Beruflich Dokumente
Kultur Dokumente
Splintered Timbers
A 1 Round D&D LIVING GREYHAWK
Dyvers Regional Adventure
by Matt Maddy
Triad Edit: Phil Thompson
Circle Edit: David Christ
Efforts to rebuild the city after the fire are in high gear, and almost everyone in Dyvers is doing their part. After the
Gnarley Rangers grudgingly allow increased tree cutting, one carpenter seeks adventurers to escort him into the
Gnarley Forest. Are you ready to do your part to help the city in its hour of need? An adventure for characters level 110
Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed
by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of the author. To
learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20
DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc.
LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is
intended for tournament use only and may not be reproduced without approval of the RPGA Network.
Introduction
This is an RPGA Network scenario for the Dungeons &
Dragons game. A four-hour time block has been allocated
for each round of this scenario, but the actual playing time
will be closer to three and a half hours. The rest of the time
is spent in preparation before game play, and scoring after
the game. The following guidelines are here to help you
with both the preparation and voting segment of the game.
Read this page carefully so that you know and can
communicate to your players the special aspects of playing
an RPGA scenario.
Preparation
First you should print this scenario. This scenario was
created to support double-sided printing, but printing it
single sided will work as well. There is enough room along
the inside margin to bind the adventure, if you desire.
Read this entire adventure at least once before you run
your game. Be sure to familiarize yourself with any special
rules, spells, or equipment presented in the adventure. It
may help to highlight particularly important passages.
When you run an RPGA D&D adventure we assume that
you have access to the following books: the Players
Handbook, the Dungeon Masters Guide, and the Monster
Manual. We also assume that you have a set of dice (at least
one d4, d6, d8, d10, d12, and d20), some scrap paper, a
pencil, an RPGA scoring packet, and your sense of fun. It is
also a good idea to have a way to track movement during
combat. This can be as simple as a pad of graph paper and a
pencil, as handy as a vinyl grid map and chits, or as
elaborate as resin dungeon walls and miniatures.
Instruct the players either to prepare their characters now,
or wait until you read the introduction, depending on the
requirements of the scenario as described in the
introduction.
Keep in mind that you must have at least three players (not
counting the DM), for the game session to be a sanctioned
RPGA event. As well, you cannot have more than six
players participating in the game.
Once you are ready to play, it is handy to instruct each
player to place a nametag in front of him or her. The tag
should have the players name at the bottom, and the
characters name, race, and gender at the top. This makes it
easier for the players (and the DM) to keep track of who is
playing which character.
The players are free to use the game rules to learn about
equipment and weapons their characters are carrying. That
said, you as the DM can bar the use of even core rulebooks
during certain times of play. For example, the players are
not free to consult the Dungeon Masters Guide when
confronted with a trap or hazard, or the Monster Manual
when confronted with a monster.
Splintered Timbers
Scoring
After the players have completed the scenario or the time
allotted to run the scenario has run out, the players and
DM score the game. The RPGA has three ways to score its
games. Consult your convention coordinator to determine
which method to use for this scenario:
No-vote scoring: The players write their names and
RPGA numbers on the scoring packet grid. You fill
in the top of the grid. That is all. No one is rated.
This method is used for people who are just playing
for fun.
Page 2
Gazetteer.
Splintered Timbers
APL 1 there are three things that you can do to help even
the score.
2. Attempt
to
create a table
Mundane
of six 1st-level
# of Animals
Animals Effect
characters, or
on APL
2
3
1
try to enlist
higher-level
1/4 & 1/6
0
0
0
characters to
1/3 & 1/2
0
0
1
play at that
table.
1
1
1
2
CR of Animal
Advise
2
2
3
4
characters to
3
3
4
5
buy
riding
dogs to help
4
4
6
7
protect them,
5
5
7
8
and fight for
them.
All
6
6
8
9
riding dogs
7
7
9
10
are
considered
trained to attack. PCs who want their dogs to attack
must succeed at a Handle Animal or Charisma check
(DC 10). Failure indicates that the animal will not
attack that round. This is a free action (spoken
command) that may be attempted each round. If an
animal loses half or more hp in a single round it
flees, unless another check is successful.
