Re: Legacy of Fire
Dashki offers no answer, but his face shows he considers the glue question an unusual one.
Surya shrugs to Kyle's question then speculates, "Perhaps the goat is intended to be tribute for a gnoll but they figured it easier to call over their master rather than drag it to him."
After following the trail for several hundred feet,
each hero feels an inexplicable
rise in the natural tension of the environment, as if they
expect something terrible to happen even though nothing
about the terrain has changed. Soon thereafter, a sound
not unlike the brief cry of a human child comes out of
the darkness ahead. A DC 10 Knowledge (nature) check
determines that the sound must be coming from the lost
goat, though the timbre of the cry makes it sound as if the
creature is in pain. As the PCs progress toward the sound,
the local cacti grow more and more intense, until the
hunters find themselves at the edge of a dense thicket of
the prickly plants. The sound of the bleating goat is now
obvious to everyone—and it seems to be coming from
somewhere deep within the cacti.
GM junk:
The cactus forest, though very wide, is not so terribly
deep. Only 25 feet separate the PCs from the trapped goat,
but the thickness of the growth requires 3 rounds of careful
maneuvering before a PC makes it to the other side.
With a DC 12 Search check, a PC whose light source
or vision can reach that far can spot Rombard the goat,
tethered to a scrub bush by a hairy, knotted length of rope.
If the PCs carry light sources or are particularly noisy,
the goat’s tiny bleats erupt into full-fledged brays of fear
as it tugs in vain at the rope around its neck. Movement
through the cactus thicket requires a DC 15 Balance check
to avoid the large spines that fill the area. Failure indicates
that the character takes a point of damage from the quills.
Remember that characters who attempt to move at full
speed while balancing take a –5 penalty on their checks.
A character that simply barrels through the field at full
speed without trying to avoid the cacti takes
1 point of damage per 5 feet traveled.
Unfortunately for the PCs, the entire
area is within the unluck radius of
a hidden pugwampi, meaning their
jaunt into the pointy cacti will be a lot
more difficult than they think.
Once the first Balance check
is made, ask the exploring
character to roll another d20,
and use the lowest result. Play
up failed Balance checks by
describing the character’s plunge
into sticky quills as a series of
extremely unlucky events—steppedon
shoelaces, helmet visors slipping
down at inopportune moments, robes
or dresses getting snagged on foliage,
etc. Be sure to say “Oh, how unlucky!”
with each mishap. By the end of “Howl of the
Carrion King,” the PCs will grow to hate the
pugwampis, and this is the all-important scene that
sows the seeds of that hatred to come. Play it up for all it
is worth.
Once the cactus patch has been navigated, the PCs
emerge on a thin strip of open land at the edge of a 15-footwide
ravine. A casual glance down the edge reveals a huge
multi-armed, wickedly barbed cactus dominating the
ground 10 feet below the ledge, almost directly below
where the sad little goat Rombard has been lazily tied to a
scrub bush. He’s covered with cactus quills and has only 3
hit points. Rombard doesn’t stay still, making it difficult to
free the goat. Untying the squirming goat requires a DC 15
Use Rope check. A failed check means that the goat begins
racing around the character in circles, entangling him in
the rope. The character must immediately make a DC 15
Balance check to avoid losing his balance and tumbling
over the ravine and into the arms of the enormous cactus
below, a fall that causes 1d6+2 points of damage. Alternately,
a slashing weapon can be used to cut the rope, and while
the goat’s frantic movements make the rope a tough target
(AC 15), any hit on it with a slashing weapon cuts the goat
free. Of course, both of these checks are also subject to
the unluck aura of the nearby pugwampi. If Rombard is
cut loose, he immediately bolts for the Sultan’s Claw, but
in his panicked flight through the cacti he’s certain to
take enough damage to fall unconscious. A DC 15 Handle
Animal or wild empathy check is enough to calm the goat
so that he can be freed with ease.
Creature: The pugwampi itself hides behind a rock
5 feet from the goat; a successful Spot check (against the
pugwampi’s Hide check)
22:46, Today: Narrator rolled 37 using 1d20+17 with rolls of 20. pugwampi hide check.
reveals the creature’s hiding
spot. It wields a rusty dagger even though it has a crude
bow strapped across its back, and has spent the
last several minutes using speak with animals
to tell Rombard all sorts of horrific
things it’s planning to do to the goat
before cooking him for dinner. If the
pugwampi is spotted, or as soon as
Rombard is freed, the creature emits a
shrill yell of outrage and attacks.
(Since the monster wasn't spotted, it holds it's actions.)
Pugwampi CR 1/2
hp 3 (see page 83)
Init +5; Senses darkvision 60 ft., low-light vision; Listen –2, Spot +6
Aura unluck (20-ft. radius)
DEFENSE
AC 13, touch 13, flat-footed 12
(+1 Dex, +2 size)
hp 3 (1d6)
Fort +0, Ref +3, Will +4
DR 2/cold iron; SR 7
OFFENSE
Spd 30 ft.
Melee dagger +3 (1d2–4)
Ranged shortbow +3 (1d3/×3)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 1st)
At will—prestidigitation, speak with animals
1/day—shatter (DC 10)
STATISTICS
Str 3, Dex 13, Con 10, Int 10, Wis 14, Cha 6
Base Atk +0; Grp –12
Feats Improved Initiative, Weapon FinesseB
Skills Bluff +2, Craft (trapmaking) +4, Disable Device +4, Hide +17,
Ride +5, Spot +6
Languages Gnoll, Terran
Gear dagger, shortbow with 20 arrows
Ecolog y
Environment tropical hills
Organization solitary, pair, pack (3–7), or tribe (8–36)
Treasure standard
Advancement by character class; Favored Class druid
Level Adjustment +3
SPECIAL ABILITIES
Unluck (Su) A pugwampi radiates an aura of unluck to a radius
of 20 feet. A creature in this area must roll 2d20 whenever a
situation calls for a d20 roll (such as an attack roll, a skill check,
or a saving throw) and must use the lowest of the two results
generated. This is a mind-affecting effect that does not work
on animals, other gremlins, and gnolls. Any character that
gains any sort of luck bonus (such as that granted by a luckstone
or divine favor) is immune to the pugwampi unluck aura.
Skills A pugwampi gains a +4 racial bonus on Hide checks, but
is somewhat hard of hearing and has a –4 penalty on Listen
checks (which is why they always scream and yell at the tops of
their tiny lungs).
Tactics
During Combat The pugwampi tries
to shatter a weapon wielded by the
closest PC on the first round, then runs
circles and shoots at PCs with his bow in
the following rounds, giggling and shrieking
the whole time.
Morale If the pugwampi is harmed, it
attempts to flee, but in its panic it merely impales
itself on a cactus as it does, leaving the PCs with a
handy corpse as proof of its existence.
Statistics
Gear dagger, shortbow with 20 arrows, a dozen singed Harrow
cards (evidence that this pugwampi was indeed in the
astrologer’s wagon when the fire started)