2012 Encounter Contest Hosted by Chaotic Shiny
2012 Encounter Contest Hosted by Chaotic Shiny
2012 Encounter Contest Hosted by Chaotic Shiny
Encounter
3
Contest
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Table of Contents
Systemless
Curse of the Hammer ........ 2
Blue Water Potion ......4
A Toast to Your Success! .. 6
OGL 3.5
On the way to the Tourney at Daezan .... 8
Pathfinder
Howling Revolution . 16
Fiction
Turning Back a Zombie Horde 18
The House of Sounel .... 19
Disease Generator:
Symptoms: swollen throat,
abdominal pains, blackened
flesh, nausea, diminished
senses, hair loss
Cause: unknown, suspected
toxin
Course: goes away after several
weeks if untreated, but some
symptoms become permanent
Treatment: none
RPG Class Generator: This
class is good at rituals and is
moderately good at endurance,
magical area effects and
magical melee combat. They
are not very capable with
exploring skills and offensive
fighting. They typically use one
of several specific fighting
styles. The class has subclasses
which can vary widely in their
abilities based on region of
origin. They draw power from
physical ability.
Artefact Generator: This
warhammer was forged by a
primal god to be used by
healers and is inset with
topazes. The grip is knotted
black leather. It allows the
owner's weapons to slice
through anything and gives the
owner glimpses of its past. It is
haunted by the spirits of past
owners. It randomly causes
partial amnesia in the owner.
At the moment, it is locked
away.
Curse of the Hammer - Systemless FRP urban encounter
Phil Nicholls
When the Heroes meet Harek Bone Hammer he is
suffering from an unknown affliction. His skin is
blackened, he is in great pain, often vomits, has
only a few wisps of hair and seems very confused.
While Harek may appear to be just another
leprous beggar, his fine clothes and arcane aura
suggest a deeper mystery.
Harek is actually a Flame Hammer, the Mage
Hunters from the local Guild of Magic. Flame
Hammers wield a hammer formed from magical
flames to batter down spells and even destroy
cursed items. Their specialty is to use lengthy
rituals to smash apart any spell, even the mighty
magics of the Ancients. These abilities are
powered by the personal ki of the Flame Hammer,
instead of standard arcane sources. Thus their use
is draining to the Flame Hammer, but the rituals
are very effective at overcoming any arcane spells.
Low level Flame Hammers help the City Watch
curb the excesses of high-spirited Apprentice
Mages. At higher levels they are in demand for
their abilities to dispel curses or powerful warding
magics. Some brave Flame Hammers forge a
career breaking into tombs, as their rituals easily
dispel magical traps or batter down arcane
guardians.
Talking to Harek is difficult, as he is both sluggish
and confused, due to diminished senses, and the
blanks in his memories. Furthermore, he is
haunted by the ghosts of several shaman. Harek's
limited senses mean that he cannot distinguish
between these ghosts and real people, making his
conversations rambling as he jumps between
several simultaneous conversations. Yet, if the
Heroes persist in talking with him, they will learn that he believes himself to be poisoned
by a rival Mage.
Yet, this is not the whole story. Harek's problems stem from his trademark
Warhammer of the Bone Shaman, an ancient weapon created to be used as a focus for
shamanic healing rituals. Harek found the Warhammer in an abandoned cave complex
high in the mountains. At first the bone Warhammer supplemented his Flame Hammer
abilities. By wreathing the Warhammer in his magical flames Harek found that he could
slice through all manner of materials.
However, the Warhammer came with drawbacks, and Harek began to be cursed with
flashbacks of past rituals, often causing his own rituals to fail. Then ghostly shaman
began to haunt him. Snippets of his memories began to disappear, causing more of his
rituals to fail.
This spiral of mental decay lead eventually to Harek's current state. He is suffering from
the effects of overstraining his own ki during multiple failed rituals. Ironically, the one
thing that could cure him is the Warhammer of the Bone Shaman. However, Harek has
locked this away, but then forgot where he left it.
The Warhammer is in the vault of the Magic Guild. If the PCs can talk with the ghosts
haunting Harek then they could tell them where to find the Warhammer. However,
these guardians of the Warhammer believe that Harek should no longer own the
Warhammer as it will only cause the same thing to happen again.
So, if the PCs can solve the puzzle of Harek, they will have to be clever with how they
use the Warhammer to cure Harek. A fully-healed Harek will want the return of his
Warhammer, and believe that the PCs want to steal it as an unfair payment for lifting
the "Mage's curse" that afflicted him. Harek will use his full abilities to regain the
Warhammer or pursue the "thieves" if they escape.
