BASIC04: A Miraculous Time

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GMice cave map GMtrain map PLAYERSice cave map PLAYERStrain map

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Walking in Snow

Wind & Snow

 

BASIC-04-COVER

For Joshua

Foreword

This installment of the BASIC series will take your players on yet another sort of quest - the famous "escort mission"! This type of adventure requires the heroes to see either a (usually unhelpful) person or inanimate object  from one point to another, all while taking care that the subject of their protection sustains as little harm as possible. In this case, the players will be in charge of transporting a bag of candy, a bag of toys, and a crate of tonic to a small village on the far side of a mountain overrun with nasty fey. The parcels have varying degrees of fragility, and each one that makes its way through to the town of Taciturnacht will increase the party’s final grade.

Kevin

 

 

Adventure Background

Autumn’s colors have been smothered beneath a blanket of white, and nature’s only sound is the gusting of wind. It is winter time for certain.

Your party has already undertaken several dangerous missions during your time as seniors at Exallizar Preparatory Academy, and your reputation for success has grown accordingly.

While the grim weather has sent many of nature’s hazards into hibernation, adventure knows no season.

A fantastic rail system brings supplies to settlements flung far off from the larger cities, and these supplies must be jealously guarded against desperate and ill-prepared humanoids who have come to rely on raiding these shipments instead of the more practical (but boring and arduous) practice of gathering their own food for the winter.

 

 

Adventure Hook

The PCs are required (as students of Exallizar) to escort several parcels by rail to a small town on the far side of a mountain range several hundred miles away. Their performance will be graded!

 

 

Adventure Synopsis

The adventure starts aboard a magical train powered by a fire elemental, with the heroes tasked to protect a bag of candy, a sack of toys, and a crate of tonic. After a short amount of time the heroes will be beset by nasty fey known as "kramps", who intend to make off with the candy and toys, and destroy the medicine. During the battle the train is stranded, and it falls to the PCs to see the package through to the far side of a foreboding mountain range.

 

 

 

Part 1: A New Kind of Training

 

Excallizar is hundreds of miles to the south - incredible to believe you’d just left this very morning!

Outside the window, the world is a dark blur behind a curtain of dancing white. Pine trees laden with snow sail past at a rate that would shame the fastest horse in all the land as the famous North Star Express blazes along the track. This marvel of engineering is powered by a friendly fire elemental, whose glow is magnified through the glass of a frontal globe that draws energy from her heat.

You and your companions are all seated quite comfortably in the train’s passenger area. Low-burning lanterns sway gently back and forth in time with the steady thrum of the metal wheels below. The passenger car is the last of three, with the engine ahead and the cargo nestled between. Apart from a newlywed couple who have been keeping mostly to themselves, your party has the run of the train!

The mission is by far one of the cushiest you’ve ever had; simply ride this exciting vehicle on a scenic all-day trip to the far North, deliver a few parcels, and then (after a night of being showered with hot chocolate and cookies by a grateful town) head back in the morning!  Surely this would be nothing like the Hazelthorp incident...

Your eyes glaze over as the train moves into a tunnel. You recall the darkness....and the screaming...and the terrible glowing eyes...and the evil elf...

Suddenly you’re out of the tunnel, and a hard impact against the roof snaps you from your traumatic reverie. The couple seated across the car sit up and seem to take notice as well.

The noise on the rooftop heralds the arrival of the kramps, who intend to make off with all of the Midwinter toys and goodies. They will spend 6 rounds getting into position to before launching their attack. Of the five attackers, three will break into the passenger car, one will make a big show of assaulting the engine, and one will stealthily break into the cargo area and begin searching for the candy and toys.

GMtrain map

click to enlarge

 

Given how concerning that sound was, you all reach for your gear. Along with everything else, you’re carrying...

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*

Turducken leftovers*

20 +1 flaming crossbow bolts

Replace Cloak of Resistance +1 with Cloak of Resistance +2

Any 1 piece of loot from BASIC-1.

 

The Fighter can choose from the following:

Replace +1 Large Shield with Greater Curcubiter cap*

Mighty comb*

Replace full plate with +1 full plate

2 potions of Bull’s Strength

Any 1 piece of loot from BASIC-1.

 

The Rogue can choose from the following:

7 Jack-be-littles*

Turducken Spurs*

3 potionsof Cat’s Grace

Replace Ring of Protection +1 with Ring of Protection +2

Any 1 piece of loot from BASIC-1

 

The Wizard can choose from the following:

Curcubiter seedlings*

Wishbone*

Elemental gem of fire or Elemental gem of water

Replace Amulet of Natural Armor +1 with Amulet of Natural Armor +2

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

 

Turducken Leftovers (4 drumsticks + 8 regular portions)

Price 2,000 gp; Weight 3 lbs

Description

Everyone that eats 1 portion (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.

In addition, each of the 4 drumsticks can be eaten as an action that takes 1d6 full rounds. Once eaten, they act as a cure light wounds cast by a 1st level cleric (1d8+1). The drumsticks count as a portion.

Duration: Special.

 

Greater Curcubiter cap

Price 3,500 gp; Weight 3 lbs

Description

This +1 large shield is made from the top of a curcubiter max, and a portion of their malevolence has been bound into it. If the bearer is subject to a melee attack while the curcubiter cap is equipped and the attack misses their AC or Flat Footed AC by 2 points or less, vines shoot from the shield to entangle the attacker for 2d6 rounds. A DC 22 Strength check or DC 27 Reflex save is required to break free before the duration expires.

 

Mighty comb

Price 2,500 gp; Weight .5 lb

Description

A bright red taxidermied comb (think "rooster", not "haircare") is fastened to the top of this silver helm. 3 times a day, the helm may be activated as a move action to cast cause fear against anything the wearer has targeted with a melee attack in the same round.

 

Jack-be-littles (7)

Price 1,400 gp; Weight 3.5 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

 

Turducken Spurs(2)

Price 5,000 gp; Weight 1 lb each

Description

These curved claws have been fashioned into wickedly sharp +1 blades. They deal damage as short swords but may be thrown and concealed as daggers. Feats that apply to either weapon (such as weapon focus: dagger or weapon focus: short sword) apply to Turducken Spurs, though they do not stack. Further, when one is held in each hand, they allow the wielder to attack with both at once as a full-round action, though each attack takes a -2 penalty.

