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JUZGADO PRIMERO CIVIL DEL PRIMER DEPARTAMENTO JUDICIAL DEL ESTADO

When the Goblin Headquarters is alerted to a threat, there is a general plan that all the goblins and worgs are supposed to follow when the great bell is rung. Obviously not all of the goblins will necessarily still be alive by the time the headquarters is warned, but the survivors respond according to the plan unless they realize that they are completely outmatched.

1) One of the goblins from Room 1B–20 dashes to get the worgs that live in Room 1B–5. All of the worgs except Okahaal immediately heads for Room 1B–21; Okahaal waits until the goblin helps him into his armor, which takes one turn, and then he and the goblin follow the other worgs.

2) All of the hobgoblins, goblins, and worgs from Rooms 1B–

17, 1B–18 and 1B–19 converge in Room 1B–20, then enter Room 1B–21 to see what is happening. The only exception to this may

happen in the case of an alarm being sounded in Room 1B–18— this causes the goblins in Room 1B–19 to send a worg running through Room 1B–17, and if this happens the goblins from 1B–17 follow the worg rather than heading directly to Room 1B–20.

3) Any goblins that have assembled in Room 1B–21 then try to stay together, responding according to what they know about the assault and sending scouts ahead of the main force to find the attackers.

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level 1b

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Near the top of the stair, on the northern wall, a large bell hangs from an iron mounting, with a hammer hanging from a chain beside it. If the goblins ring this bell, it can be heard through the rest of the complex, and it alerts the other goblins in the area (see “Total Mobilization,” below).

The goblin forces in the room are led by War Leader Jang, a massive hobgoblin. Jang’s “pet” goblin witch-doctor, Harmek, provides good luck to the raiders (but little in the way of spell power). Perhaps the most dangerous inhabitant of the room is Kerberus the three-headed ogre, who for some reason is fanatically loyal to Jang. In fact, Jang has learned to be quiet and calm when speaking to anyone, because if Jang yells, Kerberus kills whomever he yells at. Jang’s calm, measured tone of voice, even when in combat, can be disconcerting to those who are familiar with ordinary hobgoblin leaders.

If the goblins are clearly being defeated, they flee down the stairs toward the Goblin-City of Greznek, leaving Kerberus to delay any pursuit. Once safely in Greznek, they have no interest in gaining a reputation as losers and cowards. For this reason, they tell no one that they were defeated in combat, and sound no alarm about the party’s presence in the dungeon.

WAR LEADER JANG CR 3

XP 800

Male hobgoblin barbarian 4 (Pathfinder Roleplaying Game

Bestiary, “Hobgoblin”)

NE Medium humanoid (goblinoid)

Init +2; Senses darkvision 60 ft.; Perception +7

AC 14, touch 11, flat-footed 11 (+3 armor, +2 Dex, +1

Dodge,–2 rage)

hp 48 (4d12+24) Fort +10; Ref +3; Will +1

Defensive Abilities trap sense +1, uncanny dodge Speed 40 ft.

Melee +1 halberd +11 (1d10+8)

Special Attacks rage (14 rounds/day), rage power

(intimidating glare), rage power (roused anger)

Str 20, Dex 15, Con 22, Int 8, Wis 10, Cha 12 Base Atk +4; CMB +9; CMD 20

Feats Dodge, Weapon Focus (halberd)

Skills Acrobatics +6 (+10 Jump), Climb +9, Intimidate +8,

Perception +7, Ride +6, Stealth +10, Survival +5, Swim +10;

Racial Modifiers +4 Stealth Languages Common, Goblin SQ fast movement

Gear masterwork studded leather, +1 halberd

Base Statistics When not raging, Jang’s statistics are: AC 16,

touch 12, flat-footed 13; hp 38; Fort +8; Ref +3, Will +1;

Melee +1 halberd +9 (1d10+5); Str 16, Con 18; CMB +7; Skills Climb +7, Swim +8

HARMEK THE SHAMAN CR 3

XP 800

Male hobgoblin adept 5 (Pathfinder Roleplaying Game

Bestiary, “Hobgoblin”)

N Medium humanoid (goblinoid)

Init–1; Senses darkvision 60 ft.; Perception +8 AC 9, touch 9, flat-footed 9 (–1 Dex)

hp 27 (5d6+5 plus 5) Fort +1; Ref +0; Will +7 Speed 30 ft.

