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Secuencia 12. La física en el cuerpo humano
Note: This is a very dangerous encounter area, mainly due to the
presence of the dragolem.
Years ago, the wizard Quarrion the Great had an annoying little familiar, a shocker lizard that he was always using to annoy his fellow party members. One problem with shocker lizards is that they do not live as long as wizards. Soon the little creature had become frail and weak, its age showing. Knowing it would soon die, Quarrion came up with the idea to change the creature into a small dragon using a polymorph any
object spell. The spell worked, but the trauma of the spell caused the
creature to still die of old age. Distraught, the wizard decided to turn his old friend into a construct. During some long-lost mystic ritual, he bonded the creature to his spellbook, creating a creature called a dragolem — part dragon and part construct. He named the creature Blizzard. The creature bonds itself to whoever creates or is able to claim it, and protects itself from anyone stealing the book. Well, dragons live forever (at least if they are golems), but not so little wizards, and Quarrion eventually died of old age, and the creature remains where he left it — guarding his tower.
This place is a ruined wizard’s tower, currently infested by some rather tough goblins. The whole consists of an 80-foot-tall, 60-foot-square tower made of white stone, faced with decaying red marble, which is in turn overgrown with green ivy. The ivy tendrils reach up the outside of the tower as much as 40 feet up, giving the whole a strange mix of red, white and green color. It almost looks as though the ivy is some monster, hungrily engulfing the stone.
The main entrance consists of a large iron-bound door, about 10 feet up a set of stairs on the north side of the structure. Obvious marks of a battering ram or some other breach attempt scar its oak surface. The door is locked from the inside, but has no bar across it. Nine arrow slits dot the sides of the tower, with one set on each compass direction at the 20-, 40- and 60-foot marks.
The top of the tower consists of a spire-like point, and has no windows or parapets or other means of entry. The tower walls are 8 feet thick, solidly intact, and provide no means of egress. Living inside the tower
is a small tribe of goblins. These are no normal goblins however, as one of their members can read, and is a shaman skilled in the arts of alchemy. Her natural talent, combined with finding a relatively intact alchemists laboratory here, have allowed the goblins to become extremely well- armed with semi-magical toys and brews.
The tower has 4 levels connected internally by a series of spiral staircases. The first is the storage area, and holds food (310 man days of edible rations on racks, in crates and buckets), water (6 large barrels), wine (3 casks) as well as the following:
•
A crate of 10 oil flasks•
60 torches, tied in bundles of 10 each•
200 feet of coiled rope•
2 hungry mules, tied up in makeshift stalls by rope leads•
A lantern•
10 spears, 80 arrows, a longbow without a string, and a light mace•
200 pounds of coal in a large pile•
3 cords of firewood with an axe and splitting maul lying next to the pile The second level of the tower is the living quarters of the goblins. It contains 8 makeshift beds, a few chamber pots, blankets and other such items, and a large brazier full of coals. A tribe of 7 goblins, 2 wolves, as well as the leader, Nodnelg, and shaman Naiviv, live here.GOBLINS (7) CR 1/3
XP 135
hp 6 (Pathfinder Roleplaying Game Bestiary, “Goblin”) Combat Gear 2 flasks of alchemist’s fire, 2 tanglefoot bags, 2
thunderstones, 2 smokesticks; Other Gear leather armor, light wooden shield, short sword, short bow, 20 arrows
WOLVES (2) CR 1
XP 400
hp 13 (Pathfinder Roleplaying Game Bestiary, “Wolf”)
NODNELG CR 3
XP 800
Male goblin fighter 4 (Pathfinder Roleplaying Game Bestiary, “Goblin”)
NE Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception –1
AC 20, touch 12, flat-footed 19 (+8 armor, +1 Dex, +1 size) hp 40 (4d10+8 plus 8)
Fort +6; Ref +3; Will +0; +1 vs. fear Defensive Abilities bravery +1 Speed 20 ft.
Melee greataxe +8 (1d10+3/x3) Ranged shortbow +7 (1d4/x3)
Str 14, Dex 14, Con 14, Int 12, Wis 8, Cha 11 Base Atk +4; CMB +5; CMD 17
Feats Cleave, Great Cleave, Power Attack, Toughness,
Weapon Focus (greataxe)
Skills Climb +1, Handle Animal +7, Intimidate +7, Ride +4,
Stealth +4, Survival +3; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Goblin SQ armor training 1
Combat Gear potion of cure moderate wounds; Other Gear
half-plate, greataxe, shortbow, 20 arrows, key to the chest of loot
Tactics: Should the goblins spot anyone outside the tower (their
Perception score is –1) before they enter the tower, they pepper potential intruders with arrows and oil from the arrow slits in an attempt to make them leave.
