Fight a Hunting Flock

In November’s Quid Novi?, I wrote up a micro-adventure featuring a hunting flock of dire corbies. I was inspired by one of Dyson Logos’s many wonderful maps over at A Character For Every Game, specifically his Little Goat Pass map. If you’ve never had the thrill of sliding admiring eyes along the lines and curves of Dyson Logos’s maps, you owe it to yourself to do so now. When you’re done, the rest of this post will still be here.

Little Goat Pass: A Micro-Adventure
Little Goat Pass rises from the main road leading north along the rugged hills up to a high valley once cherished for its lush vegetation and sweet, natural spring. For decades, the goatherds of the lowland communities would head up the pass with their flocks, all but ignoring the ancient fortifications built into the western cliff. In recent weeks, however, access to the high valley via Little Goat Pass has become impossible. A dire corby hunting flock has occupied the ancient fortifications.

The hunting flock is led by Brennus, a dread corby barbarian, and his two dread corby lieutenants. Brennus also commands 10 normal dire corbies, and he has trained a black bear to act as a sentry and hunting animal. Under Brennus’s leadership, the hunting flock has attacked passers-by where the road and trail meet. The monsters then haul their loot back to their lair.

North Group
Heading up the trail to the high valley, travelers pass by this group of chambers carved into the cliff. Brennus has stationed the bulk of his forces here. Four dire corbies stand guard in the entry chamber at all times. They are the arrow slits to check on who’s passing on the trail. 1d3-1 dread corby lieutenants are inspecting the guards at any given time.

The room north of the entry chamber is used by the dire corbies as a barracks. 1d6-1 other dire corbies are off duty in this room at any given time.

Dread corby lieutentants and dire corbies not on duty who are not in this group of chambers are either on the trails (25%), in the west group (50%), or in the south group (25%).

Brennus rewards his followers well. The dire corbies have a goodly amount of treasure: a phial of exotic perfume (525 gp), an outfit of royal clothing (200 gp), a false bottom chest (50 gp) concealing an illustrated book of poetry (40 gp) and a potion of cure light wounds, a masterwork backpack (50 gp), a set of armor spikes (50 gp), an arcane scroll (grease, phantom steed, CL 5th), four skyrocket fireworks (50 gp each), and 780 gp of various coins, gems, and jewelry.

West Group
The entry chamber here is used by the dread corby lieutenants. The westernmost portion of the room holds their nests; the eastern part is used for meals, games, and meetings.

Brennus lairs in the southern chambers. He uses the two smaller rooms for storage and for a crude altar to the various evil powers he worships. At any given time, Brennus is either in these chambers (65%), on the trail (5%), in the north group (10%), in the south group (10%), or visting his bear (10%).

Brennus’s trained black bear is kept in the caves opposite the west group of chambers. It has been taught the following tricks: attack, defend, down, fetch, guard, and track.

Southern Group
The dire corbies don’t have a constant presence in this chambers. They have yet to find the secret door in the cave. Every now and then, some of the dire corbies hang out here. Cracks and loose rock mar the trail in front of the caves. Although the terrain looks dangerous, it’s relatively stable. Count the area as rough terrain.

The secret chamber was once used as a treasure room by the ancient fortifications’ builders. It still holds some of this treasure: an arcane scroll (hold portal, sleet storm, CL 5th), a divine scroll (hide from undead, goodberry, CL 1st), plus 140 gp of various gems and 100 gp of assorted coins.

