Encounters for PFS Scenario #7-18: Freedom on the Sea

The Infernal Ruby

Veda JacoboCreature 6

Medium Human Humanoid 
Source NPC Core pg. 149
Recall Knowledge DC 22 • Humanoid (Society)
Perception +12
Languages Common
Skills Acrobatics +10, Athletics +12, Diplomacy +11, Intimidation +13, Sailing Lore +17, Survival +10
Str +4, Dex +2, Con +0, Int +1, Wis +2, Cha +3
Items +1 rapier, dagger, hand crossbow (10 bolts), leather armor, main-gauche
AC 23; Fort +12, Ref +12, Will +14
HP 90
Bravery When the ship captain rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, anytime they gain the frightened condition, reduce its value by 1.
Speed 25 feet
Melee [one-action] rapier +17 [+12/+7] (deadly d8, disarm, magical), Damage 1d6+10 piercingMelee [one-action] main-gauche +16 [+12/+8] (agile, disarm, parry, versatile S), Damage 1d4+10 piercingMelee [one-action] fist +16 [+12/+8] (agile, nonlethal, unarmed), Damage 1d4+10 bludgeoningRanged [one-action] hand crossbow +14 [+9/+4] (range increment 60 feet, reload 1), Damage 1d6+6 piercingDual Disarm [two-actions] The captain makes two Strikes, one with their rapier and one with their main-gauche (in either order). If both Strikes hit, the ship captain can attempt to Disarm the target. Their multiple attack penalty increases only after all the attacks are made.No Quarter! [one-action] (auditory, concentrate, emotion, linguistic, mental) The captain orders their shipmates to fight without mercy. All allied creatures of equal or lower level within 20 feet of the ship captain gain a +1 status bonus to attack rolls and damage rolls until the end of the ship captain's next turn.

Hell HoundCreature 3

Medium Beast Fiend Fire Unholy 
Source Monster Core pg. 194
Recall Knowledge DC 18 • Beast (Arcana, Nature), Fiend (Religion)
Perception +9; darkvision, scent (imprecise) 60 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +8, Athletics +9, Stealth +8, Survival +9 (+11 to Track)
Str +4, Dex +3, Con +2, Int -2, Wis +2, Cha -2
AC 17; Fort +9, Ref +10, Will +7
HP 40; Immunities fire; Weaknesses cold 5
Speed 40 feet
Melee [one-action] jaws +13 [+8/+3] (magical, unholy), Damage 1d8+4 piercing plus 1d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 4d6 fire damage to all creatures in a 15-foot cone (DC 19 basic Reflex save). The hell hound can't use Hellfire Breath again for 1d4 rounds. If the hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The hell hound's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the hell hounds' allies.

Elite Veda JacoboCreature 7

Medium Human Humanoid 
Source NPC Core pg. 149
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 23 • Humanoid (Society)
Perception +14
Languages Common
Skills Acrobatics +12, Athletics +14, Diplomacy +13, Intimidation +15, Sailing Lore +19, Survival +12
Str +4, Dex +2, Con +0, Int +1, Wis +2, Cha +3
Items +1 rapier, dagger, hand crossbow (10 bolts), leather armor, main-gauche
AC 25; Fort +14, Ref +14, Will +16
HP 110
Bravery When the ship captain rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, anytime they gain the frightened condition, reduce its value by 1.
Speed 25 feet
Melee [one-action] rapier +19 [+14/+9] (deadly d8, disarm, magical), Damage 1d6+2+10 piercingMelee [one-action] main-gauche +18 [+14/+10] (agile, disarm, parry, versatile S), Damage 1d4+2+10 piercingMelee [one-action] fist +18 [+14/+10] (agile, nonlethal, unarmed), Damage 1d4+2+10 bludgeoningRanged [one-action] hand crossbow +16 [+11/+6] (range increment 60 feet, reload 1), Damage 1d6+2+6 piercingDual Disarm [two-actions] The captain makes two Strikes, one with their rapier and one with their main-gauche (in either order). If both Strikes hit, the ship captain can attempt to Disarm the target. Their multiple attack penalty increases only after all the attacks are made.No Quarter! [one-action] (auditory, concentrate, emotion, linguistic, mental) The captain orders their shipmates to fight without mercy. All allied creatures of equal or lower level within 20 feet of the ship captain gain a +1 status bonus to attack rolls and damage rolls until the end of the ship captain's next turn.

