Brock's Mine

Brock Roughstone’s mine/home. Where the players first work for their money, earn some XP (must clear out a small group of monsters, not sure what to put yet), and gain Brock’s favor.

Brock lets the players drink with him, and allow them to learn the rudiments of battle (through practice sparring).

Room 1: 3 Kobolds
HP: 4
AC: 15
Base Attack: +1
Grapple: -3
Attack: +1 melee Spear (1d6-1/x3)
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +2, Ref +1, Wis -1
Abilities: Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8
Skills:
Craft (trapmaking) +2
Hide +6
Listen +2
Move Silently +2
Profession (miner) +2
Search +2
Spot +2
All kobolds have 1d12 pence
[use these stats for kobolds hereafter]

Room 2: 2 kobolds

Room 3: 2 kobolds
Tattered clothing i North end of the room
Rotting wood in the South end of the room

Room 4: 3 kobolds

Room 5: 1 wounded krenshar
Has 4 hitpoints left and losing one every round due to bloodloss.
At first, the krenshar will think the players to be enemies, and will use its scare ability. If one of the players succeed on the save, they can tell that the creature is in extreme pain and is actually extremely afraid. If one of the players succeed on the save (DC 13, Will), he can shake the other players out of their fear. If one the players succeed on a Handle Animal check (DC is Krenshar’s Cha), then they can attempt to heal the animal.

Room 6: 1 Giant Ant
HP: 10
AC: 17
Base Attack: 1
Grapple: +1
Attack: Bite (1d6), Acid Sting [
3 attack, 1d4+1 normal and 1d4 acid(giant ant must make a successful bite attack, and then succeed on the grapple check)]
Special Qualities: Scent, vermin traits [Mindless(no Intelligence score, immune to all mind affecting spells, abilities, etc.) Darkvision 60 ft.]
Saves: Fort +3, Ref +0, Will +0
Abilites: Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 9
Skills:
Survival +4
Climb +8 (Giant ant can always take 10 on a climb check)

Room 7:
1 Large Monstrous Centipede
HP: 12
AC: 14
Base Attack: 2
Grapple: +7
Attack: Bite +3 melee (1d8
1)
Special Qualities: Darkvision 60 ft., vermin traits [Mindless(no Intelligence score, immune to all mind affecting spells, abilities, etc.) Darkvision 60 ft.]
Saves: Fort +3, Ref +3, Will +1
Abilites: Str 13, Dex 15, Con 10, Int -, Cha 2
Skills:
Climb +10
Hide +6
Spot +4

Room 8:
3 kobolds (Use stats above)

Room 9: 3 wolves
HP: 13
AC: 14
Base Attack: 1
Grapple: +2
Attack: Bite +3 melee (1d6
1)
Special Attack: Trip (Must hit with a bite attack, 1 modifier (Str), trips opponent to the floor
Special Qualities: Low-light vision, scent
Saves: Fort +5, Rex +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills:
Hide +2
Listen +3
Move Silently +3
Spot +3
Survival +1 (
5 when tracking)

Half eaten carcasses of kobolds in the west side of the room
Stone pillar in the middle of the room

Room 10:
1 Bugbear
HP: 20
AC: 14
Base Attack: +2
Grapple: +4
Attack: Heavy Mace +5 melee (1d8/x2)
Special Abilities: Darkvision 60 ft., scent
Saves: Fort +2, Ref +4, Will +1
Abilites: Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9
Skills:
Climb +3
Hide +4
Listen +4
Move Silently +6
Spot +4

Room 11:
1 Small Earth Elemental
HP: 13
AC: 17
Base Attack: 1
Grapple: +0
Attack: Slam +5 melee (1d6
4)
Special Attacks: Earth Mastery (+1 attack when elemental and foe are on the ground. If foe is airborne or underwater, elemental gets -4 penalty)
Push – Can start a bull rush without provking an attack of opportunity

Brock's Mine

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