scenarios here, depending on the actions of the PCs when dealing with the short folk and the unconscious Lumi. They include:

 

1 - the party returns on its own and Lumi is unconscious

2 - the party returns on its own and Lumi is conscious, having been woken by a wish, miracle,  or an elixir of love and remove curse, and isn’t in love with a PC

3 - the party returns on its own and Lumi is conscious, having been woken by a kiss, and is in true love with a PC

4 - the party returns on its own, but without Lumi

5 - the party returns with the short folk and Lumi is unconscious

6 - the party returns with the short folk and Lumi is conscious, having been woken by a wish, miracle,  or an elixir of love and remove curse, and isn’t in love with a PC

7 - the party returns with the short folk and Lumi is conscious, having been woken by a kiss, and is in true love with a PC

8 - the party returns with the short folk, but without Lumi

 

Here are a few ideas to deal with each situation:

 

1 - The party returns on its own and Lumi is unconscious

 

A - As the party arrives at the castle, it will be met by Viscount Sihteeri and 2 guards. The PCs can start to explain the situation (Diplomacy DC 15 as Sihteeri became indifferent to the PCs but can be persuaded to become friendly and even helpful if the roll is high enough) OR begin to expand their part in this (a Bluff roll against Viscount Sihterri’s Sense Motive). Initially, the Sense Motive modifier is at -5, as Sihteeri wants to believe the party now Lumi is back, but if any PC mentions defeating short folk, crones or strange monsters, the Sense Motive roll immediately gains a +5 or even +10 modifier as the Bluff becomes harder to believe and Sihteeri knows his reputation may be at risk when he reports this to King Tolkovar.

 

B - 5 rounds after meeting and speaking with Viscount Sihteeri, Prince Ruhtin will arrive with another 2 guards and be almost overwhelmed with emotion. He will take Lumi in his arms and kiss her; as he truly does love her, this will revive her, and both she and the prince express profound joy at the situation.

 

C - 5 rounds after this, Lord Valta and Attendant Queen Haijyin will arrive from different directions; a Sense Motive directed at Lord Valta automatically reveals that he is simply overjoyed to see Lumi. A Sense Motive DC 25 directed at the Attendant Queen leads you to think something is wrong - Haijyin reacts with controlled Diplomacy, and is being protected by her ring of mind shielding from giving too much away.

 

D - 5 rounds after this, if required, assistants to Viscount Sihteeri arrive and present each PC with a potion of cure serious wounds.

 

E - 5 rounds after this, if the PCs didn’t deal with/defeat the short folk in the Haunted Forest, there is a commotion coming from the direction of the kitchen and the 7 spies come bursting in, making a final attempt to strike a blow for their freedom! They will fight for 3 rounds before trying to kidnap Lumi and fleeing. They will flee on the 5th round whatever happens.

 

If they did deal with the short folk, Attendant Queen Haijyin will step away from the group to a table about 60 feet away, sit down, get what looks like a votive candle out of a bag, light it, and start praying. She will actually cast summon monster IV, III and II in that order, each time bringing lemures into the fray, so that there are between 4-9 of the creatures attacking the party.

 

(see text) Lemure (3.5)

 

LEMURE

Size/Type:  Medium Outsider (Evil, Extraplanar, Lawful)

Hit Dice:  2d8 (9 hp)

Initiative:  +0

Speed:  20 ft. (4 squares)

Armor Class:  14 (+4 natural), touch 10, flat-footed 14

Base Attack/Grapple:  +2/+2

Attack:  Claw +2 melee (1d4)

Full Attack:  2 claws +2 melee (1d4)

Space/Reach:  5 ft./5 ft.

Special Attacks:  —

Special Qualities:  Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, mindless, resistance to acid 10 and cold 10, see in darkness

Saves:  Fort +3, Ref +3, Will +3

Abilities:  Str 10, Dex 10, Con 10, Int —, Wis 11, Cha 5

Skills:  —

Feats:  —

Environment:  A lawful evil-aligned plane

Organization:  Solitary, pair, gang (3–5), swarm (6–15), or mob (10–40)

Challenge Rating:  1

Treasure:  None

Alignment:  Always lawful evil

A lemure is about 5 feet tall and weighs about 100 pounds.

Lemures are mindless and cannot communicate, but they are sensitive to telepathic messages from other devils, typically obeying a devil’s mental commands.

COMBAT

Lemures surge toward anything they meet and try to claw it apart. Only a telepathic command from other devils or the complete destruction of the lemures can make them stop.

 

A lemure’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

 

Mindless (Ex): Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

 

(see text) Lemure (PF)

 

A roiling wave of flesh gushes forward. Amid the fatty surge wriggle half-formed limbs and a dripping tumorous face.

 

Lemure                     CR 1

XP 400

LE Medium outsider (devil, evil, extraplanar, lawful)

Init +0; Senses darkvision 60 ft., see in darkness; Perception +0

 

DEFENSE

AC 14, touch 10, flat-footed 14 (+4 natural)

hp 13 (2d10+2)

Fort +4, Ref +3, Will +0

DR 5/good or silver; Immune fire, mind-affecting effects, poison; Resist acid 10, cold 10

 

OFFENSE

Speed 20 ft.

Melee 2 claws +2 (1d4)

 

STATISTICS

Str 11, Dex 10, Con 12, Int —, Wis 11, Cha 5

Base Atk +2; CMB +2; CMD 12

 

ECOLOGY

Environment any (Hell)

Organization solitary, pair, gang (3–5), swarm (6–17), or mob (10–40 or more)

Treasure none

 

The least of devilkind, lemures roil forth from the ranks of souls damned to Hell, shapeless masses of quivering flesh. What spark of instinct or memory lingers on within a lemure's semi-consciousness regularly shapes its features to mimic those of its tormentors or the tortured souls around it. Grotesque and useless, a lemure's features speak nothing of what it once was. Many exhibit multiple terrible visages or are nothing more than churning pillars of cancerous flesh. Only their knobby, flailing limbs work as they should, and those they merely use to destroy any non-infernal life that draws too near. Moving lemures typically congeal in forms over 4 feet tall and weigh upward of 200 pounds, though when at rest these disgusting fiends often appear to be little more than lumps of melted flesh and malformed features.

Although among the most loathsome creatures in existence, lemures serve a vital role in Hell's perverse ecology. When at the end of a mortal life a creature's soul is damned—whether because it revered diabolical forces or failed in the worship of another deity—it joins the masses of suffering souls filling the plains of Avernus, Hell's first layer. Here a soul's torments begin as lesser devils marshal it along with similar spirits in preparation for a long, perilous journey to one of Hell's deeper layers—typically one suited to the punishments appropriate to the soul's crimes, or merely the domain of a devil who has need for slaves. Upon reaching the realm of their damnation, souls face untold lifetimes of torment at the hands of devils, other fiendish beings, and the deadly machinations of Hell itself. As the formerly mortal essences slowly go mad, they forget their lives, grow bestial, and eventually become little more than automatons of fear and hatred. After ages of such existence, the cruel processes of Hell either utterly annihilate the soul or—in the cases of the most profane spirits—reconsecrate such forsaken beings into lemures, the building blocks of devils, unthinking waves of filth and diabolical flesh. Such repulsive beings assemble in vast mobs, waves of putrescence thousands upon thousands strong. Greater devils can spot the most corrupt of these fiends and, either through mysterious tortures or the powers of Hell itself, reshape them into true devils, newly born and ready to obediently serve in the legions of the damned.

 

During either of these encounters, Prince Ruhtin will join the PCs in the fight, as will 2 of the guards. Attendant Queen Haijyin will remain away from the fighting and cast expeditious retreat, summon swarm, and then return, looking as if she is leading Lumi away. In fact she will take a route close to either Iloinen or a lemure, as appropriate, at which point she will use Myrkky on Lumi and blame the attacker. If the blow is successful, she will scream, drop Lumi, call for help, and retreat to her room to hide the dagger. If she is noticed (Spot/Perception DC 25, Sense Motive DC 25) she will flee to her room and use either dimension door (taking the mirror with her) or the mirror of mental prowess (if desperate) to escape.

 

2 - The party returns on its own and Lumi is conscious, having been woken by a wish, miracle, or an elixir of love and remove curse, and isn’t in love with a PC

 

This is very similar to Scenario 1 but with the following differences:

 

A - the PCs get a +5 bonus to all rolls as Lumi is able to verify their stories

 

B - Prince Ruhtin’s kiss doesn’t revive Lumi as she is already awake, but each senses that the other is truly in love. This means they look favorably on the PCs.

 

 

3 - the party returns on its own and Lumi is conscious, having been woken by a kiss, and is in true love with a PC

 

A - As the party arrives at the castle, it will be met by Viscount Sihteeri and 2 guards. The PCs can start to explain the situation (Diplomacy DC 15 as Sihteeri became indifferent to the PCs but can be persuaded to become friendly and even helpful if the roll is high enough) OR begin to expand their part in this (a Bluff roll against Viscount Sihterri’s Sense Motive). Initially, the Sense Motive modifier is at -5, as Sihteeri wants to believe the party now Lumi is back, but if any PC mentions defeating short folk, crones or strange monsters, the Sense Motive roll immediately gains a +5 or even +10 modifier as the Bluff becomes harder to believe and Sihteeri knows his reputation may be at risk when he reports this to King Tolkovar.

Sihteeri will also sense that there is something different about Lumi and whichever PC revived her with the true love kiss.

 

B - 5 rounds after meeting and speaking with Viscount Sihteeri, Prince Ruhtin will arrive with another 2 guards and be almost overwhelmed with emotion. The prince will try to take Lumi in his arms and kiss her; however, she resists and explains that she is no longer in love with him, but that the relevant PC is who she wants to spend the rest of her life with. Prince Ruhtin will not be able to control his anger, and will challenge the PC to a duel on the spot!

There is an explosion of activity, with Viscount Sihteeri attempting to defuse the situation, Lumi trying to do the same, and Prince Ruhtin shouting about "ultimate betrayal" and "Morsain being a nest of vipers to be eradicated!" The prince shouts that he wants to have the duel organised for within the hour.

 

C - 5 rounds after this, Lord Valta and Attendant Queen Haijyin will arrive from different directions; a Sense Motive directed at Lord Valta automatically reveals that he is simply overjoyed to see Lumi. A Sense Motive DC 25 directed at the Attendant Queen leads you to think something is wrong - Haijyin reacts with controlled Diplomacy, and is being protected by her ring of mind shielding from giving too much away. However, they too enter the increasingly loud discourse about the situation, making matters worse.

 

D - 5 rounds after this, if required, assistants to Viscount Sihteeri arrive and present each PC with a potion of cure serious wounds. Prince Ruhtin stops the assistants from handing them out; "Why should I allow such traitors to gain relief at the expense of Klavek?"

 

E - 5 rounds after this, if the PCs didn’t deal with/defeat the short folk in the Haunted Forest, there is a commotion coming from the direction of the kitchen and the 7 spies come bursting in, making a final attempt to strike a blow for their freedom! They will fight for 3 rounds before trying to kidnap Lumi and fleeing. They will flee on the 5th round whatever happens.

If they did deal with the short folk, Attendant Queen Haijyin will step away from the group to a table about 60 feet away, sit down, get what looks like a votive candle out of a bag, light it, and start praying. She will actually cast summon monster IV, III and II in that order, each time bringing lemures into the fray, so that  there are between 4-9 of the creatures.

 

(1) Lemure (3.5)

LEMURE

Size/Type:  Medium Outsider (Evil, Extraplanar, Lawful)

Hit Dice:  2d8 (9 hp)

Initiative:  +0

Speed:  20 ft. (4 squares)

Armor Class:  14 (+4 natural), touch 10, flat-footed 14

Base Attack/Grapple:  +2/+2

Attack:  Claw +2 melee (1d4)

Full Attack:  2 claws +2 melee (1d4)

Space/Reach:  5 ft./5 ft.

Special Attacks:  —

Special Qualities:  Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, mindless, resistance to acid 10 and cold 10, see in darkness

Saves:  Fort +3, Ref +3, Will +3

Abilities:  Str 10, Dex 10, Con 10, Int —, Wis 11, Cha 5

Skills:  —

Feats:  —

Environment:  A lawful evil-aligned plane

Organization:  Solitary, pair, gang (3–5), swarm (6–15), or mob (10–40)

Challenge Rating:  1

Treasure:  None

Alignment:  Always lawful evil

A lemure is about 5 feet tall and weighs about 100 pounds.

Lemures are mindless and cannot communicate, but they are sensitive to telepathic messages from other devils, typically obeying a devil’s mental commands.

COMBAT

Lemures surge toward anything they meet and try to claw it apart. Only a telepathic command from other devils or the complete destruction of the lemures can make them stop.

 

A lemure’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

 

Mindless (Ex): Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

(1) Lemure (PF)

 

A roiling wave of flesh gushes forward. Amid the fatty surge wriggle half-formed limbs and a dripping tumorous face.

Lemure                     CR 1

XP 400

LE Medium outsider (devil, evil, extraplanar, lawful)

Init +0; Senses darkvision 60 ft., see in darkness; Perception +0

 

DEFENSE

AC 14, touch 10, flat-footed 14 (+4 natural)

hp 13 (2d10+2)

Fort +4, Ref +3, Will +0

DR 5/good or silver; Immune fire, mind-affecting effects, poison; Resist acid 10, cold 10

 

OFFENSE

Speed 20 ft.

Melee 2 claws +2 (1d4)

 

STATISTICS

Str 11, Dex 10, Con 12, Int —, Wis 11, Cha 5

Base Atk +2; CMB +2; CMD 12

 

ECOLOGY

Environment any (Hell)

Organization solitary, pair, gang (3–5), swarm (6–17), or mob (10–40 or more)

Treasure none

 

The least of devilkind, lemures roil forth from the ranks of souls damned to Hell, shapeless masses of quivering flesh. What spark of instinct or memory lingers on within a lemure's semi-consciousness regularly shapes its features to mimic those of its tormentors or the tortured souls around it. Grotesque and useless, a lemure's features speak nothing of what it once was. Many exhibit multiple terrible visages or are nothing more than churning pillars of cancerous flesh. Only their knobby, flailing limbs work as they should, and those they merely use to destroy any non-infernal life that draws too near. Moving lemures typically congeal in forms over 4 feet tall and weigh upward of 200 pounds, though when at rest these disgusting fiends often appear to be little more than lumps of melted flesh and malformed features.

Although among the most loathsome creatures in existence, lemures serve a vital role in Hell's perverse ecology. When at the end of a mortal life a creature's soul is damned—whether because it revered diabolical forces or failed in the worship of another deity—it joins the masses of suffering souls filling the plains of Avernus, Hell's first layer. Here a soul's torments begin as lesser devils marshal it along with similar spirits in preparation for a long, perilous journey to one of Hell's deeper layers—typically one suited to the punishments appropriate to the soul's crimes, or merely the domain of a devil who has need for slaves. Upon reaching the realm of their damnation, souls face untold lifetimes of torment at the hands of devils, other fiendish beings, and the deadly machinations of Hell itself. As the formerly mortal essences slowly go mad, they forget their lives, grow bestial, and eventually become little more than automatons of fear and hatred. After ages of such existence, the cruel processes of Hell either utterly annihilate the soul or—in the cases of the most profane spirits—reconsecrate such forsaken beings into lemures, the building blocks of devils, unthinking waves of filth and diabolical flesh. Such repulsive beings assemble in vast mobs, waves of putrescence thousands upon thousands strong. Greater devils can spot the most corrupt of these fiends and, either through mysterious tortures or the powers of Hell itself, reshape them into true devils, newly born and ready to obediently serve in the legions of the damned.

