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Chapter 2 Part 6 Encounters

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CHAPTER 2 The Skinsaw Murders PART VI The Seven's Sawmill

SKINSAW CULTIST CR 2
Human cleric of Norgorber 1/rogue 2
NE Medium humanoid (human)
Identify DC 13 Knowledge (Local)
Init +7; Senses Perception +10
DEFENSE
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 21 (3d8+5)
Fort +3, Ref +6, Will +4
Defensive Abilities evasion
OFFENSE
Speed 30 ft.
Melee mwk war razor +5 (1d4+2/19–20)
Ranged hand crossbow +4 (1d4/19-20)
Special Attacks channel negative energy 2/day (DC 9, 1d6), sneak attack +1d6
Spell-Like Abilities (CL 1st; concentration +3)
5/day – bleeding touch (1 round), copycat (1 round)
Spells Prepared (CL 1st; concentration +3)
1st – command (DC 13), disguise self (DC 13), shield of faith
0 (at will) – bleed (DC 12), light, mending
Domains Death, Trickery
STATISTICS
Str 12, Dex 17, Con 13, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +2; CMD 15
Feats Improved Initiative, Martial Weapon Proficiency, Selective Channeling, Weapon Finesse
Skills Acrobatics +9, Climb +7, Intimidate +5, Knowledge (local) +6, Perception +10, Sleight of Hand +9,
Stealth +9
Languages Common
SQ rogue talents (finesse rogue), trapfinding +1
Treasure leather armor (10 gp, 15 lbs), hand crossbow (100 gp, 2 lbs), 10 bolts (1 gp, 1 lb), masterwork war
razor (308 gp, 1 lb), skinsaw mask (1,500 gp, 1 lb), 20 gp
SPECIAL ABILITIES
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack,
she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the
target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st
level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak

Chap 2 – Part VI – Page 1


attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within
30 feet.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a
spot. A rogue cannot sneak attack while striking a creature with concealment.
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the
power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage,
depending on the type of energy channeled and the creatures targeted.
An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to
living creatures or to heal undead creatures.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot
radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6
points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take
damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2
the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their
maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal
to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric
can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use
this ability.
Selective Channeling When you channel energy, you can choose a number of targets in the area up to your
Charisma modifier. These targets are not affected by your channeled energy. (minimum 1)
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single
mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is
dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the
mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage
per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped
with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per
day equal to 3 + your Wisdom modifier.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If
she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful
save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A
helpless rogue does not gain the benefit of evasion.

Chap 2 – Part VI – Page 2


CHAPTER 2 The Skinsaw Murders PART VI The Seven's Sawmill – D3 The Undermill (CR 5)
pg 113-114
Skinsaw Cultists (3)
Tactics A Skinsaw cultist casts shield of faith on the first round of combat if he has a chance, saving command
for emergencies if he needs to slow down pursuit. Here in the undermill, a cultist might attempt to trip or bull
rush a character not armed with a melee weapon into the machinery.
Morale If one of the cultists is slain, the others attempt to flee upstairs to join their brothers in defending the
mill.

| Skinsaw Cultist – 29 hp | Skinsaw Cultist – 29 hp | Skinsaw Cultist – 29 hp |

CHAPTER 2 The Skinsaw Murders PART VI The Seven's Sawmill – D4 Lumber Collection (CR 6)
pg 114-115
Skinsaw Cultists (4)
Tactics A Skinsaw cultist casts shield of faith on the first round of combat if he has a chance, saving command
for emergencies if he needs to slow down pursuit.
Morale If one of the cultists is slain, the others attempt to flee upstairs to join their brothers in defending the
mill.

| Skinsaw Cultist – 29 hp | Skinsaw Cultist – 29 hp | Skinsaw Cultist – 29 hp | Skinsaw Cultist – 29 hp |

Chap 2 – Part VI – Page 3


CHAPTER 2 The Skinsaw Murders PART VI The Seven's Sawmill – D5 Log Splitters (CR 6)
pg 115
Skinsaw Cultists (4)
Tactics A Skinsaw cultist casts shield of faith on the first round of combat if he has a chance, saving command
for emergencies if he needs to slow down pursuit.
Morale If one of the cultists is slain, the others attempt to flee upstairs to join their brothers in defending the
mill.

| Skinsaw Cultist – 29 hp | Skinsaw Cultist – 29 hp | Skinsaw Cultist – 29 hp | Skinsaw Cultist – 29 hp |

CHAPTER 2 The Skinsaw Murders PART VI The Seven's Sawmill – D6 Workshop (CR 4)
pg 115-116
Skinsaw Cultists (2)
Tactics A Skinsaw cultist casts shield of faith on the first round of combat if he has a chance, saving command
for emergencies if he needs to slow down pursuit.
Morale If one of the cultists is slain, the others attempt to flee upstairs to join their brothers in defending the
mill.

