Guards are needed to assist in the escorting of a large group of Duergar to Grimstone to settle in their new home.
A clan of Duergar is looking to move to Grimstone. Brother Haggrek Grimstone will send two of his flock to lead groups to Bleak Mountain. The Duergar are fleeing the area due to the more and more wild happenings of the area. Underground creatures are bubbling up in their tunnels and more wild creatures from the mountains are harranguing them above the surface. They seek shelter in civilized lands with safety,
In Bleak Mountain is all that remains of the Duergar - 23 females, 34 children and 12 able men - 2 sergeants, and 10 duergar males who can fight.
Duergar, Sergeant; CR: 1; XP: 400; Duergar Fighter 2 Align: LE; Medium humanoid (dwarf)
Init: +0; Senses: darkvision 120 ft.; Perception +2
DEFENSE: AC: 16 ; TAC: 9 ; FFAC: 15; HD: 2d10+8 ; HP: 23 ; Saves: For: +6, Ref: 0, Will: +2 (+1 vs. fear, +2 vs. spells); Immune: paralysis, phantasms, poison; Weaknesses: light sensitivity
OFFENSE: Speed: 20 ft.; Melee: masterwork dwarven waraxe +5 (2d8+4/x3); Ranged: heavy crossbow +3 (2d8/19-20);
Spell-Like Abilities: (CL 2nd, concentration -1)
1/day - enlarge person (self only), invisibility (self only)
Statistics: Str: 17 ; Dex: 10 ; Con: 16 ; Int: 10 ; Wis: 15 ; Cha: 4 ; BAB: +2 ; CMB: +5; CMD: 16 (20 vs. bull rush or trip on solid ground)
Feats: Cleave, Power Attack, Weapon Focus (dwarven waraxe)
Skills: Handle Animal +1, Perception +2, Ride -2, Survival +6; Racial Modifiers: +2 Perception relating to stonework, +4 Stealth
Special Qualities: slow and steady, stability
Languages: Common, Dwarven Undercommon
Organization: solitary, team (2-5), squad (6-12 plus 3 sergeants of 3rd level and 1 leader of 3rd-8th level), or clan (13-80 plus 25% noncombatant children plus 1 sergeant of 3rd level per 5 adults, 3-6 lieutenants of 3rd-6th level and 1-4 captains of 9th level)
Treasure: potions of cure light wounds (2), alchemist's fire (2), NPC Gear (banded mail, heavy crossbow [10 bolts], masterwork dwarven waraxe, 9 gp)
"This bald, long-bearded dwarf has dull gray skin, low arching brows, and eyes that seem to absorb rather than reflect the light."
Duergar; CR: 1/3; XP: 135; Align: LE; Medium humanoid (dwarf)
Init: -1; Senses: darkvision 120 ft.; Perception +1
DEFENSE: AC: 17 ; TAC: 9 ; FFAC: 17; HD: 1d10+2 ; HP: 8 ; Saves: For: +4, Ref: -1, Will: +1 (+2 vs. spells); Immune: paralysis, phantasms, poison; Weaknesses: light sensitivity
OFFENSE: Speed: 20 ft.; Melee: warhammer +3 (1d8+1/x3); Ranged: light crossbow +0 (1d8/19-20);
Spell-Like Abilities: (CL 3rd)
1/day - enlarge person (self only), invisibility (self only)
Statistics: Str: 12 ; Dex: 9 ; Con: 15 ; Int: 10 ; Wis: 13 ; Cha: 4 ; BAB: +1 ; CMB: +2; CMD: 11
Feats: Weapon Focus (warhammer)
Skills: Intimidate +1, Stealth -3 ; Racial Modifiers: +2 Perception relating to stonework, +4 Stealth
Special Qualities: slow and steady, stability
Languages: Common, Dwarven Undercommon
Organization: solitary, team (2-5), squad (6-12 plus 3 sergeants of 3rd level and 1 leader of 3rd-8th level), or clan (13-80 plus 25% noncombatant children plus 1 sergeant of 3rd level per 5 adults, 3-6 lieutenants of 3rd-6th level and 1-4 captains of 9th level)
Treasure: NPC Gear (chainmail, heavy steel shield, warhammer, light crossbow [20 bolts], 3d6 gp, other treasure)
"This bald, long-bearded dwarf has dull gray skin, low arching brows, and eyes that seem to absorb rather than reflect the light."
The clan must survive the trip to Grimstone. They may be harrassed by wandering monsters and or slavers looking for easy pickings. Pawstus Grev would love to rein in more slaves, especially the duergar.
Slave hunting parties:
5 gnolls - Gnoll; CR: 1; XP: 400; Align: CE; Medium humanoid (gnoll)
Init: +0; Senses: Darkvision 60 ft., Perception +2
DEFENSE: AC: 15; TAC: 10; FFAC: 15; HD: 2d8+2; HP: 11; Saves: For: +4, Ref: +0, Will: +0
OFFENSE: Speed: 30 ft.; Melee: battle axe +3 (1d8+2/x3); Ranged: longbow +1 (1d8/x3);
Statistics: Str: 15; Dex: 10; Con: 13; Int: 8; Wis: 11; Cha: 8; BAB: +1; CMB: +3; CMD: 13
Feats: Power Attack
Skills: Humanoid: (2+Int/HD) Climb (S)(c), Craft ( ) (I)(c), Handle Animal (Ch*)(c), Heal (W)(c), Perception (W) +2, Profession ( ) (W*)(c), Ride (D)(c), Survival (W)(c)
Languages: Gnoll
Environment:warm plains or desert
Organization: solitary, pair, hunting party (2-5 and 1-2 hyenas), band (10-100 adults plus 50% noncombatant children, 1 sergeant of 3rd level per 20 adults, 1 leader of 4th-6th level, and 5-8 hyenas), or tribe (20-200 plus 1 sergeant of 3rd level per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 7-12 hyenas, and 4-7 hyenadons)
Treasure: NPC Gear (leather armor, heavy wooden shield, battle axe, longbow with 20 arrows, other treasure), 260gp
"Hunched and feral, this furred, hyena-headed humanoid stands slightly taller than the average human."
