Throne Room

Upon entering the throne room a trio of dirty, red-eyed satyrs begin playing their pipes while cavorting in the shadows around the room.

A dozen fire beetles stand motionless in the room.

Two laughing cyclopes sitting in a throne for a much bigger creature unleash a bizarre creature and finish drinking their beers.

Standing next to the throne is a one-eyed tengu wearing some sort of silvery armor he wields an odd looking three-bladed dagger, smiling, he approaches.

A heavily scarred man wearing a cage on his head screams manically and breaks the chain holding him against the wall, he charges the nearest half-melnibonean.

Travis and Trit

Drunk Cyclopes ( Advanced )                                                            CR 5

XP 2400

NE Large humanoid (giant)

Init +3; Senses low-light vision; Perception +13

DEFENSE AC 23, touch 10, flat-footed 21 (+4 armor, +1 Dex, +9 natural, -1 size)

hp 85 (10d8+40)

Fort +11, Ref +4, Will +6;

Defensive Abilities ferocity;

OFFENSE Speed 30 ft.

Melee greataxe +11 (3d6+8/x3)

Ranged heavy crossbow +7 (2d8/19-20/x3)

Space 10 ft.Reach 10 ft.

STATISTICS Str 25, Dex 12, Con 19, Int 16, Wis 17, Cha 14;

Base Atk +7; CMB 15; CMD 26

Feats Alertness, Cleave, Great Cleave, Improved Bull Rush, Power Attack

Skills Intimidate +11, Perception +13, Profession (soothsayer) +12, Survival +8; Racial Modifiers +8 Perception

Languages Common, Toad, Giant

SQ flash of insight

ECOLOGY Environment any temperate or tropical

Organization solitary or conclave (2-6) or tribe (7-18)

Treasure standard (hide armor, Large greataxe, Large heavy crossbow, other treasure)

SPECIAL ABILITIES Flash of Insight (Su) Once per day as an immediate action, a cyclops can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the cyclops only, and cannot be applied to the rolls of others.

Possessions: Bands of the Iron Monkey (This item grants a +2 bonus on initiative rolls and free use of the Deflect Arrows feat), +2 ring of resistance that also provides a +2 enhancement bonus to the wearer's Charisma and Intelligence scores.

Death Cart

Giant, Hungry, Enraged Cave Hamster CR 4

XP 800

N Large animal

Init +1; Senses low-light vision; Perception +1

 DEFENSE

AC 9, touch 5, flat-footed 13 (-1 size, -4 Dex, +4 natural)

hp 34 (4d8+16)

Fort +6, Ref +0, Will -3

Immune disease

 OFFENSE

Speed 20 ft., climb 10 ft, burrow 10 ft.

Melee Bite +11 (1d8+11 plus grab)

Space 10 ft.; Reach 5 ft.

Special Attacks cheek pouch (as swallow whole, (no damage, AC 11, 10 hp)

 STATISTICS

Str 29, Dex 3, Con 18, Int 1, Wis 4, Cha 6

Base Atk +3; CMB +8; CMD 19

Feats Alertness, Endurance

Skills Climb +20, Perception +1

 SPECIAL ABILITIES

Blindsight (Ex): A cave creature can discern objects and creatures within 60 feet regardless of concealment. It usually does not need to make Perception checks to notice creatures within range of its blindsight. A silence spell negates this ability and forces the cave creature to rely on the base creature's senses.

Cheek Pouch (Ex)

A giant hamster can try to stuff a grabbed opponent of two sizes smaller than itself into its cheek pouch by making a successful grapple check. A creature may escape by succeeding at a DC 16 Strength check or by cutting its way out by using a light slashing or piercing weapon (AC 11, 10 hp). Once the creature exits, muscular action closes the hole; another trapped opponent must cut its own way out.

A Large hamster's cheek can hold 1 Small, 2 Tiny, or 8 Diminutive or smaller opponents. The check DC is Strength-based.

Grab (Ex)

A giant hamster may attempt to start a grapple as a free action with a successful bite attack.  If it win the grapple check, it establishes a hold and deals bite damage each round. Alternately, it can stuff a grappled foe of two or more sizes smaller than itself into its cheek pouch on its next action.

Immunity to Disease (Ex)

Giant hamsters are immune to all diseases (magical and otherwise).

Light Blindness (Ex): When abruptly exposed to bright light (such a lightning bolt in a dark room), a cave creature is blinded for 1 round. When operating in an area of continual bright light (such as daylight or a daylight spell), the cave creature takes a –1 circumstance penalty on all attack rolls, saves, and checks.