 

The PCs’ actions during the 1st round may well be to grab the potions of cure serious wounds.

During either of these encounters, Prince Ruhtin will join the PCs in the fight, as will 2 of the guards. Attendant Queen Haijyin will remain away from the fighting and cast expeditious retreat, summon swarm, and then return, looking as if she is leading Lumi away. In fact she will take a route close to either Iloinen or a lemure, as appropriate, at which point she will use Myrkky on Lumi and blame the attacker. If the blow is successful, she will scream, drop Lumi, call for help, and retreat to her room to hide the dagger. If she is noticed (Spot/Perception DC 25, Sense Motive DC 25) she will flee to her room and use either dimension door (taking the mirror with her) or the mirror of mental prowess (if desperate) to escape.

In this instance, Prince Ruhtin will rush to Lumi’s side and cradle her, calling in regal tones for assistance. After the issue with the poisonous traps earlier, potions of neutralize poison are available, and the prince trickles one into Lumi’s mouth, then kisses her passionately. Her eyes flutter open, see Ruhtin and she starts to cry. "My prince, how could I have been so blind. All others are just shadows in the full brightness of your love. Forgive me, please, if you can; I am yours and yours alone!" It seems the prince has a truer, deeper love for Lumi than anyone else.

Where this leaves the PC who may (or may not) have been in love with Lumi is another story.

 

4 - the party returns on its own, but without Lumi

 

A - As the party arrives at the castle, it will be met by Viscount Sihteeri and 2 guards. The PCs can start to explain the situation (Diplomacy DC 25 as Sihteeri starts as unfriendly towards the PCs, but can be persuaded to become friendly and even helpful if the roll is high enough. Being indifferent to them won’t help, on a DC 15 roll) OR begin to expand their part in this (a Bluff roll against Viscount Sihterri’s Sense Motive). Sihteeri is suspicious, as the PCs seem to have been involved with Lumi’s disappearances too often, and  if any PC mentions defeating short folk, crones or strange monsters, the Sense Motive roll immediately gains a +5 or even +10 modifier as the Bluff becomes harder to believe and Sihteeri knows his reputation may be at risk when he reports this to King Tolkovar.

 

B - 5 rounds after meeting and speaking with Viscount Sihteeri, Prince Ruhtin will arrive with another 2 guards and be almost overwhelmed with emotion. The prince will not be able to control his anger at Lumi not being with them, and will call for all the PCs to be arrested on the spot!

There is an explosion of activity, with Viscount Sihteeri attempting to defuse the situation and Prince Ruhtin shouting about "ultimate betrayal" and "Morsain being a corrupting nest of vipers to be eradicated!"

 

C - 5 rounds after this, Lord Valta and Attendant Queen Haijyin will arrive from different directions; a Sense Motive directed at Lord Valta automatically reveals that he is as angry as Prince Ruhtin, both for the loss of Lumi AND the way the prince is commenting on Morsain; this escalates the argument. A Sense Motive DC 25 directed at the Attendant Queen leads you to think something is wrong - Haijyin reacts with controlled Diplomacy, and is being protected by her ring of mind shielding from giving too much away. She doesn’t seemed to be concerned in any great way.

 

D - 5 rounds after this, if required, assistants to Viscount Sihteeri arrive and present each PC with a potion of cure serious wounds. Prince Ruhtin stops the assistants from handing them out; "Why should I allow such traitors to gain relief at the expense of Klavek?"

At the same time, a squad of 10 guards appear and attempt to arrest the PCs.

 

(10) Castle Guards (3.5)

 

Castle Guard

Size/Type Medium   Warrior 6 / (Male Human)

Hit Dice 6d10+6 (39 hp)

Initiative: 1 (Dex 1)

Speed: 20 ft.

Armor Class: 18 (+5 armor, +2 shield, +1 Dex), touch 11, flat-footed 17

Attack: +9 flail (1d8+2)

Full Attack: +9/+4  flail (1d8+2)

Face/Reach: 5 ft./5 ft.

Special Attacks: -

Special Qualities: -

Feats: Alertness, Improved Initiative, Negotiator, Weapon Focus (flail)

Skills: Diplomacy +5, Intimidate +5, Listen +6, Sense Motive +8, Spot +6, Use Rope +3

Saves: Fort +6, Ref +3, Will +4

Abilities: Str 15, Dex 12, Con 13, Int 12, Wis 14, Cha 12

Challenge Rating: 4

Alignment: Lawful Neutral

(10) Castle Guards (PF)

Castle Guards          CR 4

XP 1200

Human Warrior 6

LN Medium Humanoid (human)

Init +5; Senses Perception +9

 

DEFENSE

AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)

hp 41 (6d10+11)

Fort +6, Ref +3, Will +4

 

OFFENSE

Speed 20 ft.

Melee Light flail +9/+4 (1d8+2/x2)

 

STATISTICS

Str 15, Dex 12, Con 13, Int 12, Wis 14, Cha 12

Base Atk +6; CMB +8; CMD 19

Feats Alertness, Improved Initiative, Persuasive, Weapon Focus (Light flail)

Skills Acrobatics -4 (-8 jump), Climb +3, Diplomacy +8, Escape Artist -4, Fly -4, Intimidate +11, Perception +9, Ride -4, Sense Motive +9, Stealth -4, Survival +4, Swim -3

Languages Common, Dwarven

Other Gear Chainmail, Light flail

 

E - 5 rounds after this, if the PCs didn’t deal with/defeat the short folk in the Haunted Forest, there is a commotion coming from the direction of the kitchen and the 7 spies come bursting in, making a final attempt to strike a blow for their freedom! They will do one of two things, depending on where you would like the story to go. They will either:

  • fight for 3 rounds before trying to kidnap the prince (they won’t get very far) and fleeing. They will flee on the 5th round whatever happens. In this case, Attendant Queen Haijyin will slip away and return to her room. She will try to find out what happened to Lumi, hoping she is dead. If the PCs don’t have her, this will be the case, unless they have hidden her for some reason. Haijyin will eventually return, seemingly full of grief but inwardly relieved.

  • they will appear with Lumi, and attempt to claim a reward. However, in the confusion, they will then attempt to kidnap the prince (they won’t get very far) and flee. In this case, Prince Ruhtin will join the PCs in the fight, as will 2 of the guards. Attendant Queen Haijyin will remain away from the fighting and cast expeditious retreat, summon monster IV to get 1d4+1 lemures appearing with the short folk, and then return, looking as if she is leading Lumi away. In fact she will take a route close to either Iloinen or a lemure, as appropriate, at which point she will use Myrkky on Lumi and blame the attacker. If the blow is successful, she will scream, drop Lumi, call for help, and retreat to her room to hide the dagger. If she is noticed (Spot/Perception DC 25, Sense Motive DC 25) she will flee to her room and use either dimension door (taking the mirror with her) or the mirror of mental prowess (if desperate) to escape.

 

(1) Lemure (3.5)

LEMURE

Size/Type:  Medium Outsider (Evil, Extraplanar, Lawful)

Hit Dice:  2d8 (9 hp)

Initiative:  +0

Speed:  20 ft. (4 squares)

Armor Class:  14 (+4 natural), touch 10, flat-footed 14

Base Attack/Grapple:  +2/+2

Attack:  Claw +2 melee (1d4)

Full Attack:  2 claws +2 melee (1d4)

Space/Reach:  5 ft./5 ft.

Special Attacks:  —

Special Qualities:  Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, mindless, resistance to acid 10 and cold 10, see in darkness

Saves:  Fort +3, Ref +3, Will +3

Abilities:  Str 10, Dex 10, Con 10, Int —, Wis 11, Cha 5

Skills:  —

Feats:  —

Environment:  A lawful evil-aligned plane

Organization:  Solitary, pair, gang (3–5), swarm (6–15), or mob (10–40)

Challenge Rating:  1

Treasure:  None

Alignment:  Always lawful evil

A lemure is about 5 feet tall and weighs about 100 pounds.

Lemures are mindless and cannot communicate, but they are sensitive to telepathic messages from other devils, typically obeying a devil’s mental commands.

COMBAT

Lemures surge toward anything they meet and try to claw it apart. Only a telepathic command from other devils or the complete destruction of the lemures can make them stop.

 

A lemure’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

 

Mindless (Ex): Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

(1) Lemure (PF)

A roiling wave of flesh gushes forward. Amid the fatty surge wriggle half-formed limbs and a dripping tumorous face.

 

Lemure                     CR 1

XP 400

LE Medium outsider (devil, evil, extraplanar, lawful)

Init +0; Senses darkvision 60 ft., see in darkness; Perception +0

 

DEFENSE

AC 14, touch 10, flat-footed 14 (+4 natural)

hp 13 (2d10+2)

Fort +4, Ref +3, Will +0

DR 5/good or silver; Immune fire, mind-affecting effects, poison; Resist acid 10, cold 10

 

OFFENSE

Speed 20 ft.

Melee 2 claws +2 (1d4)

 

STATISTICS

Str 11, Dex 10, Con 12, Int —, Wis 11, Cha 5

Base Atk +2; CMB +2; CMD 12

 

ECOLOGY

Environment any (Hell)

Organization solitary, pair, gang (3–5), swarm (6–17), or mob (10–40 or more)

Treasure none

 

The least of devilkind, lemures roil forth from the ranks of souls damned to Hell, shapeless masses of quivering flesh. What spark of instinct or memory lingers on within a lemure's semi-consciousness regularly shapes its features to mimic those of its tormentors or the tortured souls around it. Grotesque and useless, a lemure's features speak nothing of what it once was. Many exhibit multiple terrible visages or are nothing more than churning pillars of cancerous flesh. Only their knobby, flailing limbs work as they should, and those they merely use to destroy any non-infernal life that draws too near. Moving lemures typically congeal in forms over 4 feet tall and weigh upward of 200 pounds, though when at rest these disgusting fiends often appear to be little more than lumps of melted flesh and malformed features.

 

Although among the most loathsome creatures in existence, lemures serve a vital role in Hell's perverse ecology. When at the end of a mortal life a creature's soul is damned—whether because it revered diabolical forces or failed in the worship of another deity—it joins the masses of suffering souls filling the plains of Avernus, Hell's first layer. Here a soul's torments begin as lesser devils marshal it along with similar spirits in preparation for a long, perilous journey to one of Hell's deeper layers—typically one suited to the punishments appropriate to the soul's crimes, or merely the domain of a devil who has need for slaves. Upon reaching the realm of their damnation, souls face untold lifetimes of torment at the hands of devils, other fiendish beings, and the deadly machinations of Hell itself. As the formerly mortal essences slowly go mad, they forget their lives, grow bestial, and eventually become little more than automatons of fear and hatred. After ages of such existence, the cruel processes of Hell either utterly annihilate the soul or—in the cases of the most profane spirits—reconsecrate such forsaken beings into lemures, the building blocks of devils, unthinking waves of filth and diabolical flesh. Such repulsive beings assemble in vast mobs, waves of putrescence thousands upon thousands strong. Greater devils can spot the most corrupt of these fiends and, either through mysterious tortures or the powers of Hell itself, reshape them into true devils, newly born and ready to obediently serve in the legions of the damned.

 

 

5 - the party returns with the short folk and Lumi is unconscious

 

A - As the party arrives at the castle, it will be met by Viscount Sihteeri and 2 guards. The PCs can start to explain the situation (Diplomacy DC 25 as Sihteeri starts as unfriendly towards the PCs, but can be persuaded to become friendly and even helpful if the roll is high enough. Being indifferent to them won’t help, on a DC 15 roll). In this case, Sihteeri makes a Sense Motive modifier is at -5, as he wants to believe the party now Lumi is back, but is nervous of the short folk; if any PC mentions making deals with the spies, or of defeating crones and strange monsters, the Sense Motive roll immediately gains a +5 or even +10 modifier as the tale becomes harder to believe and Sihteeri knows his reputation may be at risk when he reports this to King Tolkovar.

 

B - 5 rounds after meeting and speaking with Viscount Sihteeri, Prince Ruhtin will arrive with another 2 guards and be almost overwhelmed with emotion. He will take Lumi in his arms and kiss her; as he truly does love her, this will revive her, and both she and the prince express profound joy at the situation. However, the presence of the short folk causes uproar, and Ruhtin quickly calls for the full guard complement to come to his aid. It will take a Diplomacy DC 25 roll to get the prince to stop being hostile, then another to get him to become friendly. This second roll has a +5 bonus if Lumi is able to speak on behalf of the short folk.

If the Diplomacy works, move on to C. If it fails, move straight to E, then include what happens during C after 5 rounds and D after 10 rounds.

 

C - If the rounds of Diplomacy were successful during B, 5 rounds afterwards, Lord Valta and Attendant Queen Haijyin will arrive from different directions; a Sense Motive directed at Lord Valta automatically reveals that he is simply overjoyed to see Lumi. However, he too is angry at seeing the short folk, and the PCs will have to use Diplomacy again, in the same way they did with Prince Ruhtin, although each roll has a +15 bonus as the prince is on the side of the PCs.

A Sense Motive DC 25 directed at the Attendant Queen leads you to think something is wrong - Haijyin reacts with controlled Diplomacy, and is being protected by her ring of mind shielding from giving too much away.

If the Diplomacy during B was unsuccessful, Lord Valta and Attendant Queen Haijyin arrive during the fight.

 

D - 5 rounds after this, if required, assistants to Viscount Sihteeri arrive and present each PC with a potion of cure serious wounds. If the Diplomacy during B was unsuccessful, this happens during the fight.

 

E - If the Diplomacy during B is unsuccessful, the short folk will fight for 3 rounds before trying to kidnap Lumi and fleeing. They will flee on the 5th round whatever happens.

If the Diplomacy during B is successful, o a table about 60 feet away, sit down, get what looks like a votive candle out of a bag, light it, and start praying. She will actually cast summon monster IV, III and II in that order, each time bring lemures into the fray, so that  there are between 4 and 9 of the creatures. Ideally, allow 7 to appear, one next to each of the short folk, and make it seem like they are connected.

 

(see text) Lemure (3.5)

 

LEMURE

Size/Type:  Medium Outsider (Evil, Extraplanar, Lawful)

Hit Dice:  2d8 (9 hp)

Initiative:  +0

Speed:  20 ft. (4 squares)

Armor Class:  14 (+4 natural), touch 10, flat-footed 14

Base Attack/Grapple:  +2/+2

Attack:  Claw +2 melee (1d4)

Full Attack:  2 claws +2 melee (1d4)

Space/Reach:  5 ft./5 ft.

Special Attacks:  —

Special Qualities:  Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, mindless, resistance to acid 10 and cold 10, see in darkness

Saves:  Fort +3, Ref +3, Will +3

Abilities:  Str 10, Dex 10, Con 10, Int —, Wis 11, Cha 5

Skills:  —

Feats:  —

Environment:  A lawful evil-aligned plane

Organization:  Solitary, pair, gang (3–5), swarm (6–15), or mob (10–40)

Challenge Rating:  1

Treasure:  None

Alignment:  Always lawful evil

 

A lemure is about 5 feet tall and weighs about 100 pounds.

 

Lemures are mindless and cannot communicate, but they are sensitive to telepathic messages from other devils, typically obeying a devil’s mental commands.

 

COMBAT

Lemures surge toward anything they meet and try to claw it apart. Only a telepathic command from other devils or the complete destruction of the lemures can make them stop.

 

A lemure’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

 

Mindless (Ex): Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

(see text) Lemure (PF)

 

A roiling wave of flesh gushes forward. Amid the fatty surge wriggle half-formed limbs and a dripping tumorous face.

