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Catacombs of Wrath B1. Guard Cave (EL 2) S INSPAWN CR 2 Always NE Medium Aberration Init +5; Senses Darkvision 60 ft.; Listen +1, Spot +1 DEFENSE AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural) hp 19 (3d8+6); fast healing 1 Fort +3, Ref +2, Will +4 Immune mind-affecting effects, SR 11 OFFENCE Spd 30 ft. Melee 2 claws +2 (1d4+1) and bite +0 (1d6 plus wrathful bite) Space 5 ft.; Reach 5 ft. TACTICS During Combat A sinspawn that faces a single foe generally attempts to capture its enemy alive, making untrained Heal checks to stop bleeding if necessary, so the victim can be returned to the nearest runewell before he is murdered. Against multiple foes, the sinspawn focuses its attacks on the weakest- looking foes first. Morale Sinspawn fight to the death. STATISTICS Str 13, Dex 12, Con 14, Int 10, Wis 13, Cha 12 Base Atk +1; Grp +2 Feats Improved Initiative, Multiattack Skills Hide +11, Move Silently +11 Languages Thassilonian SQ martial proficiency ECOLOGY Environment Any (near runewells of wrath) Organization Solitary, pair (2), or cult (3–9) Treasure No coins, no goods, standard items (weapons and armor only) Alignment Always chaotic evil Advancement By character class; Favored Class barbarian Level Adjustment +3 SPECIAL ABILITIES Martial Proficiency (Ex) A sinspawn is proficient in all simple and all martial weapons, and in all forms of armor and shields except tower shields. Scent Sin (Su) A sinspawn has the scent ability, but only against extraordinarily wrathful creatures. This includes any creature under the effects of a barbarian rage or similar effect, a creature with the evil subtype, a creature under the effects of the sinspawn’s wrathful bite, or a creature (GM’s discretion) that is excessively wrathful. Wrathful Bite (Su) A creature bitten by a sinspawn must make a DC 12 Will save or become overwhelmed by feelings of wrath, anger, and rage. These emotions are so powerful that the affected creature finds it hard to do anything but rage impotently. For 1d6 minutes after succumbing to a sinspawn’s wrathful bite, the victim is effectively sickened, and takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. A victim suffering from this effect who is bitten again by a sinspawn must make a DC 12 Will save or the wrath increases, leaving him staggered and thus able to take only a single move action or standard action each round (but not both, nor can he take full- round actions). Further bites increase the duration of the effect, but not the magnitude. Skills Sinspawn have a +4 racial bonus on Hide and Move Silently checks. B4. Washing Pool (EL 2) V ARGOUILLE CR 2 NE Small Outsider (Evil, Extraplanar) Init +1; Senses Darkvision 60 ft.; Listen +5, Spot +5 Languages Infernal DEFENSE AC 12, touch 11, flat-footed 11; (+1 size, +1 Dex) hp 5 (1d8+1) Fort +3, Ref +3, Will +3 Burnt Offerings DM Notes Page 1 of 29

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These are the notes i put together for my own run of the Pathfinder Module 1, Rise of the Runelords, Burnt Offerings

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Page 1: Burnt Offerings Notes

Catacombs of Wrath

B1. Guard Cave (EL 2)

S INSPAWN CR 2Always NE Medium AberrationInit +5; Senses Darkvision 60 ft.; Listen +1, Spot

+1DEFENSE

AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)

hp 19 (3d8+6); fast healing 1Fort +3, Ref +2, Will +4Immune mind-affecting effects, SR 11OFFENCE

Spd 30 ft.Melee 2 claws +2 (1d4+1) and bite +0 (1d6 plus

wrathful bite)Space 5 ft.; Reach 5 ft.TACTICS

During Combat A sinspawn that faces a single foe generally attempts to capture its enemy alive, making untrained Heal checks to stop bleeding if necessary, so the victim can be returned to the nearest runewell before he is murdered. Against multiple foes, the sinspawn focuses its attacks on the weakest-looking foes first.

Morale Sinspawn fight to the death.STATISTICS

Str 13, Dex 12, Con 14, Int 10, Wis 13, Cha 12Base Atk +1; Grp +2Feats Improved Initiative, MultiattackSkills Hide +11, Move Silently +11Languages ThassilonianSQ martial proficiencyECOLOGY

Environment Any (near runewells of wrath)Organization Solitary, pair (2), or cult (3–9)Treasure No coins, no goods, standard items

(weapons and armor only)Alignment Always chaotic evilAdvancement By character class; Favored Class

barbarianLevel Adjustment +3SPECIAL ABILITIES

Martial Proficiency (Ex) A sinspawn is proficient in all simple and all martial weapons, and in all forms of armor and shields except tower shields.

Scent Sin (Su) A sinspawn has the scent ability, but only against extraordinarily wrathful creatures. This includes any creature under the effects of a barbarian rage or similar effect, a creature with the evil subtype, a creature under the effects of the sinspawn’s wrathful bite, or a creature (GM’s discretion) that is excessively wrathful.

Wrathful Bite (Su) A creature bitten by a sinspawn must make a DC 12 Will save or become overwhelmed by feelings of wrath, anger, and rage. These emotions are so powerful that the affected creature finds it hard to do anything but rage impotently. For 1d6 minutes after succumbing to a sinspawn’s wrathful bite, the victim is effectively sickened, and takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. A victim suffering from this effect who is bitten again by a sinspawn must make a DC 12 Will save or the wrath increases, leaving him staggered and thus able to take only a single move action or standard action each round (but not both, nor can he take full-round actions). Further bites increase the duration of the effect, but not the magnitude.

Skills Sinspawn have a +4 racial bonus on Hide and Move Silently checks.

B4. Washing Pool (EL 2)

VARGOUILLE CR 2NE Small Outsider (Evil, Extraplanar)Init +1; Senses Darkvision 60 ft.; Listen +5, Spot

+5Languages InfernalDEFENSE

AC 12, touch 11, flat-footed 11; (+1 size, +1 Dex)

hp 5 (1d8+1)Fort +3, Ref +3, Will +3OFFENSE

Spd Fly 30 ft. (good) (6 squares)Melee Bite +3 (1d4 plus poison)SA Shriek, kiss, poisonBAB +1; Grapple –3Space 5 ft.; Reach 5 ft.STATISTICS

Str 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8Feats Stealthy, Weapon FinesseB

Skills Hide +11, Intimidate +3, Listen +5, Move Silently +7, Spot +5

Shriek (Su) Instead of biting, a vargouille can open its distended mouth and let out a terrible shriek. Those within 60 feet (except other vargouilles) who hear the shriek and can clearly see the creature must succeed on a DC 12 Fortitude save or be paralyzed with fear for 2d4 rounds or until the monster attacks them, goes out of range, or leaves their sight. A paralyzed creature is susceptible to the vargouille’s kiss (see below). A creature that successfully saves cannot be affected again by the same vargouille’s shriek for 24 hours. The shriek is a mind-affecting fear effect. The save DC is

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Constitution-based and includes a +1 racial bonus.

Kiss (Su) A vargouille can kiss a paralyzed target with a successful melee touch attack. An affected opponent must succeed on a DC 15 Fortitude save or begin a terrible transformation that turns the creature into a vargouille within 24 hours (and often much sooner; roll 1d6 separately for each phase of the transformation). First, over a period of 1d6 hours, all the victim’s hair falls out. Within another 1d6 hours thereafter, the ears grow into leathery wings, tentacles sprout on the chin and scalp, and the teeth become long, pointed fangs. During the next 1d6 hours, the victim takes Intelligence drain and Charisma drain equal to 1 point per hour (to a minimum of 3). The transformation is complete 1d6 hours later, when the head breaks free of the body (which promptly dies) and becomes a vargouille.

This transformation is interrupted by sunlight, and even a daylight spell can delay death, but to reverse the transformation requires remove disease. The save DC is Constitution-based and includes a +4 racial bonus.

Poison (Ex) Injury, Fortitude DC 12 or be unable to heal the vargouille’s bite damage naturally or magically. A neutralize poison or heal spell removes the effect, while delay poison allows magical healing. The save DC is Constitution-based and includes a +1 racial bonus.

B6. Ancient Prison (EL 4)

S INSPAWN CR 2Always NE Medium AberrationInit +5; Senses Darkvision 60 ft.; Listen +1, Spot

+1DEFENSE

AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)

hp 19 (3d8+6); fast healing 1Fort +3, Ref +2, Will +4Immune mind-affecting effects, SR 11OFFENCE

Spd 30 ft.Melee 2 claws +2 (1d4+1) and bote +0 (1d6 plus

wrathful bite)Space 5 ft.; Reach 5 ft.TACTICS

During Combat A sinspawn that faces a single foe generally attempts to capture its enemy alive, making untrained Heal checks to stop bleeding if necessary, so the victim can be returned to the nearest runewell before he is murdered. Against multiple foes, the sinspawn focuses its attacks on the weakest-looking foes first.

Morale Sinspawn fight to the death.STATISTICS

Str 13, Dex 12, Con 14, Int 10, Wis 13, Cha 12Base Atk +1; Grp +2Feats Improved Initiative, MultiattackSkills Hide +11, Move Silently +11Languages ThassilonianSQ martial proficiencyECOLOGY

Environment Any (near runewells of wrath)Organization Solitary, pair (2), or cult (3–9)Treasure No coins, no goods, standard items

(weapons and armor only)Alignment Always chaotic evilAdvancement By character class; Favored Class

barbarianLevel Adjustment +3SPECIAL ABILITIES

Martial Proficiency (Ex) A sinspawn is proficient in all simple and all martial weapons, and in all forms of armor and shields except tower shields.

