BASIC03: A Giving Time

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Turducken

 

BASIC03-SCREEN1 

Foreword by Kevin

Welcome back! BASIC-3, "A Giving Time" is similar to BASIC-2 in that it involves an open area with which it would behoove the GM to become familiar. However, unlike the previous adventure, it is the PCs who are playing the role of the attackers while the Noctur Gnolls are left to defend their holdings. Be sure that the gnolls use their defensive structures (like throwing axes from the catwalk around the wall) to their best ability.

If the PCs wake the whole camp it is likely that they'll find themselves overwhelmed. If they choose not to flee, it is suggested that the GM not let up the pressure. Sometimes players need to know when to retreat and try again.

Let the Noctur Gnolls show no mercy to those who would get between them and their prey!

Kevin Mickelson

 

 

Special Downloads

As always, this adventure comes with some snazzy free downloads to make your life easier.  If you use Hero Lab or a Virtual Tabletop (like Roll20.net) you will find those files through the links below.

Download Hero Lab files

Download VTT files

 

 

Adventure Background

The sky has been gray and heavy with the promise of snow for the past few weeks, and the lingering warmth of autumn has all but faded. Winter is nigh.

Exallizar Preparatory Academy (the world-renowned school for young adventurers) has been bustling with activity in preparation for this year’s inevitable first snowfall. The students (including your party) have been involved in cold weather training since shortly after the conclusion of the Hazelthorp incident.

As winter closes in, the increasing scarcity of resources promises a proportional increase in monstrous activity. It isn’t a question of if the student adventuring parties will be deployed, but when.

 

 

Adventure Hook

An isolated monastery of pacifists sends out a cry for help and the student body is obliged to answer. If the players have done well in both the Gauntlet and in the defense of Hazelthorp (maintaining at least a B average), they are the first choice of those available for the job. If they haven’t done especially well to this point, they are the ones who are able to prepare and ship out most quickly, and are reminded that this could be their chance to finally make a serious impact!

 

 

Adventure Synopsis

While the PCs are outside doing some cold weather team-building work, a bedraggled old mage is brought before them. It is explained that a group of hyena-headed humanoids have been attacking his monastery in the hopes of stealing their foodstuffs. The instructor gives her blessing and, in fact, insists that the PCs begin the assignment at once.

Shortly after their arrival, the PCs must immediately act to defend the monastery from the Noctur Gnolls when the mage who teleported them collapses from exhaustion. After the initial defense, they are brought inside and have it explained that the Noctur Gnoll’s leader is a shaman who laid a curse on the old wizard that he can never fall asleep. The PCs must track down and slay a mythical beast known as the turducken for its meat if the curse is ever to be lifted. Not only will their performance be graded, but the mentally-exhausted wizard is their only ticket home!

 

 

Part 1: Things Just Got Real

Bitter wind lashes your cheeks as all of you stand facing one another with weapons and eldritch power held in your hands. Dark clouds roll over your head and lightning crashes all too close. Far below the tall pillar of stone atop which you stand, an angry sea crashes against hungry rocks. The time has come to use all you’ve learned against those who have been your closest companions.  The lightning flashes once more and a peal of thunder splits the air - the tension breaks, and you lunge to attack!

Each of the PCs begins play 30 feet away from each other toward one corner of the 40x40 square space. Have them roll initiative and enter combat against each other, and make sure they realize that this is serious and they should do all they can to win! Combat continues for four rounds before they are interrupted, and the illusionary terrain and injuries fade to reveal all of them unhurt in the training yard.

A powerful voice booms across the practice yard.
"Hold fast! Lower your blades and cease your casting, scholars!"

You recognize the voice of Headmaster Benson, and so comply at once. Your illusionary wounds vanish and you help steady one another as the nightmarish black sky and sea air melt away to reveal a sky that is merely overcast and gray, revealing an early late autumn morning in the Exallizar training yard.

The headmaster strides toward you with a haggard looking old man hustling to keep up at his side.

"This", he says with a nod toward the other fellow, "is Ambrose Neidlum. He has a job for you to tend to at once."

So prompted, the older chap does his best to stand erect, though the deep bags under his reddened eyes suggest he is on the brink of exhaustion.

"Indeed, yes. Your headmaster says that you’re the, erm..."
He casts a glance at Benson.

If the players have maintained roughly a B average (1 A and 1 C, 2 Bs, or better).

"They’re some of our finest. Your problems will soon be at an end.", says the headmaster with a confident nod. A tiny glimmer of pride crosses his normally impassive face.

If the PCs aren’t doing so hot academically, or you want to establish the new party as being slackers waiting for the chance to make good

"Only ones who can be ready to go in the next thirty seconds. Don’t worry - they know the stakes of failure."

The ambiguous endorsement is delivered with a deadpan stare. An uncomfortable silence lingers for a few moments before Ambrose breaks it with a cough.

 

"Ah...well that’s good."

Despite being on the verge of collapse, Ambrose manages a hopeful grin. "We must be off at once. The longer I’m away, the more likely it is that the dratted beastmen will notice my absence and launch an attack ."

You gather your items from where you stacked them nearby. Mostly mundane stuff you haul around to be used to the weight, but there are also a few goodies that you left laying there since they didn’t seem fit for use in sparring. In particular...

 

At this point, offer all of the PCs the following options for extra items along with their regular starting gear.

The Cleric can choose from the following:
Sacred sapling*
15 +1 flaming crossbow bolts
A Cloak of Resistance +1
A Ring of Protection +1
Any 1 piece of loot from BASIC-1.

The Fighter can choose from the following:
Curcubiter cap*
Replace half plate with full plate
Replace +1 Longsword with  +1 Keen Longsword
Any 1 piece of loot from BASIC-1.

The Rogue can choose from the following:
5 Jack-be-littles*
2 potions of Cat’s Grace
Cloak of Elvenkind
Any 1 piece of loot from BASIC-1

The Wizard can choose from the following:
Curcubiter seedlings*
Elemental gem of fire or elemental gem of water
Ring of Protection +1
Any 1 piece of loot from BASIC-1

Sacred Sapling
Price 1,000 gp; Weight —

Description
As a full round action, this sacred sprig of hazel can be planted in pliable soil. It instantly glows bright blue to a range of 40 feet, and any creature hostile to the planter must succeed at a DC 15 Will save to approach within 10 feet.
Duration: 1 minute

 

Curcubiter cap
Price 1,000 gp; Weight 3 lbs

Description
This +1 small shield is made from the top of a curcubiter plant, and a portion of the malevolence has been bound to the item. If you are attacked in melee while bearing a curcubiter cap and the attack misses your AC or Flat Footed AC by 2 points or less, vines shoot from the shield to entangle the attacker. A DC 20 Strength check or DC 25 Reflex save is required to break free against the will of the wielder.