Page 3
4
1
1
3
5
6
8
9
10
11
Adventure Background
The Free and Independent City of Dyvers has suffered a
massive fire concentrated near its dock district. Zombies
emerged from the dock waters, suddenly became ablaze,
and proceeded through the city, setting many buildings
on fire. Then a dragon turtle emerged from the Nyr Dyv
and started its way into the city. Thankfully, clerics of
the church of Xerbo managed to tame the beast and turn
it back to the deep waters of the Nyr Dyv. Once the fires
were extinguished, however, the city found itself a
disaster area. The destruction to the docks has caused the
economy to plummet, scaring the townsfolk into
corruption and hoarding. The situation has gotten bad
enough that the government itself is in danger of being
lost in anarchy. Thus, nearly every guild, faction, gentry
house, and noble have contributed to help repair the
damage and restore the city. The lower classes, however,
are flooded with homeless, and are reaching a fever pitch
Splintered Timbers
Adventure Summary
With the effort to rebuild the city in full swing, the call
for more lumber has become overwhelming. Of course,
in addition to normal lumber, the desire for exotic wood
is also increasing. So far, the Gnarley Rangers and Druids
have grudgingly allowed increased amounts of normal
lumber to be cut, but have steadfastly refused to allow
their precious darkwood trees to be cut. However, a
retired Gnarley Ranger named Jhered has managed to
negotiate a contract with the druids, allowing him to cut
a small amount of darkwood. Jhered is attempting to
quietly leave the city, and when the homeless accost him
along the way, he starts handing out gold. When the
homeless spot him handing out such lavish alms, they
begin flocking to him, and cause a near riot. The PCs
happen to be nearby, and he pleads for them to help.
After the PCs help with the crowd, he will ask that they
help him leave the city. After the PC help Jhered out of
the city, he asks them to help guard him as he travels into
the Gnarley on his expedition. He knows the dangers of
the woods, and was hoping to find skilled adventurers to
help escort him deep into the Gnarley to the darkwood
grove. Assuming the PCs accept the offer, Jhered will
recruit them. Before the group reaches the darkwood
grove, they encounter a nest of Phase Wasps. While
Jhered is more concerned with the wildlife in the
Gnarley, another threat exposes itself. A group of rogues,
hired by the gentry house of Pengallen (known to have
disreputable contacts and practices), have been given the
location of the darkwood grove, and have snuck into the
forest to cut the woods under the cover of silence spells.
To aid them, accomplices will set fire to a section of the
Gnarley Forest to distract the rangers from finding the
rogues. The PCs have the opportunity to stop the thieves
from completing their task, and can thereafter finish
cutting the trees. On the way back to Dyvers, the PCs
may also encounter a group of escaped circus apes. The
Gnarley Rangers and/or Dyvers constabulary will eagerly
take any prisoners and/or information in reference to the
forest fire and darkwood thieves.
Page 4
at a mill for the night and may hear rumor and gossip
from the workers.
Introduction
As you are traveling the streets of Dyvers, the traffic
is heavy, and the homeless make the once wide
streets narrow and difficult to squeeze through. They
reach out to you as you pass, begging for food or
money. As you consider their plight, the sound of
shouts can be heard nearby. As you look, you see a
large group of homeless surging all around a man on a
wagon. Their eager hands are reaching up to the man,
pulling him half off the wagon as he screams, Let me
go! Stop! Please!
What has happened, is that the man on the cart (Jhered)
was leading four long, narrow, empty wagons out of the
city, and was being slowed greatly by the homeless in the
streets. In desperation, he began giving out gold coins to
get the homeless out of the way. Once the homeless saw
someone giving away such extravagant alms, they began
to mob the wagon, and the situation has gotten out of
Splintered Timbers
Page 5
Splintered Timbers
could put a word in with any guild theyre a part of. If all
else fails, he will offer them items made of the special
wood he plans to cut.