 

Lemure                     CR 1

XP 400

LE Medium outsider (devil, evil, extraplanar, lawful)

Init +0; Senses darkvision 60 ft., see in darkness; Perception +0

 

DEFENSE

AC 14, touch 10, flat-footed 14 (+4 natural)

hp 13 (2d10+2)

Fort +4, Ref +3, Will +0

DR 5/good or silver; Immune fire, mind-affecting effects, poison; Resist acid 10, cold 10

 

OFFENSE

Speed 20 ft.

Melee 2 claws +2 (1d4)

 

STATISTICS

Str 11, Dex 10, Con 12, Int —, Wis 11, Cha 5

Base Atk +2; CMB +2; CMD 12

 

ECOLOGY

Environment any (Hell)

Organization solitary, pair, gang (3–5), swarm (6–17), or mob (10–40 or more)

Treasure none

 

The least of devilkind, lemures roil forth from the ranks of souls damned to Hell, shapeless masses of quivering flesh. What spark of instinct or memory lingers on within a lemure's semi-consciousness regularly shapes its features to mimic those of its tormentors or the tortured souls around it. Grotesque and useless, a lemure's features speak nothing of what it once was. Many exhibit multiple terrible visages or are nothing more than churning pillars of cancerous flesh. Only their knobby, flailing limbs work as they should, and those they merely use to destroy any non-infernal life that draws too near. Moving lemures typically congeal in forms over 4 feet tall and weigh upward of 200 pounds, though when at rest these disgusting fiends often appear to be little more than lumps of melted flesh and malformed features.

 

Although among the most loathsome creatures in existence, lemures serve a vital role in Hell's perverse ecology. When at the end of a mortal life a creature's soul is damned—whether because it revered diabolical forces or failed in the worship of another deity—it joins the masses of suffering souls filling the plains of Avernus, Hell's first layer. Here a soul's torments begin as lesser devils marshal it along with similar spirits in preparation for a long, perilous journey to one of Hell's deeper layers—typically one suited to the punishments appropriate to the soul's crimes, or merely the domain of a devil who has need for slaves. Upon reaching the realm of their damnation, souls face untold lifetimes of torment at the hands of devils, other fiendish beings, and the deadly machinations of Hell itself. As the formerly mortal essences slowly go mad, they forget their lives, grow bestial, and eventually become little more than automatons of fear and hatred. After ages of such existence, the cruel processes of Hell either utterly annihilate the soul or—in the cases of the most profane spirits—reconsecrate such forsaken beings into lemures, the building blocks of devils, unthinking waves of filth and diabolical flesh. Such repulsive beings assemble in vast mobs, waves of putrescence thousands upon thousands strong. Greater devils can spot the most corrupt of these fiends and, either through mysterious tortures or the powers of Hell itself, reshape them into true devils, newly born and ready to obediently serve in the legions of the damned.

 

During either of these encounters, Prince Ruhtin will join the PCs in the fight, as will 2 of the guards. Attendant Queen Haijyin will remain away from the fighting and cast expeditious retreat, summon swarm, and then return, looking as if she is leading Lumi away. In fact she will take a route close to either Iloinen or a lemure, as appropriate, at which point she will use Myrkky on Lumi and blame the attacker. If the blow is successful, she will scream, drop Lumi, call for help, and retreat to her room to hide the dagger. If she is noticed (Spot/Perception DC 25, Sense Motive DC 25) she will flee to her room and use either dimension door (taking the mirror with her) or the mirror of mental prowess (if desperate) to escape.

 

6 - the party returns with the short folk and Lumi is conscious, having been woken by a wish, miracle, or an elixir of love and remove curse, and isn’t in love with a PC

 

This is very similar to Scenario 5 but with the following differences:

 

A - the PCs get a +5 bonus to all rolls as Lumi is able to verify their stories

 

B - Prince Ruhtin’s kiss doesn’t revive Lumi as she is already awake, but each senses that the other is truly in love. This means they look favorably on the PCs.

 

 

7 - the party returns with the short folk and Lumi is conscious, having been woken by a kiss, and is in true love with a PC

 

A - As the party arrives at the castle, it will be met by Viscount Sihteeri and 2 guards. The PCs can start to explain the situation (Diplomacy DC 25 as Sihteeri starts as unfriendly towards the PCs, but can be persuaded to become friendly and even helpful if the roll is high enough. Being indifferent to them won’t help, on a DC 15 roll). In this case, Sihteeri makes a Sense Motive modifier is at -5, as he wants to believe the party now Lumi is back, but is nervous of the short folk; if any PC mentions making deals with the spies, or of defeating crones and strange monsters, the Sense Motive roll immediately gains a +5 or even +10 modifier as the tale becomes harder to believe and Sihteeri knows his reputation may be at risk when he reports this to King Tolkovar.

Sihteeri will also sense that there is something different about Lumi and whichever PC revived her with the true love kiss.

 

B - 5 rounds after meeting and speaking with Viscount Sihteeri, Prince Ruhtin will arrive with another 2 guards and be almost overwhelmed with emotion. The prince will try to take Lumi in his arms and kiss her; however, she resists and explains that she is no longer in love with him, but that the relevant PC is who she wants to spend the rest of her life with. Prince Ruhtin will not be able to control his anger; then he becomes fully aware of the short folk, which causes uproar, and Ruhtin quickly calls for the full guard complement to come to his aid.

There is an explosion of activity, with Viscount Sihteeri attempting to defuse the situation, Lumi trying to do the same, and Prince Ruhtin shouting about "ultimate betrayal" and "Morsain being a nest of vipers to be eradicated!" It will take a Diplomacy DC 25 roll to get the prince to stop being hostile, then another to get him to become friendly.

If the Diplomacy works, move on to C. If it fails, move straight to E, then include what happens during C after 5 rounds and D after 10 rounds.

 

C - If the rounds of Diplomacy were successful during B, 5 rounds afterwards, Lord Valta and Attendant Queen Haijyin will arrive from different directions; a Sense Motive directed at Lord Valta automatically reveals that he is simply overjoyed to see Lumi. However, he too is angry at seeing the short folk, and the PCs will have to use Diplomacy again, in the same way they did with Prince Ruhtin, although each roll has a +15 bonus as the prince is on the side of the PCs.

A Sense Motive DC 25 directed at the Attendant Queen leads you to think something is wrong - Haijyin reacts with controlled Diplomacy, and is being protected by her ring of mind shielding from giving too much away.

If the Diplomacy during B was unsuccessful, Lord Valta and Attendant Queen Haijyin arrive during the fight.

 

D - 5 rounds after this, if required, assistants to Viscount Sihteeri arrive and present each PC with a potion of cure serious wounds. Prince Ruhtin stops the assistants from handing them out; "Why should I allow such traitors to gain relief at the expense of Klavek?" This is the case whether the Diplomacy during B was successful or not - the prince just isn’t going to help the PCs now.

If the Diplomacy during B was unsuccessful, the potions arrive during the fight. Prince Ruhtin won’t realise and won’t stop the PCs grabbing one if required. It could be that one of the PCs manages to get a potion to a severely injured Prince, which may save the day.

 

E - If the Diplomacy during B is unsuccessful, the short folk will fight for 3 rounds before trying to kidnap Lumi and fleeing. They will flee on the 5th round whatever happens.

If the Diplomacy during B is successful, Attendant Queen Haijyin will step away from the group and cast summon monster IV, III and II in that order, each time bring lemures into the fray, so that  there are between 4 and 9 of the creatures. Ideally, allow 7 to appear, one next to each of the short folk, and make it seem like they are connected.

 

(see text) Lemure (3.5)

 

LEMURE

Size/Type:  Medium Outsider (Evil, Extraplanar, Lawful)

Hit Dice:  2d8 (9 hp)

Initiative:  +0

Speed:  20 ft. (4 squares)

Armor Class:  14 (+4 natural), touch 10, flat-footed 14

Base Attack/Grapple:  +2/+2

Attack:  Claw +2 melee (1d4)

Full Attack:  2 claws +2 melee (1d4)

Space/Reach:  5 ft./5 ft.

Special Attacks:  —

Special Qualities:  Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, mindless, resistance to acid 10 and cold 10, see in darkness

Saves:  Fort +3, Ref +3, Will +3

Abilities:  Str 10, Dex 10, Con 10, Int —, Wis 11, Cha 5

Skills:  —

Feats:  —

Environment:  A lawful evil-aligned plane

Organization:  Solitary, pair, gang (3–5), swarm (6–15), or mob (10–40)

Challenge Rating:  1

Treasure:  None

Alignment:  Always lawful evil

 

A lemure is about 5 feet tall and weighs about 100 pounds.

 

Lemures are mindless and cannot communicate, but they are sensitive to telepathic messages from other devils, typically obeying a devil’s mental commands.

 

COMBAT

Lemures surge toward anything they meet and try to claw it apart. Only a telepathic command from other devils or the complete destruction of the lemures can make them stop.

 

A lemure’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

 

Mindless (Ex): Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

(see text) Lemure (PF)

 

A roiling wave of flesh gushes forward. Amid the fatty surge wriggle half-formed limbs and a dripping tumorous face.

 

Lemure                     CR 1

XP 400

LE Medium outsider (devil, evil, extraplanar, lawful)

Init +0; Senses darkvision 60 ft., see in darkness; Perception +0

 

DEFENSE

AC 14, touch 10, flat-footed 14 (+4 natural)

hp 13 (2d10+2)

Fort +4, Ref +3, Will +0

DR 5/good or silver; Immune fire, mind-affecting effects, poison; Resist acid 10, cold 10

 

OFFENSE

Speed 20 ft.

Melee 2 claws +2 (1d4)

 

STATISTICS

Str 11, Dex 10, Con 12, Int —, Wis 11, Cha 5

Base Atk +2; CMB +2; CMD 12

 

ECOLOGY

Environment any (Hell)

Organization solitary, pair, gang (3–5), swarm (6–17), or mob (10–40 or more)

Treasure none

 

The least of devilkind, lemures roil forth from the ranks of souls damned to Hell, shapeless masses of quivering flesh. What spark of instinct or memory lingers on within a lemure's semi-consciousness regularly shapes its features to mimic those of its tormentors or the tortured souls around it. Grotesque and useless, a lemure's features speak nothing of what it once was. Many exhibit multiple terrible visages or are nothing more than churning pillars of cancerous flesh. Only their knobby, flailing limbs work as they should, and those they merely use to destroy any non-infernal life that draws too near. Moving lemures typically congeal in forms over 4 feet tall and weigh upward of 200 pounds, though when at rest these disgusting fiends often appear to be little more than lumps of melted flesh and malformed features.

Although among the most loathsome creatures in existence, lemures serve a vital role in Hell's perverse ecology. When at the end of a mortal life a creature's soul is damned—whether because it revered diabolical forces or failed in the worship of another deity—it joins the masses of suffering souls filling the plains of Avernus, Hell's first layer. Here a soul's torments begin as lesser devils marshal it along with similar spirits in preparation for a long, perilous journey to one of Hell's deeper layers—typically one suited to the punishments appropriate to the soul's crimes, or merely the domain of a devil who has need for slaves. Upon reaching the realm of their damnation, souls face untold lifetimes of torment at the hands of devils, other fiendish beings, and the deadly machinations of Hell itself. As the formerly mortal essences slowly go mad, they forget their lives, grow bestial, and eventually become little more than automatons of fear and hatred. After ages of such existence, the cruel processes of Hell either utterly annihilate the soul or—in the cases of the most profane spirits—reconsecrate such forsaken beings into lemures, the building blocks of devils, unthinking waves of filth and diabolical flesh. Such repulsive beings assemble in vast mobs, waves of putrescence thousands upon thousands strong. Greater devils can spot the most corrupt of these fiends and, either through mysterious tortures or the powers of Hell itself, reshape them into true devils, newly born and ready to obediently serve in the legions of the damned.

 

During either of these encounters, Prince Ruhtin will join the PCs in the fight, as will 2 of the guards. Attendant Queen Haijyin will remain away from the fighting and cast expeditious retreat, summon swarm, and then return, looking as if she is leading Lumi away. In fact she will take a route close to either Iloinen or a lemure, as appropriate, at which point she will use Myrkky on Lumi and blame the attacker. If the blow is successful, she will scream, drop Lumi, call for help, and retreat to her room to hide the dagger. If she is noticed (Spot/Perception DC 25, Sense Motive DC 25) she will flee to her room and use either dimension door (taking the mirror with her) or the mirror of mental prowess (if desperate) to escape.

In this instance, Prince Ruhtin will rush to Lumi’s side and cradle her, calling in regal tones for assistance. After the issue with the poisonous traps earlier, potions of neutralize poison are available, and the prince trickles one into Lumi’s mouth, then kisses her passionately. Her eyes flutter open, see Ruhtin and she starts to cry. "My prince, how could I have been so blind. All others are just shadows in the full brightness of your love. Forgive me, please, if you can; I am yours and yours alone!" It seems the prince has a truer, deeper love for Lumi than anyone else.

 

Where this leaves the PC who may (or may not) have been in love with Lumi is another story.

 

8 - the party returns with the short folk, but without Lumi

 

This is absolutely the worst possible option - little to nothing can be redeemed from this situation.

 

A - As the party arrives at the castle, it will be met by Viscount Sihteeri and 2 guards. The PCs can start to explain the situation (Diplomacy DC 25 as Sihteeri starts as unfriendly towards the PCs, but can be persuaded to become friendly and even helpful if the roll is high enough. Being indifferent to them won’t help, on a DC 15 roll) OR begin to expand their part in this (a Bluff roll against Viscount Sihterri’s Sense Motive). Sihteeri is suspicious, as the PCs seem to have been involved with Lumi’s disappearances too often, and is nervous of the short folk; if any PC mentions making deals with the spies, or of defeating crones and strange monsters, the Sense Motive roll immediately gains a +5 or even +10 modifier as the tale becomes harder to believe and Sihteeri knows his reputation may be at risk when he reports this to King Tolkovar.

 

B - 5 rounds after meeting and speaking with Viscount Sihteeri, Prince Ruhtin will arrive with another 2 guards and be almost overwhelmed with emotion. The prince will not be able to control his anger at both Lumi not being with them, yet the short folk are openly in the castle, and will call for everyone to be arrested on the spot!

There is an explosion of activity, with Viscount Sihteeri attempting to defuse the situation and Prince Ruhtin shouting about "ultimate betrayal" and "Morsain being a corrupting nest of vipers to be eradicated!" Guards can be heard approaching (Listen/Perception DC 25).

 

C - 5 rounds after this, Lord Valta and Attendant Queen Haijyin will arrive from different directions; a Sense Motive directed at Lord Valta automatically reveals that he is as angry as Prince Ruhtin, for the loss of Lumi, the presence of the short folk,  AND the way the prince is commenting on Morsain; this escalates the argument. A Sense Motive DC 25 directed at the Attendant Queen leads you to think something is wrong - Haijyin reacts with controlled Diplomacy, and is being protected by her ring of mind shielding from giving too much away. She doesn’t seemed to be concerned in any great way.

At the same time, a squad of 10 guards appear and attempt to arrest everyone.

 

(10) Castle Guards (3.5)

 

Castle Guard

Size/Type Medium   Warrior 6 / (Male Human)

Hit Dice 6d10+6 (39 hp)

Initiative: 1 (Dex 1)

Speed: 20 ft.