Scent Sin (Su) A sinspawn has the scent ability, but only against extraordinarily wrathful creatures. This includes any creature under the effects of a barbarian rage or similar effect, a creature with the evil subtype, a creature under the effects of the sinspawn’s wrathful bite, or a creature (GM’s discretion) that is excessively wrathful.

Wrathful Bite (Su) A creature bitten by a sinspawn must make a DC 12 Will save or become overwhelmed by feelings of wrath, anger, and rage. These emotions are so powerful that the affected creature finds it hard to do anything but rage impotently. For 1d6 minutes after succumbing to a sinspawn’s wrathful bite, the victim is effectively sickened, and takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. A victim suffering from this effect who is bitten again by a sinspawn must make a DC 12 Will save or the wrath increases, leaving him staggered and thus able to take only a single move action or standard action each round (but not both, nor can he take full-round actions). Further bites increase the duration of the effect, but not the magnitude.

Skills Sinspawn have a +4 racial bonus on Hide and Move Silently checks.

B9. Prisoner Pits (EL 4)

KORUVUS CR 3Male mutated goblin fighter 2CE Medium humanoid (goblinoid)Init +5; Senses darkvision 60 ft.; Listen –1, Spot –

1DEFENSE

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

hp 24 (2d10+9); fast healing 1

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Fort +6, Ref +1, Will –1Immune acid, mind-affecting effects, paralysis,

poisonOFFENSE

Spd 30 ft.Melee +1 longsword +3 (1d8+5/19–20) and

mwk handaxe +3 (1d6+2/×3) and silver dagger +2 (1d4+1/19–20)

Special Attack breath weaponTACTICS

During Combat Koruvus takes his duty as guardian of this chamber seriously, and immediately attacks anyone who enters the room. He uses his breath weapon on the first round of combat, then moves in to engage the largest, most dangerous-looking foe with his weapons.

Morale Koruvus fights to the death, and pursues foes all the way to the glassworks or the northern exit if necessary before returning here.

STATISTICS

Str 19, Dex 13, Con 16, Int 3, Wis 8, Cha 10Base Atk +2; Grp +6Feats Great Fortitude, Improved Initiative,

ToughnessSkills Intimidate +5Languages Common, GoblinOther Gear +1 longsword, masterwork handaxe,

silver daggerSPECIAL ABILITIES

Breath Weapon (Su) Once every 1d4 rounds, Koruvus can spew a 20-foot-long line of foul-smelling and acidic blood from his mouth. Any creatures in this area take 2d4 points of acid damage (DC 13 Reflex half). A creature that takes damage from the foul-smelling acid must also make a DC 13 Fortitude save or be nauseated for 1 round. The save DCs are Constitution-based.

HUMAN ZOMBIE CR ½NE Medium UndeadInit -1; Senses Darkvision 60’; Listen +0, Spot +0Languages understands creatorAC 11, touch 9, flat-footed 11

(-1 Dex, +2 natural)hp 16 (2d12+3); DR 5/slashingFort +0, Ref -1, Will +3Speed 30 ft. (6 squares)Melee Slam +2 (1d6+1) or club +2 (1d6+1)Space 5 ft.; Reach 5ft.Base Atk +1; Grapple +2Atk Options Single actions onlyAbilities Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1.Feats ToughnessSkills NoneSingle Actions Only (Ex): Zombies have poor

reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.

B13. Cathedral of Wrath (EL 5)

ERYLIUM CR 4Female quasit thaumaturge of Lamashtu 3 (MM

46; Book of Fiends, 11)CE Tiny outsider (chaotic, extraplanar, evil)Init +5; Senses darkvision 60 ft.; Listen +6, Spot

+6Languages Abyssal, Common, ThassilonianDEFENSE

AC 22, touch 17, flat-footed 17 (+5 Dex, +5 natural, +2 size)

hp 30 (3d8+3d6+6); fast healing 2Fort +5, Ref +9, Will +6DR 5/cold iron or good; Immune poison; Resist

fire 10OFFENSE

Spd 20 ft., fly 50 ft. (perfect)Melee 2 claws +11 (1d3–1 plus poison) and

bite +6 (1d4–1)Ranged +1 returning dagger +12 (1d2/19–20)Space 2½ ft.; Reach 0 ft.Special Atk hideous spittleSpell-Like Abilities (CL 6th)

At will—detect good, detect magic, invisibility (self only)

1/day—cause fear (30-foot radius, DC 14)1/week—commune (6 questions, CL 12)

Spells Prepared (CL 3rd)2nd—inflict moderate wounds (DC 15), shatterD

(DC 15), summon monster II 1st—bane (DC 14) disguise selfD (DC 14), shield of

faith, summon monster I0—guidance, inflict minor wounds (DC 13),

mending, resistanceD domain spell; Domains Chaos, Trickery

TACTICS

Before Combat Erylium becomes invisible and casts shield of faith as soon as she hears enemies approaching.

During Combat Although tough to hit and capable of healing wounds quickly, Erylium remains something of a coward in a fight. She uses flight to maintain ranged superiority over foes, using spells like summon monster or shatter (aimed at the largest weapon carried by her foes) in the first few rounds of combat. She uses her tiny +1 returning dagger against foes once she runs out of spells, but if cornered, she fights with her claws and bite. She saves her hideous spittle for use against a particularly powerful foe that corners her in melee combat.

Morale If reduced to 10 hit points or less, Erylium becomes invisible and flees, waiting for her fast healing to fix her up before returning here to attack the PCs again.

STATISTICS

Str 8, Dex 20, Con 13, Int 12, Wis 10, Cha 16

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Base Atk +4; Grp –5Feats Adept Summoner1, Master Summoner2,

Weapon FinesseSkills Bluff +10, Hide +19, Intimidate +14,

Knowledge (arcana) +10, Knowledge (the planes) +10, Listen +6, Move Silently +11, Spellcraft +12, Spot +6

SQ alternate form (raven), corruptions, summon familiar (black wren named Orm)

Gear +1 returning dagger, miniature tiara worth 50 gp, miniature black silk gown worth 25 gp, obsidian unholy symbol of Lamashtu worth 10 gp

SPECIAL ABILITIES

Poison (Ex) Injury, Fortitude DC 14, 1d4 Dex/2d4 Dex.

Corruptions (Ex) Erylium’s close association with Lamashtu and thaumaturgical magic have corrupted her even more than a normal quasit. These corruptions are as follows:

Raspy Voice: Erylium’s voice is raspy and harsh, granting her a +3 bonus on Intimidate checks but a –3 penalty on Perform (oratory or sing) checks.

Scaly Skin: Erylium’s skin is much more scaly than that of a normal quasit, increasing her natural armor by +2.

Terrible Breath: Something inside of Erylium is rotten, and it makes itself known every time she speaks. She suffers a –2 penalty on Bluff and Diplomacy checks, but may belch a hideous wad of phlegm once per day as detailed under Hideous Spittle.

Hideous Spittle (Ex) Once per day, Erylium can belch a wad of foul phlegm at any living target within 20 feet as a +11 ranged touch attack. If she hits, the creature must make a DC 12 Fortitude save or be nauseated for 1d4 rounds. The save DC is Constitution-based.

S INSPAWN CR 2Always NE Medium AberrationInit +5; Senses Darkvision 60 ft.; Listen +1, Spot

+1DEFENSE

AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)

hp 19 (3d8+6); fast healing 1Fort +3, Ref +2, Will +4Immune mind-affecting effects, SR 11OFFENCE

1 Adept Summoner (The Book of Fiends, 15) grants Erylium abnormal command over her summoned creatures, but further twists her body and causes her to suffer an additional lesser corruption.

The duration of any summon monster spell she casts is extended by a number of rounds equal to her Charisma modifier (3 rounds).2 Master Summoner (The Book of Fiends, 16) increases the range of her summon monster spells to Medium (100 ft. + 10 ft./level), but afflicts her with a greater corruption.

Spd 30 ft.Melee 2 claws +2 (1d4+1) and bote +0 (1d6 plus

wrathful bite)Space 5 ft.; Reach 5 ft.TACTICS

During Combat A sinspawn that faces a single foe generally attempts to capture its enemy alive, making untrained Heal checks to stop bleeding if necessary, so the victim can be returned to the nearest runewell before he is murdered. Against multiple foes, the sinspawn focuses its attacks on the weakest-looking foes first.

Morale Sinspawn fight to the death.STATISTICS

Str 13, Dex 12, Con 14, Int 10, Wis 13, Cha 12Base Atk +1; Grp +2Feats Improved Initiative, MultiattackSkills Hide +11, Move Silently +11Languages ThassilonianSQ martial proficiencyECOLOGY

Environment Any (near runewells of wrath)Organization Solitary, pair (2), or cult (3–9)Treasure No coins, no goods, standard items

(weapons and armor only)Alignment Always chaotic evilAdvancement By character class; Favored Class

barbarianLevel Adjustment +3SPECIAL ABILITIES

Martial Proficiency (Ex) A sinspawn is proficient in all simple and all martial weapons, and in all forms of armor and shields except tower shields.

