Rise of the Runelords 3: Hook Mountain Massacre Additional Encounter

Rise of the Runelords 3: Hook Mountain Massacre Additional Encounter

Mamma Likes ‘Nomers (CR8)
Before arriving at Turtleback Ferry (page 10) or later in the adventure when travelling to Whitewillow (page 46).

The PCs are likely to arrive in the Turtleback Ferry region via one of two routes. Most likely they will arrive overland by skirting around the Sanos Forest or following trails through it and crossing the Shimmerglens to Bitter Hollow. If this is the case the encounter can be run as written. Alternatively they may arrive by riverboat from Ilsurian on the Skull River via Pendaka and then by road taking them east around Claybottom Lake. In this case the encounter takes place in a small marsh on the southeastern edge of the lake.

The wooden causeway known to the locals as the Wicker Way makes crossing the Shimmerglen possible. Ten feet wide and in places just as high above the reed-choked rivulets and marshes, it was built by the village of Bitter Hollow to facilitate trade with the gnomes of the Sanos Forest. Slow burning, tar-fueled torches line the structure every hundred paces. The surface is worn but well maintained.

Up ahead a human cloaked against the weather struggles with a large sack, cursing and swearing-in a heavy country accent.

When the PCs are within 30 feet..

The figure stops its struggling and turns to face you its head hidden in the recesses of a hood. “Mammy likes to play with da’little gnomers, but I guess y’all do fine!”

With little effort Cletus tosses the large burlap sack at their feet spilling angry baby alligators across the raised causeway.

Creatures: Cletus Graul is Mammy Grual’s golden child – obsessed with pleasing her, he is an exceptionally ugly ogre-kin with webbed hands and a horribly misshapen head. A massive fleshy growth on the left side of his head accommodates an enormous green bloodshot eye. In contrast his right eye is beady and bright pink. His hideous face is flanked by two sets of huge ears. Tall and lanky he can easily pass for a big human when he wears his heavy traveler’s cloak and furs – That is until he lowers his hood! Cletus is the most travelled of the Graul’s and spends much of his time in the Shimmerglenns hunting for playthings and presents for Mammy Graul. She loves to torture pixies and eats copious quantities of barbequed snake and baby gator, but the greatest prize are captured gnomes from the Sanos which earn Cletus “special Mammy favors”! His favorite ‘nomer hunt’in’ tactic is to hide near the Wicker Walk, disguised as a laborer where he attacks and kidnaps gnome traders travelling to Bitter Hollow.

 

CLETUS GRAUL          CR 7
Male Ogre-kin Ranger 7

CE Medium Humanoid (Giant, Human)
Init +2; Senses Low-Light Vision; Perception +8


DEFENSE


AC 19, touch 12, flat-footed 17   (+4 armor, +2 Dex, +3 natural)
hp 59 (7d10+14)
Fort +11, Ref +9, Will +1


OFFENSE


Spd 30 ft.
Melee Masterwork Club +9/+4 (1d6+4/20/x2) and Masterwork Club +9/+3 (1d6+4/20/x2)
Ranged Net +11/+6 (special)


STATISTICS


Str 18, Dex 15, Con 14, Int 8, Wis 9, Cha 8
Base Atk +7; CMB +11; CMD 23
Feats Double Slice, Endurance, Exotic Weapon Proficiency: Net, Improved Two-weapon Fighting, Power Attack -2/+4, Quick Draw, Two-weapon Fighting, Weapon Focus: Club
Skills Acrobatics +3, Climb +11, Fly -1, Handle Animal +7, Intimidate +7, Perception +8, Ride -1, Stealth +5, Survival +8, Swim +9
Languages Common
SQ Enemies: Humanoids (Gnome) (+2 bonus) (Ex), Enemies: Humanoids (Human) (+2 bonus) (Ex), Hunting Companions (1 rounds) (Ex), Terrains: Swamp (+2 bonus) (Ex), Track +3, Wild Empathy +6 (Ex), Woodland Stride (Ex)
Combat Gear Hide Shirt, 2 Masterwork Club, Net; Other Gear Cloak of Resistance, +2, Potion of Cure Moderate Wounds, Potion of Jump


SPECIAL ABILITIES


Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Enemies: Humanoids (Gnome) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Gnome).
Enemies: Humanoids (Human) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Human).
Hunting Companions (1 rounds) (Ex) Grant half favored enemy bonus to allies within 30′ as move action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Terrains: Swamp (+2 bonus) (Ex) +2 to rolls vs Swamp.
Track +3 +3 to survival checks to track.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

 

BAG’O’GATORS          CR 4
XP 1200

Juvenile Alligator Swarm
NN Diminutive Animal (Aquatic, Reptile, Swarm)
Init +2; Senses Darkvision (60 feet); Perception +0


DEFENSE


AC 18, touch 16, flat-footed 16   (+2 Dex, +4 size, +2 natural)
hp 38 (7d8+7)
Fort +6, Ref +4, Will +2
Immune mind-affecting, Swarm Traits


OFFENSE


Spd 30 ft., Swimming (20 feet)
Space 10 ft.; Reach 0 ft.
Special Attacks Distraction (DC 14), Swarm Attack (2d6)


STATISTICS


Str 1, Dex 14, Con 13, Int -, Wis 10, Cha 2
Base Atk +5; CMB +3; CMD 8
Feats
Skills Climb +2, Fly +8, Stealth +14, Swim +10
Languages


SPECIAL ABILITIES


Distraction (DC 14) (Ex) A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 creature’s HD + creature’s Con modifier
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Swarm Attack (2d6) Creatures with the swarm subtype don’t make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for c
Swarm Traits A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking.

Tactics: After throwing the bag’o’gators Cletus pulls out a weighted fishing net and launches it at the lead PC in an attempt to entangle them. The next round he bull rushes the netted PC off the causeway then pulls out a pair of wooden clubs each with a huge rusty nail in the end. All the while the swarm of hungry gators bites anything in their vicinity. Net rules can be found on page 147 of the Core Rulebook.

Morale: If reduced to 20 hp Cletus attempts to grab the smallest PC and leaps from the causeway into the marsh where he tries to run and hide.

Terrain: Creatures falling from the Wicker Way land in the marsh up to their waists in muck and vegetation (taking 1d8 points of damage). The marsh is considered difficult terrain (Shallow Bog, Core Rule book page 427) and climbing back onto the causeway requires a successful DC 20 climb check due to the slippery mud. Creatures on the causeway have partial cover from those on the ground.

Development: If captured Cletus spits and cusses daring the PCs to kill him, “Me brudders will mess you up bad. You in big trouble now, oh y’all be in big trouble now!” He continues to struggle and takes every opportunity to try to escape. If taken to Bitter Hollow or Turtleback Ferry the locals put him on trial for numerous crimes and he will be executed within the week.

Another option is to have the PCs encounter Cletus Graul later in the adventure when they journey to Whitewillow. After returning home from a hunting trip he has found his brothers and beloved Mammy brutally murdered and is out for revenge.


Rise of the Runelords 3: The Hook Mountain Massacre can be purchased at the Paizo Store.
Monster Stat blocks prepared using HeroLab.