Armor Class: 18 (+5 armor, +2 shield, +1 Dex), touch 11, flat-footed 17

Attack: +9 flail (1d8+2)

Full Attack: +9/+4  flail (1d8+2)

Face/Reach: 5 ft./5 ft.

Special Attacks: -

Special Qualities: -

Feats: Alertness, Improved Initiative, Negotiator, Weapon Focus (flail)

Skills: Diplomacy +5, Intimidate +5, Listen +6, Sense Motive +8, Spot +6, Use Rope +3

Saves: Fort +6, Ref +3, Will +4

Abilities: Str 15, Dex 12, Con 13, Int 12, Wis 14, Cha 12

Challenge Rating: 5

Alignment: Lawful Neutral

(10) Castle Guards (PF)

 

Castle Guards          CR 4

XP 1200

Human Warrior 6

LN Medium Humanoid (human)

Init +5; Senses Perception +9

 

DEFENSE

AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)

hp 41 (6d10+11)

Fort +6, Ref +3, Will +4

 

OFFENSE

Speed 20 ft.

Melee Light flail +9/+4 (1d8+2/x2)

 

STATISTICS

Str 15, Dex 12, Con 13, Int 12, Wis 14, Cha 12

Base Atk +6; CMB +8; CMD 19

Feats Alertness, Improved Initiative, Persuasive, Weapon Focus (Light flail)

Skills Acrobatics -4 (-8 jump), Climb +3, Diplomacy +8, Escape Artist -4, Fly -4, Intimidate +11, Perception +9, Ride -4, Sense Motive +9, Stealth -4, Survival +4, Swim -3

Languages Common

Other Gear Chainmail, Light flail

 

D - Just 1 round after this, the 7 spies burst into action, making a final attempt to strike a blow for their freedom! They will fight for 3 rounds before trying to kidnap the prince (they won’t get very far) and fleeing. They will flee on the 5th round whatever happens. In this case, Attendant Queen Haijyin will slip away, cast expeditious retreat and summon monster IV to get 1d4+1 lemures appearing with the short folk, and then return to her room. She will try to find out what happened to Lumi, hoping she is dead. If the PCs don’t have Lumi, this will be the case, unless they have hidden her for some reason. Haijyin will eventually return, seemingly full of grief but inwardly relieved.

If she is noticed casting the spells and challenged, (Spot/Perception DC 25, Sense Motive DC 25) she will flee to her room and use either dimension door (taking the mirror with her) or the mirror of mental prowess (if desperate) to escape.

 

(see text) Lemure (3.5)

 

LEMURE

Size/Type:  Medium Outsider (Evil, Extraplanar, Lawful)

Hit Dice:  2d8 (9 hp)

Initiative:  +0

Speed:  20 ft. (4 squares)

Armor Class:  14 (+4 natural), touch 10, flat-footed 14

Base Attack/Grapple:  +2/+2

Attack:  Claw +2 melee (1d4)

Full Attack:  2 claws +2 melee (1d4)

Space/Reach:  5 ft./5 ft.

Special Attacks:  —

Special Qualities:  Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, mindless, resistance to acid 10 and cold 10, see in darkness

Saves:  Fort +3, Ref +3, Will +3

Abilities:  Str 10, Dex 10, Con 10, Int —, Wis 11, Cha 5

Skills:  —

Feats:  —

Environment:  A lawful evil-aligned plane

Organization:  Solitary, pair, gang (3–5), swarm (6–15), or mob (10–40)

Challenge Rating:  1

Treasure:  None

Alignment:  Always lawful evil

 

A lemure is about 5 feet tall and weighs about 100 pounds.

 

Lemures are mindless and cannot communicate, but they are sensitive to telepathic messages from other devils, typically obeying a devil’s mental commands.

 

COMBAT

Lemures surge toward anything they meet and try to claw it apart. Only a telepathic command from other devils or the complete destruction of the lemures can make them stop.

 

A lemure’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

 

Mindless (Ex): Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

(see text) Lemure (PF)

 

A roiling wave of flesh gushes forward. Amid the fatty surge wriggle half-formed limbs and a dripping tumorous face.

 

Lemure                     CR 1

XP 400

LE Medium outsider (devil, evil, extraplanar, lawful)

Init +0; Senses darkvision 60 ft., see in darkness; Perception +0

 

DEFENSE

AC 14, touch 10, flat-footed 14 (+4 natural)

hp 13 (2d10+2)

Fort +4, Ref +3, Will +0

DR 5/good or silver; Immune fire, mind-affecting effects, poison; Resist acid 10, cold 10

 

OFFENSE

Speed 20 ft.

Melee 2 claws +2 (1d4)

 

STATISTICS

Str 11, Dex 10, Con 12, Int —, Wis 11, Cha 5

Base Atk +2; CMB +2; CMD 12

 

ECOLOGY

Environment any (Hell)

Organization solitary, pair, gang (3–5), swarm (6–17), or mob (10–40 or more)

Treasure none

 

The least of devilkind, lemures roil forth from the ranks of souls damned to Hell, shapeless masses of quivering flesh. What spark of instinct or memory lingers on within a lemure's semi-consciousness regularly shapes its features to mimic those of its tormentors or the tortured souls around it. Grotesque and useless, a lemure's features speak nothing of what it once was. Many exhibit multiple terrible visages or are nothing more than churning pillars of cancerous flesh. Only their knobby, flailing limbs work as they should, and those they merely use to destroy any non-infernal life that draws too near. Moving lemures typically congeal in forms over 4 feet tall and weigh upward of 200 pounds, though when at rest these disgusting fiends often appear to be little more than lumps of melted flesh and malformed features.

 

Although among the most loathsome creatures in existence, lemures serve a vital role in Hell's perverse ecology. When at the end of a mortal life a creature's soul is damned—whether because it revered diabolical forces or failed in the worship of another deity—it joins the masses of suffering souls filling the plains of Avernus, Hell's first layer. Here a soul's torments begin as lesser devils marshal it along with similar spirits in preparation for a long, perilous journey to one of Hell's deeper layers—typically one suited to the punishments appropriate to the soul's crimes, or merely the domain of a devil who has need for slaves. Upon reaching the realm of their damnation, souls face untold lifetimes of torment at the hands of devils, other fiendish beings, and the deadly machinations of Hell itself. As the formerly mortal essences slowly go mad, they forget their lives, grow bestial, and eventually become little more than automatons of fear and hatred. After ages of such existence, the cruel processes of Hell either utterly annihilate the soul or—in the cases of the most profane spirits—reconsecrate such forsaken beings into lemures, the building blocks of devils, unthinking waves of filth and diabolical flesh. Such repulsive beings assemble in vast mobs, waves of putrescence thousands upon thousands strong. Greater devils can spot the most corrupt of these fiends and, either through mysterious tortures or the powers of Hell itself, reshape them into true devils, newly born and ready to obediently serve in the legions of the damned.

 

E - 5 rounds after this, if required, 2 assistants to Viscount Sihteeri arrive and present each PC with a potion of cure serious wounds. They will be noticed on a Spot/Perception DC 20 roll. If the fight is still going on and they are approached, they will give up the potions and flee. If the fight is over and the guards have won, they will take the potions. if the PCs have won, they are advised to grab them and flee before more guards appear.

 

 

 

Conclusion

With so many possible endings, the conclusion needs to be carefully considered.

The PCs may have discovered the Attendant Queen’s treachery and want to gather final pieces of evidence. If anyone spots her casting spells in the final fights, then give them a chance to race after her to her room. They will arrive just in time to either see her dimension door spell go off as she carries her mirror or see her step into the mirror and be gone. By the time the PCs get to the mirror, the gate will have been closed. What WILL be on the floor in either case is Myrkky; handling this intelligent weapon leaves the PC open to being dominated by it, so people should take care. However, it will be evidence, and may help the PCs’ case.

In any of the scenarios, the PCs then have a lot to explain to King Tolkovar, almost certainly via Viscount Sihteeri (one doesn’t simply walk up to a slightly barbaric king and tell him his 5th Attendant Queen is a vile traitor...), as well as possibly to Prince Ruhtin, with the knowledge that giving the spies away will have them all imprisoned at best and killed at worst, whilst letting them go will mean they are able to take back great insight into how to gain access to Morsain and the weaknesses of the guards. What are the PCs to do? The prince and Lord Valta will send guards to chase after the short folk, but they will be long gone. The PCs may decide to track down the short folk for themselves, but that’s another story

It may well be that there is some form of reconciliation between the short folk and Lord Valta.  Prince Ruhtin will need more convincing, but how that works out is another story again.

After scenarios 1, 2, 3, 5, 6, and 7, (as well as possibly 4) at least the wedding goes ahead later on. Lumi and Prince Ruhtin, along with Lord Valta, will all be very grateful for a long time afterwards, even with all the hiccups. During the ceremony, the Attendant Queen somehow evades the attention of Lord Valta and Prince Ruhtin’s guards, with none of them aware how she’s done it! Of course, it is her mirror that has allowed her to step into it and be gone - Haijyin always has it set up so she can step back to her room from a point in the castle where she knows she will be. She will then have used her usual methods to escape.. The PCs need to take a decision on whether to track the Attendant Queen - but that, of course, is another story.

Scenario 8 means the PCs become outlaws, at least for a period of time; it will be no small feat that gets them back into Prince Ruhtin’s good books.

 

 

 

 

-INDEX-

 

New Spell

Polar Stasis

School evocation [cold]; Level sorcerer/wizard 9

Casting Time 1 standard action

Components V, S, F (Winterflower petal)

Range medium (100 ft. plus 10ft/caster level)

Area 5 ft. radius/caster level, 20 ft. high

Effect emanation/cloud

Duration Instantaneous (see text)

Saving Throw Fortitude and Reflex

Spell Resistance yes

A blue-white mist of freezing air and ice flows from your lips. The blast deals 2d6 cold damage and 1d4 points of Dexterity drain to all within the area of effect.  Those who succeed in a Fortitude save take half damage and are allowed a Reflex Save to avoid the secondary effect of the spell.

Secondary Effect: Frozen State

You place creatures within the area of effect under a thick layer of ice; creatures frozen in this way are placed into a state of suspended animation. For the creatures, time ceases to flow, and its condition becomes fixed. Its body functions virtually cease, and no force or effect can harm it other than the use of a wish spell or direct divine intervention. This state persists until the duration of the spell expires.

Creatures normally immune to magical cold automatically resist all effects of this spell.

 

 

New Monster

Twisted Treant

(1) Twisted Treant (3.5)

Twisted Treant

Size/Type Large plant (fey)

Hit Dice 12d8+36 (90 hp)

Initiative +3

Speed 40 ft.

Armor Class 22 (+3 Dex, +11 natural, –2 size), touch 11, flat-footed 19

Base Attack/Grapple +9/+20

Attack slam +14 melee (1d8+6/19–20) or rock +11 ranged (1d8+10)

Full Attack 2 slams +14 (1d8+6/19–20) or rock +11 ranged (1d8+10)

Space 15 ft.; Reach 15 ft.

Special Attacks rock throwing (180 ft.), trample (2d6+9, DC 25)

Special Qualities animate trees, cold resistance 10, damage reduction 10/cold iron, damage reduction 10/slashing, double damage to objects, electricity resistance 10, fire resistance 10, low-light vision, plant traits, spell-like abilities, spellresistance 20, treespeech, vulnerability to fire

Saves Fort +11, Ref +7, Will +9

Abilities Str 23, Dex 16, Con 17, Int 14, Wis 16, Cha 15

Skills Diplomacy +11, Hide -5 (+11 in forests), Intimidate +11, Knowledge (nature) +11, Listen +10, Sense Motive +9, Spot +10; Racial Modifiers +16 Hide in forests

Feats Dodge, Improved Critical (slam), Iron Will, Mobility, Power Attack, Spring Attack, Weapon Focus (slam)

Environment The Haunted Forest

Organization solitary

Challenge Rating 9

Treasure standard

Alignment Neutral Good

Languages Common, Sylvan, Treant

 

Spell-Like Abilities – CL 12

1/day – confusion, deep slumber, entangle, faerie fire, feeblemind, glitterdust, major image

3/day – dancing lights

 

 

SPECIAL ABILITIES

Animate Trees (Sp)

A treant can animate any trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a tree to uproot itself, after which it moves at a speed of 10 feet and fights as a treant (although it has only one slam attack and lacks the treant's animation and rock-throwing abilities), gaining the treant's vulnerability to fire. If the treant that animated it terminates the animation, moves out of range, or is incapacitated, the tree immediately takes root wherever it is and returns to its normal state.

 

Double Damage Against Objects (Ex)

A treant or animated tree that makes a full attack against an object or structure deals double damage.

 

Spell Resistance (Ex)

A fey creature gains SR equal to 11 + its CR. This does not stack with any existing SR possessed by the base creature.

 

Treespeech (Ex)

A treant has the ability to converse with plants as if subject to a continual speak with plants spell, and most plants greet them with an attitude of friendly or helpful.

(1) Twisted Treant (PF)

This animated tree's bark is knotted into vaguely humanoid features, with branches for arms and roots for legs.

 

Twisted Treant        CR 9

XP 6,400

NG Large plant (fey)

Init +3; Senses low-light vision; Perception +12

 

DEFENSE

AC 22, touch 11, flat-footed 19 (+3 Dex, +11 natural, –2 size)

hp 90 (12d8+36)

Fort +11, Ref +7, Will +9

Defensive Abilities plant traits; DR 10/cold iron. 10/slashing;; Resist cold, electricity, and fire 10; SR 20

Weaknesses vulnerability to fire

 

OFFENSE

Speed 40 ft.

Melee 2 slams +14 (1d8+6/19–20)

Ranged rock +11 (1d8+10)

Space 15 ft.; Reach 15 ft.

Special Attacks rock throwing (180 ft.), trample (2d6+9, DC 25)

Spell-Like Abilities – CL 12

 

1/day – confusion, deep slumber, entangle, faerie fire, feeblemind, glitterdust, major image

3/day – dancing lights

 

STATISTICS

Str 23, Dex 16, Con 17, Int 14, Wis 16, Cha 15

Base Atk +9; CMB +20; CMD 29

Feats Dodge, Improved Critical (slam), Iron Will, Mobility, Power Attack, Spring Attack, Weapon Focus (slam)

Skills Diplomacy +11, Intimidate +11, Knowledge (nature) +11, Perception +10, Sense Motive +9, Stealth –5 (+11 in forests); Racial Modifiers +16 Stealth in forests

Languages Common, Sylvan, Treant

SQ animate trees, double damage against objects, treespeech

 

SPECIAL ABILITIES

Animate Trees (Sp)

A treant can animate any trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a tree to uproot itself, after which it moves at a speed of 10 feet and fights as a treant (although it has only one slam attack and lacks the treant's animation and rock-throwing abilities), gaining the treant's vulnerability to fire. If the treant that animated it terminates the animation, moves out of range, or is incapacitated, the tree immediately takes root wherever it is and returns to its normal state.

 

Double Damage Against Objects (Ex)

A treant or animated tree that makes a full attack against an object or structure deals double damage.

 

Spell Resistance (Ex)

A fey creature gains SR equal to 11 + its CR. This does not stack with any existing SR possessed by the base creature.

 

Treespeech (Ex)

A treant has the ability to converse with plants as if subject to a continual speak with plants spell, and most plants greet them with an attitude of friendly or helpful.