Damage: 1d6

Class: Light

Critical: 19-20x2

Range: 10’

Damage type: P/S

 

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 a 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

 

Wishbone

Price 5,000 gp; Weight -

Description

This dry, brittle bone is shaped like a tiny two-pronged fork. If broken, the user has the option of using any 3rd level Arcane or 2nd level Divine spell as cast by a 5th level caster.

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.

If the PCs make Perception checks at DC 20, they can hear the scrambling about on the roof of the train while the kramps get into position. If the six rounds concludes without anyone investigating outside, one of the kramps breaks in through a window in the center of one side of the passenger car simultaneously with two breaking in through the farthest right and left windows on the other side. The kramp nearest to the rear of the train stumbles and falls prone, requiring a move action to stand upright. After this surprise round, roll initiative!

Tactics: The kramps all target the most heavily armored PC during the surprise round. After initiative is rolled, one of them will attack the newlywed couple. While the husband will try to interpose himself between the creature and his wife, they are noncombatants, and won’t last more than two hits each. However in all other situations, a kramp will always focus its full attention on whoever struck it most recently.

The three kramps in the passenger car fight to the death, more than willing to sacrifice themselves if it means their comrades can destroy those toys.

(4) Kramps

Kramp (Neutral Evil) (4)

Hunched and leering, these black furred creatures have large horns and slathering tongues almost down to their navels. Their crimson eyes burn with a malicious, covetous light.

 

Initiative +7; Speed 30 ft. (6 sq.); CR 2; HP 17

Senses Darkvision (60 feet); Perception +8

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DEFENSE

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AC 18, touch 15, flat-footed 13   (+5 Dex, +3 natural armor)

Fort +3, Ref +9, Will +4

DR 2/cold iron

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OFFENSE

--------------------

Melee Hickory switch +7 (1d6+1/x2)

Ranged  Lumps of khoal  +7 (1d3+1 and 1d4 fire/20/x2) Range: 30 ft

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STATISTICS

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

Skills Acrobatics +12, Bluff +6, Intimidate +3, Perception +8, Stealth + 16

Feats Improved Initiative, Weapon Finesse, Skill Focus (Stealth)

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SPECIAL ABILITIES

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Darkvision (60 feet) See in the dark (shades of grey only) up to 60'.

Damage Reduction (2/cold iron) Each hit suffered deals 2 fewer points of damage

unless the weapon is made of Cold Iron.

Joy Sense Kramps can detect happy emotions from sentient creatures out to a 1

mile radius, and are aware of the general direction of the nearest source.

 

Ecology: These peculiar creatures have an uncanny knack for sensing sources of joy and

goodwill, but as they are incapable of experiencing those emotions themselves, the

closest they come is a sense of pleasure derived from the misfortune of others. As

such, they make it a priority to steal or destroy items that make people happy, in

the mistaken belief that simply possessing such items might let them experience

sincere joy at last. Ties to some far off realm of wickedness allow them to magically produce a single lump of burning brimstone ("khoal") as a free action. The khoal vanishes mere moments (one round) after losing contact with the kramp, and so is often used as a thrown weapon. When a kramp is killed, they crumble into a heap of the foul-smelling rocks.

While the passenger car fight takes place, the fourth kramp will make his way into the door between engine and cargo car. It takes him three rounds to break the door open, and DC 10 Perception check while inside (DC 20 while atop) of the cargo car to hear him. Once inside the cargo area, the kramp takes another two rounds of rooting through the various boxes to find the toys. Another round of prying it out of its crate, and then he’ll break them. The round after that, he finds the candy. The round after that, he breaks it. If he succeeds at all of that, he gives a horrible laugh before leaping from the train to dash into the forest. If interrupted at any time, he turns to fight. Meanwhile, the leader of the raiding party is making a big flashy show of attacking the engine with his missile toe boots, in the hopes that he can distract the heros long enough for the saboteur to do his work. The purple bolts of energy he kicks out slam against the metal of the engine repeatedly, and after another two rounds it begins to slow.

Each round that someone stands on top of the train (kramp and PC), they must make a DC 10 Acrobatics check to keep from being blown off

Kramp Boss

Kramp Boss (Neutral Evil)

This kramp is a bit bigger than the others, and is wearing a pair of flashy red boots covered in jagged green filigree.

 

Initiative +7; Speed 30 ft. (6 sq.); CR 3; HP 30

Senses Darkvision (60 feet); Perception +8

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DEFENSE

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AC 19, touch 16, flat-footed 13   (+5 Dex, +3 natural armor)

Fort +3, Ref +10, Will +4

DR 2/cold iron, cold resist 5

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OFFENSE

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Melee Hickory switch +8 (1d6+2/x2)

Ranged  Lumps of khoal +8 (1d3+1 and 1d4 fire/20/x2) Range: 30 ft and

Missile Toe Acrobatics (13) vs touch AC. 1d4+1 (20x2) Range: 60 ft.

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STATISTICS

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Str +2,  Dex +6,  Con +3,  Int 0,  Wis 0,  Cha 0

Skills Acrobatics +13, Bluff +6, Intimidate +3, Perception +8, Stealth + 17

Feats Improved Initiative, Weapon Finesse, Skill Focus (Stealth)

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SPECIAL ABILITIES

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Darkvision (60 feet) See in the dark (shades of grey only) up to 60'.

Damage Reduction (2/cold iron) Each hit suffered deals 2 fewer points of damage

unless the weapon is made of Cold Iron.

Cold Resistance (5)Ignore the first 5 points of cold damage suffered in a round.

Joy Sense Kramps can detect positive emotions from sentient creatures out to a 1

mile radius, and are aware of the general direction of the nearest source.

Loot!