Scent Sin (Su) A sinspawn has the scent ability, but only against extraordinarily wrathful creatures. This includes any creature under the effects of a barbarian rage or similar effect, a creature with the evil subtype, a creature under the effects of the sinspawn’s wrathful bite, or a creature (GM’s discretion) that is excessively wrathful.

Wrathful Bite (Su) A creature bitten by a sinspawn must make a DC 12 Will save or become overwhelmed by feelings of wrath, anger, and rage. These emotions are so powerful that the affected creature finds it hard to do anything but rage impotently. For 1d6 minutes after succumbing to a sinspawn’s wrathful bite, the victim is effectively sickened, and takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. A victim suffering from this effect who is bitten again by a sinspawn must make a DC 12 Will save or the wrath increases, leaving him staggered and thus able to take only a single move action or standard action each round (but not both, nor can he take full-round actions). Further bites increase the duration of the effect, but not the magnitude.

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Skills Sinspawn have a +4 racial bonus on Hide and Move Silently checks.

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Thistletop

C4. Refugee Nest (EL 4)

GOBLIN REFUGEES (10) CR 1/3Male goblin warrior 1NE small humanoid (goblinoid)Init +1; Senses Darkvision 60 ft.; Spot +0, Listen

+0Languages GoblinAC 15, touch 12, flat-footed 14

(+1 size, +1 Dex, +2 armor, +1 shield)hp 5 (1d8+1 HD)Fort +3, Ref +1, Will +0Speed 30 ft. (6 squares)Melee small longsword +2 (1d6/19-20)Ranged small javelin +3 (1d4)Base Atk +1; Grapple +3Combat Gear tanglefoot bagAbilities Str 11, Dex 12, Con 12, Int 9, Wis 11,

Cha 6Feats ToughnessSkills Balance -3, Climb -4, Escape Artist -3,

Intimidate +0, Jump -2, Move Silently +1, Ride +5, Swim -8

Possessions combat gear plus leather armor, light wooden shield, small javelins (5), small longsword

C5. Goblin Dog Kennel (EL 3)

GOBLIN DOG (4)CR 1

N Medium animalInit +2; Senses darkvision 60 ft., low-light vision,

scent; Listen +1, Spot +1DEFENSE

AC 13, touch 12, flat-footed 12 (+2 Dex, +1 natural)

hp 9 (1d8+5)Fort +4, Ref +4, Will +1Immune diseaseOFFENSE

Spd 50 ft.Melee bite +2 (1d6+3 plus allergic reaction)Space 5 ft.; Reach 5 ft.TACTICS

Before Combat Goblin dogs usually squeal for help then hide if they know danger is coming, hoping to surprise opponents. They typically only attack prey smaller then them or that they outnumber.

During Combat Erratic attackers, goblin dogs are constantly moving, squealing and barking all the while.

Morale Once incensed by battle, a goblin dog is likely to fight until mortally wounded or outright killed.

STATISTICS

Str 15, Dex 14, Con 15, Int 2, Wis 12, Cha 8Base Atk +0; Grp +2Feats Toughness, TrackB

Skills Balance +6, Hide +6, Move Silently +6, Jump +14

SPECIAL ABILITIES

Allergic Reaction (Ex) Goblin dogs constantly shed copious amounts of dander to which all creatures (except for those with the goblinoid subtype) are violently allergic. Any non-goblinoid creature that is damaged by a goblin dog’s bite attack, deals damage with a natural weapon or unarmed attack, or attempts to grapple, ride, or otherwise come into close contact with the creature, must make a DC 12 Fortitude save or break out in an itching rash. Any creature affected by this rash takes a –2 penalty to Dexterity and Charisma for 1 day (multiple allergic reactions do not stack). The spell remove disease or any magical healing removes the rash instantly. The save DC is Constitution-based.

Skills Goblin dogs have a +4 racial bonus on Balance, Hide, and Move Silently checks.

C6. Tangletooth’s Den (EL 2)

F IREPELT CR 2Always N Medium AnimalInit +4; Senses Low-light vision, scent; Listen +6,

Spot +6DEFENSES

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

hp 19; (3d8+6)Fort +5, Ref +7, Will +2; resist nature’s lureOFFENSE

Speed 40 ft. (8 squares), climb 20’Melee Bite +6 (1d6+3) and 2 claws +1 (1d3+1)Special Attacks Improved grab, pounce, rake

1d3+1BAB +2; Grapple +5Space 5 ft.; Reach 5 ft.;ABILITIES

Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6.Feats Alertness, Weapon FinesseSkills Balance +12, Climb +11, Hide +8*, Jump

+11, Listen +6, Move Silently +8, Spot +6SPECIAL ABILITIES

Improved Grab (Ex) To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex) If a leopard charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex) Attack bonus +6 melee, damage 1d3+1.

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Skills Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened.

C7. Gogmurt’s Den (EL 4)GOGMURT CR 4Male goblin druid 4 (MM 133)NE Small humanoidInit +2; Senses darkvision 60 ft.; Listen +2, Spot

+2DEFENSE

AC 16, touch 13, flat-footed 14; (+3 armor, +2 Dex, +1 size)

hp 29 (4d8+8)Fort +6, Ref +3, Will +6; resist nature’s lureOFFENSE

Spd 30 ft.Melee flame blade +3 touch (1d8+2 fire) or

spear +3 (1d6–1/×3) orRanged produce flame +6 (1d6+4 fire) or

sling +6 (1d3–1)Druid Spells Prepared (CL 4th)

2nd (3/day)—animal messenger, flame blade, lesser restoration (already cast)

1st (4/day)—charm animal (DC 13), cure light wounds (2), entangle (DC 13)

0 (5/day)—cure minor wounds, flare (2, DC 12), guidance, mending

TACTICS

Before Combat Gogmurt drinks a potion of speak with animals and casts flame blade, then activates his wand of produce flame before investigating. These spell effects have been incorporated into the stat block. If he thinks there’s time, he also casts animal messenger to send a thrush out to the island to deliver a bloodstained goblin tooth to Warchief Ripnugget; a pre-arranged code to warn him that the adventurers have finally arrived to murder them all. He calls Tangletooth to his side and directs her in combat using speak with animals.

During Combat Gogmurt casts entangle on the first round of combat, taking care to place the spell so that it blocks access to area C but doesn’t block his own possible escape routes. If the PCs have animal minions, he casts charm animal on one of them. On following rounds, he fights with his flame blade in one hand, throwing fire from produce flame in the other when he needs to make ranged attacks.

As soon as he’s brought below 20 hit points, he retreats by fleeing into the brambles, heals himself as best he can, and then returns to ambush the PCs from behind by swapping out a remaining first-level spell to summon nature’s ally I.

Morale If ever brought below 10 hit points and he has no healing left, Gogmurt attempts to flee north to warn Warchief Ripnugget about the PCs. If surrounded or captured, Gogmurt’s resolve breaks and he sobs for mercy.

STATISTICS

Str 8, Dex 14, Con 14, Int 8, Wis 15, Cha 12Base Atk +3; Grp –2Feats Brew Potion, Combat CastingSkills Handle Animal +8, Knowledge (nature) +8,

Survival +11Languages Common, Druidic, GoblinSQ animal companion, nature sense, trackless

step, wild empathy +7, woodland strideCombat Gear potion of cure light wounds (2),

potion of speak with animals (2), potion of tree shape (2), wand of produce flame (34 charges)

Other Gear +1 leather armor, spear, sling, cloak of resistance +1

C10. Thistletop (EL 5)

THISTLETOP GOBLINS (4) CR 1/3Male goblin warrior 1NE small humanoid (goblinoid)Init +1; Senses Darkvision 60 ft.; Spot +0, Listen

+0Languages GoblinAC 15, touch 12, flat-footed 14

(+1 size, +1 Dex, +2 armor, +1 shield)hp 5 (1d8+1 HD)Fort +3, Ref +1, Will +0Speed 30 ft. (6 squares)Melee small longsword +2 (1d6/19-20)Ranged small javelin +3 (1d4)Base Atk +1; Grapple +3Combat Gear tanglefoot bagAbilities Str 11, Dex 12, Con 12, Int 9, Wis 11,

Cha 6Feats ToughnessSkills Balance -3, Climb -4, Escape Artist -3,

Intimidate +0, Jump -2, Move Silently +1, Ride +5, Swim -8

Possessions combat gear plus leather armor, light wooden shield, small javelins (5), small longsword

GOBLIN DOG (4)CR 1

N Medium animalInit +2; Senses darkvision 60 ft., low-light vision,

scent; Listen +1, Spot +1DEFENSE

AC 13, touch 12, flat-footed 12 (+2 Dex, +1 natural)

hp 10 (1d8+5)Fort +4, Ref +4, Will +1Immune diseaseOFFENSE

Spd 50 ft.

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Melee bite +2 (1d6+3 plus allergic reaction)Space 5 ft.; Reach 5 ft.TACTICS

Before Combat Goblin dogs usually squeal for help then hide if they know danger is coming, hoping to surprise opponents. They typically only attack prey smaller then them or that they outnumber.

During Combat Erratic attackers, goblin dogs are constantly moving, squealing and barking all the while.

Morale Once incensed by battle, a goblin dog is likely to fight until mortally wounded or outright killed.