Melee light mace +3 (1d6+1)

Spells Prepared (CL 5th; ranged touch +1)

2nd—scorching ray (x2)

1st—cure light wounds (x2), protection from good 0—guidance, read magic, touch of fatigue (DC 13)

Str 12, Dex 8, Con 11, Int 10, Wis 16, Cha 14 Base Atk +2, CMB +3, CMD 12

Feats Skill Focus (Knowledge [local]), Skill Focus (Survival),

Toughness

Skills Handle Animal +7, Heal +7, Knowledge (local) +7,

Perception +8, Spellcraft +6, Stealth +3, Survival +12; Racial Modifiers +4 Stealth

Languages Common, Goblin

Gear light mace, shamanic totems and fetishes

GOBLINS (20) CR 1/3

XP 135

hp 6 (Pathfinder Roleplaying Game Bestiary, “Goblin”)

HOBGOBLINS (5) CR 1/2

XP 200

hp 17 (Pathfinder Roleplaying Game Bestiary, “Hobgoblin”)

WORGS (2) CR 2

XP 600

hp 26 (Pathfinder Roleplaying Game Bestiary, “Worg”)

KERBERUS CR 5

XP 800

CE Large humanoid (giant) (Pathfinder Roleplaying Game

Bestiary, “Ogre”)

Init –1; Senses darkvision 60 ft., low-light vision; Perception +7 AC 17, touch 8, flat-footed 17 (+4 armor, –1 Dex, +5 natural,

–1 size)

hp 37 (4d8+12) Fort +6; Ref +0; Will +3

Defensive Abilities bonus will save Speed 30 ft. (40 ft. base)

Melee 2 greatclubs +7/+7 (2d8+5) Ranged 2 javelins +1/+1 (1d8+5) Space 10 ft.; Reach 10 ft.

Special Attacks superior two-weapon fighting Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7 Base Atk +3; CMB +9; CMD 18

Feats Iron Will, Toughness

Skills Climb +7, Perception +7; Racial Modifiers +2 Perception Languages Giant

Gear hide armor, 2 greatclubs, 4 javelins

Bonus Will Save (Ex) Because of his three heads, Kerberus

may make two Will saves against any kind of magic effect or spell he encounters.

Superior Two-Weapon Fighting (Ex) Kerberus fights with a

greatclub or javelin in each hand. Because of each of its three heads, the bizarre ogre does not take a penalty on attack or damage rolls for attacking with two weapons. Obviously, there was some ettin in Kerberus’s lineage at some point.

Treasure: War leader Jang has a chest (locked and trapped with a poison needle) that contains 3,000 gp, 8,000 sp, a necklace (1,000 gp), a

potion of cure moderate wounds and a potion of water breathing. A second

chest, belonging to Harmek the Shaman, contains 17 voodoo dolls, a cluster of vulture feathers, a potion of levitation, a smoke bomb, six silver knives (5 gp each), a dried human eyeball, a scroll of cure light wounds, and five worthless but colorful rocks.

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level 1b

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POISON NEEDLE TRAP CR 5

XP 1,600

Type mechanical; Perception DC 20; Disable Device DC 20 Trigger touch; Reset none

Effect Atk +10 ranged (poison needle; 1 plus poison) DEATHBLADE POISON

Type poison (injury); save Fortitude DC 20

frequency 1/round for 6 rounds

effect 1d3 Con damage; cure 2 consecutive saves

Each of the goblins carries 1d10 gp in a belt pouch; each hobgoblin carries 1d20 gp. The worg carries no treasure.

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level 1b

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Level 1C:

The Mouth of Doom

The Mouth of Doom is a subterranean fortification connected at its deepest level to the rest of Rappan Athuk by a miles-long tunnel. This outlying entrance to the main dungeon was built by the Priests of Orcus to be used as an escape tunnel or as a way of sneaking their troops to the surface in case the main entrance were to fall under siege. Because of the great distance between the Mouth of Doom and the central environs of the dungeon’s vast catacombs, this is perhaps the least dangerous region in Rappan Athuk—which isn’t saying much, but at least the chances of survival for a low-level adventuring party are somewhat better here. With a bit of luck, low-level adventurers will figure this out and begin their explorations at the Mouth of Doom, rather than marching directly into the core levels of Rappan Athuk… which represent almost certain death for first or second level characters. If they don’t figure it out, that’s what dice and blank character sheets are for. This area is shown on Map RA–1C.

SKELETONS CR 1/3

XP 135

hp 4 (Pathfinder Roleplaying Game Bestiary, “Skeleton”)

KOBOLDS CR 1/4

XP 100

hp 4 (Pathfinder Roleplaying Game Bestiary, “Skeleton”)

ZOMBIES CR 1/2

XP 200

hp 13 (Pathfinder Roleplaying Game Bestiary, “Zombie”)

GIANT RATS CR 1/3

XP 135

hp 5 (Pathfinder Roleplaying Game Bestiary, “Rat, Dire”)

GIANT ANTS CR 2

XP 600

hp 18 (Pathfinder Roleplaying Game Bestiary, “Ant, Giant”)