Missile Toe boots

Price 4,000 gp

Description These boots of crimson leather and glistening green metal can be used to fire bolts of eldritch energy. As a standard action, the wearer can make an Acrobatics check to kick an eldritch bolt that deals 1d4+1(x2) through the air vs the target’s touch AC. When the wearer gets up to 6, 11, and 16 ranks in Acrobatics, they may make one additional check at -5, -10, and -15 respectively, as part of a full round action to launch a second, third, and fourth bolt.

The fire elemental slows the train to a stop over the course of 8 rounds before emerging from her (now cracked) globe to assist the PCs with the rest of the fight.

Bebe (fire elemental)

Bebe (Neutral)

 

Initiative +7; Speed 50 ft. (10 sq.); CR 3; HP 35

Senses Darkvision (60 feet); Perception +8

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DEFENSE

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

Fort +6, Ref +7, Will +3

Immune flanking, critical hits, fire, paralysis, poison, sleep, precision damage, stunning

Weaknesses Vulnerability to Cold

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OFFENSE

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Melee Slam (Elemental, Fire) +7 (1d6+1/20/x2)

Special Attacks Burn (1d6) (DC 14)

Spell-Like Abilities Burning Hands (1/day)

Wizard Spells Known (CL 1, 5 melee touch, 7 ranged touch):

1 (2/day) Burning Hands (DC 12), Grease (DC 12)

0 (at will) Detect Magic, Mage Hand, Ray of Frost, Read Magic (DC 11)

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STATISTICS

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

Skills Acrobatics +8, Climb +5, Knowledge (Arcana) +8, Knowledge (Dungeoneering) +5, Knowledge (Geography) +5, Knowledge (History) +5, Knowledge (Local) +8, Knowledge (Nature) +5, Knowledge (Religion) +5, Perception +8, Sense Motive +4, Spellcraft +8

Feats Dodge, Improved Initiative, Improved Spell Difficulty: Burning Hands, Weapon Finesse

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SPECIAL ABILITIES

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

Burn (1d6) (DC 14) If you hit an opponent you inflict fire damage on their next turn.

Burning Hands (1/day) (Sp) 1d4/level fire damage (max 5d4).

Darkvision (60 feet) See in the dark (shades of grey only) up to 60'.

Evocation Evocation magic is all about creating and controlling energy.

 

Many evokers focus on attack spells rather than defense or trickery.

 

Force Missile (4/day) One foe in 30 ft. takes 1d4+1 damage.

Immune to Flanking You are immune to flanking.

Immunity to Critical Hits You are immune to Critical Hits

Immunity to Fire You are immune to fire damage.

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 Sneak Attacks You are immune to sneak attacks.

Immunity to Stunning You are immune to being stunned.

Vulnerability to Cold You are vulnerable (+50% damage) to Cold damage

Fire-Elemental-1Development: The couple (name them whatever you like!) will do all they can to evade the kramps, and will be profoundly grateful to the PCs for helping to protect them. If either is killed the other will be reduced to a useless emotional wreck. Bebe the fire elemental will help chase the rest of the kramps off as best she can before approaching the rest of the party.

Bebe sighs a crackling sigh, the heavy snow melting into a steamy vapor all around her. "Well done, but now we’re in a fix. The one that attacked the engine damaged us badly, and if I try to make it go any further it might end up blowing the engine up entirely. Very bad. The good news is that we’re actually fairly near to Taciturnacht!"

If none of the PC’s volunteer, Bebe suggests that they go for help, and bring the cargo along with them to get it to town in time for Midwinter. She and the other passengers will remain behind with the North Star to guard it from further sabotage.

After securing the rest of the train and gathering supplies, you set off with a map that shows a shortcut through a mountain cave just a few miles to the north. The trek takes several hours through shin-deep snow, and your precious cargo isn’t exactly lightweight. Nevertheless, soon the cave you seek yawns open before you. Few caves are ever abandoned, and given the proximity to the site of the attack, this is almost certainly the lair of the kramps.

 

 

 

Part 2: Baby It’s Cold In Here

 

A NOTE ON KRAMPS

If the PCs succeed on a DC 20 Knowledge: Arcana check, they will know about the kramps’ ability to detect joy, and might use this against them. If any of the PCs should get happy enough to draw their attention, 1d4 kramps will arrive to try and break their stuff (and their heads!) within the next 1d10 minutes. When the PCs enter the lair of the kramps, they could, conceivably, try to measure their happiness to draw off small or large groups of kramps from the main settlement to deal with on their own terms. If they attempt this or anything like this, call for a Will save by the PC who makes the effort, with a base DC of 20. If they fail by 5 or more points, they either can’t muster any enthusiasm or go way overboard (GM’s discretion), which will either bring no kramps at all, or way too many.

Alternately, whenever the PCs meet with success of any sort, call for a Will save from all who wish to mute their joy. Start with a base DC of 10, and add 1 point for each point of total CR they’ve managed to overcome in that instance. Failure will draw 1d4 kramps in 1d10 rounds.

 

A NOTE ON THE CARGO

Assuming the kramps haven’t already broken any of them, the PCs have three parcels to see through to Taciturnacht.

  1. The first is a bag of candy that can be carried in one hand. It weighs ten pounds, and has 5 hit points.
  2. The second is a sack of toys that must be carried with two hands. It weighs fifty pounds, and has 20 hit points.
  3. The third item is a small box of tonic that can be carried in one hand. It weighs five lbs, has hardness 2, and 10 hit points.

The kramps will take every opportunity to steal the bag of candy and the sack of toys. If they are left unattended at any time the PCs are in the cave, there is a cumulative 10% chance each round that a kramp will attempt a Stealth check to make off with either or both. If they successfully steal the item(s), they will be brought to Area 4. If the kramp is noticed, he will attack the item in a frantic effort to wreck it. Only after both the candy and toys are stolen or wrecked will the kramps turn their attention to destroying the case of tonic. Medicine is boring, but if breaking it will make somebody sad, it will have to do!

GMice cave map

click to enlarge

Area 1 (Snow Place Like Home)

 

Apart from the wind howling across the mouth of the cave, all is silent. The moon is just barely bright enough to illuminate two pathways branching off from the point of entrance; one to the north, and one heading northwest.

