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Hollow’s Last Hope Randoms:

Random 7 Giant Mosquito Random 8 Pit Trap


Camouflaged Pit Trap CR 1
1,800gp
Mechanical, location trigger, manual reset
DC20
Reflex save avoids
10ft deep (1d6 fall)
Search DC24
Disable Device DC20

VARIANT: WHAT DISABLING A DEVICE MEANS


So a character makes her Disable Device check against a trap. What
does that success do to the trap? With this variant rule, the answer to
that question depends on the amount by which the character beat the
DC. Check the paragraph below that corresponds to the margin of
success.
Check Result = DC +0–3: The next time the trigger would spring
the trap, it doesn’t. After that, however, the trigger operates
normally, and another Disable Device check is required to disarm it
again.
Check Result = DC +4–6: The character messed up the trap’s
workings. It won’t function again until it’s reset. If it’s a trap that
resets automatically, use the next result below.
Check Result = DC +7–9: The character really broke the trap. It
won’t go off again until someone repairs it using the Craft
(trapmaking) skill. This repair costs 1d810% of the trap’s total
construction cost.
Check Result = DC +10 or more: The character either broke the
trap (as above) or succeeded in adding or discovering a bypass
element. This latter option enables characters to either get past the
trap without triggering it or avoid its effect, but the trap remains
active. For example, a character who achieves this degree of success
on a Disable Device check could manage to prop open a
springloaded trap so that it can’t fire, or could notice the niche in the
wall that provides refuge from the rolling boulder.
Randoms:
Random 9: Giant Moorsnake Random 10 2 x Wolves
B Bait
Grung Knifetongue Razorcrows (based on Hawk)

The Razorcrows fight to the death.

TACTICS:
Before combat Grung hides nearby taking 10 on his
Hide check (for a total of 18 including penalties for
distance). Those who fail to spot him are surprised
when he attacks.
During combat: Grung has a shortbow instead of
javelins and fires every round at the PCs while his
razorcrows attack.
Morale: If Grung takes any amount of damage or if the
PCs close to within 20 feet of him, he leaps from his
perch (10ft up in the trees) and attempts to flee.
C The Forest Elder Tatzlwyrm CR 2 D Hag Haunted Hollow
N Medium dragon
Init +2; Senses darkvision 60 ft., low-light Animated Cauldron
vision; Listen +4, Spot +3 A rusted iron cauldron with a mouth nearly 5 feet wide and a
Defense depth of at least 3 feet, dominates the room, its ash-covered
AC 15, touch 12, flat-footed 13 surface shaped with a relief of capering fiends and leering
(+3 armor, +2 Dex) devils.
hp 22 (3d12+3)
Fort +4, Ref +7, Will +1 ANIMATED CAULDRON CR 2
Immune paralysis, sleep XP 600
Offense N Medium construct
Spd 30 ft., climb 30 ft. Init +0; Senses darkvision 60 ft., low-light vision; Perception
Melee bite +5 (1d6+3) –5
Special Attacks improved grab (grp +5), poison
 DEFENSE
gasp, pounce, rake +4 (1d2+1)
AC 14, touch 10, flat-footed 14 (+4 natural)
Tactics
Before Combat Tatzlwyrms attempt to remain hidden before attacking hp 36 (3d10+20 size)
their prey, preferring areas of dense vegetation. Fort +1, Ref +1, Will +1
During Combat Tatzlwyrms attempt to charge as often as possible, Defensive Abilities hardness 5; Immune construct traits
using their pounce and rake abilities. Given the opportunity, they grapple  OFFENSE
their foes and use their poison gasp.
Morale If reduced to 7 or fewer hit points, tatzlwyrms attempt to flee. Melee bite +4 (1d6+1 plus grab)
Statistics Special Attacks swallow whole
Abilities Str 14, Dex 15, Con 12, Int 5, Wis 11,
Cha 10 TACTICS
Base Atk +3; Grp +5 Before Combat Ulizmila's cauldron appears to be a perfectly
Feats Alertness, Lightning Reflexes normal cauldron until the objects within the cottage are
Skills Climb +10, Hide +7*, Listen +6, Move Silently +5, Spot +8;
*tatzlwyrms have a +6 racial bonus on Hide checks made in area of disturbed, at which point it attacks.
dense vegetation. During Combat Ulizmila's cauldron pursues would-be thieves
SPECIAL ABILITIES to the edge of the clearing (it can squeeze through the
Improved Grab (Ex) To use this ability, a tatzlwyrm must hit a Medium cottage door). If its opponents flee beyond the glade, the
or smaller foe with its bite attack. It can then attempt
cauldron returns to its place within the cottage and remains
to start a grapple as a free action without provoking an attack of
opportunity. If it wins the grapple check, it establishes a hold. inactive until the cottage's contents are again disturbed.
Poison Gasp (Ex) A tatzlwyrm’s breath is poisonous, but not very  STATISTICS
powerful. While grappling, instead of making a bite or rake attack, a Str 12, Dex 10, Con —, Int —, Wis 1, Cha 1
tatzlwyrm can breathe its poison into its victim’s face (contact;
DC 12; initial 1 Con; secondary —; note that the initial damage is equal
Base Atk +4; CMB +4; CMD 14
to the tatzlwyrm’s Con modifier). The save DC is Constitution-based.  
SPECIAL ABILITIES
Swallow Whole (Ex)
When Ulizmila's cauldron begins its turn with a grappled
opponent in its "mouth," it can swallow that opponent with
a successful grapple check. Once inside, the opponent takes
1d4 points of nonlethal damage per round from the
cauldron's wild movements. A swallowed creature can cut its
way out by using a light weapon to deal 10 points of damage
to the cauldron's interior gizzard (AC 15; hardness 5). Once
the creature exits, the iron of the cauldron reforms, closing
the hole; another swallowed opponent must fight its own
way out.

