Deep within the inner recesses of a mountain, strong and filled with ore of the warmongers, a lamb fights for its life. Countless hands push it to fend for itself against its own kind and worse. Each time, though bloodied with the blood of its foes and that of which courses through its own arteries, the lamb uses its very being, horns, and teeth to pull through victoriously. After its last bloody bout with what looks like a goblin, the lamb cocks his head and appears to look you in the eyes calling you to it, pleading to be joined with you, its soulbond. You awaken... in a sweat.
Boat - Nelamere - Captain Huller Grev
Nothwest of Dark Mere in Spike Mountains:
Anvil of Strength - Kheluz Irkaul
Shieldmaidens of Styrden
Leader - Gimila Ironmaul - dwarf (female)Fighter - 10
Masstara of Styrden - dwarf (female) Cleric - 15
Dima (Cleric 3/ Fighter 7), Dilgiel (Paladin 7), Randiel (Fighter 7), Thessebel (Fighter 7/Rogue 3), Olabel (Fighter 7), Froulda (Ranger 7), Luda (Fighter 7), Monwib (Cleric 3/Fighter 7), Yandronel (Paladin 7)
Dima - Old Flame of Avergore - Cleric 3/Fighter 7
Games Master -
Lonki of the Shade - dwarf rogue 5/sorcerer 6
Bookie -
Mikkin Grubblebeard - dwarf - rogue 4/fighter 5
Kruk Blackboar - dwarf fighter/rogue - war ram - " "
Nanz Rubblemaw - dwarf rogue - shocker lizard
Dvinglin Mosscrawler - svirfneblin rogue/sorcerer - giant weasel - Densel
Cheedy Axegrind - dwarf fighter - lynx
Jux Manzz - duergar ranger - giant rat - Linzer
Dark Elf - Lasseri - House Terith Fandil
Protection of the Rock Titan
Manxik Mountainbreaker
Troll, Rock CR: 19; XP: 153,600; Rock troll barbarian 14 Align: CE; Large humanoid (earth, giant)
Init: +1; Senses: darkvision 60 ft., low-light vision, scent, Perception +22
DEFENSE: AC: 19 (17); TAC: 10 (8); FFAC: 18 (16); HD: 7d8+49+14d12+98; HP: 318 (381); Saves: For: +21, Ref: +7, Will: +7 (+10); DR: 3/-; Defensive Abilities: improved uncanny dodge, indomitable will, trap sense +4; Weaknesses: sunlight petrification
OFFENSE: Speed: 40 ft.; Melee: +2 great axe +32 (+35)/+27 (+30)/+22 (+25) (1d12+13 (+18) 19-20/x3)or bite +27 (+30) (1d8+9(+12)), 2 claw +28 (+31)(1d6+9(+12)); Space: 10 ft.; Reach: 10 ft.; Special Attacks: rage 37 rds/day, rend (2 claws 1d6+9(+12))
Statistics: Str: 28 (34); Dex: 12; Con: 24 (30); Int: 10; Wis: 12; Cha: 6; BAB: +19; CMB: +29 (31); CMD: 40 (42)
Feats: Intimidating Prowess, Iron Will, Power Attack, Weapon Focus (claw) , Power Attack, Weapon Focus (great axe), Vital Strike, Improved Vital Strike, Improved Critical (great axe), Critical Focus, Staggering Critical
Skills: Climb (S) +27, Intimidate (Ch) +24, Perception (W) +22, Stealth +15, Survival +15
Special Abilities:
Sunlight Petrification (Ex): A rock troll that is exposed to natural sunlight is staggered and must make a DC 20 Fortitude save each round to resist permanently turning to stone. A stone to flesh spell (or similar effect) restores a petrified rock troll, but if it remains exposed to sunlight, it must immediately start making new Fortitude saves to avoid petrification. spells like sunbeam or sunburst that create powerful natural sunlight cannot petrify a rock troll, but the troll is staggered for 1d4 rounds after being exposed to such an effect.
Environment: any underground
Languages: Giant
Special Qualities: fast movement, rage (37 rounds/day), rage powers (powerful blow +3 dam 1/rage, bleeding blow 3hp/round, no escape 1/rage, deathless frenzy, intimidating glare, unexpected strike 1/rage, quick reflexes +1 attack of opp per round), uncanny dodge, trap sense +4, damage reduction 3, greater rage, indomitable will
Organization: solitary or gang (2-5)
Treasure: standard, +2 greataxe, 53,000gp, Father of Monsters (Xellix)- 12,750gp
"This bulky creature has beady eyes and rocky skin studded with small crystals. its jutting underbite holds large crystalline teeth."