This entry hall contains a single hidden kramp  just within the passage that leads to area 2. He waits until at least two people are standing in the middle of the room before he throws his khoal at the ceiling, which will knock loose the thick chunks of heavy snow the kramps have packed into place. After that, he will flee to area 2, calling a warning to rally the other kramps.

Snowfall Trap

CR 2

Type: mechanical Perception DC 25  Disable Device - Trigger manual Reset manual

EFFECTS

An avalanche of heavy, dense snow falls down to knock prone and pummel every creature in the room for 4d6 nonlethal damage. Reflex save DC 20 for half damage and to avoid being knocked prone.

Kramp

Kramp (Neutral Evil)

Hunched and leering, these black furred creatures have large horns and slathering tongues almost down to their navels. Their crimson eyes burn with a malicious, covetous light.

 

Initiative +7; Speed 30 ft. (6 sq.); CR 2; HP 17

Senses Darkvision (60 feet); Perception +8

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DEFENSE

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AC 18, touch 15, flat-footed 13   (+5 Dex, +3 natural armor)

Fort +3, Ref +9, Will +4

DR 2/cold iron

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OFFENSE

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Melee Hickory switch +7 (1d6+1/x2)

Ranged  Lumps of khoal +7 (1d3+1 and 1d4 fire/20/x2) Range: 30 ft

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STATISTICS

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

Skills Acrobatics +12, Bluff +6, Intimidate +3, Perception +8, Stealth +16

Feats Improved Initiative, Weapon Finesse, Skill Focus (Stealth)

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SPECIAL ABILITIES

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Darkvision (60 feet) See in the dark (shades of grey only) up to 60'.

Damage Reduction (2/cold iron) Each hit suffered deals 2 fewer points of damage

unless the weapon is made of Cold Iron.

Joy Sense Kramps can detect happy emotions from sentient creatures out to a 1

mile radius, and are aware of the general direction of the nearest source.

 

 

Area 2 (Kramp’d Quarters)

 

Huts made of reeking khoal are built into the walls of this high chamber, the central area of which is layered in a frost-covered loam garden.

From someplace near the ceiling, a chilling voice hisses. "Naaaaaaaughtyyyyy."

There are 13 kramps in this cavern. The tribe has been made less bold after figuring that the PCs may have killed their champion (and are quite sure of it if anyone is wearing the Missile Toe). As such, they will keep their heads down as much as possible and hurl khoal from behind the cover afforded by their small huts. Only 1d6 will hurl khoal in any given round unless the PCs overtly attack any of the huts - in which case the entire tribe will descend en-masse. Any time the PCs move through this area they will be attacked at range. The kramps will sneak up on and harass the PCs anywhere they go in the cavern, but they are wary of going into areas 5, 7, and 9 for fear of the other denizens therein.

Of course, that doesn’t mean they won’t try to force the PCs to fight those same creatures by penning them in.

(13) Kramps

Kramp (13) (Neutral Evil)

Hunched and leering, these black furred creatures have large horns and slathering tongues almost down to their navels. Their crimson eyes burn with a malicious, covetous light.

 

Initiative +7; Speed 30 ft. (6 sq.); CR 2; HP 17

Senses Darkvision (60 feet); Perception +8

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DEFENSE

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AC 18, touch 15, flat-footed 13   (+5 Dex, +3 natural armor)

Fort +3, Ref +9, Will +4

DR 2/cold iron

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OFFENSE

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Melee Hickory switch +7 (1d6+1/x2)

Ranged  Lumps of khoal +7 (1d3+1 and 1d4 fire/20/x2) Range: 30 ft

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STATISTICS

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

Skills Acrobatics +12, Bluff +6, Intimidate +3, Perception +8, Stealth +16

Feats Improved Initiative, Weapon Finesse, Skill Focus (Stealth)

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SPECIAL ABILITIES

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Darkvision (60 feet) See in the dark (shades of grey only) up to 60'.

Damage Reduction (2/cold iron) Each hit suffered deals 2 fewer points of damage

unless the weapon is made of Cold Iron.

Joy Sense Kramps can detect happy emotions from sentient creatures out to a 1

mile radius, and are aware of the general direction of the nearest source.

 

 

Area 3 (Rockin’ Around)

 

Patches of sheer ice glisten along the floor and walls of this room, and a few hunks of khoal  litter the area - among hundreds upon hundreds of sharp looking icicle shards.

As soon as a non-stealthy PC enters at least 20 feet into Area 3, roll Perception checks for the party (DC 15). Anyone who succeeds hears a low clatter and rapid scrape coming from the northern hallway as a huge 10x10 hunk of ice comes skidding along the floor from Area 6. Call for the PCs to roll initiative vs the ice boulder’s initiative of 10. Anyone who succeeds at beating that roll can spend the round trying to escape into any other room, though a double move action or better requires an Acrobatics check of 15 to keep from slipping and falling prone. Anyone left in Area 3 after the boulder’s initiative will be subject to a barrage of razor sharp ice when it breaks against the western outcropping that forms the door to Area 5.

Iceplosion

CR 4

Type: mechanical PerceptionDisable Device - Trigger manual Reset none

EFFECTS

4d6 damage (half cold/half bludgeoning) to everyone in Area 3. Reflex DC 20 for half damage.

 

 

Area 4 (Chamber of Misfit Toys)

 

Mistreated toys are strewn across the floor of this room. Filthy dolls, broken sleds, toy swords and shields, carved knights and dragons, and dozens upon dozens of other sources of childhood joy. All seem to have been roughly handled and cast aside.

This is where the kramps end up discarding everything they steal. When the items fail to bring them the joy they crave, they are deemed defective and left to rot. A thorough inspection of the room will reveal that most of the toys are broken beyond practical repair. If the PCs had their candy or toys stolen, they will be found here. There is a 50% chance that the toys are already broken, and a 75% chance that the candy has been smashed and eaten. A thorough investigation of the room reveals a very finely carved white dragon that is in remarkable repair, as well as a large crocheted owlbear stuffy that has managed to escape serious harm.