Hyena; CR: 1; XP: 400; Align: N; Medium animal
Init: +2; Senses: low-light vision, scent; Perception +8
DEFENSE: AC: 14; TAC: 12; FFAC: 12; HD: 2d8+4; HP: 13; Saves: For: +5, Ref: +5, Will: +1
OFFENSE: Speed: 50 ft.; Melee: bite +3 (1d6+3 plus trip)
Statistics: Str: 14; Dex: 15; Con: 15; Int: 2; Wis: 13; Cha: 6; BAB: +1; CMB: +3; CMD: 15 (19 vs. trip)
Feats: Skill Focus (Perception)
Skills: Animal: (2+Int/HD) Acrobatics (D)(c), Climb (S)(c), Fly (D)(c), Perception (W)(c) +8, Stealth (D)(c) +6 (+10 in tall grass), Swim (S)(c) Racial Modifiers: +4 Stealth in tall grass
Environment: warm plains
Organization: solitary, pair, or pack (3-12)
Treasure: none
Kamadan; CR: 5; XP: 1,600; Align: NE; Large magical beast
Init: +2; Senses: darkvision 60 ft., low-light vision, scent; Perception +8
DEFENSE: AC: 17; TAC: 12; FFAC: 14; HD: 5d10+15; HP: 42; Saves: For: +7, Ref: +6, Will: +2
OFFENSE: Speed: 40 ft.; Melee: bite +7 (1d6+3), 2 claws +7 (1d3+3), snakes +2 (1d4+1); Space: 10 ft.; Reach: 5 ft. (10 ft. with snakes); Special Attacks: breath weapon (30-ft. cone, sleep, Fortitude DC 15 negates, usable every 1d4 rounds), pounce
Statistics: Str: 17; Dex: 15; Con: 16; Int: 5; Wis: 12; Cha: 9; BAB: +5; CMB: +9; CMD: 22 (26 vs. trip)
Feats: Combat Reflexes, Dodge, Mobility
Skills: Magical Beasts: (2+Int/HD) Acrobatics (D)(c) +6 (+10 when jumping), Climb (S)(c), Fly (D)(c), Perception (W)(c) +8, Stealth (D)(c) +6, Swim (S)(c) Racial Modifiers: +4 Stealth
Special Abilities:
Breath Weapon (Su): A kamadan can exhale a cone of gas that makes living creatures fall asleep for 5 minutes (Fortitude DC 15 negates). Slapping or wounding awakens a creature put to sleep by this attack, but normal noise does not. This is a sleep effect. The save DC is Constitution-based.
Snakes (Ex): A kamadan’s snakes attack simultaneously; this is always a secondary attack.
Languages: Aklo
Environment: temperate or warm plains
Organization: solitary, pair, or pack (3-9)
Treasure: standard, 1,150gp
"This large leopard has six colorful snakes, hissing and ready to strike, sprouting from its shoulders."
Kanvanar
Kamadan; CR: 5; XP: 1,600; Align: NE; Large magical beast
Init: +2; Senses: darkvision 60 ft., low-light vision, scent; Perception +8
DEFENSE: AC: 19; TAC: 12; FFAC: 16; HD: 5d10+25; HP: 52; Saves: For: +9, Ref: +8, Will: +4
OFFENSE: Speed: 40 ft.; Melee: bite +9 (1d6+5), 2 claws +9 (1d3+5), snakes +4 (1d4+2+poison); Space: 10 ft.; Reach: 5 ft. (10 ft. with snakes); Special Attacks: breath weapon (30-ft. cone, sleep, Fortitude DC 15 negates, usable every 1d4 rounds), pounce
Statistics: Str: 21; Dex: 19; Con: 20; Int: 9; Wis: 16; Cha: 13; BAB: +5; CMB: +11; CMD: 24 (28 vs. trip)
Feats: Combat Reflexes, Dodge, Mobility
Skills: Magical Beasts: (2+Int/HD) Acrobatics (D)(c) +6 (+10 when jumping), Climb (S)(c), Fly (D)(c), Perception (W)(c) +8, Stealth (D)(c) +6, Swim (S)(c) Racial Modifiers: +4 Stealth
Special Abilities:
Breath Weapon (Su): A kamadan can exhale a cone of gas that makes living creatures fall asleep for 5 minutes (Fortitude DC 17 negates). Slapping or wounding awakens a creature put to sleep by this attack, but normal noise does not. This is a sleep effect. The save DC is Constitution-based.
Snakes (Ex): A kamadan’s snakes attack simultaneously; this is always a secondary attack.
Poison (Ex): Snakes - injury save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Con; cure 2 consecutive saves.
Languages: Aklo
Environment: temperate or warm plains
Organization: solitary, pair, or pack (3-9)
Treasure: standard, 1,150gp
"This large leopard has has midnight black fur and six colorful snakes bearing black and red ring patterns on their bodies."