Level 1 The Iceheart Trail Wandering Monsters There is a 5% chance (1 on a d20) per hour that the characters come across a random encounter while traveling along the Iceheart Trail. This chance increases to 15% (1–3 on a d20) if the characters choose to leave the road and travel through the wilderness instead. If an encounter is called for, roll 1d8 and consult the following table. Higher up Dragon Hill than Encounter Area 1-3, add +2 to the roll. Roll Encounter Roll Encounter 1–5 5 dwarven scouts (EL8) 6–7 1 wyverns (CR6, 1440XP) 8-9 3 goblin Ftr2 & Dire Bats (EL7) 10 Ice Dragonne (EL7)
Wyvern MM-259 Size/Type: Large Dragon Hit Dice: 7d12+14 (59 hp) Initiative: +1 Speed: 20 ft. (4 squares), fly 60 ft. (poor) Armor Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17 Full Attack: Sting +10 melee (1d6+4 plus poison) and bite +8 melee (2d8+4) and 2 wings +8 melee (1d8+2) and 2 talons +8 melee (2d6+4) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, poison Special Qualities: Darkvision 60 ft., immunity to paralysis and sleep, low-light vision, scent Saves: Fort +7, Ref +6, Will +6 Abilities: Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9 Skills: Hide +7, Listen +13, Move Silently +11, Spot +16 Feats: Ability Focus (poison), Alertness, Flyby Attack, Multiattack CR: 6 (1440 XP) Alignment: Usually neutral
Dire Bat MM-62 CR 2 (360 XP) Size/Type: Large Animal Hit Dice: 4d8+12 (30 hp) Initiative: +6 Speed: 20 ft. (4 squares), fly 40 ft. (good) Armor Class: 20 (-1 size, +6 Dex, +5 natural), touch 15, flat-footed 14 Full Attack: Bite +5 melee (1d8+4) Space/Reach: 10 ft./5 ft. Special Attacks: -- Special Qualities: Blindsense 40 ft. Saves: Fort +7, Ref +10, Will +6 Abilities: Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6 Skills: Hide +4, Listen +12, Move Silently +11, Spot +8 Feats: Alertness, Stealthy CR: 2 Alignment: Always neutral
Goblin Bat Riders Race Goblin 360XP Gender Male Class Fighter Hit Points 16 Fort 5 Level 2 Init +2 BAB +2 Ref 1 Spot 2 STR 2 Alignment NE Will 1 Heal 2 DEX 2 Armour Studded Leather AC 15 Listen 2 CON 2 Melee Atk +5 Ranged +5 Jump 5 INT 0 Damage 5 Damage 3 Climb 5 WIS 0 Handle Bat 5 CHA 0
Dwarven Scouts Mountain King Scouts Race Dwarf 720XP Gender Male Alignment NE Class Rogue Level 4 Init +6 Tumble 4 STR 2 DEX +2 Listen 4 CON 0 Hide 7 INT 2 Climb 7 WIS 0 Spot 7 CHA 0 Hit Points 16 Fort 1 BAB +3 Ref 6 Will 1 Armour Studded Leather AC 15 Melee Atk +5 Ranged +6 Damage 7 Damage 5 Sneak +7 +7
Mountain King Sergeant Race Dwarf 960 XP Gender Male Align NE Class Fighter Level 5 Init +2 STR 2 DEX 2 Spot 5 CON 2 Jump 8 INT 0 Climb 8 WIS 0 CHA 0 Hit Points 40 Fort 7 BAB +5 Ref 2 Will 2 Armour Chain & Shield AC 18 Melee Atk +8 Ranged +8 Damage 11 Damage 7
Ice Beast Dragonne MM-89, Frostbite p138 CR 7 1920 XP Size/Type: Large Construct (Cold) Alignment: Neutral Hit Dice: 12d10+30 (96 hp) Initiative: +6 Speed: 40 ft. (8 squares) Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16 Full Attack: Bite +12 melee (2d6+4) and 2 claws +7 melee (2d4+2) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce (charge + full attack), roar (DC 15 Will save or fatigued, exhausted in 30’ – recharge on 5 or 6), Special Qualities: Construct traits, damage reduction 5/magic, darkvision 60 ft., immunity to cold, low-light vision, scent, vulnerability to fire Saves: Fort +4, Ref +6, Will +4 Abilities: Str 19, Dex 15, Con --, Int --, Wis 10, Cha 1 Skills: none Feats: Improved Natural Armor, Blind-Fight, Combat Reflexes, Improved Initiative, Track
Area 1–1 Early Warning (EL 5, XP 960) The bridge is rickety but sturdy. Characters walking down the direct center of the bridge have no issues crossing (apart from the trap); characters walking along its edge must make an Balance check (DC 20) or face falling 70 feet to the ground below. Ravine Wall: Break DC 43, Climb DC 25. Those who bypass the bridge by climbing through the ravine can spot the two traps on the bridge from their position below it with relative ease (Spot, DC 15).