 

 

Area 5 (Nutcrackers Suite)

 

This room is eerily silent. A large chest sits against the far wall, flanked by two enormous wooden statues. They are carved simply and the paint has chipped off of much of their faces. Each bears a large scimitar held at the shoulder, and a massive grimace that reveals once-white teeth...now covered in rust-colored ichor.

The chest was left behind many years ago by a team of adventurers that wanted to travel light. The "statues" are in fact nutcracker golems, left behind to guard the heavy item by the self-same deceased adventurers. As soon as any of the PCs enter the room...

The two wooden soldiers suddenly stand a bit straighter. A crimson light shines in their eyes, and they draw their blades to attack!

Tactics: The golems will not pursue anyone outside of Area 5, with the exception of charging anyone attacking them with ranged weapons. A Knowledge: Arcana check at DC 15 reveals their ecology, and at DC 20 it reveals that the bottom hatch between their legs is more fragile than the rest of their body. Anyone may elect to take a -4 penalty to melee attacks to specifically target the groin for double damage!

(2) Nutcracker Golems

Nutcracker Golem (Neutral)

A huge 9 foot tall wooden soldier with bulging painted-on eyes and an overly large jaw set in a rather disturbing grimace that displays twin rows of grinding choppers.

 

Initiative +4; Speed 40 ft. (8 sq.); CR 4; HP 51

Senses Darkvision (60 feet); Perception +3

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DEFENSE

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AC 20, touch 14, flat-footed 16   (+4 Dex, +6 natural armor)

 

Weakness vulnerable to fire

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OFFENSE

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Melee Scimitar +13 (1d8+5, 18-20x2) or

Chomp +12 (1d6+4 x2) or

Scimitar +11 and Chomp +9 on the same turn.

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STATISTICS

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Str +4,  Dex +4,  Con -,  Int -,  Wis 3,  Cha 2

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SPECIAL ABILITIES

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Darkvision (60 feet) See in the dark (shades of grey only) up to 60'.

Immune to Magic: A Nutcracker Golem is immune to any spell that allows a saving throw, with the exception of spells and spell-like abilities that have the Fire descriptor, which affect it normally.

 

Ecology: Nutcracker golems are extremely rare, peculiar to the Duchy of Krimble. The capital had a problem with dire rats, and the slightly eccentric duke wanted a way to combat the infestation that would fit in with the holiday aesthetic. The golems would hunt the rats down, then grind and swallow the remains in their large mouths to be disposed of later by emptying their bottom hatch. Sadly, it would always leave quite a mess over their large white teeth, which ended up distressing people more than anything.

 

The golems were sold off or relegated to guard duty.

Treasure: The chest is unlocked, and contains several magical items listed below.

Doorbuster Sail

Price 8,000 gp; Weight 50 lbs

Description

This type of magical battering ram is created from the mizzenmast of a decommissioned ice breaker ship. It bypasses hardness, and deals 2d12 damage + x2 the strength modifier of everyone holding it, or 5d12 + x5 the strength modifier of everyone holding it against targets made of ice. Up to five people may assist in holding a Doorbuster Sail. It may be used 5 times a day.

 

Snowglobe

Price 7,500 gp: Weight 1lbs

Description

This tiny alabaster orb is flawless but for a hair-thin crack around the center that ends with a hinge.

If opened and the command phrase is spoken ("Let it snow!"), the orb exudes a severe blast of frigid arctic wind, complete with blowing snow and stinging hail. This blast can take the form of a 20 foot cone or a 40 foot line, and does 3d6 points of cold damage. Any creature struck by the blast must succeed on a DC 15 strength check or be knocked prone. For every 5 points that the strength check is failed, the target is blasted an additional 5 feet across the ground.

The Snowglobe may be activated 3 times a day.

 

Slay Bell

Price 10,000 gp; Weight -

Description

This hand bell is decorated with dire imagery of destruction and terror, running from the jet black rim and curve, all the way up to the bone handle.

Slay Bells are deadly items favored by intelligent undead. If rung as a full-round action, the sound of their tolling causes discomfort and death.

  • All living creatures within 30 feet of the tolling bell must succeed on DC 16 Will saves or be sickened for 1d6 rounds.
  • All living creatures within 20 feet of the tolling bell must succeed on DC 17 Will saves or be nauseated for 1d4 rounds, and then sickened for an additional 1d6 rounds.
  • All living creatures within 10 feet of the tolling bell must succeed on DC 18 Will saves or be paralyzed for 1 round, then nauseated for 1d4 rounds, and then sickened for 1d6 rounds.
  • All living creatures adjacent to the tolling bell must succeed on a DC 19 Will save or be slain instantly. Even a successful save deals 3d6+9 damage, as well as paralyzing for 1 round, nauseating for 1d4 rounds, and sickening for 1d6 rounds.

A Slay Bell  may be used once a day. The one who tolls the bell is not immune to its effects, and is considered adjacent.

 

 

Area 6 (Rockin’ Around Some More!)

 

An icy hallway leads up to a set of steep, equally icy stone stairs. A large boulder stands at the top of the stairway.

Bahdafraliimak the white dragon is crouched just behind the hunk of ice, waiting for anyone to approach. As soon as a PC steps on the first stair, he shoves the huge block of ice down toward them!

Ice boulder

CR 6

Type: mechanical PerceptionDisable Device - Trigger manual Reset none

EFFECTS

6d6 to every creature lined up in Area 6 and automatic bullrush to Area 3.

4d6 damage (half cold/half bludgeoning) to everyone in Area 3. Reflex DC 20 for half damage.

SPECIAL

If anyone has readied the Doorbuster Sail, the ice boulder simply shatters into a cloud of harmless snow.

 

 

Area 7 (Auld Lang Singe)

 

(Bottom)

The air grows more humid as you approach this room. Condensation drips steadily from the ceiling to splatter across the floor - a positive deathtrap of slipperiness!

Several dozen feet in, the cave suddenly hits a steep slope heading up. A thin layer of wet ice clings to the dark stone, and someplace at the top of that slope a faint yellowish light glows. The air smells faintly of sulphur.

