E06

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Monk’s Monastery of the Guarded Tongue
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Scout by Air or Land (DC 20 Perception):
Carefully hidden between two peaks, lies a simple monastery. Upon closer inspection, the nameplate above the entrance reads “Monastery of the Guarded Tongue” and two monks can be seen gardening vegetables in the main courtyard’s garden.
DC 20 Knowledge Local: All of the monks take vows of truth, and no lie has been spoken on the grounds of their monastery for centuries.
DC 18 Knowledge Religion: “Monk’s are often known to take vows, including vows of silence, poverty, truth, and even chastity”
Detect Magic/Good: Extremely powerful aura (Hallow Spell)
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Upon seeing the adventurers, the monks bow and silently bid you to enter, even if caught in stealth. Though non-hostile, the monks silently beckon the party to the largest of 3 buildings. The PC’s are not accosted if they choose to leave.
Inside the main building sits an old bearded man who speaks carefully and has a long white beard.
“Welcome to our humble monastery, I hope that brothers Johnathan and Marcus didn’t cause you any trouble. We have but one rule here at the monastery, and that is do not lie. That said, is there anything I may help you with?”
The monk knows much about the surrounding area and can offer them information, but only in exchange for promising to defeat the dragon to the north. The monk’s know most relevant info from areas D05 D07 C06 C07 E06 E05
No matter what the PC’s decide, the monk’s are willing to sell spellcasting and a wand of Cure Light Wounds 26 charges.
If the PC’s refuse, the monks allow them to stay the night, tell them where the Dragon lives so they can avoid it, and remind them as they leave in the morning that they will receive a reward (Monk’s Robes) should they defeat the dragon and return.
If the PC’s lie or otherwise antagonize the monks, roll initiative and see below.
The three non-combatant monk’s take the Monk’s Robes from a secret room and leave as soon as combat begins.
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Grand-master Steve
I nit 2; Senses Perception +20
DEFENSE
AC 23, touch 21, flat-footed 21 (
2 armor, 1 deflection, +2 Dex,
+3 monk, +5 Wis)
hp 75 (12d8
18)
Fort 10, Ref +11, Will +14; +2 vs. enchantments
Defensive Abilities improved evasion; Immune disease, poison
OFFENSE
Speed 70 ft.
Melee mwk quarterstaff +13/
8 (1d6+3) or
1 unarmed strike +13/8 (2d6+4) or
1 unarmed strike flurry of blows
+14/
14/9/9/4 (2d63)
Ranged shuriken 11/6 (1d2+3) or
shuriken flurry of blows
12/12/7/7/2 (1d23)
Special Attacks flurry of blows,
stunning fist (12/day, DC 21)
TACTICS
During Combat The monk
uses Deflect Arrows
to close in on ranged
combatants. He uses Lunge
to keep enemies at bay and
flurry of blows with dimension step to trip multiple
opponents if surrounded, allowing
him the full benefit of his Combat
Reflexes when tripped opponents try
to stand. He only uses his ki pool to dimension step.
A swift brawler uses Power
Attack against enemies he has tripped
or stunned, only risking the penalty on
his attack rolls when his target’s AC has
been compromised in some way.
STATISTICS
Str 16, Dex 15, Con 12, lnt 10, Wis 20, Cha 8
Base Atk 9; CMB +15 (17 trip 21 trip and dimension step);
CMD 33 (35 vs. trip)
Feats Combat Reflexes, Deflect Arrows,
Extra Ki, Improved Trip, Improved
Unarmed Strike, Lunge, Dimensional Maneuvers, Power Attack,
Medusa’s Wrath, Stunning Fist, Dimensional Dervish,
Dimensional Agility, Dimensional Adept
Skills Acrobatics +15 (
43 when jumping), Climb
+ 11, Knowledge (geography, local) +4,
Knowledge (history) +6, Knowledge
(religion) +7, Linguistics +3,
Perception +20, Sense Motive +18, Stealth +15, Swim +7
Languages Common, Dwarven, Elven, Gnome, Ore
SQ abundant step, diamond body, fast movement, high jump, ki pool
(13 points, lawful, magic), maneuver training, purity of body, slow
fall 60 ft., wholeness of body
Combat Gear potion of cure light wounds, potion of mirror image;
Other Gear masterwork quarterstaff, shuriken (20), amulet of
mighty fists + 1, belt of giant strength +2, bracers of armor +2,
cloak of resistance +1, headband of inspired wisdom +2, ring of
protection +1, 46 gp

Brother Johnathan
Init 5
DEFENSE
AC 17, touch 17, flat-footed 15 (
1 deflection, 1 Dex, +1 dodge,
+1 monk, +3 Wis)
hp 31 (5d8
5)
Fort 6, Ref +6, Will +8; +2 vs. enchantments
Defensive Abilities evasion; Immune disease
OFFENSE
Speed 40 ft.
Melee unarmed strike +6 (1d8
3) or
mwk siangham 7 (1d63) or
unarmed strike flurry of blows 6/6 (1d8+3)
Ranged javelin 4 (1 d6 3)
Special Attacks flurry of blows, stunning fist (5/day, DC 15)
TACTICS
During Combat The monk uses Stunning Fist to make opponents
drop weapons, attacking if foes try to retrieve them.
STATISTICS
Str 16, Dex 13, Con 12, lnt 10, Wis 16,
Cha 8
Base Atk 3; CMB +8 (10
grapple); CMD 23 (25 vs.
grapple)
Feats Combat Reflexes, Dodge, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Power Attack, Scorpion Style, Stunning Fist
Skills Acrobatics 7 (12 when jumping), Climb
+8, Intimidate +7, Knowledge (religion)
+8, Perception +11, Sense Motive +11,
Stealth +9
Languages Common
SQ fast movement, high jump, ki pool
(5 points, magic), maneuver training,
purity of body, slow fall 20 ft.
Combat Gear potions
of cure light wounds (2);
Other Gear javelin,
masterwork siang ham,
cloak af resistance
+ 1, ring of protection
+1, 347 gp

Brother Marcus
Human Cleric of Irori 5, Monk 1
Init 5
DEFENSE
AC 17, touch 17, flat-footed 15 (
1 deflection, 1 Dex, +1 dodge, +3 Wis)
hp 37 (6d8
6)
Fort +7, Ref +6, Will +8; +2 vs. enchantments

OFFENSE
Unarmed Strike 9/9 1d6+3 (+3 damage Ferocious Strike 6/day)
Special Attacks flurry of blows, stunning fist (4/day, DC 18)

Channel Energy 3d6
Strength Domain (Ferocity)
Rune Domain (Wards)

STATISTICS
Str 16, Dex 13, Con 12, lnt 10, Wis 16, Cha 12
Base Atk 3; CMB +8 (10 grapple); CMD 23 (25 vs. grapple)
Feats Weapon Focus (Strike), Dodge, Improved Grapple, Extra Channel, Mantis Style, Mantis Wisdom, Improved Unarmed Strike, Stunning Fist
Skills Acrobatics 7 (12 when jumping), Climb
+8, Intimidate +7, Knowledge (religion)
+8, Perception +11, Sense Motive +11,
Stealth +9

Loot
potions of cure light wounds (2);
Masterwork Gauntlets, Bracers of Armor +1 Light Fortification, ring of protection +1, 347 gp

E06

Totally Not GG KeenanJones