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Legend of the Bronze Warrior

Original idea and text by Jacob Skytte.

Cartography, additional ideas and text by Geoff Gander.

Creature statistics and additional text by Andrew Theisen.

Legend of the Bronze Warrior is an adventure for four 6th-level player characters (PCs) set on the world of Mystara. The adventure can easily be modified for use by higher- or lower-level PCs, by replacing encounters with stronger or weaker monsters.

The adventure can easily be modified for use by higher- or lower-level player characters, by replacing encounters with stronger or weaker monsters. For instance, the bugbears can be replaced with goblins or hobgoblins, if an easier challenge is wanted, or with ogres or even giants, if the PCs are of high level. Likewise, the random encounters and final battle can be adjusted in difficulty by using monsters of varying levels of power. Always remember that the adventure can be modified any way you like, to present your players with the best gaming experience you can offer.

Background

2,000 years ago, the land now known as Karameikos was a prosperous human nation, though under the control of the dog-headed Hutaakans. Their reign ended when the beastly gnolls swarmed into the lush country to conquer it from both the Hutaakans and the native Traldar humans. The Hutaakans retreated into a hidden valley and left the Traldar to fend for themselves. The Traldar took up arms against the invaders, and eventually drove them from the land, winning it for themselves, since the Hutaakans never returned.

Not all humans took up arms against the beastly invaders; there were those who revered them as rightful invaders, who were enamoured of the pure rage of the beast. These Traldar began worshipping the Beast; either as an aspect they strove to attain or as a real Immortal-this is not known. In their righteous worship, they adopted the ways of the Beast and sought to aid the invaders through any means possible. Whether through research, luck, or divine inspiration, the followers of the Beast discovered a way to create a servant worthy of their master-an animated bronze representation of the Beast, filled with liquid fire-that was to pave the way for the gnollish invasion and prove their devotion to their master.

The dark ways of the followers of the Beast did not go unnoticed by the local Traldar population. In a daring raid, the local heroes stormed the dark temple, seeking to eradicate the treacherous curs who would betray their own race. It was a desperate battle, but the heroes managed to overcome the cultists in time to prevent them from completing the ritual giving life to the bronze statue. After their victory, the heroes barred the only entrance to the temple with a rockslide, declared the area forbidden, and went back to their struggle against the gnolls.

Though the area was remembered as forbidden for centuries, eventually the Traldar forgot why, and in time even the warnings of terrible danger were forgotten. There were many other, far more real, horrors to relate to, so this was one legend that passed into oblivion.

So things remained for more than a millennium. The temple lay buried beneath the rubble, now part of the vast wilderness, after the decline of Traldar rule. The lands of the temple eventually fell under non-human influence, as a tribe of bugbears made it theirs. More centuries passed and eventually K'Rrargg, witch doctor of the bugbear tribe, fell into a hole...

Finding himself in an underground cave of sorts, the resourceful K'Rrargg explored the area and found an ancient temple, apparently dedicated to his own Immortal master, Bartziluth. Whether K'Rrargg was truly resourceful or was guided by his patron Immortal (or manipulated by another Immortal), the witch doctor found and completed the ritual needed to activate the ancient bronze statue. When the golem came to life, K'Rrargg first thought that he had offended his patron, but he discovered soon enough that it was his to command.

K'Rrargg ordered the golem to dig its way out of the temple, and returned to his tribe with his new servant. Awed by their witch doctor's amazing power, the tribe soon fell at his feet, naming him their chief and asking him for direction. When K'Rrargg was a toddler, he had always loved the stories of the great raids on the human settlements, where magnificent booty was to be found and warriors could prove themselves. He had since discovered firsthand that the humans were not pushovers, but with this new ally at hand... K'Rrargg smiled to himself as he ordered the tribe to prepare for war. The humans in the nearby town of Threshold were in for a big surprise...

In the weeks following these events, the bugbears were busy gathering the numbers needed for a daring raid on Threshold. The local bugbear tribes united under K'Rrargg and his bronze warrior, and their activity also stirred up other humanoids in the area, who sensed that something big was about to happen. Meanwhile, the unsuspecting population of Threshold had their own problems, and, though the increased humanoid activity did not go completely unnoticed, they were largely unprepared for the raid that was about to take place.

It is this volatile situation the player characters are thrust into, while in the area for their own reasons. They will soon come face to face with beasts both ancient and modern, to fight for their lives and the lives of the innocent inhabitants of Threshold.

Setting the Stage

Although this adventure is set in the general vicinity of Threshold, in Karameikos, the DM is free to place it in any frontier region of his or her campaign setting. If Mystara is being used, and another location is preferred, alternates include the northern foothills of the Cruth Mountains (in southern Darokin, perhaps near Armstead or Reedle), the southern or western hinterlands of Vestland or Soderfjord, or the hilly country east of the Mengul Mountains, in northern Heldann. Needless to say, the adventure background will have to be altered to maintain the consistency of the storyline.

If the given adventure location is to be used, the following information about Threshold will be useful. Though Threshold has a relatively small population, it covers a vast area. By baronial decree, no house may be built within 50 feet of another. The town lies at the bank of the Windrush River, south of Lake Windrush. With the river on one side, and town walls on the others, Threshold appears impregnable.

Threshold (Small City)

Conventional; AL LN; 15,000 gp limit; Assets 4,743,000 gp; Population 6,324; Mixed (human 84%, hin 6%, gnome 4%, dwarf 3%, elf 2%, other 1%).

Authority Figures: Baroness Aleena Yurevich, ruler of Threshold, female human Clr14; Baron Dmitri Yurevich, ruler of Threshold, male human Ftr12; Sergeant Arthol, commander of the city guard, male human Ftr6; Petrov Varescu, judge of Threshold, male human Rog10; Anton Tvarovic, Guildmaster of the Loggers' Guild, male human Exp8.

Other Notable Figures: Gabriella Kendonion, female human Com1/Exp4; Gabron Kendonion, male human Rog3; Sergei Borisov, male human Com3; Adriana Borisov, female human Com1.

Threshold is a thriving frontier settlement in the north of Karameikos, at the foot of the Black Peak Mountain range. Though technically a small city, the inhabitants of Threshold still consider themselves to be just a town, and often refer to the city as such. Threshold is divided into three major sections: the so-called "old town," "new town," and Fogor Isle. The entirety of the city is built primarily out of wood-a resource the city has in plenty-gathered from the lush nearby forests.

The Old Town is the central-most portion of Threshold. The town hall is located there, making it the hub of law and order in the city. It is surrounded by a stone curtain wall, with several gates leading outwards to the New Town and to Fogor Isle.

As the town of Threshold grew, the New Town sprang up outside of its walls. Attempting to keep the burgeoning population safe from hostile wilderness creatures, greater defensive measures were required. Thus, eventually, the New Town came to boast a stone curtain wall around its boundaries similar to that of the Old Town. The New Town wall has only two gates, one in the south, and one in the north. Both gates are manned at all times by eight guardsmen (War1) and one sergeant (War3).

Town Walls (Masonry)

1 ft. thick masonry; Hardness 8; hp 90; Break DC 35; Climb DC 15.

Town Gate (Reinforced Wooden Gate)

2 in. thick; Hardness 5; hp 30; Break DC 25; Open Locks DC 20.

Laws are harshly enforced in Threshold. No arcane magic may be cast, and the town guard will not tolerate any "public miracles" either. Weapons in general are forbidden within town limits, with the exception of daggers, swords and staves. Other weapons are confiscated and kept in the town hall. Armour is tolerated, but frowned upon. Going about in armour at all hours of the day will convince the town guard that you're up to no good, and result in being harassed and hauled in for questioning.

Fogor Isle, in the middle of the Windrush River, is a small town in itself, and most of it was built before the decree that houses be built apart from each other was announced. As a result, the isle is packed with buildings and narrow streets. Much of the business going on here is of the illegitimate kind. This isn't helped in any way by the fact that the town guard doesn't patrol the area at night. Fogor Isle has no walls around it, depending entirely upon the surrounding river for defence. Guard patrol boats stop and inspect all vessels approaching Threshold by way of the river. They are manned by eight guardsmen (War1) and one sergeant (War3), in addition to their regular crew.

North of town, on the shores of Lake Windrush, lies Tarnskeep, the fortress of Baroness Aleena Yurevich. While the baroness spends time at the town hall several days a week, she prefers to stay at her own small castle, outside of town. Tarnskeep is easily defensible with a small number of men from anything but a proper army equipped with siege weapons.

Across the river lies the loggers' camp, home to about 1,000 loggers. The camp doesn't have the same protection the town itself does. Likewise, a small town of 1,000 fishermen lies north of Threshold proper, unprotected at the shores of Lake Windrush.

Windrush Towne (Small Town)

Conventional; AL LN; 800 gp limit; Assets 48,520 gp; Population 1,213; Isolated (human 95%, hin 3%, gnome 1%, other 1%).

Authority Figures: Yusuf Krylenko, head fisherman, male human Exp4; Roscoe Goodbarrel, head scrimshander, male hin Exp3.

Loggers' Camp (Small Town)

Nonstandard; AL N; 800 gp limit; Assets 37,480 gp; Population 937; Isolated (human 96%, hin 2%, other 2%).

Authority Figures: Master Anton Tvarovic, Guildmaster of the Loggers' Guild, male human Exp6.

Starting the Adventure

There are a number of ways to involve the PCs in this adventure. Some ideas are given below, but the DM is encouraged to use whatever rationale is best for his or her campaign. The purpose of these hooks is to interest the PCs in what is going on in the area. This may lead to encounters with NPCs, or side adventures that are beyond the scope of this module.