The slope is extremely difficult to climb, and requires a DC 25 Climb check to keep from slipping all the way back down. If a grappling hook is used, one of the steam mephits above splashes over to stare at the top of the rope, readying an action to give the first face that appears a point-blank blast of his breath weapon, allowing no save and requiring the climber to make a Reflex save with a DC equal to 10+ the damage dealt or slide all the way back down take another 1d6 falling damage.

If the Doorbuster Sail is used against the slope, all of the surface ice breaks and falls away, reducing the climb check to DC 5. In that case, all of the mephits hide in the cloudy water and wait for the PCs

 

(Top)

A murky pool is set in the stone of the floor. Waves of heat roll off of its boiling surface, and a mysterious yellow glow emanates from within.

 

Creatures

A quartet of steam mephits stumbled upon a portal from the Elemental Plane of Fire that leads to the bottom of this cave’s natural hot spring, and now three remain. The mischievous creatures enjoy occasionally tormenting and toying with the kramps and the nearby dragon, though they are far more cautious ever since one of their number fell prey to Bahdafraliimak’s breath weapon.

Tactics

The mephits would like nothing more than to humiliate and rob the PCs, and while they may not intend to kill, they certainly aren’t overly concerned about handling their playthings with care.

They stay mostly in the boiling hot spring (1d6 fire damage per round to anyone without immunity to fire) to enjoy the benefits of their fast healing, and make use of their boiling rain ability only after one of them has actually taken damage. If one of the mephits is brought below 5 hit points, the three sullenly dive as deep as they can into the glowing yet murky water, having decided that the PCs aren’t so fun after all.

(3)Steam Mephits

Steam Mephit (3) (Neutral)

This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile.

 

Initiative +6; Speed 30 ft. (6 sq., flight 40 ft (8 sq)); CR 3; HP 19

Senses Darkvision (60 feet); Perception +6

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DEFENSE

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AC 17, touch 14, flat-footed 14   (+2 Dex, +3 natural armor, +1 dodge, +1 size)

DR 5/magic Immune fire

Weakness vulnerable to cold

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OFFENSE

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Melee Claw x2  +5 (1d3+1/x2)

Special Attacks breath weapon (DC 13)

Spell-Like Abilities Blur (1/hour)

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STATISTICS

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

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SPECIAL ABILITIES

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Blur (1/hour) (Sp) For up to 6 minutes, the mephit's outline appears blurred, shifting, and wavering. This distortion grants the mephit concealment (20% miss chance).

Boiling Rain (1/day) (DC 14) (Su) Deal 2d6 fire dam to all in 20 ft square (Fort half).

Breath Weapon (DC 13) (Su) Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.

The breath weapon of a steam mephit is a cone of steam that deals 1d4 fire damage. The scalding water also causes living creatures to be sickened for 3 rounds. A Reflex save halves the damage and negates the sickened effect.

Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks and weapons.

Darkvision (60 feet) .

Fast Healing (if in boiling water or steam) 2 (Ex) You heal damage every round if you have > 1 Hp.

Immunity to Fire You are immune to fire damage.

Vulnerability to Cold You are vulnerable (+50% damage) to Cold damage.

If a player makes a Knowledge: The Planes check at DC 15 read the following:

These are steam mephits from the Elemental Plane of Fire, and the portal is likely somewhere under all that water - probably much too far down to safely reach. Although these creatures aren’t exactly evil, neither are they moral, nor particularly bright. If left to their own devices, they could eventually bring real trouble to the area.

If your players want to deal with the mephits permanently, they have several options. They might bring armloads of ice from Area 8 until the water is cool enough to swim in, and remove the mephits’ fast healing ability. If they decide to swim down after them, the spring is a little over 10 feet deep, and fairly funnel-shaped. The very bottom of the center is a tiny crack, just mephit-sized, that leads to the Elemental Plane of Fire. Dealing damage to the mephits under water without the benefit of their fast healing is enough to convince them to flee for now, though they may be back later.

Another option might be to convince Bahdafrallimak to use his breath weapon on the spring. Enough attempts will eventually freeze the water solid. The mephits will flee at the first sign of this tactic. While the pool will eventually thaw if left unattended, regular freezing maintenance could conceivably keep the fissure sealed forever.

If the PCs come up with another idea (such as causing a cave-in or enlisting the aid of Bebe), let them exercise their creativity within reason. Be sure to reward ingenuity, and not pull punches if an idea is disastrously bad (such as diving in while the water is boiling).

 

 

Area 8 (It’s Beginning To Look a Lot Like Trouble)

The eastern half of this room is mostly bare stone with a bit of frost, while the western half is thick with stalagmites and stalactites of thick ice. Similarly thick ice has sealed the western exit from top to bottom.

The ice in this area has Hardness 4. The stalagmites and stalactites have 10 HP each, while the seal across the door has 30 HP.

 

 

Area 9 (Bah-who?)

White Dragon - Storn Cook

Moonlight shines in through the transparent iceforged door that seals the northern exit. Crouched near that door is a creature the likes of which you’ve only read about. Bulging muscles flex beneath an armored white hide. A membranous crest flares as a pair of scaled wings stretch outward, and bright blue eyes shine in the dim light. The white dragon roars what must be a challenge in his native tongue!

This is Bahdafraliimak, a young white dragon who wasn’t ever quite as evil as the other members of his clutch. Things got a little too hairy back home and he decided it was time to  establish a proper lair all his own. Unfortunately for him, he chose the cave of the kramps, and he’s been carefully doing battle with them for a long time. He’s used his breath weapon and ice shape ability to seal the exit so no kramps could sneak up on him from the outside.

Draconic is the language of magic, and so any wizard will recognize Bahdafraliimak’s challenge as saying "Go away! This is my cave and you can’t have it!". Succeeding on a DC 20 Sense Motive check will reveal that the dragon is actually somewhat nervous at the prospect of fighting. His white scales have several burn marks that a DC 15 Heal check will reveal have come from khoal and steam.