A cave creature receives a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

*Since cave creatures tend to be colored much like the caves in which they live, a cave creature in an area of natural stone gains a +4 circumstance bonus on Stealth checks.

Gier the Traitor

One-Eyed Mithral-clad Tengu                                                                           CR 4

XP 1,200

tengu rogue 1

N Medium humanoid (tengu)

Init +3; Senses low-light vision; Perception +8

DEFENSE AC 23, touch 13, flat-footed 20 (+2 armor, +8 natural armor, +3 Dex)

hp 10 (1d8+2)

Fort +4, Ref +7, Will +4;

OFFENSE Speed 30 ft.

Melee +1 keen tri-bladed dagger +7 (2d4+4/17-20, x3), bite +0 (1d3)

Space 5 ft.Reach 5 ft.

Special Attacks sneak attack +1d6

STATISTICS Str 16, Dex 17, Con 14, Int 12, Wis 15, Cha 12;

Base Atk +0; CMB +1; CMD 14

Feats Exotic Weapon Pro (tri-bladed dagger), Weapon Focus (tri-bladed dagger), Telling Blow (crit does sneak attack damage)

Skills Acrobatics +7, Appraise +4, Bluff +5, Climb +7, Knowledge (local) +5, Linguistics +9, Perception +8, Stealth +9; Racial Modifiers +2 Perception, +2 Stealth, +4 Linguistics

Languages Common, Giant, Toad, Tengu

SQ gifted linguist, swordtrained, trapfinding

Vulnerability to Electricity (Ex): A metal-clad creature takes half again as much damage as normal (+50%) from electricity, regardless of whether a saving throw is allowed, and whether the save is a success or failure.

Medium Fortification (Ex): Whenever a sneak attack or critical hit is scored against a mithral-clad creature, there is a 75% chance that the extra damage is negated and damage is rolled normally.

Resistance to Fire (Ex): A mithral-clad creature has fire resistance 15.

Flaw: One Eyed

Possessions: Bands of the Iron Monkey (This item grants a +2 bonus on initiative rolls and free use of the Deflect Arrows feat), +2 ring of resistance that also provides a +2 enhancement bonus to the wearer's Charisma and Intelligence scores.

Ostog the Unslain     CR 6

XP 1,200

Male broken soul human barbarian 4

CE Medium humanoid (human)

Init +4; Senses Perception +10

 DEFENSE

AC 13, touch 9, flat-footed 13 (+1 deflection, natural armor +4, –2 Rage)

hp 71 (4d12+20)

Fort +8, Ref +1, Will +4

Defensive Abilities DR 5/- ,trap sense +1, uncanny dodge, resistance 5 to acid, cold, electricity, fire and sonic.

  OFFENSE

Speed 30 ft.

Melee +1 keen finger razors +12 (1d6+7/17–20) (+10/+10 when attacking with both)

Special Attacks rage (12 rounds per day), rage powers (scent, strength surge +4)

  BASE STATISTICS

When Ostog is not raging his stats are:

AC 13, touch 13, flat-footed 11

hp 63; Fort +6, Will +3

Str 20, Con 15; CMB +8; CMD 21; Climb +10, Swim +10

  STATISTICS

Str 24, Dex 11, Con 19, Int 8, Wis 12, Cha 8

Base Atk +4; CMB +10; CMD 23

Feats Diehard, Endurance, Toughness, Improved Unarmed Strike, Superior Unarmed Strike, Two-Weapon Fighting.

Skills Acrobatics +8 (+12 Jump), Climb +12, Intimidate +16, Perception +10, Survival +6, Swim +12

Languages Common, Toad

SQ fast movement, traits (Exile, Killer)

Skills: Although the broken soul’s sense of self has been greatly degraded, its very presence is unnerving to others, granting it a +8 racial bonus on Intimidate checks. However, it takes a –10 racial penalty on Concentration checks because of its constant pain.

Agonized Wail (Ex): As a standard action, a broken soul can emit an agonized wail that inspires terror in every creature within 120 feet that has fewer character levels than itself. Each potentially affected opponent must succeed on a Will save (DC 11) or become shaken. This condition lasts until the affected opponent is out of range. A successful saving throw renders an opponent immune to that broken soul’s agonized wail for 1 minute.

Baleful Gaze (Su): Any creature within 60 feet that meets a broken soul’s gaze must succeed on a Fortitude save (DC 11) or take 1d4 points of Strength drain, 1d4 points of Constitution drain, and 1d4 points of Charisma drain.

Whatever the result of the saving throw, the creature cannot be affected by the same broken soul’s baleful gaze again for 1 minute.