Jhered will not tell the PCs who his business partner is, as
he will be suspicious of anyone who presses the question,
thinking they may be thieves or spies for other
merchants. If the PCs ask how they may collect the pay
from the business partner, Jhered will tell the PCs the
location of a warehouse where the wood is going to be
delivered to. The cart drivers also know of the location of
the warehouse. The merchant is scheduled to meet him
there.
Jhered will not specifically name the type of trees he
plans to cut. He is wary of thieves, and if a PC broaches
the subject, he will ask them not to speak aloud the word
darkwood, lest competitors gain wind of what they plan
on doing. If the PCs ask for a bribe not to let the word
out, hell be somewhat miffed, and remind them that its
the safety of the caravan hes concerned about, and
theyre a potential part of the caravan. He wont pay any
bribes, as hell be more insulted than afraid. If a PC still
pushes for a bribe, he will become agitated, and revoke
his offer to hire the PC, and it will require a diplomacy
check (DC 10+APL) to convince him otherwise. In
reality, Jhered doesnt have enough money to pay bribes.
He has invested all of his money into this logging trip.
Once Jhered manages to hire the PCs, he will also ask the
PCs if they are members of the lumberjacks guild and
can help cut the wood. He was planning on hiring
lumberjacks in addition to his 4 cart drivers, and figures
the less people he hires, the less noise the caravan will
make going through the woods, and the less people he
has to trust. Membership in the Lumberjacks guild costs
(5 x APL) gp, and can be done at a mill that is on the edge
of the forest. If the PCs agree to help with the cutting, he
will offer to pay them (20gp x APL) to be lumberjacks.
This amount is in addition to the escort pay, of course.
This pay rate is regulated by the Lumberjack guild, and is
non-negotiable. However, this amount he will pay out of
pocket, and will offer before entering the forest, if the
PCs ask for it. He will accept any type of help, including
spells that speed up the cutting (allow the PCs to be
creative, i.e. letting mages cast unseen servant to help
steady trees or help them fall a certain way.)
Jhered has bought four carts and eight horses to carry the
lumber. He has also hired four cart drivers for the
wagons. The drivers will look eager to have the PCs
along, and one will speak to the strongest-looking PC
once they have agreed to travel as escorts.
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Page 7
APL 6 (EL 5)
Splintered Timbers
APL 8 (EL 8)
Phase Wasps (9): hp 13,13,13,12,12,12,11,11,11; see
Appendix One.
Page 8
After the PCs have dealt with the wasps, Jhered will
apologize for not being more helpful, lamenting on how
long it has been since hes been in such circumstances.
If the PCs search the wasp nest, they will find that the
nest is made of chewed up wood, and has no items of
value in it. If the PCs search the area around the nest,
however, they will find a half-buried leather book cover.
All the pages have been chewed out, but it the cover has
arcane markings on it. Anyone with ranks in Knowledge
(Arcana) can roll a check (DC 12) to recognize this as
once having been a spellbook. The inside of the cover
has the word Ephrus burned into it. If the PCs search
for any of the pages, they will not be able to find any. The
phase wasps chewed all the pages out, ruining them
beyond any recognition. No amount of magical
reconstruction can repair the chewed up pages that are
now part of the nest. If the PCs attempt to mend or
magically fix the Spellbook cover, it will clean up and the
word Ephrus will become more legible, but all the pages
remain torn out.
Once the party has prepared the camp (if you are using a
grid map, it may be useful to allow them to draw the
camps layout. None of the NPCs brought tents (the
drivers are too poor, and Jhered is used to sleeping
without one.) Once again, Jhered will wish to take 3rd
watch, and the drivers and lumberjacks (if there are any)
will not want to take a watch unless forced to, demanding
it is the responsibility of the escorts(and they will try to
sneak out of sight of the PCs in order to sleep during
their watch if they are forced to take one.)
Page 9
APL 2 (EL 4)
Straern: male human Rog1; hp 8; see Appendix One.
Hrolf: male human Rog1; hp 8; see Appendix One.
Ramm: male human Ftr1; hp 13; see Appendix One.
Ehmyr: male human Brd1/Sor1; hp 18; see Appendix
One.
APL 4 (EL 6)
Straern: male human Rog2; hp 14; See Appendix One.