 

Jack-be-littles (5)
Price 1,000 gp; Weight 3 lbs

Description
At first glance these petite pumpkins seem harmless. However, if they are used as a thrown weapon they suddenly sprout frightening faces and scream through the air before exploding on impact. A target struck by a Jack-be-little takes 2d6 points of fire damage, and must succeed on a DC 20 Reflex save vs 1d6 further fire damage plus becoming ensnared by the burning miniature vines for 1 round

 

Curcubiter seedlings
Price 1,000 gp; Weight 3 lbs

Description
A small handful of slightly withered pumpkin seeds. If planted in soft pliable ground, these seeds grow and sprout over the course of one round into 1d4+1 fully grown curcubiters that obey the commands of their planter. In the event of an actual natural 4 being rolled, the seeds all fuse together to instead spawn a single curcubiter max. Curcubiters and curcubiter max serve the planter for 10 rounds before withering away to nothing.

NOTE! Curcubiters cannot approach to within 40 feet of a sacred sapling

SPECIAL NOTICE

Any or all of the characters who received an A+ grade in BASIC-1 get to start play with any 1 piece of loot found within that module as well as one of the other listed options.

After gathering all of your items, the Headmaster directs you to link hands with one another while Ambrose stands in the middle of the circle.
"Heed well. The old mage will take you to his monastery. Once there you will secure the holding from harm, strike back at the attackers in such a way as to prevent further incursion, and then, by this same magic, be returned. Remember your lessons and put an end to this nonsense."

Ambrose begins chanting and moving his hands through eldritch patterns, and all at once the dusky courtyard of Exallizar is replaced by a dusky forest before an unfamiliar gated wall. A feeling of nausea creeps over you from the sudden displacement, and it takes your eyes a moment to focus clearly enough to notice that the stout wooden gate is under attack by a quartet of hulking furred humanoids!

All at once Ambrose gives a cry of pain and falls to the leafy ground. The beast men turn their snarling dog faces in your direction!

 

 

Part 2: The Monastery

Roll for initiative! All of the PCs are sickened (thanks to their first-ever teleportation) for the first round of combat, and for an additional 1d4 rounds thereafter unless they succeed at a DC 14 Fort save.

(4) Noctur Gnolls

Noctur Gnoll (Neutral Evil)

These hyena-headed humanoids have a dark black fur and hyper reflective eyes that they tend to keep hidden beneath wide brimmed hats.

Raging

Initiative +2; Speed 40/30 ft. (8/6 sq.);CR 1/2; HP 16
Senses Darkvision (60 feet); Perception +5
DEFENSE
AC 14, touch 10, flat-footed 12 (+4 armor, +2 Dex)
Fort +6, Ref +2, Will +3
Defensive Abilities Ferocity
Weaknesses Light Sensitivity

OFFENSE
Melee Greataxe +4 (1d12+9/20/x3) and
Unarmed Strike +4 (1d3+6/20/x2)
Ranged Axe, Throwing +3 (1d6+4/20/x2)

STATISTICS
Str +4*, Dex +2, Con +4*, Int -1, Wis +1, Cha 0
Skills Knowledge (Nature) +3, Perception +5, Ride +6
Feats Power Attack -1/+2
Equipment Axe, Throwing (2), Greataxe, Hide

SPECIAL ABILITIES
Darkvision (60 feet) See in the dark (shades of grey only) up to 60'.
Fast Movement +10 +10 feet to speed, unless heavily loaded.
Ferocity You can stay active while dying.
Light Sensitivity Dazzled as long as they remain in bright light.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

 

Non-raging

Initiative +2; Speed 40/30 ft. (8/6 sq.); CR 1/2; HP 14
Senses Darkvision (60 feet); Perception +5

DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
Fort +4, Ref +2, Will +1
Defensive Abilities Ferocity
Weaknesses Light Sensitivity

OFFENSE
Melee Axe, Throwing +2 (1d6+4/20/x2) and Greataxe +2 (1d12+6/20/x3)
and Unarmed Strike +2 (1d3+4/20/x2)

STATISTICS
Str +2, Dex +2, Con +2, Int -1, Wis +1, <b> Cha 0
Skills Knowledge (Nature) +3, Perception +5, Ride +6
Feats Power Attack -1/+2
Equipment Axe, Throwing (2), Greataxe, Hide

SPECIAL ABILITIES
Darkvision (60 feet) See in the dark (shades of grey only) up to 60'.
Fast Movement +10 +10 feet to speed, unless heavily loaded.
Ferocity You can stay active while dying..
Light Sensitivity Dazzled as long as they remain in bright light.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Tactics:
The dark-furred gnolls spend their first turn dropping the battering ram they’ve been using, drawing their weapons, and entering a rage. They’ll use their remaining standard action to attack anyone who’s moved adjacent to them, but otherwise they’ll wait until next round to make a charge together.

Morale:
If three of them are killed, the survivor will attempt to flee and warn the rest of the tribe. If pursued, he will turn and fight rather than be seen as a coward by his packmates.

 

Once the gnolls have been chased off or killed, the PCs will likely turn their attention to Ambrose. His eyes roll crazily in his head as bitter sobs wrack his body, though there is no evidence of a wound. A DC 20 Heal check will reveal that the cause of his distress is an extreme form of exhaustion brought on by lack of sleep.

The heavy gate creaks loudly once before swinging wide, to reveal several brown-robed acolytes who wear the symbol of the god of charity about their necks. An exceptionally square-shaped man hustles out, booted feet kicking up a small wake of leaves as he makes a beeline for Ambrose. You realize after a moment that this must be a dwarf - the first you’ve seen!

"Right old boy, just this way now, oop ya go!"
The dwarf looks toward the young heroes and grins as he slings Ambrose across his shoulders. "Names Dirran, owdjadoo? Right this way!"

Quick as a wink, the dwarf hustles the old mage back into the gate, which the acolytes hold open long enough for you to enter.

If the PCs refuse to come inside, the acolytes are confused by their reluctance and strongly urge them to reconsider. Failing that, they direct them northward, where the Noctur Gnolls have established a war camp from which to plunder this temple of pacifists. However, when they finish they are advised to return, as the sickly Ambrose is their only ticket home...unless they care to hike over 200 miles with the full onset of winter just a few days away.

 

 

The Temple

You are shown through a small garden of withered flowers and into a cozy antechamber with a crackling fireplace. Therein you find Dirran the dwarf, who just finished tucking furs around the pathetically whimpering Ambrose.

The squat fellow turns to regard your party, wearing an aggrieved expression on what would otherwise be a jolly face while plopping heavily down on to a bench.

"Thanks be to the gods that ye’ve arrived, lads (and/or) lasses. Och, poor Ambrose here could scarce cast magic afore ‘e left us just those few minutes ago. Tis a small miracle ‘e made it there ‘an back again!"