Elite Hell HoundCreature 4

Medium Beast Fiend Fire Unholy 
Source Monster Core pg. 194
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 19 • Beast (Arcana, Nature), Fiend (Religion)
Perception +11; darkvision, scent (imprecise) 60 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +10, Athletics +11, Stealth +10, Survival +11 (+13 to Track)
Str +4, Dex +3, Con +2, Int -2, Wis +2, Cha -2
AC 19; Fort +11, Ref +12, Will +9
HP 55; Immunities fire; Weaknesses cold 5
Speed 40 feet
Melee [one-action] jaws +15 [+10/+5] (magical, unholy), Damage 1d8+2+4 piercing plus 1d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 4d6 fire damage to all creatures in a 15-foot cone (DC 21 basic Reflex save). The hell hound can't use Hellfire Breath again for 1d4 rounds. If the hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The hell hound's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the hell hounds' allies.

The Infernal Ruby (Easier Difficulty)

Veda JacoboCreature 6

Medium Human Humanoid 
Source NPC Core pg. 149
Recall Knowledge DC 22 • Humanoid (Society)
Perception +12
Languages Common
Skills Acrobatics +10, Athletics +12, Diplomacy +11, Intimidation +13, Sailing Lore +17, Survival +10
Str +4, Dex +2, Con +0, Int +1, Wis +2, Cha +3
Items +1 rapier, dagger, hand crossbow (10 bolts), leather armor, main-gauche
AC 23; Fort +12, Ref +12, Will +14
HP 90
Bravery When the ship captain rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, anytime they gain the frightened condition, reduce its value by 1.
Speed 25 feet
Melee [one-action] rapier +17 [+12/+7] (deadly d8, disarm, magical), Damage 1d6+10 piercingMelee [one-action] main-gauche +16 [+12/+8] (agile, disarm, parry, versatile S), Damage 1d4+10 piercingMelee [one-action] fist +16 [+12/+8] (agile, nonlethal, unarmed), Damage 1d4+10 bludgeoningRanged [one-action] hand crossbow +14 [+9/+4] (range increment 60 feet, reload 1), Damage 1d6+6 piercingDual Disarm [two-actions] The captain makes two Strikes, one with their rapier and one with their main-gauche (in either order). If both Strikes hit, the ship captain can attempt to Disarm the target. Their multiple attack penalty increases only after all the attacks are made.No Quarter! [one-action] (auditory, concentrate, emotion, linguistic, mental) The captain orders their shipmates to fight without mercy. All allied creatures of equal or lower level within 20 feet of the ship captain gain a +1 status bonus to attack rolls and damage rolls until the end of the ship captain's next turn.

Hell HoundCreature 3

Medium Beast Fiend Fire Unholy 
Source Monster Core pg. 194
Recall Knowledge DC 18 • Beast (Arcana, Nature), Fiend (Religion)
Perception +9; darkvision, scent (imprecise) 60 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +8, Athletics +9, Stealth +8, Survival +9 (+11 to Track)
Str +4, Dex +3, Con +2, Int -2, Wis +2, Cha -2
AC 17; Fort +9, Ref +10, Will +7
HP 40; Immunities fire; Weaknesses cold 5
Speed 40 feet
Melee [one-action] jaws +13 [+8/+3] (magical, unholy), Damage 1d8+4 piercing plus 1d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 4d6 fire damage to all creatures in a 15-foot cone (DC 19 basic Reflex save). The hell hound can't use Hellfire Breath again for 1d4 rounds. If the hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The hell hound's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the hell hounds' allies.

The Infernal Ruby (Standard Difficulty)

Veda JacoboCreature 6

Medium Human Humanoid 
Source NPC Core pg. 149
Recall Knowledge DC 22 • Humanoid (Society)
Perception +12
Languages Common
Skills Acrobatics +10, Athletics +12, Diplomacy +11, Intimidation +13, Sailing Lore +17, Survival +10
Str +4, Dex +2, Con +0, Int +1, Wis +2, Cha +3
Items +1 rapier, dagger, hand crossbow (10 bolts), leather armor, main-gauche
AC 23; Fort +12, Ref +12, Will +14
HP 90
Bravery When the ship captain rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, anytime they gain the frightened condition, reduce its value by 1.
Speed 25 feet
Melee [one-action] rapier +17 [+12/+7] (deadly d8, disarm, magical), Damage 1d6+10 piercingMelee [one-action] main-gauche +16 [+12/+8] (agile, disarm, parry, versatile S), Damage 1d4+10 piercingMelee [one-action] fist +16 [+12/+8] (agile, nonlethal, unarmed), Damage 1d4+10 bludgeoningRanged [one-action] hand crossbow +14 [+9/+4] (range increment 60 feet, reload 1), Damage 1d6+6 piercingDual Disarm [two-actions] The captain makes two Strikes, one with their rapier and one with their main-gauche (in either order). If both Strikes hit, the ship captain can attempt to Disarm the target. Their multiple attack penalty increases only after all the attacks are made.No Quarter! [one-action] (auditory, concentrate, emotion, linguistic, mental) The captain orders their shipmates to fight without mercy. All allied creatures of equal or lower level within 20 feet of the ship captain gain a +1 status bonus to attack rolls and damage rolls until the end of the ship captain's next turn.