1. The logging guild has informed Baroness Aleena Yurevich that some of their camps have been sabotaged. No one has been killed yet, but some men have been injured by falling logs and fires. The baroness appreciates the gravity of the situation-Threshold's economy depends on the continued health of the logging industry. The PCs can be solicited by Master Anton Tvarovic (Guildmaster of the Loggers' Guild), or one of his representatives, to find out who is behind the acts of sabotage. He says he suspects Gabriella Kendonion, but in truth he has ordered some of his own henchmen to vandalise the work sites, in order to make Gabriella look bad in the eyes of the townsfolk, and, he hopes, leave Threshold entirely.

2. Baroness Aleena Yurevich issues a call to adventurers to help her clear the foothills of the Cruth Mountains of goblins, who have become more active in recent months. Although the town has not been threatened yet, she wishes to strike out at the humanoids before they can do so. She would normally have dispatched some of her own forces to deal with the problem, but they are tied up right now. If asked, she will offer a reward of up to one royal for every goblin scalp brought to her keep, as well as half of any goblin loot recovered.

3. A small merchant caravan is encountered on the road to Threshold, who offer the PCs decent wages in exchange for their services as guards. If asked about their destination, the merchants say that Threshold is merely a stopover; they are on their way to the so-called "Lost Valley," where they hope to trade for some of the exotic goods that are said to be produced there. They are convinced that such items would fetch high prices on the open market, due to their rarity. At the DM's discretion, this encounter can also serve as a way of introducing the Lost Valley to their campaigns, and lay the foundations for playing D&D module B10 Night's Dark Terror.

4. A rash of thefts has caused a stir in Threshold. The town's constabulary has been investigating for weeks, but has so far been unable to determine the identity of the perpetrator(s). In unofficial circles, the Thieves' Guild has stated that a freelance thief is behind the break-ins. In truth, the thief is none other than Gabron Kendonion, son of Gabriella, the owner of a prosperous logging venture. Gabron is a disturbed youth, who is acting out his hatred of Traladarans by stealing from them when he can-unbeknownst to his mother and everyone else.

Map of Threshold and Vicinity

Investigations in Threshold

In relation to these adventure hooks, there are a number of investigations that the PCs can pursue, and a number of people that they might meet and interact with. The purpose of this section is not to present a proper adventure, but to give the DM guidelines and ideas for keeping the PCs busy and involved in Threshold affairs, until the humanoids attack the town. The more you can convince your PCs that this adventure is about anything but fighting humanoids, the more surprised they will be by the sudden desperate turn of events.

Since Threshold is likely to have been the starting point for many campaigns, this section is, of course, unable to take into account already established personalities or further unfinished adventures from the characters' pasts. If you're able to bring things such as family, old flames or feuds, or other unfinished business into the game, so much the better.

Baroness Aleena Yurevich of Threshold

The ruler of Threshold, the baroness was appointed last year. She is above most everyday concerns, and is a hard woman to get to speak to. Though Aleena holds meetings at the town hall several days a week (about 30% chance of her being in on a particular day-on other days, she's at her castle), she is busy when she is there. Getting an official appointment with the baroness takes a legitimate reason, and if the PCs turn out to be bothering her with matters that her officials could be taking care of, she will not tolerate having her time wasted.

Though she is soft-spoken and romantic, the baroness is an experienced adventurer. She can handle herself very well in a fight, being a cleric of the Order of the Griffon. Aleena is beautiful but married, and highly unlikely to mingle socially beneath her station. She typically dresses in her adventuring gear, and appears ready for trouble at all times.

Age: 40.

Aleena Yurevich, female human Clr14

CR 14; Medium-Size Humanoid (5 ft. 5 in. tall); HD 14d8+14; hp 86; Init +1 (Dex); Spd 20 ft.; AC 21 (+10 half-plate +3, +1 small steel shield), touch 11, flat-footed 21; Atk +14/+9 melee (1d8+3, lawful heavy mace +2); SA spells, spontaneous healing; SQ none; AL LG; SV Fort +13, Ref +5, Will +17; Str 12, Dex 13, Con 12, Int 14, Wis 20, Cha 18.

* Statistics are age-adjusted and include a +2 level bonus to Wisdom and a +1 to Constitution.

Skills: Concentration +11, Diplomacy +9, Heal +10, Knowledge (arcana) +7, Knowledge (Karameikan local) +6, Knowledge (Thyatian religion) +19, Profession (teacher) +10, Ride (horse) +5, Spellcraft +7.

Feats: Combat Casting, Expertise, Extra Turning, Improved Disarm, Leadership, Weapon Focus (heavy mace).

Spells Prepared (6/6/6/5/5/4/4/3; base DC = 15 + spell level):

0: cure minor wounds (x2), detect magic, detect poison, guidance, virtue.

1st: bless (x2), cure light wounds (x2), remove fear, sanctuary*.

2nd: calm emotions*, cure moderate wounds (x2), hold person (x2), remove paralysis.

3rd: cure serious wounds, magic circle against chaos*, remove blindness/deafness, remove curse, remove disease.

4th: cure critical wounds (x2), neutralize poison, order's wrath*, restoration.

5th: commune, healing circle, raise dead, spell resistance*.

6th: heal (x2), hold monster*, word of recall.

7th: greater restoration, dictum*, resurrection.

* Domain spells. Domains: Law (cast Law spells at +1 caster level), Protection (one per day, generate protective ward granting +14 resistance bonus to saving throws to one person touched, duration one hour).

Possessions: Half-plate +3, lawful heavy mace +2.

Baron Dmitri Yurevich

Aleena's husband, Dmitri, is an adventurer of some renown. Though technically a baron, due to his marriage to Aleena, Dmitri has very little to do with the running of Threshold and its vicinity. He has a high regard for adventurers of all sorts, particularly those of Karameikan ancestry. As such, he is a more likely contact for PCs to get in touch with Aleena than attempts to reach her directly.

Dmitri is of mixed Traladaran and Thyatian ancestry-he considers himself a Karameikan, and often involves himself as arbiter in conflicts between the two ethnic groups in Threshold. In the city, he is viewed as an impartial judge, and is consulted when necessary in such situations (or any other dispute between parties of different races or ethnic backgrounds).

Dmitri Yurevich, male human Ftr12

CR 12; Medium-Size Humanoid (6 ft. tall); HD 12d10+24; hp 102; Init +0; Spd 20 ft.; AC 18 (+7 breastplate of invulnerability +2, +1 small steel shield), touch 10, flat-footed 18; Atk +18/+13/+8 melee (1d8+5 +1d6 fire/19-20/x3 +3d10, flaming burst warhammer +2); SQ DR 5/+1 (breastplate of invulnerability +2); AL LG; SV Fort +10, Ref +4, Will +5; Str 16, Dex 11, Con 14, Int 13, Wis 13, Cha 12.

* Statistics are age-adjusted and include a +2 level bonus to Strength, and a +1 to Constitution.

Skills: Climb +3, Craft (blacksmithing) +13, Diplomacy +4, Handle Animal +9, Jump +2, Knowledge (Karameikan local) +6, Ride (horse) +10, Swim +1.

Feats: Cleave, Endurance, Great Fortitude, Improved Initiative, Improved Critical (warhammer), Leadership, Power Attack, Run, Skill Focus (Craft: blacksmithing), Sunder, Weapon Focus (warhammer), Weapon Focus (light hammer), Weapon Specialisation (warhammer).

Possessions: Breastplate of invulnerability +2, flaming burst warhammer +2.

Sergeant Arthol, Jr.

Arthol Jr. is the commander of the town guard. If the PCs make trouble, or if they have immediate concerns, they will most likely deal with Arthol. The sergeant is a no-nonsense man, well grounded in reality. If the PCs are troublemakers, or they appear to be (by constantly wearing armour in public, for example), Arthol will have his men harass them and take them in for questioning repeatedly.

If the PCs go to the authorities with proof of foul play, chances are that they will deal with Arthol. If they have made fools of themselves earlier, the sergeant will have a short attention span, but otherwise he will listen and act on convincing proof.

Arthol Sr., the old commander of the town guard, now holds a desk job at the town hall, and he expects the younger Arthol to be perfect in every way. Arthol Jr. does his best to live up to his old man's wishes.

Arthol, male human Ftr6

CR 6; Medium-size Humanoid (6 ft. 6 in. tall); HD 6d10+12; hp 79; Init +3 (-1 Dex, +4 Improved Initiative); Spd 20 ft.; AC 17 (-1 Dexterity, +7 chain mail +2, +1 small steel shield), touch 9, flat-footed 17; Atk +12/+7 melee (1d8+7/19-20, longsword +2); SV Fort +9, Ref +1, Will +3; AL LN; Str 16, Dex 9, Con 14, Int 11, Wis 13, Cha 11.

* Statistics are age-adjusted and include a +1 level bonus to Strength.

Skills: Climb +0, Handle Animal +4, Knowledge (Karameikan local) +6, Listen +3, Ride (horse) +5, Spot +3, Swim -5.

Feats: Alertness, Great Fortitude, Improved Initiative, Power Attack, Quick Draw, Skill Focus (Knowledge: Karameikan local), Weapon Focus (longsword), Weapon Specialisation (longsword).

Possessions: Chain mail +2, longsword +2, potion of cure light wounds (x3).

