Slaver Caravan (CR10)

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Apr
28
Deus Ex  

The Setup:

Mocara the slaver is in a hurry. She left Westport three days ago along the Great West road bound for Balinesh to deliver her two wagon fulls of slaves before the Soltice games next month. It’s not the best time for one of the wheels on her wagon to break down, but break down it did.

Miles from civilization and the tools she needs to craft a new wheel, she has set her lieutenant, a resourceful Gnoll by the name of Klorgen, the task of having the slaves craft a makeshift wagon wheel, while she shelters from the harsh sun beneath a tarp held by a pair of young slaves. Her familiar, Luna, purrs and snuggles in the witch’s lap.

Her five guards and slavers in their own rights, keep a watchful eye on her goods. That’s when the fighting started, one of the slaves made a run for freedom while the other slaves hampered their ability to chase him. But the shackles he wore hobbled him too much and the slavers caught up easily, returning the slave to the wagons, binding his arms to the bars.

Klorgen unfurls his whip from his belt and takes the first strike at the helpless slaves back. The slave screams in pain as a blood red line blooms across his back.

That’s when then PC’s top the nearest hill.

The slavers are not very loyal, they flee at half hit points but will not surrender, especially if cornered. Their greatest fear is to become slaves themselves.
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The Bad Guys:

Mocara the Slave Trader

Mocara    CR 5

XP 1,600
Female human witch 6 (Pathfinder RPG Advanced Player’s Guide 65)
CN Medium humanoid (human)
Init +6; Senses Perception +2

Defense

AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 33 (6d6+12)
Fort +3, Ref +6, Will +6

Offense

Speed 30 ft.
Ranged blowgun +5 (1d2)
Special Attacks hexes (charm, flight, healing, slumber)
Witch Spell-Like Abilities (CL 6th; concentration +9)
At will—feather fall (self only), fly (self only)
1/day—levitate (self only)
Witch Spells Prepared (CL 6th; concentration +9)
3rd—deep slumber (DC 17), haste, ray of exhaustion (DC 16)
2nd—cat’s grace, false life, hold person (2, DC 16)
1st—cause fear (DC 14), command (DC 15), mage armor, ray of enfeeblement (DC 14)
0 (at will)—daze (DC 14), detect magic, read magic, stabilize
Patron Agility

Statistics

Str 12, Dex 14, Con 13, Int 16, Wis 12, Cha 10
Base Atk +3; CMB +4; CMD 16
Feats Improved Initiative, Lightning Reflexes, Persuasive, Spell Focus (enchantment)
Skills Appraise +9, Bluff +6, Diplomacy +7, Fly +6, Heal +5, Intimidate +8, Knowledge (arcana) +7, Knowledge (history) +7, Knowledge (nature) +7, Knowledge (planes) +7, Perception +2, Sense Motive +6, Spellcraft +10, Swim +5
Languages Common, Dark Folk, Gnoll, Orc
SQ witch’s familiar (cat named Luna)
Combat Gear potion of barkskin +2, potion of cure moderate wounds, blue whinnis (4); Other Gear blowgun, bracers of armor +1, backpack, bedroll, belt pouch, candle (10), chalk (10), flint and steel, ink, black, inkpen, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 1,000 gp

Special Abilities

Charm +1 (3 rounds, DC 16) (Su) Improve attitude of humanoid or animal in 30 ft. by 1 step(s).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm’s reach.
Healing (2d8+6) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Share Spells with Familiar Can cast spells with a target of “You” on the familiar with a range of touch.
Slumber (6 rounds, DC 16) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC

Luna
Cat (Pathfinder RPG Bestiary 131)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +5

Defense

AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
hp 16 (1d8-1)
Fort +1, Ref +4, Will +6

Offense

Speed 30 ft.
Melee bite +7 (1d3-4), 2 claws +7 (1d2-4)
Space 2 ft.; Reach 0 ft.

