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JUZGADO SEGUNDO CIVIL DEL PRIMER DEPARTAMENTO JUDICIAL DEL ESTADO

Type curse; Save none

Effect Anyone who leaves the room with any of these

items will never able to touch treasure again. Coins and gems cause one point of damage per 5 gp value as they are transformed into lead and glass. This curse can only be removed by a dispel magic followed by a limited wish, wish, or miracle, and then a remove

curse. If the curse is removed, the accursed individual

is subjected to a geas to destroy the evil temple on

Level 12 of Rappan Athuk, which must be completed

within a year and a day or the individual begins to incurably lose 1 point of Constitution per month until the individual dies. A character killed by this curse cannot be raised.

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her. Once he springs his trap, read the following text:

Tactics: Scramge is in here under his guise as determined above. His

trap is an evil one: he uses a free action to put a veil of a vrock demon over the party’s cleric (DC 25 Will save). He then covers himself with a major image of being the party’s cleric as a standard action. To pierce his disguise, the PCs must succeed on an opposed Perception check vs. Scramge’s Disguise check of +34. He acts as if he is being attacked by the demon. His helpers drop their illusory disguises and attack the party. Scramge’s plan is to goad the party into attacking and killing their own cleric. If the party does not have a cleric, he uses the same tactic on the party’s wizard. If there is no wizard, he does this to the paladin. Note that Scramge’s illusions also include audio illusions, so any warnings shouted by the real cleric are covered by Scramge’s illusions (he makes them very, very noisy), sounding only like demon growls.

During the second round of combat, Scramge uses his illusion powers as a free action to have the demon appear to slay him with multiple critical hit attacks. Scramge (as the character) appears to die. The characters can make a DC 25 Will save at this point to disbelieve the illusion. Scramge then casts greater invisibility (silently). He creates a permanent image of the dead cleric on the floor during the third round. He uses his next action to cast confusion on the fourth round. Scramge picks the next member of the party he wants to kill and veils any remaining jackalweres to look like the PCs. He then makes the next party member into a “demon” and he takes the place of that party member. Scramge repeats this trick until all of the party is dead. Each time Scramge switches targets like this the party gets a DC 25 Will save to disbelieve the illusion.

Running the Encounter: When the “demon” attacks, use the attack

and damage numbers for the character covered by the demon illusion. Any time there is a change in the illusion, the Will save is DC 25. It is unlikely that at first the party realizes illusions are present. More likely, they slaughter one or more of their own. Any time a character interacts with a pure illusion (such as trying to heal or give first aid to the illusion of the dead cleric) that character gets to make a Will save because of the physical interaction with the illusion (see the Pathfinder Roleplaying

Game Core Rulebook, “Magic,” Illusion).

If Scramge’s illusions are ever disbelieved, he casts mirror image on himself and flees. If Scramge takes over 45 points of damage, he teleports to Room D and disappears through his mirror (see below). Note: It is critical while playing this encounter that the GM not give away the fact that illusory forces are at work. Make rolls in secret or ahead of time so that characters are not given undeserved hints that illusions are involved.

SCRAMGE CR 16

XP 76,800

Male rakshasa samrata (Pathfinder Roleplaying Game

Bestiary 3, “Rakshasa, Maharaja”)

LE Medium outsider (native, shapechanger)

Init +8; Senses darkvision 60 ft.; Perception +26

AC 26, touch 15, flat-footed 21 (+4 Dex, +1 dodge, +11

natural)

hp 176 (16d10+80) Fort +10; Ref +14; Will +13 DR 20/good and piercing; SR 35 Speed 40 ft.

Melee 2 claws +18 (1d4+2) and bite +18 (1d6+2) Special Attacks detect thoughts (DC 18)

Spells Prepared (CL 16th; ranged touch +20)

8th (3/day)—polymorph any object (DC 25) 7th (6/day)—deflection, project image (DC 26)

6th (7/day)—greater dispel magic, mislead, programmed

image (DC 25)

5th (7/day)—false vision (DC 24), persistent image (DC 24), silent greater invisibility, teleport

4th (7/day)—confusion (DC 21), dimension door, greater

invisibility, phantasmal killer (DC 23)

3rd (8/day)—blood biography, displacement, major image (DC 22), nondetection

2nd (8/day)—blur, invisibility, mirror image, obscure object,

see invisibility

1st (8/day)—charm person (DC 20), magic missile, obscuring

mist, shield, ventriloquism

0 (at will)—daze, dancing lights, detect magic, flare, ghost

sound, mage hand, message, read magic, resistance

Str 14, Dex 19, Con 20, Int 18, Wis 17, Cha 24 Base Atk +16; CMB +18; CMD 33

Feats Alertness, Combat Casting, Dodge, Eschew MaterialsB,

Greater Spell Focus (illusion), Improved Initiative, Silent Spell, Spell Focus (illusion), Uncanny Concentration

Skills Bluff +30, Diplomacy +26, Disguise +34 (+44 with alter

self), Intimidate +26, Knowledge (arcana) +20, Perception

+26, Perform (oratory) +26, Sense Motive +26, Spellcraft +20, Stealth +23; Racial Modifiers +4 Bluff, +8 Disguise

Languages Abyssal, Common, Elven, Ignan, Infernal, Terran;

permanent tongues

SQ change shape (any humanoid, alter self), Samrata status Gear jade dust (worth 800 gp)

Samrata Status (Su) Scramge’s advanced power and life

experiences have bolstered his damage reduction and spell resistance to heights rarely attained by other members of his race.

The world seems to spin before your eyes. Dazzling lights flash from all corners, blinding you. With a hiss and a roar, (name a cleric PC) disappears. Across the room, he reappears in front of a huge demon, fully nine feet tall, with the head of a vulture, huge bat wings, talons like razors, and flames licking from his goat legs! The (werewolves, maidens, orcs) turn towards you and attack, their forms mutating to that of a half jackal, half man.

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Scramge can use all illusion spells as a sorcerer of his hit dice. His most frequently used spells are listed above. In addition, Scramge may use a phantasm effect at will in any round he doesn’t cast a spell. This effect cannot cause damage, but is in every other sense real. All 5 senses are affected. This is a supernatural ability unique to Scramge. The effect is similar to the permanent image and veil spells (Will DC 25), and Scramge counts as an 16th level caster for purposes of this ability.

JACKALWERES (6) CR 2

XP 600

hp 22 (Pathfinder Roleplaying Game Bestiary 3,

“Jackalwere”)

C. The Pantry (Cr 13)

Numerous bodies hang from meat hooks, and a vast pile of treasure lies in the corner of the room. There are tapestries, coins and three large chests: one of wood and two of bronze.

This is Scramge’s pantry. It contains the corpses of the last party unlucky enough to encounter him. There are: eight fighters, one cleric, and two thieves all of levels three to six if they are raised, and equipped with reasonable non-magical armor and weapons.

Escape: The beast’s greatest treasure is on the ceiling and if the battle is

going poorly, he escapes through it to the Nine Hells. This great item is a