Master Anton Tvarovic

For many years, Anton has been Guildmaster of the Loggers' Guild. He has come to take his position for granted, and greatly enjoys the authority it gives him. For this reason, he is greatly troubled by his sudden rival, Gabriella Kendonion, who has started her own logging venture. Since Anton is unable to compete with Gabriella on her terms (she has more money and can offer better deals than he can), he has taken to working with unscrupulous people. Thinking himself quite shrewd, Anton has arranged for his own logging sites to be vandalised and sabotaged, in the hopes that Gabriella will take the blame.

Anton used to be an honest and hardworking man, but seeing his position threatened has undermined his integrity greatly. He is head of a family, and fears greatly for his future, if he is put out of business by Gabriella. Accordingly, he uses every means at his disposal to drive Gabriella from the area. Among other tactics, he fuels the flames of Thyatian-Traladaran hatred among the mostly Traladaran loggers, which has led to some over-eager individuals also vandalising Gabriella's work sites, aggravating the rivalry further.

As guild head, Anton has a rather large house, which houses his extended family. Family members will be there at all hours of the day, and gaining access to Anton's private office is not an easy thing. However, Anton actually has contracts with members of the Kingdom of Thieves locked away in a strongbox inside his office, convinced that nobody would ever suspect him.

Age: 42.

Anton Tvarovic, male human Exp8

CR 7; Medium-size Humanoid (5 ft. 9 in. tall); HD 8d6; hp 26; Init -1; Spd 30 ft.; AC 9, touch 9, flat-footed 9; Atk +7/+2 melee (1d6+1, hand axe); SA sneak attack +2d6; SQ evasion, uncanny dodge; SV Fort +2, Ref +1, Will +7; AL LN; Str 12, Dex 9, Con 11, Int 15, Wis 13, Cha 14.

* Statistics are age-adjusted and include a +2 level bonus to Charisma.

Skills: Balance +7, Climb +13, Diplomacy +10, Knowledge (Karameikan local) +12, Profession (lumberjack) +14, Sense Motive +9, Spot +10, Swim +9, Use Rope +8, Wilderness Lore +10.

Feats: Endurance, Skill Focus (Profession: lumberjack), Skill Focus (Climb).

Gabriella Kendonion

The widow of a Thyatian merchant, Gabriella has left her home in Kerendas, with her son, for the rugged wilderness of Karameikos. Running a business is what Gabriella knows, and she has wasted no time setting up a new one. Seeing the monopoly of the Loggers' Guild, Gabriella has elbowed her way into that business, luring several loggers away from the official guild with better wages and working conditions.

Gabriella is a prim and proper lady, who believes in separating business and pleasure. When it comes to official business, she is ruthless and driven, but at social affairs she can be quite charming. Having lived a somewhat turbulent and active life, Gabriella is a shrewd judge of character and keeps her own cards close to her. She is not exactly amused by her rivalry with the Guildmaster of the Loggers' Guild, but she believes it is a fight that she will eventually win. Gabriella is not above using foul means against her rival and has had some of her loyal men actually sabotage some of the Loggers' Guild work sites.

The Kendonion manor is a large house with five private guards-Thyatians-who will do their best to keep inquisitive PCs at bay. The guards are loyal to Gabriella and will not betray either her or Gabron to sweet-talking, bribing PCs. In fact, they are very likely to inform Gabriella of any such incidents, and she is likely to take legal action against such PCs. The guards are aware of Gabron's comings and goings, but do not suspect him to be anything but a spoiled brat, sneaking out to have his fun with the local girls at night.

Age: 40.

Gabriella Kendonion, female human Com1/Exp4

CR 4; Medium-size Humanoid (5 ft. 6 in. tall); HD 1d4-1 plus 4d6-4; hp 12; Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; Atk +1 melee (1d3-1, hairpin); SV Fort +0, Ref +1, Will +7; AL LN; Str 9, Dex 10, Con 9, Int 13, Wis 15, Cha 17.

* Statistics are age-adjusted and include a +1 level bonus to Charisma.

Skills: Appraise +5, Bluff +8, Craft (cooper) +5, Diplomacy +7, Knowledge (Karameikan local) +4, Knowledge (Thyatian local) +7, Listen +8, Profession (accountant) +12, Ride (horse) +4, Sense Motive +8.

Feats: Skill Focus (Profession: accountant), Skill Focus (Sense Motive), Iron Will.

Gabron Kendonion

Gabriella's son is a cunning but disturbed thief, who, unbeknownst to all-including his mother-secretly hates all Traladarans, feeling superior to them. He steals from Traladarans just to prove his superiority, and is definitely not above committing murder one of these days. Gabron appears quite the charming youth, but is in fact sociopathic in the extreme. Never one to forget an insult, he is likely to target any person who has offended him, for theft and humiliation. He fantasises about control over other people, and is playing around with the idea of kidnapping and murdering somebody.

Nobody has yet realised that so far it's exclusively Traladarans who are being targeted, as Gabron is acting out his indignation against being taken to this backwater country. In truth he deeply resents his mother for this, and is likely to eventually act on this resentment by assaulting somebody who reminds him of her. It will be quite some time before he might gather enough courage to stand up to her, though.

Age: 19.

Gabron Kendonion, male human Rog3

CR 3; Medium-size Humanoid (5 ft. 10 in. tall); HD 3d6; hp 14; Init +3; Spd 30 ft.; AC 13, touch 13, flat-footed 10; Atk +2 melee (1d4-1, dagger) or +6 ranged (1d8+1/19-20, light crossbow +1); SA sneak attack +2d6; SQ evasion, uncanny dodge; SV Fort +1, Ref +6, Will +1; AL CN; Str 10, Dex 16, Con 11, Int 12, Wis 11, Cha 14.

Skills: Balance +9, Bluff +6, Climb +6, Disable Device +6, Gather Information +6, Hide +7, Jump +4, Listen +6, Move Silently +6, Open Lock +8, Search +6, Spot +6, Use Rope +7.

Feats: Alertness, Point Blank Shot, Far Shot.

Possessions: Light crossbow +1, dust of tracelessness.

Petrov Varescu

In his everyday life, Petrov is a judge at the Threshold town hall. In reality, he is head of the local Kingdom of Thieves. Petrov is a shrewd character, carefully planning and orchestrating the thefts in the town and making sure that the right people are let off the hook. Since Petrov has planned everything so carefully, there is one thing that he cannot tolerate: freelance thieves. The recent rash of thefts (by Gabron Kendonion) is bringing much unwanted attention on his own Kingdom of Thieves. Accordingly, Master Varescu has put all the works in motion to find the thief responsible for these thefts. Gabron, however, does not use any of the known channels for fencing goods, and does not associate with any other thieves of the kingdom. Petrov has been forced to publicly hire adventurers.

Incidentally, Petrov knows all about Master Anton Tvarovic of the Loggers' Guild, and his foul play. Exceptionally clever PCs might make a deal with Petrov to obtain proof against Anton in return for flushing out Gabron, but even in such a scenario, they are unlikely to deal directly with Petrov. He is sure to use a strawman, in case the PCs will want to bring everybody to justice.

At Petrov's town house there are absolutely no clues to his secret identity as head of the Kingdom of Thieves. Petrov keeps his two identities carefully separate, and only a handful of people know of both his identities. These are people that he would trust with his life, and they feel the same way about him. Anybody caught inside his house will be persecuted to the full extent of the law, likely to be sentenced to at least 5 years of imprisonment.

Age: 33.

Petrov Varescu, male human Rog10

CR 10; Medium-size Humanoid (5 ft. 11 in. tall); HD 10d6; hp 29; Init +5; Spd 30 ft.; AC 13, touch 11, flat-footed 12; Atk +7/+2 melee (1d4, dagger of venom); SA sneak attack +5d6; SQ evasion, uncanny dodge, slippery mind; SV Fort +3, Ref +10, Will +6; AL LE; Str 9, Dex 13, Con 10, Int 16, Wis 13, Cha 15/17.

* Statistics are age-adjusted and include a +1 level bonus to Wisdom and a +1 to Charisma.

Skills: Bluff +12/14, Decipher Script +11, Diplomacy +10/12, Forgery +11, Gather Information +16/18, Hide +6, Innuendo +7, Knowledge (Karameikan local) +9, Knowledge (Karameikan politics) +9, Listen +10, Move Silently +6, Open Lock +6, Perform (oration) +14/16, Pick Pocket +5, Profession (advocate) +13, Read Lips +10, Search +9, Sense Motive +11, Spot +10.

Feats: Alertness, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Gather Information).

Slippery Mind (Ex): If he is targeted by a mind-affecting enchantment or effect and fails his saving throw, one round later Petrov may make a second saving throw to resist the effect.

Possessions: Amulet of natural armour +2, cloak of charisma +2, dagger of venom, potion of glibness (x2), ring of mind shielding.

Sergei and Adriana Borisov

Sort of a centre for events, and a great base for PCs based in town, Windrush Inn is situated near the river. Its owner, Sergei Borisov, and his daughter Adriana run the inn. The inn is slightly high class, and the various personalities in town will be likely to arrange business meetings at the inn.

Sergei is a widower and a protective father, but Adriana is old enough to make her own decisions. Adriana's mother was a Thyatian, while Sergei is Traladaran, and she is blessed with the best looks both worlds can offer. Accordingly, she has many suitors, and might act favourably towards handsome male PCs. Should Gabron Kendonion come to know her (such as seeing her, when accompanying his mother to a meeting), he might well develop an obsession with her and make her the target of his fantasies.