Ulizmila’s cauldron interior can hold 1 Medium, 2 Small, 4


Tiny, 8 Diminutive, or 32 Fine or smaller opponents.
Hardness (Ex) Ulizmila’s cauldron has hardness 5 due to
its deteriorated condition.

The Ruined Monstery:


1 Approach – 2 x wolves 3. Watchtower – Medium Monstrous Spider
8 Gurtlekep’s Room 10 Desecrated Shrine: Darkmantle
GURTLEKEP: KOBOLD ROGUE 2 CR 2
XP 600
Male kobold rogue 2
LE Small humanoid (reptilian)
Init +7; Senses darkvision 60 ft.; Perception +8
 DEFENSE
AC 17, touch 14, flat-footed 14 (+2 armor, +3 Dex, +1 natural,+1
size)
hp 9 (2d8)
Fort +0, Ref +6, Will +1
Defensive Abilities evasion, rogue talent (trap spotter)
Weaknesses light sensitivity
 OFFENSE
Speed 30 ft.
Melee masterwork short sword +2 (1d4/19-20)
Ranged dagger +5 (1d3/19-20)
Special Attacks sneak attack +1d6

Tactics
Before Combat If aware of the PCs, Gurtlekep hides under the bed,
gaining total cover. The PCs can make opposed Perception checks to
hear Gurtlekep before he strikes, allowing them to act in the
surprise round.
During Combat Gurtlekep uses the cramped space to his advantage
whenever possible, preventing others from entering the room. He
focuses all of his attacks on the PC with the least armor first.
Morale If dropped to 3 or fewer hit points, Gurtlekep attempts to
flee through a hole in the wall leading into the hallway. This hole is
5 feet above the bed, requiring a single DC 10 Climb check to scale.
Once outside, Gurtlekep attempts to flee to warn Greypelt and the
kobolds below.
 STATISTICS
Str 10, Dex 17, Con 11, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +0; CMD 13
Feats Improved Initiative
Skills Acrobatics +8, Climb +5, Craft (trapmaking) +7, Disable Device
+8, Escape Artist +8; Perception +8, Profession (miner) +8, Stealth
+12
Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession
(miner)
Languages draconic
SQ trapfinding
Combat Gear potion of cure light wounds
Other Gear daggers (4), masterwork short sword, leather armor,
thieves tools
12 Infested Ruins 14 Secret Prison – Dwarf Warrior Skeletons

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