Tactics: If the PCs don’t run away at his warning roar, the impetuous young white dragon leads with a blast of his breath weapon and charges, hoping to drive them off. He won’t pursue past area 9 if they opt to flee. However, if he is successfully dealt damage, he will do all he can to eradicate the entire party. Unsubtle and not inclined toward tactical thinking, he simply performs a full attack against the nearest PC and uses his breath weapon whenever it becomes available. In that case, he will follow them until they leave the cavern entirely.

Bahdafraliimak (white dragon)

Bahdafraliimak (Chaotic Neutral)

 

This reptilian creature has bright blue eyes and frosty white scales marred by the occasional black patch.

 

Initiative +6; Speed 60 ft. (12 sq.); CR 8; HP 61

Senses Darkvision (120 feet), Low-Light Vision; Perception +14

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DEFENSE

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AC 23, touch 11, flat-footed 21 (+2 Dex, -1 size, +12 natural)

Fort +10, Ref +8, Will +7

Immune cold, paralysis, sleep

Weakness vulnerability to fire

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OFFENSE

--------------------

Flight (120 feet, Average), swimming (60 feet)

Melee Bite (Dragon, White) +14 (1d8+7/20/x2) and

Claw x2 (Dragon, White) +14 x2 (1d6+5/20/x2) and

Wing x2 (Dragon, White) +9 x2 (1d4+2/20/x2)

Special Attacks Breath Weapon (30-ft. cone, 8d4 cold, every 1d4 rounds)

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STATISTICS

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Str +5,  Dex +2,  Con +4,  Int 0,  Wis +1,  Cha 0

Skills Perception +14, Sense Motive +3, Stealth +12, Swim +23

Feats Improved Initiative, Skill Focus: Perception, Weapon Focus: Bite

SQ ice shape (at will), icewalking

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SPECIAL ABILITIES

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Breath Weapon (30 ft. cone, 8d4 cold, every 1d4 rds) (DC 20) Using a breath weapon is a standard action. A dragon can use its breath weapon once every 1d4 rounds, even if it possesses more than one breath weapon. A breath weapon always starts at an intersection adjacent to the dragon and extends in a direction

Darkvision (120 feet) See in the dark (shades of grey only) up to 60'.

Flight (120 feet, Average) You can fly!

Ice Shape (At will) (Su) A young white dragon can shape ice and snow into any shape that fits his purpose. While it's possible to make crude coffers, doors, and so forth with ice shape, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work. Bahdafraliimak can shape up to 20 cubic feet of ice at a time.

Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. The dragon can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Immunity to Cold You are immune to cold damage.

Immunity to Paralysis You are immune to paralysis.

Immunity to Sleep You are immune to sleep effects.

Low-Light Vision You can see twice as far in dim light as a dwarf or a human.

Burrowing (30 feet) You have a Burrow speed.

Snow Vision (Ex) A very young white dragon learns to see perfectly well in snowy conditions. A white dragon does not suffer any penalties to Perception checks while in snow.

Swimming (60 feet) You have a Swim speed.

Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.

Developments:

If the PCs try to speak with him, he begins with an unfriendly attitude and only wants them to leave. If the party succeeds at a DC 20 Diplomacy or DC 25 Intimidate check to ask for passage, he will open the northern door of the cave as long as they promise never to come his way again.

In truth, Bahdafraliimak is a very insecure and lonely dragon. If any attempt is made to initiate friendly conversation (especially if they throw in some flattery for his epic battle against an "army" of kramps and a "flock" of mephits), he can be lured in with only a little resistance.

The Diplomacy DC to get Bahdafraliimak talking is DC 15. All Diplomacy checks for Bahdafraliimak are modified with the following (stackable) criteria -

  • If the PCs explain that they’re trying to bring things for the children on the other side of the mountain, award a +3 bonus.
  • If they say that they’ve wiped out the kramps and let him verify that fact, award a +8 bonus.
  • If they say they’ve killed or driven off the steam mephits and let him verify that fact, award a +8 bonus.
  • If they offer him a toy as a bribe, award a +2 bonus.
  • If they offer him a toy as a gift, award a +15 bonus (+20 if that toy is the carved white dragon or owlbear stuffy from area 4, and +25 for both).
  • If they offer to bring him to town with them as a guest to the Midwinter party, award a +25 bonus.

Also feel free to award a +1 to +10 bonus for good roleplaying!

 

If the PCs exceed a Diplomacy DC, it moves the young white closer to being friendly, and a second success will move him to being helpful. At that point he’s willing not only to allow the PCs to go through his cave, but also to help them finish off any of the remaining monsters in the cavern so he can claim it as his own (even going so far as to suggest it if they don’t).

  • Against the kramps he allows the PCs to lead the charge against one wall while he attacks the other with his breath weapon and natural weapons.
  • Against the mephits he will breath repeatedly into the hot spring until it eventually freezes entirely, driving the mephits off. So long as he returns once a day to breathe on the pond, it will remain frozen over indefinitely.
  • Against the nutcracker golems, he leads with an Ice Boulder against one, then catches both in his breath weapon before focusing his effort on the one that the boulder hit. After that golem is taken down he will join the PCs in finishing the other.

 

 

CONCLUSION

 

The downhill trip from the cave to Taciturnacht only takes a couple of hours, and when you arrive you are greeted warmly by the locals. They dispatch dogsleds to the Northstar, and you are shown to a cozy fireside.

If the PCs brought either the candy or the toys safely through, the children of the village gather before too long to see what has been brought. Their joy is only amplified if the PCs managed to successfully escort both items!

If the tonic has made it, the town physician comes to collect it and express his gratitude.

If the PCs saved both members of the married couple, they tell the whole town how the heroes saved them so bravely, and word spreads in no time at all.

If the PCs befriended Bahdafraliimak and brought him to the Midwinter festival, the townsfolk react nervously at first, but soon warm up to the chipper dragon when he promises to safeguard their village from now on (in exchange for a modest stipend of course).

 

The young heroes are able to spend several days relaxing and recuperating before the train is repaired and it is time to return to the Academy, where they are debriefed about the success of their mission under a Zone of Truth. Their grades are awarded as follows:

A - The PCs rescued both of the civilian passengers, drove off or destroyed the mephits, wiped out the kramps, and befriended Bahdafraliimak.