Sergei Borisov, male human Com3

CR 2; Medium-Size Humanoid (5 ft. 10 in. tall); HD 3d4-3; hp 6; Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; Atk +1 melee (1d6, meat cleaver); AL LN; SV Fort +0, Ref +1, Will +3; Str 10, Dex 11, Con 9, Int 12, Wis 14, Cha 12.

Skills: Handle Animal +5, Listen +8, Profession (innkeeper) +9, Spot +8, Swim +4, Use Rope +3.

Feats: Alertness, Iron Will, Skill Focus (Profession: innkeeper).

Adriana Borisov, female human Com1

CR 1/2; Medium-Size Humanoid (5 ft. 4 in. tall); HD 1d4-1; hp 3; Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; Atk -1 melee (1d4-1, beer stein); AL LN; SV Fort -1, Ref +0, Will -1; Str 9, Dex 11, Con 9, Int 12, Wis 9, Cha 16.

Skills: Craft (pottery) +7, Handle Animal +7, Listen +3, Profession (innkeeper) +3, Spot +3, Swim +3.

Feats: Skill Focus (Craft: pottery).

The Battle of Threshold

Once you, as DM, are satisfied that the PCs are properly caught up in adventures in Threshold, it is time to spring the humanoid attack. K'Rrargg, the bugbear witch doctor, leads his small army of bugbears against the town, looking for plunder and prestige.

The attack starts with two simultaneous strikes: one at the fishermen's town and one at the loggers' camp. Both of these attacks are very successful, though the assault on the fishermen's town takes longer, since the bronze golem at the loggers' camp decides that battle quickly. While people flee the attacks, the bugbears use the logs stashed at the loggers' camp to cross the Windrush River, landing at Fogor Isle. Ahead of them, the bronze golem wades into the town, smashing buildings and people in its way. Since the town guard stays out of Fogor Isle at night, the bugbears are practically unopposed by any sort of organised resistance, quickly dispatching the small groups of archers gathered to oppose them.

As dawn breaks, the bugbears cross the bridges into town, led by the bronze golem and their fearsome witch doctor. The bugbears are intent on killing and looting, not conquering. As a result they seek to increase confusion and fear, not hold their conquered terrain.

As DM you can run the battle any way you like, but below are a number of suggested encounters during the battle. The intent is to keep the PCs busy and personally involved in the battle. If you have PCs with families or paramours in the town, exploit that. Otherwise, the following encounters can serve as inspiration or to spark your own ideas for the battle.

Encounters with the rampaging bugbears come in three types: ordinary bugbears, elite bugbears and the witch doctor. Stats for the three types are given below. You may mix ordinary bugbears with elite chiefs and tailor the opposition to suit your PCs.

Side Events during the Battle of Threshold

These events can be run at any time, though they are presented here in their suggested order. DMs should feel free to modify them or add events of their own as they see fit. The sense of dramatic tension should be played up very strongly during and between events. DMs should describe the chaos that is taking place throughout the town, with people fleeing the carnage, bugbears rampaging, and even the ominous thumping and fires caused by the bronze golem running amok through the town.

Sergei Borisov's Inn (EL 4)

Bugbears will find an inn a very tempting target (alcohol is high on their list of good loot). Due to its location near the river bank, the inn will become one of the first targets once the bugbears have entered the city proper. Sergei and his daughter Adriana will try to defend the inn, but they can't hold off a force of bloodthirsty bugbears. If the PCs are staying here, this might be their first encounter, or perhaps they have gear left at the inn in danger of being stolen by the bugbears. Any stolen gear might also give them a personal reason for later tracking down the bugbears.

Bugbears (2)

hp 18, 15; Monster Manual 27. The largest of the two bugbears (18 hp) is wielding a battle axe (x3 damage on a critical hit).

Tactics: These bugbears are not expecting any heavy resistance. If one of the bugbears is killed, or they are reduced below half of their hit points, they will attempt to flee into the streets of Threshold.

Reclaiming Your Weapons

Since several weapons might have been confiscated and kept in the town hall, the first priority of some PCs may well be to visit the town hall and reclaim their gear. As soon as it becomes apparent that the town is under attack, the officials will attempt to seal the town hall, and they will expect the PCs to help protect this, the most important building in town (from their point of view). Heroic PCs should soon be drawn out into the streets, seeing the bugbears more intent on slaughter and looting than invading town halls. Town officials might not see it that way, though, and could later make trouble for PCs abandoning them during the battle.

A Barricade (EL 5)

Citizens of Threshold have barricaded a road to protect their homes, and the bugbears naturally assume that something worth looting is to be found there. PCs will want to save the citizens from the rampaging humanoids, and take the citizens to a safer place.

Bugbears (3)

hp 17, 16, 12; Monster Manual 27.

Reconciled Enemies (EL 5)

Gabriella Kendonion's manor is in danger of being overrun by the lieutenant of the bugbears, a tough barbarian named Thrakh. Anton Tvarovic, a decent person at heart, helps defend it. Gabriella's son Gabron might very well slip and show his hatred, spitting on Anton's help, giving a clue to observant PCs. PCs may also be distracted during the fight by being forced to save Anton or the others from Thrakh's terrible ferocity.

Thrakh, male bugbear Bbn3

CR5; Medium-size Humanoid; HD 3d8+6 plus 3d12+6; hp 56; Init +5 (+1 Dexterity, +4 Improved Initiative); Spd 40 ft.; AC 19 (+1 Dex, +3 natural, +5 chain shirt +1), touch 11, flat-footed 19; Atk +5; SQ darkvision, rage, uncanny dodge; AL CE; SV Fort +6, Ref +5, Will +2; Str 18, Dex 12, Con 15, Int 8, Wis 11, Cha 7.

Skills: Climb +5, Hide +2, Intimidate +2, Jump +4, Listen +5, Move Silently +5, Spot +3, Wilderness Lore +2.

Feats: Alertness, Improved Initiative, Power Attack.

Special Qualities: Rage: The following changes are in effect as long as Thrakh rages: AC 17; hp 68; Atk ; SV Fort +8, Will +4; Str 22, Con 19; Skills. His rage can be used once per day, it lasts for 7 rounds (or until ended), and he is winded afterwards; Uncanny Dodge: Thrakh doesn't lose his Dexterity bonus to AC when flat-footed.

Possessions: Chain shirt +1, battleaxe +1, 36 royals, 40 cronas, an emerald (worth 35 gp), 2 silver-chased goblets (worth 12 gp each), and a handful of silver jewellery (collectively worth 60 gp).

Tactics: Thrakh will go into a rage at the sight of the PCs, focusing his attacks on the most heavily-armoured or strongest-looking PC first. If reduced to 20 hp or less, he will retreat from the field of battle. If he gets away, he may show up later at the temple during the second part of the adventure, in room 1 (Entry Hall).

Reinforcements from Tarnskeep (EL 6)

Baroness Aleena Yurevich, warned by refugees from the fishermen's town, arrives to repel the invaders, but the bugbears have secured the northern town gates, and the PCs need to reconquer them to let the reinforcements in. This should be a turning point in the battle, as Aleena's forces will even out the odds considerably, in fact turning the battle against the bugbears. When the PCs arrive on the scene, read them the following:

The northern gate is barred and has a considerable pile of debris stacked up against it, confounding any efforts to break through from the other side. Even worse, two bugbears stand atop the wall, peppering the would-be rescuers with arrows. Three other bugbears stand around the base of the gate, menacingly blocking any direct access to the gate.

It will take 6 rounds for the baroness's forces to break through the gates and come to the aid of the town and the PCs. If the PCs are in trouble, the DM may wish to speed this up by a few rounds. Even if PCs need assistance in defeating the bugbears, they should gain full experience for the encounter if they last long enough to allow the baroness and her troops through to the town.

Bugbears (5)

hp 17, 16, 16, 14, 12; Monster Manual 27. Two of the bugbears are armed with short bows and arrows.

Tactics: The three bugbears on the ground will shout an alarm to the two atop the wall before closing to skirmish with the party. Every round, one of the two archers will fire at the party below (the other one is still firing at the forces on the other side of the gate). When one of the bugbears on the ground falls in combat, one of the archers will run down to melee combat (it will take him one round to reach the PCs).

The Bronze Warrior (EL 12)

Read or paraphrase the following to the players:

As you rush through the harrowed streets of Threshold, the ground begins to shake beneath you. It throbs with a steady thumping. You hear screams from just around the corner.

If they choose to investigate, as they round the corner, they see the following:

Turning the corner, you spy a tremendous golden-skinned, jackal-headed statue tromping through the streets. It is creating a swath of devastation around it, as it bashes down buildings with its mighty fists. Fires rage all around, and the very air near the creature shimmers hazily from the heat it gives off. A brave warrior rushes forward to attack it, smiting it with its sword. The monstrosity doesn't even register the man's presence, never slowing in its stride, even as it crushes him beneath one shining foot.

Of course, the unstoppable bronze golem wades through buildings and squashes all who confront it. PCs might want to attempt to trap it with impromptu pit traps or otherwise deal with it, but confronting it directly should prove impossible. The DM is encouraged not to kill PCs outright, but make it very obvious that they're out of their league (a well-known warrior being squashed without a chance, or the bronze golem toppling a building should prove sufficient warning). If their plans have a good chance of succeeding, the witch doctor should show up to shout orders at it to save the golem, giving them a clue who's really behind this.

Bronze Golem

hp 110; see statistics in the Appendix section.

Fire Hazard

While Threshold is built to minimise fire hazard, the old town on Fogor Isle is not. Since the bugbears are interested in spreading chaos, they can, deliberately or not, start a fire on Fogor Isle that could prove disastrous if it isn't contained. Trying to put out fires while fighting desperately for their lives should be a challenge for any PC. This encounter is a good way to end the battle, as it will give the PCs something to worry about, besides pursuing the bugbears.