Hrolf: male human Rog2; hp 14; see Appendix One.
Ramm: male human Ftr2; hp 22; see Appendix One.
Ehmyr: male human Brd2/Sor1; hp 25; See Appendix
One.
APL 6 (EL 8)
Straern: male human Rog4; hp 30; See Appendix One.
Hrolf: male human Rog4; hp 30; see Appendix One.
Ramm: male human Ftr4; hp 44; see Appendix One.
Ehmyr: male human Brd3/Sor2; hp 38; See Appendix
One.
Splintered Timbers
Page 10
Ehmyr was told to cut the wood and leave the forest as
quickly as possible. He was not told where to go after he
left the forest, however. He assumed that they would be
waiting for him when he got out of the woods. In reality,
Ehmyr thought the whole plan was fishy, and was
planning on taking the lumber to Maraven and taking it
by boat to Greyhawk to sell it himself.
Page 11
APL 4 (EL 6)
Blood Ape: hp 30; see Appendix One.
APL 6 (CR 8)
Blood Apes (2): hp 32, 31; see Appendix One.
Splintered Timbers
Page 12
it, but will admit he was told to cut the wood on a specific
night at a specific time.
If the party attempts to wait for the daily guard patrol in
order to hand off any prisoners, they will be disappointed
to find out that the patrol has been posted to guard the
woods, and no longer comes to the mill. Once again,
Jhered and/or the drivers and lumberjacks will suggest
going straight to the city.
The party can either decide to turn the thieves over to the
rangers or the constabulary. If they decide to try to find
the rangers or constabulary in the woods, Jhered will
wish them good luck, and leave them the two wagons
from the thieves (assuming they were brought from the
grove). He will tell them to contact him when they
return to Dyvers. Feel free to role-play, but eventually
the party will stumble onto some rangers on guard patrol
if they wander the woods long enough. They will want a
complete story, and will eventually be thankful for the
capture of the thieves. They will take the prisoners, and
impound the rogues horses and carts as evidence.
If the party decides to travel with Jhered to the city, they
can easily hand over their prisoners to the constabulary.
They wont be able to find any ranger representatives in
the city, as they have been recalled to the forest after the
fire. The constabulary will also take the prisoners and
impound the rogues horses and carts as evidence.
Conclusion
Once the lumber has been delivered, if Jhered is still
alive, he will happily thank the PCs for their efforts, and
offer to craft something for them if they ever have the
need. He will then take the PCs to a nearby merchants
guildhouse, and his merchant partner will pay them for
escorting the lumber. (The exact amount of the pay
should have been negotiated in the introduction)
If Jhered is dead, the PCs may have found the contract on
him(Players Handout #1.) Levyn, his merchants guild
contact, will be waiting at the warehouse, and has a
longer contract stating that he was a partner with Jhered,
and the wood belongs to him. He will also have a copy of
the contract with the Gnarley Druids. He will thank the
PCs, and pay them the amount of money they were
promised. He will not, however, extend them any
promise to make darkwood items. Instead, he will
promise to make mention of their names to the
merchants guild for honoring the contract after Jhereds
demise.
Splintered Timbers
Page 13
The End
Introduction
Defeating or Calming the Homeless Mob.
APL 2
APL 4
150 xp
150 xp
Encounter 2
Defeating the Phase Wasps
APL 2
APL 4
APL 6
APL 8
APL 10
90 xp
90 xp
150 xp
240 xp
300 xp
Encounter 5
Defeating the lumber thieves
APL 2
APL 4
APL 6
APL 8
APL 10
Splintered Timbers
120 xp
180 xp
240 xp
300 xp
300xp
Encounter 7
Defeating the Ape(s)
APL 4
APL 6
APL 8
APL 10
180 xp
240 xp
300 xp
330 xp
90 xp
135 xp
180 xp
225 xp
270 xp
450 xp
675 xp
810 xp
1,065 xp
1,200 xp
Treasure Summary
During an adventure, characters encounter treasure,
usually finding it in the possession of their foes. Every
encounter that features treasure has a treasure section
within the encounter description, giving information
about the loot, coins, and magic items that make up the
encounters treasure.
