And way down here at the bottom of the page that no one reads...
After character creation the mad toy-making gnome sends the PCs off to fetch some rare ore for his next batch of experimental clockwork critters and they become trapped in a temporal stasis for two centuries. In this time a rampaging band of various humanoid berserker tribes led by a family of frost giants devastates the countryside, burning all the villages and the gnome castle (which had massive 6' high walls manned by clockwork guards with wooden swords).
Rumors of the toy-makers hidden stash of gems would attract adventurers to the area every so often. The frost giants have also heard this rumor and keep their minions from attacking explorers until they leave the castle.
A few encounters with the new local fauna and the ruins of a village on the way back to the castle clue the PCs in that something is wrong. At the castle itself they find a few clockwork gnomes laying around the ruins and after a brief search they'll find a secret door under some rubble where the toy maker left a few spare windup keys and a stash of some magic items.
List of crap that happens the first session
0. The PCs come out of stasis, the road home is now overgrown, barely an animal path.
1. The White Worg makes an appearance at some point on the journey back, he howls and 1d4+2 wolves attack the party, he however runs off to tell his master there are gnomes in the area. He'll attack them later when the PCs are 3rd level.
2. Ruined Village - Once, long ago, this village boasted of the best tavern in the area, a place well known by the PCs, now only a few foundation stones and a dry well remain.
3. The hidden room contains enough spare parts to get the clockwork gnomes (the other PCs) up and running, a few spare windup keys, and a cloak of elvenkind with bells that jingle when enemies are nearby (-5 to stealth). The next room (DC 20 search check to find the door) contains three clockwork riding/sled dogs (they look like large, black furred, standard poodles), a treatise on purple worms (+4 to knowledge checks on purple worms), a waterproof cookbook with 100 recipes for snow, 4 size small masterwork heavy crossbows, a barrel of decayed crossbow bolts (searching through them finds 10 +1 bolts still in good shape), and a box with 6 potions of cure light wounds.
4. Two white-furred bugbears confront the PCs when they leave the ruins asking for the gems, whatever the answer, they end up attacking. They want prisoners, so if the party loses go with the wake up in the frost giant's great hall story.
Things the PCs don't know
1. Well this section could fill up volumes but I'll start with that there is a small fishing thorp called StabbingTown on the coast that has only been there for a few years.
2. The toy-maker wasn't a benevolent gnome and the souls in his clockwork gnomes weren't from monsters they are the souls from gnomes who didn't want to stay at his castle. They were quietly taken below the castle into the ruins of an ancient temple.
Random things for later when they are higher level
1. Frost Giant wearing +1 red dragon armor
List of crap to happen the second session
0. number 4 from first session happens because I didn't crack the whip last time and I went swimming instead.
1. The PCs head into the tunnel below the old fish pond and try to get through the trapped entrance into the ruins below the toy maker's castle.
2. Attack of the Cave Badgers.
3. The Ancient Temple.
4. The Soul Collector and his white-eyed soulless shells of gnomes say hello.
5. More arctic bugbears and a visit to StabbingTown.
6. Level up characters.
List of crap to do the second session
0. Remember to bring the laptop with all the traps and monsters on it this time, duh!
1. Make an effort to keep group focused and get game going.
2. Swim more.
3. Eat more (possibly consult online physician about health risks of putting inflated balloons into Scott's stomach to leave more food for me).
4. Try positive reinforcement for Wes when he does something for 8 seconds then resort to a sand timer.
Special Qualities
Hardness (Ex): A clockwork creature has a hardness of 10. This quality functions like object hardness, even though a clockwork creature is not an object.
Resistances (Ex): A clockwork creature has resistance 10 to acid, cold, and fire.
Metal Body (Ex): Beneath its skin, a clockwork creature is largely composed of metal. It counts as a ferrous creature for the purpose of rusting grasp and other spells that have special effects on metal.
Vulnerability to Electricity (Ex): Because the delicate interior mechanisms of a clockwork creature are particularly vulnerable to electricity damage, it takes double damage from electricity on a failed save and half damage on a successful save. If the base creature is immune to electricity, it takes no damage from electricity attacks but is dazed for 1 round on a failed save.
Open Mind (Ex)
Unlike normal clockwork creatures, the lifespark clockwork gnome is not immune to mind-affecting effects. In fact, perhaps because of its past need for commands, its mind is especially vulnerable to magical compulsion. A lifespark construct takes a –2 penalty on saving throws against mind-affecting effects.
Windup Key (Ex): A clockwork creature must be wound up each day by placing a small key into a special orifice and turning it—an action that provokes attacks of opportunity. For each full round that the key is turned, the clockwork creature can be active for 4 hours (maximum 24 hours). In most cases, the creator either retains his construct's key or gives it to the clockwork creature so that it can keep itself running.