Aesirhorn - War Ram; CR: ; XP: ; Align: ; Small animal
Init: +1; Senses: low-light vision; scent; Perception +1
DEFENSE: AC: 17; TAC: 11; FFAC: 16; HD: 8d8+40; HP: 90; Saves: For: +8, Ref: +4, Will: +1; SR: 12; DR: 5/adamantine ; Special: Divine Link
OFFENSE: Speed: 60 ft.; Melee: gore +9/+4 (1d10+3); Space: 5 ft.; Reach: 5 ft.; Special Attacks:
Statistics: Str: 16; Dex: 12; Con: 20; Int: 10; Wis: 13; Cha: 16; BAB: +6; CMB: +8; CMD: 19
Feats (1):
Bonus Tricks (1):
Skills (16): Acrobatics (D)**+1, Climb (S)**+3, Escape Artist (D)+1, Fly (D)**+1, Intimidate (Ch)+3, Perception (W)**+1, Stealth (D)**+1, Survival (W)+1, Swim (S)**+3
Divine Link (Su): The animal companion will stay alive as long as its player companion is alive (shares HP). However, damage done to the animal companion past its hit point maximum is dealt to the player companion. If the player companion makes any saving throw, the animal takes no damage from spells or spell-like effects, otherwise it only takes half. If the animal is within 100 ft. of the player, it gets saves as the player with successes resulting in no damage and failures in half. Critical hits on the player will be shared (half-damage to each) with the animal companion as long as it does not exceed its maximum hit points. When the player is healed magically, the animal is healed as well and vice versa.
Languages: Common, Telepathy (1 mile)
Special Qualities: link, share spells
Dima; CR: 9; XP: 6,400; Dwarf cleric 3/fighter 7; Align: CG; Medium humanoid (dwarf)
Init: ; Senses: Darkvision 60 ft.; Perception +3
DEFENSE: AC: 25; TAC: 10; FFAC: 25; HD: 3d8+7d10+30+10; HP: 90; Saves: For: +11, Ref: +3, Will: +8; (+2 vs. poison, spells and spell-like abilities; +2 vs. fear); Defensive Abilities: bravery +2, defensive training (+4 dodge bonus to AC vs. giants)
OFFENSE: Speed: 20 ft.; Melee: +2 warhammer +17/+12 (1d8+9/x3); Ranged: +1 heavy crossbow +10 (1d10+1/19-20);
Special Attacks: +1 on attack rolls against goblinoid and orc humanoids; channel positive energy 7/day (DC 13, 2d6); weapon training (war hammers +1)
Domain Spell-like Abilities: (CL 3, concentration +6)
At will - mending
6/day - Artificer's Touch (melee touch attack to cause 1d6+1/2 cleric levels on objects and constructs - bypasses DR)
6/day - Strength Surge (for 1 round, the target gains +1/2 cleric levels to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks)
Cleric Spells Prepared: (CL 3, concentration +6)
2nd - 2+1(DC 15) - bear's endurance, bull's strengthD, hold person
1st - 3+1 (DC 14) - bless, enlarge personD, protection from evil, shield of faith
0 - at will - 4 - detect magic, guidance, stabilize, vigor
God: Styrden, God of Strength; D = Domain spell; Domains: Artifice & Strength
Statistics: Str: 18; Dex: 10; Con: 16; Int: 12; Wis: 16; Cha: 15; BAB: +9; CMB: +13 (+17 bull rush); CMD: 23 (+29 vs. bull rush, +27 vs. trip)
Feats: Blind-Fight, Disruptive, Extra Channeling, Greater Bull Rush, Improved Bull Rush, Power Attack, Step Up, Toughness, Weapon Focus (warhammer), Weapon Specialization (war hammers)
Skills: Acrobatics (D) +0, Appraise (I) +3, Bluff (Ch) +2, Climb (S) +4, Craft (Armorer) (I)+14, Craft (Weaponsmith) (I)+14, Diplomacy (Ch) +2, Disguise (Ch) +2, Escape Artist (D) +0, Fly (D) +0, Heal (W) +3, Intimidate (Ch) +12, Knowledge (Engineering) (I*) +5, Knowledge (Religion) (I*)+5, Perception (W) +3 (+5 to notice unusual stonework), Perform ( ) (Ch) +2, Ride (D) +0, Sense Motive (W) +3, Spellcraft (I*) +5, Stealth (D) +0, Survival (W) +3, Swim (S) +4
Languages: Common, Dwarf
Special Qualities: aura, armor training 2
Treasure: +2 full plate, +2 heavy steel shield, +2 warhammer, potion of cure moderate wounds (2), silver holy symbol of Styrden