Pathfinder Encounter : What is that itch? (CR 3)

A Mage Tower sewer complete with light spells 🙂

“No lad, you have it all wrong.  Not everything is out to kill you when you are an adventure.  Sometimes they just want to steal from you or maim you so they can get away.

Why, it reminds me of this time in this very city.  I was new to this whole adventuring gig just like you and was very green around the edges.  Had made my way right into the Mage Guild and told them that I was there to save them.  Bunch of men wearing dresses obviously needed someone with a large axe to keep them safe.  Well, the first couple were downright rude but by the time we got through the preliminaries I had a job. 

Apparently one of their acolytes had gotten himself stuck in the sewers below the guild as he had lost his wand and believed that some of the more advanced members of his class had thrown into the latrines.  None of that meant the darnedest thing to me but they gave me a stick which had some pictures on it and told me to go find him and give him the stick back.

Well, let us just say that I have seen some weird things in my time but none even come close to what I saw in the sewers under that Mage Tower.  You know, I got harassed all the way by these little half starved mangy little critters.  They threw up on me and gave me an awful case of lice.  I searched up ways and down ways all day being harassed by these things.

In the end they sent down a guy who gave me my 5 gold and told me to go home.  I got back to the Greenback Inn and be damned if the bar maid didn’t laugh so hard that she had to be given vapors.  Turns out the stick (which I had taken as a memento) had some writing on it in some language those little blighters in the sewer could read.  It read “All Gremlins are evicted” and the name, the lady told me, that I had been calling out translated to “I’m here to pleasure your pets”.

Turns out the dresses are robes and them that wear them rarely need a good deal of help.  Did not stop itching until I shaved all my body hair off.  Gremlins are the funniest little creatures…

What is that itch? CR 3

I love gremlins.  They are fun and unpredictable.  Using them to have a bit of fun with the players in a non-lethal manner is great!  I would use the two types of gremlins in this encounter to harass and harry the players.  Have them pickpocket and steal weird items etc.  Bag of caltrops, they look like fun.  Chalk, cool can write lude signs in the sewer!  Pouch of spell components, looks tasty.

Here is the unlit version if you want your sewer moody…


Gremlins are truly random fun and this is a great low level encounter set in an urban area.  Note that the walks on either side of the sewer are slick and slimy thus increasing the DC of any acrobatic checks (like leaps across the sewage) by 5.  The sewer is 4′ deep to a grate below the surface and anyone that falls in with wounds is in danger of contracting Filth Fever from the sewage.

The Pugwampi Gremlin should be kept on the far side of the sewer to the players so that his aura of unluck comes into effect.  Meanwhile the Grimple Gremlins will start beside the Pugwampi but will use their flying ability to get amongst the players.  The Gremlins are cowards however and if they take a hit and they survive the Gremlin will flee.  The others will continue to harass though.  The Pugwampi will stay only for as long as the Grimple’s are in place.

Set a target item from the players in this encounter and have the Gremlin’s break off once they steal it.  When the Gremlin goes to steal something roll a d10.  If you roll a 1 it is the item that will appease the Gremlins.  If not make a note of something else they have stolen.  The Gremlins tend to like useful items that are unusual to them and so they do not necessarily target money and magic items but they can if you want.


Gremlin, Pugwampi x 1   CR 1/2
XP 200
Male Gremlin, Pugwampi (Pathfinder RPG Bestiary 2 0)
NE Tiny fey
Init +5; Senses darkvision 120 ft., low-light vision; Perception +6
Aura unluck aura


Defense


AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 9 (1d6+3)
Fort +0, Ref +3, Will +4
DR 2/cold iron; SR 7


Offense


Speed 30 ft.
Melee dagger +3 (1d2-4/19-20)
Ranged shortbow +3 (1d3-4/×3)
Space 2.5 ft.; Reach 0 ft.
Spell-Like Abilities (CL 1st; concentration -1)
   At will—prestidigitation, speak with animals
   1/day—shatter (DC 10)


Statistics


Str 3, Dex 13, Con 11, Int 10, Wis 14, Cha 6
Base Atk +0; CMB -1; CMD 5
Feats Improved Initiative, Toughness, Weapon Finesse
Skills Bluff +2, Craft (traps) +2, Disable Device +0, Perception +6, Ride +2, Stealth +17; Racial Modifiers +4 Stealth, +4 perception (when listening)
Languages Gnoll, Undercommon; speak with animals
Other Gear arrows (20), dagger, shortbow
Treasure 11 cp, 2 pieces of chalk;


Special Abilities


+4 Perception (when listening)
Damage Reduction (2/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Resistance (7) You have Spell Resistance.
Unluck Aura (Su) A pugwampi radiates an aura of unluck to a radius of 20 feet. Any creature in this area must roll two d20s whenever a situation calls for a d20 roll (such as an attack roll, a skill check, or a saving throw) and must use the lower of the two results

Gremlin: Grimple x 4 (CR 1/3) 135 XP each
Press the link for the stat block.  the Grimples have no treasure on them but if the players wade through the sewage and feel in the grated bottom they will be rewarded with a gold ring with a fake diamond worth around 2 GP!

Happy Gremlining!

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