Torturous Touch (Su): A broken soul can deliver a torturous touch by making a successful melee touch attack against a target. Any creature struck by this attack must succeed on a Fortitude save (DC 11) or take 2d6 points of slashing damage and 1d6 points of Dexterity damage. Furthermore, the affected creature immediately falls prone and lies convulsing and helpless for 1d4 rounds.

Possessions: the finger razors are bolted to his hands and cannot normally be removed, the cage on his head is to keep him from ripping his face off.

and when everyone else is dead or fled, the trio of mad satyrs stop playing their pipes and attack

Laiqualassien, Cilmion and Mornenion (aka Larry, Curly and Moe)

Primitive Nocturnal Satyrs with Brainworms CR 4

XP 1,200

CN Medium fey

Init +4; Senses low-light vision, darkvision 60 ft, Scent; Perception +27

DEFENSE

AC 20, touch 13, flat-footed 17 (+2 Dex, +1 dodge, +7 natural)

hp 68 (8d6+32)

Fort +9, Ref +8, Will +7

DR 5/cold iron

OFFENSE

Speed 40 ft.

Melee slam +8 (1d6+4/19–20), horns +3 (1d6+3)

Ranged short bow +6 (1d6/×3)

Special Attacks pipes

Spell-Like Abilities (CL 8th)

1/day—fear (DC 17)

STATISTICS

Str 18, Dex 15, Con 19, Int 6, Wis 12, Cha 17

Base Atk +4; CMB +6; CMD 18

Feats Dodge, Great Fortitude, Mobility, Skill Focus (Perception), Toughness, Weapon Finesse

Skills Perception +21, Perform (wind instruments) +18, Stealth +25, Survival +11; Racial Modifiers +4 Perception, +4 Perform, +4 Stealth

Languages Common, Sylvan

SPECIAL ABILITIES

Light Sensitivity (Ex)

Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Pipes (Su)

A satyr can focus and empower his magic by playing haunting melodies on his panpipes. When they play, all creatures within a 60-foot radius must make a DC 17 Will save or be affected by fear, the only tune they still remember. A creature that successfully saves against the pipes' effects cannot be affected by the same set of pipes for 24 hours, but can still be affected by the satyr's other spell-like abilities as normal. The satyr's use of his pipes does not count toward his uses per day of his spell-like abilities, and if separated from them he may continue to use his standard abilities. The pipes themselves are masterwork, and a satyr can craft a replacement with 1 week of labor. The save DC is Charisma-based.

Skills

A nocturnal creature benefits from a +4 racial bonus to Perception and Stealth checks. When inside or looking into an area of bright light (daylight spell or greater illumination), the nocturnal creature takes a -4 on Perception checks.

A primitive creature maintains any racial bonuses to skills. In addition, the primitive creature has a +4 racial bonus to Stealth and Survival skills. The primitive creature calculates and gains skill points from class levels normally.

Brainworms

Individually, these tiny parasites are almost invisible to the naked eye, yet en masse they're capable of taking down even the strongest animals. Entering the body through contact with an infected host or corpse (especially through open wounds), these thin worms quickly migrate to the brain and begin reproducing. The infestation is typically evidenced by a dulling of the senses and intellect and by erratic bouts of irrational rage toward other creatures during which the worms attempt to spread to other hosts through combat and injury. Examining the brain of a late-stage victim reveals a living carpet of thousands of tiny parasites.

Type disease (parasite), contact or injury; Save Fortitude DC 14

Onset 1 day; Frequency 1/day

Effect 1d3 Wis damage and 1d3 Int damage, if damaged in combat, target must make a second Fort save or gain the confused condition for the duration of the encounter; Cure 2 consecutive saves

Possessions: Each wears a Ring of the Evil Eye:

A ring of the evil eye is a cursed item that appears to be a moist living eye set in a large gold ring. This disturbing item provides its wearer with a +6 bonus on Perception checks and a +2 bonus on initiative rolls, and that appears to be the item's only function. Yet if the wearer is the target of a divination (scrying) spell, he automatically fails any saving throw to resist the spell and the spell automatically penetrates the wearer's spell resistance (if any).

A simple detect magic spell yields only a faint transmutation aura on this item. An identify spell has a 1% chance per caster level to reveal the item's true properties. Analyze dweomer automatically reveals the ring's true nature.

Moderate divination; CL 7th; Forge Ring, clairaudience/ clairvoyance, scrying; Price 6,000 gp;

Fire Beetles

The fire beetles are slowly starving to death, unable to move due to the brain worms that have made them mindless.