STATISTICS

Str 15, Dex 14, Con 15, Int 2, Wis 12, Cha 8Base Atk +0; Grp +2Feats Toughness, TrackB

Skills Balance +6, Hide +6, Move Silently +6, Jump +14

SPECIAL ABILITIES

Allergic Reaction (Ex) Goblin dogs constantly shed copious amounts of dander to which all creatures (except for those with the goblinoid subtype) are violently allergic. Any non-goblinoid creature that is damaged by a goblin dog’s bite attack, deals damage with a natural weapon or unarmed attack, or attempts to grapple, ride, or otherwise come into close contact with the creature, must make a DC 12 Fortitude save or break out in an itching rash. Any creature affected by this rash takes a –2 penalty to Dexterity and Charisma for 1 day (multiple allergic reactions do not stack). The spell remove disease or any magical healing removes the rash instantly. The save DC is Constitution-based.

Skills Goblin dogs have a +4 racial bonus on Balance, Hide, and Move Silently checks.

C13. Pickle Thieves (EL 1)

THISTLETOP GOBLINS (2) CR 1/3Male goblin warrior 1NE small humanoid (goblinoid)Init +1; Senses Darkvision 60 ft.; Spot +0, Listen

+0Languages GoblinAC 15, touch 12, flat-footed 14

(+1 size, +1 Dex, +2 armor, +1 shield)hp 5 (1d8+1 HD)Fort +3, Ref +1, Will +0Speed 30 ft. (6 squares)Melee small longsword +2 (1d6/19-20)Ranged small javelin +3 (1d4)Base Atk +1; Grapple +3Combat Gear tanglefoot bagAbilities Str 11, Dex 12, Con 12, Int 9, Wis 11,

Cha 6Feats Toughness

Skills Balance -3, Climb -4, Escape Artist -3, Intimidate +0, Jump -2, Move Silently +1, Ride +5, Swim -8

Possessions combat gear plus leather armor, light wooden shield, small javelins (5), small longsword

C14. Barracks (EL 2)

THISTLETOP GOBLINS (6) CR 1/3Male goblin warrior 1NE small humanoid (goblinoid)Init +1; Senses Darkvision 60 ft.; Spot +0, Listen

+0Languages GoblinAC 15, touch 12, flat-footed 14

(+1 size, +1 Dex, +2 armor, +1 shield)hp 5 (1d8+1 HD)Fort +3, Ref +1, Will +0Speed 30 ft. (6 squares)Melee small longsword +2 (1d6/19-20)Ranged small javelin +3 (1d4)Base Atk +1; Grapple +3Combat Gear tanglefoot bagAbilities Str 11, Dex 12, Con 12, Int 9, Wis 11,

Cha 6Feats ToughnessSkills Balance -3, Climb -4, Escape Artist -3,

Intimidate +0, Jump -2, Move Silently +1, Ride +5, Swim -8

Possessions combat gear plus leather armor, light wooden shield, small javelins (5), small longsword

C15. Eastern Guard Tower (EL 2)

THTOP COMMANDOS (2) CR 1Goblin ranger 1 (MM 133)NE Small humanoidInit +3; Senses darkvision 60 ft.; Listen +5, Spot

+5DEFENSE

AC 15, touch 12, flat-footed 12 (+3 armor, +3 Dex, –2 rage, +1 size)

hp 10 (1d8+2)Fort +4, Ref +5, Will +2OFFENSE

Spd 30 ft.Melee mwk horsechopper +3 (1d8+2/×3)Ranged shortbow +5 (1d4/×3) or shortbow +1

(1d4/×3, mounted)Special Attacks favored enemy +2 (animal)TACTICS

Before Combat The goblin commando has already imbibed a potion of rage for his fight against the dog and has 2 rounds remaining on its duration (likely the surprise round and the first round of combat).

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During Combat The commando makes sure to use his Mounted Combat feat to try to negate an attack each round against his mount, and uses his superior mobility to remain out of melee so he can shoot at the PCs with his bow from dogback (taking the standard –4 penalty for using a ranged weapon while mounted). If all of his goblin warriors are defeated, he drops his bow and races in to fight the PCs in melee.

Morale The commando fights to the death.BASE STATISTICS

Once the goblin commando’s potion of rage expires, his stats change as follows:

AC 17, touch 14, flat-footed 14hp 9 (1d8+1)Fort +3, Ref +5, Will +1Melee mwk horsechoper +2 (1d8+1/×3)Str 12, Con 13STATISTICS

Str 14, Dex 17, Con 15, Int 8, Wis 12, Cha 8Base Atk +1; Grp –2Feats Mounted Combat, TrackSkills Handle Animal +3, Listen +5, Move Silently

+7, Ride +11, Spot +5, Survival +5Languages Common, GoblinSQ wild empathy +0Combat Gear potion of rage (already used)Other Gear studded leather, masterwork

horsechopper, small wooden shield, shortbow with 20 arrows

C16. Exercise Yard (EL3)

GOBLIN DOG (4)CR 1

N Medium animalInit +2; Senses darkvision 60 ft., low-light vision,

scent; Listen +1, Spot +1DEFENSE

AC 13, touch 12, flat-footed 12 (+2 Dex, +1 natural)

hp 10 (1d8+5)Fort +4, Ref +4, Will +1Immune diseaseOFFENSE

Spd 50 ft.Melee bite +2 (1d6+3 plus allergic reaction)Space 5 ft.; Reach 5 ft.TACTICS

Before Combat Goblin dogs usually squeal for help then hide if they know danger is coming, hoping to surprise opponents. They typically only attack prey smaller then them or that they outnumber.

During Combat Erratic attackers, goblin dogs are constantly moving, squealing and barking all the while.

Morale Once incensed by battle, a goblin dog is likely to fight until mortally wounded or outright killed.

STATISTICS

Str 15, Dex 14, Con 15, Int 2, Wis 12, Cha 8Base Atk +0; Grp +2Feats Toughness, TrackB

Skills Balance +6, Hide +6, Move Silently +6, Jump +14

SPECIAL ABILITIES

Allergic Reaction (Ex) Goblin dogs constantly shed copious amounts of dander to which all creatures (except for those with the goblinoid subtype) are violently allergic. Any non-goblinoid creature that is damaged by a goblin dog’s bite attack, deals damage with a natural weapon or unarmed attack, or attempts to grapple, ride, or otherwise come into close contact with the creature, must make a DC 12 Fortitude save or break out in an itching rash. Any creature affected by this rash takes a –2 penalty to Dexterity and Charisma for 1 day (multiple allergic reactions do not stack). The spell remove disease or any magical healing removes the rash instantly. The save DC is Constitution-based.

Skills Goblin dogs have a +4 racial bonus on Balance, Hide, and Move Silently checks.

C18. Caged Horse (EL 2)

SHADOWMIST CR 2Always N Large AnimalInit +1; Senses low-light vision, scent; Listen +5,

Spot +4Languages NoneAC 14, touch 10, flat-footed 13

(–1 size, +1 Dex, +4 natural)hp 30 (4d8+12 HD)Fort +7, Ref +5, Will +2Speed 50 ft. (10 squares)Melee 2 hooves +6 melee (1d6+4) and

bite +1 melee (1d4+2)Space 10 ft.; Reach 5 ft.Base Attack +3; Grapple +11Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6Feats: Endurance, RunSkills: Listen +5, Spot +4Carrying Capacity: A light load for a heavy

warhorse is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A heavy warhorse can drag 4,500 pounds.

C19. Throne Room (EL 6)

WARCHIEF R IPNUGGET

CR 4Male goblin fighter 4 (MM 133)NE Small humanoidInit +2; Senses darkvision 60 ft.; Listen –1, Spot –

1

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DEFENSE

AC 20, touch 13, flat-footed 18(+5 armor, +2 Dex, +2 natural, +1 size)

hp 34 (4d10+8)Fort +6, Ref +3, Will +0; racial save modifiersOffenseSpd 30 ft.Melee +1 dogslicer +7 (1d4+4/1–20)TACTICS

Before Combat Ripnugget drinks his potion of barkskin +5 as soon as he hears anyone about to enter his throne hall if the alarm has been raised.

During Combat Ripnugget mounts up on Stickfoot the first chance he gets, so he can take advantage of his Mounted Combat feats in battle. He prefers to use a combination of Spirited Charge and Ride-By attacks.

Morale Ripnugget fights to the death.STATISTICS

Str 12, Dex 14, Con 14, Int 10, Wis 8, Cha 13Base Atk +4; Grp +1Feats Mounted Combat, Ride-By Attack, Spirited

Charge, Weapon Focus (dogslicer), Weapon Specialization (dogslicer)

Skills Handle Animal +6, Intimidate +5, Move Silently +6, Ride +13

Languages Common, GoblinCombat Gear potion of barkskin +5, potion of

cure moderate wounds (2)Other Gear mwk breastplate, +1 dogslicer,

dented crown worth 20 gp, key ring for all locks in areas C11–C24 and areas D1–D3

G IANT GECKO CR 1N Medium animalInit +8; Senses darkvision 120 ft., low-light

vision, scent; Listen +2, Spot +2DEFENSE

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

hp 11 (2d8+2)Fort +4, Ref +5, Will +2OFFENSE

Spd 40 ft., climb 40 ft.Melee bite +2 (2d4+1)Space 5 ft.; Reach 5 ft.TACTICS

Before Combat When hunting, giant geckos prefer to grab smaller prey from above, often waiting in ambush on unexpected surfaces.

During Combat Giant geckos make full use of the terrain, scaling walls and attacking from higher ground whenever possible.