Collapsing Bridge Trap CR4 (720 XP) Spot DC 24: The character notices that the wooden planks in the center of the bridge are loose. For every 5’ closer to the trap that the character approaches, the DC of the check reduces by 2, to a minimum of 18 at a distance of 5’. Trigger: When a creature enters one of the squares covered by the trap. Immediate Reaction All creatures in the area of effect find that the planks under their feet fall away. They will fall 70’ to the bottom of the ravine unless they can make a REF save DC24 to grab ropes on the side of the bridge, or solid planking on the edge of the hole. Target: All creatures in the area of effect Damage: 7d6 falling damage Countermeasures An adjacent character can tie the planks together or tie ropes under the planks with a successful Disable Device check DC24 A character can attempt to leap over the trapped squares, requiring a DC 20 Jump check with a running start, or a DC 30 Jump check from a standing start. There is a narrow path around the trapped squares of the bridge that can be negotiated with a DC 20 Balance check. A character failing this check by 5 or less triggers the trap, a character failing by 5 or more falls from the bridge into the ravine below (7d6 falling damage).
Flare Trap CR1 (240XP) Spot DC 18: The character notices that slow-burning torch and mechanism the flings it on the otherside of the bridge. Trigger: The trap is triggered automatically if the bridge trap is triggered. In addition, there is a trip wire the far end of the bridge that will trigger the trap. If the trap is triggered, an nearby character can throw himself in front of the trap to prevent the torch from being flung into the air with a successful DC 18 Tumble or Jump check (or a REF Save DC18). However, if the character is successful, he suffers damage as indicated below. Failing the check by more than 5 means that the character has failed to prevent the signal flare being launched into the sky, and in addition takes 2d4 points of Fire Damage and 6 points of impact damage, from being struck a glancing blow by the torch. Target: None, or the creature who trips the tripwire. Attack: +6 ranged touch Hit: 2d6 Fire Damage, 1d6 Impact damage from the wood of the torch. Countermeasures The torch can be removed, or the tripwire isolated from the catapult, on a Disable Device Check of DC 22.
Area 1–2 The Eyes of the Mountain King (EL 5, XP 1,680) Tactics: Allow the scouts a Spot check opposed by the PCs’ stealth check (assuming they’re trying to be quiet). If the scouts notice the PCs, they move behind the boulders across from the orc corpse and hide. If they remain undetected there, they get a surprise round of attacks against the PCs. If the scouts do not detect the PCs, the party instead encounters them as they patrol past the boulders. Dwarven Scout 2 Mountain King Scouts Race Dwarf 360 XP Gender Male Alignment NE Class Rogue Level 2 Init +6 Tumble 2 STR 2 Knowledge 2 DEX 2 Use Rope 2 CON 0 Hide 5 INT 2 Climb 5 WIS 0 Spot 5 CHA 0 Hit Points 12 Fort 0 BAB +1 Ref 4 Will 0 Armour Leather AC 14 Melee Atk +3 Ranged +4 Damage 6 Damage 4 Sneak +3 +3
Mountain King Sergeant Race Dwarf 960 XP Gender Male Align NE Class Fighter Level 5 Init +2 STR 2 DEX 2 Spot 5 CON 2 Jump 8 INT 0 Climb 8 WIS 0 CHA 0 Hit Points 40 Fort 7 BAB +5 Ref 2 Will 2 Armour Chain & Shield AC 18 Melee Atk +8 Ranged +8 Damage 11 Damage 7
Area 1–3 The Outcasts of Dragon Hill (EL 6, XP 1,680) Tactics: The grimlocks start off hidden on the ledge above the Iceheart Trail. Their position gives them a +4 bonus to their Hide check. They first push a large boulder down into the middle of the party as they pass. The boulder does not cause major damage (+3 to hit designated targets, 2d6 points of damage & 1 d6 damage for fragmentation in adjacent 5’ squares, DC 18 Reflex save for half), but is intended mostly to scatter the party. Any creature backing onto the 5-foot stretch of road closest to the ledge must make a Reflex Save (DC = 10+ damage dealt) after each successful melee attack against them or be pushed off the edge of the road. Characters falling off the ledge plummet 40 feet to the ledge below and suffer 4d6 falling damage. Degenerate Grimlock (5) MM 140 CR 1 240XP ea Size/Type: Medium Monstrous Humanoid Hit Dice: 2d8+2 (11 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14 Attack: Battleaxe +4 melee (1d8+3/x3) Full Attack: Battleaxe +4 melee (1d8+3/x3) Space/Reach: 5 ft./5 ft. SQ Blindsight 40 ft., immunities, scent Saves: Fort +1, Ref +4, Will +2 Abilities: Str 15, Dex 13, Con 13, Int 10, Wis 8, Cha 6 Skills: Climb +4, Hide +13, Listen +5, Spot +3 (Hide skill includes bonus for terrain) Feats: Alertness, Track Treasure: Standard coins; standard goods (gems only); standard items Alignment NE