Dirran tugs at his beard in distress.
"A curse most foul has been laid on ‘is poor head by the dratted Noctur. The dog-faces ‘ave built the’selves a fort just a few miles north ‘a ‘ere, and they want ta sack us of all our coin and foodstuffs! They’re led by a cur goes by th’ name ‘a Ringdocus. ‘E and ‘is pack ‘a scavangers spy on us allatime, ye see. Only old Ambrose really kept ‘em at bay, but after this curse took hold of him he cannae sleep! It’s been near on a week now, and ‘e used ‘is last spells ta fetch ye here."

The dwarf sighs.

"Lissen, I hardly know a thing ‘bout magic, but I know that Ringdocus was no match fer ‘ol Amrbose. Never woulda been able ta curse him if fair ‘an square! ‘E had a big black mask on, made a bone and leather, an’ great wide eyes! Ambrose mentioned ‘at it may’ve been ‘th dratted thing that cursed him, and it may also be ‘th only thing as can cure ‘im!"

"Will ye help us? A trip five miles ‘er so South’ll find ye outside their camp. Drive the Noctur Gnolls off anyway ye must, and fetch us back that mask."

If the PCs have any questions, Dirran (Ftr1) will do his best to answer.

He knows:

There are more than 20 Noctur Gnolls in the warcamp (less 3 or 4 depending on how many the PCs killed).

The Noctur clan has exceptionally bad eyesight when the sun is out, and so they tend to sleep during the day with only a few guards patrolling the walls.

Their fort’s major defensive armament is a single ballista that they keep trained on the wide hunting trail they’ve blazed, should any large group or large beast use the open space to cause them menace.

The group of four gnolls that were trying to bash their way into the fortress were likely a group of spies that saw the flash from the mage’s teleportation spell, and decided to press their luck.

Once the heroes have asked any questions they like, Dirran hustles them out so they can attack before the gnolls realize that their scouts aren’t coming back

 

 

Part 3: Gnollbuddies’ Home

If the PCs approach during the day, there are three Noctur Gnolls standing guard - two patrolling the catwalk along the wall (area 3) and one sleeping propped against the ballista atop the tower (area 2). Be sure to remember that the fort is not so large a space that loud combat will go unnoticed. Smart players will use stealth and ambush tactics to lure the guards away from each other and dispatch them before they manage to make too much noise.

A Noctur Gnoll may spend a standard action to cackle-howl an alarm to call other members of its pack. This will rouse 1d4 sleeping gnolls from either area 6 or one of the buildings marked with as area 4. If more than 6 gnolls are so awoken, there has been enough movement and commotion that the rest of the camp comes awake, and will arrive in groups of 2d6 at a time each round until finally Ringdocus joins in, hurling spells from the rear.

The Noctur Gnolls only break and retreat if Ringdocus plus at least ten regular gnolls perish in the same battle.

SPECIAL NOTE: If the PCs decide that they can’t handle the gnolls’ fortress and return to the monastery saying as much, Dirran will move on to suggesting the turducken as a solution, trusting that Ambrose can help them if only he gets better.

Noctur Gnoll

Noctur Gnoll (Neutral Evil)

These hyena-headed humanoids have a dark black fur and hyper reflective eyes that they tend to keep hidden beneath wide brimmed hats.

Raging
Initiative +2; Speed 40/30 ft. (8/6 sq.);CR 1/2; HP 16
Senses Darkvision (60 feet); Perception +5
DEFENSE
AC 14, touch 10, flat-footed 12 (+4 armor, +2 Dex)
Fort +6, Ref +2, Will +3
Defensive Abilities Ferocity
Weaknesses Light Sensitivity

OFFENSE
Melee Greataxe +4 (1d12+9/20/x3) and
Unarmed Strike +4 (1d3+6/20/x2)
Ranged Axe, Throwing +3 (1d6+4/20/x2)

STATISTICS
Str +4*, Dex +2, Con +4*, Int -1, Wis +1, Cha 0
Skills Knowledge (Nature) +3, Perception +5, Ride +6
Feats Power Attack -1/+2
Equipment Axe, Throwing (2), Greataxe, Hide

SPECIAL ABILITIES
Darkvision (60 feet) See in the dark (shades of grey only) up to 60'.
Fast Movement +10 +10 feet to speed, unless heavily loaded.
Ferocity You can stay active while dying.
Light Sensitivity Dazzled as long as they remain in bright light.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Non-raging
Initiative +2; Speed 40/30 ft. (8/6 sq.); CR 1/2; HP 14
Senses Darkvision (60 feet); Perception +5

DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
Fort +4, Ref +2, Will +1
Defensive Abilities Ferocity
Weaknesses Light Sensitivity

OFFENSE
Melee Greataxe +2 (1d12+6/20/x3)
and Unarmed Strike +2 (1d3+4/20/x2)
Ranged Axe, Throwing +3 (1d6+2/20/x2)

STATISTICS
Str +2, Dex +2, Con +2, Int -1, Wis +1, <b> Cha 0
Skills Knowledge (Nature) +3, Perception +5, Ride +6
Feats Power Attack -1/+2
Equipment Axe, Throwing (2), Greataxe, Hide

SPECIAL ABILITIES
Darkvision (60 feet) See in the dark (shades of grey only) up to 60'.
Fast Movement +10 +10 feet to speed, unless heavily loaded.
Ferocity You can stay active while dying..
Light Sensitivity Dazzled as long as they remain in bright light.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

 

Gnollbuddies' Home (click to enlarge)

1. The Courtyard

Broken and discarded tools of war litter the ground, and ramshackle buildings stand sullenly in the palpable chill. A large round central structure tucked behind a tall guard tower, and flanked from three directions by a trio of smaller huts. The faint stink of unwashed beast lingers in the air.

The PCs must make a DC 5 Stealth check each round to avoid rousing any of the sleeping Noctur Gnolls. Failure means 1d4 gnolls emerge from area 3 or either area labeled 4, and will initiate combat as outlined above.

 

 

2. The Watchtower

Four crudely-hewn tree trunks form the primary structure of this guard tower, atop which rests a loaded ballista pointed in the direction of the front gate. When looking up at the tower from below, the bottom half of a rope ladder can be seen dangling about 15 feet over the ground.

Noctur Gnoll

Noctur Gnoll (Neutral Evil)

These hyena-headed humanoids have a dark black fur and hyper reflective eyes that they tend to keep hidden beneath wide brimmed hats.