The Witch Doctor (EL 7)

Encountering the witch doctor and his elite bodyguards should be the climax for the PCs. They should manage to, at the very least, wound him sufficiently for him to decide to withdraw, calling the bronze warrior to accompany him, giving the PCs and the baroness a chance to topple it. Should the witch doctor die, that isn't a disaster. Though the PCs are meant to seek out the bugbear temple, they will still have motivations to do so, and the witch doctor has able apprentices to take his place in the later stages of the adventure.

K'Rrargg, male bugbear Adp3

CR4; Medium-size Humanoid (7 ft. 2 in. tall); HD 3d8+3 plus 3d6+3; hp 37; Init +1; Spd 30 ft.; AC 17, touch 11, flat-footed 16; Atk +4 melee (1d8+1, morningstar); SA spells; SQ darkvision; AL CE; SV Fort +5, Ref +7*, Will +7; Str 13, Dex 12, Con 12, Int 12, Wis 16, Cha 10.

* K'Rrargg gains a +2 bonus to Reflex saves while Squ'rk is within one mile.

Skills: Climb +4, Concentration +4, Hide +4, Knowledge (bugbear religion) +4, Listen +8, Move Silently +9, Spellcraft +4, Spot +8.

Feats: Alertness, Combat Casting, Great Fortitude.

Spells Prepared (3/3):

0: cure minor wounds (x2), guidance.

1st: bless, obscuring mist, protection from good.

Possessions: Wand of burning hands (22 charges), leather armour +1, potion of bull's strength, potion of cure moderate wounds, key to treasure chest in room 6 of the temple (see below).

Squ'rk, weasel familiar

CR -; Tiny Magical Beast; HD 1/2d8; hp 18; Init +2; Spd 20 ft., climb 20 ft.; AC 16, touch 14, flat-footed 14; Atk +5 melee (1d3-4, bite); SA touch; SQ improved evasion, share spells, empathic link; AL NE; SV Fort +2, Ref +4, Will +4; Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5.

Skills: Balance +10, Climb +11, Hide +13, Move Silently +9, Spot +4.

Feats: Weapon Finesse (bite).

K'Rrargg's Bodyguards, male bugbear War1 (2)

CR 3; Medium-size Humanoids (7 ft. tall); HD 3d8+6 plus 1d8+2; hp 30; Init +1; Spd 30 ft.; AC 17, touch 11, flat-footed 16; Atk +7 melee (1d8+3/x3, battleaxe); SQ darkvision; AL CE; SV Fort +5, Ref +4, Will +1; Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 9.

Skills: Climb +2, Hide +2, Intimidate +1, Listen +3, Move Silently +5, Spot +3.

Feats: Alertness, Weapon Focus (battleaxe).

Possessions: Battleaxe.

Tactics: On the first round of combat, K'Rrargg's bodyguards will close to skirmish with the PCs, while K'Rrargg casts bless. K'Rrargg will then use his wand of burning hands to fry PCs from a distance while his bodyguards deal with them up close. If forced into melee combat, K'Rrargg will down his potion of bull's strength before attacking hand to hand. If his bodyguards are killed, or he is reduced to 10 hp or less, K'Rrargg will cast obscuring mist and attempt to escape from combat. If K'Rrargg manages to escape from combat, he will turn up during the latter half of the adventure in room 6 of the temple (see below).

Aftermath

In the aftermath of the battle, there will be a million things for the PCs to do. Putting out fires, rescuing people from collapsed buildings and hunting down the remaining bugbears in town, should keep the PCs from pursuing the bugbears just yet. If they have proven themselves able heroes, they will be given proper praise, and invited to official dinner at either the town hall or Tarnskeep, to be given official recognition. On the other hand, if they acted in a cowardly manner, or abandoned town officials, they might be charged with treason. In spite of their new status, they will also want to finish up their investigations. They might also suspect that the bugbear attack is tied into one of their active investigations, and make plans accordingly. As DM, try to keep them in town for a few days, with official obligations or charging them with treason.

Regardless of how the PCs behaved, the end result of the raid for the town is the same-much of Fogor Isle lies in ruin, and many buildings in Threshold proper have sustained heavy damage. It will take many months, of not a few years, for the town to be fully restored. Witnessing the barbarity of the raid, and the devastation it wrought, could serve as another reason for the PCs to pursue the bugbears once they are able to do so.

Analysis of the Golem

A few days after the battle of Threshold, a very famous mage, Igor Grygorovich, shows up in town. He goes straight to the baroness, not tolerating any nonsense. Igor is a well-known Traladaran historian, and he is here to study the remains of the bronze golem. The mage suspects that the golem is a remnant of the ancient Traldar culture, and that it may have come from a stash of invaluable treasure. Consequently, he will want to track down the bugbears and find out where they obtained the golem.

The PCs should be offered to accompany Igor on his trek, either because they have proven themselves heroes, or as a way of redeeming themselves by service to the baroness. In the latter case, Igor may well geas them to perform their duties, if they accept to undertake the mission rather than face other legal repercussions (long prison sentence, outrageous fines or death, depending on the severity of their actions). Igor will, of course, explain what he knows of the golem, and the culture it came from (you may want to paraphrase appropriate parts of the Adventure Background, or the Player's Background of GAZ1 The Grand Duchy of Karameikos).

If any PC mages have studied at the School of Magecraft, you may give them additional background and an established relationship with Igor.

Igor Grygorovich

Not a battlemage by any means, Igor is a scholar and historian, though over the years (he was born AC 949) he has learned to handle himself, particularly since he spent his youth trekking the country. He has been teaching at the School of Magecraft for the past six years and has finally begun to come in touch with current events. Still, he much prefers to pore over tomes and restore ancient pottery. He longs for chances to go on field trips and relive his youth, but the school keeps him pretty busy. This bronze golem business is exactly the break he has been waiting for, and now he insists on searching out the site where it was found, and he obviously needs an escort.

Igor isn't an annoying old coot, but an intelligent and mostly friendly aging gentleman, who prefers to discuss events of several hundred years ago, rather than what is currently going on around him. He isn't exactly shy, just not very good at making conversation that doesn't involve his field of knowledge. On the other hand, he's quickly absorbed by discovering ancient artifacts and is supremely knowledgeable about ancient Traladara. He can become a steadfast contact and ally for the PCs.

While Igor is of a high level, he will not be of much aid to PCs during battles, since he carries few offensive spells and isn't in peak physical condition. While he can take a beating, he won't fight the battles on behalf of the PCs, though he might save them in a bind, through the use of some unexpected spell.

Should Igor learn firsthand of the Lost Valley (from the Caravan random encounter), he will insist on making a trip to that place as well, after finishing this trek (see Further Adventures).

Age: 69.

Igor Grygorovich, male human Div10/Lor12

CR 22; Medium-size Humanoid (5 ft. 7 in.); HD 10d4-10 plus 12d4-14; hp 32; Init -1 (Dex); Spd 30 ft.; AC 16 (-1 Dexterity, +5 ring of protection +5, +2 staff of power), touch 15, flat-footed 15; Atk +11/+6 melee (1d6, staff of power); SA spells; SQ SR 21, lore, greater lore, true lore, secrets, detect magic; SV Fort +8, Ref +8, Will +19; AL NG; Str 8, Dex 9, Con 9, Int 24, Wis 13, Cha 11.

* Statistics are age-adjusted and include a +5 level bonus to Intelligence.

Skills: Alchemy +18, Appraise +17, Decipher Script +17, Gather Information +5, Knowledge (arcana) +29, Knowledge (Karameikan geography) +24, Knowledge (Karameikan history) +34, Knowledge (Karameikan local) +34, Knowledge (Karameikan nobility) +25, Knowledge (Traladaran religion) +23, Profession (teacher) +9, Scry +28, Spellcraft +32, Use Magic Device +7.

Feats: Brew Potion, Craft Staff, Enlarge Spell, Extend Spell, Greater Spell Focus (Divination), Greater Spell Penetration, Permanent Emanation (detect magic), Scribe Scroll, Skill Focus (Knowledge: arcana), Skill Focus (Knowledge: Karameikan history), Skill Focus (Knowledge: Karameikan local), Spell Focus (Divination), Spell Penetration.

Lore (Ex): Igor adds 19 to Knowledge checks using the Lore ability.

Greater Lore (Ex): Igor can identify (as the spell) any item he examines. He may use this ability once per item examined.

True Lore (Ex): Once per day Igor can duplicate the effects of either a legend lore or analyse dweomer spell.

Secrets: Igor has gained the secret knowledges of: Instant Mastery (appraise), Secrets of Inner Strength (+1 Will saves), Newfound Arcana (bonus 1st level spell), More Newfound Arcana (bonus 2nd level spell), and Applicable Knowledge (Greater Spell Focus).

Bonus Language: Igor's studies have afforded him knowledge of the languages of Hutaakan and Nithian.

Detect Magic (Sp): Igor can detect magic as a free action. Any effect that would normally dispel it merely suppress the ability for 2d4 rounds.

Wizard Spells Prepared (5/8/8/7/6/6/6/6/5/5; base save DC = 17 + spell level; Divination base save DC = 21 + spell level):

0: arcane mark, detect magic, light, mage hand, read magic.

1st: comprehend languages, detect secret doors, detect undead, hold portal, identify*, message, Tenser's floating disk, true strike, unseen servant.