| Skinsaw Cultist – 29 hp | Skinsaw Cultist – 29 hp |

Chap 2 – Part VI – Page 4


JUSTICE IRONBRIAR CR 7
Male elf cleric of Norgorber 6/rogue 2
NE Medium humanoid (elf)
Identify DC 18 Knowledge (Local)
Init +6; Senses low-light vision; Perception +13
DEFENSE
AC 26, touch 20, flat-footed 19 (+4 armor, +3 deflection, +6 Dex, +1 dodge, +2 shield)
hp 61 (8d8+22)
Fort +6, Ref +11, Will +7; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep
OFFENSE
Speed 30 ft.
Melee +1 short sword +12 (1d6/19–20)
Ranged mwk hand crossbow +12 (1d4/19-20 plus drow poison)
Special Attacks channel negative energy 4/day (DC 14, 3d6), sneak attack +1d6
Spell-Like Abilities (CL 6th; concentration +8)
5/day – copycat (6 rounds), dazing touch
2/day (reaper's mask – CL 7th) – confusion (DC 16)
Spells Prepared (CL 6th; concentration +8)
3rd – dispel magic, suggestion (DC 15), summon monster III
2nd – bear's endurance, cat's grace, hold person (DC 14), invisibility, undetectable alignment
1st – charm person (DC 13), command (DC 13), cure light wounds, divine favor, shield of faith
0 (at will) – light, mending, read magic, stabilize
Domains Charm, Trickery
STATISTICS
Str 8, Dex 22, Con 12, Int 14, Wis 15, Cha 13
Base Atk +5; CMB +4; CMD 24
Feats Dodge, Mobility, Selective Channeling, Toughness, Weapon Finesse
Skills Bluff +12, Diplomacy +8, Intimidate +8, Knowledge (local) +11, Knowledge (religion) +11, Linguistics +7,
Perception +13, Stealth +17
Languages Common, Draconic, Elven, Halfling, Infernal, Varisian
SQ rogue talents (finesse rogue), trapfinding +1
Combat Gear wand of cure moderate wounds (12 charges) (1,080 gp)
Treasure mithral chain shirt (1,100 gp, 12.5 lbs), +1 buckler (1,155 gp, 5 lbs), +1 short sword (2,310 gp, 2 lbs),
masterwork hand crossbow (400 gp, 2 lbs), 10 poisoned bolts (drow poison) (1 gp, 1 lb), reaper's mask (12,000
gp, 1 lb), key to area D7
SPECIAL ABILITIES
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack,

Chap 2 – Part VI – Page 5


she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the
target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st
level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak
attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within
30 feet.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a
spot. A rogue cannot sneak attack while striking a creature with concealment.
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the
power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage,
depending on the type of energy channeled and the creatures targeted.
An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to
living creatures or to heal undead creatures.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot
radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6
points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take
damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2
the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their
maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal
to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric
can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use
this ability.
Selective Channeling When you channel energy, you can choose a number of targets in the area up to your
Charisma modifier. These targets are not affected by your channeled energy.
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single
mirror image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is
dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the
mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack.
Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per
day equal to 3 + your Wisdom modifier.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If
she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful
save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A
helpless rogue does not gain the benefit of evasion.
Mobility (Combat) You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you
move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if
any) also makes you lose dodge bonuses.

Chap 2 – Part VI – Page 6


DROW POISON Type poison, injury; Save Fortitude DC 13
Frequency 1/minute for 2 minutes
Initial Effect unconsciousness for 1 minute; Secondary Effect unconsciousness for 2d4 hours; Cure 1 save

CHAPTER 2 The Skinsaw Murders PART VI The Seven's Sawmill – D7 Ironbriar's Office (CR 7)
pg 116-118

Justice Ironbriar
Before Combat Ironbriar prepares for combat by casting bear's endurance, cat's grace, shield of faith, and
invisibility.
Tactics Ironbriar prefers to let his cultists fight in melee, himself hanging back to us his spells and channel
energy at range. Once he's cast his ranged spells, he moves in to flank foes with his magic sword. If fighting on
his own, he tries to time things so that he casts summon monster III to bring in additional allies with which to
flank foes – he prefers to summon 1d3 lemures with this spell so as to gain more allies with which to flank than a
single tougher ally. Ironbriar also prefers to fight in larger areas where he can take advantage of movement, and
as such attempts to escape into area D6 to fight as soon as he can.
Morale As long as he remains under the effect of Xanesha's charm monster spell, Ironbriar fighs to the death.
If the charm effect ends, he suddenly realizes how the lamia matriarch has been using him and immediately
offers the PCs a deal, as detailed under Development. If the PCs refuse to deal with Ironbriar, he does his best to
escape into the city – he abandons his life here and attempts to flee back to the city of Vyre to start a new life.

| Justice Ironbriar – 86 hp |

Chap 2 – Part VI – Page 7

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