 

 

ECOLOGY

Environment any forest

Organization solitary or grove (2–7)

Treasure standard

 

 

New Group

The Katsojat

aka "The Watchers" 

Since the Klavek monarchy decided to operate an aggressive expansionist policy with regard to lands, and more importantly the natural resources contained on and in those lands, the other races have had to develop ways and means to keep tabs on what those humans are doing.

short folk

The short folk on the forests and mountains around the Klavek border have formed the Katosjat, teams of (usually) 7 members that are charged with keeping records of Klavek incursions into unclaimed or disputed territories and, where possible, acting as a guerilla force to delay or halt those incursions. Each team of 7 only ever has one member from each distinct race, but may have several members from an overarching group (e.g. halflings, gnomes or dwarves). The members of these teams all have to have some roguish ability, but otherwise have a variety of abilities and experiences.

They are all experienced at "finding and keeping" what they need to survive. They draw little-to-no attention to themselves; even their home is partially buried as all three races have a "burrowing" tradition that means they feel most comfortable at least partially underground.

(Small folk. The seven are a close-knit group of individuals representing races that could be prone to mistrust of each other if it wasn't for the need to keep an eye on the Klaveks as they cut further into the forests and mine deeper underground.)

(1) Iloinen (3.5)

Iloinen - 7th level rogue/1st level shadowdancer

Size/Type: Small humanoid (Tallfellow-elf mix, male)

Hit Dice: 7d6+7 plus 1d8+1 (37 hp)

Initiative: +3

Speed: 20 ft. (4 squares)

Armor Class: 14 (+3 Dex, +1 size), touch 14, flatfooted 11

Base Attack/Grapple: +5/+2

Attack: Rapier +9 melee (1d4+1/18-20) or sling +9 ranged (1d3+1)

Full Attack: Rapier +9 melee (1d4+1/18-20) or sling +9 ranged (1d3+1)

Space/Reach: 5 ft. / 5 ft.

Special Attacks: Sneak attack +4d6

Special Qualities: Evasion, hide in plain sight, low-light vision, trapfinding, trap sense +2, uncanny dodge

Saves: Fort +4, Ref +11, Will +2

Abilities: Str 12, Dex 17, Con 13, Int 14, Wis 8, Cha 10

Skills: Balance +10, Bluff +5, Diplomacy +7, Disable Device +9, Disguise +7, Escape Artist +10, Gather Information +2, Hide +18, Listen +8, Move Silently +14, Open Lock +9, Perform (Dance) +5, Search +10, Sleight of Hand +9, Spot +8, Use Magic Device +7

Feats: Combat Reflexes, Track, Weapon Finesse

Challenge Rating: 8

Treasure: Standard

Alignment: NG

 

Iloinen speaks Common, Elven, Halfling, Giant, Goblin

 

Special Abilities

 

+1 morale bonus on saving throws against fear

 

+1 racial bonus on attack rolls with thrown weapons and slings.

 

If Iloinen merely passes within 5 feet of a secret or concealed door he is entitled to a Search check as though actively looking for it.

 

Iloinen has immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.

 

Elven Blood: For all effects related to race, Iloinen is considered an elf. For example, he is just as vulnerable to special effects that affect elves as their elf ancestors are, and he can use magic items that are only usable by elves.

 

Sneak Attack

 

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

 

The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

 

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

 

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

 

A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

 

Trapfinding

 

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

 

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

 

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

 

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

 

Evasion (Ex)

 

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

 

Trap Sense (Ex)

 

At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

 

Trap sense bonuses gained from multiple classes stack.

 

Hide in Plain Sight (Su)

 

A shadowdancer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

(1) Iloinen (PF)

IIloinen                       CR7

XP 3200

Halfling/Elf Rogue 7 Shadowdancer 1

NG Medium Humanoid (elf)

Init +7; Senses low-light vision; Perception +11

 

DEFENSE

AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)

hp 44 (7d8+7 plus 1d8+1)

Fort +3, Ref +9 (+2 bonus vs. traps), Will +1; +2 vs. enchantments

Defensive Abilities evasion, trap sense, uncanny dodge; Immune magic sleep; Resist elven immunities

 

DEFENSE

Speed 30 ft.

Melee Rapier +8 (1d6+2/18-20/x2)

Ranged Sling +8 (1d4+2/x2)

Special Attacks sneak attack +4d6

 

STATISTICS

Str 14, Dex 17, Con 13, Int 16, Wis 8, Cha 8

Base Atk +5; CMB +7; CMD 21

Feats Combat Reflexes (4 AoO/round), Dodge, Improved Initiative, Mobility, Weapon Finesse

Skills Acrobatics +13, Appraise +13, Bluff +9, Diplomacy +9, Disable Device +16, Escape Artist +13, Intimidate +9, Perception +11 (+14 to locate traps), Perform (dance) +9, Sense Motive +9, Sleight of Hand +12, Stealth +13, Use Magic Device +9

Languages Common, Elven, Gnome, Halfling

SQ elven magic, hide in plain sight, rogue talents (combat trick, fast stealth, trap spotter), trapfinding +3

Other Gear Rapier, Sling

 

SPECIAL ABILITES

Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.

Elven Immunities +2 save bonus vs Enchantments.

Elven Immunities  Sleep You are immune to magic sleep effects.

Elven Magic +2 to spellcraft checks to determine the properties of a magic item.

Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.

Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.

Hide in Plain Sight (Su) You can use Stealth even while observed, as long as there is a shadow within 10'

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Mobility +4 to AC against some attacks of opportunity.

Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.

Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.

Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.

Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.

Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

(1) Tohtori (3.5)

Tohtori - 3rd rogue/2nd cleric

 

Size/Type: Small humanoid (Deep halfling, male)

Hit Dice: 3d6 plus 2d8 (19 hp)

Initiative: +3

Speed: 20 ft. (4 squares)

Armor Class: 14 (+3 Dex, +1 size), touch 14, flatfooted 11

Base Attack/Grapple: +3/-3

Attack: Light mace +2 melee (1d4-2) or light crossbow +7 ranged (1d6)

Full Attack: Light mace +2 melee (1d4-2) or light crossbow +7 ranged (1d6)

Space/Reach: 5 ft. / 5 ft.

Special Attacks: Sneak attack +2d6

Special Qualities: Darkvision 60 ft., evasion stonecunning, trapfinding, trap sense +1, turn undead

Saves: Fort +5, Ref +7, Will +8

Abilities: Str 6, Dex 16, Con 10, Int 12, Wis 16, Cha 13

Skills: Appraise (stone or metal) +3, Concentration +1, Craft (stone or metalwork) +3, Hide +4, Knowledge (religion) +6, Listen +2

Feats: Extra Turning, Improved Turning

Challenge Rating: 5

Treasure: To be added as flavour - weapons, armour, other.

Alignment: NG

Advancement: By character class

Level Adjustment: -

 

Tohtori speaks Common, Halfling, Undercommon

 

Spells

 

0th (4) (DC 13) detect poison, flare, guidance, guidance, resistance

1st (3+1) (DC 14) endure elements, entangle, longstrider, obscuring mist

 

Special Abilities

 

+2 morale bonus on saving throws against fear. This bonus stacks with the halfling’s +1 bonus on saving throws in general.

 

+1 racial bonus on attack rolls with thrown weapons and slings.

 

Stonecunning: Like dwarves, deep halflings have a +2 racial bonus on checks to notice unusual stonework. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep halfling who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A deep halfling can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.

 

Sneak Attack

 

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

 

The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

 

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

 

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

 

A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

 

Trapfinding

 

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

 

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

 

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

 

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

 

Evasion (Ex)

 

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

 

Trap Sense (Ex)

 

At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

 

Trap sense bonuses gained from multiple classes stack.

 

Aura (Ex)

 

A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaos, Evil, Good, or Law domain have a similarly powerful aura of the corresponding alignment.

 

Spells

 

A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below).

 

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

 

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).

 

Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

 

Deity, Domains, and Domain Spells

 

A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

 

If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.

 

Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.

 

With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.

 

Plant Domain Granted Powers: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. Add Knowledge (nature) to your list of cleric class skills.

Protection Domain Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

 

Spontaneous Casting

A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).

 

An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name).

 

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead.

 

Chaotic, Evil, Good, and Lawful Spells

 

A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

 

Turn or Rebuke Undead (Su)

 

Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).

 

A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells.

 

A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

(1) Tohtori (3.5)

Tohtori           CR 4

XP 1,200

3rd rogue/2nd cleric

NG Small humanoid (Deep halfling, male)

Init +3; Senses darkvision 60 ft.; Perception

 

 

DEFENSE

AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)

hp 22 (3d8 plus 2d8)

Fort +5, Ref +7, Will +8

 

OFFENSE

Speed: 20 ft. (4 squares)

Melee light mace +2 (1d4-2)

Ranged  light crossbow +8 ranged (1d6)

Special Attacks Sneak attack +2d6, turn undead

Cleric Spells Prepared (CL 2)

0th (4) (DC 13) detect poison, flare, guidance, guidance, resistance

1st (3+1) (DC 14) endure elements, entangleD, longstrider, obscuring mist

 

 

STATISTICS

Str 6, Dex 16, Con 10, Int 12, Wis 16, Cha 13

Base Atk +3; CMB -3; CMD 13

Feats: Extra Channel, Turn Undead, Weapon Focus (light crossbow)B

Skills: Appraise (stone or metal) +3, Concentration +1, Craft (stone or metalwork) +3, Knowledge (religion) +6, Perception +2, Stealth +4,

Special Qualities: channel energy (1d6/DC 12/ 6 per day), darkvision 60 ft., evasion stonecunning, trapfinding, trap sense +1, weapon training

Treasure: Standard

Languages Common, Halfling, Undercommon

 

Special Abilities

 

+2 morale bonus on saving throws against fear. This bonus stacks with the halfling’s +1 bonus on saving throws in general.

 

+1 racial bonus on attack rolls with thrown weapons and slings.

 

Stonecunning: Like dwarves, deep halflings have a +2 racial bonus on checks to notice unusual stonework. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep halfling who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A deep halfling can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.

 

Sneak Attack

 

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

 

The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

 

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

 

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

 

A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

 

Trapfinding

 

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

 

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

 

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

 

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

 

Evasion (Ex)

 

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

 

Trap Sense (Ex)

 

At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

 

Trap sense bonuses gained from multiple classes stack.

 

Aura (Ex)

 

A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaos, Evil, Good, or Law domain have a similarly powerful aura of the corresponding alignment.

 

Channel Energy (Su)

 

Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

 

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy.

 

Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

 

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

 

A cleric must be able to present her holy symbol to use this ability.

 

 

Spells

 

A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below).

 

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

 

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).

 

Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

 

Deity, Domains, and Domain Spells

 

A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

 

If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.

 

Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.

 

With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.

Plant Domain Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.

Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.

 

Protection Domain Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

 

 

Spontaneous Casting

 

A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).

 

An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name).

 

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead.

 

Chaotic, Evil, Good, and Lawful Spells

 

A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

 

Turn Undead

Calling upon higher powers, you cause undead to flee from the might of your unleashed divine energy.

Prerequisites: Channel positive energy class feature.

Benefit: You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).

(1) Mieleton (3.5)

Mieleton

Size/Type male light halfling Rogue 5

Hit Dice 5d6-5 (12 hp)

Initiative +2

Speed 20 ft.

Armor Class 14 (+2 armor, +1 Dex, +1 size), touch 12, flat-footed 13

Base Attack/Grapple +3/+5

Attack punching dagger +7 melee (1d4+2/x3) or light crossbow +7 (1d4/19-20)

Full Attack punching dagger +7 melee (1d4+2/x3) or light crossbow +7 (1d4/19-20)

Space/Reach 5 ft./5 ft.

Special Attacks sneak attack +3d6

Special Qualities evasion, trapfinding, trap sense +1, uncanny dodge

Saves Fort +2, Ref +8, Will +3 (+2 bonus vs. fear)

Abilities Str 14, Dex 15, Con 8, Int 13, Wis 13, Cha 10

Skills  Balance +10, Disable Device +9, Escape Artist +10, Hide +14, Listen +7, Move Silently +14, Open Lock +10, Search +4, Spot +4, Tumble +10

Feats Dodge, Rapid Reload

Challenge Rating 4

Treasure Standard

Language Common, Halfling

 

SPECIAL ABILITIES

Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

 

Sneak Attack

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

 

Trapfinding

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.  Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.  Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.  A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

 

Trap Sense (Ex)

At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

 

Uncanny Dodge (Ex)

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caughtflat-footed or struck by aninvisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.  If a rogue already has uncanny dodge from a different class she automatically gainsimproved uncanny dodge instead.

(1) Mieleton (PF)

Mieleton    CR 4

XP 1,200

Halfling Rogue 5

NG Small Humanoid (lightfoot halfling)

Init +2; Senses Perception +7

 

DEFENSE

AC 14, touch 14, flat-footed 11 (+2 Dex, +1 size, +1 dodge)

hp 19 (5d8-5)

Fort +1, Ref +7 (+1 bonus vs. traps), Will +3; +2 vs. fear

Defensive Abilities evasion, trap sense, uncanny dodge

 

OFFENSE

Speed 20 ft.

Melee Punching dagger +6 (1d3+2/x3)

Ranged Light crossbow +6 (1d6/19-20/x2)

Special Attacks sneak attack +3d6

 

STATISTICS

Str 14, Dex 15, Con 8, Int 13, Wis 13, Cha 10

Base Atk +3; CMB +4; CMD 17

Feats Acrobatic, Dodge, Rapid Reload (Light crossbow)

Skills Acrobatics +14 (+10 jump), Climb +12, Craft (rope) +9, Craft (traps) +9, Disable Device +12, Escape Artist +10, Fly +6, Heal +4, Perception +7 (+9 to locate traps), Sense Motive +5, Sleight of Hand +10, Stealth +14, Swim +10

Languages Common, Halfling

SQ fearless, rogue talents (resiliency [1/day], slow reactions), trapfinding +2

Other Gear Leather armor, Light crossbow, Punching dagger

 

SPECIAL ABILITIES

Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.

Fearless +2 racial bonus vs Fear saves.

Rapid Reload (Light crossbow) You can reload fast with one type of Crossbow.

Resiliency (1/day) (Ex) When brought to 0 Hp or less, gain 5 temporary Hp for 1 min.

Slow Reactions (Ex) Foes hit by a sneak attack can't make AoO for 1 rd.

Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.

Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.

Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.

Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

(1) Vasynyt (3.5)

Vasynyt

Size/Type  Small male rock gnome Bard 3/Rogue 3

Hit Dice 3d6 plus 3d6 (21 hp)

initiative +2

Speed 20 ft.

Armor Class 13 (+2 Dex, +1 size), touch 13, flat-footed 11

Base Attack/Grapple +4/+1

Attack short sword +4 melee (1d6-1/19-20) or shortbow +7 ranged (1d6-1/x3)

Full Attack short sword +4 melee (1d6-1/19-20) or shortbow +7 ranged (1d6-1/x3)

Space/Reach 5 ft./5 ft.

Special Attacks sneak attack +2d6

Special Qualities +1 racial bonus on attack rolls against kobolds and goblinoids.

+4 dodge bonus to Armor Class against monsters of the giant type, +2 racial bonus to saves vs. illusions, bardic music, bardic knowledge, countersong, evasion, fascinate, inspire courage +1, inspire competence, sneak attack +2d6, trapfinding, trap sense +1

Saves Fort +2, Ref +8, Will +5

Abilities Str 8, Dex 14, Con 10, Int 13, Wis 12, Cha 15

Skills  Balance +7, Bluff +8, Diplomacy +8, Disable Device +7, Gather Information +7, Hide +9, Knowledge (local) +7, Listen +8, Perform (sing) +14, Sense Motive +4, Spellcraft +5, Spot +4

Feats  Negotiator, Skill Focus (Perform (sing)), Toughness

Challenge Rating 5

Languages Common, Gnome

Treasure Standard

Alignment NG

 

Bard Spells Known (base DC = 12 + spell level):

0 - (4/day) detect magic, light

 

Spell-like Abilities

1/day—speak with animals (burrowing mammal only, duration 1 minute). A rock gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + rock gnome’s Cha modifier + spell level.