Should the PCs ignore the warnings of the ghosts and allow him to keep the
Warhammer, then Harek will suffer the curse again very soon. When the PCs return to
the city there is widespread damage after one of Harek's rituals failed spectacularly and
destroyed an entire neighborhood. As the PCs explore the devastation they see a
familiar figure stumble towards them, muttering incoherently to unseen ghosts.
Animal Companion Generator:
This bossy adult horned lizard has
glossy grey scales and red eyes.
She is average sized and not
intelligent. She likes music and
licking things, and hates cold and
water.
Map Generator
__ __ __ __ __ __ 1 __
__ 2 3 __ __ 4 5 6
1. area of dire boar territory
2. medium cave system
3. very small dungeon
4. medium tribe of monsters
5. very small fort
6. very large area of wolf territory
Magical Component Generator:
Ash bark, lion fur, dahlia stems,
cougar skin, oak bark and a nearly
ice cold aquamarine liquid with
semi-transparent swirls.
The Blue Water Potion - Systemless FRP Encounter/Quest
Phil Nicholls
The Heroes are approached by Anstelle, a gnome Herbalist who has a quest for the
party. Anstelle needs the components for a special potion, and they can only be found
in Blue Water Valley. Ideally, this will be a cure
potion for a disease or curse that either a PC or
special NPC has suffered. This last requirement will
tie this story tighter into the ongoing campaign, but
is all rather specific to each campaign. Thus, it is for
individual GMs to handle the integration this story.
Alternatively, the Heroes could just be hired by the
Herbalist, but there will be a special urgency if the
quest can be tied to a previous event in the
campaign. Further pressure is added by the timeline
of the quest. The potion has to be ready in a week
to save the patient, and Blue Water Valley is three
day's travel away.
Anstelle will hand the Heroes a list of the
components:
Ash bark, wolf fur, blue dahlia stems, dire boar skin, oak
bark and Aqua Intorqueo, a nearly ice cold aquamarine
liquid with semi-transparent swirls.
She has plenty of the oak bark, but all the other
ingredients will need to be harvested in Blue Water Valley. The ash bark should be
quite easy to find, although it will need one of the Heroes to correctly identify an ash
tree. The other parts of the recipe, however, will be more challenging.
Fortunately, Anstelle does have a map of the Valley to give to the Heroes. She has not
visited the Valley herself, but Javan, her former Master, did go there once and told
Anstelle about the Valley by way of background to the recipe.
Blue Water Valley is a narrow valley that runs East-West between the mountains. The
plains at the mouth of the valley are home to a large tribe of wolves, rumoured to be
led by a band of werewolves. The Heroes must harvest some wolf fur but they will not
need an entire pelt. It may be possible to negotiate with the werewolves for this fur,
rather than having to kill a wolf outright, but that all depends upon the state of the
moon. The werewolves, and by association the entire wolf pack, are more aggressive at
certain times during the lunar cycle.
The forests at the mouth of Blue Water Valley are home to a family of dire boars.
Anstelle explains that the dire boar skin for the recipe must be undamaged. She does
not need the head or the legs, but the remainder of the skin and fur must be
undamaged, even a single arrow hole will spoil the recipe. Thus the Heroes will need to
be very careful how they slay the dire boar.
Near the entrance to the Valley is a small gnoll fort on the banks of the Blue Water
River. This river gives it name to the Valley, and is a vivid aquamarine colour, hence the
name. The Blue Face tribe of gnolls live along the river, and maintain a small fort to
guard their lands and watch for traffic up the river.
The gnoll tribe is named after their habit of painting their faces with a woad-like dye
distilled from the blue dahlias that grow beside the Blue Water River. These flowers
only grow in this valley, as they take their vivid colour from the river itself. The gnolls
believe that these flowers are sacred, and will resist any attempt by outsiders to harvest
the flowers. They may be persuaded to trade a few stems if approached in a respectful
manner. This will be enough for a single dose of the potion, but the cost will be very
high and will probably include a minor quest on behalf of the tribe. Such a quest would
add further pressure to the timeframe of the Heroes' own quest for components.
Further up the Valley are the ruins of an abandoned monastery, where an ancient
monastic order of druids once studied the properties of the Blue Water River. There
may yet be some useful texts locked in their vaults, and Anstelle will pay a bonus for any
texts that the Heroes can also return. If they can find the time . . .
At the head of the valley is a cave complex, and these caves are the source of the Blue
River's strange properties. Deep within these caves is a pool of purest Aqua Intorqueo,
and it is from this pool that the last ingredient for the potion must be harvested. Yet,
there are many aquamarine pools in these caves, and only the purest Aqua Intorqueo is
good enough for the potion.
Thus, Anstelle will send Dragon Tongue with the Heroes to help them find the right
pool. Dragon Tongue is a bossy, adult horned lizard with glossy grey scales and red
eyes. She is average sized and although she can talk Common, she is not very intelligent.