Raging
Initiative +2; Speed 40/30 ft. (8/6 sq.);CR 1/2; HP 16
Senses Darkvision (60 feet); Perception +5
DEFENSE
AC 14, touch 10, flat-footed 12 (+4 armor, +2 Dex)
Fort +6, Ref +2, Will +3
Defensive Abilities Ferocity
Weaknesses Light Sensitivity

OFFENSE
Melee Greataxe +4 (1d12+9/20/x3) and
Unarmed Strike +4 (1d3+6/20/x2)
Ranged Axe, Throwing +3 (1d6+4/20/x2)

STATISTICS
Str +4*, Dex +2, Con +4*, Int -1, Wis +1, Cha 0
Skills Knowledge (Nature) +3, Perception +5, Ride +6
Feats Power Attack -1/+2
Equipment Axe, Throwing (2), Greataxe, Hide

SPECIAL ABILITIES
Darkvision (60 feet) See in the dark (shades of grey only) up to 60'.
Fast Movement +10 +10 feet to speed, unless heavily loaded.
Ferocity You can stay active while dying.
Light Sensitivity Dazzled as long as they remain in bright light.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Non-raging
Initiative +2; Speed 40/30 ft. (8/6 sq.); CR 1/2; HP 14
Senses Darkvision (60 feet); Perception +5

DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
Fort +4, Ref +2, Will +1
Defensive Abilities Ferocity
Weaknesses Light Sensitivity

OFFENSE
Melee Greataxe +2 (1d12+6/20/x3)
and Unarmed Strike +2 (1d3+4/20/x2)
Ranged Axe, Throwing +3 (1d6+2/20/x2)

STATISTICS
Str +2, Dex +2, Con +2, Int -1, Wis +1, <b> Cha 0
Skills Knowledge (Nature) +3, Perception +5, Ride +6
Feats Power Attack -1/+2
Equipment Axe, Throwing (2), Greataxe, Hide

SPECIAL ABILITIES
Darkvision (60 feet) See in the dark (shades of grey only) up to 60'.
Fast Movement +10 +10 feet to speed, unless heavily loaded.
Ferocity You can stay active while dying..
Light Sensitivity Dazzled as long as they remain in bright light.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

A Noctur Gnoll snoozes at his post high above. The rope ladder has been partially tugged up,but enough has been left dangling that it would be easily lowered by a mage hand spell, carefully thrown grappling hook, an agile character standing on the shoulders of a strong character (Acrobatics DC 10 for the agile character to balance, Strength check vs a DC equal to the agile character’s weight divided by 10) or an appropriate Acrobatics or Climb check. If the gnoll guard is awoken, he will spend each round howling to try and awaken the entire camp.

Should the PCs gain control of the ballista, it can be turned 360 degrees on its platform. It attacks as a ranged weapon, and has a -4 penalty to hit. Each ballista bolt deals 3d8 damage, has a critical range of 19-20, and a range of 120 feet. The watch tower has 14 ballista bolts leaning against the walls. Clever PCs who wish to somehow fasten alchemist’s fire, tanglefoot bags, or any number of other things to the tip of a ballista bolt should be encouraged and rewarded for their creativity.

The ballista itself is far too large to be taken down from it’s place without bringing the entire tower down in a heap.

 

 

3. The Wall

The outer wall of the structure is fifteen feet tall and relatively well built. A 10-foot wide catwalk runs along the wall’s perimeter, accessed by several ladders placed at various points.

(2) Noctur Gnolls

Noctur Gnoll (Neutral Evil)

These hyena-headed humanoids have a dark black fur and hyper reflective eyes that they tend to keep hidden beneath wide brimmed hats.

Raging
Initiative +2; Speed 40/30 ft. (8/6 sq.);CR 1/2; HP 16
Senses Darkvision (60 feet); Perception +5
DEFENSE
AC 14, touch 10, flat-footed 12 (+4 armor, +2 Dex)
Fort +6, Ref +2, Will +3
Defensive Abilities Ferocity
Weaknesses Light Sensitivity

OFFENSE
Melee Greataxe +4 (1d12+9/20/x3) and
Unarmed Strike +4 (1d3+6/20/x2)
Ranged Axe, Throwing +3 (1d6+4/20/x2)

STATISTICS
Str +4*, Dex +2, Con +4*, Int -1, Wis +1, Cha 0
Skills Knowledge (Nature) +3, Perception +5, Ride +6
Feats Power Attack -1/+2
Equipment Axe, Throwing (2), Greataxe, Hide

SPECIAL ABILITIES
Darkvision (60 feet) See in the dark (shades of grey only) up to 60'.
Fast Movement +10 +10 feet to speed, unless heavily loaded.
Ferocity You can stay active while dying.
Light Sensitivity Dazzled as long as they remain in bright light.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Non-raging
Initiative +2; Speed 40/30 ft. (8/6 sq.); CR 1/2; HP 14
Senses Darkvision (60 feet); Perception +5

DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
Fort +4, Ref +2, Will +1
Defensive Abilities Ferocity
Weaknesses Light Sensitivity

OFFENSE
Melee Greataxe +2 (1d12+6/20/x3)
and Unarmed Strike +2 (1d3+4/20/x2)
Ranged Axe, Throwing +3 (1d6+2/20/x2)

STATISTICS
Str +2, Dex +2, Con +2, Int -1, Wis +1, <b> Cha 0
Skills Knowledge (Nature) +3, Perception +5, Ride +6
Feats Power Attack -1/+2
Equipment Axe, Throwing (2), Greataxe, Hide

SPECIAL ABILITIES
Darkvision (60 feet) See in the dark (shades of grey only) up to 60'.
Fast Movement +10 +10 feet to speed, unless heavily loaded.
Ferocity You can stay active while dying..
Light Sensitivity Dazzled as long as they remain in bright light.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Two gnolls patrol at a roughly equilateral distance from one another. They’re rather bored, and a little care and a DC 10 Stealth check can pass almost under their noses. Still, anyone who runs into plain sight might draw a gnoll’s attention. Whether that attention takes the form of a howling alarm or a quiet and curious examination depends on the nature of the action that drew the attention.

If the PCs scout around the outside of the wall, they can spot an alternate way in. Nearly in the middle of the west wall there is a ladder, beneath which has been dug a narrow ditch - almost as though a massive dog had tried to dig its way out. This hole is big enough for the PCs to squeeze through one at a time as a full round action.

 

 

4. Ramshackle Huts

This building is little more than lashed-together hides and bits of lumber. The stink of animal and blood grows stronger the nearer you approach.

(12) Noctur Gnolls

Noctur Gnoll (Neutral Evil)

These hyena-headed humanoids have a dark black fur and hyper reflective eyes that they tend to keep hidden beneath wide brimmed hats.