 

SPECIAL ABILTIES

 

 

More lazy, or lax in performing duties. Always dreaming of the next tale or song

(1) Vasynyt (PF)

Vasynyt    CR 5

XP 1,600

Rock gnome Bard 3/Rogue 3

NG Small Humanoid (gnome)

Init +2; Senses low-light vision; Perception +9

 

DEFENSE

AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)

hp 34 (3d8+3 plus 3d8+3)

Fort +2, Ref +8 (+1 bonus vs. traps), Will +5; +2 vs. illusions, +4 vs. bardic performance, sonic, and language-dependant effects

Defensive Abilities defensive training, evasion, trap sense

 

OFFENSE

Speed 20 ft.

Melee Shortsword +4 (1d4-1/19-20/)

Ranged Shortbow +7 (1d4-1/x3)

Special Attacks bardic performance (standard action) (10 rounds/da, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 13), bardic performance: inspire competence +2, bardic performance: inspire courage +1, hatred, sneak attack +2d6

Spell-Like Abilities

1/day dancing lights, ghost sound, prestidigitation, speak with animals

3/day minor magic (acid splash)

 

Bard Spells Known (CL 3):

1 (4/day) charm person (DC 13), hideous laughter (DC 13), identify, sleep (DC 13)

0 (at will) dancing lights, detect magic, know direction, light, message, read magic

 

STATISTICS

Str 8, Dex 14, Con 10, Int 13, Wis 12, Cha 15

Base Atk +4; CMB +2; CMD 14

Feats Persuasive, Skill Focus (Perform [sing]), Toughness +6

Skills Acrobatics +8 (+4 jump), Bluff +14, Craft (Instruments) +10, Diplomacy +13, Disable Device +12, Escape Artist +8, Fly +4, Intimidate +4, Knowledge (local) +7, Perception +9 (+10 to locate traps), Perform (sing) +14, Sense Motive +14, Spellcraft +10, Stealth +15

Languages Common, Giant, Gnome, Sylvan

SQ bardic knowledge, illusion resistance, trapfinding +1, versatile performance abilities (singing), well versed

 

SPECIAL ABILITES

Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.

Bardic Performance (standard action) (10 rounds/day) Your performances can create magical effects.

Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.

Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.

Bardic Performance: Fascinate (1 targets) (DC 13) (Su) One or more creatures becomes fascinated with you.

Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.

Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.

Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.

Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.

Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.

Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.

Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.

Illusion Resistance +2 racial bonus to saves against illusions.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Minor Magic (Acid Splash) (3/day) (Sp) Gain the chosen cantrip as a spell-like ability.

Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.

Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.

Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.

Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.

Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Versatile Performance (Singing) +14 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks

Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.

(1) Parskia (3.5)

Parskia

Size/Type Small male humanoid (forest gnome) Druid 3/Rogue 2

Hit Dice 3d8+3 plus 2d6+2 (25 hp)

Initiative +2

Speed 20 ft.

Armor Class 16 (+3 armor, +2 Dex, +1 size), touch 13, flat-footed 14

Base Attack/Grapple +3/+0

Attack +4 club melee (1d4-1) or +7 dart ranged (1d4-1)

Full Attack +4 club melee (1d4-1) or +7 dart ranged (1d4-1)

Special Attacks sneak attack +1d6

Special Qualities +2 racial bonus against illusions, animal companion, defensive training, evasion, gnome traits, hatred, low-light vision, nature sense, sneak attack +1d6, trackless step, trapfinding, wild empathy, woodland stride

Saves Fort +4, Ref +6, Will +5

Abilities Str 8, Dex 14, Con 13, Int 10, Wis 15, Cha 12

Skills  Balance +4, Escape Artist +8, Hide +16 (+20 in wooded areas), Knowledge (local) +8, Knowledge (nature) +8, Listen +11, Move Silently +8, Spot +7

Feats  Animal Affinity, Dodge

Challenge Rating 4

Gear Club, Dart, Sickle, Studded Leather

Alignment Neutral Good

Languages Elven, Gnome, Sylvan

 

Animal Copmpanion:

Grevlin

Size/Type:  Small Animal

Hit Dice:  3d8+6 (19 hp)

Initiative:  +3

Speed:  30 ft. (6 squares), burrow 10 ft.

Armor Class:  18 (+1 size, +4 Dex, +3 natural), touch 15, flat-footed 13

Base Attack/Grapple:  +0/–5

Attack: Claw +4 melee (1d2–1)

Full Attack:  2 claws +4 melee (1d2–1) and bite –1 melee (1d3–1)

Space/Reach:  5 ft./5 ft.

Special Attacks:  Rage

Special Qualities:  evasion, link, low-light vision, scent, share spells, trick: attack, trick: defend

Saves:  Fort +4, Ref +5, Will +1

Abilities:  Str 9, Dex 18, Con 15, Int 2, Wis 12, Cha 6

Skills:  Balance +5, Escape Artist +7, Handle Animal +9, Listen +3, Spot +3

Feats:  Agile, TrackB, Weapon FinesseB

Environment:  Temperate forests

Organization:  Solitary, pair, or cete (3–5)

Challenge Rating:  2

Treasure:  None

Alignment:  Always neutral

 

The badger is a furry animal with a squat, powerful body. Its strong forelimbs are armed with long claws for digging. An adult badger is 2 to 3 feet long and weighs 25 to 35 pounds.

 

COMBAT

Badgers attack with their sharp claws and teeth.

 

Rage (Ex): A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily.

 

Skills: A badger has a +4 racial bonus on Escape Artist checks.

 

 

 

Druid Spells Known (4/3/2; base DC = 12 + spell level): 0—create water, detect magic, light, resistance; 1—charm animal, magic fang, speak with animals; 2—cat’s grace, owl’s wisdom

 

Spell-like Abilities—(DC 11+spell level)

1/day dancing lights, ghost sound, prestidigitation

 

Special Abilities

Gnome Traits (Ex)

Gnomes possess the following racial traits.

+2 Constitution, -2 Strength.

Small size. +1bonus to Armor Class, +1 bonus onattack rolls, +4 bonus onHide checks, -4 penalty ongrapple checks, lifting and carrying limits ¾ those of Medium characters.

A gnome’s base land speed is 20 feet.

Low-light vision.

Weapon Familiarity: Gnomes may treatgnome hooked hammers asmartial weapons rather thanexotic weapons.

+2 racial bonus onsaving throws against illusions.

Add +1 to the Difficulty Class for allsaving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as theSpell Focus feat.

+1 racial bonus onattack rolls againstkobolds andgoblinoids (includinggoblins,hobgoblins, andbugbears).

+4dodge bonus to Armor Class against creatures of the giant type (such asogres,trolls, andhill giants).

+2 racial bonus onListen checks.

+2 racial bonus onCraft (alchemy) checks.

Automatic Languages: Common, Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, Orc.

Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the followingspell-like abilities: 1/day—dancing lights,ghost sound,prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.

 

He is always investigating and finds his large gnome nose in awkward places.

(1) Parskia (PF)

Parskia    CR 4

XP 1,200

Forest Gnome Druid 3/Rogue 2

NG Small Humanoid (gnome)

Init +2; Senses low-light vision; Perception +9

 

DEFENSE

AC 14, touch 14, flat-footed 11 (+2 Dex, +1 size, +1 dodge)

hp 29 (5d8+5)

Fort +4, Ref +6, Will +5; +2 vs. illusions

Defensive Abilities defensive training, evasion

 

OFFENSE

Speed 20 ft.

Melee Club +3 (1d4-1/x2)

Ranged Dart +6 (1d3-1/x2)

Special Attacks hatred, sneak attack +1d6, wooden fists (5 rounds/day)

Spell-Like Abilities (DC = 11+spell level)

1/day dancing lights, ghost sound, prestidigitation, speak with animals

Druid Spells Prepared (CL 3):

2 (2/day) owl's wisdom, cat's grace

1 (3/day) charm animal (DC 13), magic fang, speak with animals

0 (at will) create water, detect magic, light, resistance

 

STATISTICS

Str 8, Dex 14, Con 13, Int 10, Wis 15, Cha 12

Base Atk +3; CMB +1; CMD 14

Feats Animal Affinity, Dodge, Run

Skills Acrobatics +6 (+10 to jump with a running start, +2 jump), Disable Device +8, Escape Artist +8, Fly +4, Handle Animal +8, Heal +7, Knowledge (local) +8, Knowledge (nature) +10, Perception +9 (+10 to locate traps), Ride +4, Sense Motive +7, Stealth +12, Survival +9, Use Magic Device +6

Languages Common, Druidic, Gnome, Sylvan

SQ illusion resistance, nature bond (animal companion), rogue talents (fast stealth), spontaneous casting, trackless step, trapfinding +1, wild empathy, woodland stride

Other Gear Studded leather armor, Club, Dart

 

Animal Companion

Grevlin CR 2

XP 600

N Small animal

Init +1; Senses low-light vision, scent; Perception +5

 

DEFENSE

AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)

hp 22 (3d8+9)

Fort +5, Ref +5, Will +2

Defensive Abilities evasion

 

OFFENSE

Speed 30 ft., burrow 10 ft.

Melee bite +1 (1d4), 2 claws +1 (1d2)

Special Attacks blood rage

 

STATISTICS

Str 11, Dex 14, Con 15, Int 2, Wis 12, Cha 6

Base Atk +2; CMB –1; CMD 10 (14 vs. trip)

Feats Improved Natural Armor, Improved Natural Attack (bite), Toughness

Skills Escape Artist +5, Perception +5; Stealth +5; Racial Modifiers +4 Escape Artist

SQ link, share spells, trick (attack), trick (defend)

Blood Rage (Ex)

When the creature takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.

 

SPECIAL ABILITIES

Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.

Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.

Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.

Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.

Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.

Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.

Illusion Resistance +2 racial bonus to saves against illusions.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.

Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.

Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.

Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.

Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.

Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.

Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Woodland Stride (Ex) Move through undergrowth at normal speed.

(1) Ujo (3.5)

Ujo

Size/Type Medium male humanoid (dwarf) Rogue 3/Paladin 3

Hit Dice 3d6 plus 3d10 (26 hp)

Initiative +2

Speed 20 ft.

Armor Class 16 (+3 armor, +1 shield, +2 Dex), touch 12, flat-footed 14

Base Attack/Grapple +5/+6

Attack longsword +7 melee (1d8+1/19-20) or composite longbow (+1 Str) +7 ranged (1d8+1/3)

Full Attack longsword +7 melee (1d8+1/19-20) or composite longbow (+1 Str) +7 ranged (1d8+1/3)

Special Attacks hatred, sneak attack +2d6, smite evil 1/day (+2 to hit, +3 damage)

Special Qualities aura of courage, aura of good, defensive training, detect evil, divine grace, divine health, lay on hands, stonecunning (+2 on checks involving stone work) , trapfinding, trap sense +1

Saves Fort +4, Ref +6, Will +3

Abilities Str 12, Dex 14, Con 10, Int 8, Wis 13, Cha 15

Skills  Balance +4, Bluff +5, Diplomacy +11, Disable Device +2, Gather Information +5, Heal +4, Hide +4, Intimidate +5, Jump +4, Knowledge (local) +2, Knowledge (religion) +2, Listen +6, Move Silently +5, Sense Motive +4, Spot +4, Tumble +5

Feats  Improved Initiative, Toughness (+3 hit points), Weapon Focus (longsword)

Challenge Rating 5

Alignment Lawful Good

Treasure Standard

 

Paladin Spells Known (1; base DC = 11 + spell level): bless

Spell-like Abilties detect evil (at will)

Just a little uncomfortable around the opposite sex. Too darn charismatic for his own good, but doesn't realise it.

(1) Ujo (PF)

Ujo    CR 5

XP 1,600

Dwarf Paladin 3/Rogue 3

LG Medium Humanoid (dwarf)

Init +6; Senses darkvision; Perception +8

 

DEFENSE

AC 16, touch 12, flat-footed 14 (+3 armor, +1 shield, +2 Dex)

hp 37 (3d10+3d8+6)

Fort +6, Ref +8 (+1 bonus vs. traps), Will +7; +2 vs. poison, spells, and spell-like abilities

Defensive Abilities defensive training, evasion, trap sense; Immune fear, disease

 

OFFENSE

Speed 20 ft.

Melee  longsword +7 (1d8+1/19-20/)

Ranged composite longbow (Str +1) +7 (1d8+1/x3)

Special Attacks hatred, smite evil (1/day), sneak attack +2d6

Spell-Like Abilities detect evil (At will)

 

STATISTICS

Str 12, Dex 14, Con 10, Int 8, Wis 13, Cha 15

Base Atk +5; CMB +6; CMD 18 (22 vs. Bull Rush or Trip)

Feats Extra Lay on Hands, Improved Initiative, Toughness +6, Weapon Focus (Longsword)B

Skills Acrobatics +5 (+1 jump), Appraise -1 (+1 to determine the price of nonmagic items with precious metals or gemstones), Bluff +7, Climb +4, Diplomacy +11, Disable Device +5, Escape Artist +0, Fly +0, Heal +5, Intimidate +7, Perception +8 (+9 to locate traps, +10 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride +0, Sense Motive +5, Spellcraft +5, Stealth +0, Survival +4, Swim -1

Languages Common, Dwarven

SQ aura of courage, aura of good, greed, hardy, lay on hands (1d6) (5/day), mercies (mercy [fatigued]), rogue talents (combat trick), slow and steady, stability, stonecunning +2, trapfinding +1

Other Gear Studded leather armor, Light wooden shield, Composite Longbow (Str +1), Longsword

 

SPECIAL ABILITIES

Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.

Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.

Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).

Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.

Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.

Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.

Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.

Immune to Fear (Ex) You are immune to all fear effects.

Immunity to Disease You are immune to diseases.

Lay on Hands (1d6) (5/day) (Su) You can heal 1d6 damage, 5/day

Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.

Slow and Steady Your base speed is never modified by encumbrance.

Smite Evil (1/day) (Su) +2 to hit, +3 to damage, +2 deflection bonus to AC when used.

Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.

Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.

Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.

Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.

Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

(1) Juro (3.5)

Juro

Size/Type Medium male humanoid (deep dwarf) Warrior 4/Rogue 2

Hit Dice 4d8+4 plus 2d6+2 (31 hp)

Initiative +2

Speed 20 ft.

Armor Class 15 (+3 armor, +2 Dex), touch 12, flat-footed 13

Base Attack/Grapple +5/+7

Attack longspear +7 melee (1d8+2/x3) or +7 shortbow ranged (1d6/x3)

Full Attack longspear +7 melee (1d8+2/x3) or +7 shortbow ranged (1d6/x3)

Special Attacks sneak attack +1d6

Special Qualities evasion, sneak attack +1d6, stonecunning (+2 on checks involving stone work), trapfinding

Space/Reach 5 ft./5 ft.

Saves Fort +5, Ref +6, Will +1

Abilities Str 15, Dex 14, Con 13, Int 12, Wis 10, Cha 8

Skills  Intimidate +8, Jump +5, Knowledge (local) +10, Survival +9

Feats Cleave, Power Attack, Toughness (+3 hit points)

Challenge Rating 5

Gear Hide armor, Longspear, Shortbow.

Alignment Neutral Good

Languages Common, Dwarven, Terran

Special Abilities

 

He doesn't get out much and likes his own way.

