Treasure Checklist
Check here when party finds these items in order to mark them on or off the chronicle sheet at the end of the adventure
Area A2
scroll of gust of wind
scroll of mage armor (CL 6th)
wand of burning hands (CL 3rd, 4 charges)
wand of cure light wounds (CL 3rd, 8 charges)
Area B1
cloak of resistance +1 (cross off if given later in B3 to Uori)
Area B4 (mark only items found)
bracers of armor +1
elixir of swimming
amulet of natural armor +1
pearl of power (1st level)
ring of protection +1
Player Handout – Janira’s Backpack
potion of barkskin; any, 10 min, +2 natural AC, does not stack with other enhancements
potion of cure light wounds, any, 1d8+1 HP restored
potion of cure light wounds, any, 1d8+1 HP restored
potion of feather step, any, 10 min., ignore effects of difficult terrain, may take 5 foot steps
potion of vanish, any, 1 rd., invisibility, attacking removes effect.
scroll of entangle, druid/ranger, 1 min, 400 ft range, 40 ft. radius, see below
scroll of gust of wind, druid/magus/sorcerer/wizard, 1 rd., 60 ft, straight line of wind, see below
scroll of identify, alchemist/bard/sorcerer/wizard/summoner/witch, 3 rds., 60 ft., cone, detect magic, +10 to spellcraft
scroll of mage armor (CL 6th), sorcerer/wizard/summoner/witch, touch, 6 hrs., +4 AC
scroll of obscuring mist, cleric/oracle/druid/magus/sorcerer/wizard/witch, 20 ft., 20 ft. radius
wand of burning hands (CL 3rd, 4 charges), magus/sorcerer/wizard/witch, 15 ft., cone, 3d4, reflex half, DC: 13+stat bonus, SR: Yes
☐☐☐☐
wand of cure light wounds (CL 3rd, 8 charges), alchemist/bard/cleric/oracle/druid/inquisitor/paladin/ranger/witch, touch, 1d8+3 HP restored
☐☐☐☐ ☐☐☐☐
acid, any, 10 ft. range, splash, 1d6 acid direct, 1 pt. 5ft from impact
alchemist’s fire, any, 10 ft. range, splash, 1d6 fire direct, 1 pt. 5ft from impact, 2nd rd. another 1d6, unless extinguished, reflex, DC 15
alchemist’s fire, any, same as above
holy water, any, 10 ft. range, undead/evil 2d4 direct, 1 pt. 5ft from impact
smokestick, any, when burned, 10 ft. fog cloud, consumed 1 rd., smoke dissipates 1 min
tanglefoot bag, any, 10 ft. range, see below
thunderstone, any, 20 ft. range, see below
All items were presented in the following format:
Item/Who can use/Duration (if exists)/Range (if exists)/Radius (if exists)/effect/save (if exists)/DC/SR
Scroll Activation: To activate a scroll, a spellcaster must read the spell written on it. This involves several steps and conditions.
Decipher the Writing: The writing on a scroll must be deciphered before a character can use it or know exactly what spell it contains. This requires a read magic spell or a successful Spellcraft check (DC 20 + spell level). Deciphering a scroll is a full-round action.
Deciphering a scroll to determine its contents does not activate its magic unless it is a specially prepared cursed scroll. A character can decipher the writing on a scroll in advance so that she can proceed directly to the next step when the time comes to use the scroll.
Activate the Spell: Activating a scroll requires reading the spell from the scroll. The character must be able to see and read the writing on the scroll. Activating a scroll spell requires no material components or focus. (The creator of the scroll provided these when scribing the scroll.) Note that some spells are effective only when cast on an item or items. In such a case, the scroll user must provide the item when activating the spell. Activating a scroll spell is subject to disruption just as casting a normally prepared spell would be. Using a scroll is like casting a spell for purposes of arcane spell failure chance.
To have any chance of activating a scroll spell, the scroll user must meet the following requirements.
- The spell must be of the correct type (arcane or divine). Arcane spellcasters (wizards, sorcerers, and bards) can only use scrolls containing arcane spells, and divine spellcasters (clerics, druids, paladins, and rangers) can only use scrolls containing divine spells. (The type of scroll a character creates is also determined by his class.)
- The user must have the spell on her class list.
- The user must have the requisite ability score.
If the user meets all the requirements noted above, and her caster level is at least equal to the spell's caster level, she can automatically activate the spell without a check. If she meets all three requirements but her own caster level is lower than the scroll spell's caster level, then she has to make a caster level check (DC = scroll's caster level + 1) to cast the spell successfully. If she fails, she must make a DC 5 Wisdom check to avoid a scroll mishap. A natural roll of 1 always fails, whatever the modifiers. Activating a scroll is a standard action (or the spell's casting time, whichever is longer) and it provokes attacks of opportunity exactly as casting a spell does. If the caster level check fails but no mishap occurs, the scroll is not expended.
Determine Effect: A spell successfully activated from a scroll works exactly like a spell prepared and cast the normal way. Assume the scroll spell's caster level is always the minimum level required to cast the spell for the character who scribed the scroll, unless the scriber specifically desired otherwise.
The writing for an activated spell disappears from the scroll as the spell is cast.
Scroll Mishaps: When a mishap occurs, the spell on the scroll has a reversed or harmful effect. Possible mishaps are given below.
- A surge of uncontrolled magical energy deals 1d6 points of damage per spell level to the scroll user.
- Spell strikes the scroll user or an ally instead of the intended target, or a random target nearby if the scroll user was the intended recipient.
- Spell takes effect at some random location within spell range.
- Spell's effect on the target is contrary to the spell's normal effect.
- The scroll user suffers some minor but bizarre effect related to the spell in some way. Most such effects should last only as long as the original spell's duration, or 2d10 minutes for instantaneous spells.
- Some innocuous item or items appear in the spell's area.
- Spell has delayed effect. Sometime within the next 1d12 hours, the spell activates. If the scroll user was the intended recipient, the spell takes effect normally. If the user was not the intended recipient, the spell goes off in the general direction of the original recipient or target, up to the spell's maximum range, if the target has moved away.
Entangle:
This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.
If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.
Gust of Wind:
This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flying creatures in this area take a -4 penalty on Fly skill checks. Tiny or smaller flying creatures must make a DC 25 Fly skill check or be blown back 2d6 x 10 feet and take 2d6 points of damage. Small or smaller flying creatures must make a DC 20 Fly skill check to move against the force of the wind.
A Tiny or smaller creature on the ground is knocked down and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet.
Small creatures are knocked prone by the force of the wind.
Medium or smaller creatures are unable to move forward against the force of the wind unless they succeed at a DC 15 Strength check.
Large or larger creatures may move normally within a gust of wind effect.
This spell can't move a creature beyond the limit of it's range.
Any creature, regardless of size, takes a -4 penalty on ranged attacks and Perception checks in the area of a gust of wind.
The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights.
In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.
Obscuring Mist:
A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.
This spell does not function underwater.
Tanglefoot Bag:
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
Thunderstone:
You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.
Since you don't need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.
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