Gladitorial Fights:
Host: High Counselor Geneera Klanf - (Bloodlust 10)
Arena Opponents:
Compsognathus, Dinosaur, CR: 1/2; XP: 200; Align: N; Tiny animal
Init: +6; Senses: low-light vision, scent; Perception +4
DEFENSE: AC: 15; TAC: 14; FFAC: 13; HD: 1d8+2; HP: 6; Saves: For: +4, Ref: +4, Will: +0;
OFFENSE: Speed: 40 ft., swim 20 ft.; Melee: bite +1 (1d3-1 + poison); Space: 2 1/2 ft.; Reach: 0 ft.
Statistics: Str: 8; Dex: 15; Con: 14; Int: 2; Wis: 11; Cha: 5; BAB: +0; CMB: +0; CMD: 9
Feats: Improved Initiative
Skills: Perception +4, Swim +7; Racial Modifiers:
Special Abilities:
Poison (Ex): Bite - injury; save Fort DC 12; frequency1/round fpr 4 rounds; effect 1d2 Str; cure 1 save
Environment: temperate or warm forests or plains
Organization: solitary, pair, or pack (5-20)
Treasure: none
Troodon, Dinosaur; CR: 1; XP: 400; Align: N; Medium animal
Init: +2; Senses: low-light vision, scent, Perception +10
DEFENSE: AC: 13; TAC: 12; FFAC: 11; HD: 2d8+4; HP: 13; Saves: For: +5, Ref: +5, Will: +2
OFFENSE: Speed: 40 ft.; Melee: bite +3 (1d6);
Statistics: Str: 11; Dex: 15; Con: 14; Int: 2; Wis: 14; Cha: 13; BAB: +1; CMB: +1; CMD: 13
Feats: Weapon Finesse
Skills: Perception +10, Stealth +6; Racial Modifiers: +4 Perception
Environment: warm plains
Languages:
Special Qualities: easily trained
Organization: solitary, pair, or pack (3-12)
Treasure: none
Goblin Dog; CR: 1; XP: 400; Align: N; Medium animal
Init: +2; Senses: low-light vision, scent, Perception +1
DEFENSE: AC: 13; TAC: 12; FFAC: 11; HD: 1d8+5; HP: 9; Saves: For: +4, Ref: +4, Will: +1
OFFENSE: Speed: 50 ft.; Melee: bite +2 (1d6+3 plus allergic reaction)
Statistics: Str: 15 ; Dex: 14 ; Con: 15 ; Int: 2 ; Wis: 12 ; Cha: 8 ; BAB: +0 ; CMB: +2 ; CMD: 14
Feats: Toughness
Skills: Stealth +6
Special Abilities:
Allergic Reaction (Ex): A goblin dog’s dander is highly irritating to all creatures save those with the goblinoid subtype. A non-goblinoid creature damaged by a goblin dog’s bite, who deals damage to a goblin dog with a natural weapon or unarmed attack, or otherwise comes into contact with a goblin dog (including attempts to grapple or ride the creature) must make a DC 12 Fortitude save or break out in an itching rash. A creature affected by this rash takes a -2 penalty to Dexterity and Charisma for 1 day (multiple allergic reactions do not stack). Remove diseaseor any magical healing removes the rash instantly. This is a disease effect. The save DC is Constitution-based.