Raging
Initiative +2; Speed 40/30 ft. (8/6 sq.);CR 1/2; HP 16
Senses Darkvision (60 feet); Perception +5
DEFENSE
AC 14, touch 10, flat-footed 12 (+4 armor, +2 Dex)
Fort +6, Ref +2, Will +3
Defensive Abilities Ferocity
Weaknesses Light Sensitivity

OFFENSE
Melee Greataxe +4 (1d12+9/20/x3) and
Unarmed Strike +4 (1d3+6/20/x2)
Ranged Axe, Throwing +3 (1d6+4/20/x2)

STATISTICS
Str +4*, Dex +2, Con +4*, Int -1, Wis +1, Cha 0
Skills Knowledge (Nature) +3, Perception +5, Ride +6
Feats Power Attack -1/+2
Equipment Axe, Throwing (2), Greataxe, Hide

SPECIAL ABILITIES
Darkvision (60 feet) See in the dark (shades of grey only) up to 60'.
Fast Movement +10 +10 feet to speed, unless heavily loaded.
Ferocity You can stay active while dying.
Light Sensitivity Dazzled as long as they remain in bright light.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Non-raging
Initiative +2; Speed 40/30 ft. (8/6 sq.); CR 1/2; HP 14
Senses Darkvision (60 feet); Perception +5

DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
Fort +4, Ref +2, Will +1
Defensive Abilities Ferocity
Weaknesses Light Sensitivity

OFFENSE
Melee Greataxe +2 (1d12+6/20/x3)
and Unarmed Strike +2 (1d3+4/20/x2)
Ranged Axe, Throwing +3 (1d6+2/20/x2)

STATISTICS
Str +2, Dex +2, Con +2, Int -1, Wis +1, <b> Cha 0
Skills Knowledge (Nature) +3, Perception +5, Ride +6
Feats Power Attack -1/+2
Equipment Axe, Throwing (2), Greataxe, Hide

SPECIAL ABILITIES
Darkvision (60 feet) See in the dark (shades of grey only) up to 60'.
Fast Movement +10 +10 feet to speed, unless heavily loaded.
Ferocity You can stay active while dying..
Light Sensitivity Dazzled as long as they remain in bright light.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

These huts are a communal sleeping area for the warrior tribe.There is nothing of value to be found from digging amongst the scattered skins and threadbare blankets.

 

 

5. The Kennel Master

This hut is a bit larger than the others, and has a door decorated with animal bones and other grisly trophies.

A Noctur Gnoll lives in here with his hunting "hound" - an exceptionally tough wolf, that will begin barking if the PCs linger for more than two rounds directly adjacent to the structure. If they remain another round without moving, the barking turns furious and grows a great deal louder, alerting the entire camp to the invasion.

Noctur Gnoll

Noctur Gnoll (Neutral Evil)

These hyena-headed humanoids have a dark black fur and hyper reflective eyes that they tend to keep hidden beneath wide brimmed hats.

Raging
Initiative +2; Speed 40/30 ft. (8/6 sq.);CR 1/2; HP 16
Senses Darkvision (60 feet); Perception +5
DEFENSE
AC 14, touch 10, flat-footed 12 (+4 armor, +2 Dex)
Fort +6, Ref +2, Will +3
Defensive Abilities Ferocity
Weaknesses Light Sensitivity

OFFENSE
Melee Greataxe +4 (1d12+9/20/x3) and
Unarmed Strike +4 (1d3+6/20/x2)
Ranged Axe, Throwing +3 (1d6+4/20/x2)

STATISTICS
Str +4*, Dex +2, Con +4*, Int -1, Wis +1, Cha 0
Skills Knowledge (Nature) +3, Perception +5, Ride +6
Feats Power Attack -1/+2
Equipment Axe, Throwing (2), Greataxe, Hide

SPECIAL ABILITIES
Darkvision (60 feet) See in the dark (shades of grey only) up to 60'.
Fast Movement +10 +10 feet to speed, unless heavily loaded.
Ferocity You can stay active while dying.
Light Sensitivity Dazzled as long as they remain in bright light.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Non-raging
Initiative +2; Speed 40/30 ft. (8/6 sq.); CR 1/2; HP 14
Senses Darkvision (60 feet); Perception +5

DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
Fort +4, Ref +2, Will +1
Defensive Abilities Ferocity
Weaknesses Light Sensitivity

OFFENSE
Melee Greataxe +2 (1d12+6/20/x3)
and Unarmed Strike +2 (1d3+4/20/x2)
Ranged Axe, Throwing +3 (1d6+2/20/x2)

STATISTICS
Str +2, Dex +2, Con +2, Int -1, Wis +1, <b> Cha 0
Skills Knowledge (Nature) +3, Perception +5, Ride +6
Feats Power Attack -1/+2
Equipment Axe, Throwing (2), Greataxe, Hide

SPECIAL ABILITIES
Darkvision (60 feet) See in the dark (shades of grey only) up to 60'.
Fast Movement +10 +10 feet to speed, unless heavily loaded.
Ferocity You can stay active while dying..
Light Sensitivity Dazzled as long as they remain in bright light.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Wolf

Wolf (Neutral)

Wolves are territorial and control a large territory. As large as an average dog, a hungry wolf is a threat to livestock and children. Most wolves avoid armed humanoids, but rabid wolves are aggressive even to larger creatures.

Initiative +2; Speed 50 ft. (10 sq.); CR 2; HP 20
Senses Low-Light Vision, Scent; Perception +8
DEFENSE
AC 14, touch 12, flat-footed 12   (+2 Dex, +2 natural)
Fort +5, Ref +5, Will +1

OFFENSE
Melee Bite (Wolf) +2 (1d6+1/20/x2)
Special Attacks Trip

STATISTICS
Str +1,  Dex +2,  Con +2,  Int -4,  Wis +1,  Cha -2
Skills Perception +8, Stealth +6
Feats Skill Focus: Perception

SPECIAL ABILITIES
Low-Light Vision You can see twice as far in dim light as a dwarf or a human.
Scent Detect opponents within 15+ feet by sense of smell.
Trip On a successful bite attack you trip a foe and knock them prone.

 

 

6. The Throne Room

Exterior

Two thin yet massive wooden doors are set into the round stone building in the center of the compound.

 

Interior

Here rests who must be Ringdocus, leader of the Noctur clan. The spindly gnoll is wearing his dread mask while splayed asleep across his crude wooden "throne" with a female gnoll snoozing nearby on the floor. A pile of bones rest against the southern wall.

Ringdocus

Ringdocus
Gnoll (Neutral Evil)

More lithe than the other black gnolls of his tribe, the sinister shaman is never seen without his wickedly curved dagger by his side.