Morale Clever beasts, giant geckos know when they are outmatched and flee if reduced to fewer than half their hit points.

STATISTICS

Str 13, Dex 15, Con 12, Int 2, Wis 14, Cha 6Base Atk +1; Grp +2Feats Improved Initiative

Skills Balance +10, Climb +22SPECIAL ABILITIES

Expert Climber (Ex) The unique physiology of gecko feet allows geckos to climb any surface, no matter how slick or sheer. In effect, giant geckos are treated as constantly being under a natural version of the spell spider climb. This ability also provides them with an additional +8 bonus on Climb check, which stacks with their racial bonus.

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

THTOP COMMANDOS (3) CR 1Goblin ranger 1 (MM 133)NE Small humanoidInit +3; Senses darkvision 60 ft.; Listen +5, Spot

+5DEFENSE

AC 15, touch 12, flat-footed 12 (+3 armor, +3 Dex, –2 rage, +1 size)

hp 10 (1d8+2)Fort +4, Ref +5, Will +2OFFENSE

Spd 30 ft.Melee mwk horsechopper +3 (1d8+2/×3)Ranged shortbow +5 (1d4/×3) or shortbow +1

(1d4/×3, mounted)Special Attacks favored enemy +2 (animal)TACTICS

Before Combat The goblin commando has already imbibed a potion of rage for his fight against the dog and has 2 rounds remaining on its duration (likely the surprise round and the first round of combat).

During Combat The commando makes sure to use his Mounted Combat feat to try to negate an attack each round against his mount, and uses his superior mobility to remain out of melee so he can shoot at the PCs with his bow from dogback (taking the standard –4 penalty for using a ranged weapon while mounted). If all of his goblin warriors are defeated, he drops his bow and races in to fight the PCs in melee.

Morale The commando fights to the death.BASE STATISTICS

Once the goblin commando’s potion of rage expires, his stats change as follows:

AC 17, touch 14, flat-footed 14hp 9 (1d8+1)Fort +3, Ref +5, Will +1Melee mwk horsechoper +2 (1d8+1/×3)Str 12, Con 13STATISTICS

Str 14, Dex 17, Con 15, Int 8, Wis 12, Cha 8Base Atk +1; Grp –2Feats Mounted Combat, TrackSkills Handle Animal +3, Listen +5, Move Silently

+7, Ride +11, Spot +5, Survival +5

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Languages Common, GoblinSQ wild empathy +0Combat Gear potion of rage (already used)Other Gear studded leather, masterwork

horsechopper, small wooden shield, shortbow with 20 arrows

GOBLIN WARCHANTER

CR 1Female goblin bard 1 (MM 133)NE Small humanoidInit +3; Senses darkvision 60 ft.; Listen +4, Spot

+1DEFENSE

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

hp 7 (1d6+1)Fort +1, Ref +5, Will +3; +1 vs fear/charmOFFENSE

Spd 30 ft.Melee whip +1 (1d2 nonlethal) or

dogslicer +1 (1d4/19–20)Ranged shortbow +5 (1d4+1/×3)Spells Known (CL 1st)

0 (2/day)—daze (DC 11), ghost sound (DC 11), mage hand, message

TACTICS

Before Combat The warchanter activates inspire courage, gaining a +1 morale bonus on saving throws against fear and charm and on weapon attack and damage rolls (included in the stats above).

During Combat The warchanter continues to sing during combat, using her whip to try to trip PCs. She casts daze on any PC who seems to be particularly dangerous.

Morale The warchanter fights to the death.STATISTICS

Str 8, Dex 16, Con 13, Int 8, Wis 12, Cha 13Base Atk +0; Grp –5Feats Combat Reflexes, Exotic Weapon

Proficiency (whip)Skills Concentration +5, Jump +3, Listen +4,

Move Silently +7, Perform (song) +5, Ride +7, Tumble +7

Languages Common, GoblinSQ bardic knowledge +0, bardic music 1/day

(countersong, fascinate, inspire courage +1)Combat Gear potion of cure light woundsOther Gear studded leather, whip, short sword,

shortbow with 20 arrows, 20 gp

C27. Bunyip Lair (EL 3)

BUNYIP CR 3Tome of Horrors I, 31Medium magical beastInit +3; Senses darkvision 60 ft., keen scent, low-

light vision; Listen +4, Spot +4DEFENSE

AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)

hp 32 (5d10+5)Fort +5, Ref +7, Will +1OFFENSE

Spd 10 ft., swim 50 ft.Melee bite +9 (1d6+1/18–20/×3)Special Attacks augmented critical, frenzy, roarTACTICS

During Combat The bunyip roars as soon as it sees intruders, then dives into the water to attack the closest foe. Once it selects a target, it only switches to another foe only when its current foe is dead or when another target hits it for more than 8 points of damage.

Morale Although the bunyip is territorial, it still flees into the open sea if brought below 8 hit points. It returns 3d6 hours later to try to reclaim its lair.

STATISTICS

Str 13, Dex 16, Con 13, Int 2, Wis 11, Cha 7Base Atk +5; Grp +6Feats Weapon Finesse, Weapon Focus (bite)Skills Listen +4, Spot +4, Swim +9SPECIAL ABILITIES

Augmented Critical (Ex) A bunyip threatens a critical hit with its bite on a roll of 18–20, and inflicts triple damage on a successful critical hit. Creatures killed by a critical hit are typically dismembered or beheaded, making it diffi cult or impossible to aff ect the remaining body with spells like speak with dead or raise dead that require a relatively intact corpse.

Frenzy (Ex) A bunyip that detects blood in the water has a 50% chance of flying into a frenzy the following round. While in a frenzy, the bunyip gains a +4 morale bonus to its Strength, but takes a –4 penalty to its AC. The bunyip cannot end its frenzy voluntarily, and remains frenzied as long as prey remains nearby.

Keen Scent (Ex) A bunyip can notice creatures by scent in a 180-foot radius and can detect blood in the water at a range of up to a mile.

Roar (Su) A bunyip’s roar is supernaturally loud and horrifying. All creatures with 4 HD or less within a 100-foot spread of a roaring bunyip must make a DC 13 Will save or become panicked for 2d4 rounds. Whether or not the save is successful, an affected creature is immune to that bunyip’s roar for 24 hours. This is a sonic, mind-affecting, fear effect. The save DC is Constitution-based.

E7. Collapsed Treasury (EL 5)

G IANT HERMIT CRAB CR 5Advanced monstrous crab (Tome of Horrors I, 46)Large vermin (aquatic)Init +0; Senses darkvision 60 ft.; Listen +0, Spot

+0DEFENSE

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AC 19, touch 10, flat-footed 18 (+4 armor, +1 Dex, +5 natural, –1 size)

hp 59 (7d8+28)Fort +9, Ref +3, Will +2Immune mind-aff ecting effectsOFFENSE

Spd 30 ft., climb 5 ft.Melee 2 claws +10 (1d6+6)Special Attacks constrict 1d6+6, improved grabTACTICS

During Combat The crab pursues foes who flee no farther than the top of the stairs or the underwater exit to the sea bed. Morale The crab fights to the death.

STATISTICS

Str 22, Dex 10, Con 18, Int —, Wis 10, Cha 2Base Atk +5; Grp +15SPECIAL ABILITIES

Improved Grab (Ex) To use this ability, a giant hermit crab must hit an opponent at least one size category smaller than itself with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it establishes a hold, it can constrict.

E6. Crypt (EL 6)

SHADOW CR 3Always CE Medium UndeadInit +2; Senses Darkvision 60 ft.; Listen +7, Spot

+7Languages Shadows cannot speak intelligibly.DEFENSE

AC 13, touch 13, flat-footed 11;(+2 Dex, +1 deflection)

hp 19 (3d12 HD)Fort +1, Ref +3, Will +4Immune All mind-affecting effects, poison, sleep

effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores, as well as to fatigue and exhaustion effects. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

OFFENCE

Spd Fly 40 ft. (good) (8 squares)Melee Incorporeal touch +3 (1d6 Str)Special Attacks Create spawn, strength damage Space 5 ft.; Reach 5 ft. TACTICS

STATISTICS

Str -, Dex 14, Con -, Int 6, Wis 12, Cha 13Base Attack +1; Grapple — Special Qualities Incorporeal traits, +2 turn

resistance, undead traits Feats Alertness, Dodge

Skills Hide +8*, Listen +7, Search +4, Spot +7 Create Spawn (Su) Any humanoid reduced to

Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.

Strength Damage (Su) The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.

* Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a –4 penalty on Hide checks.)

E10. Malfeshnekor’s Prison (EL 7)

MALFESHNEKOR CR 7Male advanced elite greater barghest (MM 23)NE Large outsiderInit +8; Senses darkvision 60 ft., scent; Listen

+16, Spot +16DEFENSE

AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, –1 size)

hp 85 (10d8+40)Fort +11, Ref +11, Will +10DR 10/magicOFFENSE

Spd 40 ft.Melee bite +17 (2d6+8) and 2 claws +12

(1d6+4)Space 10 ft.; Reach 5 ft.Special Attacks feedSpell-Like Abilities (CL 10th)

At will—blink, invisibility sphere, levitate, misdirection (DC 17), rage (DC 18)

1/day—charm monster (DC 19), crushing despair (DC 19), dimension door, mass bull’s strength, mass enlarge

TACTICS

Before Combat If Malfeshnekor hears activity outside, he casts invisibility sphere on himself. In the following rounds, he casts blink and mass bull’s strength, then waits for his intruders to enter.