She likes music and licking things, and hates cold and water.
Dragon Tongue has been trained to identify herbal components by licking them, and she
is very good at that. However, she can be bossy and bad-tempered, and may need to be
soothed with calm music to persuade her to lick anything cold or liquid. Indeed,
throughout her time with the Heroes she is likely to be lazy, bad-tempered and difficult,
unless she can be kept warm and serenaded with music regularly.
So, the Heroes will have a difficult journey with an awkward companion, then a series of
challenges in Blue Water Valley when they will need to manage their time carefully if
they are to return the ingredients to Anstelle in time.
Meal Generator: Barbequed
hawk with malabar chestnuts,
ogbono nuts and sweet chestnuts
with a salad of diced nori and
strawberries.
Prophecy Generator: A journey
must not happen.
Fancy Drink Generator:
Emerald with bubbles and served
in a carved wooden mug. The drink
smells wonderful and tastes like
strawberries. The locals drink it
only on special occasions.
A Toast to Your Success! - Roleplaying/Combat (Generic Fantasy)
Mark L. Chance
In a rugged frontier region, Fokorri of the
Gilded Flail, local lord of Vaevel Village invites
the PCs to dinner in order to discuss an
opportunity of potential mutual benefit.
Fokorri is a dwarf trader appointed to govern
the region several years ago. Publicly, Fokorri
enjoys a reasonable reputation. The locals
view him as a competent ruler, and he does
keep the trade routes open and relatively
safe. That he is both stunningly handsome and
annoyed by the status quo boosts his appeal
to the independent traders and trappers of
the region.
Forkorri, however, has a dark side. He is prideful and believes he is fated for bigger and
better things. Unknown to anyone, dark forces feed the dwarf's pride. Fokorri's interest
in forbidden mysticism has led to unwholesome entities gaining invisible influence on the
dwarf lord. As time passes, he pays more attention to the advice of these unheard
voices than to his tangible advisors.
The PCs arrive at Fokorri's hall at the appointed time, and they are ushered into the
audience chamber by liveried servants. The audience chamber is a long room, nearly 50
feet from end to end and about half that distance wide. A grand table has been set.
Fokorri sits at the head, and chairs for the PCs are arranged nearby to his left and right.
One other person is in attendance, Xumi, a male gnome.
Xumi is unattractive but jovial. Fokorri introduces him, noting with pride that Xumi is
one of the region's original inhabitants, having been a member of a clan of gnomes which
lived in the area before it was annexed decades ago. In truth, Xumi is an assassin and
devotee of ancient and malevolent earth gods. His cult's higher-ups got word to him a
few days ago that Fokorri's plans must be thwarted. These plans involve a journey
that must not happen.
A fine dinner of barbequed hawk with malabar chestnuts, ogbono nuts and sweet
chestnuts with a salad of diced nori and strawberries is served. Wine and ale flow freely.
During the meal, the conversation is polite and on general topics. Fokorri is especially
interested in hearing tales of travel and encounters with strange religions. Xumi is
philosophical, and he tends to ignore any females present.
Once dinner is done, Fokorri gets to the point. A trapper recently returned from a
lengthy trip deep into the rocky hills to the east. He discovered a crumbling, vine-
covered ruin previously unknown to Fokorri. Those unheard voices have convinced
Fokorri that something important to his future glory lies hidden in the ruin. Of course,
Fokorri doesn't tell the PCs this. Instead, he claims he would like the ruin explored and
any portable cultural artifacts be brought to him. He agrees to pay the PCs generously,
but he makes it quite clear that he gets to keep whichever cultural artifacts he chooses.
If Xumi is questioned about the ruin, he feigns ignorance, merely noting that the region
has long been inhabited by many different peoples over the centuries.
In order to seal the deal, Fokorri closes negotiations with a ceremonial toast and drink.
The drink is emerald with bubbles and served in a carved wooden mug. The drink smells
wonderful and tastes like strawberries. The locals drink it only on special occasions.
So, what's really going on? Well, those unheard voices belong to imprisoned elementals,
evil creatures of air and destruction. Xumi's cult fears the PCs will release the air
elementals, whom the cult imprisoned after a series of fearsome battles long before the
region was annexed. The cult no longer has the power it once enjoyed, but it will use its
resources and earth elemental allies to thwart the PCs if possible.
If the PCs survive Xumi's machinations and the hazards of the wilderness, can they then
survive the guardians and wards of the ruins? Will the PCs unwittingly unleash the
malevolent air elementals? If so, what fate awaits the region, and what -- if any -- role
will Fokorri play in these possible events?
Holiday Generator: Daezan is a
holiday celebrated on the third full moon
of summer. It is associated with pride
and nobility. It is also associated with
hawks, wolves, cedar trees and rabbits.