Initiative +3; Speed 30 ft. (6 sq.); CR 3; HP 22
Senses Darkvision (60 feet); Perception +2

DEFENSE
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural)
Fort +4, Ref +6, Will +8
Defensive Abilities Ferocity
Weaknesses Light Sensitivity

OFFENSE
Melee Arcane Bond Dagger +6 (1d4+2/19-20/x2) and Unarmed Strike +5 (1d3+2/20/x2)
Wizard Spells Known (CL 4, 4 melee touch, 5 ranged touch):
(3/day) Acid Arrow, Acid Arrow, False Life (DC 15)
1 (4/day) Cause Fear (DC 14), Cause Fear (DC 14), Mage Armor (DC 14), Disguise Self (DC 14)
0 (at will) Detect Magic, Mage Hand, Ray of Frost, Read Magic (DC 13)

STATISTICS
Str +2, Dex +3*, Con +1,  Int +3, Wis +2, Cha +1
Skills Bluff +5, Heal +5, Knowledge (Arcana) +8, Knowledge (Dungeoneering) +7, Knowledge (Geography) +7, Knowledge (History) +7, Knowledge (Local) +8, Knowledge (Nature) +8, Knowledge (Religion) +8, Spellcraft +8
Feats Arcane Strike, Command Undead (6/day) (DC 13), Weapon Finesse
Equipment Amulet of Natural Armor +1, Belt of Incredible Dexterity, Cloak of Resistance, +2, Elemental Gem, Earth, Ioun Stone, Dusty Rose Prism, Staff of Curing

SPECIAL ABILITIES
Arcane Bond: Masterwork Dagger</b> Cast any spell in your spellbook without preparation, once per day.
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.
Command Undead (6/day) (DC 13)</b> Channel energy can take control of undead.
Darkvision (60 feet) See in the dark (shades of grey only) up to 60'.
Ferocity You can stay active while dying.
Grave Touch (6/day) Melee touch attack, shakes then frightens target.
Light Sensitivity Dazzled as long as they remain in bright light.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.

Noctur Gnoll

Noctur Gnoll (Neutral Evil)

These hyena-headed humanoids have a dark black fur and hyper reflective eyes that they tend to keep hidden beneath wide brimmed hats.

Raging
Initiative +2; Speed 40/30 ft. (8/6 sq.);CR 1/2; HP 16
Senses Darkvision (60 feet); Perception +5
DEFENSE
AC 14, touch 10, flat-footed 12 (+4 armor, +2 Dex)
Fort +6, Ref +2, Will +3
Defensive Abilities Ferocity
Weaknesses Light Sensitivity

OFFENSE
Melee Greataxe +4 (1d12+9/20/x3) and
Unarmed Strike +4 (1d3+6/20/x2)
Ranged Axe, Throwing +3 (1d6+4/20/x2)

STATISTICS
Str +4*, Dex +2, Con +4*, Int -1, Wis +1, Cha 0
Skills Knowledge (Nature) +3, Perception +5, Ride +6
Feats Power Attack -1/+2
Equipment Axe, Throwing (2), Greataxe, Hide

SPECIAL ABILITIES
Darkvision (60 feet) See in the dark (shades of grey only) up to 60'.
Fast Movement +10 +10 feet to speed, unless heavily loaded.
Ferocity You can stay active while dying.
Light Sensitivity Dazzled as long as they remain in bright light.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Non-raging
Initiative +2; Speed 40/30 ft. (8/6 sq.); CR 1/2; HP 14
Senses Darkvision (60 feet); Perception +5

DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
Fort +4, Ref +2, Will +1
Defensive Abilities Ferocity
Weaknesses Light Sensitivity

OFFENSE
Melee Greataxe +2 (1d12+6/20/x3)
and Unarmed Strike +2 (1d3+4/20/x2)
Ranged Axe, Throwing +3 (1d6+2/20/x2)

STATISTICS
Str +2, Dex +2, Con +2, Int -1, Wis +1, <b> Cha 0
Skills Knowledge (Nature) +3, Perception +5, Ride +6
Feats Power Attack -1/+2
Equipment Axe, Throwing (2), Greataxe, Hide

SPECIAL ABILITIES
Darkvision (60 feet) See in the dark (shades of grey only) up to 60'.
Fast Movement +10 +10 feet to speed, unless heavily loaded.
Ferocity You can stay active while dying..
Light Sensitivity Dazzled as long as they remain in bright light.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

(3) Skeletons

Skeletons (Neutral Evil)

Skeletons are the animated bones of the dead, brought to unlife through foul magic. While they are mindless automatons, the magic that created them gave them evil cunning and an instinctive hatred of the living.

Initiative +6; Speed 30 ft. (6 sq.); CR 1/3; HP 4
Senses Darkvision (60 feet); Perception +0
DEFENSE
AC 12, touch 12, flat-footed 10   (+2 Dex)
Fort +0, Ref +2, Will +2
Damage Reduction 5/bludgeoning; Immune dazzled, cold, disease, mind-affecting, paralysis, poison, sleep, stunning, Undead Traits

OFFENSE
Melee Claw x2 (Skeleton) +2 x2 (1d4+2/20/x2)

STATISTICS
Str +2,  Dex +2,  Con 0,  Int 0,  Wis 0,  Cha 0
Skills Stealth +0
Feats Improved Initiative

SPECIAL ABILITIES
Damage Reduction (5/bludgeoning) Reduce damage from P/S melee or ranged weapons by this amount (minimum 0).
Darkvision (60 feet) See in the dark (shades of grey only) up to 60'.
Immune to Fortitude Effects You are immune to any effect that requires a Fortitude save.
Immunity to Cold You are immune to cold damage.
Immunity to Disease You are immune to diseases.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Mindless Immune to any effect that depends on a mind.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects

A DC 15 Stealth check will allow someone to approach the throne, but it requires a DC 25 check to slide the mask off the sleeping gnoll and escape unnoticed. Furthermore, any dwarf, elf, or human who approaches within 15 feet of the South wall causes the mound of bones to animate into three skeletons

TACTICS: If awoken, Ringdocus snarls the command word to animate the skeletons before trying to hide behind his throne and cast spells. His mate takes the fight to the party while snarling and barking for aid, and the skeletons do all they can to defend the shaman. The mask is only able to lay its curse when the one currently suffering from its effects die of exhaustion, and therefore will not come into play during this battle. Ringdocus fights to the death. There is a small chest hidden beneath the throne (DC 10 Perception) containing treasure.

Treasure

1,425 GP in platinum, gold, and gems, along with a potion of cure moderate wounds, and two potions of cure light wounds.

After the trek back, you present the mask to the grateful Dirran. The dwarf assures you that he’s studied all of Ambrose’ books and has the matter well in hand, but an hour later there has been no improvement in the mage.

If the players with Knowledge: Arcana or Spellcraft offer to help research a solution:

Dirran accepts the aid you offer, but after another hour of work there has still been no progress in reversing the mask’s curse. None of your combined knowledge reveals a way to reverse the curse!

 

Dirran tugs at his beard and drops the mask angrily on to a table.
"It’s no good, this! There’s just one thing fer it...a curse ta fight a curse. An there’s just one thing fer that...the turducken."