 

Combat

 

(1) Juro (PF)

Juro    CR 4

XP 1,200

Deep Dwarf Rogue 2 Warrior 4

NG Medium Humanoid (dwarf)

Init +2; Senses darkvision; Perception +9

 

DEFENSE

AC 12, touch 12, flat-footed 10 (+2 Dex)

hp 40 (4d10+2d8+12)

Fort +5, Ref +6, Will +1; +2 vs. poison, spells, and spell-like abilities

Defensive Abilities defensive training, evasion

 

OFFENSE

Speed 20 ft.

Melee Longspear +7 (1d8+3/x3)

Ranged Shortbow +7 (1d6/x3)

Special Attacks hatred, sneak attack +1d6

 

STATISTICS

Str 15, Dex 14, Con 13, Int 12, Wis 10, Cha 8

Base Atk +5; CMB +7; CMD 19 (23 vs. Bull Rush or Trip)

Feats Cleave, Power Attack -2/+4, Toughness +6

Skills Acrobatics +7 (+3 jump), Appraise +1 (+3 to determine the price of nonmagic items with precious metals or gemstones), Handle Animal +8, Heal +2, Intimidate +8, Knowledge (local) +10, Perception +9 (+10 to locate traps, +11 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Survival +6

Languages Common, Dwarven, Terran

SQ greed, hardy, rogue talents (bleeding attack +1), slow and steady, stability, stonecunning +2, trapfinding +1

Other Gear Longspear, Shortbow, You have no money!

 

SPECIAL ABILTIES

Bleeding Attack +1 (Ex) Sneak attacks also deal 1 bleed damage/round.

Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.

Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.

Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.

Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.

Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.

Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

Slow and Steady Your base speed is never modified by encumbrance.

Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.

Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.

Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.

Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

 

The 7 Short Folk in Combat

Iloinen will attempt to hide in plain sight, wait until an ally has attacked, then sneak attack the same enemy in order to deal his additional damage. Once this tactic proves impossible, he will stand his ground in the most obvious exit and make use of his ability to strike out at several opponents as they run past, trying to escape.

Tohtori does the groups curing, often standing back from events to deliver timely healing and save the day. He has also proved his worth when providing a buffer against the occasional undead that wanders towards the life-heat of the cabin.  He will make good use of his crossbow by firing blessed bolts at appropriate opponents.

Mieleton will attempt to place himself in a dark corner and try not to be seen, using the surprise to sneak attack an obvious spellcaster, relying on his evasion to keep him out of trouble.  If he goes unnoticed, he will use his crossbow for as long as he can.  Once he is noticed, he will back away from melee combat as long as possible before switching to his punching dagger.

Vasynyt will remain in the background and use his dancing lights spell as a distraction and then switch to whichever of his bardic performances seems the most appropriate.  If separated from the rest of the Small Folk, he will attempt to fascinate an opponent and then use his sneak attack ability before moving away from melee combat.

Parskia and Grevlin will try to flank a melee fighter so that Parskia can use his sneak attack ability.  Grevlin will immediately go into blood rage while Parskia casts magic fang on Grevlin's bite attack.

Ujo will use his bless spell and then he and Juro will wade into melee combat, preferably against a single target, trying to flank to allow both to sneak attack.

The Small Folk as a group will try to focus on one or two opponents at a time, trying to overwhelm the opponent with numbers.

 

 

 

 

 

Attendant Queen Haijyin

(1) Attendant Queen Haijyin (3.5)

Attendant Queen Haijyin

7th level wizard/6th level druid

 

Size/Type: Medium Humanoid (human, female)

Hit Dice: 7d4+6d8  (44 hp)

Initiative: +2

Speed: 30 ft. (6 squares)

Armor Class: 19 (+3 bracers, +2 Dex, +4 deflection), touch 16, flat-footed 17

Base Attack/Grapple: +7/+7

Attack: Dagger +9 melee (1d2+2 plus poison/19-20) or dagger +9 ranged (1d4+2/19-20) or hand crossbow +10 ranged (1d4/+119-20)

Full Attack: Dagger +9/+4 melee (1d4+2 plus poison/19-20) or dagger +9/+4 ranged (1d4+2/19-20) or hand crossbow +10/+5 ranged (1d4+1/19-20)

Space/Reach: 5 ft./5 ft.

Special Attacks: None

Special Qualities: Animal companion, nature sense, resist nature’s lure, summon familiar, trackless step, wild empathy, wild shape (2/day), woodland stride

Saves: Fort +7, Ref +6, Will +14

Abilities: Str 10, Dex 14, Con 10, Int 20, Wis 18, Cha 16

Skills: Appraise (traps) +7, Bluff +6, Concentration +16, Craft (trapmaking) +21, Decipher Script +15, Diplomacy +13, Gather Information +5, Handle Animal +8, Heal +9, Knowledge (arcana) +13, Knowledge (geography) +13, Knowledge (local) +13, Knowledge (nature) +15, Knowledge (nobility and royalty) +13, Listen +12, Ride +4, Spellcraft +21, Spot +12, Survival +4 (+6 to avoid getting lost, natural hazards and when above ground in natural environments), Use Magic Device (scrolls) +7

Feats: Augment Summoning, Craft Wondrous Item, Exotic Weapon Proficiency, Natural Spell, Scribe Scroll, Spell Focus (conjuration), Spell Mastery

Environment: Any

Organisation: Solitary, retinue (1-2 companions, 2-3 handmaids, 4-8 guards)

Challenge Rating: 13

Treasure: Bracers of Armour +3, Hand Crossbow +1 (tiny), Mirror of Mental Prowess, Myrkky (Assassin’s Dagger of Venom), Periapt of Proof Against Poison, Ring of Mind Shielding, Ring of Protection +4)

Alignment: Neutral Evil (strong Lawful tendencies)

 

Languages

 

Common, Draconic, Druidic, Dwarven, Elven (Drow), Gnomish, Sylvan

 

Combat

 

Attendant Queen Haijyin rarely gets involved in direct combat, preferring to let her retinue step in. Failing that, she will summon a large number of creatures using a range of spells and then wild shape into something similar to escape. She firmly believes in living to fight another day.

 

If forced into combat, she will either use Myrkky, her intelligent assassin’s dagger of venom, or a hand crossbow taken by one of the party she used to gain the mirror of mental prowess from the Underworld. She will coat the crossbow bolts in poison if possible. The type of poison is up to the GM but our suggestion is viper venom.

 

Haijyin will never throw Myrkky.

 

Myrkky

 

Assassin’s dagger of venom (intelligent)

 

Special Qualities: 60 ft. darkvison, 60 ft. hearing

Abilities: Intelligence 16, Wisdom 16, Charisma 10

Ego: 2+1+3+4+1+1+3+3 = 18

Alignment: Lawful Evil (NE tendencies)

 

Lesser Powers:

Hold Person on an enemy 3/day

Locate Object 3/day

Cure Moderate Wounds (2d8+3) on wielder 3/day

 

Special Purpose:

Defend evil multiclass spellcasters and promote their aims

 

Dedicated Power:

Item can use rusting grasp as touch attack

 

Myrkky speaks and can read Common, Elven (Drow), Underworld and Infernal. It can also communicate telepathically with Attendant Queen Haijyin.

 

This wicked-looking, curved +2 dagger provides a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin. It also has a very finely serrated edge. This allows the wielder to use a poison effect (as the spell, save DC 14) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the poison effect must be invoked in the same round that the dagger strikes.

 

Myrkky is intelligent, and advises Attendant Queen Haijyin on the most effective or efficient poisons. The frequently talk about how to best deal with opponents, as Myrkky has existed for many hundreds of years and been involved with countless assassinations.

 

Myrkky is made out of one of the legs from a fallen demonic retriever that was killed in a hunt by its original maker, an infernal weaponsmith.

 

Although Haijyin isn’t (currently) an assassin, Myrkky is impressed with her relentless drive and ambition. It is happy to stay with her at least for the time being, although if an assassin of greater experience and bloodlust came along, who’s to say if it’s loyalty would remain so secure?

 

Summon Familiar/Animal Companion

 

Attendant Queen Haijyin has a tiny viper familiar. She keeps it on her person at all times, frequently wearing it as a disguised hairband. She also has a medium viper animal companion which she wears as a disguised choker.

 

Spells

 

Wizard

 

0th (4) (DC 15) Mage Hand, Mage Hand, Message, Touch of Fatigue

1st (4+2) (DC 16) Chill Touch, Color Spray, Disguise Self, Expeditious Retreat, Protection from Good, Summon Monster I

2nd (4+1) (DC 17) Detect Thoughts, Hypnotic Pattern, Misdirection, Summon Monster II, Summon Swarm

3rd (4+1) (DC 18) Deep Slumber, Phantom Steed, Slow, Summon Monster III

4th (4+1) (DC 19) Crushing Despair, Dimension Door, Hallucinatory Terrain, Phantasmal Killer, Summon Monster IV

 

Druid

 

0th (5) (DC 14) Detect Poison, Flare, Guidance, Guidance, Resistance

1st (3+1) (DC 15) Endure Elements, Entangle, Longstrider, Obscuring Mist

2nd (3+1) (DC 16) Barkskin, Resist Energy, Summon Swarm, Summon Swarm

3rd (2+1) (DC 17) Neutralize Poison, Plant Growth, Poison

 

Spell Mastery

 

1. Mage Hand

2. Disguise Self

3. Summon Swarm

4. Deep Slumber

5. Summon Monster IV

 

The save DC of all conjuration spells is +1 to the figures given above.

 

Spontaneous Casting

 

A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

 

Chaotic, Evil, Good, and Lawful Spells

 

A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

 

Nature Sense (Ex)

 

A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

 

Wild Empathy (Ex)

 

A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

 

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

 

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

 

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

 

Woodland Stride (Ex)

 

Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

 

Trackless Step (Ex)

 

Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

 

Resist Nature’s Lure (Ex)

 

Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.

 

Wild Shape (Su)

 

At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.

 

Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.

 

The form chosen must be that of an animal the druid is familiar with.

 

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

 

A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.

 

The new form’s Hit Dice can’t exceed the character’s druid level.

(1) Attendant Queen Haijyin (PF)

Attendant Queen Haijyin CR 12

XP 19200

Female Human Druid 6 Wizard 7

NE Medium Humanoid (human)

Init +2; Senses -; Perception +12

 

DEFENSE

AC 19, touch 16, flat-footed 17 (+3 armor, +2 Dex, +4 deflection)

hp 49 (6d8+7d6)

Fort +7, Ref +6, Will +14; +4 vs. spell-like and supernatural abilities of Fey and against effects that target plants

Immune poison

 

DEFENSE

Speed 30 ft.

Melee Myrkky +9/+4 (1d4+2/19-20/x2)

Ranged +1 Hand crossbow +10/+5 (1d2+1/19-20/x2/probably poison)

Druid Spells Prepared (CL 6):

3 (3/day) neutralize poison, plant growth, poison (DC 17)

2 (4/day) barkskin, resist energy, summon swarm, summon swarm

1 (4/day) endure elements, entangle (DC 15), longstrider, obscuring mist

0 (at will) detect poison, flare (DC 14), guidance, resistance

Wizard Spells Prepared (CL 7):

4 (2/day) dimension door, summon monster IV

3 (3/day) deep slumber (DC 18), phantom steed, summon monster III

2 (4/day) detect thoughts (DC 17), misdirection, summon monster II, summon swarm

1 (6/day) chill touch (DC 16), color spray (DC 16), disguise self, expeditious retreat, protection from good, summon monster I

0 (at will) mage hand, mage hand, message, touch of fatigue (DC 15)

 

STATISTICS

Str 10, Dex 14, Con 10, Int 20, Wis 18, Cha 16

Base Atk +7; CMB +7; CMD 23

Feats Arcane Strike, Augment Summoning, Craft Wondrous Item, Eschew Materials, Exotic Weapon Proficiency (Hand crossbow), Greater Spell Focus (Conjuration), Natural Spell, Scribe Scroll, Spell Focus (Conjuration), Spell Mastery

Skills Appraise +9, Bluff +9, Craft (traps) +19, Diplomacy +13, Disguise +6, Handle Animal +11, Heal +11, Intimidate +7, Knowledge (arcana) +13, Knowledge (geography) +13, Knowledge (local) +13, Knowledge (nature) +15, Knowledge (nobility) +13, Linguistics +15, Perception +12, Ride +12, Sense Motive +12, Spellcraft +21, Stealth +8, Survival +10, Use Magic Device +7

Languages Abyssal, Common, Daemonic, Draconic, Druidic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, Orc, Sylvan, Undercommon

SQ animal companion link, arcane bonds (arcane bond [familiar]), arcane familiar nearby, deliver touch spells through familiar, empathic link with familiar, hand of the apprentice (8/day), nature bond abilities (animal companion), resist nature's lure, share spells with companion, share spells with familiar, speak with animals, speak with familiar, specialized schools (universalist), spontaneous casting, trackless step, wild empathy, wild shape (2/day), wild shape (animal), wild shape (elemental), woodland stride

Other Gear +1 hand crossbow (tiny), Myrkky, Bracers of armor +3, Periapt of proof against poison, Ring of mind shielding, Ring of protection +4

 

Spell Mastery

 

1. Mage Hand

2. Disguise Self

3. Summon Swarm

4. Deep Slumber

5. Summon Monster IV

 

Combat

 

Attendant Queen Haijyin rarely gets involved in direct combat, preferring to let her retinue step in. Failing that, she will summon a large number of creatures using a range of spells and then wild shape into something similar to escape. She firmly believes in living to fight another day.

 

If forced into combat, she will either use Myrkky, her intelligent assassin’s dagger of venom, or a hand crossbow taken by one of the party she used to gain the mirror of mental prowess from the Underworld. She will coat the crossbow bolts in poison if possible. The type of poison is up to the GM but our suggestion is viper venom.

 

Haijyin will never throw Myrkky.

 

Myrkky

Assassin’s dagger of venom (intelligent)

 

Special Qualities: 60 ft. darkvison, 60 ft. hearing

Abilities: Intelligence 16, Wisdom 16, Charisma 10

Ego: 15

Alignment: Lawful Evil (NE tendencies)

 

Lesser Powers:

Hold Person on an enemy 3/day

Locate Object 3/day

Cure Moderate Wounds (2d8+3) on wielder 3/day

 

Special Purpose:

Defend evil multiclass spellcasters and promote their aims

 

Dedicated Power:

Item can use rusting grasp as touch attack

 

Myrkky speaks and can read Common, Elven (Drow), Underworld and Infernal. It can also communicate telepathically with Attendant Queen Haijyin.

 

This wicked-looking, curved +2 dagger provides a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin. It also has a very finely serrated edge. This allows the wielder to use a poison effect (as the spell, save DC 14) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the poison effect must be invoked in the same round that the dagger strikes.

 

Myrkky is intelligent, and advises Attendant Queen Haijyin on the most effective or efficient poisons. The frequently talk about how to best deal with opponents, as Myrkky has existed for many hundreds of years and been involved with countless assassinations.

 

Myrkky is made out of one of the legs from a fallen demonic retriever that was killed in a hunt by its original maker, an infernal weaponsmith.

 

Although Haijyin isn’t (currently) an assassin, Myrkky is impressed with her relentless drive and ambition. It is happy to stay with her at least for the time being, although if an assassin of greater experience and bloodlust came along, who’s to say if it’s loyalty would remain so secure?

 

SPECIAL ABILITIES

Animal Companion Link (Ex) You have a link with your Animal Companion.

Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.

Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.

Augment Summoning Summoned creatures have +4 to Strength and Constitution.

Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.

Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.

Eschew Materials Cast spells without materials, if component cost is 1 gp or less.

Greater Spell Focus (Conjuration) +1 to the Save DC of spells from one school.

Hand of the Apprentice (8/day) (Su) Throw the melee weapon you are holding 8/day.

Immunity to Poison You are immune to poison.

Leadership (Base Score 16) You attract loyal companions and devoted followers.

Natural Spell You can cast spells while in Wild Shape.

Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.

Ring of mind shielding This ring is usually of fine workmanship and wrought from heavy gold. The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.

 

Construction

Requirements: Forge Ring, nondetection; Cost 4,000 gp

Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.

Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.

Speak With Familiar (Ex) You can communicate verbally with your familiar.

Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.

Spell Mastery ( mage hand, disguise self, summon swarm, deep slumber, summon monster IV) You can prepare the chosen spells without a spellbook.

Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.

Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.

Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Wild Shape (2/day) (Su) Shapeshift into a different creature one or more times per day.

Wild Shape (Beast Shape II: Tiny - Large animal) You may use your Wild Shape ability to become an animal.

Wild Shape (Elemental Body I: Small elemental) You may use your Wild Shape ability to become an elemental.

Woodland Stride (Ex) Move through undergrowth at normal speed.

 

GM’s Note

For the purpose of this adventure, Attendant Queen Haijyin’s spell book isn’t around for the PCs to find. In the exceptional circumstance that they manage to kill her OR that she doesn’t escape and you want to include a spellbook, feel free to include any spells that you’d like to introduce to your campaign. If you’d like guidance, Haijyin tends to have collected spells that reflect her druidic nature rather than any others, with Conjuration, Enchantment, Illusion and Transmutation spells being favored in that order over other schools of magic.

 

 

 

 

 

 

The Story of Little Snow-White

by The Brothers Grimm

translated by Margaret Taylor (1884)

 

Once upon a time in the middle of winter, when the flakes of snow were falling like feathers from the sky, a queen sat at a window sewing, and the frame of the window was made of black ebony. And whilst she was sewing and looking out of the window at the snow, she pricked her finger with the needle, and three drops of blood fell upon the snow. And the red looked pretty upon the white snow, and she thought to herself, "Would that I had a child as white as snow, as red as blood, and as black as the wood of the window-frame."

 

Soon after that, she had a little daughter, who was as white as snow, and as red as blood, and her hair was as black as ebony; and she was therefore called Little Snow-white. And when the child was born, the Queen died.

 

After a year had passed the King took to himself another wife. She was a beautiful woman, but proud and haughty, and she could not bear that anyone else should surpass her in beauty. She had a wonderful looking-glass, and when she stood in front of it and looked at herself in it, and said --

 

"Looking-glass, Looking-glass, on the wall,

Who in this land is the fairest of all?"

the looking-glass answered --

 

"Thou, O Queen, art the fairest of all!"

Then she was satisfied, for she knew that the looking-glass spoke the truth.

But Snow-white was growing up, and grew more and more beautiful; and when she was seven years old she was as beautiful as the day, and more beautiful than the Queen herself. And once when the Queen asked her looking-glass --

 

"Looking-glass, Looking-glass, on the wall,

Who in this land is the fairest of all?" it answered --

 

"Thou art fairer than all who are here, Lady Queen."

But more beautiful still is Snow-white, as I ween."

Then the Queen was shocked, and turned yellow and green with envy. From that hour, whenever she looked at Snow-white, her heart heaved in her breast, she hated the girl so much.

And envy and pride grew higher and higher in her heart like a weed, so that she had no peace day or night. She called a huntsman, and said, "Take the child away into the forest; I will no longer have her in my sight. Kill her, and bring me back her heart as a token." The huntsman obeyed, and took her away; but when he had drawn his knife, and was about to pierce Snow-white's innocent heart, she began to weep, and said, "Ah dear huntsman, leave me my life! I will run away into the wild forest, and never come home again."

 

And as she was so beautiful the huntsman had pity on her and said, "Run away, then, you poor child." "The wild beasts will soon have devoured you," thought he, and yet it seemed as if a stone had been rolled from his heart since it was no longer needful for him to kill her. And as a young boar just then came running by he stabbed it, and cut out its heart and took it to the Queen as proof that the child was dead. The cook had to salt this, and the wicked Queen ate it, and thought she had eaten the heart of Snow-white.

 

But now the poor child was all alone in the great forest, and so terrified that she looked at every leaf of every tree, and did not know what to do. Then she began to run, and ran over sharp stones and through thorns, and the wild beasts ran past her, but did her no harm.

 

She ran as long as her feet would go until it was almost evening; then she saw a little cottage and went into it to rest herself. Everything in the cottage was small, but neater and cleaner than can be told. There was a table on which was a white cover, and seven little plates, and on each plate a little spoon; moreover, there were seven little knives and forks, and seven little mugs. Against the wall stood seven little beds side by side, and covered with snow-white counterpanes.

 

Little Snow-white was so hungry and thirsty that she ate some vegetables and bread from each plate and drank a drop of wine out of each mug, for she did not wish to take all from one only. Then, as she was so tired, she laid herself down on one of the little beds, but none of them suited her; one was too long, another too short, but at last she found that the seventh one was right, and so she remained in it, said a prayer and went to sleep.

 

When it was quite dark the owners of the cottage came back; they were seven dwarfs who dug and delved in the mountains for ore. They lit their seven candles, and as it was now light within the cottage they saw that someone had been there, for everything was not in the same order in which they had left it.

 

The first said, "Who has been sitting on my chair?"

 

The second, "Who has been eating off my plate?"

 

The third, "Who has been taking some of my bread?"

 

The fourth, "Who has been eating my vegetables?"

 

The fifth, "Who has been using my fork?"

 

The sixth, "Who has been cutting with my knife?"

 

The seventh, "Who has been drinking out of my mug?"

 

Then the first looked round and saw that there was a little hole on his bed, and he said, "Who has been getting into my bed?" The others came up and each called out, "Somebody has been lying in my bed too." But the seventh when he looked at his bed saw little Snow-white, who was lying asleep therein. And he called the others, who came running up, and they cried out with astonishment, and brought their seven little candles and let the light fall on little Snow-white. "Oh, heavens! oh, heavens!" cried they, "what a lovely child!" and they were so glad that they did not wake her up, but let her sleep on in the bed. And the seventh dwarf slept with his companions, one hour with each, and so got through the night.

 

When it was morning little Snow-white awoke, and was frightened when she saw the seven dwarfs. But they were friendly and asked her what her name was. "My name is Snow-white," she answered. "How have you come to our house?" said the dwarfs. Then she told them that her step-mother had wished to have her killed, but that the huntsman had spared her life, and that she had run for the whole day, until at last she had found their dwelling. The dwarfs said, "If you will take care of our house, cook, make the beds, wash, sew, and knit, and if you will keep everything neat and clean, you can stay with us and you shall want for nothing." "Yes," said Snow-white, "with all my heart," and she stayed with them. She kept the house in order for them; in the mornings they went to the mountains and looked for copper and gold, in the evenings they came back, and then their supper had to be ready. The girl was alone the whole day, so the good dwarfs warned her and said, "Beware of your step-mother, she will soon know that you are here; be sure to let no one come in."

 

But the Queen, believing that she had eaten Snow-white's heart, could not but think that she was again the first and most beautiful of all; and she went to her looking-glass and said --

 

"Looking-glass, Looking-glass, on the wall,

Who in this land is the fairest of all?"

and the glass answered --

"Oh, Queen, thou art fairest of all I see,

But over the hills, where the seven dwarfs dwell,

Snow-white is still alive and well,

And none is so fair as she."

 

Then she was astounded, for she knew that the looking-glass never spoke falsely, and she knew that the huntsman had betrayed her, and that little Snow-white was still alive.

And so she thought and thought again how she might kill her, for so long as she was not the fairest in the whole land, envy let her have no rest. And when she had at last thought of something to do, she painted her face, and dressed herself like an old peddler-woman, and no one could have known her. In this disguise she went over the seven mountains to the seven dwarfs, and knocked at the door and cried, "Pretty things to sell, very cheap, very cheap." Little Snow-white looked out of the window and called out, "Good-day my good woman, what have you to sell?" "Good things, pretty things," she answered; "stay-laces of all colours," and she pulled out one which was woven of bright-coloured silk. "I may let the worthy old woman in," thought Snow-white, and she unbolted the door and bought the pretty laces. "Child," said the old woman, "what a fright you look; come, I will lace you up properly for once." Snow-white had no suspicion, but stood before her, and let herself be laced with the new laces. But the old woman laced so quickly and so tightly that Snow-white lost her breath and fell down as if dead. "Now I am the most beautiful," said the Queen to herself, and ran away.

 

Not long afterwards, in the evening, the seven dwarfs came home, but how shocked they were when they saw their dear little Snow-white lying on the ground, and that she neither stirred nor moved, and seemed to be dead. They lifted her up, and, as they saw that she was laced too tightly, they cut the laces; then she began to breathe a little, and after a while came to life again. When the dwarfs heard what had happened they said, "The old peddler-woman was no one else than the wicked Queen; take care and let no one come in when we are not with you."

 

But the wicked woman when she had reached home went in front of the glass and asked --

 

"Looking-glass, Looking-glass, on the wall,

Who in this land is the fairest of all?"

and it answered as before --

"Oh, Queen, thou art fairest of all I see,

But over the hills, where the seven dwarfs dwell,

Snow-white is still alive and well,

And none is so fair as she."

 

When she heard that, all her blood rushed to her heart with fear, for she saw plainly that little Snow-white was again alive. "But now," she said, "I will think of something that shall put an end to you," and by the help of witchcraft, which she understood, she made a poisonous comb. Then she disguised herself and took the shape of another old woman. So she went over the seven mountains to the seven dwarfs, knocked at the door, and cried, "Good things to sell, cheap, cheap!" Little Snow-white looked out and said, "Go away; I cannot let any one come in." "I suppose you can look," said the old woman, and pulled the poisonous comb out and held it up. It pleased the girl so well that she let herself be beguiled, and opened the door. When they had made a bargain the old woman said, "Now I will comb you properly for once." Poor little Snow-white had no suspicion, and let the old woman do as she pleased, but hardly had she put the comb in her hair than the poison in it took effect, and the girl fell down senseless. "You paragon of beauty," said the wicked woman, "you are done for now," and she went away.

But fortunately it was almost evening, when the seven dwarfs came home. When they saw Snow-white lying as if dead upon the ground they at once suspected the stepmother, and they looked and found the poisoned comb. Scarcely had they taken it out when Snow-white came to herself, and told them what had happened. Then they warned her once more to be upon her guard and to open the door to no one.

 

The Queen, at home, went in front of the glass and said --

 

"Looking-glass, Looking-glass, on the wall,

Who in this land is the fairest of all?"

then it answered as before --

"Oh, Queen, thou art fairest of all I see,

But over the hills, where the seven dwarfs dwell,

Snow-white is still alive and well,

And none is so fair as she."

 

When she heard the glass speak thus she trembled and shook with rage. "Snow-white shall die," she cried, "even if it costs me my life!"

 

Thereupon she went into a quiet, secret, lonely room, where no one ever came, and there she made a very poisonous apple. Outside it looked pretty, white with a red cheek, so that everyone who saw it longed for it; but whoever ate a piece of it must surely die.

 

When the apple was ready she painted her face, and dressed herself up as a country-woman, and so she went over the seven mountains to the seven dwarfs. She knocked at the door. Snow-white put her head out of the window and said, "I cannot let any one in; the seven dwarfs have forbidden me." "It is all the same to me," answered the woman, "I shall soon get rid of my apples. There, I will give you one."

 

"No," said Snow-white, "I dare not take anything." "Are you afraid of poison?" said the old woman; "look, I will cut the apple in two pieces; you eat the red cheek, and I will eat the white." The apple was so cunningly made that only the red cheek was poisoned. Snow-white longed for the fine apple, and when she saw that the woman ate part of it she could resist no longer, and stretched out her hand and took the poisonous half. But hardly had she a bit of it in her mouth than she fell down dead. Then the Queen looked at her with a dreadful look, and laughed aloud and said, "White as snow, red as blood, black as ebony-wood! this time the dwarfs cannot wake you up again."

 

And when she asked of the Looking-glass at home --

 

"Looking-glass, Looking-glass, on the wall,

Who in this land is the fairest of all?"

it answered at last --

"Oh, Queen, in this land thou art fairest of all."

 

Then her envious heart had rest, so far as an envious heart can have rest.

 

The dwarfs, when they came home in the evening, found Snow-white lying upon the ground; she breathed no longer and was dead. They lifted her up, looked to see whether they could find anything poisonous, unlaced her, combed her hair, washed her with water and wine, but it was all of no use; the poor child was dead, and remained dead. They laid her upon a bier, and all seven of them sat round it and wept for her, and wept three days long.

 

Then they were going to bury her, but she still looked as if she were living, and still had her pretty red cheeks. They said, "We could not bury her in the dark ground," and they had a transparent coffin of glass made, so that she could be seen from all sides, and they laid her in it, and wrote her name upon it in golden letters, and that she was a king's daughter. Then they put the coffin out upon the mountain, and one of them always stayed by it and watched it. And birds came too, and wept for Snow-white; first an owl, then a raven, and last a dove.

 

And now Snow-white lay a long, long time in the coffin, and she did not change, but looked as if she were asleep; for she was as white as snow, as red as blood, and her hair was as black as ebony.

 

It happened, however, that a king's son came into the forest, and went to the dwarfs' house to spend the night. He saw the coffin on the mountain, and the beautiful Snow-white within it, and read what was written upon it in golden letters. Then he said to the dwarfs, "Let me have the coffin, I will give you whatever you want for it." But the dwarfs answered, "We will not part with it for all the gold in the world." Then he said, "Let me have it as a gift, for I cannot live without seeing Snow-white. I will honour and prize her as my dearest possession." As he spoke in this way the good dwarfs took pity upon him, and gave him the coffin.

 

And now the King's son had it carried away by his servants on their shoulders. And it happened that they stumbled over a tree-stump, and with the shock the poisonous piece of apple which Snow-white had bitten off came out of her throat. And before long she opened her eyes, lifted up the lid of the coffin, sat up, and was once more alive. "Oh, heavens, where am I?" she cried. The King's son, full of joy, said, "You are with me," and told her what had happened, and said, "I love you more than everything in the world; come with me to my father's palace, you shall be my wife."

 

And Snow-white was willing, and went with him, and their wedding was held with great show and splendour. But Snow-white's wicked stepmother was also bidden to the feast. When she had arrayed herself in beautiful clothes she went before the Looking-glass, and said --

 

"Looking-glass, Looking-glass, on the wall,

Who in this land is the fairest of all?"

the glass answered --

"Oh, Queen, of all here the fairest art thou,

But the young Queen is fairer by far as I trow."

 

Then the wicked woman uttered a curse, and was so wretched, so utterly wretched, that she knew not what to do. At first she would not go to the wedding at all, but she had no peace, and must go to see the young Queen. And when she went in she knew Snow-white; and she stood still with rage and fear, and could not stir. But iron slippers had already been put upon the fire, and they were brought in with tongs, and set before her. Then she was forced to put on the red-hot shoes, and dance until she dropped down dead.

 

 

 

Would you like to know more about the origins of the tale of Snow White?

 

This website delves deep into the history and mystery surrounding the ages-old story before the Brother's Grimm adaptation.

http://www.awesomestories.com/flicks/mirror-mirror-snow-white/could-she-be-margarete