Celebrations last five days from dusk till
dawn. Traditions include public
declarations of intent, forgiveness from
debt and arranging of alliances. Very few
faiths celebrate it differently.
Crowd Generator: The tanned,
drunken young woman who is carrying a
strange staff.
The fair-haired, bored young woman who
is accompanied by a small child.
The overweight, laughing girl who is
wearing a cloak with odd symbols.
Bazaar Generator
__ __ 1 __ __ 2 __ __ __
__ 3 __ F1 4 F2 __ __ __
5 __ __ __ __ __ 6 __ __
7 8 __ 9 __ __ __ __ __
Traffic: sparse
Guards: few
Pickpockets: many
Beggars :some
Feature 1: tree
Feature 2: large sculpture
Stall 1: religious icons and balms
Quality: very low Price: very low Variety:
high
Haggling: only for the cheap items
Owner: female, annoyed, klutzy and a
male, young, gossips
Stall Type: sacks and baskets
Stall 2: riding equipment and exotic
animals
Quality: high Price: average Variety: low
Haggling: often involves barter Owner:
male, exuberant, gestures wildly and a
female, angry, peppers speech with
foreign words
Stall Type: roofed and walled kiosk
On the way to the Tourney at Daezan OGL 3.5 encounter for PC levels 1 - 10
Mark Cookman
The week-long Tourney of Daezan is awaited
throughout the year by the rich and the poor
alike, but no group anticipates the tourney
more than the thieves guild. It's their biggest
take of the year.
The construction of the tourney field outside
of the capital city begins a month before the
tourney. A week before the tournament
every inn and roadhouse within 5 miles of the
city is full. Every knight throughout the realm,
noble and otherwise, comes to the Tourney
of Daezan.
Occurring during the month of Summerain
during the week of the full-moon, the
tournament itself is only one of the noble
pleasures presented by the king; additional
activities include elaborate feasts, costume
balls, falconry and the royal hunt.
Traditionally during the opening of the
tournament, the nobles and knights renew
their vows of fealty and the king frees a royal
prisoner, as chosen by the crowd at the
tourney, and forgives the debt of one man in
his service. It is for the first of these royal
actions that the PCs have come to the capital.
Linisriel the Enchantress has been unjustly
imprisoned for the murder of one of the
royal tax collectors. The PCs have evidence
to prove her innocence and have traveled to
the capital to secure her release.
Unfortunately, the crowds for the Tourney of
Daezan have clogged the road with travelers
and the lines of people petitioning to get into
the city stretch more than a mile from the
city gates. The party is hung up by the crowd
and perhaps at the point where they have
decided how they are going to get into the
Stall 3: helmets and charms
Quality: above average Price:
average Variety: below average
Haggling: often involves barter
Owner: female, optimistic,
androgynous
Stall Type: makeshift structure
constructed each day
Stall 4: rations and holy water
Quality: high Price: very high
Variety: below average
Haggling: is routine Owner:
female, happy, above-average
looks and a male, miserable,
unusual hair color
Stall Type: several carts full of
wares
Stall 5: jewelry and toys
Quality: very high Price: high
Variety: very low
Haggling: only for the expensive
items Owner: female, suspicious,
peppers speech with foreign
words and a female, miserable,
obnoxiously loud
Stall Type: tables and
wheelbarrows
Stall 6: pole-arms, ceremonial
weapons and concealable
weapons
Quality: below average Price:
very low Variety: average
Haggling: is expected Owner:
female, greedy, very dark-
skinned
Stall Type: semi-permanent
makeshift structure
Stall 7: exotic armor, scale mail
and helmets
Quality: average Price: above
average Variety: below average
Haggling: is expected Owner:
male, elderly, incredibly skinny
Stall Type: kiosk with roof and
no walls
city. The PCs will be distracted one way or the other.
Still hampered by the growing crowd, you come to the
top of a small rise. Looking down the road towards the
walls of the city about half a mile away, you can see a
vast crowd of people and animals moving very slowly
towards the vast outer walls of the capital.
Every 50 to 75 yards is a mounted guardsman of the city
watch. They are surly about having to work during the
festival days and are quick to dispense the King's
justice and equally quick to ignore major problems. Their
answer to most things is, Move along. It becomes
obvious to you that you will either need to wait your turn
in line or figure out another way to get into the city.
Along both sides of the road are the scattered tents,
booths and displays of various merchants. Some seem
permanent, but most seem like they were set up this
morning. Directly in front of you in line is a merchant with
2 wagons full of goods; he and his wife are selling out of
the wagon
The PCs are the MAIN TARGET of the thieves that
have been working this section of the road. The PCs
represent BIG MONEY as they are clearly NOT
common travelers or merchants coming to the
tourney; they are ADVENTURERS WITH MAGIC
ITEMS AND GOLD. (Wait? What thieves?