2nd: daylight, detect thoughts, magic mouth, misdirection, knock, locate object*, obscure object, see invisibility, whispering wind.

3rd: clairaudience/clairvoyance, dispel magic, illusory script, Leomund's tiny hut, nondetection, suggestion, tongues* x2.

4th: arcane eye, detect scrying, locate creature*, minor creation, Rary's mnemonic enhancer, remove curse, scrying.

5th: contact other plane*, feeblemind, major creation, prying eyes, Rary's telepathic bond, sending, teleport.

6th: analyse dweomer*, contingency, geas, legend lore, Mordenkainen's lucubration, true seeing x2.

7th: Drawmij's instant summons, greater scrying*, Mordenkainen's magnificent mansion, sequester, spell turning, teleport without error, vision.

8th: discern location* x2, etherealness, mind blank, protection from spells, symbol.

9th: astral projection, foresight*, freedom, Mordenkainen's disjunction x2.

* These spells belong to the school of Divination, which is Igor's specialty. Prohibited school: Necromancy.

Possessions: Mantle of spell resistance, mirror of mental prowess, ring of protection +5, staff of power, wand of dispel magic (25 charges).

Trek to the Temple

Following the PCs' conversation with Igor Grygorovich, it is presumed that they will accept his offer of employment as bodyguards for the journey to the temple. The path of destruction left by the bugbears is easy to follow at first, but once Threshold fades into the distance, PCs will have to rely on tracking skills to determine the location of the temple. If none of the PCs have the appropriate skills, the DM can have one of the locals, perhaps a woodsman or hunter, accompany the party as a guide. If this option is chosen, the DM should develop stats and a brief background for the NPC, and give him or her basic combat skills. This NPC would fight in self-defence only.

Over the course of their journey, the party may have a number of encounters. The DM may use any of the encounters, in any sequence, presented below, or none of them-whatever best suits his or her campaign style. Should the DM wish to randomise the process, a roll of a d6 may be used to determine which encounter takes place, rolling again if a given encounter has already happened. The DM may opt not to re-roll results of "1" or "6" if they have already been encountered, to allow for the possibility of larger numbers of humanoids roaming the countryside.

Bugbear War Party (EL 5)

Your regular hostile humanoid encounter; these bugbears are drunk on the success of their raid. In addition to their regular weapons and equipment, the bugbears may be in possession of treasures looted from Threshold (the DM should determine the chance of this occurring). If so, the raiders will be carrying 2d10x10 gold pieces' worth of treasure. Award the PCs an experience point bonus if they try to return the loot to its rightful owners after the adventure.

Bugbears (3)

hp 20, 14, 13; Monster Manual 27.

Tactics: These bugbears are not expecting any heavy resistance. If one of the bugbears is killed, or they are reduced below half of their hit points, they will attempt to flee.

Treasure: The bugbears carry 4d8x10 royals, one moonstone (50 gp), and a silver locket studded with rubies (175 gp). The locket has an illustration of a young woman inside, and engravings on the back are to "Lysette."

Caravan for the Lost Valley

Hin entrepreneur Finnwiddey Nimbletoes obtained exclusive trade rights for the Lost Valley last year. He (or his hired people) heads a caravan bound for the valley. This encounter serves both as area flavour and as an opportunity to get PCs interested in the Lost Valley. Finnwiddey could also serve as a potentially useful contact for the PCs, due to his connections in the Karameikan hin business community, as well as family ties to the Five Shires.

Logging Saboteurs (EL 3)

This is a band of men hired by Anton Tvarovic or Gabriella Kendonion to sabotage the other's logging operations. Although considered tough, the saboteurs are reluctant to fight stronger opponents, and will try to run away at the first sign of trouble. Should the PCs fight them, they might be identified by the saboteurs to the constabulary as being the brigands who ambushed them in the woods!

Saboteurs, human male War1 (6)

CR 1/2; Medium-size Humanoids (5 ft. 6 in. tall); HD 1d8+1; hp 5; Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; Atk +2 melee (1d4+1, light hammer) or +2 melee (1d6+1, handaxe); AL N; SV Fort +3, Ref +0, Will +0; Str 13, Dex 10, Con 12, Int 10, Wis 10, Cha 11.

Skills: Climb +3, Intimidate +4, Swim +3.

Feats: Power Attack.

Possessions: Handaxe, light hammer.

Royal Patrol

The party encounters a company (60 soldiers and a lieutenant) from the 4th division of the King's Army from Duke's Road Keep, looking for hostile humanoids. They won't accompany adventurers on a quest; their job is to hunt down humanoids, not escort adventurers to hidden temples. They can, however, provide the PCs with useful information about the humanoid tribes in the region-namely, where they are located, and what they have been doing lately.

Prospectors (EL 3)

Frontiersmen looking for precious metals and gems, ancient ruins-you name it. They will be reticent about telling anyone where they are going (for all they know, the PCs might be tempted to muscle in on their territory). A larger group of prospectors might be tempted to rob the PCs, if they look injured.

Prospectors, human male Com1 (5)

CR 1/2; Medium-size Humanoids (5 ft. 6 in. tall); HD 1d6; hp 4; Init +0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; Atk +0 melee (1d4, light pick); AL N; SV Fort +0, Ref +0, Will +0; Str 10, Dex 10, Con 11, Int 10, Wis 11, Cha 10.

Skills: Climb +2, Profession (miner) +3, Spot +1, Use Rope +2.

Possessions: light pick, prospecting gear.

Goblin Wolfrider Scouts (EL 4)

Not far from Threshold, nestled in the forested foothills of the Cruth Mountains, is a remote goblin stronghold. Although they have lived for a long time in the shadow of the bugbears, the tribe has a new chief, who has started sending out scouts to gauge the strength of his tribe's rivals-including nearby human settlements. Should the party appear to be weak or injured, the goblins might attack; otherwise, they might loose a few arrows if the PCs are spotted, and ride away.

The DM should roll Spot checks normally.

Wolfriders, male goblins (2)

CR 1/4; HD 1d8; hp 6; Init +1; Spd 30 ft., 50 ft. (mounted on worgs); AC 15, touch 12, flat-footed 14; Atk +1 melee (1d6-1, short sword) or +3 ranged (1d6, short bow); SQ darkvision; SV Fort +2, Ref +1, Will +0; Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.

Skills: Hide +6, Listen +3, Move Silently +4, Ride +5, Spot +3.

Feats: Mounted Combat.

Possessions: Short sword, short bow, 30 arrows, studded leather armour.

Worg Mounts (2)

CR 2; hp 32, 30; Monster Manual 185-6.

Tactics: On the first round of combat, the goblins will fire their bows at the PCs. On subsequent rounds, they will draw their short swords and charge the PCs. If one or more of the goblins are killed, the surviving enemies will attempt to retreat into the woods.

Once the DM has put the party through as many wilderness encounters as he or she sees fit, it is time to proceed with the next phase of the adventure-the storming of the temple.

The Lost Temple

The Bugbear Temple (Upper Level)

The temple itself lies underground, built into a mountainside. This is the main area, where the bugbears worship the Beast (actually they worship Bartziluth, not the original Beast worshipped by the temple's original users). The rooms here are used by the shaman and his acolytes, and some elite guards tend to them.

Interior Walls (Hewn Basalt)

3 ft. thick hewn stone; Hardness 8; hp 540; Break DC 50; Climb DC 22.

Old Wooden Doors

2 in. thick; Hardness 4; hp 15; Stuck DC 18; Open Locks DC 22.

1. Entry Hall (EL5)

The fallen splendour of a bygone age is much in evidence here. Clearly this was an entry hall of some sort: fluted pillars have been carved out of the rock face here, giving the appearance of supporting a pediment, which in turn frames a rectangular entrance leading deeper into the mountainside. On the walls to either side of you, broken only by rusting wall sconces, can be seen faded carvings. Your immediate attention is drawn to the three burly creatures occupying much of this chamber.

The three creatures are large bugbears (even by the standards of their own race), armed with great clubs.

Bugbears (3)

CR 2; Medium-size Humanoid (7 ft. tall); HD 3d8+6; hp 30, 28, 26; Init +1; Spd 30 ft.; AC 16 (+1 Dex, +3 natural, +2 leather), touch 11, flat-footed 15; Atk +5 melee (1d10+3, great club); SQ darkvision; AL CE; SV Fort +3, Ref +4, Will +3; Str 16, Dex 12, Con 15, Int 10, Wis 11, Cha 9.

Tactics: Regardless of whether or not they were alerted by the sounds of combat outside, they will not be surprised by the PCs' arrival, and will attack them with ferocity. If the battle turns against them, one of the bugbears will try to run into the temple to alert the acolytes (in area 3).

Treasure: Also present in this room are three crude sets of sleeping furs, and a pile of refuse in the far corner. Should the PCs search the room, they could find a tarnished silver ring (nonmagical-worth 20 gold pieces) hidden amongst the furs.

If he managed to escape during the Battle of Threshold, Thrakh is here with two of the bugbears (there is no third bugbear in this case). The EL of the encounter should be raised to 6 in this instance.

Thrakh, male bugbear Bbn3

Use the statistics for Thrakh given in the Battle of Threshold, encounter 4, above.

Map of the Lost Temple (Upper Level)

2. Hall

A long hallway stretches before you, passing into shadow as it heads into the mountain. From where you are standing, you can see at least two doors ahead-one on each side of the hall. Spaced at regular intervals along the hall are what appear to be statues of wolf-men.