Organization: solitary or pack (2-12)
Treasure: none
Ram, Herd Animal; CR: 1; XP: 400; Align: N; Medium animal
Init: +2; Senses: low-light vision Perception +6
DEFENSE: AC: 13; TAC: 12; FFAC: 11; HD: 2d8+2; HP: 11; Saves: For: +4, Ref: +5, Will: +2
OFFENSE: Speed: 40 ft.; Melee: gore +3 (1d4+3); Special Attacks: powerful charge (gore, 1d8+3)
Statistics: Str: 14; Dex: 15; Con: 13; Int: 2; Wis: 14; Cha: 7; BAB: +1; CMB: +3; CMD: 15 (19 vs. trip)
Feats: Improved Bull RushB, Skill Focus (Acrobatics)
Skills: Acrobatics +13 (+17 jupm), Perception +6; Racial Modifiers: +4 Acrobatics
Environment: temperate mountains
Organization: solitary, pair, or herd (3-30)
Treasure: none
Viddar the Charmer
Venomous Snake; CR: 1; XP: 400; Align: N; Medium animal
Init: +5; Senses: low-light vision, scent; Perception +9
DEFENSE: AC: 14; TAC: 11; FFAC: 13; HD: 2d8+4; HP: 13; Saves: For: +5, Ref: +4, Will: +1
OFFENSE: Speed: 20 ft., climb 20 ft., swim 20 ft.; Melee: bite +2 (1d4-1 plus poison)
Statistics: Str: 8; Dex: 13; Con: 14; Int: 1; Wis: 13; Cha: 2; BAB: +1; CMB: +0; CMD: 11 (can't be tripped)
Feats: Improved Initiative, Weapon FinesseB
Skills: Acrobatics +9, Climb +9, Perception +9, Stealth +9, Swim +9; Racial Modifiers: +4 Perception, +4 Stealth, +8 Acrobatics; modifies Climb and Swim with Dexterity
Special Abilities:
Poison (Ex): Bite - injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save
Environment: any temperate or warm
Organization: solitary, pair, or nest (3-8)
Treasure: none
Ape, Gorilla; CR: 2; XP: 600; Align: N; Large animal
Init: +2; Senses: low-light vision, scent; Perception +8
DEFENSE: AC: 14; TAC: 11; FFAC: 12; HD: 3d8+6; HP: 19; Saves: For: +7, Ref: +5, Will: +2;
OFFENSE: Speed: 30 ft.; Melee: 2 slams +3 (1d6+2); Space: 10 ft.; Reach: 10 ft.
Statistics: Str: 15; Dex: 15; Con: 14; Int: 2; Wis: 12; Cha: 7; BAB: +2; CMB: +5; CMD: 17
Feats: Great Fortitude, Skill Focus (Perception)
Skills: Acrobatics +6, Climb +14, Perception +8
Environment: warm forests
Organization: solitary, pair, or troop (3-12)
Treasure: none
LEAPING LIZARDS
On the way back from the woods by the farmhouse, a wagon axle will break. It will need to be fixed. Two guards will escort the gladiators to an area near the cliff face where they will be attacked by a Cavern Lizard lurking. It will kill a guard first.
Lizard, Cavern; CR: 4; XP: 1,600; Align: N; Large magical beast
Init: +2; Senses: darkvision 60 ft. low-light vision, scent; Perception +9
DEFENSE: AC: 16; TAC: 11; FFAC: 14; HD: 5d10+15; HP: 42; Saves: For: +7, Ref: +6, Will: +4
OFFENSE: Speed: 30 ft., climb 20 ft.; Melee: bite +10 (2d6+7 plus grab); Space: 10 ft.; Reach: 5 ft.
Statistics: Str: 20; Dex: 15; Con: 17; Int: 3; Wis: 12; Cha: 2; BAB: +5; CMB: +11; CMD: 23 (24 vs. trip)
Feats: Iron Will, Skill Focus (Perception), Weapon Focus (bite)
Skills: Climb +22, Perception +9, Stealth +10 (+14 in areas of natural stone or rock); Racial Modifiers: +4 Climb, +4 Stealth (+8 in areas of natural stone or rock)
Environment: underground
Organization: solitary
Treasure: 50% standard
"A 10-foot long gray lizard with large wide feet and sapphire-gold bulging eyes stares. Balanced on thick and muscled legs, its feet cling to surfaces upon small suction cup-like pads. Its head is angular and somewhat flat and its mouth sports a row of long, serrated teeth."
After dispatching the lizard, if they track it, DC 15, they will see it leads to a small tunnel in the side of the escarpment. It is 25 feet deep and 20 feet wide and narrows further to around 10 feet wide. It descends at a 55 degree angle, very steep Climb check DC 18 to prevent from slipping. Roped together decreases difficulty to DC 11. It descends 40 feet to the bottom. At the bottom is the mate of the surface cavern lizard. It sits upon a clutch of eggs (3 eggs). Also, there is a skeleton with gear. Dwarf skeleton. masterwork dwarven waraxe, crossbow, 15 bolts, pick axe, 3 sacks - 1) torn open - half-eaten rations. 2) torn open - cookware, 50' rope, locked coffer - (DC 15) 4 uncut red garnets (100gp cut), jeweller kit, 3) bitten, but not torn - suit of steel banded mail, helm, boots, steel shield. Backpack 10 pitons, hammer, tankard. Small barrel of dwarven ale - 20gp, belt pouch - 33gp, 16sp, 52 cp, 2" silver horseshoe - 25gp. MAP.
Other spots on the map contain 25% 2-5 duergar raiders.
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."