Hell Hound (3)Creature 3

Medium Beast Fiend Fire Unholy 
Source Monster Core pg. 194
Recall Knowledge DC 18 • Beast (Arcana, Nature), Fiend (Religion)
Perception +9; darkvision, scent (imprecise) 60 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +8, Athletics +9, Stealth +8, Survival +9 (+11 to Track)
Str +4, Dex +3, Con +2, Int -2, Wis +2, Cha -2
AC 17; Fort +9, Ref +10, Will +7
HP 40; Immunities fire; Weaknesses cold 5
Speed 40 feet
Melee [one-action] jaws +13 [+8/+3] (magical, unholy), Damage 1d8+4 piercing plus 1d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 4d6 fire damage to all creatures in a 15-foot cone (DC 19 basic Reflex save). The hell hound can't use Hellfire Breath again for 1d4 rounds. If the hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The hell hound's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the hell hounds' allies.

The Infernal Ruby (Harder Difficulty)

Elite Veda JacoboCreature 7

Medium Human Humanoid 
Source NPC Core pg. 149
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 23 • Humanoid (Society)
Perception +14
Languages Common
Skills Acrobatics +12, Athletics +14, Diplomacy +13, Intimidation +15, Sailing Lore +19, Survival +12
Str +4, Dex +2, Con +0, Int +1, Wis +2, Cha +3
Items +1 rapier, dagger, hand crossbow (10 bolts), leather armor, main-gauche
AC 25; Fort +14, Ref +14, Will +16
HP 110
Bravery When the ship captain rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, anytime they gain the frightened condition, reduce its value by 1.
Speed 25 feet
Melee [one-action] rapier +19 [+14/+9] (deadly d8, disarm, magical), Damage 1d6+2+10 piercingMelee [one-action] main-gauche +18 [+14/+10] (agile, disarm, parry, versatile S), Damage 1d4+2+10 piercingMelee [one-action] fist +18 [+14/+10] (agile, nonlethal, unarmed), Damage 1d4+2+10 bludgeoningRanged [one-action] hand crossbow +16 [+11/+6] (range increment 60 feet, reload 1), Damage 1d6+2+6 piercingDual Disarm [two-actions] The captain makes two Strikes, one with their rapier and one with their main-gauche (in either order). If both Strikes hit, the ship captain can attempt to Disarm the target. Their multiple attack penalty increases only after all the attacks are made.No Quarter! [one-action] (auditory, concentrate, emotion, linguistic, mental) The captain orders their shipmates to fight without mercy. All allied creatures of equal or lower level within 20 feet of the ship captain gain a +1 status bonus to attack rolls and damage rolls until the end of the ship captain's next turn.

Elite Hell Hound (3)Creature 4

Medium Beast Fiend Fire Unholy 
Source Monster Core pg. 194
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 19 • Beast (Arcana, Nature), Fiend (Religion)
Perception +11; darkvision, scent (imprecise) 60 feet
Languages Diabolic; (can't speak any language)
Skills Acrobatics +10, Athletics +11, Stealth +10, Survival +11 (+13 to Track)
Str +4, Dex +3, Con +2, Int -2, Wis +2, Cha -2
AC 19; Fort +11, Ref +12, Will +9
HP 55; Immunities fire; Weaknesses cold 5
Speed 40 feet
Melee [one-action] jaws +15 [+10/+5] (magical, unholy), Damage 1d8+2+4 piercing plus 1d6 fireHellfire Breath [one-action] (divine, fire, unholy) The hell hound breathes flames that deal 4d6 fire damage to all creatures in a 15-foot cone (DC 21 basic Reflex save). The hell hound can't use Hellfire Breath again for 1d4 rounds. If the hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges.Pack Attack The hell hound's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the hell hounds' allies.

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