He turns misty eyes on you gathered heroes.

"We ‘appen ta ‘ave a local one. I hate ta impose again, but there’s nothin’ else fer it! Make haste to ‘th West fer a mile or so and then find a hill. Ye’ll see its cave from down below an ye look up. If ye kill the turducken an bring ‘th dead thing back, we’ll cook it up ‘an feed it ta Ambrose. All know the curse that comes from eating too much ‘a that meat!"

PCs who succeed at a DC 19 Knowledge: Arcana check realize that the dwarf is correct. He can offer the PCs two potions of Cure Light Wounds if they ask, and cautions that the turducken’s warble is known to be debilitating, but can provide no further aid.

 

 

Part 4:  Turduck Or Not Turduck?

The sun has begun to dip low in the sky as you approach the hill Dirran indicated. Sure enough, while standing at the base you can look up to clearly see a hole set in the side of the cave.  All is silent.

The hill is easy enough to climb (DC 5 to avoid tumbling back down), and the PCs soon find themselves standing on a ledge before the cave entrance.

 

Turducken Cavern (click to enlarge)

Turducken Cave (Interior)

The cave is dark as pitch inside, the feeble rays of the sun managing only to illuminate a few feet in. A moment after you all come to rest before the doorway and look in, a bizarre quakadoodlegobble echoes through the cavern.

 

Turducken

Turducken (Neutral)

The turducken is a chimeric beast along the same lines as an owlbear or hippogryph. They only appear near human settlements around harvest time each year, and it is rare to find more than one at a time.  A majestic comb crowns its head like a jaunty pompadour, matching nicely with its rather dapple waddle and aerodynamic beak. When swimming, the four front legs fold in close to the body to allow the webbed feet from the rear to paddle.  Elusive beasts, turduckens trust in their natural camouflage to keep them out of sight when hungry humans are about. If it becomes evident that escape will be impossible the turducken will launch itself heedlessly into battle against its pursuers, upon whom it will unleash the primal fury that has slumbered within the hearts of turkeys, ducks, and chickens for generations.

Initiative +4;Speed60 ft. (12 sq.), Fly 40 ft (8 sq.),
Swim 20 ft (4 sq.); CR 5; HP 37
Senses Darkvision, Low-Light Vision; Perception +10

DEFENSE
AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
Fort +6, Ref +8, Will +6

OFFENSE
Melee Peck +5 (1d4+1), 2 Spur Claws +7 (1d6+2). 2 Running Claws +5 (1d4+1)
Special Attacks Warble (Su), Leap (Ex)

STATISTICS
Str +2, Dex +4, Con +4,  Int -4, Wis +5, Cha -2
Skills Perception +10, Stealth +12, Survival +7
Feats Multiattack, Weapon Finesse

SPECIAL ABILITIES
Darkvision You can see in total darkness
Low-Light Vision You can see twice as far in dim light
Warble Once every 1d4 rounds as a standard action, a turducken can generate a mind-affecting effect by warbling "Gobuakuk!". Every non-turducken  in a 60 foot radius takes 2d6 points of nonlethal damage and
is fatigued as though they had not eaten for 3 days, and are therefore starving (DC 16 Will save for half and no fatigue). The save DC is Constitution-based.

Nonlethal damage from thirst or starvation cannot be recovered until the character gets food or water, as needed—not even magic that restores hit points heals this damage

Leap (Ex)
When a creature with this special attack makes a charge, it can make a
full attack.

POSTMORTEM SPECIAL ABILITIES

FEAST (Su)
These beasts are much prized by the finest chefs in the land. A cook must prepare a turducken with a DC 20 Profession: Chef check to unlock its hidden potential.

Everyone that eats at least 1/4 lb of turducken meat receives a +1 morale bonus to all saves for 2 hours, and doesn't need to eat again for 24 hours. If more than two portions are consumed in the span of one day, the imbiber must succeed at a DC 20 Fort save or fall unconscious for 1d4 hours.

DRUMSTICKS (Su)
Anyone who eats one of the turducken's legs receives the effects of a Cure Light Wounds as cast by a 1st level Cleric.

LEFTOVERS (Su)
Turducken meat will never ever spoil.

TACTICS: The turducken waits in the dark for anyone to blunder into its cave, and then immediately makes use of its Warble before tearing off into the dark at stunning speed. It makes a series of hit-and-run attacks on whichever PC manages to attract its attention the most due to noise or bright lights. It happily lures the PCs around the twists and turns of its fiendish lair, and makes full use of its bestial cunning to divide and conquer.

The turducken fights to the death.

SPECIAL NOTE: Neither a sacred sapling nor curcubiter seeds can be planted in or near the turducken’s cave due to the stone ground.

 

 

 

Conclusion

Once the PCs have returned with the Turducken, Darrin has a few of the acolytes rush it down to the kitchen, where he begins work at once. To everyone’s surprise, the dwarf is something of an artisan in the kitchen, and asks the PCs if they’d like to help with side dishes. If they’re going to eat turducken, they MUST have side dishes!

Soon everything is laid out, and after saying a quick prayer to the god of charity, Darrin force-feeds Ambrose a double helping of turducken flesh. The old man passes out almost at once, and sleeps through the night through half of the next day. Meanwhile, Darrin and the acolytes spend time sharing tales with the PCs and asking them about themselves, quite kindly disposed toward the heroes who rescued their mentor. If the PCs offer to share the gold they looted from the gnoll camp, the occupants of the monastery are nearly beside themselves with joy.

Once Ambrose awakens, he thanks the PCs most profusely and teleports them back to Exallizar with a new spring in his step. Have the Headmaster, Proctor Duly, or any other NPC the players have expressed a liking for come to deliver their grade.

A: The PCs retrieved the cursed mask, killed or drove off the Noctur Gnolls, gave a total of at least 100 gp to the monastery, and offered to help Dirran come up with a cure, even though the effort was a failure.
B: Any three of the above
C: Any two of the above
D: Any one of the above
F: None of the above

 

 

Player Maps

 

 

VTT Maps

  

 

 

Pregenerated PCs

 

Ronius

Ronius (Neutral Good)

Initiative +6; Speed 30/20 ft. (6/4 sq.); CR 2; HP 34

Senses Perception +0


DEFENSE


AC 23, touch 12, flat-footed 21   (+8 armor, +2 shield, +2 Dex, +1 natural)

Fort +6, Ref +3, Will +3

Defensive Abilities Bravery +1


OFFENSE


Melee +1 Longsword +9 (1d8+5/19-20/x2) and

Javelin +3 (1d6+4/20/x2) and

Masterwork Javelin +8 (1d6+4/20/x2) and

Masterwork Javelin +8 (1d6+4/20/x2) and

Unarmed Strike +7 (1d3+4/20/x2)


STATISTICS


Str +4, Dex +2, Con +3, Int +1, Wis 0, Cha +1

Skills Acrobatics +5, Climb +10, Knowledge (Dungeoneering) +7, Ride +6, Swim +9

Feats Cleave, Improved Initiative, Power Attack -1/+2, Toughness +3, Weapon Focus: Longsword

Equipment +1 Longsword, Adventurer's Kit, Alchemist's Fire, Amulet of Natural Armor +1, Crowbar, Half Plate, Javelin (2), Lantern, Masterwork Javelin, Masterwork Javelin, Oil (3), Ram, Portable, Rope, Shield, Heavy Steel, Thunderstone (2), Tindertwig (3)


SPECIAL ABILITIES


Armor Training You move at full speed in medium armor.