HAHAHAHAHA, you're so cute. The thieves that
are all around them silly.)
The merchants that are blocking the PCs path are
forcing them to find another path around will suggest
perhaps a break from journeying to shop
Perhaps, milords (and ladies), a moments rest from your
journeying. Maybe you would like to visit the statue of the
Sainted Friar, perhaps lay a few coins at his feet for luck.
It will be but a few moments and we will move along.
After saying this, the merchant with the wagon will go
back to selling his wares; his long hair is a striking silver
color. The more rakish members of the party will
undoubtedly notice his flirtatious redheaded wife with
Stall 8: blessings and ritual
components
Quality: below average Price: below
average Variety: low
Haggling: is routine Owner: female,
happy, very flirtatious
Stall Type: roofed and walled kiosk
Stall 9: reptiles and riding equipment
Quality: very low Price: below average
Variety: very low
Haggling: is expected Owner: female,
optimistic, speaks slowly
Stall Type: goods piled on the ground
ample bosoms who is working right beside her
husband.
A small but over-weight little girl will approach
the PCs. She is wearing an interesting cape; it is
midnight blue covered in a spider web of
various arcane symbols stitched in gold thread.
She will encourage them to shop at the various
merchants, telling them how important the
Tourney of Daezan is for local people. If
questioned about it, she will say that it was a
gift from her uncle and that it keeps her safe. If
the PCs are mounted, she will offer to tend to
their horses.
She is being watched by a fair-haired girl, maybe her older sister, who is sitting on a
great cloak surrounded by various pottery wares. She looks as though she would prefer
to be anywhere else.
As long as the PCs are talking and shopping and looking around and dismounted THEY
ARE PICK POCKET MEAT. There are 4 thieves working the crowd in this area. The
merchant with the flirtatious wife is working as their lookout.
The little girl is also working with the thieves and is actually not a little girl, but really
the leader of the thieves. She is a 300 year old female gnome thief / illusionist who is in
charge of this pickpocket crew, Phebeira Shadow-swimmer. She is casting an illusion
spell to appear as a little human girl, while her sister is a poly-morphed half-orc
warrior.
The Statue of Sainted Friar is a life-sized sculpture in marble of a robed holy man who is
holding loaves of bread. The statue is elevated upon an ornate dais. The monument is very old
and has seen much wear. The Sainted Friar was famous for his charity and many believe that
offerings made to his statue bring good luck. There is a low basket 2 feet in diameter at the
base of the dais with a few silver and copper coins in it.
Should the PCs try to move through the area by going around the wagon or actually
figure out what is really going on, the thieves will stage a scene that will attract the
nearest of the guards (who are also on the payroll) involving the other fighter working
with the thieves. She will appear to be a drunken woman with a quarter-staff who has
been affronted by some member of the party and intends to beat them until they have
seen the true error of their ways as clearly as the bright sunshine.
This distraction will serve to either delay the PCs or distract them and confuse the area
so that the thieves can escape with their ill-gotten gain, which may or not include the
very proof that the PCs need to prove Linisriel innocent in the eyes of the crown.
Stats
4 Pickpockets CR 5
Male Human Rogue 5
NE Medium Humanoid
Init +4; Listen +4, Spot +6
Languages Common
Abilities: Str 10 Dex 18 Con 12 Int 11 Wis 8 Cha 11
SQ Trap Sense (+1) (Ex), Trap finding
Feats Agile, Alertness, Armor Proficiency (Light), Deft Hands, Rogue Weapon
Proficiencies, Simple Weapon Proficiency - All
Skills Appraise +5, Balance +8, Bluff +8, Climb +8, Diplomacy +10, Escape Artist +7,
Gather Information +3, Hide +10, Intimidate +2, Listen +4, Move Silently +12, Open
Lock +8, Search +1, Sleight of Hand +16, Spot +6, Use Rope +8
Special Abilities: Evasion (Ex) Take no damage on a successful Reflex save.
Sneak Attack +3d6 Deal extra damage when your target is flat-footed or flanked by you.
Trap Sense (+1) (Ex) You gain the specified bonus to AC and reflex saves against traps.
Trap finding You can find and disarm traps with a DC > 20.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
AC 14, touch 14, flat-footed 14 (+4 Dex)
hp 35 (5d6+5)
Fort +2, Ref +8, Will +0
Speed 30ft.
