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(12/2/03 10:14 am)
The caravan from the moathouse
The story in my PBEM thus far:

The party stormed the moathouse, drove off the dragon, killed the gnolls, and took down Ysslanesh and Geynor Ton. They ventured into the hidden shrine, but lost three of their number - one to the Grell, one who slipped off the platform into the pool, and was then transformed into a ghoul, and one to the "new Ghoul." They haven't even encountered the mad priest hiding out down there yet... (Can anybody say "Command: Swim!" Was thinking of him having become a ghoul (or maybe a ghast?) using Monte's ghoul template...)

(side note: the Grell death and the slip off the platform death were actually convenient ways of removing two "extra" characters from the party who were no longer playing in the game.)

So, the party returns to town, and alerts all the major religious leaders. The last person talked to is "Jaroo", who goes and tells the rest of the cultists that the town is aware of them and their secret is blown, and that the town guard is watching the mill. Jaroo strangles a few of the guards, the assassin goes on a killing spree, and the cultists sneak out of town to meet up with the recovery team at the moathouse.

The next morning, the party storms the mill, finds it empty, and sets off to the moathouse.

I remember a bit back somebody had posted an encounter for the caravan, and couldn't find it in the "best of the boards" stuff - was wondering if somebody had a link, or suggestions, or what have you...


"It is a very inconvenient habit of kittens that, whatever you say to them they always purr." - Lewis Carrol

(12/3/03 9:15 pm)
Re: The caravan from the moathouse
The recovery team I used included a 2nd level cleric, three 1st level warriors and a caged grick, covered with a canvas tarp.. They will also have a wagon with two heavy horses...the wagon will match those manufactured by Tal Chammish in Rastor.

(12/4/03 10:18 am)
Re: The caravan from the moathouse
I copy 'n pasted this awhile back. I was on the board, and I credit the real author. I used it with great success:
Ok, this is what I did. I entirely agree with Andorax that the wagon can quite easily be dismissed as a minor threat, but I figured I'd see if I could make it interesting. So here is Hasan Toth, currently employed as animal handler for the cult, delivering one of his pets to look after the Moathouse...

Advanced 6HD Grick: CR 5 [though I don’t really think it warrants that much]; Large Aberration; HD 6d8+12; hp 39; Init +1; Spd 30’ (climb 20’); AC 16 (touch 10, flat-footed 15); Atk +9 melee (1d6+6, 4 tentacle rakes) and +4 (1d4+3, bite); SQ Damage reduction 15/+1, scent, darkvision 60’; AL N; SV Fort +4, Ref +3, Will +7; Str 22, Dex 12, Con 15, Int 3, Wis 14, Cha 5
Skills and Feats: Climb +16, Hide +1 (+9 in rocky areas), Listen +9, Spot +9; Alertness, Power Attack

Hasan Toth: Male human Rog1/Sor4; CR 5; Medium-size humanoid; HD 1d6+1 plus 4d4+4; hp 21; Init +3; Spd 30’; AC 13 (touch 13, flat-footed 10); Atk +6 melee (1d6+1/19-20, +1 short sword) or +6 ranged (1d6/x3, shortbow); SA Sneak attack +1d6; SQ familiar benefits; AL CE; SV Fort +2, Ref +8, Will +4; Str 10, Dex 17, Con 12, Int 13, Wis 10, Cha 14
Skills and Feats: Appraise +5, Balance +7, Bluff +6, Climb +4, Concentration +8, Diplomacy +6, Escape Artists +7, Handle Animal +6, Listen +4, Spellcraft +6, Spot +4, Tumble +7; Combat Reflexes, Lightning Reflexes, Weapon Finesse (short sword)
Familiar Benefits: Alertness when familiar is within reach, empathic link, share spells with familiar, deliver touch spells via familiar
Sorcerer spells known (6/7/3): base DC = 12 + spell level: 0 – arcane mark, detect magic, detect poison, light, read magic; 1st – lesser acid orb, mage armour, summon monster I; 2nd – summon monster II
Possessions: +1 short sword, bag of tricks (rust-coloured), shortbow, 20 arrows, khaki robes

Ssans: viper familiar of Hasan Toth; CR -; tiny magical beast; HD ¼ d8 (treat as 4HD); hp 10; Init +3; Spd 15’ (climb 15’, swim 15’); AC 19 (touch 15, flat-footed 16); Atk +5 melee (poison, bite); SA poison (1d6/1d6 temporary Con damage, Fort save DC 11); SQ Improved evasion, low-light vision, can deliver touch spells for Hasan Toth; AL CE; SV Fort +2, Ref +5, Will +5; Str 6, Dex 17, Con 11, Int 7, Wis 12, Cha 2
Skills and Feats: Balance +11, Climb +12, Hide +18, Listen +8, Spot +8; Weapon Finesse (bite)

Plus 2 War1s, I just used the stats from the CRM.

I haven’t got to this encounter yet, but it seems to me it might make the wagon’s arrival a bit more entertaining. I guess if the grick were pseudonaturalised, it might be even more fun This is totally anal and so minor, but I think the 6HD Grick skills should be changed slightly. Climb should be 8 (racial) + 6 (STR) + 2 (ranks) = +16. Hide should be 1 (DEX) + 4 (ranks) - 4 (Large) = +1.

There's a MM Errata note for pg. 14's comment on the CR advancement that says that increasing HD by 50% increases CR by 1, doubling HD increases CR by 2, and tripling increases CR by 4. That would put this 6 HD Grick at CR 7.

If right, a CR 7 beast plus the handler is starting to look a little scary for a 3rd-4th level party. Has anyone tried this yet? Or does the CR progression look too inflated (note that tripling = 150% x doubling, so that would suggest CR +3 not +4... but maybe it's not supposed to work like that).

(12/10/03 4:27 pm)
Re: The caravan from the moathouse
That's exactly the encounter I remember - thanks!

"It is a very inconvenient habit of kittens that, whatever you say to them they always purr." - Lewis Carrol

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