During Combat Malfeshnekor prefers to engage foes inside of his prison in melee, casting rage on the first round of combat. He saves crushing despair and charm monster to use against foes who attack him with ranged attacks beyond the limits of this room.

Morale Malfeshnekor has no choice but to fight to the death.

STATISTICS

Str 26, Dex 18, Con 19, Int 18, Wis 16, Cha 21Base Atk +10; Grp +22Feats Combat Reflexes, Improved Initiative,

Improved Natural Attack (bite), Power Attack

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Skills Bluff +18, Climb +21, Diplomacy +18, Hide +13 (+17 in wolf form), Intimidate +20, Jump +25, Knowledge (history) +10, Listen +16, Move Silently +18, Sense Motive +16, Spot +16, Tumble +17

Languages Common, Giant, Goblin, Worg, Infernal

SQ change shapeChange Shape (Su) A greater barghest can

assume the shape of a goblin or a wolf as a standard action. In goblin form, a greater barghest cannot use its natural weapons but can wield weapons and wear armor. In wolf form, a greater barghest loses its claw attacks but retains its bite attack.

Feed (Su) When a barghest slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force, as a full–round action. Feeding destroys the victim’s body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.

A barghest advances in Hit Dice by consuming corpses in this fashion. For every three suitable corpses a barghest devours, it gains 1 Hit Die, and its Strength, Constitution, and natural armor increase by +1. Its attack bonus and saves improve as normal for an outsider of its Hit Dice, and it gains skill points, feats, and ability score improvements normally.

The barghest only advances by consuming the corpses of creatures whose Hit Dice or levels are equal to or greater than its own current total. A barghest that reaches 9 Hit Dice through feeding immediately becomes a greater barghest upon completion of the act.

Occasionally, a greater barghest uses a magic two–handed weapon in combat instead of its claws, giving it multiple attacks (attack bonus +13/+8). It can also make one bite attack (attack bonus +8) each round.

Pass Without Trace (Ex) A greater barghest in wolf form can use pass without trace (as the spell) as a free action.

Description/Combat A barghest that reaches 9 Hit Dice through feeding becomes a greater barghest. These creatures can change shape into a goblin-like creature of Large size (about 8 feet tall and 400 pounds) or a dire wolf. In goblin form, a greater barghest cannot use its natural weapons but can wield weapons and wear armor. In dire wolf form, a greater barghest loses its claw attacks but retains its bite attack.

A greater barghest can reach a maximum of 18 Hit Dice through feeding.

Greater barghests love killing, they have little stomach for direct combat and attack from ambush whenever possible. Greater barghests

start a combat by using crushing despair and charm monster to keep opponents off balance. They try to stay away from the enemy’s main strength. Its natural weapons, as well as any weapons it wields, are treated as evil–aligned and lawful–aligned for the purpose of overcoming damage reduction. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

ORIK VANCASKERKIN CR 3Male human fighter 3CN Medium humanoidInit +1; Senses Listen +1, Spot +1DEFENSE

AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield)

hp 27 (3d10+6)Fort +5, Ref +2, Will +2OFFENSE

Spd 20 ft. (base 30 ft. without armor)Melee mwk bastard sword +7 (1d10+2/19–20) or

mwk bastard sword +4 (1d10+5/19–20, 3-point Power Attack)

Ranged composite longbow +4 (1d8/×3)TACTICS

During Combat Orik relies on his strength in battle, focusing his attacks on taking down one target at a time and preferring to fight with his back to a wall or an ally. He generally fights with a 3-point Power Attack, which changes his attack as detailed above.

Morale If reduced to less than 5 hit points, Orik throws down his weapons and begs for mercy. He promises to help the PCs however he can if given his life—this promise is mostly legitimate, as detailed in Development below.

STATISTICS

Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8Base Atk +3; Grp +5Feats Athletic, Blind Fight, Exotic Weapon

Proficiency (bastard sword), Power Attack, Weapon Focus (bastard sword)

Skills Climb +2, Intimidate +5, Swim –2Languages Common, GoblinCombat Gear potion of cure moderate wounds; Other Gear +1 banded mail, masterwork heavy

steel shield, masterwork bastard sword, composite longbow with 20 arrows, everburning torch, 2 pp

LYRIE AKENJA CR 3Female human wizard 3CE Medium humanoidInit +2; Senses Listen +2, Spot +2DEFENSE

AC 16, touch 12, flat-footed 14 (+2 Dex, +4 armor)

hp 12 (3d4+3)Fort +2, Ref +3, Will +3OFFENSE

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Spd 30 ft.Melee dagger +0 (1d4–1/19–20)Spells Known (CL 3rd)

2nd—mirror image, shatter (DC 15)1st—burning hands (DC 14), mage armor, ray of

enfeeblement0—acid splash, detect magic, prestidigitation,

ray of frostTACTICS

Before Combat If she has a few rounds before combat starts, Lyrie casts mirror image and mage armor.

During Combat Lyrie knows she’s outclassed in most fights, and prefers to avoid combat when alone if possible. If forced into combat, she focuses most of her spells on heavily armored characters, casting shatter on a weapon and ray of enfeeblement in an attempt to get them to suff er for wearing such heavy armor. She relies heavily on her wand of magic missile in combat.

Morale Lyrie is a coward at heart, and as soon as she’s hit for damage, she attempts to flee to the closest ally for help. If she believes the PCs have harmed Tsuto, though, her anger takes over and she fights to the death in an attempt to avenge him.

STATISTICS

Str 8, Dex 14, Con 12, Int 15, Wis 10, Cha 13Base Atk +1; Grp +0Feats Alertness (as long as Skivver’s in arm’s

reach), Dodge, Mobility, Scribe Scroll, Spell Focus (evocation)

Skills Concentration +7, Knowledge (arcana) +8, Knowledge (architecture and engineering) +8, Knowledge (local) +8, Move Silently +5, Spellcraft +10

Languages Common, Goblin, ThassilonianSQ summon familiar (cat named Skivver)Combat Gear wand of magic missile (CL 1st, 38

charges), potion of cure light wounds, scroll of sleep, scroll of comprehend languages, scroll of minor image, scroll of see invisibility, scroll of whispering wind

Other Gear dagger, cloak of resistance +1, silver comb (25 gp), fine silk gown (60 gp), everburning torch, small pouch of artifacts (hair, fingernail clippings, used handkerchiefs, and a pearl earring worth 50 gp) stolen from Tsuto Kaijitsu, 3 pp

Spellbook 0—all; 1st—comprehend languages, detect secret doors, floating disc, identify, obscuring mist, sleep, 2nd— locate object, minor image, see invisibility, spider climb

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ALTERNATE TSUTO KAIJITSU

CR 3 Male half-elf swordsage 3 LE Medium humanoid (elf) Book of Nine Swords p. 16 Init +3; Senses low-light vision; listen +3, spot

+3 Languages Common, Elven, Goblin AC 19, touch 15, flat-footed 17;

(+2 Dex, +2 Wis, +4 Armor, +1 Def) hp 15 Immune Sleep Fort +0 Ref +5 Will +5 (+2 vs. enchantment) Melee unarmed strike +4 (1d3+1) Ranged shortbow +4 (1d6+1) Space 5’; Reach 5’ Base Attack +2; Grapple +3 Attack Options Martial Maneuvers (Clinging

Shadow Strike, Mighty Throw, Shadow Blade Technique, Shadow Jaunt, Wind Stride)

Special Actions Martial Stances (Flame’s Blessing, Step Of The Wind)

Special Qualities Elven Blood Feats Improved Unarmed Strike, Weapon Focus

(Shadow Hand)B, Weapon Proficiency (Shortbow)

Skills Balance +8, Diplomacy +4, Gather Information +2, Hide +6, Intimidate +6, Jump +7, Listen +3, Perform (Wind Instruments) +5, Search +2, Sense Motive +8, Spot +3, Tumble +8

Possessions potion of cure light wounds, ring of protection +1, composite shortbow (+1 Str), chain shirt, masterwork thieves’ tools, masterwork flute, silver earrings (25 gp), journal, 6 pouches of gold dust (50 gp ea), 8 pouches silver dust (5 gp ea)

AMEIKO KAIJITSU CR 4Female human aristocrat 1/bard 3/rogue 1CG Medium humanoid (human) Init +2; Senses Listen +4, Spot +4DEFENSE

AC 12, touch 12, flat-footed 10 (Dex +2)hp 27 (1d8+1 plus 4d6+4)Fort +2, Ref +7, Will +6 OFFENCE

Spd 30 ft.Melee club +1 (1d6-1, 20/x2)Space 5 ft.; Reach 5 ft.Special Attacks Sneak attack +1d6Bard Spells Known (CL 3rd)

1st (2/day) – charm person (DC 14), cure light wounds, expeditious retreat

0 (3/day) – detect magic, ghost sound (DC 13), light, lullaby (DC 13), prestidigitation, read magic

STATISTICS

Str 8, Dex 14, Con 12, Int 13, Wis 10, Cha 16Base Atk +2; Grp +1

Feats Combat Expertise, Country Born, Eschew Materials, Weapon Finesse

Skills Bluff +8, Diplomacy +10, Hide +6, Knowledge (arcana) +3, Knowledge (local) +3, Knowledge (nobility and royalty) +3, Listen +4, Move Silently +6, Perform (singing) +11, Profession (bartender) +2, Search +3, Sense Motive +2, Spellcraft +4, Spot +4, Use Magic Device +6

Languages Common, MinkaiSQ Bardic knowledge (+4), bardic music 3/day

(countersong, fascinate, inspire courage, inspire competence), trapfinding

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Timeline

4624: Foxglove manor is built

4644: Vorel Foxglove’s ritual to become a lich is interrupted by his wife Kasanda. Vorel, Kasanda, their young daughter, and all the manor’s servants die in the chain reaction.