If the PCs enter the tower, the wolves immediately raise the alarm. At this point, the goblins gather at the top of the second floor stairwell and prepare arrows, tanglefoot bags, and thunderstones for anyone coming up
the stairs. One of the normal goblins runs to get Naiviv, the shaman, from the laboratory upstairs.
The wolves and Nodnelg guard the top of the stairs, while the others continue to use missile fire down the staircase. Should all become hopeless, the goblins light the stairs on fire with alchemist’s fire and escape out the arrow slits on ropes with grapnel hooks attached, using their smokesticks and tanglefoot bags to delay attackers.
In no case do the goblins retreat to the 4th level of the tower — they fear it more than death.
Treasure: The goblins keep a small chest of loot on this level. The box
is trapped, and kept locked, and Nodnelg has the key around his neck on a leather throng. The trap consists of a flask of extremely flammable oil with a fire starting mechanism attached. Should the chest be forced open or “tossed down the stairs”, it explodes (same damage), scattering coins in a 20 foot radius for 1d3 shrapnel damage.
FIRE-FLASK TRAP CR 1 XP 400
Type mechanical; Perception DC 20; Disable Device DC 20 Trigger touch; Reset none
Effect firebomb (2d6 fire damage, DC 20 Ref half); onset
delay (2 rounds); multiple targets (all within 5 feet) Inside the locked chest are:
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440 sp, 112 gp, and 84 cp•
Two small gems; a garnet (worth 20 gp) and a beryl (worth 80 gp)•
A treasure map detailing the entrance to The Well of Rappan Athuk. This map indicates that ghosts and giant creatures of iron inhabit the dungeon. It also warns of giant cats with tentacles. The map is destroyed if the trap is triggered.•
A carved ivory tube containing a scroll of remove disease. This scroll is destroyed if the chest explodes as detailed above.The 3rd floor of the tower contains a large, rather messy alchemist’s laboratory. Various beakers, tables, tubes and small burners lie messily arranged around the room, and strange bottles of various substances lie scattered about in no apparent order. The staircase to the 4th floor is blocked by a pile of books and a tipped bookcase. The whole has a series of strange smells, as various experiments are currently in progress.
Spending most of her time here is Naiviv, the goblin shaman. Naiviv is quite skilled as a chemist, having mastered several secrets learned from the books she found in this old tower.
NAIVIV CR 3
XP 800
Female goblin universalist 4 (Pathfinder Roleplaying Game
Bestiary, “Goblin”)
NE Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +4
AC 14, touch 14, flat-footed 11 (+2 Dex, +1 size, +1 dodge) hp 24 (4d6+4 plus 4)
Fort +2; Ref +3; Will +6 Speed 30 ft.
Melee dagger +3 (1d3/19–20) or quarterstaff +3 (1d4) Universalist Spell-Like Abilities (CL 4th; ranged melee +5):
6/day—hand of the apprentice
Spells Prepared (CL 4th):
2nd—invisibility, web (DC 15, x2)
1st—cause fear (DC 14), hold portal, shield, sleep (DC 14) 0 (at will)—bleed (DC 13), daze (DC 13), detect magic, read
magic
Str 10, Dex 14, Con 13, Int 16, Wis 14, Cha 6 Base Atk +2; CMB +1; CMD 14
Feats Brew Potion, Dodge, Scribe Scroll
Skills Craft (alchemy) +10, Knowledge (arcana) +9,
Knowledge (history) +8, Knowledge (local) +8,
Knowledge (religion) +9, Perception +4, Ride +6, Spellcraft +8, Stealth +15; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Draconic, Dwarven, Goblin SQ arcane bonds (arcane bond [quarterstaff])
Combat Gear potion of cure light wounds, potion of enlarge person, potion of levitate, 3 tanglefoot bags, 1 dose of black
adder venom; Other Gear dagger, quarterstaff
Tactics: Naiviv is unlikely to be surprised unless the party does
something really sneaky, and thus is usually prepared for combat. If altered to intruders before they enter the tower, she casts hold portal on the entrance door and retreats to her lab to retrieve her books. If the 2nd floor is breached, she turns invisible and quaffs her potion of levitate and uses it to escape through the arrow slit, taking her books with her. She then casts web in the staircase and entrance area from below and runs away. If somehow drawn into combat, she leads with a sleep spell, and then attacks with her dagger and its deadly venom. Note that Naiviv is loath to give up her lab and tower, and fights hard to keep it if at all possible. In no case does she enter the 4th level of the place.
