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Overview Ogran Invasion Itzak's Agent Rakore's 'Allies' The Nabrolians The Dharveil Scorpion Guild Armod Scrags Second Death Salt Mines Giants' Caves |
Design Intent: Add on for 2-4 3rd-level characters, after the campaign had started, and then been abandoned. This module helps bring in new players to the thread.
Armod d'Arsture Armod, male human Sor3: CR 3; Size M (5'5", 95lbs); HD 3d4+6; hp 17; Init +2 (+2 Dex); Spd 30 ft.; AC
18 (+2 Dex, +4 mage armor, +2 web armor); Attack +0 melee, or +4 ranged
(masterwork throwing daggers, 1d4, 19-20x2, RI 10ft); SV Fort +3, Ref +3, Will +3; AL LE; Str 8, Dex 15, Con 14, Int 16, Wis 11, Cha 16. Languages Spoken: Common,
Elven, Dwarven, Sylvan. Skills and feats: Alchemy +7, Craft (leatherwork) +9, Handle animal
(emphasis on spiders) +5, Hide +2, Knowledge (arcana) +8, Knowledge (nature) +5.5, Listen
+2, Move silently +2, Profession +6, Spellcraft +9, Spot +2; Alertness, Brew potion,
Combat Casting, Dodge, Shared Spells. Sorcerer Spells Known (6/6): 0th -- Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Read
Magic. 1st -- Mage Armor, Summon Monster I, True Strike. Possessions:
brooch of shielding, 4 masterwork throwing daggers, 3 potions of
mage armor, purse (32gp, 15sp), web armor. Theridiss, small monstrous spider familiar: Size S (2', 5lbs); HD 3d8; hp 8; Init +3 (+3 Dex); Spd 30ft, climb 20ft); AC 16 (+1 size, +3 Dex, +2 familiar), touch 14, flat-footed 11; Attack +4 melee (bite, 1d2-2 + poison); S/R 5x5ft; SA poison, web; SQ darkvision 60', tremorsense 60', vermin traits; SV Fort +2, Ref +3, Will +0; Str7, Dex 17, Con 10, Int 7, Wis 10, Cha 2. Skills and Feats: Climb +11, Craft (webs) +6, Hide +11*, Jump -2*, Spot +4*, Deliver Touch Spells, Improved Evasion, Shared Spells, Weapon Finesse. Poison (Ex): Fort DC 10, 1d3Str initial/secondary. Web (Ex): 8x/day, net-web attack RI 10ft; Escape Artist DC 10, Break DC 14, 2hp; DC 20 Spot to notice web; sheet webs Damage Reduction 5/-. Tremorsense (Ex): 60' detection of any creature on the ground, or any range on webbing. Armod can summon 4 monstrous spiders with each monster summoning I. Small monstrous spider: Size S (2', 5lbs); HD 1d8; hp 4; Init +3 (+3 Dex); Spd 30ft, climb 20ft); AC 14 (+1 size, +3 Dex), touch 14, flat-footed 11; Attack +4 melee (bite, 1d2-2 + poison); S/R 5x5ft; SA poison, web; SQ darkvision 60', tremorsense 60', vermin traits; SV Fort +2, Ref +3, Will +0; Str7, Dex 17, Con 10, Int -, Wis 10, Cha 2. Skills and Feats: Climb +11, Hide +11, Jump 8, Spot +12, Weapon Finesse. Poison (Ex): Fort DC 10, 1d3Str initial/secondary. Web (Ex): 8x/day, net-web attack RI 10ft; Escape Artist DC 10, Break DC 14, 2hp; DC 20 Spot to notice web; sheet webs Damage Reduction 5/-. Tremorsense (Ex): 60' detection of any creature on the ground, or any range on webbing. Armod's 'treasure': 108 gold coins, potion of aid (300 gp) (flame-colored, acidic odor/taste, watery, translucent appearance), ring of protection +1 (2,000 gp) (appears to be rough copper with steel edgings), 20,284 copper coins, moonstone (milky white) (29.7 gp), potion of cure light wounds (50 gp) (salmon-colored, sour odor/taste, viscous, smoky appearance) More than likely, Armod, Theridiss, and several members of the Scorpions Guild will be attempting to escape from the authorities. Theridiss' ability to web things up, craft traps, and more, will allow Armod and the henchmen to disappear into one corner of a warehouse or deep into the sewers. They'll have a small fraction of the Scorpions Guild treasures with them, as well as some basic packs and the like. |