The statues were carved to resemble gnolls, but time has weathered their features somewhat, so that they retain their canine appearance, but little else. As the PCs venture deeper, they will see the second set of doors, as well as a pile of fresh rubble at the end of the hall. If the PCs try to clear the rubble, it will take one person six turns (one hour) to complete the task-reduce this by one turn for each additional party member who helps out. DMs may wish to roll for encounters as per the standard rules, due to the noise, with an encounter meaning that any bugbears outside the temple have heard the PCs digging away at the debris.

Once the rubble has been cleared, the PCs will discover an ancient, battered wooden door, which opens outwards. Behind the door is a staircase, leading downwards (into the dungeon). PCs will a good sense of smell, or who are alert, will notice a musty smell wafting up from below.

3. Acolyte Living Quarters (EL 6)

A heavy odour of unwashed bodies assails your senses in this dingy chamber. Scattered about this otherwise bare room are three piles of furs, and in the far corner is a pile of bones and other detritus. Also present are three large, hairy creatures dressed in filthy loincloths.

The creatures inhabiting this room are bugbear acolytes sworn to serve the evil shaman. If no alarm has been sounded, the acolytes will be resting here on their sleeping furs; otherwise, they will be in the chapel. If the bugbears are present, they will attack the PCs. Their combat statistics are as follows:

Acolytes, male bugbears Adp1 (3)

CR 3; Medium-size Humanoid (7 ft. tall); HD 3d8+3 plus 1d6+1; hp 24, 22, 20; Init +1; Spd 30 ft.; AC 17, touch 11, flat-footed 16; Atk +4 melee (1d8+1, morningstar); SA spells; SQ darkvision; AL CE; SV Fort +2, Ref +4, Will +3; Str 15, Dex 12, Con 13, Int 10, Wis 11, Cha 9.

Skills: Climb +2, Concentration +1, Hide +3, Knowledge (bugbear religion) +1, Listen +3, Move Silently +6, Spot +3.

Feats: Alertness, Combat Casting.

Spells Prepared (3/1):

0: cure minor wounds (x2), guidance.

1st: burning hands.

Tactics: On the first round of combat, the two bugbears with the lowest hp will move to flank the PCs, and cast burning hands, trying to catch as many PCs in the crossfire as possible. The one with 24 hp will cast guidance on himself. On the second round, the 24-hp bugbear will close to combat with the PCs, while the other two cast guidance on themselves. After that, the bugbears will alternately using cure minor wounds on each other and skirmish with the PCs. The 24-hp bugbear will save his burning hands spell to use on a PC who looks severely wounded.

Treasure: Aside from the sleeping furs, the only other item of interest in this room is the pile of garbage, which contains remnants of the bugbears' previous meals, a silver arrowhead (worth 1 gp), and the disintegrating remains of the barrels and sacks that once filled this room-the only evidence that this was once the temple storeroom.

4. Chapel

The openness of this long chamber, in addition to the presence of an imposing altar at the far end, proclaims this room to be a chapel. The walls are hung with simple tapestries depicting numerous battles, and various weapons lie on the ground in front of the altar. Against the far wall is a statue of what appears to be a great warrior, but the features are unrecognisable from this distance.

If the alarm has been raised, the acolytes from area 3 will be here, praying to Bartziluth. If they notice the PCs entering the chapel, they will invoke the name of their Immortal, and seek to drive the intruders away.

If the PCs examine the weapons, they will notice that some of them bear the insignia of Baroness Aleena Yurevich-these were taken from recently killed baronial guards. None of them are magical. Closer inspection of the statue will reveal that it was carved in the likeness of a wolf-man (actually a gnoll), but the face was chipped away to resemble a bugbear. Contrary to all conventional expectations concerning altar rooms in evil temples, there is nothing of value in this room.

5. Workshop

Mosaics depicting hunting scenes can still be seen under the crude glyphs, painted in blood, that dot the walls of this small chamber. Suspended by strings overhead, dozens of dried hands and animal paws hang down into the room, swaying slightly with the air currents.

Against the far wall stands a small wooden table, its surface laden with all sorts of stoppered vials, sealed jugs, and covered bowls.

This room was once the private chapel of the temple priest, but all of its contents were looted long ago. Now, the bugbear shaman uses this room as his personal workshop, where he mixes his potions and powders, and communes with his Immortal. If the PCs search the table, they will find the equivalent of a basic alchemical laboratory (worth approximately 80 gp to an alchemist or a wizard), as well as two weak healing potions (each one will restore 1d4 hit points).

6. Priest's Bedchamber (EL 4)

Clearly, this room was, and still is, a bedroom. Against the wall to your left is a battered, sagging wooden bed, flanked by two night tables. A large heap of furs obscures most of the bed. In the far wall is a fireplace, carved into the rock itself, which is filled with charred wood and ashes.

This room was once the personal chamber of the temple priest, which the bugbear shaman has taken for his own living quarters. The fireplace is functional, with its two-foot wide chimney leading roughly 20 feet upwards, through solid rock, to vent from a ravine unseen from the ground outside.

Although the bed contains nothing of value, there is an ancient locked chest beneath it (2 in. thick; Hardness 5; hp 15; break DC 18). The lock can be picked (DC 20) or broken (DC 20); alternatively, the party could use the key acquired from the shaman (encounter 8 in part one). If K'Rrargg managed to escape during the battle of Threshold, he and his familiar will be encountered in this room:

K'Rrargg, male bugbear Adp3

use the statistics presented in the Battle of Threshold section.

Squ'rk, weasel familiar

use the statistics presented in the Battle of Threshold section, above.

Treasure: Contained within the chest, beneath piles of rotting cloth, is a small collection of coins and a ring. There are 22 royals, 48 cronas, and a plain electrum ring. An Appraise check (DC 12) estimates its value at a base value of 30 gp (use the rules on p. 63 of the PHB for determining actual appraisal value). A detect magic or similar spell reveals the rings actual value, as a ring of protection +1.

Map of the Lost Temple (Lower Level)

The Dungeon (Lower Level)

When the temple above was inhabited by its original occupants, the dungeon was used to hold sacrificial victims. When the temple was attacked by the party of Traladaran heroes many years ago, the bodies of the priest and his acolytes were thrown into the dungeons. The malevolence of this place lived on, and the evil clerics' patron Immortal had their bodies animated, to serve as the guardians of this unholy place. When the bugbears arrived, they discovered the undead, and, being unable to destroy them all, they blocked the door at the end of the hall upstairs. The undead priest and his followers have been wandering the lower levels since that time.

There are only two real "rooms" on this level-the cells and the treasury (the DM is free to expand the lower level as he or she sees fit). The cells were carved into the rock, and made secure with wooden doors. Most of the doors have since rotted away, leaving rows of empty niches. It is here that the zombies and ghouls that were once the evil clerics roam-their combat statistics are as follows:

Ghoul patrol (EL 4):

Zombie, medium-sized (4)

CR 1/2; Monster Manual 191-192.

Ghoul

CR 1; Monster Manual 97.

Tactics: There are three of these groups roaming the cells. The zombies will shuffle forward to attack immediately, while the ghoul will approach cautiously and attempt to paralyse a PC. Both the zombies and the ghoul will focus their attentions on only the moving and living PCs, completely ignoring any that have been paralysed. The ghouls will retreat if obviously overpowered (perhaps to join up with another of the patrols later), though the mindless zombies will continue to attack regardless.

Zombie patrol (EL 2):

Zombie, Medium-sized (4)

CR 1/2; Monster Manual 191-192.

Tactics: There are two of these groups of zombies roaming around. They will simply attempt to slay any living thing in their realm.

DMs should roll for encounters each turn the PCs spend wandering the cells, doubling the chance of an encounter due to the confined nature of this part of the temple. The PCs will continue to encounter undead until all of the creatures have been destroyed. The DM should keep track of the number of undead slain, and should feel free to shuffle around the group makeups above to challenge a stronger party, or to help a weaker party. There is nothing of value in this part of the lower level.

7. Treasury (EL 6)

The door to this room is locked. The lock can be picked, but it is rusted shut, and thus is difficult to open.

Treasury Door

2 in. thick iron door; Hardness 10; hp 60; Break DC 28; Open Locks DC 20.

Trap: The lock to the door is equipped with an acid spray trap that will trigger if not disarmed. If the trap is activated, the acid will spray anyone within three feet of the door.

Acid Trap

CR 5; 1d6 points of corrosive damage; Reflex save avoids; Search (DC 20); Disable Device (DC 20). See DMG p. 88 for more information about acid dangers.

When the door has been opened, read:

You have entered a large, square chamber, whose walls are lined with sagging tables, each of which, in turn, is laden with haphazard piles of unidentifiable objects. You recognise the glint of metal in some places, possibly coins, but all of it bears the appearance of having been here for a long time.

The centre of this room is occupied by two stone statues of what appears to be men with the head of a dog or wolf of some sort. Before you can take in any more sights, however, you hear grinding noises coming from the statues. They are moving, and, with ponderous steps, are heading in your direction.

The PCs must fight the guardians of this chamber, two rock living statues carved in the likeness of gnolls, before they can profit from their discovery. Being simple constructs, the living statues will fight to the death, and will attack the nearest opponent first, changing targets only if the first opponent is dead or otherwise incapacitated, or if they sustain 10 or more points of damage from a single attack made by another PC-in which case that PC will be attacked the following round.

Rock Living Statues, advanced (2)

CR 4; Large Constructs (Fire); HD 8d10; hp 44; Init -1 (Dex); Spd 20 ft. (can't run); AC 16 (-1 Dexterity, -1 size, +8 natural); Atk +15 melee (1d8+9, 2 fists); SA lava spurt; SQ construct, fire subtype, darkvision 60 ft.; AL N; SV Fort +2, Ref +1, Will +2; Str 28, Dex 8, Con -, Int 5, Wis 11, Cha 1. Height: 10 ft.