Grimlock Leader: Male Grimlock Ftr2/MonH2; CR 3; Med Monstrous Humanoid; 480XP HD 2d8+2d10+12; hp 41; Elite Leader -> 82hp Init +7; Spd 30 ft/x4; AL NE; AC 20 (+3 rusty chainmail , +3 dex, +4 natural), touch 13, flat-footed 18; Full Atk +9 One-handed (1d8+4;20/x3) Battleaxe, +7 Thrown (1d6+4;20/x2) Javelin(Thrown); SQ: Immunity to gaze attacks, visual effects, illusions, & other attack forms that rely on sight; Blindsight 40 ft., Scent Saves Fort +6, Ref +6, Will +3; Abilities Str 18 (+4), Dex 16 (+3), Con 17 (+3), Int 10 (0), Wis 11 (0), Cha 6 (-2) Skills: Climb¹ +9, Jump¹ +4, Spot¹ +5; Hide +13 in mountain/ underground settings Feats: Improved Initiative(PH 96), Track(PH 101)², Weapon Focus(PH 102) (Battleaxe), Power Critical(CW 103) (Battleaxe), Improved Toughness(MM4 203). Action Points: 1 Skill Challenge (Interrogating the Grimlocks): Level 5 (960 XP); 4 successes before 2 failures; Intimidate, plus Strength, Knowledge. Intimidate (DC 17): The grimlocks only respond to threats and violence; it’s the only thing they truly understand. Knowledge (monster or arcane), DC 15 The PC knows that the grimlocks can be cowed by displays of magic (of which they are scared) and puts on a showy display of power (really just a prestidigitation or similar cantrip) which serves to reinforce the group’s power in the eyes of the Grimlocks. This does not count as a success or failure, but grants a +2 bonus or a –2 penalty to the next character’s Intimidate check. Strength (ability check DC 13): When interrogating the grimlocks, if a PC displays a significant feat of strength (lifting a boulder, breaking a sword on a knee, etc.), the grimlocks are mightily impressed with the character. This does not count as a success or failure, but grants a +2 bonus or a –2 penalty to the next character’s Intimidate check. Failure: The heroes fail to impress the grimlocks, and the degenerate humanoids refuse to tell them anything. Critical Success: If the heroes succeed on all 4 Intimidate check without a single failure, the grimlocks are both cowed and awed by them. The grimlocks tell the PCs anything they want to know, and, in addition, offer to serve the PCs. The grimlocks will aid the PCs in their next combat encounter, but after this, their feral and evil nature reasserts itself, and they abandon the PCs and leave the area.
Area 1–4 The Watchtower (EL 7, XP 1,920)
Zenarre Shadowaxe XP 1920 Dire Wolf & Eagle animal companions Zenarre Shadowaxe: Female Dwarf (Hill) Rgr7; CR 7; Medium Humanoid (dwarf); HD 7d8+7; hp 45; Elite Leader -> 90hp Action Points 1 Init +3; Spd 20 ft/x4; AL NE; AC 17 (+3 stud’d leather, +3 dex, +1 Shield/ 2-Weapon Def Feat), touch 13, flat-footed 14; Base Atk/Grapple +7/+9; Full Atk +10/+5 One-handed (1d6+2;18-20/x2) Rapier, +10/+5 One-handed (1d6+2;19-20/x2) Short Sword, +8/+3 Two-Weapon (primary) (1d6+2;18-20/x2) Rapier, +8/+3 Two-Weapon (secondary) (1d6+1;19-20/x2) Short Sword, +10/+5 Two-handed (1d6+2;20/x3) Composite Shortbow [+2]; Damage bonuses: Humanoid (human) (+7 bonus) Humanoid (orc) (+5 bonus) SA&SQ ; +1 racial bonus on attack rolls against orcs and goblinoids +4 dodge bonus against creatures of the giant type +2 racial bonus on Appraise and Craft checks that deal with stone or metal. Saves Fort +6, Ref +8, Will +3; +2 racial bonus on Fortitude saves against poison; +2 racial bonus on saving throws against spells and spell-like effects Abilities Str 14 (+2), Dex 17 (+3), Con 12 (+1), Int 12 (+1), Wis 12 (+1), Cha 8 (-1); Skills: Climb¹ +11, Handle Animal +9, Heal¹ +11, Hide¹ +12, Jump¹ +5, Spot¹ +11, Survival¹ +11; Feats: Endurance(PH 93)², Track(PH 101)², Two-Weapon Fighting(PH 102)², Two-Weapon Defense(PH 102), Improved Two-Weapon Fighting(PH 96)², Weapon Finesse(PH 102), Improved Favored Enemy(CW 101); × Darkvision 60 feet. × Stonecunning: +2 racial bonus on checks to notice unusual stonework. Can find such by passing within 10 feet, and can find stonework traps as a rogue can. Can intuit depth. × Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground. × Wild Empathy(Ex): You can make a check (1d20+8) to improve the attitude of an animal. You must be within 30 feet of it; and it generally takes one minute to perform the action. × Favored Enemy: You have certain types of enemies that you have extensive knowledge about. Against these creatures; you gain the listed bonus to Bluff; Listen; Sense Motive; Spot; and Survival checks; as well as weapon damage rolls. × Humanoid (human) (+7 bonus) × Humanoid (orc) (+5 bonus) × Spells: You can now cast Ranger spells. Your caster level is 3. Memorised: Entangle, Magic Fang Dire Wolf Animal Companion Size/Type: Large Animal Hit Dice: 6d8+18 (45 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 Base Attack/Grapple: +4/+15 Full Attack: Bite +11 melee (1d8+10) Space/Reach: 10 ft./5 ft. Special Attacks: Trip Special Qualities: Link, low-light vision, scent, share spells Saves: Fort +8, Ref +7, Will +6 Abilities: Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10 Skills: Hide +3, Listen +7, Move Silently +5, Spot +7, Survival +2 Feats: Alertness, Run, Track, Weapon Focus (bite) CR: 3 Treasure: None Alignment: Always neutral
Eagle Animal Companion Size/Type: Small Animal Hit Dice: 5d8+5 (27 hp) Initiative: +3 Speed: 10 ft. (2 squares), fly 80 ft. (average) Armor Class: 19 (+1 size, +3 Dex, +5 natural), touch 14, flat-footed 16 Base Attack/Grapple: +3/+0 Attack: Talons +7 melee (1d4+1) Full Attack: 2 talons +7 melee (1d4+1) and bite +2 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Qualities: Devotion, evasion, link, low-light vision, share spells Saves: Fort +5, Ref +7, Will +3 Abilities: Str 12, Dex 17, Con 12, Int 2, Wis 14, Cha 6 Skills: Listen +4, Spot +16 Feats: Alertness, Weapon Finesse Organization: Solitary or pair CR: 1/2 Treasure: None Alignment: Always neutral
Skill Challenge (Parleying with Zenarre): Level 3 (480 XP); 4 successes before 2 failures; Diplomacy, plus Knowledge (Nature), Knowledge (Local). Diplomacy (DC 12): If the PCs treat Zenarre with respect due to her status as a representative of the Mountain King, she is much easier to deal with. However, she expects tit for tat, and will not divulge any information unless the PCs offer information in return. She is unfazed by lies (Bluff) or threats (Intimidate). Knowledge (Nature) (DC 17): If a PC displays some knowledge about the natural world, or inquires about Zenarre’s eagle or wolf, she is likely to react favorably to the individual. This does not count as a success or failure, but grants a +2 bonus or a –2 penalty to the next character’s Diplomacy check. Knowledge (Local) (DC 17): If a PC is able to engage Zenarre with local knowledge relating to the politics between Wildsgate and the Mountain King, or the situation between the goblins, orcs and other movements of monsters, Zenarre will react favorably to the individual. This does not count as a success or failure, but grants a +2 bonus or a –2 penalty to the next character’s Diplomacy check. Failure: The heroes offend Zenarre, or lead her to believe that they are a threat to the Mountain King, combat resumes.
Area 1–6 The Dragon’s Gate Ice Storm Trap CR4 (720XP) Search DC 18: The character notices the funnels built into the wall decoration from which the Ice Storm blasts are emanated. Trigger: The levers are set in an incorrect sequence Effect Ice Storm spell, 30’ cone Target: All creatures in cone. Attack: Reflex Save DC 25 for half damage Hit: 5d6+5 damage (3d6 +3 bludgeoning, 2d6+2 cold damage – as per Ice Storm spell) Countermeasures An adjacent character can disable the trap with a DC 24 Disable Device check (filling the funnels with stone and wax, for example).
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