4665: Sandpoint is built.

4673: Lonjiku Kaijitsu’s father inherits the Glassworks and seals off the smuggler tunnels.

4687: Jervas Stoot moves to the island north of town. Traver Foxglove and his family move into Foxglove manor. Later that same year, his wife Cyralie gave birth to their son Aldern (they already had two daughters).

4693: Traver Foxglove kills his wife and then commits suicide.

======

THE LATE UNPLEASANTNESS

Pharast 4701: Delek Viskanta and Nualia Tobyn begin having a relationship.

Desnus 6th, 4701: Tsuto and Ameiko have a big argument. Tsuto strikes Ameiko. Ameiko leaves Sandpoint to become an adventurer.

Erastus 20th, 4701: Nualia realizes that she’s pregnant and announces it to Delek. He leaves her, and Sandpoint.

Kuthona 28th, 4701: Karzoug activates his runewell. ("The runewell in the Catacombs of Wrath under Sandpoint sends a shockwave of magical energy through the town above, manifesting in the form of violent nightmares from which many folk woke in a terrible rage that vanished in the span of a heartbeat"). Lonjiku Kaijitsu kills his wife by throwing her

down a cliff. Nualia has her miscarriage. Chopper begins murdering people.

Abadius 10th, 4702: Kerista’s mother is murdered by Chopper (his 9th victim).

Abadius 26th, 4702: Chopper’s last murder, and Mr. Stoot is found dead.

Calistril 2nd, 4702: The funeral of Atsuii Kaijitsu. Ameiko comes back to Sandpoint for this event, and seems to abandon her life as an adventurer from then on. Tsuto accuses his father of killing his mother. Lonjiku strikes him with his cane, almost breaking his jaw. Tsuto curses him and leaves Sandpoint.

Calistril 21st, 4702: The church of Sandpoint is burnt to the ground. Father Tobyn’s remains are found in the ruins. Nualia's corpse is never found, and is assumed to have perished in the blaze.

Spring 4702: Nualia goes to Magnimar, meets the Skinsaw Men, and murders Delek.

Summer 4702: The leader of the Skinsaw Men gives a Sihedron medallion to Nualia and tells her to explore the catacombs below Sandpoint. Nualia finds the Catacombs of Wrath and begins learning under Erylium for many months (until spring of the following year).

===

Summer 4706: Aldern returns to Magnimar and starts living there, interacting with wealthy people, and contacting the Brotherhood of Seven. He begins to reconstruct the manor.

Fall 4706: Tsuto join Nualia’s group in Magnimar.

===

Calistril 4707: Aldern meets Iesha and marries her.

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Desnus 4707: Nualia and her followers arrive at Thistletop and take control of the goblin tribe there.

Erastus 30th, 4707: Aldern murders Iesha and hides her body.

Rova 18th, 4707: Aldern accepts to gather some diseased rat sample from his manor. First, though, he goes to Sandpoint to steel his nerves. Tsuto blackmails his father to help the raid.

Rova 21st 4707: The Swallowtail Festival. The Burnt Offerings adventure starts.

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Goblin Songs

Sneaking Song

Goblins sneak and goblins hide, Goblins hunt when it’s dark outside, Out of the forest, through the trees, Goblins quiet in the leaves.

Goblins sneak and goblins harm, Goblins find a lonely farm, Badger stink and poison bone, Kill the dog away from home.

Goblins sneak and goblins hide, Goblins know how to get inside, Down the chimney, up the loo, Goblins know just what to do.

Goblins sneak and goblins spy, Goblins listen for baby’s cry, Find the crib and climb beneath, Draw the blade and lick your teeth.

Goblins sneak and goblins hide Goblins climb up inside, Must be quick with shiny knife, Never wake-up farmer’s wife.

Goblins sneak and goblins see Goblins know when to flee, Stuff the baby into sack, Run from room, don’t look back.

Goblins sneak and goblins hide, Goblins hunt when it’s dark outside, Deep in the forest, out of sight, Goblins eat tasty baby tonight.

"Dumb horse, run back in, Dumb horse, run back in, Dumb horse, run back in, I set your barn on fire."

Raiding Song

Humies have a little town! We will burn it down! Burn it down! Burn it down! Burn it to the ground!

Kill the people! Slay their beasts! Take their things! Eat their meats!

Feast until you are filled Upon the corpses goblins killed! Search the pockets Steal their stuff! Goblins never get enough!

Burn the building Slip inside! Where the humies Try to hide!

Drink their blood! Slake your thirst! Have some mercy Kill them first!

When the humies start to fight Stick the goodies in a sack! We disappear into the night Silly humies, we'll be back!

The Horse Chant

Nasty breath and nasty feet Trample goblins in the peat!

Big square teeth and he can fight Kill a goblin with a bite!

Cannot kill him with brute force O ho! How we hate the horse!

Sneaky sneaky in the stall See him standing o so tall!

Pull his tail and twist his mane See him spit and twist in pain!

Run and run! Scramble, race! Lead him on a merry chase!

He not see the cliff at night Goblins eat until daylight!

Tasty tasty meat of course! O ho! How we love the horse!

The Dogslicer Song

Goblins need a blade to fight, Scare the doggies with our might. A rusty blade should do the trick, Their mangy hides we mean to nick.

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Into the trash we must dig, To find a blade not too small or big. Into the mounds we will dig deep, Out with a blade we will creep.

A rusty blade to cut their hides, Dig it deep into their sides. Look at the mess that we have made, With our fine new dogslicer blade.

Goblin Gamers Song

Goblins eat your house and home, Goblins eat your garden gnomes, Next time it's your gaming night Lock the door, and bar it tight.

Goblins curse your stupid dice. Goblins don't eat beans or rice. Guard your toes and gird your feet; Goblins like the nerdly meat.

Goblins steal the nacho chips, Goblins claim the bestest dips, Watch you as you cry, "boo hoo," Goblins stole your Mountain Dew.

Goblins swarm and goblins kick, Goblins poke with goblin sticks, Ha! You rolled a natural one! Goblins find this lots of fun.

Goblins watch with beady eyes, Goblins eye your curly fries, As you fall into their trap, Goblins eat then take a nap.

Goblins burp and goblins stink, Goblins don't have time to think, They're just here to nab your food, Goblins blame that other dude.

Goblins like your treats and snacks, Goblins fill up doggie snacks, Goblins steal the yummy treats-- You came to game, they're here to eat.

"Foot-Trap Laying Song"

When it's dark and humans sleep,on the shadowed path we creep.Tracks of boots and horses 'round,is where we dig in the soft ground.

Careful with the dirt on top;

set it aside. Don't break and drop.The trap we put the earth upon,to hide the pointy sticks till dawn.

Dig it half as you are tall,so human boots are sure to fall.In the bottom drive the sticks,so feets and hooves get lots of pricks!

Mesh of twigs to hold the dirtthat hides our pretty goblin work.If all looks flat and plain in light,humans fall; we did it right!

The Goblin Terror Song

You will cry and you will moanGoblins come into your homeGoblins hide where you can’t hearGoblins pounce and bite your ear

Goblins hide when longshanks comeGoblins smart and you be dumbGoblins hide where you can’t seeYou can’t run and you can’t flee

You will scream and you will runGoblins chase you down for funGoblins hide where you can’t spyGoblins snatch and gouge your eye

Goblins creep and Goblins crawlGoblins come when baby bawlsGoblins hide where you can’t findUpon you flesh we goblins dine

Goblin Lullaby

Sung to the tune of ‘Hush Little Baby’http://www.kididdles.com/lyrics/h012.htmlA traditional song for the warden of the goblin nurseries, Goblins have discovered this has an unnerving effect on other races, although they aren’t sure why.

Stifle the baby wrap it in togsFeed it flesh of the longshank dogs

When it cries and wants to eatLet it fight for a tasty treat

If the thing should fail and dieLet the next one have a try

If it wants to eat againThrow a rat into its pen

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Soaked with blood in its cagePoke and pinch it to enrage

Then give it a blade or sharp razorAnd let it play with the prisoners

Players’ Response to the Goblins

Goblins flee and goblins run,Hide in trees from wicked sun.Longshanks chase with nasty dogs,chase the goblins into bogs.

Boggy ground and boggy air,But the goblins do not care.Hunters chase the goblins round,Never seeing pits in ground!

Trappers now the trapped they be,While the goblins dance with glee!Heads get smashed and longshanks dead,And goblin bellies soon get fed!

Goblin Glassworks Song(used it in game play)

Goblins crack and goblins smashGoblins like to break your glassFrom below we sneak and hideMelt the father of our guide.

Kill the workers, cut them upBurn them parts, it brings good luckWe the Goblins, you the preyWe torch you good the goblin way.

A player retaliated… taunting the goblins...