The loot total is the number of gold pieces each character
gains if the foes are plundered of all their earthly
possessions. Looting the bodies takes at least 10 minutes
per every 5 enemies, and if the characters cannot take the
time to loot the bodies, they do not gain this gold. If you
feel it is reasonable that characters can go back to loot the
bodies, and those bodies are there (i.e., not carted off by
dungeon scavengers, removed from the scene by the local
watch, and so on), characters may return to retrieve loot. If
the characters do not loot the body, the gold piece value for
the loot is subtracted from the encounter totals given
below.
The coin total is the number of gold pieces each character
gains if they take the coin available. A normal adventuring
party can usually gather this wealth in a round or so. If for
some reason, they pass up this treasure, the coin total is
subtracted from the encounter totals given below.
Page 14
Next, the magic items are listed. Magic item treasure is the
hardest to adjudicate, because they are varied and because
characters may want to use them during the adventure.
Many times characters must cast identify, analyze
dweomer or similar spell to determine what the item does
and how to activate it. Other times they may attempt to
use the item blindly. If the magic item is consumable (a
potion, scroll, magic bolts, etc.) and the item is used before
the end of the adventure, its total is subtracted from the
adventure totals below.
Once you have subtracted the value for unclaimed treasure
from each encounter add it up and that is the number of
gold pieces a characters total and coin value increase at the
end of the adventure. Write the total in the GP Gained
field of the adventure certificate. Because this is a Regional
scenario, characters may spend additional Time Units to
practice professions or create items immediately after the
adventure so this total may be modified by other
circumstances.
Introduction
Take up Jhereds offer to work as lumberjacks
APL 2: C: 40 gp
APL 4: C: 80 gp
APL 6: C: 120 gp
APL 8: C: 160 gp
APL 10: C: 200 gp
Splintered Timbers
Conclusion
Getting paid for Escorting the lumber
APL 2: C: 100 gp
APL 4: C: 200 gp
APL 6: C: 300 gp
APL 8: C: 400 gp
APL 10: C: 500gp
Selling the Apes or returning them for the Reward
APL 2: C: 20 gp
APL 4: C: 40 gp
APL 6: C: 60 gp
APL 8: C: 80 gp
APL 10: C: 100 gp
384 gp
600 gp
800 gp
1,250 gp
2,033 gp
Special
Membership with the Lumberjack Guild The PC has
license to cut lumber on the Dyvers side of the Gnarley
Forest. (At the discretion of the Gnarley Rangers and
Druids.) This membership is good for one year from the
date of this AR.
Influence with the Gnarley Druids For gifting them
with blood apes that escaped a Verbobonc circus.
Influence with the Gnarley Rangers OR the Dyvers
Constabulary The PCs caught lumber thieves and
turned them in. (You may only gain influence with the
rangers OR the constabulary. Judges, cross out the one
that does not apply)
Influence with the Merchants Guild Jhered died, but
the lumber was delivered to Jhereds Merchant partner.
Page 15
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Page 16
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Splintered Timbers
Skills and Feats: Climb +8, Jump +8; Iron Will, Power
Attack, Weapon Focus(warhammer).
Possessions: 12gp, MW Warhammer, Half-Plate
Armor.
APL 4 (EL 6)
Ehmyr: male human Brd2/Sor1; CR 3; Medium-size
humanoid (human); HD 2d6 + 1d4 + 9; hp 25(+3
toughness); Init +2; Spd 30 ft.; AC 12 (+2 Dex); Atk +3
ranged(1d2 subdual, whip) or +3 ranged (1d4, sling);
SQ: Bardic Music, Bardic Knowledge; AL NE; SV Fort
+3, Ref +5, Will +6; Str 10, Dex 14, Con 16, Int 14, Str
13, Cha 17.
Skills and Feats: Bluff +9, Concentration +8,
Diplomacy +11, Disguise +6, Escape Artist +5, Gather
Info +7, Sense Motive +7, Spellcraft +6, Use Magic
Device +7; Combat Casting, Silent Spell, Toughness.