Melee weapon Dagger, Punching +1 (1d3) and
Dagger, Punching +1 (1d3) and
Unarmed Strike +3 (1d3)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +3
Atk Options Sneak Attack +3d6
Combat Gear: Punching Dagger, Punching Dagger, Padded Armor hidden under clothing
POLYMORPHED HALF-ORC FIGHTER CR 5
Male Half-Orc Fighter 5
LE Medium Humanoid
Init +5; Senses Darkvision (60 feet); Listen -1, Spot -1
Languages Common, Orc
Abilities: Str 21 Dex 13 Con 12 Int 6 Wis 8 Cha 6
SQ Combat Reflexes, Improved Unarmed Strike
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency
(Medium), Combat Reflexes, Improved Initiative, Improved Unarmed Strike, Martial
Weapon Proficiency - All, Shield Proficiency, Simple Weapon Proficiency - All, Stealthy,
Toughness, Tower Shield Proficiency
Skills Hide +3, Intimidate +2, Move Silently +3, Sense Motive +1
Special Abilities: Combat Reflexes You can make extra attacks of opportunity.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can
be lethal.
AC 14, touch 13, flat-footed 13 (+1 Dex, +1 armor, +2 deflection)
hp 58 (5d10+5)
Fort +5, Ref +2, Will +0
Speed 30ft.
Melee weapon Club +6 (1d6+5) and
Unarmed Strike +2 (1d3+2)
Space 5 ft.; Reach 5 ft.
Base Atk +5; Grp +10
Gear: Club, Padded Armor, Money, Ring of Protection, +2
"DRUNKEN" FEMALE FIGHTER CR 6
Female Human Warrior 7
NE Medium Humanoid
Init +2; Listen -1, Spot -1
Languages Common
Abilities Str 16 Dex 15 Con 14 Int 9 Wis 8 Cha 10
SQ Power Attack
Feats Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency
(Medium), Martial Weapon Proficiency - All, Power Attack, Shield Proficiency, Simple
Weapon Proficiency - All, Toughness, Tower Shield Proficiency, Weapon Focus -
Quarterstaff
Skills Balance +1, Climb +2, Escape Artist +1, Handle Animal +1, Intimidate +5, Jump +2,
Swim +1
Special Abilities: Power Attack You can subtract from your attack roll to add to your
damage.
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 armor)
hp 87 (7d8+14)
Fort +7, Ref +4, Will +1
Speed 30ft.
Melee weapon Quarterstaff +7/+2 (1d6+3/1d6+1) and
Unarmed Strike +10/+5 (1d3+3)
Space 5 ft.; Reach 5 ft.
Base Atk +7/+2; Grp +10
Gear: Quarterstaff, Studded Leather armor, Money
PHEBEIRA SHADOW-SWIMMER CR 10
Male Gnome Rogue 5 Sorcerer 5
LE Small Humanoid
Init +2; Senses Low-Light Vision; Listen +3, Spot +10
Languages Common, Dwarven, Elven, Gnome, Goblin, Orc
Abilities Str 8 Dex 15 Con 14 Int 19 Wis 12 Cha 15
SQ +1 to attack rolls vs. Kobolds and Goblinoids, +2 to saves vs. illusions, Combat
Casting, Deadly Precision, Illusion spell save DC +1, Quicken Spell, Trap Sense (+1)
(Ex), Trap finding
Feats Armor Proficiency (Light), Combat Casting, Deadly Precision, Quicken Spell,
Rogue Weapon Proficiencies, Simple Weapon Proficiency - All, Simple Weapon
Proficiency - All, Stealthy
Skills Appraise +10, Bluff +15, Concentration +15, Decipher Script +5, Diplomacy +7,
Disable Device +5, Forgery +5, Gather Information +10, Hide +8, Intimidate +4, Jump -
7, Listen +3, Move Silently +12, Search +10, Sense Motive +5, Sleight of Hand +10,
Spellcraft +16, Spot +10, Swim +0, Use Magic Device +10, Use Rope +5
Special Abilities: +1 to attack rolls vs. Kobolds and Goblinoids
+1 racial bonus to attacks against Kobolds and Goblinoids.
+2 to saves vs. illusions +2 racial bonus to saves against illusions.
+4 dodge bonus to AC vs. Giants +4 dodge bonus to AC against monsters of the Giant
type.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dancing Lights (1/day) With Charisma 10+, cast Dancing Lights once per day.
Deadly Precision You empty your mind of all distracting emotion, becoming an
instrument of deadly precision.
Evasion (Ex) Take no damage on a successful Reflex save.
Ghost Sound (1/day) With Charisma 10+, cast Ghost Sound once per day.
Illusion spell save DC +1 +1 to the save DC of all illusions spells you cast.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (1/day) With Charisma 10+, cast Prestidigitation once per day.
Quicken Spell Cast another spell in the same round you cast this one. +4 Levels.
Sneak Attack +3d6 Deal extra damage when your target is flat-footed or flanked by you.
Speak with Burrowing Mammal (1/day) Speak with Animals (burrowing mammals only,
lasts 1 minute) 1/day.
Trap Sense (+1) (Ex) You gain the specified bonus to AC and reflex saves against traps.