Statistics

Str 3, Dex 15, Con 8, Int 8, Wis 12, Cha 7
Base Atk +3; CMB +3; CMD 9 (13 vs. trip)
Feats Weapon FinesseB
Skills Appraise +5, Bluff +4, Climb +6, Diplomacy +3, Fly +10, Heal +2, Intimidate +1, Perception +5, Sense Motive +6, Spellcraft +3, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth
SQ improved evasion

Special Abilities

Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Klorgen the Whip

Klorgen    CR 4

XP 1,200
Male gnoll ranger 3 (Pathfinder RPG Bestiary 155)
NE Medium humanoid (gnoll)
Init +2; Senses darkvision 60 ft.; Perception +8

Defense

AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 natural)
hp 36 (5 HD; 2d8+3d10+11)
Fort +8, Ref +5, Will +2

Offense

Speed 30 ft. (20 ft. in armor)
Melee mwk guisarme +9 (2d4+6/×3) or
mwk sap +9 (1d6+4 nonlethal) or
whip +8 (1d3+4 nonlethal)
Ranged bolas +6 (1d4+4 nonlethal)
Special Attacks combat style (archery), favored enemy (humans +2)

Statistics

Str 19, Dex 14, Con 15, Int 8, Wis 12, Cha 6
Base Atk +4; CMB +8; CMD 20
Feats Endurance, Exotic Weapon Proficiency (bolas), Exotic Weapon Proficiency (whip), Precise Shot, Skill Focus (Survival)
Skills Acrobatics -1 (-5 to jump), Climb +9, Knowledge (geography) +3, Perception +8, Ride +3, Stealth +6, Survival +12, Swim +5
Languages Gnoll
SQ favored terrain (forest +2), track +1, wild empathy +1
Combat Gear feather token (whip), drow poison (2), tanglefoot bag (2); Other Gear mwk breastplate, bolas (3), mwk guisarme, mwk sap, whip, climber’s kit, manacles, 174 gp

Special Abilities

Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in Favored Terrain (Forest).
Precise Shot You don’t get -4 to hit when shooting or throwing into melee.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

The Slavers

Slavers (5)

(Elias, Donato, Norbert, Ping, Jo)    CR 3
XP 800
Male human fighter 2/ranger 2
NE Medium humanoid (human)
Init +2; Senses Perception +8

Defense

AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 34 (4d10+8)
Fort +8, Ref +5, Will +1 (+1 vs. fear)

Offense

Speed 30 ft.
Melee mwk guisarme +9 (2d4+4/×3) or
mwk sap +8 (1d6+3 nonlethal)
Ranged bolas +7 (1d4+3 nonlethal)
Special Attacks combat style (archery), favored enemy (humans +2)

Statistics

Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +4; CMB +7; CMD 19
Feats Combat Reflexes, Exotic Weapon Proficiency (bolas), Precise Shot, Step Up, Weapon Focus (bolas), Weapon Focus (guisarme)
Skills Climb +12, Handle Animal +3, Knowledge (geography) +4, Perception +8, Ride +7, Stealth +9, Survival +8, Swim +8
Languages Common
SQ track +1, wild empathy +1
Combat Gear feather token (whip), drow poison (2), tanglefoot bag (2); Other Gear mwk studded leather, bolas (3), mwk guisarme, mwk sap, climber’s kit, manacles

Special Abilities

Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Precise Shot You don’t get -4 to hit when shooting or throwing into melee.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Slavers are the scourge of free societies, sneaking into towns and villages by night and capturing the innocent, spiriting them away to underground slave markets or taking them by ship to mines, plantations, and pleasure palaces across the sea.

Slavers can also be used as riot police, low-level bounty hunters, exotic gladiators, or any kind of guard or soldier who prefers to capture opponents rather than kill them. Slavers will sometimes employ a pair of prostitutes to inveigle their victims into a compromising position (CR 5) or a pair of street thugs to help overpower victims (CR 5). Slavers might also be found with captured slaves; these slaves could be any of the NPCs in this chapter, such as commoners or aristocrats.

Basic Details

Boon Slavers can provide information on slave-trading routes, major customers, and the likely location of specific enslaved individuals, providing a +2 circumstance bonus on Diplomacy checks to gather information about such topic.


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