B - Any three of the above

C - Any two of the above

D - Any one of the above

F - None of the above

 

NOTE: Subtract a letter grade for each of the items (candy, toys, and tonic) that the PCs fail to deliver intact.

 

Hero Lab Files

Download BASIC-4 HL files here.

 

 

 

VTT & Player Maps

 

PLAYERStrain map

click to enlarge

 

PLAYERSice cave map

click to enlarge

 

 

Pregen PCs

KALE

Kale  (Neutral Good)

 

Initiative +2; Speed 30 ft. (6 sq.); CR 3; HP 26

Senses Perception +1


DEFENSE


AC 15, touch 13, flat-footed 13   (+1 armor, +2 Dex, +1 natural, +1 deflection)

Fort +4, Ref +4, Will +6


OFFENSE


Melee Arcane Bond Quarterstaff +5 (1d6+3/20/x2) and

Unarmed Strike +4 (1d3+2/20/x2)

Ranged Masterwork Crossbow, Heavy +5 (1d10/19-20/x2)

Wizard Spells Known (CL 4, 4 melee touch, 4 ranged touch):

2 (3/day) Web (DC 16), Levitate, Scorching Ray

1 (4/day) Charm Person (DC 15), Mage Armor (DC 15), Burning Hands (DC 15), Magic Missile

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


STATISTICS


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

Skills Knowledge (Arcana) +11, Knowledge (Dungeoneering) +10, Knowledge (Geography) +10, Knowledge (History) +11, Knowledge (Local) +10, Knowledge (Nature) +11, Knowledge (Religion) +10, Spellcraft +11

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, Elixir of Fire Breath, Flint and Steel, Masterwork Crossbow, Heavy, Mirror, Ring of Protection, +1, 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.

 

 

 MEERIS

Meeris  (Lawful Good)

 

Initiative +3; Speed 30/20 ft. (6/4 sq.); CR 3; HP 27

Senses Perception +5


DEFENSE


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

Fort +5, Ref +4, Will +9


OFFENSE


Melee Mace, Light +3 (1d6/20/x2) and

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

Ranged +1 Crossbow, Light +7 (1d8+1/19-20/x2)

Special Attacks Sun's Blessing

Spell-Like Abilities Rebuke Death (8/day)

Cleric Spells Known (CL 4, 3 melee touch, 6 ranged touch):

2 (3/day) Augury (DC 17), Resist Energy (DC 17), Sound Burst (DC 17)

1 (5/day) Divine Favor (DC 16), Protection from Evil (DC 16), Shield of Faith (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 +9, Heal +11, Knowledge (Arcana) +8, Knowledge (History) +7, Knowledge (Religion) +9, Spellcraft +9

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

Equipment +1 Crossbow, Light, +1 Fortification, Light Chainmail, 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 14) 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+2 damage to creatures at negative HP

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

Sun's Blessing +4 to channel positive energy's damage to undead.

 

 

 

 RONIUS

Ronius (Neutral Good)

 

Initiative +6; Speed 30/20 ft. (6/4 sq.); CR 3; HP 43

Senses Perception +3


DEFENSE


AC 25, touch 12, flat-footed 23   (+9 armor, +3 shield, +2 Dex, +1 natural)

Fort +7, Ref +3, Will +4

Defensive Abilities Bravery +1


OFFENSE


Melee +1 Longsword +10 (1d8+7/19-20/x2) and

Unarmed Strike +8 (1d3+4/20/x2)

Ranged (5) Masterwork Javelin +7 (1d6+4/20/x2)


STATISTICS


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

Skills Acrobatics +5, Bluff +2, Climb +10, Diplomacy +2, Heal +1, Knowledge (Dungeoneering) +9, Perception +3, Ride +6, Sense Motive +1, Swim +9

Feats Cleave, Improved Initiative, Power Attack -2/+4, Toughness +3, Weapon Focus: Longsword, Weapon Specialization: Longsword

Equipment +1 Longsword, +1 Shield, Heavy Steel, Adventurer's Kit, Alchemist's Fire, Amulet of Natural Armor +1, Crowbar, Full Plate, Javelin (2), Lantern, Masterwork Javelin, Masterwork Javelin, Oil (3), Ram, Portable, Rope, 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 -2/+4 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).

 

 

 

 WILLOW

Willow (Chaotic Good)

 

Initiative +5; Speed 30 ft. (6 sq.); CR 3; HP 27

Senses Perception +11


DEFENSE


AC 22, touch 17, flat-footed 16   (+5 armor, +5 Dex, +1 deflection, +1 dodge)

Fort +2, Ref +9, Will +2

Defensive Abilities Evasion, Trap Sense +1, Uncanny Dodge


OFFENSE


Melee +1 Dagger +9 (1d4+1/19-20/x2) and

  (2)Dagger +8 (1d4/19-20/x2) and

(2)Masterwork Silver Dagger +9 (1d4/19-20/x2) and

Unarmed Strike +8 (1d3/20/x2)

 Ranged +1 Dagger +9 (1d4+1/19-20/x2) and

(2)Dagger +8 (1d4/19-20/x2) and

(2)Masterwork Silver Dagger +9 (1d4/19-20/x2) and

Special Attacks Sneak Attack +2d6

Spell-Like Abilities Minor Magic (Mage Hand) (3/day)


STATISTICS


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

Skills Acrobatics +17, Bluff +9, Climb +7, Diplomacy +9, Disable Device +16, Knowledge (Dungeoneering) +9, Knowledge (Local) +9, Perception +11, Sense Motive +8, Stealth +12, Swim +7

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

Equipment +1 Dagger, +1 Mithral Chain Shirt, Adventurer's Kit, Boots of Elvenkind, Caltrops (4), Chalk, Crowbar, Dagger, Dagger, Elixir of Hiding, Elixir of Vision, 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.

Minor Magic: Mage Hand (3/day) Cast a cantrip as a wizard of your level 3 times per day.

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 +2 +2 to find or disable traps.

Uncanny Dodge Flanking enemies do not get +2 to hit, and can't sneak attack you.