Trap finding You can find and disarm traps with a DC > 20.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
AC 18, touch 13, flat-footed 18 (+1 size, +2 Dex, +5 armor)
hp 70 (5d6+5d4+20)
Fort +8, Ref +11, Will +10
---------------------
Speed 20ft.
Melee weapon Unarmed Strike +5 (1d2-1)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +0
Atk Options Sneak Attack +3d6
Gear: Robe of the Black Archmagi
Sorcerer Spells Known (CL 5, +5 melee touch, +8 ranged touch):
2 (DC 14, 5/day) - Glitterdust, Obscure Object
1 (DC 13, 7/day) - Charm Person, Disguise Self, Silent Image, Sleep
0 (DC 12, 6/day) - Dancing Lights, Detect Magic, Detect Poison, Light, Open/Close,
Touch of Fatigue
Spell-Like Abilities:
1/day-Dancing Lights (1/day)
1/day-Ghost Sound (1/day)
1/day-Prestidigitation (1/day)
1/day-Speak with Burrowing Mammal (1/day)
Class Mashup Generator: Were-warlord
Portal Generator: This portal appears as an
eddying cobalt gateway when open, and a
glistening, murky cobalt orb when closed. It
smells almost imperceptibly like sludge. The
key to opening it is a riddle.
Place Name Generator: Freegrand Deserts
Howling Revolution - Pathfinder, 4-6 players level 10-12, 500 XP
Andrea M.
During the night, the party is
ambushed by a group of five of
fighters, all of them werewolves in
human form.
The werewolves will fight until
reduced to 10 HP at which point
they try to flee to a safe distance
to activate their limited use, fixed-
location Gate item (a box that
activates with a command word and twisting it in half), which they will flee through.
If the werewolves are defeated, a search of their body reveals little in the way of
treasure except for the gate box. Each of them is branded with a mark of a wolf's head
above a sword. One of them carries a note with the group's instructions:
(Party member) and (his/her) cohorts are growing too powerful for us to let
them go unchecked. We must defeat them before our enemies can recruit
them to defeat us. Kill them all.
-Lord Atonin
Any werewolves captured will attempt to shift in order to break free of any bindings or
holds on them, unless they are being magically held or coerced, at which point they will
wait for an opportunity to shift and flee.
The werewolves require a DC 20 Diplomacy or Intimidate check to convince them to
speak with a +2 modifier for each werewolf still alive and present. They will last 10
minutes under torture before finally breaking down and admitting their goal and who
sent them.
Whatever the means, if successful, the werewolves will explain they are part of a faction
of werewolves united under the leadership of Lord Atonin. They call themselves Dire
Steel and their goal is unite all lycanthrope-affected humanoids together in hopes of
forming a nation of their own. Unfortunately, Lord Atonin is not always peaceful in his
aims and he is very paranoid as well.
If questioned on the gate box, the werewolves will explain that it leads to Lord Atonin's
hidden base in the Freegrand Deserts, settled right on top of an ancient ruin in an oasis.
The location is almost impossible to reach on foot, requiring several weeks of traveling
through the worst part of the desert. There are rumors that a blue dragon has a lair not
far from them, but none of the werewolves have ever seen it. The rumors claim that the
blue dragon and Lord Atonin have struck an accord of peace together.
The PCs are faced with a few choices: go after Lord Atonin and take him out as a threat
to their lives or our of vengeance; seek him out and see if he would be willing to accept
leaving the PCs in peace; create an alliance with the paranoid warlord; or carry on,
hoping this will be the only hit squad they meet.
Stats
WEREWOLF GRUNT CR 6
Male Human Fighter 6
NE Medium Humanoid (Human, Shapechanger)
Init +6; Senses Low-Light Vision, Scent; Perception +1
--------------------
DEFENSE
--------------------
AC 18, touch 10, flat-footed 18 (+8 armor)
hp 54 (6d10+12)
Fort +6, Ref +2, Will +3
Defensive Abilities Bravery +2
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Gauntlet (from Armor) +9/+4 (1d3+3/20/x2) and
Longsword +10/+5 (1d8+4/19-20/x2) and
Unarmed Strike +9/+4 (1d3+3/20/x2)
Special Attacks Weapon Training: Blades, Heavy
--------------------
STATISTICS
--------------------
Str 16, Dex 11, Con 13, Int 8, Wis 13, Cha 7
Base Atk +6; CMB +9; CMD 19 (25 vs. Bull Rush, 25 vs. Sunder)
Feats Aspect of the Beast (Wild Instinct), Blind-Fight, Combat Reflexes (1 AoO/round),
Desperate Battler, Improved Initiative, Lunge, Run, Toughness +6
Skills Acrobatics -6, Climb -3, Escape Artist -6, Fly -6, Intimidate +7, Ride -6, Stealth -6,
Survival +12, Swim -3
Languages Common
SQ Armor Training 1 (Ex), Change Forms (Su), Lycanthropic Empathy +8 (Ex)
Combat Gear Half Plate, Longsword;
--------------------
SPECIAL ABILITIES
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Blind-Fight Re-roll misses because of concealment, other benefits.
