The Risen Platoon (CR 9)

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Jun
17
Deus Ex  

The Setup:

It’s a bright summer day and the birds are chirping. The pc’s are wandering across a wide open plain with gently rolling hills, they can see for miles around and there’s not a hint of villainy in sight.

But 500 years ago on this plain, the world was very different. The Pantari Legion under Earl Virith of Kragmarr took the field against King Garrent’s Shining Lancers. The battle was terrible and thousands fell while fire, lightning, frost and stone pounded the field.
During the course of the battle, the Earl charged his greatest Captain, Malagan, with reinforcing High General Taramain’s right flank.
Before Malagan could arrive with his troop of valiant warriors, one of King Garrent’s lancer divisions smashed into Taramain’s line and broke through. Captain Malagan never fulfilled his orders.

Today, 500 years later, Malagan intends to make good on his promise. Fog rolls in on from nowhere and the sound of sword on armor, the scream of dying men and horses, along with the stamp of thousands of hooves echoes across the field.

Within seconds the pc’s find themselves wandering across a field where visibility is cut to thirty feet. Behind them the sound of a charging platoon can be heard (Perception DC 10) and the ground starts to roil with the tumult of the restless dead.

Out of the fog charges a skeletal Captain Malagan and his platoon of skeletal warriors (8 swordsmen, 4 archers) trying to reinforce the line, determined to stop for nothing.

Around them are trenches upon trenches of mass graves where the forces of King Garrent’s army were laid to rest. Every 1d4 rounds one of these trenches sinks into the ground possibly trapping a nearby pc. The trenches are as Spiked Pit Spells 20 feet deep, lined with shattered bones, and centered on a random square.

Captain Malagan and his men can see the battle raging all around them and the pc’s are the soldiers of an opposing army they must overcome to get to their waiting General. Malagan starts the battle by using a standard action to use his Tactician ability, giving his soldiers the Outflank ability. On the next round he challenges whoever looks to be the leader of the party and wades in, attacking with his longsword. Malagan and his soldiers fight until destroyed or until the pc’s flee the battle field.

Note: The skeletons’ gear is not broken and does not give them penalties, so they are slightly more difficult than standard skeletons. The collapsing pits add a +1 CR to this encounter. To make it easier, remove the pits. To increase the difficulty(CR 11) change the Spike Pit spell to a Hungry Pit spell (40ft deep).
 
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The Bad Guys:

Captain Malagan - Order of the Lion

Captain Malagan

XP 3,200

Male human skeletal champion cavalier 4 (Pathfinder RPG Advanced Player’s Guide 32, Pathfinder RPG Bestiary 252) CR 7

NE Medium undead

Init +6; Senses darkvision 60 ft.; Perception +5

Defense

AC 23, touch 13, flat-footed 20 (+6 armor, +2 Dex, +1 dodge, +2 natural, +2 shield)

hp 43 (6 HD; 2d8+4d10+10)

Fort +5, Ref +3, Will +4; +4 bonus vs. channeled energy

Defensive Abilities channel resistance +4; DR 5/bludgeoning; Immune cold, undead traits

Offense

Speed 30 ft. (20 ft. in armor)

Melee mwk longsword +11 (1d8+4/19-20) or

2 claws +4 (1d4+2)

Special Attacks cavalier’s charge, challenge 2/day (+4 damage, gain +2 AC), tactician 1/day (Outflank, 5 rds)

Statistics

Str 19, Dex 14, Con —, Int 9, Wis 10, Cha 12

Base Atk +5; CMB +9; CMD 22

Feats Cleave, Dodge, Improved Initiative, OutflankAPG, Power Attack, Weapon Focus (longsword)

Skills Acrobatics -2 (-6 to jump), Climb +3, Handle Animal +10, Intimidate +10, Perception +5, Stealth -3; Racial Modifiers lion’s skills

Languages Common

SQ expert trainer +2, lion’s call, mount, order of the lion

Other Gear breastplate, heavy steel shield, mwk longsword

Ecology

Environment any

Organization solitary, pair, or platoon (3–12)

Treasure standard (breastplate, heavy steel shield, masterwork longsword, other treasure)

Special Abilities

Cavalier’s Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.

Channel Resistance +4 +4 bonus to save vs. Channel Energy.

Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.

Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Expert Trainer +2 (Ex) +2 to train mounts, reduced training time option.

Immunity to Cold You are immune to cold damage.

Lion’s Call +1/+1 (Ex) Grant allies +1 save vs. Fear, +1 to attack, new save vs. fear.

Lion’s Challenge +4 (2/day) (Ex) +4 to damage target, -2 AC vs. others when used, +2 Dodge AC vs. the target of your challenge.

Lion’s Skills +2 (Ex) +2 to Knowledge (Nobility) checks relating to sovereign.

Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.

Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

Tactician (Outflank, 5 rds, 1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.

Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.

Skeleton Archers (4)

Skeleton, Bloody (Human) Archer

XP 135

Male bloody human skeleton (Pathfinder RPG Bestiary 250, 251)    CR 1/3

NE Medium undead

Init +6; Senses darkvision 60 ft.; Perception +0

Defense

AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 natural)

hp 6 (1d8+2); fast healing 1

Fort +2, Ref +2, Will +2; +4 bonus vs. channeled energy

Defensive Abilities channel resistance +4; DR 5/bludgeoning; Immune cold, undead traits

Offense

Speed 30 ft.

Melee shortsword +2 (1d6+2/19-20) or

2 claws +2 (1d4+2)

Ranged longbow +2 (1d8/×3)

Statistics

Str 15, Dex 14, Con —, Int —, Wis 10, Cha 14

Base Atk +0; CMB +2; CMD 14

Feats Improved Initiative

Languages Common

SQ deathless

Other Gear chain shirt, arrows (20), longbow, shortsword

Ecology

Environment any

Organization any

Treasure none

Special Abilities

Channel Resistance +4 +4 bonus to save vs. Channel Energy.

Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Deathless (Su) Return to unlife 1 hour after being destroyed.

Fast Healing 1 (Ex) Heal damage every round unless you are killed.

Immunity to Cold You are immune to cold damage.

Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.

Skeleton Swordsmen (8)

Skeleton, Bloody (Human) Swordsman

XP 135

Bloody Human Skeleton (Pathfinder RPG Bestiary 250, 251)    CR 1/3

NE Medium undead

Init +6; Senses darkvision 60 ft.; Perception +0

Defense

AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 natural)

hp 6 (1d8+2); fast healing 1

Fort +2, Ref +2, Will +2; +4 bonus vs. channeled energy

Defensive Abilities channel resistance +4; DR 5/bludgeoning; Immune cold, undead traits

Offense

Speed 30 ft.

Melee scimitar +2 (1d6+2/18-20) or

2 claws -3 (1d4+1)

Statistics

Str 15, Dex 14, Con —, Int —, Wis 10, Cha 14

Base Atk +0; CMB +2; CMD 14

Feats Improved Initiative

Languages Common

SQ deathless

Other Gear chain shirt, scimitar

Ecology

Environment any

Organization any

Treasure none

Special Abilities

Channel Resistance +4 +4 bonus to save vs. Channel Energy.

Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Deathless (Su) Return to unlife 1 hour after being destroyed.

Fast Healing 1 (Ex) Heal damage every round unless you are killed.

Immunity to Cold You are immune to cold damage.

Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.

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