Bravery +1 +1 Will save vs. Fear

Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.

Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Ram, Portable +2 to STR checks to break open a door, and allows a second helper (+2).

 

 

 

Meeris 

 

Meeris (Lawful Good)

Initiative +3; Speed 30/20 ft. (6/4 sq.); CR 2; HP 21

Senses Perception +5


DEFENSE


AC 21, touch 13, flat-footed 18   (+7 armor, +3 Dex, +1 natural)

Fort +4, Ref +4, Will +8


OFFENSE


Melee Mace, Light +2 (1d6/20/x2) and

Unarmed Strike +2 (1d3/20/x2)

Ranged +1 Crossbow, Light +6 (1d8+1/19-20/x2)

Special Attacks Sun's Blessing

Spell-Like Abilities Rebuke Death (8/day)

Cleric Spells Known (CL 3, 2 melee touch, 5 ranged touch):

2 (2/day) Augury (DC 17), Resist Energy (DC 17)

1 (4/day) Divine Favor (DC 16), Protection from Evil (DC 16), Bless, Doom (DC 16)

0 (at will) Light, Stabilize, Detect Magic, Read Magic (DC 15)


STATISTICS


Str 0, Dex +3, Con +1, Int +2, Wis +5, Cha +2

Skills Diplomacy +6, Heal +11, Knowledge (Arcana) +8, Knowledge (History) +7, Knowledge (Religion) +8, Spellcraft +8

Feats Deadly Aim -1/+2, Point Blank Shot, Precise Shot

Equipment +1 Chainmail, +1 Crossbow, Light, Adventurer's Kit, Amulet of Natural Armor +1, Bolts, Crossbow (30), Flint and Steel, Holy Symbol (Silver), Holy Water (2), Mace, Light, Smokestick


SPECIAL ABILITIES


Channel Positive Energy 2d6 (5/day) (DC 13) Use your holy symbol to heal the living or injure the undead.

Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.

Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Precise Shot You don't get -4 to hit when shooting or throwing into combat.

Rebuke Death (8/day) Heal 1d4+1 damage to creatures at negative HP

Spontaneous Casting The Cleric can swap memorized spells for Cure spells.

Sun's Blessing +3 to channel positive energy's damage to undead.

 

 

 

Kale

Kale (Neutral Good)

Initiative +1; Speed 30 ft. (6 sq.); CR 2; HP 20

Senses Perception +1


DEFENSE


AC 13, touch 11, flat-footed 12   (+1 armor, +1 Dex, +1 natural)

Fort +4, Ref +3, Will +5


OFFENSE


Melee Arcane Bond Quarterstaff +4 (1d6+3/20/x2) and

Unarmed Strike +3 (1d3+2/20/x2)

Ranged Crossbow, Heavy +2 (1d10/19-20/x2)

Wizard Spells Known (CL 3, 3 melee touch, 2 ranged touch):

2 (2/day) Levitate, Scorching Ray

1 (3/day) Charm Person (DC 15), Mage Armor (DC 15), Burning Hands (DC 15)

0 (at will) Detect Magic, Mage Hand, Ray of Frost, Read Magic (DC 14)


STATISTICS


Str +2, Dex +1, Con +2, Int +4, Wis +1, Cha +1

Skills Knowledge (Arcana) +10, Knowledge (Dungeoneering) +10, Knowledge (Geography) +9, Knowledge (History) +10, Knowledge (Local) +9, Knowledge (Nature) +10, Knowledge (Religion) +9, Spellcraft +10

Feats Arcane Strike, Deadly Aim -1/+2, Point Blank Shot

Equipment Acid Flask (7), Adventurer's Kit, Alchemist's Fire (5), Amulet of Natural Armor +1, Bolts, Crossbow (10), Bracers of Armor, +1, Candle, Cloak of Resistance, +1, Crossbow, Heavy, Elixir of Fire Breath, Flint and Steel, Mirror, Smokestick (2)


SPECIAL ABILITIES


Arcane Bond: Masterwork Quarterstaff Cast any spell in your spellbook without preparation, once per day.

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.

Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.

Hand of the Apprentice (7/day) Throw the melee weapon you are holding 7/day.

Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

 

 

 

Willow

 

Willow (Chaotic Good)

Initiative +4; Speed 30 ft. (6 sq.); CR 2; HP 21

Senses Perception +10


DEFENSE


AC 20, touch 16, flat-footed 15   (+4 armor, +4 Dex, +1 deflection, +1 dodge)

Fort +2, Ref +7, Will +2

Defensive Abilities Evasion, Trap Sense +1


OFFENSE


Melee +1 Dagger +7 (1d4+1/19-20/x2) and

Dagger +6 (1d4/19-20/x2) and

Dagger +6 (1d4/19-20/x2) and

Masterwork Silver Dagger +7 (1d4/19-20/x2) and

Masterwork Silver Dagger +7 (1d4/19-20/x2) and

Unarmed Strike +6 (1d3/20/x2)

Special Attacks Sneak Attack +2d6


STATISTICS


Str 0, Dex +4, Con +1, Int +2, Wis +1, Cha +2

Skills Acrobatics +10, Bluff +8, Climb +6, Diplomacy +8, Disable Device +13, Knowledge (Dungeoneering) +8, Knowledge (Local) +8, Perception +10, Sense Motive +7, Stealth +10, Swim +6

Feats Dodge, Nimble Moves, Skill Focus: Perception, Weapon Finesse

Equipment +1 Dagger, Adventurer's Kit, Caltrops (4), Chain Shirt, Chalk, Crowbar, Dagger, Dagger, Flint and Steel, Lantern, Masterwork Silver Dagger, Masterwork Silver Dagger, Mirror, Oil (7), Pole, Ring of Protection, +1, Rope, Smokestick (2), Thieves' Tools, Masterwork


SPECIAL ABILITIES


Evasion If you succeed at a Reflex save for half damage, you take none instead.

Nimble Moves Move through 5' of difficult terrain/round as if it was normal terrain.

Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.

Trap Sense +1 +1 bonus on reflex saves and AC against traps.

Trapfinding +1 +1 to find or disable traps.