Bravery +2 (Ex) +2 Will save vs. Fear
Change Forms (Su) Change into Hybrid or Animal forms.
Combat Reflexes (1 AoO/round) You may make up to 1 attacks of opportunity per
round, and may make them while flat-footed.
Desperate Battler Gain +1 morale bonus on melee attack and damage when alone
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Lunge -2 to AC for +5' reach
Lycanthropic Empathy +8 (Ex) Improve the attitude of your type of animal, as if using
Diplomacy.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Weapon Training: Blades, Heavy +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy
Blades
Good Idea Generator: Turn back
the advancing horde by jumping
through a window and throwing
melee weapons with the help of the
prostitute with a heart of gold.
Zombie Generator: This zombie is
highly contagious. He is very
decayed, and is missing several
fingers, random chunks of flesh,
part of the face and part of a leg. He
is very slow, not very smart, and
somewhat strong. He is wearing
stylish clothing. He attacks mostly
by biting victims.
Gem Generator: The gem is solid
moss green. It is associated with
creativity, wealth, forgiveness, and
virtue.
Turning back a Zombie Horde - Fiction
MrDenim
The Hero jumped through the ebony wood
window with the Reluctant Prostitute following
close behind. They land on the thatched roof
that covered the lowered floor of the building.
Despite being a few leagues away, the sounds
of the approaching Zombie Horde blasted
against their eardrums. They jumped across
multiple rooftops and landed on the stone wall
protecting the capital. The Hero stood still, one
foot on the defense position of the archers,
staring out at the ever closing undead army.
The Reluctant Prostitute placed a hand on the
Hero's shoulder, he looked back a saw a smile
on her face. He smiled back.
She put her hands behind her neck and
unhooked her necklace. She grabbed his hand
and pointed the palm upwards, then placed the
necklace in his hand below closing it. The Hero
looked at the gem, which was still visible. It was a solid moss green. He recognized it as
the gem of creativity, wealth, forgiveness, and virtue. He looked at her, she gave a small
nod. The Hero gave her a small smile and nodded in return. No words needed to be
said.
He put on the necklace and turned back to the enemy. He sighed what could possibly be
his final sigh and grabbed the hilt of his mace with his left hand. He gave a final glance at
his companion and saw her holding a brown leather bag. She opened it and saw that it
was full of daggers. The Hero laughed, because he knew how good she was at throwing
knives.
She held the hilt of one loosely, readied her arm, and threw it towards the advancing
zombies. It met it mark in the skull of one of the zombies near the front, which left
countless more to go. The Hero gave her full on kiss on the lips and jumped off the wall
to take on the enemy alone...
Insignia Generator: Flames
represented in a very stylized way.
Fantasy Name Generator: Sounel
Alphabet Generator: The
characters are formed with mostly
curves in a detailed style. They
represent sounds. Quite a few of the
characters are adapted from a
conquered culture's writing system.
For Sounel:
S scepter
O insect
U horse
N - spade/shovel
E arrow
L woman
The House of Sounel - Fiction
Katrina
The House of Sounel. Anyone caught
pronouncing it the way it was spelled would
be sternly corrected: the Sounel family
employed a very old system of writing (a fluid
but complex series of curves), in which the
name sounded more like sah-NEEL. It
would be simple for them to change the
lettering a bit to fit the current day, but out
of pride, they kept it the way it had been.
The house was instantly recognizable. A tan
stone wall topped with brick red tiles
surrounded the enormous yard. The front
gate was truly a sight to see, especially the
intricate stained glass insignia with a highly
stylized flame detail. Burning torches were
placed along the walls, shaded by the roof, so
they stayed lit at all times. Everything in sight was styled so artistically, putting aesthetics
over purposes. This could certainly tell something about the residents of the place.
Klyla stared at the invitation in her hand,
her eyes slowly going back and forth
between it and the palace. It was the
same beautiful symbol, the same ancient
letters, yet it didnt make any sense to
her. What would the most famous
decorator in the city want with her, an
ordinary archer?
She wasnt sure what to do now, and
was debating whether she should knock
or come right through the gate. On the
one hand, you could never be too polite
with these upper class folks; then again,
she pretty much had a ticket to enter.
She made her decision. Putting the
invitation safely into her pocket, she
confidently walked up to the metal gate,
swinging the doors wide open. The
flaming symbol atop it glittered and
seemed to beckon for her to come in.