When the clockwork creature runs down, it becomes immobile, helpless, and unconscious, and it remains so until wound up again. Anyone can wind up a clockwork creature without the key by making a successful Disable Device check as a full-round action (DC based on the quality of lock the creator built into the clockwork creature). This technique allows the clockwork creature 4 hours of activity (maximum 24 hours) for each such successful check.
Spirit Within (Ex)
Though the lifespark clockwork creature is not a living creature, a "spirit" still resides within it. Unlike most constructs, the lifespark construct is not immune to all necromantic effects. Certain spells that rely on the existence of a creature's soul (not "life force") —namely astral projection, clone, magic jar, and soulbind— can affect lifespark constructs. No other necromantic effects affect lifespark constructs, and they are still immune to death effects. Though they cannot be raised or resurrected, lifespark constructs can be reincarnated as described by the reincarnate spell.
Male bugbear ranger 1
CE Medium humanoid (goblinoid)
Init+3; Senses darkvision 60 ft., scent; Perception +1
DEFENSE
AC 18, touch 13, flat-footed 15 (+2 armor, +3 Dex, +3 natural)
hp 39 (3d8+10+1 favored class+16)
Fort +7, Ref +8, Will+2
OFFENSE
Speed 30 ft.
Melee heavy flail +7 (1d10+6/19–20)
Ranged mwk composite longbow +7 (1d8+4/×3)
Special Attacks favored enemy (elf +2)
STATISTICS
Str 18, Dex 17, Con 18, Int 8, Wis 12, Cha 9
Base Atk +3; CMB +7; CMD 20
Feats Point Blank Shot, Weapon Focus (longbow)
Skills Stealth +8(+18 in snow), Survival +8; Racial Bonus +2 Intimidate, +4 Stealth
SQ arctic, stalker, track +1, wild empathy +0
Languages Common, Goblin
Combat Gear potion of cure moderate wounds; Other Gear studded leather armor, heavy flail, masterwork composite longbow (+4 Strength) with 20 arrows and 4 +1 elf-bane arrows, 4 pp
SPECIAL ABILITIES
Stalker (Ex)
Perception and Stealth are always class skills for bugbears.
Arctic
Saves: Arctic creatures take only half damage from any cold damage dealt to them, and suffer a –2 penalty to saving throws against fire damage and spells with the [fire] descriptor. They gain a +5 bonus to Fortitude saves from natural cold dangers, the DC of their Fortitude saves against natural cold dangers does not increase (it’s always DC 15), and they are treated as if wearing cold weather gear. Arctic creatures suffer a –2 penalty to all Fortitude saves against natural heat dangers.
Skills: Arctic creatures are generally white, and thus receive a +5 bonus to Stealth checks in snowy conditions but receive a –5 penalty to Stealth checks made in areas that are not snowy.
Worg barbarian 2
CE Medium magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +8
DEFENSE
AC 13, touch 9, flat-footed 12 (+3 Dex, +2 natural, –2 rage)
hp 67 (6 HD; 4d10+2d12+32)
Fort +12, Ref +7, Will +5
Defensive Abilities uncanny dodge
OFFENSE
Speed 40 ft.
Melee bite +13 (1d6+10 plus trip)
Special Attacks rage (9 rounds/day), rage powers (no escape)
Base Statistics When not raging, the worg’s statistics are AC 17, touch 13, flat-footed 14; hp 55; Fort +10, Will +3; Melee bite +11 (1d6+7 plus trip); Str 21, Con 17; CMB +11, CMD 24 (28 vs. trip); Skills Climb +9, Swim +9
STATISTICS
Str 25, Dex 17, Con 21, Int 8, Wis 14, Cha 8
Base Atk +6; CMB +13; CMD 26 (30 vs. trip)
Feats Endurance, Intimidating Prowess, Step Up
Skills Climb +11, Intimidate +10, Perception +8, Stealth +9, Survival +10, Swim +11
Languages Common, Giant
SQ fast movement
Wolf
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
OFFENSE
Speed 50 ft.
Melee bite +2 (1d6+1 plus trip)
STATISTICS
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent
ECOLOGY
Environment cold or temperate forests
Organization solitary, pair, or pack (3–12)
Wandering alone or in packs, wolves sit at the top of the food chain. Ferociously territorial and exceptionally wide-ranging in their hunting, wolf packs cover broad areas. A wolf's wide paws contain slight webbing between the toes that assists in moving over snow, and its fur is a thick, water-resistant coat ranging in color from gray to brown and even black in some species. Its paws contain scent glands that mark the ground as it travels, assisting in navigation as well as broadcasting its whereabouts to fellow pack members. Generally, a wolf stands from 2-1/2 to 3 feet tall at the shoulder and weighs between 45 and 150 pounds, with females being slightly smaller.