Possessions: 12gp, whip, sling, 100 sling bullets,
potion of invisibility, Quaals Feather Token(whip), 2
scrolls of silence.
Bard Spells Known (3/1; base DC = 13 + spell level):
0-daze, ghost sound, light, mage hand, resistance; 1st
unseen servant, expeditious retreat.
Sorcerer Spells Known (5/4; base DC =13 + spell
level): 0-detect magic, detect poison, flare, ray of frost;
1st-mage armor, magic missile.
Straern and Hrolf: male humans Rog2; CR 2;
Medium-size humanoid (human); HD 2d6 + 4; hp 14;
Init +4; Spd 30 ft.; AC 17 (+3 MW studded leather
armor, +4 Dex); Atk +3 melee (1d8 + 1[20x3], MW
battleaxe); SA: Sneak Attack +1d6; SQ: Evasion; AL NE;
SV Fort +2, Ref +7, Will +0; Str 12, Dex 18, Con 15, Wis
10, Int 10, Cha 8.
Skills and Feats: Climb +6, Escape Artist +9, Hide +9,
Innuendo +4, Intimidate +3, Jump +8, Listen +5, Move
Silently +9, Tumble +11; Dodge, Martial Weapon
Proficiency (battleaxe).
Possessions: 12gp, MW studded leather armor, MW
battleaxe, dust of tracelessness.
Ramm: male human Ftr2; CR 2; Medium-size
humanoid (human); HD 2d10 + 6; hp 22; Init +1; Spd
30 ft.; AC 17(+7 half-plate); Atk +8 melee (1d8+6 [20x3],
MW warhammer); SA Cleave, Power Attack; AL NE;
SV Fort +6, Ref +1, Will +1; Str 18, Dex 12, Con 17, Int
7, Wis 9, Cha 8.
Skills and Feats: Climb +9, Jump +9; Cleave, Iron
Will, Power Attack, Weapon Focus(warhammer).
Possessions: 12gp, MW Warhammer, Half-Plate
Armor.
Page 18
APL 6 (EL 8)
Splintered Timbers
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Page 20
______________
Tiny Magical Beast
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
__________PHASE WASP
2d10 (11 hp)
+4 (+4 Dex)
10 ft., fly 60 ft. (perfect)
17 (+2 size, +4 Dex, +1 natural)
(touch 16, flat-footed 13)
Sting +0 melee
Bite 1d4-4
2 ft. by 2 ft./0 ft.
Magic Missile
Darkvision 60 ft., low-light vision, see invisibility
Fort +3, Ref +7, Will +2
Str 3, Dex 19, Con 10, Int 2, Wis 15, Cha 6
Listen +6, Spot +6, Wilderness Lore +3
Alertness
Any temperate or warm land
Swarm (5-20)
2
None
Always neutral
3-4 HD (Tiny); 5-6 HD (Small)
Phase wasps are 18-inch-long insects that can see and attack invisible and ethereal creatures (in the latter case, without
crossing the planar boundary). They rarely attack creatures three more ore size categories larger then themselves unless
provoked. Like ordinary wasps, these creatures line in large colonies. Each colony builds a next about 10 feet in
diameter out of paper that its members have made from chewed-up wood or paper and their own saliva. Because such a
nest requires a tremendous amount of paper, many wizards and libraries offer bounties for the destruction of nearby
phase wasp nests.
Though they do not speak, phase wasps utilize an elaborate signaling system to communicate within their hives. Their
signal language seems to be based on a system of subtle smells, body postures, and flight patterns.
Combat
Normally, phase wasps attack only to defend themselves or their nests. They converge on intruders in swarms, fire their
magic missiles, and then swoop in to sting until they can use their missiles again.
Magic Missile (Sp): A phase wasp can produce an effect that functions like a magic missile spell (caster level 3rd).
Once it has used this ability, it must wait 1d4 rounds before it can do so again.
See Invisibility (Sp): A phase wasp produces an effect like that of a see invisibility spell (caster level 3rd), except
that it is always active.