Lava Spurt (Ex): If an advanced rock living statue is injured by slashing or piercing weapons, its fiery blood spurts forth, dealing 2d6 points of fire damage to the opponent who wounded it. Characters may make a Reflex save for half damage.

Fire subtype (Ex): A rock living statue is immune to fire damage, and takes a -10 penalty on saves against cold attacks. If a cold attack does not allow a saving throw, the statue takes double damage instead.

Construct traits (Ex): A living statue is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects. It is not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. It is immune to anything requiring a Fortitude save (unless the effect also works on objects). It is not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. As it is not alive, a living statue cannot be raised or resurrected.

Treasure: This room is where the evil clerics kept much of their wealth, and many treasures of Traladara's past can be found here, some of them of no historical value, which the PCs can keep as payment. The precise nature and amount of the treasure has been left for the DM to determine. Many of the items in this room would be of no interest to ordinary PCs, but of great value to a historian like Igor.

Conclusion

Following the looting of the lost temple, the PCs will need to accompany Igor on the return trip to Threshold, laden with ancient treasures. On the return trip, you may want to run other encounters. Depending on the state the PCs are in, you may even want to have the goblins of the area attempt to steal the treasure from the PCs, further complicating matters.

Assuming that the PCs make it back to town safely, they will be met by the town guard and invited (ordered) to Tarnskeep, where Baroness Aleena will evaluate their performance. Igor should, under all circumstances, be with the PCs-should he have somehow perished, the PCs should have brought his body back. Aleena will heal and raise any injured and dead. If the PCs are already established heroes of the town, they will be offered their part of the treasure, subject to taxation of course-Aleena needs money to rebuild Threshold, after all. As DM, you must decide on the proper amount. If they were forced to accompany Igor due to charges of treason, they will be let off the hook, if they have performed well, and may receive a token payment for their services.

If the PCs have returned as heroes, they will be guests of honour at a banquet at the town hall, where all the dignitaries of the town will be present. This in turn will give them prestige and more opportunities for adventure. If they've just escaped charges of treason, they will be encouraged to leave town.

Any loose ends from the initial adventure hooks should be tied up now.

Further Adventures

Should you wish to run further adventures in the area, there are a number of opportunities that can be pursued.

The Goblin Keep

In the vacuum left by K'Rrargg's fall, a local goblin warlord moves his tribe into the lost temple and fortifies it, to take over humanoid activity in the area. Though the goblins pose less of a threat to Threshold, the populace will be very focused on eliminating any humanoids in the area, so something like this doesn't happen again.

The Lost Valley

Whether acting on their own or in Igor's employ, the PCs may well be tempted to visit the Lost Valley of the Hutaakans, leading to adventure in the vein of B10 Night's Dark Terror.

Treasures of the Past

Meeting Igor could lead the PCs to all manners of adventures; in fact, working for the old historian, who is no longer able to make the treks he used to do in his youth, could be an adventure in itself! Students of his, at the School of Magecraft, could be assigned to dig up ancient artifacts, and others could simply be hired to do that work. Since much of Karameikos is hostile wilderness, this can lead to any number of adventures.

Reconstruction

Although there will likely be little for the PCs to do in the actual reconstruction of the devastated parts of Threshold, Aleena could very well have need of a ready band of adventurers. One possibility is that, with the virtual razing of Fogor Isle, workers might discover the foundations of a much older structure-one that perhaps dates back to Traldar times, over 1,000 years ago. Contained within these formerly buried ruins might be clues to lost treasures in the region (which would certainly attract Igor's attention), or perhaps they conceal an ancient dungeon, which the PCs must explore. The options here are almost limitless.

Marriage and Settling Down?

PCs so inclined could embark on the greatest adventure of their life: Marriage! Adriana Borisov, or any number of other NPCs, could serve as spouses for PCs. Playing out a hero settling down and making a living in a frontier town, such as Threshold, leads to a whole different kind of adventures. For their services, the PCs could become landed knights, get caught up with the Kingdom of Thieves, or become merchant guards under the employ of Gabriella Kendonion. The opportunities for social adventure are endless...

Appendix

Bronze Golem

Large Construct (Fire)

Hit Dice: 20d10 (110 hp)

Initiative: +0

Speed: 40 ft. (can't run)

AC: 20 (-1 size, +11 natural)

Attacks: Fist +23 melee

Damage: Fist 2d10+9 and 1d10 fire

Face/Reach: 5 ft. by 5 ft./10 ft.

Special Attacks: Heat, fire blood

Special Qualities: Construct, fire subtype, magic immunities, DR 10/magic, darkvision 60 feet

Saves: Fort +6, Ref +6, Will +6

Abilities: Str 28, Dex 10, Con -, Int -, Wis 11, Cha 1

Skills: None

Feats: None

Climate/Terrain: Any land

Organization: Solitary or gang (2-4)

Challenge Rating: 12

Treasure: None

Alignment: Always neutral

Advancement: 21-30 HD (Large), 31-60 HD (Huge)

A bronze golem stands 16 feet tall and weighs around 3,000 pounds. Its hollow interior is filled with liquid fire. The incredible heat generated by its fiery blood causes it to appear slightly blurry. The golem is often carved in the image of fire giants.

Despite its size, the golem moves surprisingly swiftly, due to its hollow nature and the magical fire running through its "veins."

Combat:

Bronze golems are formidable opponents, using their crushing strength in conjunction with their burning form to deal searing pain to the enemy.

Heat (Ex): The merest touch of a bronze golem is searingly hot, automatically dealing 1d10 points of fire damage on contact.

Fire blood (Ex): If the bronze golem is injured by slashing or piercing weapons, its fiery blood spurts forth, dealing 2d6 points of fire damage to the opponent who wounded it. Characters may make a Reflex save for half damage.

Fire subtype (Ex): A bronze golem is immune to fire damage, and takes a -10 penalty on saves against cold attacks. If a cold attack does not allow a saving throw, the golem takes double damage instead.

Construct traits (Ex): A bronze golem is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects. It is not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. It is immune to anything requiring a Fortitude save (unless the effect also works on objects). It is not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. As it is not alive, a bronze golem cannot be raised or resurrected.

Magic immunity (Ex): Bronze golems are immune to all spells, spell-like abilities, and supernatural effects except as follows. Cold-based effects slow them (as the slow spell) for 1d6 rounds, with no saving throw. Fire effects break any slow effects on the golem, and cures 1 point of damage for every 3 points of damage it would otherwise deal. Bronze golems roll no saving throws versus fire effects.

Construction:

A bronze golem's body is sculpted from 4,000 pounds of pure bronze.

The golem costs 90,000 gp to create, which includes 1,200 gp for the body. Assembling the body requires a successful Craft (metalworking or armoursmithing) check (DC 18). Additionally, a successful Craft (alchemy) check (DC 18) is needed in order to create the "liquid fire" that fills the golem's interior.

The creator must be 16th level and able to cast arcane spells. Completing the ritual drains 1,800 XP from the creator and requires fire shield, geas/quest, limited wish, and polymorph any object.

Living Statue, Rock

Large Construct (Fire)

Hit Dice: 4d10 (22 hp)

Initiative: +0

Speed: 20 ft. (can't run)

AC: 15 (-1 size, +6 natural)

Attacks: 2 fists +7 melee

Damage: Fist 1d6+5

Face/Reach: 5 ft. by 5 ft./10 ft.

Special Attacks : Lava spurt

Special Qualities: Construct, fire subtype, darkvision 60 feet

Saves: Fort +1, Ref +1, Will +1

Abilities: Str 20, Dex 10, Con -, Int 5, Wis 11, Cha 1

Skills: None

Feats: None

Climate/Terrain: Any land

Organization: Solitary or gang (2-4)

Challenge Rating: 2

Treasure: None

Alignment: Always neutral

Advancement: 5-8 HD (Large), 9-12 HD (Huge)

A rock living statue stands 16 feet tall and weighs around 3,000 pounds. Its hollow interior is filled with liquid fire. The incredible heat generated by its fiery blood causes it to appear slightly blurry. The statue is often carved in the image of fire giants.

Combat:

Rock living statues are formidable opponents, using their crushing strength in conjunction with their burning form to deal searing pain to the enemy.

Lava Spurt (Ex): If the rock living statue is injured by slashing or piercing weapons, its fiery blood spurts forth, dealing 2d6 points of fire damage to the opponent who wounded it. Characters may make a Reflex save for half damage.

Fire subtype (Ex): A rock living statue is immune to fire damage, and takes a -10 penalty on saves against cold attacks. If a cold attack does not allow a saving throw, the statue takes double damage instead.

Construct traits (Ex): A rock living statue is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects. It is not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. It is immune to anything requiring a Fortitude save (unless the effect also works on objects). It is not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. As it is not alive, a living statue cannot be raised or resurrected.

Construction:

A rock living statue's body is sculpted from 4,000 pounds of high-quality rock.

The statue costs 15,000 gp to create, which includes 200 gp for the body. Assembling the body requires a successful Craft (metalworking or armoursmithing) check (DC 18). Additionally, a successful Craft (alchemy) check (DC 18) is needed in order to create the "liquid fire" that fills the statue's interior.

The creator must be 16th level and able to cast arcane spells. Completing the ritual drains 1,800 XP from the creator and requires fire shield, geas/quest, limited wish, and polymorph any object.