'Goblins lurk and goblins hide,Into Sandpoint, where they died!No glory to the Goblin Head,Nor ballads, for, your Sons be Dead!Desna travels and Desna Sees...Goblins die, Des-nah de-crees!'

Goblin Travel SongGoblins march on dusty feet along the stones

of Longshanks street.

When the fire leaves the sky and comes the time for day to die,

then the throat cries out for drink and the belly longs for meat.

Goblins march on dusty feet along the stones of Longshanks street.

A slicer gripped in bloody hands brings fear of death to Longshank's lands.

Stones3 sparkle in the cold, tiny fires that won't grow old.

They light the way for goblin eyes, blood to drink and flesh to eat.

A slicer gripped in bloody hands brings fear of death to Longshank's lands.

Goblin teeth rip Longshank's neck and goblin blades slice Longshank's flesh.

The open eye* shines bright above, singing white of goblin love.

Goblins love to sing and eat; goblins love blood to drink

Goblins march on dusty feet along the stones of Longshank's street.

Goblin Trash Digging SongSome broken glass, a pot thats redmakes a club to smash his head.When we find a metal bit,we makes a knife to slash the git.

Oh what a sorry, wretched fool,that tosses out his own death's tool.Goblins bite and hack and slash -Goblins dig through Longshank's trash.Goblins bite and hack and slash -when we dig through Longshank's trashhh!

Her Majesty in Terror Reigns4

Goblin Hymn of Sacrifice5

To be sung slow and majestically

Sharp teeth bite, the blood rolls out. Every night we scream and shout. Dark eyes gleam, to see them bleed - Her Majesty in terror reigns.

Sharp claws tear, the blood is sweet. Every night we pound our feet.

3 Stones is a goblin reference to stars; the open eye is the moon4 If you know the Christian Hymn, "Pierce my ear," the lyrics well fit the tune. Otherwise try singing it somewhat like "Amazing Grace."5 Some goblins have been observed crying or otherwise misty eyed while singing this solemn hymn prior to a sacrifice. However once the song is ended, goblins routinely break out in hysterical laughter, screaming, stomping and exhibiting loud exuberance - just as the priest(s) falls upon the victim with teeth, claws, and knife.

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Dark teeth grin, to hear our din - Her Majesty in terror reigns.

Sharp blades stab, the flesh is weak. Every night our songs we sing. Dark skin burns, our souls to turn -

Her Majesty in terror reigns

Sharp stones cut, we sacrifice. Every night will just suffice. Dark throat drinks, we give our thanks - Her Majesty in terror reigns.

OOGIE BOOGIE CR 5CE Huge Awakened Magical Beast (Augmented Diminutive Insect Swarm)Init +4; Senses Blindsight 30 ft, Darkvision 60 ft, tremorsense 30 ft; Spot -2, Listen -2DEFENSES

AC 12, touch 12, flat-footed 8; (-2 size, +4 dex)38 hp; (11d8-11); Immunities Weapon damage*, mind-affecting effectsVulnerability pulled threadSaves: Fort +5, Ref +7, Will +3OFFENSE

Spd 20 ft (4 squares), climb 15 ft (3 squares)Melee Slam +8 melee (2d6+4) orMelee Hurl rock +3 ranged (2d6+4) or Melee Swarm (3d6 plus poison)Special Attacks Distraction*BAB +6; Grapple +14Space 15 ft; Reach 5 ftTACTICS

Before CombatDuring CombatMoraleSTATISTICS

Str 19, Dex 19, Con 8, Int 10, Wis 6, Cha 8SQ swarm traits, vermin traitsSkills Appraise +3, Climb +7, Gather Information +3, Disguise +5, Forgery +5, Profession (Gambler) +4,

Sleight of Hand +10, Perform (Sing) +3, Tumble +7 Feats Close-Quarters Fighting6, Deceitful, Hurl Rocks7, Throw EnemyError: Reference source not found

Oogie Boogie is the Boogie Man, resembling a large burlap sack. He is a gambler by nature, and especially loves to gamble with the lives of others.

Despite his love of gambling, he exhibits no skill in it; on two occasions, he rolls snake eyes, and (as he admits) has to resort to cheating. He is also somewhat lecherous, as shown by how easily he was distracted by Sally's bare (and dismembered) leg. According to Lock, Shock, and Barrel, as well as some of his deleted song material, he is also apparently good at making a concoction known as Snake and Spider Stew, though it would seem he tends to use people as ingredients.

Oogie is eventually revealed to be a collection of thousands of bugs, led by a green cockroach-like creature, who gathered the others into a revenge scheme against Santa for ruining their holiday "Bug Day"."

Oogie Boogie has a shorter than normal reach due to his short arms. Blindsight (Ex): This ability is similar to blindsense, but is far more discerning. Using nonvisual senses, such

as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The ability's range is specified in the creature's descriptive text. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Unless otherwise noted, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature's description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.

Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d4 Dex. The save DC is Constitution-based. Oogie Boogie can only use his poison attack when he is not wearing his burlap suit.

Tremorsense (Ex): A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with

6 Complete Warrior7 Races of Stone

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tremorsense can also sense the location of creatures moving through water. The ability's range is specified in the creature's descriptive text.

Burlap Suit: As long as Oogie Boogie is wearing his burlap suit he loses many of his swarm traits. For example, he is not susceptible to high winds; he loses his immunity to weapon damage*; he loses his poison attack; and he loses the ability to distract his foes. While the bag is immune to bludgeoning damage, the bugs inside are not. The suit can be slashed and pierced but will not release any bugs until Oogie loses half his hit points. However, the suit is vulnerable to having loose threads. Once a thread is pulled, the entire suit begins to unravel. It takes 3 rounds for the entire suit to unravel, spilling out all of Oogie Boogie’s insect swarm. The swarm is under the control of the largest insect. Oogie reforms along with his burlap suit within 24 hours if the main bug is not killed.

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Observations

- Burnt Offerings This was probably our favourite adventure in the AP, although the Skinsaw Murders and the Hook Mountain Massacre came very close. We had a blast playing this adventure! It is really a gem.

What we especially liked :

- Sandpoint: The town is wonderfully detailed and feels really alive. There is just the right amount of details, and the NPC’s are interesting. It serves its purpose as a base that the PC’s will care about. It’s easy for the DM to make fun things happen in Sandpoint with the info that’s given.

- The whole "Late Unpleasantness" background was amazing… it put an intriguing atmosphere right from the start.

- Very cool villains with lots of potential for role-play (especially Tsuto and Nualia).

- The goblins are fun enemies to fight, with the silly things they do.

- The several events that are described to introduce the PC’s to Sandpoint (Aldern’s hunt, the goblin in the closet, Shayliss, etc.) are of tremendous help to the DM to help bring the place to life, from the very start of the adventure. Honestly, it’s this more than anything that made me want to DM this campaign. I really love this kind of stuff, both as a DM and as a player.

- The map of the hinterlands around Sandpoint, and the other locations, was excellent. Even though the locations weren’t described in detail, there was enough information to create side-quests, if needed, and to give the player the sense that the world was alive and that there was more to it than just what he saw within the confines of the adventure.

- The catacombs of wrath (cool and creepy), the glassworks and Thistletop were very interesting locations to make the adventure in.

- The investigation to uncover Nualia’s plot was very interesting, by finding, fighting, questioning Tsuto and reading his journal and interacting with him.

- Erylium was a very interesting encounter. She’s above the competencies of the characters to deal with, so they have to be creative (but the encounter’s not too damaging either, so they don’t get destroyed while they figure out what to do).

- Once the campaign was over, and my player was browsing through the modules, he stopped at the picture of Thistletop and how it’s shaped like the head of Karzoug’s statue, and thought it was really cool! (the PC’s never noticed this in-game).

- The ecology of Thistletop was interesting: that the Tentamort was eating goblins and they were afraid of it. The dungeon was still being explored by Nualia: there were still mysteries in the dungeon even to her.

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- The mystery around the Sihedron rune was fun (this goes for the first 3 adventures).

- I loved the zombies in the pits of the catacombs: reminded me of a scene in “The Case of Charles Dexter Ward”.

- The player loved the fact that there was a side-quest to free the horse Shadowmist: he thinks it’s good to have such side-quests in an adventure.

- It’s cool that the followers of Nualia were so well fleshed-out.

- The rumors about the Sandpoint Devil are a nice addition to the adventure, especially since the players are not even meant to encounter this monster. It remains a mystery. It’s good that there are red herrings like this (makes the world feel more complex, alive).

Some things that didn’t work out so well:

- I wasn’t too keen on the PC’s being heroes right after killing a few goblins. I would’ve preferred if they had stayed “nobodies” for a bit longer, and only became appreciated by the town after proving themselves. Since they reach the status of “heroes” just after killing a few goblins, for the rest of the AP, even though they kill more dangerous and epic enemies, they were already “capped out” in heroism from the start. Maybe I should’ve changed that.

- It would have been nice if the remains of Mr. Stoot’s house had been described at least a little bit, as it seems a likely place for the PC’s to visit upon hearing about the Late Unpleasantness. I only learned about the Pazuzu statue months later on the boards, alas.

Most memorable fights of the adventure: - The one against Erylium.

- The series of quick fights when the PC's infiltrated the Thistletop stockade by a mixture of stealth, force and cunning.

- The one against Nualia, Lyrie, one Yeth Hound, Orik and Bruthazmus.