Brennus
CR 5; XP 1,600
Male dread corby barbarian 3
NE Medium monstrous humanoid
Init +4; Senses darkvision 60 ft., Perception +8

DEFENSE
AC 22, touch 14, flat-footed 18 (+4 armor, +4 Dex, +4 natural)
hp 61 (2d10+10 plus 3d12+15)
Fort +8, Ref +8, Will +5
Defensive Abilities ferocity, trap sense +1, uncanny dodge; Immune fear

OFFENSE
Speed 30 ft., climb 30 ft. (40 ft. unarmored)
Melee 2 claws +8 (1d4+9) (Power Attack)
Ranged masterwork composite longbow +10 (1d8+6/x3)
Special Attacks intimidating glare, leap, rage (13 rounds/day), rend (2 claws, 1d4+5)

STATISTICS
Str 21, Dex 18, Con 21, Int 11, Wis 12, Cha 16
Base Atk +5; CMB +8; CMD 22
Feats Blind-Fight, Intimidating Prowess, Power Attack
Skills Acrobatics +18, Climb +19, Handle Animal +9, Intimidate +14, Perception +8, Stealth +7; Racial Modifiers +8 Acrobatics, +2 Perception; Armor Check Penalty -2
Languages Aklo
N.B. Melee, CMB, and CMD include -2 attack roll and +4 damage for Power Attack. When raging, add +4 Str, +4 Con, +2 morale bonus to Will saves, +10 hit points, +2 Fortitude saves, +2 attack rolls and damage with melee, and +2 Climb and Intimidate.

SPECIAL ABILITIES
Intimidating Glare: Brennus can make an Intimidate check against one adjacent foe as a move action. If he successfully demoralizes his opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which his check exceeds the DC.

Leap (Ex): A dire corby can perform a special kind of pounce attack by jumping into combat. When a dire corby charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can make a full attack against foes in reach.

Screech of Doom (Su): Once per day, a dread corby can loose a horrible shriek that terrifies its opponents. The dread corby can target one creature within 30 feet. This target must make a DC 15 Will save or be frozen in fear, cowering for 1d6 rounds. Any other creatures within 100 feet must make a DC 12 Will save or be frightened for 1d4 rounds. Those who make the save are shaken for 1 round. Dire corbies and dread corbies are immune to this effect. This is a sonic mind-affecting fear effect. The save DC is Charisma-based.

GEAR
+1 arrows (x15), masterwork composite longbow (Str 21), masterwork hide armor, potion of cure moderate wounds, tanglefoot bags (x2), thunderstones (x2), quiver, 5 normal arrows, plus 185 gp of other stuff

Dread Corby Lieutenants (x3)
CR 2; XP 600
NE Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., Perception +9

DEFENSE
AC 20, touch 13, flat-footed 17 (+3 armor, +3 Dex, +4 natural)
hp 19 (2d10+8)
Fort +4, Ref +6, Will +5
Defensive Abilities ferocity; Immune fear

OFFENSE
Speed 30 ft., climb 30 ft.
Melee 2 claws +5 (1d4+3)
Ranged javelin +5 (1d6+3)
Special Attacks leap, rend (2 claws, 1d4+3)

STATISTICS
Str 17, Dex 16, Con 19, Int 11, Wis 14, Cha 12
Base Atk +2; CMB +5; CMD 18
Feats Blind-Fight
Skills Acrobatics +16, Climb +16, Perception +9, Stealth +8; Racial Modifiers +8 Acrobatics, +2 Perception
Languages Aklo

SPECIAL ABILITIES
Leap (Ex): A dire corby can perform a special kind of pounce attack by jumping into combat. When a dire corby charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can make a full attack against foes in reach.

Screech of Doom (Su): Once per day, a dread corby can loose a horrible shriek that terrifies its opponents. The dread corby can target one creature within 30 feet. This target must make a DC 13 Will save or be frozen in fear, cowering for 1d6 rounds. Any other creatures within 100 feet must make a DC 12 Will save or be frightened for 1d4 rounds. Those who make the save are shaken for 1 round. Dire corbies and dread corbies are immune to this effect. This is a sonic mind-affecting fear effect. The save DC is Charisma-based.

GEAR
masterwork studded leather, javelins (x2), one of the following potions: potion of cure moderate wounds, potion of cat’s grace, potion of bear’s endurance, plus 75 gp of other stuff

November 27th, 2011  in Quid Novi? No Comments »

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