Treasure: Besides the alchemy lab and its materials (worth 800 gp,
weighs 400 pounds), the room contains the following:
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6 books on alchemy, detailing the recipes for tanglefoot bags, thunderstones, explosive oil (alchemist’s fire), and smokesticks. These books are worth 500 gp to a wizard or alchemist.•
22 other books on various subjects — worth 2d6 gp each to the right buyer.•
A lost scroll of dimension door (tucked into a regular book)•
Naiviv’s spellbook: 0—all; 1st—burning hands, cause fear, holdportal, magic missile, shield; 2nd—invisibility, web; 3rd—fireball.
Unlike the staircases from levels 1–3, the staircase up to the 4th level of the tower, despite being blocked by 22 large books and a bookcase, appears unused and untraveled. Cobwebs and insects, as well as a lot of dust fill the stairs.
At the top of the stairs is a trap door that opens upward. It is unlocked and untrapped, although it appears to be slightly burned and pitted. The door is spiked shut from underneath with a wooden stake. Once the stake is removed, it opens easily.
The room atop the stairs has a peaked roof, and no windows or other exits. On the far wall is what was once a fine bed but is now a musty, moldy pile of sheets and rags. The walls and floor near the trap door are scorched and pitted, and three partial goblin skeletons with crushed and blackened skulls litter the floor. Spiders and small insects crawl along the walls. In the center of the room is a pedestal of solid silver (worth 300 gp) containing a large tome.
The book is crafted with gold and silver hinges, and appears to be made of something like dragon skin. Anyone approaching the book within 5 feet is in for a nasty surprise — one that the goblins discovered the hard way. The book is truly the spellbook of the wizard that used to live here — but it is also a dragolem. When the book animates, it takes to the air like a folded paper dragon and attacks using its breath.
THE DRAGOLEM CR 7
XP 3,200
N Small construct
Init +6; Senses dragon senses; Perception +9
AC 19, touch 13, flat-footed 17 (+2 Dex, +6 natural, +1 size) hp 55 (7d10+10)
Fort +2; Ref +4; Will +4
DR 5/adamantine; Immune acid, construct traits, dragolem
immunities
Speed 40 ft., fly 150 ft. (average)
Melee bite +10 (1d6+1), 2 claws +9 (1d4+1)
Special Attacks breath weapons (20 ft. cone, 2d8 cold or
fire, or paralysis gas, every 1d4 rounds, DC 13 Ref half [cold/ fire breath], DC 13 Fort negates [paralysis breath])
Base Atk +7; CMB +7; CMD 19 (23 vs. trip)
Feats Hover, Improved Initiative, Multiattack, Weapon Focus
(bite)
Skills Diplomacy +9, Fly +14, Perception +9, Spellcraft +9 Languages Auran, Common, Draconic
SQ change shape (3/day; book)
Change Shape (Su) Dragolems can change form from book
form to wyrmling form up to 3/day.
Immunities (Ex) A dragolem is immune to any spell or spell-
like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
•
An erase spell cast on a dragolem paralyzes it for 1d6 rounds unless it succeeds on a Will save with a DC equal to 11 + spellcaster’s key attribute.•
The comprehend languages spell functions as a charmmonster spell when used against a dragolem.
Tactics: The dragolem flies up and attacks from the air, breathing
its cold or fire breath, then its paralysis gas breath. It attacks in melee combat only against paralyzed opponents or if it cannot breathe during that combat round. It fights until slain.
Treasure: If the dragolem is destroyed, the book it was made of
can be partially recovered. This particular book is inscribed with the following spells: 0—all; 1st—alarm, cause fear, disguise self, enlarge
person, hold portal, mage armor, magic missile, shield; 2nd—alter self, detect thoughts, invisibility, locate object, misdirection, spider climb; 3rd—beast shape I, dispel magic, displacement, fireball, haste, wind wall; 4th—beast shape II, confusion, dimension door, elemental body I, phantasmal killer; 5th—mirage arcana, teleport; 6th—chain lighting, disintegrate, legend lore; 7th—delayed blast fireball, summon monster VII
Each spell has a 20% chance (roll once per spell) of being destroyed if the dragolem is slain. Other than the spellbook and stand, nothing of value remains in the room.