Splintered Timbers
Page 21
______________
Large Magical Beast
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
__________BLOOD APE
4d10+8 (30 hp)
+2 (+2 Dex)
30 ft., climb 30 ft.
14 (-1 size, +2 Dex, +3 natural)
(touch 11, flat-footed 12)
2 Claws +8 melee and bite +3 melee
Claw 1d6+5, bite 1d8+2
5 ft. by 5 ft./10 ft.
Growth, improved grab, rend 2d4+7
Darkvision 60 ft., low-light vision, scent
Fort +6, Ref +6, Will +2
Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Climb +15, Listen +3, Spot +3
Power Attack
Warm forest and mountains
Solitary, patrol (1 alpha male plus 1-4 males), or colony (1 alpha male plus 2-5 males
And 7-21 noncombatants)
6
None
Usually neutral
5-8 HD (Large); 9-12 HD (Huge)
Blood apes are peaceful diurnal foragers with a unique defense mechanism. The alpha male (or leader) of a troop or
patrol has the magical ability to make himself and other members of the group larger. Their Huge forms (see Growth
below) allow them to deal more damage in combat, but the ability to return to Large size means that they require
substantially less food than Huge creatures would. Sages and scholars suggest that this ability is a residual effect of
exceptionally strong growth and form-altering magic practiced on the ancestors of the current blood apes millennia ago.
A blood ape resembles a red-furred mountain gorilla. Its body is compact but muscular, and its sinewy arms end in
humanlike hands. The alpha male is typically the largest ape in a group. Unlike the rest of the group, he has silvery fur
and a balding head.
Blood apes are exceptionally territorial, and they fight to the death to protect their young and their land from intruders.
Patrols occasionally forage far from the colony lair in search of new feeding grounds.
Combat
The alpha male in any group of blood apes begins using his growth ability on the other males at the first sign of
intruders. After receiving the benefit of this power, all the males pair up to attack specific opponents. Blood apes give no
warning and make no display before attacking. The alpha male uses his growth ability on himself last, then enters
melee. If females and young are present, they beat a hasty retreat while the males fight.
Growth (Sp): The alpha male in every group of blood apes can use this power up to eight times per day. It
functions like an animal growth spell (caster level 9th). Except that it works only on adult male blood apes. The following
changes apply to all subject blood apes as long as the effect of growth lasts: SZ Huge; HD 8d10+32 (76 hp); Init +1; AC
15 (-2 size, +1 Dex, +6 natural), touch 9, flat-footed 14; Atk +15 melee (2d4+9, 2 claws) and +10 melee (2d6+4, bite); SV
Fort +10, Ref +7, Will +3; Face/Reach 10 ft. by 10 ft./10 ft.; Str 29, Dex 13, Con 18; Climb +19
Improved Grab (Ex): If a blood ape hits an opponent that is at least one size category smaller than itself with a claw
attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity
(grapple bonus +13 or +25 if under growth effect). If it hits with both claws, it can also rend in the same round. Once it
has a hold, the blood ape has the option to conduct the grapple normally, or simply use its claw to hold the opponent (-
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20 penalty on grapple check, but the blood ape is not considered grappled). In either case, each successful grapple check
it makes during successive rounds automatically deals claw damage.
Rend (Ex): If a blood ape hits with both claws, it latches onto the opponents body and tears the flesh. This attack
automatically deals an additional 2d4+7 points of damage (of 2d4+13 if under a growth effect, see above).
Scent (Ex): A blood ape can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
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Players Handout #1
(The writing is scratched, in sylvan, on a piece of bark.)
Rights To lumber
Let it be known, that the Gnarley druids, protectors of the green and watchers of the forest, have come to an agreement
with Jhered of Dyvers, to allow him to cut an amount of darkwood that does not exceed four standard lumber wagons.
This contract binds all responsibility for the cutting and hauling to Jhereds discretion. He must be present at all times
for the cutting and hauling, and must honor the code of the forest during his stay. The rangers will be watching.
(there is a unique arcane mark on the page, seemingly a signature. In addition, on the reverse side there is writing in
common that seems to be a bill of sale, granting a merchant by the name of Levyn partial ownership of the contract.)
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